Spawns and positions/resizes objects based on the distance traveled.
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| GapOrigins | GapOrigin = GapOrigins.Spawner |
| | is the gap related to the last object or the spawner ?
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| Vector3 | MinimumGap = new Vector3(1, 1, 1) |
| | the minimum gap bewteen two spawned objects
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| Vector3 | MaximumGap = new Vector3(1, 1, 1) |
| | the maximum gap between two spawned objects
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| float | MinimumYClamp |
| | the minimum Y position we can spawn the object at
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| float | MaximumYClamp |
| | the maximum Y position we can spawn the object at
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| float | MinimumZClamp |
| | the minimum Z position we can spawn the object at
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| float | MaximumZClamp |
| | the maximum Z position we can spawn the object at
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| bool | SpawnRotatedToDirection = true |
| | if true, the spawned objects will be rotated towards the spawn direction
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| Vector3 | MinimumSize = new Vector3(1, 1, 1) |
| | the minimum size of a spawned object
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| Vector3 | MaximumSize = new Vector3(1, 1, 1) |
| | the maximum size of a spawned object
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| bool | PreserveRatio = false |
| | if set to true, the random size will preserve the original's aspect ratio
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| Vector3 | MinimumRotation |
| | the minimum size of a spawned object
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| Vector3 | MaximumRotation |
| | the maximum size of a spawned object
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| bool | Spawning = true |
| | if true, the spawner can spawn, if not, it won't spawn
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| bool | OnlySpawnWhileGameInProgress = true |
| | if true, only spawn objects while the game is in progress
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| float | InitialDelay = 0f |
| | Initial delay before the first spawn, in seconds.
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| virtual void | Start () |
| | Triggered at the start of the level, initialization.
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| virtual void | Update () |
| | Triggered every frame.
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| virtual void | CheckSpawn () |
| | Checks if the conditions for a new spawn are met, and if so, triggers the spawn of a new object.
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| virtual void | DistanceSpawn (Vector3 spawnPosition) |
| | Spawns an object at the specified position and determines the next spawn position.
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| virtual Vector3 | ClampedPosition (Vector3 vectorToClamp) |
| | Returns a Vector3 clamped on the Y and Z axis based on the inspector settings.
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| virtual Vector3 | ClampedPositionRelative (Vector3 vectorToClamp, Vector3 clampOrigin) |
| | Returns a Vector3 clamped on the Y and Z axis based on the inspector settings.
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| virtual void | OnDrawGizmosSelected () |
| | Draws on the scene view cubes to show the minimum and maximum gaps, for tweaking purposes.
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| virtual void | DrawClamps () |
| | Draws the position clamps, called when the object is selected in scene view.
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| virtual void | Awake () |
| | On awake, we get the objectPooler component.
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| virtual GameObject | Spawn (Vector3 spawnPosition, bool triggerObjectActivation=true) |
| | Spawns a new object and positions/resizes it.
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Spawns and positions/resizes objects based on the distance traveled.
◆ GapOrigins
| Enumerator |
|---|
| Spawner | |
| LastSpawnedObject | |
◆ CheckSpawn()
| virtual void MoreMountains.InfiniteRunnerEngine.DistanceSpawner.CheckSpawn |
( |
| ) |
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protectedvirtual |
Checks if the conditions for a new spawn are met, and if so, triggers the spawn of a new object.
◆ ClampedPosition()
| virtual Vector3 MoreMountains.InfiniteRunnerEngine.DistanceSpawner.ClampedPosition |
( |
Vector3 | vectorToClamp | ) |
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protectedvirtual |
Returns a Vector3 clamped on the Y and Z axis based on the inspector settings.
- Returns
- The new position.
- Parameters
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| vectorToClamp | Vector to clamp. |
◆ ClampedPositionRelative()
| virtual Vector3 MoreMountains.InfiniteRunnerEngine.DistanceSpawner.ClampedPositionRelative |
( |
Vector3 | vectorToClamp, |
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|
Vector3 | clampOrigin ) |
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protectedvirtual |
Returns a Vector3 clamped on the Y and Z axis based on the inspector settings.
- Returns
- The new position.
- Parameters
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| vectorToClamp | Vector to clamp. |
◆ DistanceSpawn()
| virtual void MoreMountains.InfiniteRunnerEngine.DistanceSpawner.DistanceSpawn |
( |
Vector3 | spawnPosition | ) |
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protectedvirtual |
Spawns an object at the specified position and determines the next spawn position.
- Parameters
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| spawnPosition | Spawn position. |
◆ DrawClamps()
| virtual void MoreMountains.InfiniteRunnerEngine.DistanceSpawner.DrawClamps |
( |
| ) |
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protectedvirtual |
Draws the position clamps, called when the object is selected in scene view.
◆ OnDrawGizmosSelected()
| virtual void MoreMountains.InfiniteRunnerEngine.DistanceSpawner.OnDrawGizmosSelected |
( |
| ) |
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protectedvirtual |
Draws on the scene view cubes to show the minimum and maximum gaps, for tweaking purposes.
◆ Start()
| virtual void MoreMountains.InfiniteRunnerEngine.DistanceSpawner.Start |
( |
| ) |
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protectedvirtual |
Triggered at the start of the level, initialization.
we get the object pooler component
◆ Update()
| virtual void MoreMountains.InfiniteRunnerEngine.DistanceSpawner.Update |
( |
| ) |
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protectedvirtual |
◆ _gap
| Vector3 MoreMountains.InfiniteRunnerEngine.DistanceSpawner._gap = Vector3.zero |
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protected |
◆ _lastSpawnedTransform
| Transform MoreMountains.InfiniteRunnerEngine.DistanceSpawner._lastSpawnedTransform |
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protected |
◆ _nextSpawnDistance
| float MoreMountains.InfiniteRunnerEngine.DistanceSpawner._nextSpawnDistance |
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protected |
◆ GapOrigin
is the gap related to the last object or the spawner ?
◆ MaximumGap
| Vector3 MoreMountains.InfiniteRunnerEngine.DistanceSpawner.MaximumGap = new Vector3(1, 1, 1) |
the maximum gap between two spawned objects
◆ MaximumYClamp
| float MoreMountains.InfiniteRunnerEngine.DistanceSpawner.MaximumYClamp |
the maximum Y position we can spawn the object at
◆ MaximumZClamp
| float MoreMountains.InfiniteRunnerEngine.DistanceSpawner.MaximumZClamp |
the maximum Z position we can spawn the object at
◆ MinimumGap
| Vector3 MoreMountains.InfiniteRunnerEngine.DistanceSpawner.MinimumGap = new Vector3(1, 1, 1) |
the minimum gap bewteen two spawned objects
◆ MinimumYClamp
| float MoreMountains.InfiniteRunnerEngine.DistanceSpawner.MinimumYClamp |
the minimum Y position we can spawn the object at
◆ MinimumZClamp
| float MoreMountains.InfiniteRunnerEngine.DistanceSpawner.MinimumZClamp |
the minimum Z position we can spawn the object at
◆ SpawnRotatedToDirection
| bool MoreMountains.InfiniteRunnerEngine.DistanceSpawner.SpawnRotatedToDirection = true |
if true, the spawned objects will be rotated towards the spawn direction
The documentation for this class was generated from the following file: