TopDown Engine
v4.2
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Add this class to an object (usually a platform but it could be anything really) to have it run on an appearing/disappearing loop, like the appearing platforms in Megaman for example. More...
Public Types | |
enum | AppearDisappearStates { AppearDisappearStates.Visible, AppearDisappearStates.Hidden, AppearDisappearStates.VisibleToHidden, AppearDisappearStates.HiddenToVisible } |
the possible states this object can be in More... | |
enum | StartModes { StartModes.Automatic, StartModes.PlayerContact, StartModes.Script } |
the possible start modes (automatic will start on Start, PlayerContact when an object with the Player tag collides with the object, and Script lets you trigger that manually More... | |
enum | CyclingModes { CyclingModes.Forever, CyclingModes.Limited } |
Public Member Functions | |
virtual void | Activate (bool status) |
Activates or disables the appearing/disappearing behaviour More... | |
virtual void | ChangeState () |
Changes the state for the next in line More... | |
virtual void | OnTriggerEnter2D (Collider2D collider) |
When colliding with another object, we check if it's a player, and if it is and we are supposed to start on player contact, we enable our object More... | |
virtual void | ResetCycling () |
Public Attributes | |
bool | Active = true |
whether the object is active right now or not More... | |
AppearDisappearStates | InitialState |
the initial state (visible or hidden) the object should start in More... | |
StartModes | StartMode = StartModes.Automatic |
how the object should be activated More... | |
CyclingModes | CyclingMode = CyclingModes.Forever |
how the object should cycle states (forever, a limited amount of times, or never) More... | |
int | CyclesAmount = 1 |
the number of cycles this object can go through before it stops (only used if CyclingMode is Limited) More... | |
Vector2 | InitialOffset = new Vector2(0f, 0f) |
the initial offset to apply to the object's first state change (in seconds) More... | |
Vector2 | VisibleDuration = new Vector2(1f, 1f) |
the min and max duration of the visible state (in seconds) More... | |
Vector2 | HiddenDuration = new Vector2(1f, 1f) |
the min and max duration of the hidden state (in seconds) More... | |
Vector2 | VisibleToHiddenDuration = new Vector2(1f, 1f) |
the min and max duration of the visible to hidden state (in seconds) More... | |
Vector2 | HiddenToVisibleDuration = new Vector2(1f, 1f) |
the min and max duration of the hidden to visible state (in seconds) More... | |
MMFeedbacks | VisibleFeedback |
the feedback to trigger when reaching the visible state More... | |
MMFeedbacks | VisibleToHiddenFeedback |
the feedback to trigger when reaching the visible to hidden state More... | |
MMFeedbacks | HiddenFeedback |
the feedback to trigger when reaching the hidden state More... | |
MMFeedbacks | HiddenToVisibleFeedback |
the feedback to trigger when reaching the hidden to visible state More... | |
Animator | TargetAnimator |
the animator to update More... | |
GameObject | TargetModel |
the game object to show/hide More... | |
bool | UpdateAnimator = true |
whether or not the object should update its animator (set at the same level) when changing state More... | |
bool | EnableDisableCollider = true |
whether or not the object should update its Collider or Collider2D (set at the same level) when changing state More... | |
bool | ShowHideModel = false |
whether or not the object should hide/show a model when changing state More... | |
CharacterDetector | TriggerArea |
the area used to detect the presence of a character More... | |
bool | PreventAppearWhenCharacterInArea = true |
whether or not we should prevent this component from appearing when a character is in the area More... | |
bool | PreventDisappearWhenCharacterInArea = false |
whether or not we should prevent this component from disappearing when a character is in the area More... | |
AppearDisappearStates | _currentState |
the current state this object is in More... | |
AppearDisappearStates | _nextState |
the state this object will be in next More... | |
float | _lastStateChangedAt = 0f |
the last time this object changed state More... | |
int | _cyclesLeft |
Protected Member Functions | |
virtual void | Start () |
On start we initialize our object More... | |
virtual void | Initialization () |
On Init, we set our active state, grab components, and determine our next state More... | |
virtual void | Update () |
On Update we process our state machine More... | |
virtual void | ProcessTriggerArea () |
virtual void | ProcessStateMachine () |
Changes the state to the next if time requires it More... | |
virtual void | DetermineNextState () |
Determines the next state this object should be in More... | |
virtual void | UpdateBoundComponents (bool visible) |
Updates animator, collider and renderer according to the visible state More... | |
virtual void | RandomizeDurations () |
Randomizes the durations of each state based on the mins and maxs set in the inpector More... | |
Protected Attributes | |
float | _visibleDuration |
float | _hiddenDuration |
float | _visibleToHiddenDuration |
float | _hiddenToVisibleDuration |
float | _nextChangeIn |
MMFeedbacks | _nextFeedback |
Collider | _collider |
Collider2D | _collider2D |
bool | _characterInTriggerArea = false |
Static Protected Attributes | |
const string | _animationParameter = "Visible" |
Add this class to an object (usually a platform but it could be anything really) to have it run on an appearing/disappearing loop, like the appearing platforms in Megaman for example.
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virtual |
Activates or disables the appearing/disappearing behaviour
status |
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virtual |
Changes the state for the next in line
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protectedvirtual |
Determines the next state this object should be in
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protectedvirtual |
On Init, we set our active state, grab components, and determine our next state
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virtual |
When colliding with another object, we check if it's a player, and if it is and we are supposed to start on player contact, we enable our object
collider |
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protectedvirtual |
Changes the state to the next if time requires it
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protectedvirtual |
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protectedvirtual |
Randomizes the durations of each state based on the mins and maxs set in the inpector
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virtual |
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protectedvirtual |
On start we initialize our object
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protectedvirtual |
On Update we process our state machine
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protectedvirtual |
Updates animator, collider and renderer according to the visible state
visible |
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staticprotected |
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protected |
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protected |
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protected |
AppearDisappearStates MoreMountains.TopDownEngine.AppearDisappear._currentState |
the current state this object is in
int MoreMountains.TopDownEngine.AppearDisappear._cyclesLeft |
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float MoreMountains.TopDownEngine.AppearDisappear._lastStateChangedAt = 0f |
the last time this object changed state
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protected |
AppearDisappearStates MoreMountains.TopDownEngine.AppearDisappear._nextState |
the state this object will be in next
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protected |
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protected |
bool MoreMountains.TopDownEngine.AppearDisappear.Active = true |
whether the object is active right now or not
int MoreMountains.TopDownEngine.AppearDisappear.CyclesAmount = 1 |
the number of cycles this object can go through before it stops (only used if CyclingMode is Limited)
CyclingModes MoreMountains.TopDownEngine.AppearDisappear.CyclingMode = CyclingModes.Forever |
how the object should cycle states (forever, a limited amount of times, or never)
bool MoreMountains.TopDownEngine.AppearDisappear.EnableDisableCollider = true |
whether or not the object should update its Collider or Collider2D (set at the same level) when changing state
Vector2 MoreMountains.TopDownEngine.AppearDisappear.HiddenDuration = new Vector2(1f, 1f) |
the min and max duration of the hidden state (in seconds)
MMFeedbacks MoreMountains.TopDownEngine.AppearDisappear.HiddenFeedback |
the feedback to trigger when reaching the hidden state
Vector2 MoreMountains.TopDownEngine.AppearDisappear.HiddenToVisibleDuration = new Vector2(1f, 1f) |
the min and max duration of the hidden to visible state (in seconds)
MMFeedbacks MoreMountains.TopDownEngine.AppearDisappear.HiddenToVisibleFeedback |
the feedback to trigger when reaching the hidden to visible state
Vector2 MoreMountains.TopDownEngine.AppearDisappear.InitialOffset = new Vector2(0f, 0f) |
the initial offset to apply to the object's first state change (in seconds)
AppearDisappearStates MoreMountains.TopDownEngine.AppearDisappear.InitialState |
the initial state (visible or hidden) the object should start in
bool MoreMountains.TopDownEngine.AppearDisappear.PreventAppearWhenCharacterInArea = true |
whether or not we should prevent this component from appearing when a character is in the area
bool MoreMountains.TopDownEngine.AppearDisappear.PreventDisappearWhenCharacterInArea = false |
whether or not we should prevent this component from disappearing when a character is in the area
bool MoreMountains.TopDownEngine.AppearDisappear.ShowHideModel = false |
whether or not the object should hide/show a model when changing state
StartModes MoreMountains.TopDownEngine.AppearDisappear.StartMode = StartModes.Automatic |
how the object should be activated
Animator MoreMountains.TopDownEngine.AppearDisappear.TargetAnimator |
the animator to update
GameObject MoreMountains.TopDownEngine.AppearDisappear.TargetModel |
the game object to show/hide
CharacterDetector MoreMountains.TopDownEngine.AppearDisappear.TriggerArea |
the area used to detect the presence of a character
bool MoreMountains.TopDownEngine.AppearDisappear.UpdateAnimator = true |
whether or not the object should update its animator (set at the same level) when changing state
Vector2 MoreMountains.TopDownEngine.AppearDisappear.VisibleDuration = new Vector2(1f, 1f) |
the min and max duration of the visible state (in seconds)
MMFeedbacks MoreMountains.TopDownEngine.AppearDisappear.VisibleFeedback |
the feedback to trigger when reaching the visible state
Vector2 MoreMountains.TopDownEngine.AppearDisappear.VisibleToHiddenDuration = new Vector2(1f, 1f) |
the min and max duration of the visible to hidden state (in seconds)
MMFeedbacks MoreMountains.TopDownEngine.AppearDisappear.VisibleToHiddenFeedback |
the feedback to trigger when reaching the visible to hidden state