Inventory Engine v4.2
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MoreMountains.Tools.MMCinemachineZone Class Referenceabstract

An abstract class that lets you define a zone that, when entered, enables a virtual camera, and takes care of all the boilerplate setup. More...

Inherits MonoBehaviour.

Inherited by MoreMountains.Tools.MMCinemachineZone3D.

Public Types

enum  Modes { Enable , Priority }

Public Attributes

Modes Mode = Modes.Priority
 whether to enable/disable virtual cameras, or to play on their priority for transitions
bool CameraStartsActive = false
 whether or not the camera in this zone should start active
int EnabledPriority = 10
 when in priority mode, the priority this camera should have when the zone is active
int DisabledPriority = 0
 when in priority mode, the priority this camera should have when the zone is inactive
LayerMask TriggerMask
 a layermask containing all the layers that should activate this zone
bool SetupConfinerOnStart = false
 whether or not the zone should auto setup its camera's confiner on start - alternative is to manually click the ManualSetupConfiner, or do your own setup
bool GenerateConfinerSetup
 a debug button used to setup the confiner on click
bool CurrentRoom = false
 whether this room is the current room or not
bool RoomVisited = false
 whether this room has already been visited or not
UnityEvent OnEnterZoneForTheFirstTimeEvent
 a UnityEvent to trigger when entering the zone for the first time
UnityEvent OnEnterZoneEvent
 a UnityEvent to trigger when entering the zone
UnityEvent OnExitZoneEvent
 a UnityEvent to trigger when exiting the zone
List< GameObject > ActivationList
 a list of gameobjects to enable when entering the zone, and disable when exiting it
bool DrawGizmos = true
 whether or not to draw shape gizmos to help visualize the zone's bounds
Color GizmosColor
 the color of the gizmos to draw in edit mode

Protected Member Functions

virtual void Awake ()
 On Awake we proceed to init if app is playing.
virtual void AlwaysInitialization ()
 On Awake we initialize our collider.
virtual void Initialization ()
 On init we grab our virtual camera.
virtual void Start ()
 On Start we setup the confiner.
void InitializeCollider ()
 Describes what happens when initializing the collider.
void SetupConfiner ()
 Describes what happens when setting up the confiner.
virtual void ManualSetupConfiner ()
 A method used to manually create a confiner.
virtual void SetupConfinerGameObject ()
 Creates an object to host the confiner.
virtual bool TestCollidingGameObject (GameObject collider)
 An extra test you can override to add extra collider conditions.
virtual IEnumerator EnableCamera (bool state, int frames)
 Enables the camera, either via enabled state or priority.
virtual void EnterZone ()
virtual void ExitZone ()
virtual void Reset ()
 On Reset we initialize our gizmo color.

Static Protected Member Functions

static void InitializeStatics ()

Protected Attributes

GameObject _confinerGameObject
Vector3 _gizmoSize

Detailed Description

An abstract class that lets you define a zone that, when entered, enables a virtual camera, and takes care of all the boilerplate setup.

Member Enumeration Documentation

◆ Modes

Enumerator
Enable 
Priority 

Member Function Documentation

◆ AlwaysInitialization()

virtual void MoreMountains.Tools.MMCinemachineZone.AlwaysInitialization ( )
protectedvirtual

On Awake we initialize our collider.

◆ Awake()

virtual void MoreMountains.Tools.MMCinemachineZone.Awake ( )
protectedvirtual

On Awake we proceed to init if app is playing.

◆ EnableCamera()

virtual IEnumerator MoreMountains.Tools.MMCinemachineZone.EnableCamera ( bool state,
int frames )
protectedvirtual

Enables the camera, either via enabled state or priority.

Parameters
state
frames
Returns

◆ EnterZone()

virtual void MoreMountains.Tools.MMCinemachineZone.EnterZone ( )
protectedvirtual

◆ ExitZone()

virtual void MoreMountains.Tools.MMCinemachineZone.ExitZone ( )
protectedvirtual

◆ Initialization()

virtual void MoreMountains.Tools.MMCinemachineZone.Initialization ( )
protectedvirtual

On init we grab our virtual camera.

◆ InitializeCollider()

void MoreMountains.Tools.MMCinemachineZone.InitializeCollider ( )
abstractprotected

Describes what happens when initializing the collider.

◆ InitializeStatics()

void MoreMountains.Tools.MMCinemachineZone.InitializeStatics ( )
staticprotected

◆ ManualSetupConfiner()

virtual void MoreMountains.Tools.MMCinemachineZone.ManualSetupConfiner ( )
protectedvirtual

A method used to manually create a confiner.

◆ Reset()

virtual void MoreMountains.Tools.MMCinemachineZone.Reset ( )
protectedvirtual

On Reset we initialize our gizmo color.

◆ SetupConfiner()

void MoreMountains.Tools.MMCinemachineZone.SetupConfiner ( )
abstractprotected

Describes what happens when setting up the confiner.

◆ SetupConfinerGameObject()

virtual void MoreMountains.Tools.MMCinemachineZone.SetupConfinerGameObject ( )
protectedvirtual

Creates an object to host the confiner.

◆ Start()

virtual void MoreMountains.Tools.MMCinemachineZone.Start ( )
protectedvirtual

On Start we setup the confiner.

◆ TestCollidingGameObject()

virtual bool MoreMountains.Tools.MMCinemachineZone.TestCollidingGameObject ( GameObject collider)
protectedvirtual

An extra test you can override to add extra collider conditions.

Parameters
collider
Returns

Member Data Documentation

◆ _confinerGameObject

GameObject MoreMountains.Tools.MMCinemachineZone._confinerGameObject
protected

◆ _gizmoSize

Vector3 MoreMountains.Tools.MMCinemachineZone._gizmoSize
protected

◆ ActivationList

List<GameObject> MoreMountains.Tools.MMCinemachineZone.ActivationList

a list of gameobjects to enable when entering the zone, and disable when exiting it

◆ CameraStartsActive

bool MoreMountains.Tools.MMCinemachineZone.CameraStartsActive = false

whether or not the camera in this zone should start active

◆ CurrentRoom

bool MoreMountains.Tools.MMCinemachineZone.CurrentRoom = false

whether this room is the current room or not

◆ DisabledPriority

int MoreMountains.Tools.MMCinemachineZone.DisabledPriority = 0

when in priority mode, the priority this camera should have when the zone is inactive

◆ DrawGizmos

bool MoreMountains.Tools.MMCinemachineZone.DrawGizmos = true

whether or not to draw shape gizmos to help visualize the zone's bounds

◆ EnabledPriority

int MoreMountains.Tools.MMCinemachineZone.EnabledPriority = 10

when in priority mode, the priority this camera should have when the zone is active

◆ GenerateConfinerSetup

bool MoreMountains.Tools.MMCinemachineZone.GenerateConfinerSetup

a debug button used to setup the confiner on click

◆ GizmosColor

Color MoreMountains.Tools.MMCinemachineZone.GizmosColor

the color of the gizmos to draw in edit mode

◆ Mode

Modes MoreMountains.Tools.MMCinemachineZone.Mode = Modes.Priority

whether to enable/disable virtual cameras, or to play on their priority for transitions

◆ OnEnterZoneEvent

UnityEvent MoreMountains.Tools.MMCinemachineZone.OnEnterZoneEvent

a UnityEvent to trigger when entering the zone

◆ OnEnterZoneForTheFirstTimeEvent

UnityEvent MoreMountains.Tools.MMCinemachineZone.OnEnterZoneForTheFirstTimeEvent

a UnityEvent to trigger when entering the zone for the first time

◆ OnExitZoneEvent

UnityEvent MoreMountains.Tools.MMCinemachineZone.OnExitZoneEvent

a UnityEvent to trigger when exiting the zone

◆ RoomVisited

bool MoreMountains.Tools.MMCinemachineZone.RoomVisited = false

whether this room has already been visited or not

◆ SetupConfinerOnStart

bool MoreMountains.Tools.MMCinemachineZone.SetupConfinerOnStart = false

whether or not the zone should auto setup its camera's confiner on start - alternative is to manually click the ManualSetupConfiner, or do your own setup

◆ TriggerMask

LayerMask MoreMountains.Tools.MMCinemachineZone.TriggerMask

a layermask containing all the layers that should activate this zone


The documentation for this class was generated from the following file: