Corgi Engine  v8.8
MoreMountains.CorgiEngine.CharacterDetector Class Reference

Add this class to a TRIGGER collider2D and it'll let you know when a character enters it and will let you trigger actions in consequence More...

Inheritance diagram for MoreMountains.CorgiEngine.CharacterDetector:
MoreMountains.CorgiEngine.CorgiMonoBehaviour

Public Attributes

bool RequiresPlayer = true
 It this is true, the character will have to be tagged Player for this to work. More...
 
bool CharacterInArea = false
 if this is true, a character (and possibly a player based on the setting above) is in the area More...
 
UnityEvent OnEnter
 a UnityEvent to fire when the targeted character enters the area More...
 
UnityEvent OnStay
 a UnityEvent to fire while the targeted character stays in the area More...
 
UnityEvent OnExit
 a UnityEvent to fire when the targeted character exits the area More...
 

Protected Member Functions

virtual void Start ()
 On Start we grab our collider2D and set it to trigger in case we forgot AGAIN to set it to trigger More...
 
virtual void OnTriggerEnter2D (Collider2D collider)
 When a character enters we turn our state to true More...
 
virtual void OnTriggerStay2D (Collider2D collider)
 While a character stays we keep our boolean true More...
 
virtual void OnTriggerExit2D (Collider2D collider)
 When a character exits we reset our boolean More...
 
virtual bool TargetFound (Collider2D collider)
 Returns true if the collider set in parameter is the targeted type, false otherwise More...
 

Protected Attributes

Collider2D _collider2D
 
Character _character
 

Detailed Description

Add this class to a TRIGGER collider2D and it'll let you know when a character enters it and will let you trigger actions in consequence

Member Function Documentation

◆ OnTriggerEnter2D()

virtual void MoreMountains.CorgiEngine.CharacterDetector.OnTriggerEnter2D ( Collider2D  collider)
protectedvirtual

When a character enters we turn our state to true

Parameters
collider

◆ OnTriggerExit2D()

virtual void MoreMountains.CorgiEngine.CharacterDetector.OnTriggerExit2D ( Collider2D  collider)
protectedvirtual

When a character exits we reset our boolean

Parameters
collider

◆ OnTriggerStay2D()

virtual void MoreMountains.CorgiEngine.CharacterDetector.OnTriggerStay2D ( Collider2D  collider)
protectedvirtual

While a character stays we keep our boolean true

Parameters
collider

◆ Start()

virtual void MoreMountains.CorgiEngine.CharacterDetector.Start ( )
protectedvirtual

On Start we grab our collider2D and set it to trigger in case we forgot AGAIN to set it to trigger

◆ TargetFound()

virtual bool MoreMountains.CorgiEngine.CharacterDetector.TargetFound ( Collider2D  collider)
protectedvirtual

Returns true if the collider set in parameter is the targeted type, false otherwise

Parameters
collider
Returns

Member Data Documentation

◆ _character

Character MoreMountains.CorgiEngine.CharacterDetector._character
protected

◆ _collider2D

Collider2D MoreMountains.CorgiEngine.CharacterDetector._collider2D
protected

◆ CharacterInArea

bool MoreMountains.CorgiEngine.CharacterDetector.CharacterInArea = false

if this is true, a character (and possibly a player based on the setting above) is in the area

◆ OnEnter

UnityEvent MoreMountains.CorgiEngine.CharacterDetector.OnEnter

a UnityEvent to fire when the targeted character enters the area

◆ OnExit

UnityEvent MoreMountains.CorgiEngine.CharacterDetector.OnExit

a UnityEvent to fire when the targeted character exits the area

◆ OnStay

UnityEvent MoreMountains.CorgiEngine.CharacterDetector.OnStay

a UnityEvent to fire while the targeted character stays in the area

◆ RequiresPlayer

bool MoreMountains.CorgiEngine.CharacterDetector.RequiresPlayer = true

It this is true, the character will have to be tagged Player for this to work.


The documentation for this class was generated from the following file: