Logic Component: Difference between revisions

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The logic component is a [[:Category:Gameplay Components|gameplay component]] that runs a series of [[Action|actions]] when triggered by an [[Event|event]].
The logic component is a [[:Category:Gameplay Components|gameplay component]] that runs a series of [[Action|actions]] for different [[Event|events]].


== Component Settings ==
[[File:LogicComponent.png|thumb|500px|The Logic Component in the [[Inspector Window]]. You can add multiple events to a single logic component.]]
{| class="wikitable"
|-
! Property !! Description
|-
|'''Event''' || The event that triggers a list of Actions.
|-
| style="padding-left: 2em;" | ''Start'' || Triggered at the start of a minigame, as the countdown begins.
|-
| 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;" | ''Hit'' || Triggered when the object this component is attached to is hit by the player or [[Weapon Component|weapons]].
|-
| style="padding-left: 2em;" | ''Weapon Hit'' || Triggered when the object this component is attached to is hit by a [[Weapon Component|weapon]].
|-
| style="padding-left: 4em;" | '''Weapon Type''' || The type(s) of weapon hit that will cause the actions to be triggered.
|-
| style="padding-left: 2em;" | ''Timer'' || Triggered every x seconds.
|-
| style="padding-left: 4em;" | '''Interval''' || The number of seconds between the event firing. Use the Arrow beside the ''Interval'' value to set the mode.
|-
| style="padding-left: 6em;" | ''Constant'' || Actions are triggered repeatedly after a set number of seconds.
|-
| style="padding-left: 6em;" | ''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.
|-
| style="padding-left: 2em;" | ''Round Start'' || Triggered at the start of each minigame round, after the round start countdown.
|-
| style="padding-left: 2em;" | ''Round End'' || Triggered at the end of each minigame round.
|-
| '''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.


[[Category:Gameplay Components]]
[[Category:Gameplay Components]]
[[Category:Components]]
[[Category:Components]]

Latest revision as of 20:24, 17 December 2023

The logic component is a gameplay component that runs a series of actions for different events.

Component Settings

The Logic Component in the Inspector Window. You can add multiple events to a single logic component.
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:
  • 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.
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.
Round Start Triggered at the start of each minigame round, after the round start countdown.
Round End Triggered at the end of each minigame round.
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.