Add this class to a collider (2D or 3D) and it'll let you trigger things after a duration, like a mine would. It also comes with options to interrupt or reset the timer on exit.
More...
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virtual void | Initialization () |
| On init we initialize our feedbacks and duration More...
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virtual void | TriggerMine () |
| Describes what happens when the mine explodes More...
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virtual void | OnTriggerStay2D (Collider2D collider) |
| When a collision with the player is triggered, we give damage to the player and knock it back More...
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virtual void | OnTriggerEnter2D (Collider2D collider) |
| On trigger enter 2D, we call our colliding endpoint More...
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virtual void | OnTriggerStay (Collider collider) |
| On trigger stay, we call our colliding endpoint More...
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virtual void | OnTriggerEnter (Collider collider) |
| On trigger enter, we call our colliding endpoint More...
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virtual void | OnTriggerExit (Collider collider) |
| On trigger enter, we call our colliding endpoint More...
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virtual void | OnTriggerExit2D (Collider2D collider) |
| On trigger enter 2D, we call our colliding endpoint More...
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virtual void | Start () |
| On Start we initialize our mine More...
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virtual void | Colliding (GameObject collider) |
| When colliding, we start our timer if needed More...
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virtual void | Exiting (GameObject collider) |
| When exiting, we stop our timer if needed More...
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virtual void | Update () |
| On Update if a target is inside the zone, we update our timer More...
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Add this class to a collider (2D or 3D) and it'll let you trigger things after a duration, like a mine would. It also comes with options to interrupt or reset the timer on exit.
◆ Colliding()
virtual void MoreMountains.TopDownEngine.ProximityMine.Colliding |
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GameObject |
collider | ) |
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protectedvirtual |
When colliding, we start our timer if needed
- Parameters
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◆ Exiting()
virtual void MoreMountains.TopDownEngine.ProximityMine.Exiting |
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GameObject |
collider | ) |
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protectedvirtual |
When exiting, we stop our timer if needed
- Parameters
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◆ Initialization()
virtual void MoreMountains.TopDownEngine.ProximityMine.Initialization |
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virtual |
On init we initialize our feedbacks and duration
◆ OnTriggerEnter()
virtual void MoreMountains.TopDownEngine.ProximityMine.OnTriggerEnter |
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Collider |
collider | ) |
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virtual |
On trigger enter, we call our colliding endpoint
- Parameters
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◆ OnTriggerEnter2D()
virtual void MoreMountains.TopDownEngine.ProximityMine.OnTriggerEnter2D |
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Collider2D |
collider | ) |
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virtual |
On trigger enter 2D, we call our colliding endpoint
- Parameters
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S
◆ OnTriggerExit()
virtual void MoreMountains.TopDownEngine.ProximityMine.OnTriggerExit |
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Collider |
collider | ) |
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virtual |
On trigger enter, we call our colliding endpoint
- Parameters
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◆ OnTriggerExit2D()
virtual void MoreMountains.TopDownEngine.ProximityMine.OnTriggerExit2D |
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Collider2D |
collider | ) |
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virtual |
On trigger enter 2D, we call our colliding endpoint
- Parameters
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S
◆ OnTriggerStay()
virtual void MoreMountains.TopDownEngine.ProximityMine.OnTriggerStay |
( |
Collider |
collider | ) |
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virtual |
On trigger stay, we call our colliding endpoint
- Parameters
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◆ OnTriggerStay2D()
virtual void MoreMountains.TopDownEngine.ProximityMine.OnTriggerStay2D |
( |
Collider2D |
collider | ) |
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virtual |
When a collision with the player is triggered, we give damage to the player and knock it back
- Parameters
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collider | what's colliding with the object. |
◆ Start()
virtual void MoreMountains.TopDownEngine.ProximityMine.Start |
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protectedvirtual |
On Start we initialize our mine
◆ TriggerMine()
virtual void MoreMountains.TopDownEngine.ProximityMine.TriggerMine |
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virtual |
Describes what happens when the mine explodes
◆ Update()
virtual void MoreMountains.TopDownEngine.ProximityMine.Update |
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protectedvirtual |
On Update if a target is inside the zone, we update our timer
◆ _inside
bool MoreMountains.TopDownEngine.ProximityMine._inside = false |
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protected |
◆ DisableMineOnTrigger
bool MoreMountains.TopDownEngine.ProximityMine.DisableMineOnTrigger = true |
whether or not to disable the mine when it triggers/explodes
◆ OnMineTriggerFeedbacks
MMFeedbacks MoreMountains.TopDownEngine.ProximityMine.OnMineTriggerFeedbacks |
a feedback to play when the mine triggers
◆ OnWarningResetFeedbacks
MMFeedbacks MoreMountains.TopDownEngine.ProximityMine.OnWarningResetFeedbacks |
a feedback to play when the warning phase is reset
◆ OnWarningStartsFeedbacks
MMFeedbacks MoreMountains.TopDownEngine.ProximityMine.OnWarningStartsFeedbacks |
the feedback to play when the warning phase starts
◆ OnWarningStopsFeedbacks
MMFeedbacks MoreMountains.TopDownEngine.ProximityMine.OnWarningStopsFeedbacks |
a feedback to play when the warning phase stops
◆ TargetLayerMask
LayerMask MoreMountains.TopDownEngine.ProximityMine.TargetLayerMask |
the layers that will trigger this mine
◆ TimeLeftBeforeTrigger
float MoreMountains.TopDownEngine.ProximityMine.TimeLeftBeforeTrigger |
a read only display of the current duration before explosion
◆ WarningDuration
float MoreMountains.TopDownEngine.ProximityMine.WarningDuration = 2f |
the duration of the warning phase, in seconds, betfore the mine triggers
◆ WarningDurationResetsOnExit
bool MoreMountains.TopDownEngine.ProximityMine.WarningDurationResetsOnExit = false |
whether or not the warning duration should reset when exiting the zone
◆ WarningStopsOnExit
bool MoreMountains.TopDownEngine.ProximityMine.WarningStopsOnExit = false |
whether or not the warning should stop when exiting the zone
The documentation for this class was generated from the following file:
- F:/Github/Store/TopDownEngine/Assets/TopDownEngine/Common/Scripts/Environment/ProximityMine.cs