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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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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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 | 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