Base class for all Event definitions. An Event is part of A plyBlox' State and execute blocks when triggered. How the Event is triggered depends on what kind of Event it is. Have a look at plyEventAttribute to learn more about the Attribute (def.meta data) you need to include for any Event you define.
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Inherited by plyBloxKit.CollisionEnterEvent1, plyBloxKit.CollisionEnterEvent2, plyBloxKit.CollisionExitEvent1, plyBloxKit.CollisionExitEvent2, plyBloxKit.CollisionStayEvent1, plyBloxKit.CollisionStayEvent2, plyBloxKit.CustomEvent, plyBloxKit.DestroyEvent, plyBloxKit.DisableEvent, plyBloxKit.EnableEvent, plyBloxKit.FixedUpdateEvent, plyBloxKit.FocusEvent, plyBloxKit.LateUpdateEvent, plyBloxKit.MouseDownEvent, plyBloxKit.MouseDragEvent, plyBloxKit.MouseEnterEvent, plyBloxKit.MouseExitEvent, plyBloxKit.MouseOverEvent, plyBloxKit.MouseUpAsButtonEvent, plyBloxKit.MouseUpEvent, plyBloxKit.OnGUIEvent, plyBloxKit.PauseEvent, plyBloxKit.QuitEvent, plyBloxKit.StartEvent, plyBloxKit.StateEnterEvent, plyBloxKit.StateExitEvent, plyBloxKit.TriggerEnterEvent, plyBloxKit.TriggerEnterEvent2, plyBloxKit.TriggerExitEvent, plyBloxKit.TriggerExitEvent2, plyBloxKit.TriggerStayEvent, plyBloxKit.TriggerStayEvent2, plyBloxKit.UpdateEvent, plyGame.ActorClearsSelectionEvent, plyGame.ActorInteractStoppedWithEvent, plyGame.ActorInteractsWithEvent, plyGame.ActorMakesSelectionEvent, plyGame.ActorOnInteractEvent, plyGame.ActorOnInteractStoppedEvent, plyGame.AttribChangeEvent, plyGame.FactionStatusChangedEvent, plyGame.FactionVarChangedEvent, plyGame.HPChangeEvent, plyGame.LevelChangeEvent, plyGame.NPCAIThinkEvent, plyGame.NPCDetectEvent, plyGame.ObjectOnInteractEvent, plyGame.ObjectOnInteractStoppedEvent, plyGame.OnActorDeathEvent, plyGame.OnAddItemToBagEvent, plyGame.OnEquipItemEvent, plyGame.OnRemoveItemFromBagEvent, plyGame.OnScreenShownEvent, plyGame.OntemUseEvent, plyGame.OnUnEquipItemEvent, plyGame.PM_PlayerCreatedEvent, plyGame.SkillActivateEvent, plyGame.SkillEffectEvent, plyGame.SkillFizzleEvent, plyGame.SkillHitEvent, plyGame.SkillSecondHitEvent, plyGame.SpawnCreatedNPCEvent, plyGame.TA_TriggerEnterEvent, plyGame.TA_TriggerExitEvent, plyGame.TA_TriggerStayEvent, and plyGame.XPChangeEvent.
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virtual System.Type | HandlerType () |
| You must override this for custom Events. This should return the type of the component that knows how to handle this event. The Handler, a MonoBehaviour/ Component, will be added to the plyBlox GameObject that this Event is used in. More...
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virtual void | Created () |
| Called at runtime after the state and event was created. This is called in the Awake() of the Blox object. More...
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virtual void | Initialise () |
| Called at runtime after the state and event was created. A good place to init some variables. Be sure to call the base.Initialise() if you override this so that the blocks get their Initialise() called. This is called in the Start() of the Blox object. More...
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override string | ToString () |
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bool | TempVariableDefined (string name) |
| Returns True if variable defined, else False More...
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plyVar | GetTempVariable (string name) |
| Return a reference to the named Temporary Variable. Will return null if the variable does not exist. More...
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object | GetTempVarValue (string name) |
| Return the value of a Temporary Variable. Return null if it does not exist. Keep in mind that the value might simply be null. More...
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plyVar | SetTempVarValue (string name, object val) |
| Set the value of a Temporary Variable. Will create it if it does not exist. Return a reference to the variable. Null if failed to create. More...
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string | name |
| Name of the Event.
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string | uniqueIdent |
| Use this to find out what kind of Event this is cause the "name" field can be renamed by designer. This will be set to plyEventAttribute.Name you defined for the Event type.
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plyBlock | firstBlock = null |
| The first block is where execution will start when the event is triggered.
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List< plyBlock > | blocks = new List<plyBlock>() |
| This is a list of ALL blocks contained in this Event in no specific order.
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bool | active = true |
| Settings this false will cause event to not execute at runtime. Should not be changed at runtime. Can only be changed in Blox editor.
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Vector2 | ___ed = Vector2.zero |
| Used by editor. Do not manipulate. Not serialized.
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Base class for all Event definitions. An Event is part of A plyBlox' State and execute blocks when triggered. How the Event is triggered depends on what kind of Event it is. Have a look at plyEventAttribute to learn more about the Attribute (def.meta data) you need to include for any Event you define.
virtual void plyBloxKit.plyEvent.Created |
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virtual |
Called at runtime after the state and event was created. This is called in the Awake() of the Blox object.
plyVar plyBloxKit.plyEvent.GetTempVariable |
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string |
name | ) |
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Return a reference to the named Temporary Variable. Will return null if the variable does not exist.
object plyBloxKit.plyEvent.GetTempVarValue |
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string |
name | ) |
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Return the value of a Temporary Variable. Return null if it does not exist. Keep in mind that the value might simply be null.
virtual System.Type plyBloxKit.plyEvent.HandlerType |
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virtual |
You must override this for custom Events. This should return the type of the component that knows how to handle this event. The Handler, a MonoBehaviour/ Component, will be added to the plyBlox GameObject that this Event is used in.
virtual void plyBloxKit.plyEvent.Initialise |
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virtual |
Called at runtime after the state and event was created. A good place to init some variables. Be sure to call the base.Initialise() if you override this so that the blocks get their Initialise() called. This is called in the Start() of the Blox object.
plyVar plyBloxKit.plyEvent.SetTempVarValue |
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string |
name, |
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object |
val |
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Set the value of a Temporary Variable. Will create it if it does not exist. Return a reference to the variable. Null if failed to create.
bool plyBloxKit.plyEvent.TempVariableDefined |
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string |
name | ) |
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Returns True if variable defined, else False