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Helper class that knows a Wwise Event and when to trigger it in Unity. More...
Public Attributes | |
int | eventID = 0 |
ID of the Event as found in the WwiseID.cs file. |
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GameObject | soundEmitterObject = null |
Game object onto which the Event will be posted. By default, when empty, it is posted on the same object on which the component was added. |
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bool | enableActionOnEvent = false |
Enables additional options to reuse existing events. Use it to transform a Play event into a Stop event without having to define one in the Wwise Project. |
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AkActionOnEventType | actionOnEventType = AkActionOnEventType.AkActionOnEventType_Stop |
Replacement action. See AK::SoundEngine::ExecuteEventOnAction(). |
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AkCurveInterpolation | curveInterpolation = AkCurveInterpolation.AkCurveInterpolation_Linear |
Fade curve to use with the new Action. See AK::SoundEngine::ExecuteEventOnAction(). |
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float | transitionDuration = 0.0f |
Duration of the fade. See AK::SoundEngine::ExecuteEventOnAction(). |
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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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List< int > | triggerList = new 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 Dictionary< uint, string > | triggerTypes = AkTriggerBase.GetAllDerivedTypes () |
Will contain the types of all the triggers derived from AkTriggerBase at runtime. |
Helper class that knows a Wwise Event and when to trigger it in Unity.