/// <summary> /// Skip air movements as this platform wants to control the jump button. /// </summary> /// <returns>true</returns> /// <c>false</c> /// <param name="character">The character.</param> /// <param name="movement">Movement being checked.</param> public override bool SkipMovement(Character character, Movement movement) { if (movement is AirMovement) { return true; } return false; }
/// <summary> /// Does this platform want to prevent the given movement from moving. Generally implementations /// will use the movement.GetType() to restrict specific classes of movement. Only applied /// when character is parented to the platform. /// </summary> /// <returns><c>true</c>, if movement should be skipped, <c>false</c> otherwise.</returns> /// <param name="character">Character being checked.</param> /// <param name="movement">Movement being checked.</param> public override bool SkipMovement(Character character, Movement movement) { // Skip wall movements on rotating platforms if (movement is WallMovement) return true; return false; }