DeadLanderOmega¶
There are 3 components that are closely related together: DeadLanderOmega, OmegaHand and DeadLanderZones. They together implement the stealth mechanic of the maps in Giant's Lair.
Main component¶
DeadLanderOmega is the main component behind most of the logic here.
TODO: document this later
OmegaHand¶
This component only implements the hand part.
TODO: document this later
DeadLanderZones¶
This is a very simple component that only has the logic of detecting sight of the MainManager.player.
It's meant to be be attached via Unity and it only has 3 fields which are public:
onlyrock: Only detectsPushRocktagged colliders (see the PushRock documentation to learn more) causing a call to DeadLanderOmega.GetOmega(id).ForceLook(setoffset)setoffset: Ifonlyrockis true, the parameter sent to ForceLook of the DeadLanderOmegaid: Ifonlyrockis true, the index of the return of FindObjectsOfType<DeadLanderOmega> that this zone refers to
The only method is the OnTriggerEnter Unity event. If onlyrock is true, this is explained above. If it's false, it only acts if the other collider is the MainManager.player in which case, DeadLanderOmega.activeid is set to id which activates them.