WorldTriggers
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Overview
The World Trigger System is a simple, but robust, pattern of using Trigger Actions as reactors, or nerve endings, to evaluate and fire off a triggering event to a World Trigger.
Using trigger channels, the Trigger Actions and World Triggers can target and respond to specific events, regardless of if they are arranged on the same entity.
The power of the pattern of Trigger Actions and World Triggers is that nearly any Trigger Action, can trigger any World Trigger.
Their extensibility allows for easy implementation of unique features, while allowing the underlying class structure to process, and handle, the interaction between the two component types.
Trigger Actions
The Sensory component of the World Trigger pattern. TAs (Trigger Actions) receive/or monitor for changes in the world state, then, if everything is right, fires off to the receiving World Trigger to enact the outcome back into the world. Hence the naming: “World” triggers.
There are a couple extended TAs to create some common sub-types for regular patterns in use: Interact Trigger Actions, and Collision Trigger Actions. They both follow the same triggering process, but have an additional layer of functionality to interface with Interaction, or Collision/Triggering processing.
World Triggers
The Output component of the World Trigger Pattern. WTs (World Triggers) receive Trigger or Reset events from the TAs, and process how they will affect the world state.
They can be as simple at toggling an entity on and off. Or as complex as holding a multi-staged Activation/Deactivation tree to display a changing piece of environment over multiple stages of growth or destruction.
Wts never need to know what is driving the reason for firing. They simply do the act of changing the world environment. Hence the naming: “World” triggers.
Setup
Refer to the Interaction Set Up Guide in Get Started section.