Version
This will call AkSoundEngine.SetSwitch()
whenever the selected Unity event is triggered. For example this component could be set on a Unity collider to trigger when an object enters it.
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Inherits AkUnityEventHandler.
Public Attributes | |
int | groupID |
Switch Group ID, as defined in WwiseID.cs. |
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int | valueID |
Switch Value ID, as defined in WwiseID.cs. |
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const int | MAX_NB_TRIGGERS = 32 |
Since our mask is a 32 bits integer, we can't have more than 32 triggers. |
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System.Collections.Generic.List < int > |
triggerList = new System.Collections.Generic.List<int> { START_TRIGGER_ID } |
List containing the enabled triggers. |
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bool | useOtherObject = false |
This property is usefull only when used with colliders. When enabled, the target of the action will be the other colliding object. When disabled, it will be the current object. |
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Static Public Attributes | |
static System.Collections.Generic.Dictionary < uint, string > |
triggerTypes = AkTriggerBase.GetAllDerivedTypes() |
Will contain the types of all the triggers derived from AkTriggerBase at runtime. |
This will call AkSoundEngine.SetSwitch()
whenever the selected Unity event is triggered. For example this component could be set on a Unity collider to trigger when an object enters it.
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