CustomActivateTrigger

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Revision as of 04:37, 20 April 2013 by Tyson Joehler (Talk | contribs)

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This is an enhanced version of the ActivateTrigger script included with Unity's Standard Assets.

Contents

Public Variables

action : Mode

This defines what happens when the trigger is activated. It can have the following values:

Trigger

Uses BroadcastMessage to send a message to the target object.

Replace

This destroys the target GameObject and instantiates a copy of the source object.

Activate

This sets the active flag of the target GameObject to true.

Enable

If the target is a Behavior, this mode will enable it.

Animate

This will call Play on the animation component attached to the target GameObject.

Deactivate

This sets the active flag of the target GameObject to false.

Broadcast

This sends the message using Messenger.Broadcast.

Spawn

This will spawn an instance of the source object at the target's location

target : Object

This is the object to affect. It can be a GameObject or MonoBehaviour. If not set, it will default to the object to which the object is attached to.

source : GameObject

This must be set for the Spawn and Replace modes to do anything. Generally, it is set to a prefab that will be spawned into the scene.

triggerCount : int

This is how many times the trigger must be hit before the action is performed.

repeatTrigger : bool

If this is set to true, the action will be performed every time the trigger is hit.

message : string

This is the message that is sent from the Broadcast or Trigger modes.

runOnTrigger : bool

If true, the action is performed when OnTriggerEnter is called on the object the script is attached to.

runOnCollision : bool

If true, the action is performed when OnCollisionEnter is called on the object the script is attached to.

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