An AkRoomPortal can connect two AkRoom components together. [詳細]
AkUnityEventHandlerを継承しています。
Public メソッド | |
| ulong | GetID () |
| Access the portal's ID. | |
| override void | HandleEvent (UnityEngine.GameObject in_gameObject) |
| Opens the portal on trigger event. | |
| void | ClosePortal (UnityEngine.GameObject in_gameObject) |
| Closes the portal on trigger event. | |
Public 変数 | |
| const int | MAX_ROOMS_PER_PORTAL = 2 |
| AkRoomPortals can only connect a maximum of 2 rooms. | |
| AkRoom[] | rooms = new AkRoom[MAX_ROOMS_PER_PORTAL] |
| const int | MAX_NB_TRIGGERS = 32 |
| Since our mask is a 32 bits integer, we can't have more than 32 triggers. | |
| System.Collections.Generic.List < int > | triggerList = new System.Collections.Generic.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 System.Collections.Generic.Dictionary < uint, string > | triggerTypes = AkTriggerBase.GetAllDerivedTypes() |
| Will contain the types of all the triggers derived from AkTriggerBase at runtime. | |
An AkRoomPortal can connect two AkRoom components together.
1.6.3