TopDown Engine v4.5
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MoreMountains.TopDownEngine.TimeZone Class Reference

Add this class to a trigger and it will allow you to modify the time scale when entering it, for the specified duration and settings. More...

Inheritance diagram for MoreMountains.TopDownEngine.TimeZone:
MoreMountains.TopDownEngine.ButtonActivated MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

Public Types

enum  Modes { DurationBased , ExitBased }
 the possible modes for this zone More...
Public Types inherited from MoreMountains.TopDownEngine.ButtonActivated
enum  ButtonActivatedRequirements { Character , ButtonActivator , Either , None }
enum  InputTypes { Default , Button , Key }

Public Member Functions

override void TriggerButtonAction ()
 When the button is pressed we start modifying the timescale.
override void TriggerExitAction (GameObject collider)
 When exiting, and if needed, we reset the time scale.
virtual void ControlTime ()
 Modifies the timescale.
Public Member Functions inherited from MoreMountains.TopDownEngine.ButtonActivated
virtual void Initialization ()
 Grabs components and shows prompt if needed.
virtual void TriggerEnterAction (GameObject collider)
virtual void MakeActivable ()
 Makes the zone activable.
virtual void MakeUnactivable ()
 Makes the zone unactivable.
virtual void ToggleActivable ()
 Makes the zone activable if it wasn't, unactivable if it was activable.
virtual void PromptError ()
 Triggers an error.
virtual void ShowPrompt ()
 Shows the button A prompt.
virtual void HidePrompt ()
 Hides the button A prompt.
virtual void DisableZone ()
 Disables the button activated zone.
virtual void EnableZone ()
 Enables the button activated zone.
virtual bool CheckNumberOfUses ()
 Checks the remaining number of uses and eventual delay between uses and returns true if the zone can be activated.

Public Attributes

Modes Mode = Modes.DurationBased
 whether this zone will modify time on entry for a certain duration, or until it is exited
float TimeScale = 0.5f
 the new timescale to apply
float Duration = 1f
 the duration to apply the new timescale for
bool LerpTimeScale = true
 whether or not the timescale should be lerped
float LerpSpeed = 5f
 the speed at which to lerp the timescale
Public Attributes inherited from MoreMountains.TopDownEngine.ButtonActivated
ButtonActivatedRequirements ButtonActivatedRequirement = ButtonActivatedRequirements.Either
 if this is true, objects with a ButtonActivator class will be able to interact with this zone
bool RequiresPlayerType = true
 if this is true, this can only be activated by player Characters
bool RequiresButtonActivationAbility = true
 if this is true, this zone can only be activated if the character has the required ability
bool Activable = true
 if this is false, the zone won't be activable
bool AutoActivation = false
 if true, the zone will activate whether the button is pressed or not
bool AutoActivationAndButtonInteraction = false
 if true, this zone will be auto activated but will still allow button interaction
float AutoActivationDelay = 0f
 the delay, in seconds, during which the character has to be within the zone to activate it
bool AutoActivationDelayResetsOnExit = true
 if this is true, exiting the zone will reset the auto activation delay
bool CanOnlyActivateIfGrounded = false
 if this is set to false, the zone won't be activable while not grounded
bool ShouldUpdateState = true
 Set this to true if you want the CharacterBehaviorState to be notified of the player's entry into the zone.
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
LayerMask TargetLayerMask = ~0
 a layermask with all the layers that can interact with this specific button activated zone
bool UnlimitedActivations = true
 if this is set to false, your number of activations will be MaxNumberOfActivations
int MaxNumberOfActivations = 0
 the number of times the zone can be interacted with
int NumberOfActivationsLeft
 the amount of remaining activations on this zone
float DelayBetweenUses = 0f
 the delay (in seconds) after an activation during which the zone can't be activated
bool DisableAfterUse = false
 if this is true, the zone will disable itself (forever or until you manually reactivate it) after its last use
InputTypes InputType = InputTypes.Default
 the selected input type (default, button or key)
string InputButton = "Interact"
 the selected button string used to activate this zone
KeyCode InputKey = KeyCode.Space
 the key used to activate this zone
string AnimationTriggerParameterName
 an (absolutely optional) animation parameter that can be triggered on the character when activating the zone
bool UseVisualPrompt = true
 if this is true, a prompt will be shown if setup properly
ButtonPrompt ButtonPromptPrefab
 the gameobject to instantiate to present the prompt
string ButtonPromptText = "A"
 the text to display in the button prompt
Color ButtonPromptColor = MMColors.LawnGreen
 the text to display in the button prompt
Color ButtonPromptTextColor = MMColors.White
 the color for the prompt's text
bool AlwaysShowPrompt = true
 If true, the "buttonA" prompt will always be shown, whether the player is in the zone or not.
bool ShowPromptWhenColliding = true
 If true, the "buttonA" prompt will be shown when a player is colliding with the zone.
bool HidePromptAfterUse = false
 If true, the prompt will hide after use.
Vector3 PromptRelativePosition = Vector3.zero
 the position of the actual buttonA prompt relative to the object's center
Vector3 PromptRotation = Vector3.zero
 the rotation of the actual buttonA prompt
MMFeedbacks ActivationFeedback
 a feedback to play when the zone gets activated
MMFeedbacks DeniedFeedback
 a feedback to play when the zone tries to get activated but can't
MMFeedbacks EnterFeedback
 a feedback to play when the zone gets entered
MMFeedbacks ExitFeedback
 a feedback to play when the zone gets exited
UnityEvent OnActivation
 a UnityEvent to trigger when this zone gets activated
UnityEvent OnEnter
 a UnityEvent to trigger when this zone gets entered
UnityEvent OnExit
 a UnityEvent to trigger when this zone gets exited
UnityEvent OnStay
 a UnityEvent to trigger when a character is within the zone

Additional Inherited Members

Protected Member Functions inherited from MoreMountains.TopDownEngine.ButtonActivated
virtual void OnEnable ()
 On Enable, we initialize our ButtonActivated zone.
virtual void OnDisable ()
 On disable we disable our input action if needed.
virtual IEnumerator TriggerButtonActionCo ()
virtual void Update ()
virtual void ActivateZone ()
 Activates the zone.
virtual void OnTriggerEnter2D (Collider2D collidingObject)
 Handles enter collision with 2D triggers.
virtual void OnTriggerExit2D (Collider2D collidingObject)
 Handles enter collision with 2D triggers.
virtual void OnTriggerEnter (Collider collidingObject)
 Handles enter collision with 2D triggers.
virtual void OnTriggerExit (Collider collidingObject)
 Handles enter collision with 2D triggers.
virtual void TriggerEnter (GameObject collider)
 Triggered when something collides with the button activated zone.
virtual void TriggerExit (GameObject collider)
 Triggered when something exits the water.
virtual bool TestForLastObject (GameObject collider)
 Tests if the object exiting our zone is the last remaining one.
virtual bool CheckConditions (GameObject collider)
 Determines whether or not this zone should be activated.
Protected Attributes inherited from MoreMountains.TopDownEngine.ButtonActivated
Animator _buttonPromptAnimator
ButtonPrompt _buttonPrompt
Collider _collider
Collider2D _collider2D
bool _promptHiddenForever = false
CharacterButtonActivation _characterButtonActivation
float _lastActivationTimestamp
List< GameObject > _collidingObjects
Character _currentCharacter
bool _staying = false
Coroutine _autoActivationCoroutine
Properties inherited from MoreMountains.TopDownEngine.ButtonActivated
virtual bool AutoActivationInProgress [get, set]
virtual float AutoActivationStartedAt [get, set]
bool InputActionPerformed [get]

Detailed Description

Add this class to a trigger and it will allow you to modify the time scale when entering it, for the specified duration and settings.

Member Enumeration Documentation

◆ Modes

the possible modes for this zone

Enumerator
DurationBased 
ExitBased 

Member Function Documentation

◆ ControlTime()

virtual void MoreMountains.TopDownEngine.TimeZone.ControlTime ( )
virtual

Modifies the timescale.

◆ TriggerButtonAction()

override void MoreMountains.TopDownEngine.TimeZone.TriggerButtonAction ( )
virtual

When the button is pressed we start modifying the timescale.

Reimplemented from MoreMountains.TopDownEngine.ButtonActivated.

◆ TriggerExitAction()

override void MoreMountains.TopDownEngine.TimeZone.TriggerExitAction ( GameObject collider)
virtual

When exiting, and if needed, we reset the time scale.

Parameters
collider

Reimplemented from MoreMountains.TopDownEngine.ButtonActivated.

Member Data Documentation

◆ Duration

float MoreMountains.TopDownEngine.TimeZone.Duration = 1f

the duration to apply the new timescale for

◆ LerpSpeed

float MoreMountains.TopDownEngine.TimeZone.LerpSpeed = 5f

the speed at which to lerp the timescale

◆ LerpTimeScale

bool MoreMountains.TopDownEngine.TimeZone.LerpTimeScale = true

whether or not the timescale should be lerped

◆ Mode

Modes MoreMountains.TopDownEngine.TimeZone.Mode = Modes.DurationBased

whether this zone will modify time on entry for a certain duration, or until it is exited

◆ TimeScale

float MoreMountains.TopDownEngine.TimeZone.TimeScale = 0.5f

the new timescale to apply


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Environment/TimeZone.cs