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TopDown Engine
v4.4
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Checkpoint class. Will make the player respawn at this point if it dies. More...
Public Member Functions | |
| virtual void | SpawnPlayer (Character player) |
| Spawns the player at the checkpoint. More... | |
| virtual void | AssignObjectToCheckPoint (Respawnable listener) |
| Assigns the Respawnable to this checkpoint More... | |
Public Attributes | |
| Character.FacingDirections | FacingDirection = Character.FacingDirections.East |
| the facing direction the character should face when spawning from this checkpoint More... | |
| bool | ForceAssignation = false |
| whether or not this checkpoint should override any order and assign itself on entry More... | |
| int | CheckPointOrder |
| the order of the checkpoint More... | |
Protected Member Functions | |
| virtual void | Awake () |
| Initializes the list of listeners More... | |
| virtual void | OnTriggerEnter2D (Collider2D collider) |
| Describes what happens when something enters the checkpoint More... | |
| virtual void | OnTriggerEnter (Collider collider) |
| virtual void | TriggerEnter (GameObject collider) |
| virtual void | OnDrawGizmos () |
| On DrawGizmos, we draw lines to show the path the object will follow More... | |
Protected Attributes | |
| List< Respawnable > | _listeners |
Checkpoint class. Will make the player respawn at this point if it dies.
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virtual |
Assigns the Respawnable to this checkpoint
| listener |
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protectedvirtual |
Initializes the list of listeners
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protectedvirtual |
On DrawGizmos, we draw lines to show the path the object will follow
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protectedvirtual |
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protectedvirtual |
Describes what happens when something enters the checkpoint
| collider | Something colliding with the water. |
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virtual |
Spawns the player at the checkpoint.
| player | Player. |
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protectedvirtual |
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protected |
| int MoreMountains.TopDownEngine.CheckPoint.CheckPointOrder |
the order of the checkpoint
| Character.FacingDirections MoreMountains.TopDownEngine.CheckPoint.FacingDirection = Character.FacingDirections.East |
the facing direction the character should face when spawning from this checkpoint
| bool MoreMountains.TopDownEngine.CheckPoint.ForceAssignation = false |
whether or not this checkpoint should override any order and assign itself on entry