Add this component to a collider 2D and you'll be able to have it perform an action when a character equipped with the specified key enters it.
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bool | RequiresKey = true |
| whether this zone actually requires a key More...
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string | KeyID |
| the key ID, that will be checked against the existence (or not) of a key of the same name in the player's inventory More...
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UnityEvent | KeyAction |
| the method that should be triggered when the key is used 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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Add this component to a collider 2D and you'll be able to have it perform an action when a character equipped with the specified key enters it.