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insp-entitytrigger.html
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<h3 class="nav-header">Components</h3>
<ul class="nav flex-column">
<li class="nav-item">
<a class="nav-link" href="insp-agent.html">Agent</a>
</li>
<li class="nav-item">
<a class="nav-link" href="insp-agentevent.html">Agent Event</a>
</li>
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<a class="nav-link" href="insp-entity.html">Entity</a>
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<li class="nav-item">
<a class="nav-link" href="insp-worldobject.html">World Object</a>
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<h3 class="nav-header">ScriptableObjects</h3>
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<li class="nav-item">
<a class="nav-link" href="insp-actiontype.html">Action Type</a>
</li>
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<a class="nav-link" href="insp-agenttype.html">Agent Type</a>
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<a class="nav-link" href="insp-agenteventtype.html">Agent Event Type</a>
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<a class="nav-link" href="insp-drivetype.html">Drive Type</a>
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<a class="nav-link active" href="insp-entitytrigger.html">Entity Trigger</a>
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<a class="nav-link" href="insp-entitytype.html">Entity Type</a>
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<a class="nav-link" href="insp-faction.html">Faction</a>
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<a class="nav-link" href="insp-roletype.html">Role Type</a>
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<h3 class="nav-header">Plain C# Classes</h3>
<ul class="nav flex-column">
<li class="nav-item">
<a class="nav-link" href="insp-inputcondition.html">Input Condition</a>
</li>
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<a class="nav-link" href="insp-outputchange.html">Output Change</a>
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<div class="col content" style="padding-top: 40px; padding-bottom: 40px; line-height: 1.6em; color: #304455; font-size: 1rem;">
<h1><nobr>EntityTrigger : ScriptableObject</nobr></h1>
<h3>What is an Entity Trigger?</h3>
<hr>
<p>
A Entity Trigger is a Scriptable Object attached to an Entity Type. It allows Output Changes to be triggered
when certain events occur and/or Input Conditions are met.
</p>
<h3>Entity Trigger Custom Inspector</h3>
<hr>
<img src="images/EntityTrigger.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td>Trigger Type</td>
<td>
There are currently 10 trigger options.<br>
No Entity Target ones:<br>
Main Loop, Update Loop, and Level Change.<br>
<i>Level Change only supports Drives and Attributes.</i>
<br><br>
Has an Entity Target that must match:<br>
On Trigger Enter, On Trigger Exit, On Trigger Stay, On Collision Enter,
On Collision Exit, On Collision Stay, and On Particle Collision.
</ul>
</td>
</tr>
<tr>
<td>Cool Down</td>
<td>
Seconds before this Entity Trigger can be triggered again.
</td>
</tr>
<tr>
<td>Level Type</td>
<td>
Which Level Type is this for?<br>
<i>Only for Level Change Trigger Type.</i>
</td>
</tr>
<tr>
<td><nobr>Input Conditions</nobr></td>
<td>
All ICs must pass for the Output Changes to run.
<br>
See <a class="text-link" href="insp-inputcondition.html">Input Condition</a>.
</td>
</tr>
<tr>
<td>Output Changes</td>
<td>
What changes occur when triggered and ICs pass?
<br>
See <a class="text-link" href="insp-outputchange.html">Output Change</a>.
</td>
</tr>
</table>
<img src="images/EntityTriggerTarget.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td>For Target</td>
<td>
Flips the Entity and the target Entity causing the target to run the ICs and OCs. Useful when an Entity
is a World Object that impacts a target Agent since most ICs and OCs are designed for Agents to run them.
</td>
</tr>
<tr>
<td><nobr>Target Match Type</nobr></td>
<td>
Type Group, Type Category, or Entity Type: What type to use for matching on the Target Entity?
</td>
</tr>
<tr>
<td>Match</td>
<td>
Depends on the Target Match Type. This will be either a Type Group, a Type Category, or an Entity Type.
</td>
</tr>
</table>
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