TriggerEvent
Since 0.6
Payload of {@link Behavior.onTrigger}.
Signature
export interface TriggerEvent {
/** The trigger volume's `event` name from the scene. */
event: string
volume: EntityHandle
/** The entity that entered or left. */
other: EntityHandle
entering: boolean
}
Import: import type { TriggerEvent } from "@argus/api"
Members
| Member | Signature | Description |
|---|---|---|
event | event: string | The trigger volume's event name from the scene. |
volume | volume: EntityHandle | |
other | other: EntityHandle | The entity that entered or left. |
entering | entering: boolean |
Example
The tested fixture fixtures/recipes/jump-pad-and-elevator/scenes/behaviors/camera-zone.ts.
import type { Behavior } from "@argus/api"
/**
* A trigger volume that retunes the camera while the player is inside it.
*
* The engine has no camera-zone concept and needs none: a volume, a `trigger` component and this.
* Here the player's behaviour owns the camera (it re-sends its params when the view is turned), so
* the zone tells it what to change rather than calling `ctx.camera.set` itself. In a scene where
* nothing else writes the camera, the zone can call `ctx.camera.set(kind, params)` directly.
*/
interface Props {
/** `ctx.camera.set` params to merge in on the way in, and on the way out. */
inside?: Record<string, unknown>
outside?: Record<string, unknown>
}
export default {
onTrigger(ctx, trigger) {
const params = trigger.entering ? ctx.props.inside : ctx.props.outside
if (params) ctx.events.emit("camera-zone", { target: trigger.other.id, params })
},
} satisfies Behavior<Record<string, never>, Props>