TopDown Engine
v3.6
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A class used to go from one level to the next while specifying an entry point in the target level. Entry points are defined in each level's LevelManager component. They're simply Transforms in a list. The index in the list is the identifier for the entry point. More...
Public Member Functions | |
override void | GoToNextLevel () |
Loads the next level and stores the target entry point index in the game manager More... | |
Public Member Functions inherited from MoreMountains.TopDownEngine.FinishLevel | |
override void | TriggerButtonAction () |
When the button is pressed we start the dialogue More... | |
Public Member Functions inherited from MoreMountains.TopDownEngine.ButtonActivated | |
virtual void | Initialization () |
Grabs components and shows prompt if needed More... | |
virtual void | TriggerExitAction (GameObject collider) |
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 () |
Disables 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 | |
bool | UseEntryPoints = false |
Whether or not to use entry points. If you don't, you'll simply move on to the next level. More... | |
int | PointOfEntryIndex |
The index of the point of entry to move to in the next level. More... | |
Character.FacingDirections | FacingDirection |
The direction to face when moving to the next level. More... | |
Public Attributes inherited from MoreMountains.TopDownEngine.FinishLevel | |
string | LevelName |
the exact name of the level to transition to More... | |
Public Attributes inherited from MoreMountains.TopDownEngine.ButtonActivated | |
ButtonActivatedRequirements | ButtonActivatedRequirement = ButtonActivatedRequirements.Either |
if this is true, objects with a ButtonActivator class will be able to interact with 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 | 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... | |
float | AutoActivationDelay = 0f |
the delay, in seconds, during which the character has to be within the zone to activate it More... | |
bool | AutoActivationDelayResetsOnExit = true |
if this is true, exiting the zone will reset the auto activation delay 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... | |
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, button or key) More... | |
string | InputButton = "Interact" |
the selected button string used to activate this zone More... | |
KeyCode | InputKey = KeyCode.Space |
the key used to activate this zone 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... | |
Vector3 | PromptRotation = Vector3.zero |
the rotation of the actual buttonA prompt 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 |
a UnityEvent to trigger when this zone gets activated More... | |
UnityEvent | OnExit |
a UnityEvent to trigger when this zone gets exited More... | |
UnityEvent | OnStay |
a UnityEvent to trigger when a character is within the zone More... | |
Additional Inherited Members | |
Public Types inherited from MoreMountains.TopDownEngine.ButtonActivated | |
enum | ButtonActivatedRequirements { ButtonActivatedRequirements.Character, ButtonActivatedRequirements.ButtonActivator, ButtonActivatedRequirements.Either, ButtonActivatedRequirements.None } |
enum | InputTypes { InputTypes.Default, InputTypes.Button, InputTypes.Key } |
Protected Member Functions inherited from MoreMountains.TopDownEngine.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 IEnumerator | TriggerButtonActionCo () |
virtual void | Update () |
virtual void | ActivateZone () |
Activates the zone More... | |
virtual void | OnTriggerEnter2D (Collider2D collidingObject) |
Handles enter collision with 2D triggers More... | |
virtual void | OnTriggerExit2D (Collider2D collidingObject) |
Handles enter collision with 2D triggers More... | |
virtual void | OnTriggerEnter (Collider collidingObject) |
Handles enter collision with 2D triggers More... | |
virtual void | OnTriggerExit (Collider 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.TopDownEngine.ButtonActivated | |
Animator | _buttonPromptAnimator |
ButtonPrompt | _buttonPrompt |
Collider | _collider |
Collider2D | _collider2D |
bool | _promptHiddenForever = false |
CharacterButtonActivation | _characterButtonActivation |
int | _numberOfActivationsLeft |
float | _lastActivationTimestamp |
List< GameObject > | _collidingObjects |
Character | _currentCharacter |
bool | _staying = false |
Coroutine | _autoActivationCoroutine |
Properties inherited from MoreMountains.TopDownEngine.ButtonActivated | |
virtual bool | AutoActivationInProgress [get, set] |
virtual float | AutoActivationStartedAt [get, set] |
bool | InputActionPerformed [get] |
A class used to go from one level to the next while specifying an entry point in the target level. Entry points are defined in each level's LevelManager component. They're simply Transforms in a list. The index in the list is the identifier for the entry point.
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virtual |
Loads the next level and stores the target entry point index in the game manager
Reimplemented from MoreMountains.TopDownEngine.FinishLevel.
Character.FacingDirections MoreMountains.TopDownEngine.GoToLevelEntryPoint.FacingDirection |
The direction to face when moving to the next level.
int MoreMountains.TopDownEngine.GoToLevelEntryPoint.PointOfEntryIndex |
The index of the point of entry to move to in the next level.
bool MoreMountains.TopDownEngine.GoToLevelEntryPoint.UseEntryPoints = false |
Whether or not to use entry points. If you don't, you'll simply move on to the next level.