ControlledVanishObject

  • Type : Public class
  • Inherents from MonoBehaviour
  • Namespace : SlateShipyard.VanishObjects

A class to handle when a object interacts with VanishVolumes.

Because of how VanishVolumes are coded, you can only add custom interactions with the different VanishVolumes by changing the object tag or by editing the game code. So to make handling this situation easier, when an object enters the VanishVolumes trigger volume and has the ControlledVanishObject script, instead of calling the default function it will call the following specialized methods.

Methods


Public Methods

bool OnDestructionVanish(DestructionVolume destructionVolume)

Handles when the object is supposed to Vanish in a DestructionVolume.

Return false if you want the original code to run, and true if you don't want to

bool OnSupernovaDestructionVanish(SupernovaDestructionVolume supernovaDestructionVolume)

Handles when the object is supposed to Vanish in a SupernovaDestructionVolume.

Return false if you want the original code to run, and true if you don't want to

bool OnBlackHoleVanish(BlackHoleVolume blackHoleVolume, RelativeLocationData entryLocation)

Handles when the object is supposed to Vanish in a BlackHoleVolume.

Return false if you want the original code to run, and true if you don't want to

bool OnWhiteHoleReceiveWarped(WhiteHoleVolume whiteHoleVolume, RelativeLocationData entryData)

Handles when the object is supposed to get Warped in a WhiteHoleVolume.

Return false if you want the original code to run, and true if you don't want to

void OnWhiteHoleSpawnImmediately(WhiteHoleVolume whiteHoleVolume, RelativeLocationData entryData, out bool playerPassedThroughWarp)

Handles when the object is supposed to SpawnImmediately in a WhiteHoleVolume.

Return false if you want the original code to run, and true if you don't want to

bool OnTimeLoopBlackHoleVanish(TimeLoopBlackHoleVolume timeloopBlackHoleVolume)

Handles when the object is supposed to Vanish in a TimeLoopBlackHoleVolume.

Set playerPassedThroughWarp to true if the player is passing through the blackhole attached to the object, and false if it isn't

Events


Public Events

bool DestroyComponentsOnGrow``

Handles if the object components should be destroyed after passing on Vanish.

Set it to true if you want for it to get destroyed, and false if you don't want to.