版本
This will call AK::SoundEngine::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. More...
Inherits AkUnityEventHandler.
Public Attributes | |
int | groupID |
Switch Group ID, as defined in WwiseID.cs. |
|
int | valueID |
Switch Value ID, as defined in WwiseID.cs. |
|
const int | MAX_NB_TRIGGERS = 32 |
Since our mask is a 32 bits integer, we can't have more than 32 triggers. |
|
List< int > | triggerList = new List<int>() { START_TRIGGER_ID } |
List containing the enabled triggers. |
|
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. |
|
Static Public Attributes | |
static Dictionary< uint, string > | triggerTypes = AkTriggerBase.GetAllDerivedTypes () |
Will contain the types of all the triggers derived from AkTriggerBase at runtime. |
This will call AK::SoundEngine::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.