Collider Custom Assets
Available in the Gaming Circle and Industries Circle
Overview
The goal of using custom assets to define behavior is to have a single shared implementation for dynamic and static triggers. Trigger Enter & Exit callbacks are detected in the TriggerSystem
which then finds the relevant asset and processes its behavior.
TriggerBehavior
The TriggerBehavior
is an abstract base class which is inherited from by the concrete implementations such as SpeedChange
and GadgetPickup
.
C#
public unsafe abstract partial class TriggerBehavior
{
public virtual void OnDynamicEnter(Frame frame, EntityRef entity, EntityRef otherEntity) { }
public virtual void OnDynamicExit(Frame frame, EntityRef entity, EntityRef otherEntity) { }
public virtual bool OnStaticEnter(Frame frame, int staticID, EntityRef otherEntity) { return false; }
public virtual void OnStaticExit(Frame frame, int staticID, EntityRef otherEntity) { }
}
ColliderData
It defines a collider’s visual representation in Unity. Each collider can have only one custom asset, therefore the ColliderData
also has an optional reference to TriggerBehavior
.