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monobehaviour_events

shalliwell edited this page May 25, 2020 · 3 revisions

MonoBehaviour event handlers

Animator

The block will execute when the desired OnAnimator* message for the monobehaviour is received.

Defined in Fungus.AnimatorState

Property Type Description
Fire On Fungus.AnimatorState+AnimatorMessageFlags Which of the OnAnimator messages to trigger on.
I K Layer System.Int32 IK layer to trigger on. Negative is all.
Suppress Block Auto Select System.Boolean If true, the flowchart window will not auto select the Block when the Event Handler fires. Affects Editor only.

Application

The block will execute when the desired OnApplication message for the monobehaviour is received.

Defined in Fungus.ApplicationState

Property Type Description
Fire On Fungus.ApplicationState+ApplicationMessageFlags Which of the Application messages to trigger on.
Suppress Block Auto Select System.Boolean If true, the flowchart window will not auto select the Block when the Event Handler fires. Affects Editor only.

CharacterCollider

The block will execute when tag filtered OnCharacterColliderHit is received

Defined in Fungus.CharacterControllerCollide

Property Type Description
Col Hit Var Fungus.ControllerColliderHitVariable Optional variable to store the ControllerColliderHit
Tag Filter System.String[] Only fire the event if one of the tags match. Empty means any will fire.
Suppress Block Auto Select System.Boolean If true, the flowchart window will not auto select the Block when the Event Handler fires. Affects Editor only.

Collision

The block will execute when a 3d physics collision matching some basic conditions is met.

Defined in Fungus.Collision

Property Type Description
Collision Var Fungus.CollisionVariable Optional variable to store the collision object that is provided by Unity.
Fire On Fungus.BasePhysicsEventHandler+PhysicsMessageType Which of the physics messages do we trigger on.
Tag Filter System.String[] Only fire the event if one of the tags match. Empty means any will fire.
Suppress Block Auto Select System.Boolean If true, the flowchart window will not auto select the Block when the Event Handler fires. Affects Editor only.

Collision2D

The block will execute when a 2d physics collision matching some basic conditions is met.

Defined in Fungus.Collision2D

Property Type Description
Collision Var Fungus.Collision2DVariable Optional variable to store the collision object that is provided by Unity.
Fire On Fungus.BasePhysicsEventHandler+PhysicsMessageType Which of the physics messages do we trigger on.
Tag Filter System.String[] Only fire the event if one of the tags match. Empty means any will fire.
Suppress Block Auto Select System.Boolean If true, the flowchart window will not auto select the Block when the Event Handler fires. Affects Editor only.

Mouse

The block will execute when the desired OnMouse* message for the monobehaviour is received

Defined in Fungus.Mouse

Property Type Description
Fire On Fungus.Mouse+MouseMessageFlags Which of the Mouse messages to trigger on.
Suppress Block Auto Select System.Boolean If true, the flowchart window will not auto select the Block when the Event Handler fires. Affects Editor only.

Particle

The block will execute when the desired OnParticle message for the monobehaviour is received.

Defined in Fungus.Particle

Property Type Description
Fire On Fungus.Particle+ParticleMessageFlags Which of the Rendering messages to trigger on.
G Ocollider Var Fungus.GameObjectVariable Optional variable to store the gameobject that particle collided with.
Tag Filter System.String[] Only fire the event if one of the tags match. Empty means any will fire.
Suppress Block Auto Select System.Boolean If true, the flowchart window will not auto select the Block when the Event Handler fires. Affects Editor only.

Render

The block will execute when the desired Rendering related message for the monobehaviour is received.

Defined in Fungus.Render

Property Type Description
Fire On Fungus.Render+RenderMessageFlags Which of the Rendering messages to trigger on.
Suppress Block Auto Select System.Boolean If true, the flowchart window will not auto select the Block when the Event Handler fires. Affects Editor only.

Transform

The block will execute when the desired OnTransform related message for the monobehaviour is received.

Defined in Fungus.TransformChanged

Property Type Description
Fire On Fungus.TransformChanged+TransformMessageFlags Which of the OnTransformChanged messages to trigger on.
Suppress Block Auto Select System.Boolean If true, the flowchart window will not auto select the Block when the Event Handler fires. Affects Editor only.

Trigger

The block will execute when a 3d physics trigger matching some basic conditions is met.

Defined in Fungus.Trigger

Property Type Description
Collider Var Fungus.ColliderVariable Optional variable to store the collider that caused the trigger to occur.
Fire On Fungus.BasePhysicsEventHandler+PhysicsMessageType Which of the physics messages do we trigger on.
Tag Filter System.String[] Only fire the event if one of the tags match. Empty means any will fire.
Suppress Block Auto Select System.Boolean If true, the flowchart window will not auto select the Block when the Event Handler fires. Affects Editor only.

Trigger2D

The block will execute when a 2d physics trigger matching some basic conditions is met.

Defined in Fungus.Trigger2D

Property Type Description
Collider Var Fungus.Collider2DVariable Optional variable to store the collider that caused the trigger to occur.
Fire On Fungus.BasePhysicsEventHandler+PhysicsMessageType Which of the physics messages do we trigger on.
Tag Filter System.String[] Only fire the event if one of the tags match. Empty means any will fire.
Suppress Block Auto Select System.Boolean If true, the flowchart window will not auto select the Block when the Event Handler fires. Affects Editor only.

Update

The block will execute every chosen Update, or FixedUpdate or LateUpdate.

Defined in Fungus.UpdateTick

Property Type Description
Fire On Fungus.UpdateTick+UpdateMessageFlags Which of the Update messages to trigger on.
Suppress Block Auto Select System.Boolean If true, the flowchart window will not auto select the Block when the Event Handler fires. Affects Editor only.

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