Add this component to an object and it'll be auto destroyed X seconds after its Start()
More...
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enum | TimedStatusChange { Enable
, Disable
, Destroy
} |
| the possible activation modes More...
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enum | ActivationModes {
Awake
, Start
, OnEnable
, OnTriggerEnter
,
OnTriggerExit
, OnTriggerEnter2D
, OnTriggerExit2D
, Script
} |
| the possible trigger modes More...
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enum | TriggerModes { None
, Tag
, Layer
} |
| the possible ways to check if the collider matches More...
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enum | DelayModes { Time
, Frames
} |
| the possible delay modes More...
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Add this component to an object and it'll be auto destroyed X seconds after its Start()
◆ ActivationModes
the possible trigger modes
Enumerator |
---|
Awake | |
Start | |
OnEnable | |
OnTriggerEnter | |
OnTriggerExit | |
OnTriggerEnter2D | |
OnTriggerExit2D | |
Script | |
◆ DelayModes
◆ TimedStatusChange
the possible activation modes
Enumerator |
---|
Enable | |
Disable | |
Destroy | |
◆ TriggerModes
the possible ways to check if the collider matches
◆ Activate()
virtual void MoreMountains.Tools.MMTimedActivation.Activate |
( |
| ) |
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protectedvirtual |
Triggers actions if needed
◆ Awake()
virtual void MoreMountains.Tools.MMTimedActivation.Awake |
( |
| ) |
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protectedvirtual |
On awake, initialize our delay and trigger our change state countdown if needed
◆ CorrectTagOrLayer()
virtual bool MoreMountains.Tools.MMTimedActivation.CorrectTagOrLayer |
( |
GameObject |
target | ) |
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|
protectedvirtual |
Returns true if the target matches our settings, false otherwise
- Parameters
-
- Returns
◆ OnEnable()
virtual void MoreMountains.Tools.MMTimedActivation.OnEnable |
( |
| ) |
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protectedvirtual |
On enable, trigger our change state countdown if needed
◆ OnTriggerEnter()
virtual void MoreMountains.Tools.MMTimedActivation.OnTriggerEnter |
( |
Collider |
collider | ) |
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protectedvirtual |
On trigger enter, we start our countdown if needed
- Parameters
-
◆ OnTriggerEnter2d()
virtual void MoreMountains.Tools.MMTimedActivation.OnTriggerEnter2d |
( |
Collider2D |
collider | ) |
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|
protectedvirtual |
On trigger enter 2D, we start our countdown if needed
- Parameters
-
◆ OnTriggerExit()
virtual void MoreMountains.Tools.MMTimedActivation.OnTriggerExit |
( |
Collider |
collider | ) |
|
|
protectedvirtual |
On trigger exit, we start our countdown if needed
- Parameters
-
◆ OnTriggerExit2d()
virtual void MoreMountains.Tools.MMTimedActivation.OnTriggerExit2d |
( |
Collider2D |
collider | ) |
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|
protectedvirtual |
On trigger exit 2D, we start our countdown if needed
- Parameters
-
◆ Start()
virtual void MoreMountains.Tools.MMTimedActivation.Start |
( |
| ) |
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protectedvirtual |
On start, trigger our change state countdown if needed
◆ StartChangeState()
virtual void MoreMountains.Tools.MMTimedActivation.StartChangeState |
( |
| ) |
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protectedvirtual |
On start change state, starts the timed activation
◆ StateChange()
virtual void MoreMountains.Tools.MMTimedActivation.StateChange |
( |
| ) |
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protectedvirtual |
Changes the object's status or destroys it
◆ TimedActivationSequence()
virtual IEnumerator MoreMountains.Tools.MMTimedActivation.TimedActivationSequence |
( |
| ) |
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protectedvirtual |
Waits and triggers state change and events
◆ TriggerSequence()
virtual void MoreMountains.Tools.MMTimedActivation.TriggerSequence |
( |
| ) |
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virtual |
Call this method to start the countdown to activation
◆ ActivationMode
the moment you want the countdown to state change to start
◆ DelayMode
the chosen delay mode, whether to wait in seconds or frames
◆ FrameCount
int MoreMountains.Tools.MMTimedActivation.FrameCount = 1 |
the amount of frames to wait for when in Frames DelayMode
◆ TargetBehaviours
List<MonoBehaviour> MoreMountains.Tools.MMTimedActivation.TargetBehaviours |
the possible targets you want the state to change
◆ TargetGameObjects
List<GameObject> MoreMountains.Tools.MMTimedActivation.TargetGameObjects |
the possible targets you want the state to change
◆ TargetTriggerLayer
LayerMask MoreMountains.Tools.MMTimedActivation.TargetTriggerLayer |
the layer the target collider should be on
◆ TargetTriggerTag
string MoreMountains.Tools.MMTimedActivation.TargetTriggerTag |
the tag the target collider should have
◆ TimeBeforeStateChange
float MoreMountains.Tools.MMTimedActivation.TimeBeforeStateChange = 2 |
The time (in seconds) before we destroy the object.
◆ TimedActions
UnityEvent MoreMountains.Tools.MMTimedActivation.TimedActions |
Unity events to trigger after the delay.
◆ TimeDestructionMode
the destruction mode for this object : destroy or disable
◆ TriggerMode
TriggerModes MoreMountains.Tools.MMTimedActivation.TriggerMode |
the target layer for activation if using OnTriggerEnter or OnTriggerExit
The documentation for this class was generated from the following file:
- E:/Github/Store/HighroadEngine/Assets/HighroadEngine/MMTools/Tools/MMActivation/MMTimedActivation.cs