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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| bool | UseEntryPoints = false |
| | Whether or not to use entry points. If you don't, you'll simply move on to the next level.
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| int | PointOfEntryIndex |
| | The index of the point of entry to move to in the next level.
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| Character.FacingDirections | FacingDirection |
| | The direction to face when moving to the next level.
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| string | LevelName |
| | the exact name of the level to transition to
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| ButtonActivatedRequirements | ButtonActivatedRequirement = ButtonActivatedRequirements.Either |
| | if this is true, objects with a ButtonActivator class will be able to interact with this zone
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| bool | RequiresPlayerType = true |
| | if this is true, this can only be activated by player Characters
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| bool | RequiresButtonActivationAbility = true |
| | if this is true, this zone can only be activated if the character has the required ability
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| bool | Activable = true |
| | if this is false, the zone won't be activable
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| bool | AutoActivation = false |
| | if true, the zone will activate whether the button is pressed or not
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| bool | AutoActivationAndButtonInteraction = false |
| | if true, this zone will be auto activated but will still allow button interaction
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| float | AutoActivationDelay = 0f |
| | the delay, in seconds, during which the character has to be within the zone to activate it
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| bool | AutoActivationDelayResetsOnExit = true |
| | if this is true, exiting the zone will reset the auto activation delay
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| bool | CanOnlyActivateIfGrounded = false |
| | if this is set to false, the zone won't be activable while not grounded
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| bool | ShouldUpdateState = true |
| | Set this to true if you want the CharacterBehaviorState to be notified of the player's entry into the zone.
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| 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
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| LayerMask | TargetLayerMask = ~0 |
| | a layermask with all the layers that can interact with this specific button activated zone
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| bool | UnlimitedActivations = true |
| | if this is set to false, your number of activations will be MaxNumberOfActivations
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| int | MaxNumberOfActivations = 0 |
| | the number of times the zone can be interacted with
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| int | NumberOfActivationsLeft |
| | the amount of remaining activations on this zone
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| float | DelayBetweenUses = 0f |
| | the delay (in seconds) after an activation during which the zone can't be activated
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| bool | DisableAfterUse = false |
| | if this is true, the zone will disable itself (forever or until you manually reactivate it) after its last use
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| InputTypes | InputType = InputTypes.Default |
| | the selected input type (default, button or key)
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| string | InputButton = "Interact" |
| | the selected button string used to activate this zone
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| KeyCode | InputKey = KeyCode.Space |
| | the key used to activate this zone
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| string | AnimationTriggerParameterName |
| | an (absolutely optional) animation parameter that can be triggered on the character when activating the zone
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| bool | UseVisualPrompt = true |
| | if this is true, a prompt will be shown if setup properly
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| ButtonPrompt | ButtonPromptPrefab |
| | the gameobject to instantiate to present the prompt
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| string | ButtonPromptText = "A" |
| | the text to display in the button prompt
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| Color | ButtonPromptColor = MMColors.LawnGreen |
| | the text to display in the button prompt
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| Color | ButtonPromptTextColor = MMColors.White |
| | the color for the prompt's text
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| bool | AlwaysShowPrompt = true |
| | If true, the "buttonA" prompt will always be shown, whether the player is in the zone or not.
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| bool | ShowPromptWhenColliding = true |
| | If true, the "buttonA" prompt will be shown when a player is colliding with the zone.
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| bool | HidePromptAfterUse = false |
| | If true, the prompt will hide after use.
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| Vector3 | PromptRelativePosition = Vector3.zero |
| | the position of the actual buttonA prompt relative to the object's center
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| Vector3 | PromptRotation = Vector3.zero |
| | the rotation of the actual buttonA prompt
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| MMFeedbacks | ActivationFeedback |
| | a feedback to play when the zone gets activated
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| MMFeedbacks | DeniedFeedback |
| | a feedback to play when the zone tries to get activated but can't
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| MMFeedbacks | EnterFeedback |
| | a feedback to play when the zone gets entered
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| MMFeedbacks | ExitFeedback |
| | a feedback to play when the zone gets exited
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| UnityEvent | OnActivation |
| | a UnityEvent to trigger when this zone gets activated
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| UnityEvent | OnEnter |
| | a UnityEvent to trigger when this zone gets entered
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| UnityEvent | OnExit |
| | a UnityEvent to trigger when this zone gets exited
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| UnityEvent | OnStay |
| | a UnityEvent to trigger when a character is within the zone
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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.