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virtual void | CheckMultiplayerEndGame () |
| Checks the multiplayer end game conditions More...
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virtual IEnumerator | MultiplayerEndGame (string winnerID) |
| Handles the endgame More...
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virtual IEnumerator | RemovePlayer (Character player) |
| Removes the specified player from the game. More...
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override void | Awake () |
| On awake, instantiates the player More...
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virtual void | InstantiatePlayableCharacters () |
| Instantiate playable characters based on the ones specified in the PlayerPrefabs list in the LevelManager's inspector. More...
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virtual void | Initialization () |
| Gets current camera, points number, start time, etc. More...
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virtual void | CheckpointAssignment () |
| Assigns all respawnable objects in the scene to their checkpoint More...
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virtual void | LevelGUIStart () |
| Initializes GUI stuff More...
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virtual void | SpawnSingleCharacter () |
| Spawns a playable character into the scene More...
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virtual void | RegularSpawnSingleCharacter () |
| Spawns the character at the selected entry point if there's one, or at the selected checkpoint. More...
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virtual void | SpawnMultipleCharacters () |
| Spawns multiple playable characters into the scene More...
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virtual IEnumerator | GotoLevelCo (string levelName, bool fadeOut=true) |
| Waits for a short time and then loads the specified level More...
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virtual void | LoadScene (string destinationScene) |
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virtual void | Cleanup () |
| Resets lives, removes persistent characters and stored ones if needed More...
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virtual IEnumerator | SoloModeRestart () |
| Coroutine that kills the player, stops the camera, resets the points. More...
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virtual void | UpdateBoundsCollider () |
| Updates the level collider's bounds for Cinemachine (and others that may use it) More...
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virtual void | GenerateColliderBounds () |
| A temporary method used to convert level bounds from the old system to actual collider bounds More...
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virtual void | OnEnable () |
| OnDisable, we start listening to events. More...
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virtual void | OnDisable () |
| OnDisable, we stop listening to events. More...
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virtual void | InitializeSingleton () |
| Initializes the singleton. More...
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enum | CheckpointsAxis { CheckpointsAxis.x,
CheckpointsAxis.y,
CheckpointsAxis.z,
CheckpointsAxis.CheckpointOrder
} |
| the possible checkpoint axis More...
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enum | CheckpointDirections { CheckpointDirections.Ascending,
CheckpointDirections.Descending
} |
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enum | BoundsModes { BoundsModes.TwoD,
BoundsModes.ThreeD
} |
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static T | TryGetInstance () |
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Character[] | PlayerPrefabs |
| the prefab you want for your player More...
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bool | AutoAttributePlayerIDs = true |
| should the player IDs be auto attributed (usually yes) More...
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List< Character > | SceneCharacters |
| a list of Characters already present in the scene before runtime. If this list is filled, PlayerPrefabs will be ignored More...
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CheckPoint | DebugSpawn |
| A checkpoint to use to force the character to spawn at. More...
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CheckpointsAxis | CheckpointAttributionAxis = CheckpointsAxis.x |
| the axis on which objects should be compared More...
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CheckpointDirections | CheckpointAttributionDirection = CheckpointDirections.Ascending |
| the direction in which checkpoint order should be determined More...
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CheckPoint | CurrentCheckPoint |
| the current checkpoint More...
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List< PointOfEntry > | PointsOfEntry |
| a list of all the points of entry for this level More...
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float | IntroFadeDuration =1f |
| duration of the initial fade in (in seconds) More...
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float | OutroFadeDuration =1f |
| duration of the fade to black at the end of the level (in seconds) More...
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int | FaderID = 0 |
| the ID to use when triggering the event (should match the ID on the fader you want to use) More...
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MMTweenType | FadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInOutCubic) |
| the curve to use for in and out fades More...
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float | RespawnDelay = 2f |
| duration between a death of the main character and its respawn More...
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bool | ResetPointsOnRestart = true |
| if this is true, points will be reset when this level restarts - usually after a player's death More...
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BoundsModes | BoundsMode = BoundsModes.ThreeD |
| whether to use a 3D or 2D collider as level bounds, this will be used by Cinemachine confiners More...
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Bounds | LevelBounds = new Bounds(Vector3.zero,Vector3.one*10) |
| the level limits, camera and player won't go beyond this point. More...
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bool | ConvertToColliderBoundsButton |
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MMLoadScene.LoadingSceneModes | LoadingSceneMode = MMLoadScene.LoadingSceneModes.MMSceneLoadingManager |
| the method to use to load the destination level More...
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string | LoadingSceneName = "LoadingScreen" |
| the name of the MMSceneLoadingManager scene you want to use More...
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MMAdditiveSceneLoadingManagerSettings | AdditiveLoadingSettings |
| the settings to use when loading the scene in additive mode More...
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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 More...
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static bool | HasInstance |
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static T | Current |
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static void | InitializeStatics () |
| Statics initialization to support enter play modes More...
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DateTime | _started |
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int | _savedPoints |
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string | _nextLevel = null |
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BoxCollider | _collider |
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BoxCollider2D | _collider2D |
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Bounds | _originalBounds |
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static T | _instance |
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Collider | BoundsCollider [get, protected set] |
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Collider2D | BoundsCollider2D [get, protected set] |
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virtual TimeSpan | RunningTime [get] |
| the elapsed time since the start of the level More...
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virtual CameraController | LevelCameraController [get, set] |
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virtual List< Character > | Players [get, protected set] |
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virtual List< CheckPoint > | Checkpoints [get, protected set] |
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static T | Instance [get] |
| Singleton design pattern More...
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Spawns the players and handles end game