Class UnityCheckpointTriggerComponent
No-code checkpoint: placed on a trigger volume, it records a checkpoint through ICheckpointService when an admitted object walks in. The checkpoint carries the checkpoint's name as its label, the scene's name as its stage and the respawn point's pose (UnityCheckpointRespawnPose) as its data, which is what a respawn script reads back.
Namespace: Serenity.Checkpoint.Infrastructure.Components
Assembly: Serenity.UnityCheckpoint.Infrastructure.dll
Syntax
public class UnityCheckpointTriggerComponent : UnityTriggerVolumeComponent
Remarks
Record Only Once asks the saved checkpoints, not the trigger: a checkpoint already saved under this name for this scene is not recorded again, so reloading the scene or respawning does not record it a second time. The trigger also remembers that it recorded, so later visits in the same scene skip the question. A saved checkpoint another checkpoint has since replaced in its slot is no longer held, so after a reload the first visit records it again. Checkpoint is an optional module: without it the trigger records nothing and writes one warning naming the task that installs it. A visit that records nothing does not use up a record-once checkpoint, so a later visit after the module installs still records it. Checkpoint publishes no signal of its own, so there is none to emit.
Constructors
UnityCheckpointTriggerComponent()
Declaration
public UnityCheckpointTriggerComponent()
Properties
CheckpointName
The name the checkpoint is saved under; empty uses this GameObject's name.
Declaration
public string CheckpointName { get; set; }
Property Value
| Type | Description |
|---|---|
| string |
HasRecorded
True once this trigger has recorded its checkpoint at least once.
Declaration
public bool HasRecorded { get; }
Property Value
| Type | Description |
|---|---|
| bool |
RecordOnlyOnce
Whether a checkpoint the saved checkpoints already hold is not recorded again.
Declaration
public bool RecordOnlyOnce { get; set; }
Property Value
| Type | Description |
|---|---|
| bool |
RespawnPoint
Where a respawn puts the player back; empty uses this GameObject's own pose.
Declaration
public Transform RespawnPoint { get; set; }
Property Value
| Type | Description |
|---|---|
| Transform |
Slot
The checkpoint slot the checkpoint is saved to.
Declaration
public CheckpointSlot Slot { get; set; }
Property Value
| Type | Description |
|---|---|
| CheckpointSlot |
Methods
OnAdmittedObjectEntered(GameObject)
Declaration
protected override void OnAdmittedObjectEntered(GameObject enteringVisitor)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | enteringVisitor |