🧊Zones
(Needs Update)
Overview
Zones are Triggers that Enable Logics on the Animal, like Jump, Actions, Deaths... etc. Once an animal Enters a Zone it can be activated via Input or Automatically.
Requirements
A zone requires any type of collider set as Trigger.
The Layer set on the GameObject must be different from the Layers set on the Ground Layer in the Animal Controller. Usually is set as Ignore Layer
Properties
Automatic
As soon as the animal enters the zone it will activate the zone logic. If set to false you need to manually call: Zone.Activate()
Disable After Used
Disables the zone after it's used 1 time.
Limit
How many characters can use this zone at the same time. If set to a negative value (-1) then it has no limit.
Trigger
As above, which collider is the trigger for the zone to activate
Layer
Which layer should be used to detect the animal
Zone Type
A zone can modify a Mode, Force, State, or Stance on an animal, depending the Action set in the Zone.
Type: Mode
Mode ID
Which Mode ID should activate
Ability Index
Which ability should activate. See the Modes documentation for more information
When the Mode is Set to Action, the Ability Index Parameter it will automatically change to Action ID to help you better which Action Index to play on the Animal
Status
How should the Mode be played?
Mode Power
Value assigned to the mode float value when using the zone
Force Mode
Plays a mode no matter if a mode is already playing
Type: State
When the Zone is set to State, The animal will automatically make an State Action if it enters the Zone Trigger.
State ID
ID of the State to modify e.g. Fly, Death etc.
On Enter/Exit
The zone can have different enter and exit actions:
Activate
Activate a State on an Animal.
Allow Exit
Some States cannot exit on their on because some conditions may need to be completed. Calling the Method: State.AllowExit() on the Animal permits the state to exit and other states with lower priority to try to activate themselves.
For Example: A character is Flying; then enters A Fly State Zone with Allow Exit set, this will allow other States like Fall to be activated since the Fly State is allowing lower priority states to be active.
Force Activate
Some States cannot be activated on their on, because it may require some conditions to be completed. This action forces any state to be Active.
E.g.: The Swim State can only be Activated if the animal touches the water. but it can be forced using this action.
Disable
Disable a State on an Animal.
E.g.: you can have a Jump State Zone to Disable the Jump State when a character enters a room.
Enable
If a State on an animal is Disabled, it will enable it back.
E.g.: you can have a Jump State Zone to Enable the Jump State when a character exits a room.
Set Exit Status
Sets the Exit status on the Animator to be true
Type: Stance
When the Zone is set to Stance, The animal will automatically make an Stance Action if it enters the Zone Trigger.
Stance ID
ID of the Stance to modify.
On Enter/On Exit
The zone can have different enter and exit actions.
Activate
On Entering the Trigger Zone: the Current Stance on the Animal will be equal to the Zone Stance ID.
Exit
On Exiting the Trigger Zone: the Current Stance on the Animal will be equal to the Zone Stance ID.
Set Default
Set's the default stance to the stance specified in the StanceID
Type: Force
Force
Amount of Force that gets applied to the animal
Enter Acceleration
Acceleration to apply the force when the animal enters the zone
Exit Drag
Set a value for the drag applied when the animal exits the zone
Limit Force
Set a limit for the total amount of force to apply
Air Control
Can the animal be controlled whilst in the air?
Grounded
Changes if the animal is grounded when entering the force zone
Other Parameters
Weight
Probability to activate the zone when entering the zone 0 - 1. 0 = 0%. 0.5 = 50%, 1 = 100%.
Angle
Limit the activation of the zone from certain angles only
Reset on Active
Removes the stored Animal on the zone when the zone is activated, resetting it to it's default state
Tags
Set this parameter only if you want the zone to activate with certain gameobjects with tags.
Bone Only
Activate when a bone enters the zone. The bone needs it's own collider.
Bone Name
Name of the bone to check if Bone Only is true.
Events
On Animal Enter Zone
Invoked when the Animal Enters the Zone Trigger
On Animal Exit Zone
Invoked when the Animal Exits the Zone Trigger
On Zone Active
Invoked when the Animal Activates the Zone
On Zone Failed
Invoked when the zone fails to activate for whatever reason e.g. the wrong animal walks into it
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