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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int | PointOfEntryIndex |
| the index of the target point of entry to spawn at in the next level More...
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Character.FacingDirections | FacingDirection = Character.FacingDirections.Right |
| the direction to face in the next level More...
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string | LevelName |
| the (exact) name of the level to go to More...
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float | DelayBeforeTransition = 0f |
| the delay (in seconds) before actually redirecting to a new scene More...
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bool | TriggerFade = false |
| if this is true, a fade to black will occur when teleporting More...
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int | FaderID = 0 |
| the ID of the fader to target More...
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MMTweenType | FadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInCubic) |
| the curve to use to fade to black More...
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bool | FreezeTime = false |
| whether or not time should be frozen during the transition More...
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bool | FreezeCharacter = true |
| whether or not the character should be frozen (input blocked) for the duration of the transition More...
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ButtonActivatedRequirements | ButtonActivatedRequirement = ButtonActivatedRequirements.Either |
| the requirement(s) for this zone More...
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bool | RequiresPlayerType = true |
| if this is true, this can only be activated by player Characters More...
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bool | RequiresButtonActivationAbility = true |
| if this is true, this zone can only be activated if the character has the required ability More...
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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 More...
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bool | Activable = true |
| if this is false, the zone won't be activable More...
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bool | AutoActivation = false |
| if true, the zone will activate whether the button is pressed or not More...
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bool | AutoActivationAndButtonInteraction = false |
| if true, this zone will be auto activated but will still allow button interaction More...
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bool | CanOnlyActivateIfGrounded = false |
| if this is set to false, the zone won't be activable while not grounded More...
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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. More...
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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 More...
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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 More...
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LayerMask | TargetLayerMask = ~0 |
| a layermask with all the layers that can interact with this specific button activated zone More...
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bool | UnlimitedActivations = true |
| if this is set to false, your number of activations will be MaxNumberOfActivations More...
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int | MaxNumberOfActivations = 0 |
| the number of times the zone can be interacted with More...
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float | DelayBetweenUses = 0f |
| the delay (in seconds) after an activation during which the zone can't be activated More...
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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 More...
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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) More...
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string | InputButton = "Interact" |
| the button axis name to use for this button activated object More...
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KeyCode | InputKey = KeyCode.Space |
| the key to use for this More...
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string | AnimationTriggerParameterName |
| an (absolutely optional) animation parameter that can be triggered on the character when activating the zone More...
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bool | UseVisualPrompt = true |
| if this is true, a prompt will be shown if setup properly More...
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ButtonPrompt | ButtonPromptPrefab |
| the gameobject to instantiate to present the prompt More...
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string | ButtonPromptText = "A" |
| the text to display in the button prompt More...
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Color | ButtonPromptColor = MMColors.LawnGreen |
| the text to display in the button prompt More...
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Color | ButtonPromptTextColor = MMColors.White |
| the color for the prompt's text More...
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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. More...
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bool | ShowPromptWhenColliding = true |
| If true, the "buttonA" prompt will be shown when a player is colliding with the zone. More...
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bool | HidePromptAfterUse = false |
| If true, the prompt will hide after use. More...
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Vector3 | PromptRelativePosition = Vector3.zero |
| the position of the actual buttonA prompt relative to the object's center More...
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MMFeedbacks | ActivationFeedback |
| a feedback to play when the zone gets activated More...
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MMFeedbacks | DeniedFeedback |
| a feedback to play when the zone tries to get activated but can't More...
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MMFeedbacks | EnterFeedback |
| a feedback to play when the zone gets entered More...
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MMFeedbacks | ExitFeedback |
| a feedback to play when the zone gets exited More...
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UnityEvent | OnActivation |
| an action to trigger when this gets activated More...
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UnityEvent | OnExit |
| an action to trigger when exiting this zone More...
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UnityEvent | OnStay |
| an action to trigger when staying in the zone More...
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enum | ButtonActivatedRequirements { ButtonActivatedRequirements.Character,
ButtonActivatedRequirements.ButtonActivator,
ButtonActivatedRequirements.Either,
ButtonActivatedRequirements.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 { InputTypes.Default,
InputTypes.Button,
InputTypes.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 More...
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virtual void | OnEnable () |
| On Enable, we initialize our ButtonActivated zone More...
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virtual void | OnDisable () |
| On disable we disable our input action if needed More...
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virtual void | ActivateZone () |
| Activates the zone More...
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virtual void | DisableAfterActivation () |
| Handles the disabling of the zone after activation More...
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virtual void | OnTriggerEnter2D (Collider2D collidingObject) |
| Handles enter collision with 2D triggers More...
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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 More...
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virtual void | OnTriggerExit2D (Collider2D collidingObject) |
| Handles enter collision with 2D triggers More...
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virtual void | TriggerEnter (GameObject collider) |
| Triggered when something collides with the button activated zone More...
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virtual void | TriggerExit (GameObject collider) |
| Triggered when something exits the water More...
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virtual bool | TestForLastObject (GameObject collider) |
| Tests if the object exiting our zone is the last remaining one More...
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virtual bool | CheckConditions (GameObject collider) |
| Determines whether or not this zone should be activated More...
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WaitForSeconds | _delayWaitForSeconds |
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Character | _character |
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Animator | _buttonPromptAnimator |
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ButtonPrompt | _buttonPrompt |
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bool | _promptHiddenForever = false |
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int | _numberOfActivationsLeft |
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float | _lastActivationTimestamp |
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Collider2D | _buttonActivatedZoneCollider |
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CharacterButtonActivation | _characterButtonActivation |
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Character | _currentCharacter |
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List< GameObject > | _collidingObjects |
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List< GameObject > | _stayingGameObjects |
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List< Collider2D > | _enteredColliders |
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int | _inputActionPressedAtFrame |
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bool | InputActionPerformed [get] |
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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.