docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class WaitForTrigger2D

    Inheritance
    object
    Node
    Action
    WaitForTrigger2D
    Inherited Members
    Action.Parent
    Action.AwakeParents()
    Node.CurrentStatus
    Node.GameObject
    Node.ResetStatus()
    Node.StartNode(Node)
    Node.EndNode(Node)
    Node.AwakeNode(Node)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: Unity.Muse.Behavior.Samples
    Assembly: Unity.Muse.Behavior.dll
    Syntax
    [Serializable]
    [NodeDescription("Wait For Trigger 2D", "Waits for an OnTrigger event 2D on the specified agent.", "Wait for [TriggerType] on [Agent]", "", "Action/Physics", "a813ee3b7029c3cb9f45717e3bae2995", null, "C:\\temp\\com.unity.muse.behavior@0.9\\Packages\\com.unity.muse.behavior\\Runtime\\Execution\\Nodes\\Actions\\Conditional\\WaitForTrigger2DAction.cs")]
    public class WaitForTrigger2D : Action

    Fields

    Agent

    Declaration
    [SerializeReference]
    public BlackboardVariable<GameObject> Agent
    Field Value
    Type Description
    BlackboardVariable<GameObject>

    CollideObject

    Declaration
    [SerializeReference]
    public BlackboardVariable<GameObject> CollideObject
    Field Value
    Type Description
    BlackboardVariable<GameObject>

    Tag

    Declaration
    [SerializeReference]
    public BlackboardVariable<string> Tag
    Field Value
    Type Description
    BlackboardVariable<string>

    TriggerType

    Declaration
    [SerializeReference]
    public BlackboardVariable<WaitForTrigger2D.ETriggerType> TriggerType
    Field Value
    Type Description
    BlackboardVariable<WaitForTrigger2D.ETriggerType>

    Methods

    OnEnd()

    OnEnd is called when the node has stopped running.

    Declaration
    protected override void OnEnd()
    Overrides
    Node.OnEnd()

    OnStart()

    OnStart is called when the node starts running.

    Declaration
    protected override Node.Status OnStart()
    Returns
    Type Description
    Node.Status

    The status of the node.

    Overrides
    Node.OnStart()

    OnUpdate()

    OnUpdate is called each frame while the node is running.

    Declaration
    protected override Node.Status OnUpdate()
    Returns
    Type Description
    Node.Status

    The status of the node.

    Overrides
    Node.OnUpdate()
    In This Article
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)