Add this component to an object and it'll be auto destroyed X seconds after its Start()
More...
Inherits MonoBehaviour.
|
| enum | TimedStatusChange { Enable
, Disable
, Destroy
} |
| | the possible activation modes More...
|
| enum | ActivationModes {
Awake
, Start
, OnEnable
, OnTriggerEnter
,
OnTriggerExit
, OnTriggerEnter2D
, OnTriggerExit2D
, Script
} |
| | the possible trigger modes More...
|
| enum | TriggerModes { None
, Tag
, Layer
} |
| | the possible ways to check if the collider matches More...
|
| enum | DelayModes { Time
, Frames
} |
| | the possible delay modes More...
|
|
| virtual void | TriggerSequence () |
| | Call this method to start the countdown to activation.
|
|
| virtual void | Awake () |
| | On awake, initialize our delay and trigger our change state countdown if needed.
|
| virtual void | Start () |
| | On start, trigger our change state countdown if needed.
|
| virtual void | OnEnable () |
| | On enable, trigger our change state countdown if needed.
|
| virtual void | OnTriggerEnter (Collider collider) |
| | On trigger enter, we start our countdown if needed.
|
| virtual void | OnTriggerExit (Collider collider) |
| | On trigger exit, we start our countdown if needed.
|
| virtual bool | CorrectTagOrLayer (GameObject target) |
| | Returns true if the target matches our settings, false otherwise.
|
| virtual void | StartChangeState () |
| | On start change state, starts the timed activation.
|
| virtual IEnumerator | TimedActivationSequence () |
| | Waits and triggers state change and events.
|
| virtual void | Activate () |
| | Triggers actions if needed.
|
| virtual void | StateChange () |
| | Changes the object's status or destroys it.
|
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 |
( |
| ) |
|
|
protectedvirtual |
Triggers actions if needed.
◆ Awake()
| virtual void MoreMountains.Tools.MMTimedActivation.Awake |
( |
| ) |
|
|
protectedvirtual |
On awake, initialize our delay and trigger our change state countdown if needed.
◆ CorrectTagOrLayer()
| virtual bool MoreMountains.Tools.MMTimedActivation.CorrectTagOrLayer |
( |
GameObject | target | ) |
|
|
protectedvirtual |
Returns true if the target matches our settings, false otherwise.
- Parameters
-
- Returns
◆ OnEnable()
| virtual void MoreMountains.Tools.MMTimedActivation.OnEnable |
( |
| ) |
|
|
protectedvirtual |
On enable, trigger our change state countdown if needed.
◆ OnTriggerEnter()
| virtual void MoreMountains.Tools.MMTimedActivation.OnTriggerEnter |
( |
Collider | collider | ) |
|
|
protectedvirtual |
On trigger enter, 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
-
◆ Start()
| virtual void MoreMountains.Tools.MMTimedActivation.Start |
( |
| ) |
|
|
protectedvirtual |
On start, trigger our change state countdown if needed.
◆ StartChangeState()
| virtual void MoreMountains.Tools.MMTimedActivation.StartChangeState |
( |
| ) |
|
|
protectedvirtual |
On start change state, starts the timed activation.
◆ StateChange()
| virtual void MoreMountains.Tools.MMTimedActivation.StateChange |
( |
| ) |
|
|
protectedvirtual |
Changes the object's status or destroys it.
◆ TimedActivationSequence()
| virtual IEnumerator MoreMountains.Tools.MMTimedActivation.TimedActivationSequence |
( |
| ) |
|
|
protectedvirtual |
Waits and triggers state change and events.
◆ TriggerSequence()
| virtual void MoreMountains.Tools.MMTimedActivation.TriggerSequence |
( |
| ) |
|
|
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:
- H:/Code/MoreMountains/InventoryEngineStore/Assets/InventoryEngine/MMTools/Accessories/MMActivation/MMTimedActivation.cs