CORE dashboard + a lot of changes
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using RPGCore.Core;
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using RPGCore.Core.Objects;
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namespace RPGCore.ObjectModules.EventObjectModule.Events
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{
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/// <summary>
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/// Executed when <see cref="BaseObject"/> forcefully exits <see cref="Trigger"/> by non-physics means, by default
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/// it is when object is <b>Disabled</b> or <b>Removed</b>.<br/><br/>
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/// Execute this if you want to object exit its trigger.
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/// </summary>
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public class TriggerClearEvent : BaseEvent<BaseObject>
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{
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public BaseObject obj;
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 4b02fda53526495c88e8c59795782dec
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timeCreated: 1779650139
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@@ -3,9 +3,12 @@ using RPGCore.Core.Objects;
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namespace RPGCore.ObjectModules.EventObjectModule.Events
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{
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/// <summary>
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/// Executed when <see cref="BaseObject"/> enters <see cref="Trigger"/>'s colliders.
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/// </summary>
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public class TriggerEnterEvent : BaseEvent<BaseObject>
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{
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public BaseObject target;
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public ITrigger trigger;
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public BaseObject obj;
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public Trigger trigger;
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}
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}
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@@ -3,9 +3,12 @@ using RPGCore.Core.Objects;
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namespace RPGCore.ObjectModules.EventObjectModule.Events
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{
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/// <summary>
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/// Executed when <see cref="BaseObject"/> exits <see cref="Trigger"/>'s colliders.
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/// </summary>
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public class TriggerExitEvent : BaseEvent<BaseObject>
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{
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public BaseObject target;
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public ITrigger trigger;
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public BaseObject obj;
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public Trigger trigger;
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}
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}
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