Files
beyond/Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Triggers/Legacy/DialogueTriggerEvent.cs
2024-11-20 15:21:28 +01:00

87 lines
2.7 KiB
C#

// Copyright (c) Pixel Crushers. All rights reserved.
namespace PixelCrushers.DialogueSystem
{
/// <summary>
/// This enum is used for the deprecated trigger components. It has been replaced
/// by DialogueSystemTriggerEvent, which is used by DialogueSystemTrigger.
///
/// A bit mask enum that defines the events that can trigger barks, conversations, and
/// sequences. As the Dialogue System has grown, trigger events were added to the end
/// rather than reordering the enum (which would break serialization in existing projects).
/// If you modify the list, you must also update the property drawer DialogueTriggerEventDrawer.
/// </summary>
[System.Flags]
public enum DialogueTriggerEvent
{
/// <summary>
/// Trigger when the GameObject receives an OnBarkEnd message
/// </summary>
OnBarkEnd = 0x1,
/// <summary>
/// Trigger when the GameObject receives an OnConversationEnd message
/// </summary>
OnConversationEnd = 0x2,
/// <summary>
/// Trigger when the GameObject receives an OnSequenceEnd message
/// </summary>
OnSequenceEnd = 0x4,
/// <summary>
/// Trigger when another collider enters this GameObject's trigger collider
/// </summary>
OnTriggerEnter = 0x8,
/// <summary>
/// Trigger when the GameObject starts (e.g., at the start of the level)
/// </summary>
OnStart = 0x10,
/// <summary>
/// Trigger when the GameObject receives an OnUse message (e.g., from the Selector component)
/// </summary>
OnUse = 0x20,
/// <summary>
/// Trigger when the trigger script is enabled (allows retriggering if you disable and
/// re-enable the script or deactivate and re-activate its GameObject.
/// </summary>
OnEnable = 0x40,
/// <summary>
/// Trigger when another collider exits this GameObject's trigger collider
/// </summary>
OnTriggerExit = 0x80,
/// <summary>
/// Trigger when the GameObject is disabled
/// </summary>
OnDisable = 0x100,
/// <summary>
/// Trigger when the GameObject is destroyed
/// </summary>
OnDestroy = 0x200,
/// <summary>
/// Don't automatically trigger
/// </summary>
None = 0x400,
/// <summary>
/// Trigger when another collider touches this collider.
/// </summary>
OnCollisionEnter = 0x800,
/// <summary>
/// Trigger when another collider stops touching this collider
/// </summary>
OnCollisionExit = 0x1000
}
}