Add this class to a trigger collider and it will let you apply a movement speed multiplier to characters entering it.
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| override void | Initialization () |
| | On init, we initialize our list.
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| override void | TriggerButtonAction () |
| | When the button is pressed we start modifying the timescale.
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| virtual void | ChangeSpeed () |
| | Changes the speed of CharacterMovement equipped characters that enter the zone.
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| override void | TriggerExitAction (GameObject collider) |
| | When exiting, and if needed, we reset the character's speed and remove it from our list.
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| virtual void | TriggerEnterAction (GameObject collider) |
| virtual void | MakeActivable () |
| | Makes the zone activable.
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| virtual void | MakeUnactivable () |
| | Makes the zone unactivable.
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| virtual void | ToggleActivable () |
| | Makes the zone activable if it wasn't, unactivable if it was activable.
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| virtual void | PromptError () |
| | Triggers an error.
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| virtual void | ShowPrompt () |
| | Shows the button A prompt.
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| virtual void | HidePrompt () |
| | Hides the button A prompt.
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| virtual void | DisableZone () |
| | Disables the button activated zone.
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| virtual void | EnableZone () |
| | Enables the button activated zone.
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| virtual bool | CheckNumberOfUses () |
| | Checks the remaining number of uses and eventual delay between uses and returns true if the zone can be activated.
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| float | MovementSpeedMultiplier = 0.5f |
| | the new movement multiplier to apply
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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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Add this class to a trigger collider and it will let you apply a movement speed multiplier to characters entering it.