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virtual void | Reset () |
| Call this to reset the target and speed of this magnetic object More...
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virtual void | ResetPosition () |
| Call this to reset the position of the magnetic to its initial position More...
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virtual void | StopFollowing () |
| Prevents the object from following the target anymore More...
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virtual void | StartFollowing () |
| Makes the object follow the target More...
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virtual void | SetTarget (Transform newTarget) |
| Sets a new target for this object to magnet towards More...
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virtual void | Awake () |
| On Awake we initialize our magnet More...
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virtual void | OnEnable () |
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virtual void | Initialization () |
| Grabs the collider and ensures it's set as trigger, initializes the speed More...
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virtual void | OnTriggerEnter2D (Collider2D colliding) |
| When something enters our trigger, if it's a proper target, we start following it More...
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virtual void | OnTriggerExit2D (Collider2D colliding) |
| When something exits our trigger, we stop following it More...
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virtual void | OnTriggerEnter (Collider colliding) |
| When something enters our trigger, if it's a proper target, we start following it More...
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virtual void | OnTriggerExit (Collider colliding) |
| When something exits our trigger, we stop following it More...
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virtual void | OnTriggerEnterInternal (GameObject colliding) |
| Starts following an object we trigger with if conditions are met More...
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virtual void | OnTriggerExitInternal (GameObject colliding) |
| Stops following an object we trigger with if conditions are met More...
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virtual void | Update () |
| At update we follow our target More...
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virtual void | FixedUpdate () |
| At fixed update we follow our target More...
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virtual void | LateUpdate () |
| At late update we follow our target More...
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virtual void | FollowTargetPosition () |
| Follows the target, lerping the position or not based on what's been defined in the inspector More...
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◆ UpdateModes
the possible update modes
Enumerator |
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Update | |
FixedUpdate | |
LateUpdate | |
◆ Awake()
virtual void MoreMountains.TopDownEngine.Magnetic.Awake |
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protectedvirtual |
On Awake we initialize our magnet
◆ FixedUpdate()
virtual void MoreMountains.TopDownEngine.Magnetic.FixedUpdate |
( |
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protectedvirtual |
At fixed update we follow our target
◆ FollowTargetPosition()
virtual void MoreMountains.TopDownEngine.Magnetic.FollowTargetPosition |
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protectedvirtual |
Follows the target, lerping the position or not based on what's been defined in the inspector
◆ Initialization()
virtual void MoreMountains.TopDownEngine.Magnetic.Initialization |
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protectedvirtual |
Grabs the collider and ensures it's set as trigger, initializes the speed
◆ LateUpdate()
virtual void MoreMountains.TopDownEngine.Magnetic.LateUpdate |
( |
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protectedvirtual |
At late update we follow our target
◆ OnEnable()
virtual void MoreMountains.TopDownEngine.Magnetic.OnEnable |
( |
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protectedvirtual |
◆ OnTriggerEnter()
virtual void MoreMountains.TopDownEngine.Magnetic.OnTriggerEnter |
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Collider |
colliding | ) |
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protectedvirtual |
When something enters our trigger, if it's a proper target, we start following it
- Parameters
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◆ OnTriggerEnter2D()
virtual void MoreMountains.TopDownEngine.Magnetic.OnTriggerEnter2D |
( |
Collider2D |
colliding | ) |
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protectedvirtual |
When something enters our trigger, if it's a proper target, we start following it
- Parameters
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◆ OnTriggerEnterInternal()
virtual void MoreMountains.TopDownEngine.Magnetic.OnTriggerEnterInternal |
( |
GameObject |
colliding | ) |
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protectedvirtual |
Starts following an object we trigger with if conditions are met
- Parameters
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◆ OnTriggerExit()
virtual void MoreMountains.TopDownEngine.Magnetic.OnTriggerExit |
( |
Collider |
colliding | ) |
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protectedvirtual |
When something exits our trigger, we stop following it
- Parameters
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◆ OnTriggerExit2D()
virtual void MoreMountains.TopDownEngine.Magnetic.OnTriggerExit2D |
( |
Collider2D |
colliding | ) |
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protectedvirtual |
When something exits our trigger, we stop following it
- Parameters
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◆ OnTriggerExitInternal()
virtual void MoreMountains.TopDownEngine.Magnetic.OnTriggerExitInternal |
( |
GameObject |
colliding | ) |
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protectedvirtual |
Stops following an object we trigger with if conditions are met
- Parameters
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◆ Reset()
virtual void MoreMountains.TopDownEngine.Magnetic.Reset |
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virtual |
Call this to reset the target and speed of this magnetic object
◆ ResetPosition()
virtual void MoreMountains.TopDownEngine.Magnetic.ResetPosition |
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virtual |
Call this to reset the position of the magnetic to its initial position
◆ SetTarget()
virtual void MoreMountains.TopDownEngine.Magnetic.SetTarget |
( |
Transform |
newTarget | ) |
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virtual |
Sets a new target for this object to magnet towards
- Parameters
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◆ StartFollowing()
virtual void MoreMountains.TopDownEngine.Magnetic.StartFollowing |
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virtual |
Makes the object follow the target
◆ StopFollowing()
virtual void MoreMountains.TopDownEngine.Magnetic.StopFollowing |
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virtual |
Prevents the object from following the target anymore
◆ Update()
virtual void MoreMountains.TopDownEngine.Magnetic.Update |
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protectedvirtual |
At update we follow our target
◆ _collider
Collider MoreMountains.TopDownEngine.Magnetic._collider |
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protected |
◆ _collider2D
Collider2D MoreMountains.TopDownEngine.Magnetic._collider2D |
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protected |
◆ _direction
Vector3 MoreMountains.TopDownEngine.Magnetic._direction |
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protected |
◆ _initialPosition
Vector3 MoreMountains.TopDownEngine.Magnetic._initialPosition |
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◆ _lastTargetPosition
Vector3 MoreMountains.TopDownEngine.Magnetic._lastTargetPosition |
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protected |
◆ _newPosition
Vector3 MoreMountains.TopDownEngine.Magnetic._newPosition |
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protected |
◆ _newTargetPosition
Vector3 MoreMountains.TopDownEngine.Magnetic._newTargetPosition |
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protected |
◆ _speed
float MoreMountains.TopDownEngine.Magnetic._speed |
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protected |
◆ _velocity
Vector3 MoreMountains.TopDownEngine.Magnetic._velocity = Vector3.zero |
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protected |
◆ CopyState
GameObject MoreMountains.TopDownEngine.Magnetic.CopyState |
an object this magnetic object should copy the active state on
◆ FollowAcceleration
float MoreMountains.TopDownEngine.Magnetic.FollowAcceleration = 0.75f |
the acceleration to apply to the object once it starts following
◆ FollowPosition
bool MoreMountains.TopDownEngine.Magnetic.FollowPosition = true |
whether or not the object is currently following its target's position
◆ FollowPositionSpeed
float MoreMountains.TopDownEngine.Magnetic.FollowPositionSpeed = 5f |
the speed at which to interpolate the follower's movement
◆ InterpolatePosition
bool MoreMountains.TopDownEngine.Magnetic.InterpolatePosition = true |
whether or not we need to interpolate the movement
◆ MagneticTypeID
int MoreMountains.TopDownEngine.Magnetic.MagneticTypeID = 0 |
a unique ID for this type of magnetic objects. This can then be used by a MagneticEnabler to target only that specific ID. An ID of 0 will be picked by all MagneticEnablers automatically.
◆ Offset
Vector3 MoreMountains.TopDownEngine.Magnetic.Offset |
the offset to apply to the followed target
◆ StartMagnetOnEnter
bool MoreMountains.TopDownEngine.Magnetic.StartMagnetOnEnter = true |
whether or not to start moving when something on the target layer mask enters this magnetic element's trigger
◆ StopMagnetOnExit
bool MoreMountains.TopDownEngine.Magnetic.StopMagnetOnExit = false |
whether or not to stop moving when something on the target layer mask exits this magnetic element's trigger
◆ Target
Transform MoreMountains.TopDownEngine.Magnetic.Target |
the target to follow, read only, for debug only
◆ TargetLayerMask
LayerMask MoreMountains.TopDownEngine.Magnetic.TargetLayerMask = LayerManager.PlayerLayerMask |
the layermask this magnetic element is attracted to
◆ UpdateMode
the update at which the movement happens
The documentation for this class was generated from the following file:
- F:/Github/Store/TopDownEngine/Assets/TopDownEngine/Common/Scripts/Environment/Magnetic.cs