Skip to content

Trigger/Action is an organizational strategy that loosely couples an event like pressing a key to an action like spawning a monster.

License

Notifications You must be signed in to change notification settings

mikelovesrobots/unity3d-trigger-action-pattern

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

21 Commits
 
 
 
 
 
 
 
 

Repository files navigation

Trigger/Action is an organizational strategy that loosely couples events to actions. It's what happens if you take single responsibility principle to its logical conclusion. Not only is code easier to work on, but it's faster to prototype in and easier to wire up.

Synopsis

Drop a trigger like KeypressTrigger onto a GameObject. Set ButtonName to "Fire1" if it isn't already. Drag a SpawnPrefabAction onto the same GameObject. Drag that action onto the trigger in the action slot. Assign a Prefab to the Prefab slot. Run the game and every time you press the left mouse button, the prefab will be spawned. Takes like 10 seconds when you're used to the system.

To Install

Drop the TriggerAction folder inside Assets/Plugins (Create Plugins if it doesn't exist.)

Included Triggers

ButtonDownTrigger

When a button is pressed down, fires off the attached action. Good for things like jump.

ButtonUpTrigger

When a button is released, fires off the attached action. Good for things like clipping a jump short.

EnterTriggerTrigger

When an object enters the trigger, fires off the associated action. Remember that you can create custom layers in Unity3d that only react when a particular gameObject (like the player) enters.

StartTrigger

Fires the action immediately when the gameObject fires its Start() callback.

UpdateTrigger

Fires the action immediately when the gameObject fires its Start() callback.

Included Actions

CooldownAction

Utility action that will call another action, but not fire again (no matter how many times it is called) until an amount of time has passed. Super useful for controlling player attacks.

DebugAction

Simply prints to the log. Useful for figuring out if a complex chain is working correctly.

DelayedAction

Utility action that when called will wait a specified time, then fire another action. Useful for timing things like destroying a crossbow bolt 10 seconds after it's been spawned.

HitPauseAction

Freezes the game for a few frames when this action is hit. Useful for giving a feeling of weight to player hits.

LockCursorAction

Utility action that hides the cursor.

OnceAction

Utility action that will call another action, but just once, then silently ignore all future action calls.

PlaySoundAction

Plays the attached AudioSource.

QueueAnimationAction

Crossfade queues up the specified animation.

RandomChanceAction

Utility action that will fire the attached action a given percentage of the time. This is useful for introducing a little randomness into your game.

RandomPositionAction

Repositions the named GameObject somewhere randomly between the specified MinPosition and MaxPosition.

RandomSampleAction

Utility action that when called will randomly choose one of the attached actions, and fire it. This is useful for introducing a little randomness into your game.

RemoveGameObjectActions

Deletes a gameobject.

RemoveGameObjectsActions

Deletes a number of gameobjects.

SendUnityEventAction

Utility action that can be used to call nearly anything. Easy to overuse.

SeriesAction

Utility action that runs the specified other actions in turn.

SetActiveAction

Sets a target GameObject to active or disabled depending on the setting.

ShiftSplitterAction

When the action is fired and the user is holding down shift, fires one action, otherwise fires another action. Perhaps a little overly specialized for this collection.

SpawnPrefabAction

Spawns a specified gameObject. Options include:

  • AttachToSelf -- boolean that specifies if this gameObject should be the parent
  • IsTemporary -- indicates the spawned object should eventually be deleted
  • TemporaryLifespan -- indicates how long the object should live

These last two settings are useful for one-shot particle emitters.

ToggleAction

Utility action that alternates between firing one action or another. Useful for enabling and disabling menus.

UnlockCursorAction

Shows the cursor. Useful for enabling the cursor for menus after disabling it in game.

How do I write my own custom actions and triggers?

First, check out the source to the provided triggers and actions. They're not complicated at all.

Trigger

A trigger is any class that takes an ActionBase and calls ActionBase.Act() on it.

ActionBase

Inherit from ActionBase and override the Act() method in your class with your payload code.

Note from the Author

I hope you find this a useful way to organize your code. I used these triggers and actions in a number of my games including Exploding Kittens for iOS and Android.

Feel free to contact me if you have any questions, comments, potential contract work, or want to contribute anything back. I love pull requests.

Cheers,

Mike Judge

mikelovesrobots@gmail.com

@mikelovesrobots on Twitter

About

Trigger/Action is an organizational strategy that loosely couples an event like pressing a key to an action like spawning a monster.

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages