This will call AK::SoundEngine::SetState 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. [詳細]
AkUnityEventHandlerを継承しています。
Public 変数 | |
| int | groupID |
| State Group ID, as defined in WwiseID.cs. | |
| int | valueID |
| State 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 変数 | |
| 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::SetState 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.
1.6.3