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Corgi Engine v9.4
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Spawns the player, handles checkpoints and respawn. More...
Public Types | |
| enum | CheckpointsAxis { x , y , z , CheckpointOrder } |
| the possible checkpoint axis More... | |
| enum | CheckpointDirections { Ascending , Descending } |
| enum | BoundsModes { TwoD , ThreeD } |
Public Member Functions | |
| virtual void | Start () |
| Initialization. | |
| virtual void | SetCurrentCheckpoint (CheckPoint newCheckPoint) |
| Sets the current checkpoint. | |
| virtual void | SetNextLevel (string levelName) |
| Sets the name of the next level this LevelManager will point to. | |
| virtual void | GotoNextLevel () |
| Loads the next level, as defined via the SetNextLevel method. | |
| virtual void | GotoLevel (string levelName, bool fadeOut=true, bool save=true) |
| Gets the player to the specified level. | |
| virtual void | PlayerDead (Character player) |
| Kills the player. | |
| virtual void | FreezeCharacters () |
| Freezes the character(s) | |
| virtual void | UnFreezeCharacters () |
| Unfreezes the character(s) | |
| virtual void | ToggleCharacterPause () |
| Toggles Character Pause. | |
| virtual void | ResetLevelBoundsToOriginalBounds () |
| Resets the level bounds to their initial value. | |
| virtual void | SetNewMinLevelBounds (Vector3 newMinBounds) |
| Sets the level bound's min point to the one in parameters. | |
| virtual void | SetNewMaxLevelBounds (Vector3 newMaxBounds) |
| Sets the level bound's max point to the one in parameters. | |
| virtual void | SetNewLevelBounds (Bounds newBounds) |
| Sets the level bounds to the one passed in parameters. | |
| virtual void | OnMMEvent (CorgiEngineEvent engineEvent) |
| Catches CorgiEngineEvents and acts on them, playing the corresponding sounds. | |
| Public Member Functions inherited from MoreMountains.Tools.MMEventListener< T > | |
| void | OnMMEvent (T eventType) |
Public Attributes | |
| Character[] | PlayerPrefabs |
| the prefab you want for your player | |
| bool | AutoAttributePlayerIDs = true |
| should the player IDs be auto attributed (usually yes) | |
| List< Character > | SceneCharacters |
| a list of Characters already present in the scene before runtime. If this list is filled, PlayerPrefabs will be ignored | |
| CheckPoint | DebugSpawn |
| A checkpoint to use to force the character to spawn at. | |
| CheckpointsAxis | CheckpointAttributionAxis = CheckpointsAxis.x |
| the axis on which objects should be compared | |
| CheckpointDirections | CheckpointAttributionDirection = CheckpointDirections.Ascending |
| the direction in which checkpoint order should be determined | |
| CheckPoint | CurrentCheckPoint |
| the current checkpoint | |
| List< PointOfEntry > | PointsOfEntry |
| a list of all the points of entry for this level | |
| float | IntroFadeDuration =1f |
| duration of the initial fade in (in seconds) | |
| float | OutroFadeDuration =1f |
| duration of the fade to black at the end of the level (in seconds) | |
| int | FaderID = 0 |
| the ID to use when triggering the event (should match the ID on the fader you want to use) | |
| MMTweenType | FadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInOutCubic) |
| the curve to use for in and out fades | |
| float | RespawnDelay = 2f |
| duration between a death of the main character and its respawn | |
| bool | ResetPointsOnRestart = true |
| if this is true, points will be reset when this level restarts - usually after a player's death | |
| BoundsModes | BoundsMode = BoundsModes.TwoD |
| whether to use a 3D or 2D collider as level bounds, this will be used by Cinemachine confiners | |
| Bounds | LevelBounds = new Bounds(Vector3.zero,Vector3.one*10) |
| the level limits, camera and player won't go beyond this point. | |
| bool | ConvertToColliderBoundsButton |
| MMLoadScene.LoadingSceneModes | LoadingSceneMode = MMLoadScene.LoadingSceneModes.MMSceneLoadingManager |
| the method to use to load the destination level | |
| string | LoadingSceneName = "LoadingScreen" |
| the name of the MMSceneLoadingManager scene you want to use | |
| MMAdditiveSceneLoadingManagerSettings | AdditiveLoadingSettings |
| the settings to use when loading the scene in additive mode | |
| bool | SetPlayerAsFeedbackRangeCenter = false |
| if this is true, an event will be triggered on player instantiation to set the range target of all feedbacks to it | |
Protected Member Functions | |
| override void | Awake () |
| On awake, instantiates the player. | |
| virtual void | InstantiatePlayableCharacters () |
| Instantiate playable characters based on the ones specified in the PlayerPrefabs list in the LevelManager's inspector. | |
| virtual void | Initialization () |
| Gets current camera, points number, start time, etc. | |
| virtual void | CheckpointAssignment () |
| Assigns all respawnable objects in the scene to their checkpoint. | |
| virtual void | LevelGUIStart () |
| Initializes GUI stuff. | |
| virtual void | SpawnSingleCharacter () |
| Spawns a playable character into the scene. | |
| virtual void | RegularSpawnSingleCharacter () |
| Spawns the character at the selected entry point if there's one, or at the selected checkpoint. | |
| virtual void | SpawnMultipleCharacters () |
| Spawns multiple playable characters into the scene. | |
| virtual IEnumerator | GotoLevelCo (string levelName, bool fadeOut=true) |
| Waits for a short time and then loads the specified level. | |
| virtual void | LoadScene (string destinationScene) |
| virtual IEnumerator | LoadGameOverSceneCo () |
| A coroutine used to load the game over scene after an optional delay. | |
| virtual void | Cleanup () |
| Resets lives, removes persistent characters and stored ones if needed. | |
| virtual IEnumerator | SoloModeRestart () |
| Coroutine that kills the player, stops the camera, resets the points. | |
| virtual void | UpdateBoundsCollider () |
| Updates the level collider's bounds for Cinemachine (and others that may use it) | |
| virtual void | GenerateColliderBounds () |
| A temporary method used to convert level bounds from the old system to actual collider bounds. | |
| virtual void | OnEnable () |
| OnDisable, we start listening to events. | |
| virtual void | OnDisable () |
| OnDisable, we stop listening to events. | |
| Protected Member Functions inherited from MoreMountains.Tools.MMSingleton< T > | |
| virtual void | InitializeSingleton () |
| Initializes the singleton. | |
Static Protected Member Functions | |
| static void | InitializeStatics () |
| Statics initialization to support enter play modes. | |
Protected Attributes | |
| DateTime | _started |
| int | _savedPoints |
| string | _nextLevel = null |
| BoxCollider | _collider |
| BoxCollider2D | _collider2D |
| Bounds | _originalBounds |
Properties | |
| Collider | BoundsCollider [get, protected set] |
| Collider2D | BoundsCollider2D [get, protected set] |
| virtual TimeSpan | RunningTime [get] |
| the elapsed time since the start of the level | |
| virtual CameraController | LevelCameraController [get, set] |
| virtual List< Character > | Players [get, protected set] |
| virtual List< CheckPoint > | Checkpoints [get, protected set] |
| Properties inherited from MoreMountains.Tools.MMSingleton< T > | |
| static bool | HasInstance [get] |
| static T | Current [get] |
| static T | Instance [get] |
| Singleton design pattern. | |
Additional Inherited Members | |
| Static Public Member Functions inherited from MoreMountains.Tools.MMSingleton< T > | |
| static T | TryGetInstance () |
| Static Protected Attributes inherited from MoreMountains.Tools.MMSingleton< T > | |
| static T | _instance |
Spawns the player, handles checkpoints and respawn.
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On awake, instantiates the player.
Reimplemented from MoreMountains.Tools.MMSingleton< T >.
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protectedvirtual |
Assigns all respawnable objects in the scene to their checkpoint.
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protectedvirtual |
Resets lives, removes persistent characters and stored ones if needed.
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Freezes the character(s)
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protectedvirtual |
A temporary method used to convert level bounds from the old system to actual collider bounds.
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Gets the player to the specified level.
| levelName | Level name. |
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Waits for a short time and then loads the specified level.
| levelName | Level name. |
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Loads the next level, as defined via the SetNextLevel method.
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Gets current camera, points number, start time, etc.
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Statics initialization to support enter play modes.
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Instantiate playable characters based on the ones specified in the PlayerPrefabs list in the LevelManager's inspector.
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Initializes GUI stuff.
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A coroutine used to load the game over scene after an optional delay.
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OnDisable, we stop listening to events.
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OnDisable, we start listening to events.
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Catches CorgiEngineEvents and acts on them, playing the corresponding sounds.
| engineEvent | CorgiEngineEvent event. |
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Kills the player.
Reimplemented in MoreMountains.CorgiEngine.MultiplayerLevelManager.
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Spawns the character at the selected entry point if there's one, or at the selected checkpoint.
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Resets the level bounds to their initial value.
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Sets the current checkpoint.
| newCheckPoint | New check point. |
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Sets the level bounds to the one passed in parameters.
| newBounds |
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Sets the level bound's max point to the one in parameters.
| newMaxBounds |
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Sets the level bound's min point to the one in parameters.
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Sets the name of the next level this LevelManager will point to.
| levelName |
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Coroutine that kills the player, stops the camera, resets the points.
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Spawns multiple playable characters into the scene.
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Spawns a playable character into the scene.
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Initialization.
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Toggles Character Pause.
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Unfreezes the character(s)
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Updates the level collider's bounds for Cinemachine (and others that may use it)
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| MMAdditiveSceneLoadingManagerSettings MoreMountains.CorgiEngine.LevelManager.AdditiveLoadingSettings |
the settings to use when loading the scene in additive mode
| bool MoreMountains.CorgiEngine.LevelManager.AutoAttributePlayerIDs = true |
should the player IDs be auto attributed (usually yes)
| BoundsModes MoreMountains.CorgiEngine.LevelManager.BoundsMode = BoundsModes.TwoD |
whether to use a 3D or 2D collider as level bounds, this will be used by Cinemachine confiners
| CheckpointsAxis MoreMountains.CorgiEngine.LevelManager.CheckpointAttributionAxis = CheckpointsAxis.x |
the axis on which objects should be compared
| CheckpointDirections MoreMountains.CorgiEngine.LevelManager.CheckpointAttributionDirection = CheckpointDirections.Ascending |
the direction in which checkpoint order should be determined
| bool MoreMountains.CorgiEngine.LevelManager.ConvertToColliderBoundsButton |
| CheckPoint MoreMountains.CorgiEngine.LevelManager.CurrentCheckPoint |
the current checkpoint
| CheckPoint MoreMountains.CorgiEngine.LevelManager.DebugSpawn |
A checkpoint to use to force the character to spawn at.
| int MoreMountains.CorgiEngine.LevelManager.FaderID = 0 |
the ID to use when triggering the event (should match the ID on the fader you want to use)
| MMTweenType MoreMountains.CorgiEngine.LevelManager.FadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInOutCubic) |
the curve to use for in and out fades
| float MoreMountains.CorgiEngine.LevelManager.IntroFadeDuration =1f |
duration of the initial fade in (in seconds)
| Bounds MoreMountains.CorgiEngine.LevelManager.LevelBounds = new Bounds(Vector3.zero,Vector3.one*10) |
the level limits, camera and player won't go beyond this point.
| MMLoadScene.LoadingSceneModes MoreMountains.CorgiEngine.LevelManager.LoadingSceneMode = MMLoadScene.LoadingSceneModes.MMSceneLoadingManager |
the method to use to load the destination level
| string MoreMountains.CorgiEngine.LevelManager.LoadingSceneName = "LoadingScreen" |
the name of the MMSceneLoadingManager scene you want to use
| float MoreMountains.CorgiEngine.LevelManager.OutroFadeDuration =1f |
duration of the fade to black at the end of the level (in seconds)
| Character [] MoreMountains.CorgiEngine.LevelManager.PlayerPrefabs |
the prefab you want for your player
the list of player prefabs to instantiate
| List<PointOfEntry> MoreMountains.CorgiEngine.LevelManager.PointsOfEntry |
a list of all the points of entry for this level
| bool MoreMountains.CorgiEngine.LevelManager.ResetPointsOnRestart = true |
if this is true, points will be reset when this level restarts - usually after a player's death
| float MoreMountains.CorgiEngine.LevelManager.RespawnDelay = 2f |
duration between a death of the main character and its respawn
| List<Character> MoreMountains.CorgiEngine.LevelManager.SceneCharacters |
a list of Characters already present in the scene before runtime. If this list is filled, PlayerPrefabs will be ignored
| bool MoreMountains.CorgiEngine.LevelManager.SetPlayerAsFeedbackRangeCenter = false |
if this is true, an event will be triggered on player instantiation to set the range target of all feedbacks to it
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the elapsed time since the start of the level