Feel
5.1
The best way to improve your game's feel and make it extra juicy
|
Add this component to an object and it'll be auto destroyed X seconds after its Start() More...
Public Types | |
enum | TimedStatusChange { TimedStatusChange.Enable, TimedStatusChange.Disable, TimedStatusChange.Destroy } |
the possible activation modes More... | |
enum | ActivationModes { ActivationModes.Awake, ActivationModes.Start, ActivationModes.OnEnable, ActivationModes.OnTriggerEnter, ActivationModes.OnTriggerExit, ActivationModes.OnTriggerEnter2D, ActivationModes.OnTriggerExit2D, ActivationModes.Script } |
the possible trigger modes More... | |
enum | TriggerModes { TriggerModes.None, TriggerModes.Tag, TriggerModes.Layer } |
the possible ways to check if the collider matches More... | |
enum | DelayModes { DelayModes.Time, DelayModes.Frames } |
the possible delay modes More... | |
Public Member Functions | |
virtual void | TriggerSequence () |
Call this method to start the countdown to activation More... | |
Public Attributes | |
ActivationModes | ActivationMode = ActivationModes.Start |
the moment you want the countdown to state change to start More... | |
TriggerModes | TriggerMode |
the target layer for activation if using OnTriggerEnter or OnTriggerExit More... | |
LayerMask | TargetTriggerLayer |
the layer the target collider should be on More... | |
string | TargetTriggerTag |
the tag the target collider should have More... | |
DelayModes | DelayMode = DelayModes.Time |
the chosen delay mode, whether to wait in seconds or frames More... | |
float | TimeBeforeStateChange = 2 |
The time (in seconds) before we destroy the object. More... | |
int | FrameCount = 1 |
the amount of frames to wait for when in Frames DelayMode More... | |
List< GameObject > | TargetGameObjects |
the possible targets you want the state to change More... | |
List< MonoBehaviour > | TargetBehaviours |
the possible targets you want the state to change More... | |
TimedStatusChange | TimeDestructionMode = TimedStatusChange.Disable |
the destruction mode for this object : destroy or disable More... | |
UnityEvent | TimedActions |
Unity events to trigger after the delay. More... | |
Protected Member Functions | |
virtual void | Awake () |
On awake, initialize our delay and trigger our change state countdown if needed More... | |
virtual void | Start () |
On start, trigger our change state countdown if needed More... | |
virtual void | OnEnable () |
On enable, trigger our change state countdown if needed More... | |
virtual void | OnTriggerEnter (Collider collider) |
On trigger enter, we start our countdown if needed More... | |
virtual void | OnTriggerExit (Collider collider) |
On trigger exit, we start our countdown if needed More... | |
virtual void | OnTriggerEnter2D (Collider2D collider) |
On trigger enter 2D, we start our countdown if needed More... | |
virtual void | OnTriggerExit2D (Collider2D collider) |
On trigger exit 2D, we start our countdown if needed More... | |
virtual bool | CorrectTagOrLayer (GameObject target) |
Returns true if the target matches our settings, false otherwise More... | |
virtual void | StartChangeState () |
On start change state, starts the timed activation More... | |
virtual IEnumerator | TimedActivationSequence () |
Waits and triggers state change and events More... | |
virtual void | Activate () |
Triggers actions if needed More... | |
virtual void | StateChange () |
Changes the object's status or destroys it More... | |
Add this component to an object and it'll be auto destroyed X seconds after its Start()
|
strong |
|
protectedvirtual |
Triggers actions if needed
|
protectedvirtual |
On awake, initialize our delay and trigger our change state countdown if needed
|
protectedvirtual |
Returns true if the target matches our settings, false otherwise
target |
|
protectedvirtual |
On enable, trigger our change state countdown if needed
|
protectedvirtual |
On trigger enter, we start our countdown if needed
collider |
|
protectedvirtual |
On trigger enter 2D, we start our countdown if needed
collider |
|
protectedvirtual |
On trigger exit, we start our countdown if needed
collider |
|
protectedvirtual |
On trigger exit 2D, we start our countdown if needed
collider |
|
protectedvirtual |
On start, trigger our change state countdown if needed
|
protectedvirtual |
On start change state, starts the timed activation
|
protectedvirtual |
Changes the object's status or destroys it
|
protectedvirtual |
Waits and triggers state change and events
|
virtual |
Call this method to start the countdown to activation
ActivationModes MoreMountains.Tools.MMTimedActivation.ActivationMode = ActivationModes.Start |
the moment you want the countdown to state change to start
DelayModes MoreMountains.Tools.MMTimedActivation.DelayMode = DelayModes.Time |
the chosen delay mode, whether to wait in seconds or frames
int MoreMountains.Tools.MMTimedActivation.FrameCount = 1 |
the amount of frames to wait for when in Frames DelayMode
List<MonoBehaviour> MoreMountains.Tools.MMTimedActivation.TargetBehaviours |
the possible targets you want the state to change
List<GameObject> MoreMountains.Tools.MMTimedActivation.TargetGameObjects |
the possible targets you want the state to change
LayerMask MoreMountains.Tools.MMTimedActivation.TargetTriggerLayer |
the layer the target collider should be on
string MoreMountains.Tools.MMTimedActivation.TargetTriggerTag |
the tag the target collider should have
float MoreMountains.Tools.MMTimedActivation.TimeBeforeStateChange = 2 |
The time (in seconds) before we destroy the object.
UnityEvent MoreMountains.Tools.MMTimedActivation.TimedActions |
Unity events to trigger after the delay.
TimedStatusChange MoreMountains.Tools.MMTimedActivation.TimeDestructionMode = TimedStatusChange.Disable |
the destruction mode for this object : destroy or disable
TriggerModes MoreMountains.Tools.MMTimedActivation.TriggerMode |
the target layer for activation if using OnTriggerEnter or OnTriggerExit