Corgi Engine  v8.8
MoreMountains.CorgiEngine.TimeZone Class Reference

Add this class to a trigger and it will allow you to modify the time scale when entering it, for the specified duration and settings More...

Inheritance diagram for MoreMountains.CorgiEngine.TimeZone:
MoreMountains.CorgiEngine.ButtonActivated MoreMountains.Tools.MMMonoBehaviour

Public Types

enum  Modes { Modes.DurationBased, Modes.ExitBased }
 the possible modes for this zone More...
 
- Public Types inherited from MoreMountains.CorgiEngine.ButtonActivated
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...
 
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...
 

Public Member Functions

override void TriggerButtonAction (GameObject instigator)
 When the button is pressed we start modifying the timescale More...
 
override void TriggerExitAction (GameObject collider)
 On exit, we reset our staying bool and invoke our OnExit event More...
 
virtual void ControlTime ()
 Modifies the timescale More...
 
- Public Member Functions inherited from MoreMountains.CorgiEngine.ButtonActivated
virtual void Initialization ()
 Grabs components and shows prompt if needed More...
 
virtual void MakeActivable ()
 Makes the zone activable More...
 
virtual void MakeUnactivable ()
 Makes the zone unactivable More...
 
virtual void ToggleActivable ()
 Makes the zone activable if it wasn't, unactivable if it was activable. More...
 
virtual void PromptError ()
 Triggers an error More...
 
virtual void ShowPrompt ()
 Shows the button A prompt. More...
 
virtual void HidePrompt ()
 Hides the button A prompt. More...
 
virtual void DisableZone ()
 Enables the button activated zone More...
 
virtual void EnableZone ()
 Enables the button activated zone More...
 
virtual bool CheckNumberOfUses ()
 Checks the remaining number of uses and eventual delay between uses and returns true if the zone can be activated. More...
 

Public Attributes

Modes Mode = Modes.DurationBased
 whether this zone will modify time on entry for a certain duration, or until it is exited More...
 
float TimeScale = 0.5f
 the new timescale to apply More...
 
float Duration = 1f
 the duration to apply the new timescale for More...
 
bool LerpTimeScale = true
 whether or not the timescale should be lerped More...
 
float LerpSpeed = 5f
 the speed at which to lerp the timescale More...
 
- Public Attributes inherited from MoreMountains.CorgiEngine.ButtonActivated
ButtonActivatedRequirements ButtonActivatedRequirement = ButtonActivatedRequirements.Either
 the requirement(s) for this zone More...
 
bool RequiresPlayerType = true
 if this is true, this can only be activated by player Characters More...
 
bool RequiresButtonActivationAbility = true
 if this is true, this zone can only be activated if the character has the required ability More...
 
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...
 
bool Activable = true
 if this is false, the zone won't be activable More...
 
bool AutoActivation = false
 if true, the zone will activate whether the button is pressed or not More...
 
bool AutoActivationAndButtonInteraction = false
 if true, this zone will be auto activated but will still allow button interaction More...
 
bool CanOnlyActivateIfGrounded = false
 if this is set to false, the zone won't be activable while not grounded More...
 
bool ShouldUpdateState = true
 Set this to true if you want the CharacterBehaviorState to be notified of the player's entry into the zone. More...
 
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...
 
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...
 
LayerMask TargetLayerMask = ~0
 a layermask with all the layers that can interact with this specific button activated zone More...
 
bool UnlimitedActivations = true
 if this is set to false, your number of activations will be MaxNumberOfActivations More...
 
int MaxNumberOfActivations = 0
 the number of times the zone can be interacted with More...
 
float DelayBetweenUses = 0f
 the delay (in seconds) after an activation during which the zone can't be activated More...
 
bool DisableAfterUse = false
 if this is true, the zone will disable itself (forever or until you manually reactivate it) after its last use More...
 
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...
 
string InputButton = "Interact"
 the button axis name to use for this button activated object More...
 
KeyCode InputKey = KeyCode.Space
 the key to use for this More...
 
string AnimationTriggerParameterName
 an (absolutely optional) animation parameter that can be triggered on the character when activating the zone More...
 
bool UseVisualPrompt = true
 if this is true, a prompt will be shown if setup properly More...
 
ButtonPrompt ButtonPromptPrefab
 the gameobject to instantiate to present the prompt More...
 
string ButtonPromptText = "A"
 the text to display in the button prompt More...
 
Color ButtonPromptColor = MMColors.LawnGreen
 the text to display in the button prompt More...
 
Color ButtonPromptTextColor = MMColors.White
 the color for the prompt's text More...
 
bool AlwaysShowPrompt = true
 If true, the "buttonA" prompt will always be shown, whether the player is in the zone or not. More...
 
bool ShowPromptWhenColliding = true
 If true, the "buttonA" prompt will be shown when a player is colliding with the zone. More...
 
bool HidePromptAfterUse = false
 If true, the prompt will hide after use. More...
 
Vector3 PromptRelativePosition = Vector3.zero
 the position of the actual buttonA prompt relative to the object's center More...
 
MMFeedbacks ActivationFeedback
 a feedback to play when the zone gets activated More...
 
MMFeedbacks DeniedFeedback
 a feedback to play when the zone tries to get activated but can't More...
 
MMFeedbacks EnterFeedback
 a feedback to play when the zone gets entered More...
 
MMFeedbacks ExitFeedback
 a feedback to play when the zone gets exited More...
 
UnityEvent OnActivation
 an action to trigger when this gets activated More...
 
UnityEvent OnExit
 an action to trigger when exiting this zone More...
 
UnityEvent OnStay
 an action to trigger when staying in the zone More...
 

Additional Inherited Members

- Protected Member Functions inherited from MoreMountains.CorgiEngine.ButtonActivated
virtual void OnEnable ()
 On Enable, we initialize our ButtonActivated zone More...
 
virtual void OnDisable ()
 On disable we disable our input action if needed More...
 
virtual void ActivateZone ()
 Activates the zone More...
 
virtual void DisableAfterActivation ()
 Handles the disabling of the zone after activation More...
 
virtual void OnTriggerEnter2D (Collider2D collidingObject)
 Handles enter collision with 2D triggers More...
 
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...
 
virtual void OnTriggerExit2D (Collider2D collidingObject)
 Handles enter collision with 2D triggers More...
 
virtual void TriggerEnter (GameObject collider)
 Triggered when something collides with the button activated zone More...
 
virtual void TriggerExit (GameObject collider)
 Triggered when something exits the water More...
 
virtual bool TestForLastObject (GameObject collider)
 Tests if the object exiting our zone is the last remaining one More...
 
virtual bool CheckConditions (GameObject collider)
 Determines whether or not this zone should be activated More...
 
- Protected Attributes inherited from MoreMountains.CorgiEngine.ButtonActivated
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
 
- Properties inherited from MoreMountains.CorgiEngine.ButtonActivated
bool InputActionPerformed [get]
 

Detailed Description

Add this class to a trigger and it will allow you to modify the time scale when entering it, for the specified duration and settings

Member Enumeration Documentation

◆ Modes

the possible modes for this zone

Enumerator
DurationBased 
ExitBased 

Member Function Documentation

◆ ControlTime()

virtual void MoreMountains.CorgiEngine.TimeZone.ControlTime ( )
virtual

Modifies the timescale

◆ TriggerButtonAction()

override void MoreMountains.CorgiEngine.TimeZone.TriggerButtonAction ( GameObject  instigator)
virtual

When the button is pressed we start modifying the timescale

Reimplemented from MoreMountains.CorgiEngine.ButtonActivated.

◆ TriggerExitAction()

override void MoreMountains.CorgiEngine.TimeZone.TriggerExitAction ( GameObject  collider)
virtual

On exit, we reset our staying bool and invoke our OnExit event

Parameters
collider

Reimplemented from MoreMountains.CorgiEngine.ButtonActivated.

Member Data Documentation

◆ Duration

float MoreMountains.CorgiEngine.TimeZone.Duration = 1f

the duration to apply the new timescale for

◆ LerpSpeed

float MoreMountains.CorgiEngine.TimeZone.LerpSpeed = 5f

the speed at which to lerp the timescale

◆ LerpTimeScale

bool MoreMountains.CorgiEngine.TimeZone.LerpTimeScale = true

whether or not the timescale should be lerped

◆ Mode

Modes MoreMountains.CorgiEngine.TimeZone.Mode = Modes.DurationBased

whether this zone will modify time on entry for a certain duration, or until it is exited

◆ TimeScale

float MoreMountains.CorgiEngine.TimeZone.TimeScale = 0.5f

the new timescale to apply


The documentation for this class was generated from the following file: