TopDown Engine  v3.6
MoreMountains.TopDownEngine.GoToLevelEntryPoint Class Reference

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...

Inheritance diagram for MoreMountains.TopDownEngine.GoToLevelEntryPoint:
MoreMountains.TopDownEngine.FinishLevel MoreMountains.TopDownEngine.ButtonActivated MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

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]
 

Detailed Description

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.

Member Function Documentation

◆ GoToNextLevel()

override void MoreMountains.TopDownEngine.GoToLevelEntryPoint.GoToNextLevel ( )
virtual

Loads the next level and stores the target entry point index in the game manager

Reimplemented from MoreMountains.TopDownEngine.FinishLevel.

Member Data Documentation

◆ FacingDirection

Character.FacingDirections MoreMountains.TopDownEngine.GoToLevelEntryPoint.FacingDirection

The direction to face when moving to the next level.

◆ PointOfEntryIndex

int MoreMountains.TopDownEngine.GoToLevelEntryPoint.PointOfEntryIndex

The index of the point of entry to move to in the next level.

◆ UseEntryPoints

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.


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