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Code/Engine/Core/Messages/TriggerMessage.h
47 строк
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C-Core
Event message improvements (#1862)
11 мар 2026, 17:35
Не верифицирован
11 мар 2026, 17:35
ef16a7e
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#pragma once #include <Core/World/Declarations.h> #include <Foundation/Communication/Message.h> struct EZ_CORE_DLL ezTriggerState { using StorageType = ezUInt8; enum Enum { Activated, ///< The trigger was just activated (area entered, key pressed, etc.) Continuing, ///< The trigger is active for more than one frame now. Deactivated, ///< The trigger was just deactivated (left area, key released, etc.) Default = Activated }; }; EZ_DECLARE_REFLECTABLE_TYPE(EZ_CORE_DLL, ezTriggerState); /// \brief For internal use by components to trigger some known behavior. Usually components will post this message to themselves with a /// delay, e.g. to trigger self destruction. struct EZ_CORE_DLL ezMsgComponentInternalTrigger : public ezMessage { EZ_DECLARE_MESSAGE_TYPE(ezMsgComponentInternalTrigger, ezMessage); /// Identifies what the message should trigger. ezHashedString m_sMessage; ezInt32 m_iPayload = 0; }; /// \brief Sent when something enters or leaves a trigger struct EZ_CORE_DLL ezMsgTriggerTriggered : public ezMessage { EZ_DECLARE_MESSAGE_TYPE(ezMsgTriggerTriggered, ezMessage); /// Identifies what the message should trigger. ezHashedString m_sMessage; /// Messages are only sent for 'entered' ('Activated') and 'left' ('Deactivated') ezEnum<ezTriggerState> m_TriggerState; /// The object that entered the trigger volume. ezGameObjectHandle m_hTriggeringObject; };