A class used to go from one level to the next while specifying an entry point in the target level. Entry points are defined in each level's LevelManager component. They're simply Transforms in a list. The index in the list is the identifier for the entry point.
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| override void | GoToNextLevel () |
| | Loads the next level and stores the target entry point index in the game manager.
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| override void | Initialization () |
| | On initialization, we init our delay.
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| override void | TriggerButtonAction (GameObject instigator) |
| | When the button is pressed we start the dialogue.
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| virtual void | MakeActivable () |
| | Makes the zone activable.
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| virtual void | MakeUnactivable () |
| | Makes the zone unactivable.
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| virtual void | ToggleActivable () |
| | Makes the zone activable if it wasn't, unactivable if it was activable.
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| virtual void | TriggerExitAction (GameObject collider) |
| | On exit, we reset our staying bool and invoke our OnExit event.
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| virtual void | PromptError () |
| | Triggers an error.
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| virtual void | ShowPrompt () |
| | Shows the button A prompt.
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| virtual void | HidePrompt () |
| | Hides the button A prompt.
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| virtual void | DisableZone () |
| | Enables the button activated zone.
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| virtual void | EnableZone () |
| | Enables the button activated zone.
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| virtual bool | CheckNumberOfUses () |
| | Checks the remaining number of uses and eventual delay between uses and returns true if the zone can be activated.
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| int | PointOfEntryIndex |
| | the index of the target point of entry to spawn at in the next level
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| Character.FacingDirections | FacingDirection = Character.FacingDirections.Right |
| | the direction to face in the next level
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| string | LevelName |
| | the (exact) name of the level to go to
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| float | DelayBeforeTransition = 0f |
| | the delay (in seconds) before actually redirecting to a new scene
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| bool | TriggerFade = false |
| | if this is true, a fade to black will occur when teleporting
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| int | FaderID = 0 |
| | the ID of the fader to target
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| MMTweenType | FadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInCubic) |
| | the curve to use to fade to black
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| bool | FreezeTime = false |
| | whether or not time should be frozen during the transition
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| bool | FreezeCharacter = true |
| | whether or not the character should be frozen (input blocked) for the duration of the transition
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| ButtonActivatedRequirements | ButtonActivatedRequirement = ButtonActivatedRequirements.Either |
| | the requirement(s) for this zone
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| bool | RequiresPlayerType = true |
| | if this is true, this can only be activated by player Characters
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| bool | RequiresButtonActivationAbility = true |
| | if this is true, this zone can only be activated if the character has the required ability
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| bool | PreventJumpsWhileInThisZone = false |
| | if this is true, characters won't be able to jump when in that zone, regardless of the settings on their CharacterButtonActivation ability
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| bool | Activable = true |
| | if this is false, the zone won't be activable
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| bool | AutoActivation = false |
| | if true, the zone will activate whether the button is pressed or not
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| bool | AutoActivationAndButtonInteraction = false |
| | if true, this zone will be auto activated but will still allow button interaction
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| bool | CanOnlyActivateIfGrounded = false |
| | if this is set to false, the zone won't be activable while not grounded
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| bool | ShouldUpdateState = true |
| | Set this to true if you want the CharacterBehaviorState to be notified of the player's entry into the zone.
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| bool | OnlyOneActivationAtOnce = true |
| | if this is true, enter won't be retriggered if another object enters, and exit will only be triggered when the last object exits
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| bool | AlsoPerformChecksOnStay = false |
| | if this is true, extra enter checks will be performed on TriggerStay, to handle edge cases like a zone that'd prevent activation when not grounded, and a character enters it airborne, but then lands
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| LayerMask | TargetLayerMask = ~0 |
| | a layermask with all the layers that can interact with this specific button activated zone
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| bool | UnlimitedActivations = true |
| | if this is set to false, your number of activations will be MaxNumberOfActivations
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| int | MaxNumberOfActivations = 0 |
| | the number of times the zone can be interacted with
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| float | DelayBetweenUses = 0f |
| | the delay (in seconds) after an activation during which the zone can't be activated
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| bool | DisableAfterUse = false |
| | if this is true, the zone will disable itself (forever or until you manually reactivate it) after its last use
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| InputTypes | InputType = InputTypes.Default |
| | the selected input type (default : default binding from the InputManager for Interact, button (type in an axis button name), or key)
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| string | InputButton = "Interact" |
| | the button axis name to use for this button activated object
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| KeyCode | InputKey = KeyCode.Space |
| | the key to use for this
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| string | AnimationTriggerParameterName |
| | an (absolutely optional) animation parameter that can be triggered on the character when activating the zone
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| bool | UseVisualPrompt = true |
| | if this is true, a prompt will be shown if setup properly
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| ButtonPrompt | ButtonPromptPrefab |
| | the gameobject to instantiate to present the prompt
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| string | ButtonPromptText = "A" |
| | the text to display in the button prompt
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| Color | ButtonPromptColor = MMColors.LawnGreen |
| | the text to display in the button prompt
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| Color | ButtonPromptTextColor = MMColors.White |
| | the color for the prompt's text
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| bool | AlwaysShowPrompt = true |
| | If true, the "buttonA" prompt will always be shown, whether the player is in the zone or not.
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| bool | ShowPromptWhenColliding = true |
| | If true, the "buttonA" prompt will be shown when a player is colliding with the zone.
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| bool | HidePromptAfterUse = false |
| | If true, the prompt will hide after use.
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| Vector3 | PromptRelativePosition = Vector3.zero |
| | the position of the actual buttonA prompt relative to the object's center
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| MMFeedbacks | ActivationFeedback |
| | a feedback to play when the zone gets activated
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| MMFeedbacks | DeniedFeedback |
| | a feedback to play when the zone tries to get activated but can't
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| MMFeedbacks | EnterFeedback |
| | a feedback to play when the zone gets entered
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| MMFeedbacks | ExitFeedback |
| | a feedback to play when the zone gets exited
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| UnityEvent | OnActivation |
| | an action to trigger when this gets activated
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| UnityEvent | OnExit |
| | an action to trigger when exiting this zone
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| UnityEvent | OnStay |
| | an action to trigger when staying in the zone
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| enum | ButtonActivatedRequirements { Character
, ButtonActivator
, Either
, None
} |
| | the different possible requirements for this activated zone, which can be either a character, a button activator, one or the other, or none More...
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| enum | InputTypes { Default
, Button
, Key
} |
| | how input gets detected for this zone (default : default binding from the InputManager for Interact, button (type in an axis button name), or key) More...
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| virtual IEnumerator | GoToNextLevelCoroutine () |
| | A coroutine used to handle the finish level sequence.
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| virtual void | OnEnable () |
| | On Enable, we initialize our ButtonActivated zone.
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| virtual void | OnDisable () |
| | On disable we disable our input action if needed.
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| virtual void | ActivateZone () |
| | Activates the zone.
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| virtual void | DisableAfterActivation () |
| | Handles the disabling of the zone after activation.
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| virtual void | OnTriggerEnter2D (Collider2D collidingObject) |
| | Handles enter collision with 2D triggers.
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| virtual void | OnTriggerStay2D (Collider2D collidingObject) |
| | On stay we invoke our stay event if needed, and perform a trigger enter check if it hasn't been done already.
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| virtual void | OnTriggerExit2D (Collider2D collidingObject) |
| | Handles enter collision with 2D triggers.
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| virtual void | TriggerEnter (GameObject collider) |
| | Triggered when something collides with the button activated zone.
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| virtual void | TriggerExit (GameObject collider) |
| | Triggered when something exits the water.
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| virtual bool | TestForLastObject (GameObject collider) |
| | Tests if the object exiting our zone is the last remaining one.
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| virtual bool | CheckConditions (GameObject collider) |
| | Determines whether or not this zone should be activated.
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| WaitForSeconds | _delayWaitForSeconds |
| Character | _character |
| Animator | _buttonPromptAnimator |
| ButtonPrompt | _buttonPrompt |
| bool | _promptHiddenForever = false |
| int | _numberOfActivationsLeft |
| float | _lastActivationTimestamp |
| Collider2D | _buttonActivatedZoneCollider |
| CharacterButtonActivation | _characterButtonActivation |
| Character | _currentCharacter |
| List< GameObject > | _collidingObjects |
| List< GameObject > | _stayingGameObjects |
| List< Collider2D > | _enteredColliders |
| int | _inputActionPressedAtFrame |
| bool | InputActionPerformed [get] |
A class used to go from one level to the next while specifying an entry point in the target level. Entry points are defined in each level's LevelManager component. They're simply Transforms in a list. The index in the list is the identifier for the entry point.