3dec5d3b71
* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder * Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file * Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message * Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and @ENGINEROOT@/EngineAssets/Editor path for engine tool assets * Updating references to Icons and other assets to account for moving the Engine and Editor folder under a single EngineAssets folder * Moving the Engine Settings Registry folder from Engine/Registry -> Registry * Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator * Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now * Fixed Atom Shader Preprocessing when running using an External Project * Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable * Updated the Install_Common.cmake ly_setup_others function to install the EngineAssets directory and the each of the Gem's Assets directory while maintaining the relative directory structure to the Engine Root Also updated the install step to install the Registry folder at the engine root * Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder * Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder * Updated the LyTestTools and C++ code to point that the new location of the AssetProcessorPlatformConfig.setreg file inside of the Registry folder * Renamed Test AssetProcessor*Config.ini files to have the .setreg extension * Converted the AssetProcessor test setreg files from ini format to json format using the SerializeContextTools convert-ini command * Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder * Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames * Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder * Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available * Updating the Install_common.cmake logic to copy any "Assets" folder to the install layout. The Script has also been updated to copy over the "Assets" folder in the Engine Root to the install layout instead of an "EngineAssets" folder * Updating References to EngineAssets source asset folder in code to be the Assets source folder * Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders * Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner * Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the output prefix, but instead place the source asset root into a subdirectory * Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory * Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
621 lines
16 KiB
Lua
621 lines
16 KiB
Lua
----------------------------------------------------------------------------------------------------
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--
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-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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-- its licensors.
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--
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-- For complete copyright and license terms please see the LICENSE at the root of this
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-- distribution (the "License"). All use of this software is governed by the License,
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-- or, if provided, by the license below or the license accompanying this file. Do not
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-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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--
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-- Original file Copyright Crytek GMBH or its affiliates, used under license.
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--
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--
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-- Description: Network-ready Proximity Trigger
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--
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----------------------------------------------------------------------------------------------------
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ProximityTrigger =
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{
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Properties =
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{
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DimX = 5,
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DimY = 5,
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DimZ = 5,
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bEnabled = 1,
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EnterDelay = 0,
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ExitDelay = 0,
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bOnlyPlayer = 1,
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bOnlyMyPlayer = 0,
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bOnlyAI = 0,
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bOnlySpecialAI = 0,
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esFactionFilter = "",
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OnlySelectedEntity = "None",
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bRemoveOnTrigger = 0,
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bTriggerOnce = 0,
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ScriptCommand = "",
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PlaySequence = "",
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bInVehicleOnly = 0,
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bOnlyOneEntity = 0,
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UsableMessage = "",
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bActivateWithUseButton = 0,
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MultiplayerOptions =
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{
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bNetworked = 0,
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bPerPlayer = 0,
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},
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},
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Client={},
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Server={},
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Editor =
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{
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Model="Editor/Objects/T.cgf",
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Icon="Trigger.bmp",
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ShowBounds = 1,
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IsScalable = false;
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IsRotatable = false;
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},
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}
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Net.Expose
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{
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Class = ProximityTrigger,
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ClientMethods =
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{
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ClEnter = { RELIABLE_ORDERED, PRE_ATTACH, ENTITYID, INT8},
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ClLeave = { RELIABLE_ORDERED, PRE_ATTACH, ENTITYID, INT8},
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},
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ServerMethods =
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{
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SvRequestUse = { RELIABLE_ORDERED, PRE_ATTACH, ENTITYID },
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},
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ServerProperties = {}
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}
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function ProximityTrigger:OnPropertyChange()
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self:OnReset();
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end
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function ProximityTrigger:OnReset()
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-- Precalcs some CVars used to test triggering entities based in their names. ("selectedEntity" is a misleading name for all this)
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self.bUsesExactSelectedEntity = false;
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self.bUsesWildcardSelectedEntity = false;
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if (self.Properties.OnlySelectedEntity~="None" and self.Properties.OnlySelectedEntity~="") then
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local indexChar = string.find( self.Properties.OnlySelectedEntity, "*" );
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if (indexChar and indexChar>1) then
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if (indexChar<5) then
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LogWarning( "proximity trigger: '%s' is using a too much generic name for 'selectedEntity' field", self:GetName() );
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end
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self.bUsesWildcardSelectedEntity = true;
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self.stringRootSelectedEntity = string.sub( self.Properties.OnlySelectedEntity, 1, indexChar - 1 );
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else
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self.bUsesExactSelectedEntity = true;
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end
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end
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if (self.timers) then
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for i,v in pairs(self.timers) do
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self:KillTimer(i);
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end
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end
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self.timerId = 0;
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self.enabled = nil;
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self.usable = tonumber(self.Properties.bActivateWithUseButton)~=0;
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self.triggerOnce = tonumber(self.Properties.bTriggerOnce)~=0;
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self.localOnly = self.Properties.MultiplayerOptions.bNetworked==0;
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self.perPlayer = tonumber(self.Properties.MultiplayerOptions.bPerPlayer)~=0;
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self.isServer=CryAction.IsServer();
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self.isClient=CryAction.IsClient();
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self.inside={};
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self.timers={};
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if (not self.localOnly) then
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self.triggeredPP={};
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self.triggeredOncePP={};
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else
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self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
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end
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self.triggeredOnce=nil;
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self.triggered=nil;
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self.insideCount=0;
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local min = { x=-self.Properties.DimX/2, y=-self.Properties.DimY/2, z=-self.Properties.DimZ/2 };
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local max = { x=self.Properties.DimX/2, y=self.Properties.DimY/2, z=self.Properties.DimZ/2 };
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self:SetUpdatePolicy( ENTITY_UPDATE_PHYSICS );
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self:SetTriggerBBox( min, max );
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self:Enable(tonumber(self.Properties.bEnabled)~=0);
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self:InvalidateTrigger();
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self:ActivateOutput("NrOfEntitiesInside", 0);
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end
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function ProximityTrigger:Enable(enable)
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self.enabled=enable;
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self:RegisterForAreaEvents(enable and 1 or 0);
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end
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function ProximityTrigger:OnSpawn()
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self:OnReset();
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end
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function ProximityTrigger:OnDestroy()
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end
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function ProximityTrigger:OnSave(tbl)
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tbl.enabled = self.enabled;
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tbl.triggered = self.triggered;
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tbl.triggeredOnce = self.triggeredOnce;
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end
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function ProximityTrigger:OnLoad(tbl)
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self:OnReset();
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self.enabled = tbl.enabled;
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self.triggered = tbl.triggered;
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self.triggeredOnce = tbl.triggeredOnce;
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end
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function ProximityTrigger:Event_Enter(entityId)
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if (not self.enabled) then return; end; -- TODO: might need a self.active here
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if (self.triggerOnce) then
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if (self.localOnly) then
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if (self.triggeredOnce) then
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return;
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end
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elseif (self.perPlayer and self.triggeredOncePP[entityId]) then -- TODO: will need to skip this for non-player entities
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return;
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elseif (not self.perPlayer and self.triggeredOnce) then
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return;
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end
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end
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self.triggered=true;
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self.triggeredOnce=true;
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if (not self.localOnly and entityId) then
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self.triggeredPP[entityId]=true;
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self.triggeredOncePP[entityId]=true;
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end
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-- Log(" ProximityTrigger: %s:Event_Enter(%s) inside: %d", self:GetName(), EntityName(entityId), self.insideCount);
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self:Trigger(entityId, self.insideCount);
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--BroadcastEvent(self, "Enter");
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self:ActivateOutput("Enter", entityId or NULL_ENTITY);
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if (not self.localOnly and self.isServer) then
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self.otherClients:ClEnter(g_localChannelId, entityId or NULL_ENTITY, self.insideCount);
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end
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end
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function ProximityTrigger.Client:ClEnter(entityId, insideCount)
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-- Log("ProximityTrigger: %s.Client:ClEnter(%s) count: %d", self:GetName(), EntityName(entityId), insideCount);
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self:Trigger(entityId, insideCount);
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--BroadcastEvent(self, "Enter");
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self:ActivateOutput("Enter", entityId);
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end
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function ProximityTrigger:Event_Leave(entityId)
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if (not self.enabled) then return; end;
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if (self.localOnly and not self.triggered) then return; end;
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if (self.perPlayer) then
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if (not self.localOnly and entityId) then
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if (not self.triggeredPP[entityId]) then
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return;
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end;
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end
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else
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if (not self.triggered) then
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return;
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end;
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end
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--only disable triggered when all players are gone
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if(self.insideCount == 0) then
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self.triggered=nil;
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end
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if (not self.localOnly and entityId and self.insideCount == 0) then
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self.triggeredPP[entityId]=nil;
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end
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--Log("%s:Event_Leave(%s)", self:GetName(), EntityName(entityId));
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self:ActivateOutput("Sender", entityId or NULL_ENTITY);
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self:ActivateOutput("NrOfEntitiesInside", self.insideCount);
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--BroadcastEvent(self, "Leave");
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self:ActivateOutput("Leave", entityId or NULL_ENTITY);
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if (not self.localOnly and self.isServer) then
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self.otherClients:ClLeave(g_localChannelId, entityId or NULL_ENTITY, self.insideCount);
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end
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end
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function ProximityTrigger.Client:ClLeave(entityId, inside)
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-- Log("%s.Client:ClLeave(%s, %s)", self:GetName(), EntityName(entityId), tostring(inside));
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self:ActivateOutput("Sender", entityId);
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self:ActivateOutput("NrOfEntitiesInside", inside);
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self:ActivateOutput("Leave", entityId);
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--BroadcastEvent(self, "Leave");
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end
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function ProximityTrigger:Event_Enable()
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if (self.enabled) then return; end;
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-- Act as if everyone entered the trigger
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self.enabled = true;
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for k,v in pairs(self.inside) do
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self:Event_Enter( k );
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end;
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self:ActivateOutput("NrOfEntitiesInside", self.insideCount);
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BroadcastEvent(self, "Enable");
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end
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function ProximityTrigger:Event_Disable()
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if (not self.enabled) then return; end;
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-- Act as if everyone left the trigger
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self.enabled = false;
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for k,v in pairs(self.inside) do
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self:Event_Leave( k );
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end;
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self:ActivateOutput("NrOfEntitiesInside", 0);
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BroadcastEvent(self, "Disable");
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end
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function ProximityTrigger:CreateTimer(entityId, time, leave)
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local timerId=self.timerId;
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if (timerId>1023) then
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timerId=0;
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end
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timerId=timerId+1;
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self.timerId=timerId;
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if (leave) then
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timerId=timerId+1024;
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end
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self.timers[timerId]=entityId;
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self:SetTimer(timerId, time);
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end
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function ProximityTrigger.Client:OnTimer(timerId, msec)
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if (self.localOnly and not self.isServer) then
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self:OnTimer(timerId, msec);
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end
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end
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function ProximityTrigger.Server:OnTimer(timerId, msec)
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self:OnTimer(timerId, msec);
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end
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function ProximityTrigger:OnTimer(timerId, msec)
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if (timerId==2048) then
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self:CheckAIDeaths()
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return;
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end
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local entityId=self.timers[timerId];
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if (not entityId) then return; end;
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if (timerId>1023) then
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self:Event_Leave(entityId);
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else
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self:Event_Enter(entityId);
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end
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end
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function ProximityTrigger:CheckAIDeaths()
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local amountInside = 0;
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for k,v in pairs(self.inside) do
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local entity = System.GetEntity( k );
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if (entity~=nil and entity.ai~=nil and entity.lastHealth<=0) then
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self.inside[k] = nil;
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else
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amountInside = amountInside + 1;
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end
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end
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if (amountInside~=self.insideCount) then
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self.insideCount = amountInside;
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if (self.enabled) then
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self:ActivateOutput("NrOfEntitiesInside", self.insideCount);
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end
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end
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if (amountInside~=0) then
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self:CreateAIDeathsCheckTrigger();
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else
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self.timers[2048]=false; --to know that we are not using the AI trigger now
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end
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end
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-- this timer should be created only when it is a trigger that reacts to AI (which should be only a few), and there are AIs inside
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function ProximityTrigger:CreateAIDeathsCheckTrigger()
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self.timers[2048]=true; -- to know that we are using the AI timer. 2048 is the AI timer id
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self:SetTimer( 2048, 3000);
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end
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function ProximityTrigger.Server:SvRequestUse(userId)
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local entity=System.GetEntity(userId);
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if (entity) then
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self:OnUsed(entity);
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end
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end
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function ProximityTrigger:OnUsed(user)
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if (not self:CanTrigger(user)) then return; end;
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Log("%s:OnUsed(%s)", self:GetName(), EntityName(user));
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self:LockUsability();
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if (self.localOnly or self.isServer) then
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self:CreateTimer(user.id, self.Properties.EnterDelay*1000);
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else
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self.server:SvRequestUse(user.id);
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end
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end
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function ProximityTrigger:Trigger(entityId, inside)
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if (self.enabled) then
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self:ActivateOutput("NrOfEntitiesInside", inside);
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end
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if(self.Properties.ScriptCommand and self.Properties.ScriptCommand~="")then
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local f = loadstring(self.Properties.ScriptCommand);
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if (f~=nil) then
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f();
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end
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end
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if(self.Properties.PlaySequence~="")then
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Movie.PlaySequence(self.Properties.PlaySequence);
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end
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self:ActivateOutput("Sender", entityId or NULL_ENTITY);
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if(AI ~= nil) then
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self:ActivateOutput("Faction", AI.GetFactionOf(entityId or NULL_ENTITY) or "");
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end
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local isAPlayer = ActorSystem.IsPlayer(entityId);
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if self.Properties.bRemoveOnTrigger ~= 0 and not isAPlayer then
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System.RemoveEntity(entityId);
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end
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end
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function ProximityTrigger:EnteredArea(entity, areaId)
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if (not self:CanTrigger(entity, areaId)) then
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return;
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end
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if (tonumber(self.Properties.bOnlyOneEntity)~=0 and self.insideCount>0) then
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return;
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end
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self.inside[entity.id]=true;
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self.insideCount=self.insideCount+1;
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if (not entity.ai) then
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if (self.Properties.bActivateWithUseButton~=0) then
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return;
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end
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end
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if (not self.enabled) then return; end;
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self:CreateTimer(entity.id, self.Properties.EnterDelay*1000);
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if (entity.ai and self.timers[2048]~=true) then -- 2048 is the special timer id used to check the deaths of AIs
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self:CreateAIDeathsCheckTrigger();
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end
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end
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|
|
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function ProximityTrigger:LeftArea(entity, areaId)
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if (not self:CanTrigger(entity, areaId)) then
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return;
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end
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self.inside[entity.id]=nil;
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self.insideCount=self.insideCount-1;
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if(self.Properties.ExitDelay==0) then
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self.Properties.ExitDelay=0.01;
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end
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if (not self.enabled) then return; end;
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self:CreateTimer(entity.id, self.Properties.ExitDelay*1000, true);
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end
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function ProximityTrigger.Server:OnEnterArea(entity, areaId)
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if (self:CanTrigger(entity)) then
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self:EnteredArea(entity, areaId);
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end
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end
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|
|
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function ProximityTrigger.Server:OnLeaveArea(entity, areaId)
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self:LeftArea(entity, areaId);
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end
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|
|
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function ProximityTrigger.Client:OnEnterArea(entity, areaId)
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if (not self:CanTrigger(entity)) then return; end;
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if (entity.actor) then
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if (self.usable and self.enabled) then
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self:LockUsability(true);
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end
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end
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if (not self.localOnly or self.isServer) then return; end;
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self:EnteredArea(entity, areaId);
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end
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|
|
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function ProximityTrigger.Client:OnLeaveArea(entity, areaId)
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if (entity.actor) then
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if (self.usable and self.enabled) then
|
|
self:LockUsability(true);
|
|
end
|
|
end
|
|
|
|
if (not self.localOnly or self.isServer) then return; end;
|
|
|
|
self:LeftArea(entity, areaId);
|
|
end
|
|
|
|
|
|
function ProximityTrigger:CanTrigger(entity)
|
|
local Properties = self.Properties;
|
|
|
|
if (entity.ai and entity.lastHealth and (entity.lastHealth <= 0)) then
|
|
return false;
|
|
end
|
|
|
|
local isAPlayer = ActorSystem.IsPlayer(entity.id);
|
|
if (Properties.bOnlyPlayer ~= 0 and not(isAPlayer)) then
|
|
return false;
|
|
end
|
|
|
|
if (Properties.bOnlySpecialAI ~= 0 and entity.ai and entity.Properties.special==0) then
|
|
return false;
|
|
end
|
|
|
|
if (Properties.bOnlyAI ~=0 and not entity.ai) then
|
|
return false;
|
|
end
|
|
|
|
if (Properties.bOnlyMyPlayer ~= 0 and entity ~= g_localActor) then
|
|
return false;
|
|
end
|
|
|
|
if (Properties.bInVehicleOnly ~= 0 and not entity.vehicleId) then
|
|
return false;
|
|
end
|
|
|
|
-- looks for exact name match, if defined
|
|
if (self.bUsesExactSelectedEntity and entity:GetName()~=Properties.OnlySelectedEntity) then
|
|
return false;
|
|
end
|
|
|
|
-- looks for generic (wildcard) name match, if defined
|
|
if (self.bUsesWildcardSelectedEntity) then
|
|
local indexStringFound = string.find( entity:GetName(), self.stringRootSelectedEntity );
|
|
if (indexStringFound~=1) then
|
|
return false;
|
|
end
|
|
end
|
|
|
|
if (Properties.esFactionFilter ~= "") then
|
|
local faction = AI.GetFactionOf(entity.id) or "";
|
|
if (faction ~= Properties.esFactionFilter) then
|
|
return false
|
|
end
|
|
end
|
|
|
|
return true;
|
|
end
|
|
|
|
|
|
function ProximityTrigger:IsUsable(user)
|
|
return self.usable and self.enabled;
|
|
end
|
|
|
|
|
|
function ProximityTrigger:LockUsability(lock)
|
|
local player=g_localActor;
|
|
if (player) then
|
|
if (lock) then
|
|
player.actor:SetExtensionParams("Interactor", {locker = self.id, lockId = self.id, lockIdx = 1});
|
|
else
|
|
player.actor:SetExtensionParams("Interactor", {locker = self.id, lockId = NULL_ENTITY, lockIdx = 0});
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
function ProximityTrigger:GetUsableMessage()
|
|
return self.Properties.UsableMessage or "";
|
|
end
|
|
|
|
|
|
|
|
ProximityTrigger.FlowEvents =
|
|
{
|
|
Inputs =
|
|
{
|
|
Disable = { ProximityTrigger.Event_Disable, "bool" },
|
|
Enable = { ProximityTrigger.Event_Enable, "bool" },
|
|
Enter = { ProximityTrigger.Event_Enter, "bool" },
|
|
Leave = { ProximityTrigger.Event_Leave, "bool" },
|
|
},
|
|
|
|
Outputs =
|
|
{
|
|
NrOfEntitiesInside = "int",
|
|
Disable = "bool",
|
|
Enable = "bool",
|
|
Enter = "entity",
|
|
Leave = "entity",
|
|
Sender = "entity",
|
|
Faction = "string",
|
|
},
|
|
}
|