Performs various actions when the GameObject receives the "Die" message.
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bool | destroy = false |
| Set this true to destroy the object on "Die".
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string | sequence = string.Empty |
| The sequence to play on "Die".
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string | luaCode = string.Empty |
| The lua code to run on "Die".
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string | variableToRecordDeath = string.Empty |
| The variable to record when the object dies.
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string | variableToIncrement = string.Empty |
| The variable to increment on "Die".
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int | increment = 1 |
| The increment amount.
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int | min = 0 |
| The minimum value.
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int | max = 100 |
| The maximum value.
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UnityEvent | onDie = new UnityEvent() |
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Performs various actions when the GameObject receives the "Die" message.
◆ Die()
virtual void PixelCrushers.DialogueSystem.UFPSSupport.DialogueSystemOnDie.Die |
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inlinevirtual |
Run actions when the object receives the "Die" message.
- Increment variableToIncrement
- Record death in variableToRecordDeath
- Destroy the object if specified
◆ OnApplyPersistentData()
void PixelCrushers.DialogueSystem.UFPSSupport.DialogueSystemOnDie.OnApplyPersistentData |
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inline |
When applying persistent data, check the variable.
If it's true
, the GameObject has been destroyed previously, so destroy it now.
◆ OnDisable()
void PixelCrushers.DialogueSystem.UFPSSupport.DialogueSystemOnDie.OnDisable |
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inline |
◆ OnEnable()
void PixelCrushers.DialogueSystem.UFPSSupport.DialogueSystemOnDie.OnEnable |
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inline |
◆ destroy
bool PixelCrushers.DialogueSystem.UFPSSupport.DialogueSystemOnDie.destroy = false |
Set this true
to destroy the object on "Die".
◆ increment
int PixelCrushers.DialogueSystem.UFPSSupport.DialogueSystemOnDie.increment = 1 |
The increment amount.
To decrement, use a negative number.
◆ luaCode
string PixelCrushers.DialogueSystem.UFPSSupport.DialogueSystemOnDie.luaCode = string.Empty |
The lua code to run on "Die".
◆ max
int PixelCrushers.DialogueSystem.UFPSSupport.DialogueSystemOnDie.max = 100 |
◆ min
int PixelCrushers.DialogueSystem.UFPSSupport.DialogueSystemOnDie.min = 0 |
◆ onDie
UnityEvent PixelCrushers.DialogueSystem.UFPSSupport.DialogueSystemOnDie.onDie = new UnityEvent() |
◆ sequence
string PixelCrushers.DialogueSystem.UFPSSupport.DialogueSystemOnDie.sequence = string.Empty |
The sequence to play on "Die".
The speaker is the Dialogue Manager object, and the listener is this object.
◆ variableToIncrement
string PixelCrushers.DialogueSystem.UFPSSupport.DialogueSystemOnDie.variableToIncrement = string.Empty |
The variable to increment on "Die".
◆ variableToRecordDeath
string PixelCrushers.DialogueSystem.UFPSSupport.DialogueSystemOnDie.variableToRecordDeath = string.Empty |
The variable to record when the object dies.
When the object is reloaded, if this variable is true
then it will deactivate itself (or destroy itself if destroy is true).
The documentation for this class was generated from the following file:
- C:/Dev/Dialogue System/Dev/Integration2/UFPS Integration/Assets/Pixel Crushers/Dialogue System/Third Party Support/UFPS Support/Scripts/DialogueSystemOnDie.cs