Add this script to a trigger collider2D or collider to teleport objects from that object to its destination
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| bool | OnlyAffectsPlayer = true |
| | if true, this won't teleport non player characters More...
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| Vector3 | ExitOffset |
| | the offset to apply when exiting this teleporter More...
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| TeleportationModes | TeleportationMode = TeleportationModes.Instant |
| | the selected teleportation mode More...
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| MMTween.MMTweenCurve | TweenCurve = MMTween.MMTweenCurve.EaseInCubic |
| | the curve to apply to the teleportation tween More...
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| bool | MaintainXEntryPositionOnExit = false |
| | whether or not to maintain the x value of the teleported object on exit More...
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| bool | MaintainYEntryPositionOnExit = false |
| | whether or not to maintain the y value of the teleported object on exit More...
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| bool | MaintainZEntryPositionOnExit = false |
| | whether or not to maintain the z value of the teleported object on exit More...
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| Teleporter | Destination |
| | the teleporter's destination More...
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| bool | AddToDestinationIgnoreList = true |
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| CameraModes | CameraMode = CameraModes.TeleportCamera |
| | the chosen camera mode More...
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| Room | CurrentRoom |
| | the room this teleporter belongs to More...
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| Room | TargetRoom |
| | the target room More...
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| bool | TriggerFade = false |
| | if this is true, a fade to black will occur when teleporting More...
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| int | FaderID = 0 |
| | the ID of the fader to target More...
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| MMTweenType | FadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInCubic) |
| | the curve to use to fade to black More...
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| bool | FadeIgnoresTimescale = false |
| | if this is true, fade events will ignore timescale More...
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| bool | MoveMask = true |
| | whether or not we should ask to move a MMSpriteMask on activation More...
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| MMTween.MMTweenCurve | MoveMaskCurve = MMTween.MMTweenCurve.EaseInCubic |
| | the curve to move the mask along to More...
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| MMSpriteMaskEvent.MMSpriteMaskEventTypes | MoveMaskMethod = MMSpriteMaskEvent.MMSpriteMaskEventTypes.ExpandAndMoveToNewPosition |
| | the method to move the mask More...
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| float | MoveMaskDuration = 0.2f |
| | the duration of the mask movement (usually the same as the DelayBetweenFades More...
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| bool | FreezeTime = false |
| | whether or not time should be frozen during the transition More...
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| bool | FreezeCharacter = true |
| | whether or not the character should be frozen (input blocked) for the duration of the transition More...
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| TimeModes | TimeMode = TimeModes.Unscaled |
| | the timescale to use for the teleport sequence More...
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| float | InitialDelay = 0.1f |
| | the delay (in seconds) to apply before running the sequence More...
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| float | FadeOutDuration = 0.2f |
| | the duration (in seconds) after the initial delay covering for the fade out of the scene More...
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| float | DelayBetweenFades = 0.3f |
| | the duration (in seconds) to wait for after the fade out and before the fade in More...
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| float | FadeInDuration = 0.2f |
| | the duration (in seconds) after the initial delay covering for the fade in of the scene More...
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| float | FinalDelay = 0.1f |
| | the duration (in seconds) to apply after the fade in of the scene More...
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| virtual float | LocalTime => (TimeMode == TimeModes.Unscaled) ? Time.unscaledTime : Time.time |
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| virtual float | LocalDeltaTime => (TimeMode == TimeModes.Unscaled) ? Time.unscaledDeltaTime : Time.deltaTime |
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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 More...
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| bool | RequiresPlayerType = true |
| | if this is true, this can only be activated by player Characters More...
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| bool | RequiresButtonActivationAbility = true |
| | if this is true, this zone can only be activated if the character has the required ability More...
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| bool | Activable = true |
| | if this is false, the zone won't be activable More...
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| bool | AutoActivation = false |
| | if true, the zone will activate whether the button is pressed or not More...
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| bool | AutoActivationAndButtonInteraction = false |
| | if true, this zone will be auto activated but will still allow button interaction More...
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| float | AutoActivationDelay = 0f |
| | the delay, in seconds, during which the character has to be within the zone to activate it More...
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| bool | AutoActivationDelayResetsOnExit = true |
| | if this is true, exiting the zone will reset the auto activation delay More...
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| bool | CanOnlyActivateIfGrounded = false |
| | if this is set to false, the zone won't be activable while not grounded More...
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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. More...
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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 More...
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| LayerMask | TargetLayerMask = ~0 |
| | a layermask with all the layers that can interact with this specific button activated zone More...
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| bool | UnlimitedActivations = true |
| | if this is set to false, your number of activations will be MaxNumberOfActivations More...
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| int | MaxNumberOfActivations = 0 |
| | the number of times the zone can be interacted with More...
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| int | NumberOfActivationsLeft |
| | the amount of remaining activations on this zone More...
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| float | DelayBetweenUses = 0f |
| | the delay (in seconds) after an activation during which the zone can't be activated More...
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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 More...
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| InputTypes | InputType = InputTypes.Default |
| | the selected input type (default, button or key) More...
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| string | InputButton = "Interact" |
| | the selected button string used to activate this zone More...
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| KeyCode | InputKey = KeyCode.Space |
| | the key used to activate this zone More...
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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 More...
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| ButtonPrompt | ButtonPromptPrefab |
| | the gameobject to instantiate to present the prompt More...
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| string | ButtonPromptText = "A" |
| | the text to display in the button prompt More...
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| Color | ButtonPromptColor = MMColors.LawnGreen |
| | the text to display in the button prompt More...
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| Color | ButtonPromptTextColor = MMColors.White |
| | the color for the prompt's text More...
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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. More...
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| bool | ShowPromptWhenColliding = true |
| | If true, the "buttonA" prompt will be shown when a player is colliding with the zone. More...
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| bool | HidePromptAfterUse = false |
| | If true, the prompt will hide after use. More...
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| Vector3 | PromptRelativePosition = Vector3.zero |
| | the position of the actual buttonA prompt relative to the object's center More...
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| Vector3 | PromptRotation = Vector3.zero |
| | the rotation of the actual buttonA prompt More...
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| MMFeedbacks | ActivationFeedback |
| | a feedback to play when the zone gets activated More...
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| MMFeedbacks | DeniedFeedback |
| | a feedback to play when the zone tries to get activated but can't More...
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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 More...
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| UnityEvent | OnEnter |
| | a UnityEvent to trigger when this zone gets entered More...
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| UnityEvent | OnExit |
| | a UnityEvent to trigger when this zone gets exited More...
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| UnityEvent | OnStay |
| | a UnityEvent to trigger when a character is within the zone More...
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| virtual void | Awake () |
| | On start we initialize our ignore list More...
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| virtual void | InitializeTeleporter () |
| | Grabs the current room in the parent if needed More...
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| override void | TriggerEnter (GameObject collider) |
| | Triggered when something enters the teleporter More...
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| virtual void | Teleport (GameObject collider) |
| | Teleports whatever enters the portal to a new destination More...
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| virtual IEnumerator | TeleportSequence (GameObject collider) |
| | Handles the teleport sequence (fade in, pause, fade out) More...
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| virtual void | SequenceStart (GameObject collider) |
| | Describes the events happening before the initial fade in More...
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| virtual void | AfterInitialDelay (GameObject collider) |
| | Describes the events happening after the initial delay has passed More...
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| virtual void | AfterFadeOut (GameObject collider) |
| | Describes the events happening once the initial fade in is complete More...
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| virtual void | TeleportCollider (GameObject collider) |
| | Teleports the object going through the teleporter, either instantly or by tween More...
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| virtual IEnumerator | TeleportTweenCo (GameObject collider, Vector3 origin, Vector3 destination) |
| | Tweens the object from origin to destination More...
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| virtual void | AfterDelayBetweenFades (GameObject collider) |
| | Describes the events happening after the pause between the fade in and the fade out More...
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| virtual void | AfterFadeIn (GameObject collider) |
| | Describes the events happening after the fade in of the scene More...
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| virtual void | SequenceEnd (GameObject collider) |
| | Describes the events happening after the fade out is complete, so at the end of the teleport sequence More...
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| virtual void | OnDrawGizmos () |
| | On draw gizmos, we draw arrows to the target destination and target room if there are any More...
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| virtual void | OnEnable () |
| | On Enable, we initialize our ButtonActivated zone More...
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| virtual void | OnDisable () |
| | On disable we disable our input action if needed More...
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| virtual IEnumerator | TriggerButtonActionCo () |
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| virtual void | Update () |
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| virtual void | ActivateZone () |
| | Activates the zone More...
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| virtual void | OnTriggerEnter2D (Collider2D collidingObject) |
| | Handles enter collision with 2D triggers More...
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| virtual void | OnTriggerExit2D (Collider2D collidingObject) |
| | Handles enter collision with 2D triggers More...
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| virtual void | OnTriggerEnter (Collider collidingObject) |
| | Handles enter collision with 2D triggers More...
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| virtual void | OnTriggerExit (Collider collidingObject) |
| | Handles enter collision with 2D triggers More...
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| virtual void | TriggerExit (GameObject collider) |
| | Triggered when something exits the water More...
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| virtual bool | TestForLastObject (GameObject collider) |
| | Tests if the object exiting our zone is the last remaining one More...
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| virtual bool | CheckConditions (GameObject collider) |
| | Determines whether or not this zone should be activated More...
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Add this script to a trigger collider2D or collider to teleport objects from that object to its destination