Logic Component: Difference between revisions
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| style="padding-left: 2em;" | ''Start'' || Triggered at the start of a minigame, as the countdown begins. | | style="padding-left: 2em;" | ''Start'' || Triggered at the start of a minigame, as the countdown begins. | ||
|- | |- | ||
| style="padding-left: 2em;" | ''Enable'' || Triggered as soon as the minigame loads | | style="padding-left: 2em;" | ''Enable'' || Triggered each time this gameobject is enabled. This includes: | ||
* being enabled automatically when the object is created as part of the scene as soon as the minigame loads (while still on the minigame load/intro screen) | |||
* each time this gameobject is enabled by a [[Set Active Action]] if it was previously disabled. | |||
|- | |- | ||
| style="padding-left: 2em;" | ''Update'' || Triggered every frame. Not consistent between players due to varying framerates. '''For consistent timed actions use the ''Timer'' event instead.''' | | style="padding-left: 2em;" | ''Update'' || Triggered every frame. Not consistent between players due to varying framerates. '''For consistent timed actions use the ''Timer'' event instead.''' |
Revision as of 03:47, 9 January 2023
The logic component is a gameplay component that runs a series of actions for different events.
Component Settings
Property | Description |
---|---|
Event | The event that triggers a list of Actions. |
Start | Triggered at the start of a minigame, as the countdown begins. |
Enable | Triggered each time this gameobject is enabled. This includes:
|
Update | Triggered every frame. Not consistent between players due to varying framerates. For consistent timed actions use the Timer event instead. |
Hit | Triggered when the object this component is attached to is hit by the player or weapons. |
Weapon Hit | Triggered when the object this component is attached to is hit by a weapon. |
Weapon Type | The type(s) of weapon hit that will cause the actions to be triggered. |
Timer | Triggered every x seconds. |
Interval | The number of seconds between the event firing. Use the Arrow beside the Interval value to set the mode. |
Constant | Actions are triggered repeatedly after a set number of seconds. |
Random Between Two Values | Actions are triggered repeatedly after a random amount of time. The minimum and maximum amount of time between each firing of the event can be set. |
Actions | The list of actions to run for the given Event. |
Example Usage
Start can be useful to make something happen when the minigame begins.
Timer with a random Interval can be used to add random effects to make the minigame more exciting. Use the arrow beside the value to change between constant and random values.