TopDown Engine v4.5
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MoreMountains.TopDownEngine.CharacterDetector Class Reference

Add this class to a TRIGGER collider2D and it'll let you know when a character enters it and will let you trigger actions in consequence. More...

Inheritance diagram for MoreMountains.TopDownEngine.CharacterDetector:
MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

Public Attributes

bool RequiresPlayer = true
 It this is true, the character will have to be tagged Player for this to work.
bool CharacterInArea = false
 if this is true, a character (and possibly a player based on the setting above) is in the area
UnityEvent OnEnter
 a UnityEvent to fire when the targeted character enters the area
UnityEvent OnStay
 a UnityEvent to fire while the targeted character stays in the area
UnityEvent OnExit
 a UnityEvent to fire when the targeted character exits the area

Protected Member Functions

virtual void Start ()
 On Start we grab our collider2D and set it to trigger in case we forgot AGAIN to set it to trigger.
virtual void OnTriggerEnter2D (Collider2D collider)
 When a character enters we turn our state to true.
void OnTriggerEnter (Collider collider)
virtual void OnTriggerEnterProxy (GameObject collider)
virtual void OnTriggerStay2D (Collider2D collider)
 While a character stays we keep our boolean true.
void OnTriggerStay (Collider collider)
virtual void OnTriggerStayProxy (GameObject collider)
virtual void OnTriggerExit2D (Collider2D collider)
 When a character exits we reset our boolean.
void OnTriggerExit (Collider collider)
virtual void OnTriggerExitProxy (GameObject collider)
virtual bool TargetFound (GameObject collider)
 Returns true if the collider set in parameter is the targeted type, false otherwise.

Protected Attributes

Collider2D _collider2D
Collider _collider
Character _character

Detailed Description

Add this class to a TRIGGER collider2D and it'll let you know when a character enters it and will let you trigger actions in consequence.

Member Function Documentation

◆ OnTriggerEnter()

void MoreMountains.TopDownEngine.CharacterDetector.OnTriggerEnter ( Collider collider)
protected

◆ OnTriggerEnter2D()

virtual void MoreMountains.TopDownEngine.CharacterDetector.OnTriggerEnter2D ( Collider2D collider)
protectedvirtual

When a character enters we turn our state to true.

Parameters
collider

◆ OnTriggerEnterProxy()

virtual void MoreMountains.TopDownEngine.CharacterDetector.OnTriggerEnterProxy ( GameObject collider)
protectedvirtual

◆ OnTriggerExit()

void MoreMountains.TopDownEngine.CharacterDetector.OnTriggerExit ( Collider collider)
protected

◆ OnTriggerExit2D()

virtual void MoreMountains.TopDownEngine.CharacterDetector.OnTriggerExit2D ( Collider2D collider)
protectedvirtual

When a character exits we reset our boolean.

Parameters
collider

◆ OnTriggerExitProxy()

virtual void MoreMountains.TopDownEngine.CharacterDetector.OnTriggerExitProxy ( GameObject collider)
protectedvirtual

◆ OnTriggerStay()

void MoreMountains.TopDownEngine.CharacterDetector.OnTriggerStay ( Collider collider)
protected

◆ OnTriggerStay2D()

virtual void MoreMountains.TopDownEngine.CharacterDetector.OnTriggerStay2D ( Collider2D collider)
protectedvirtual

While a character stays we keep our boolean true.

Parameters
collider

◆ OnTriggerStayProxy()

virtual void MoreMountains.TopDownEngine.CharacterDetector.OnTriggerStayProxy ( GameObject collider)
protectedvirtual

◆ Start()

virtual void MoreMountains.TopDownEngine.CharacterDetector.Start ( )
protectedvirtual

On Start we grab our collider2D and set it to trigger in case we forgot AGAIN to set it to trigger.

◆ TargetFound()

virtual bool MoreMountains.TopDownEngine.CharacterDetector.TargetFound ( GameObject collider)
protectedvirtual

Returns true if the collider set in parameter is the targeted type, false otherwise.

Parameters
collider
Returns

Member Data Documentation

◆ _character

Character MoreMountains.TopDownEngine.CharacterDetector._character
protected

◆ _collider

Collider MoreMountains.TopDownEngine.CharacterDetector._collider
protected

◆ _collider2D

Collider2D MoreMountains.TopDownEngine.CharacterDetector._collider2D
protected

◆ CharacterInArea

bool MoreMountains.TopDownEngine.CharacterDetector.CharacterInArea = false

if this is true, a character (and possibly a player based on the setting above) is in the area

◆ OnEnter

UnityEvent MoreMountains.TopDownEngine.CharacterDetector.OnEnter

a UnityEvent to fire when the targeted character enters the area

◆ OnExit

UnityEvent MoreMountains.TopDownEngine.CharacterDetector.OnExit

a UnityEvent to fire when the targeted character exits the area

◆ OnStay

UnityEvent MoreMountains.TopDownEngine.CharacterDetector.OnStay

a UnityEvent to fire while the targeted character stays in the area

◆ RequiresPlayer

bool MoreMountains.TopDownEngine.CharacterDetector.RequiresPlayer = true

It this is true, the character will have to be tagged Player for this to work.


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Environment/CharacterDetector.cs