Trigger Actions
Categories:

Image showing a Player Interact TriggerAction component, as seen in the Entity Inspector.
Trigger Actions Overview
Functionality
Action Types
Environmental
- Difficulty (Game, Dungeon, Quest, Boss)
- Population (AG Village)
- Time
- Record
- Dungeon In/Complete
- Quest In/Complete
- Has Quest
- Weather
- OnStart
- Player Stats
- Player HasItem
- Every Seconds
- OnQuestStart
- OnQuestEnd
Collision Fields
- Proximity
- Correct InWorldObject Conditions
- Unit Stats
- Unit Inventory
- Pulse React
On Unit
- OnDeath
- Has/HasNot Stats
- Has/HasNot Item/Inventory
- Has/HasNot Equip
Interact Trigger Actions
Specific Trigger Actions activated by The Interact Input.
Passes Source interactor to DoActonFromInteractor, which fires the regular DoAction.
Interact Types
Self Firing
- World Item Interact
- Carry
- Pilot Unit
- Bonfire/Menu Open
Triggering
- Select
- Give Item
- Channel
- Craft
Using Trigger Actions
API
//! Override to establish your own DoAction process
//! Call Parent DoAction to see if Action Succeeds. Then use returned bool to process final behaviour.
virtual bool DoAction();
//! Override to establish your own ResetAction process
//! Call Parent ResetAction to see if Reset Succeeds. Then use returned bool to process final behaviour.
virtual bool DoResetAction();
//! Override to establish your own evaluation criteria.
virtual bool EvaluateAction() { return true; };
//! Override to establish your own reset evaluation criteria.
virtual bool EvaluateResetAction() { return true; };