Description of Trigger

July 4, 2022

Description of Trigger

Block Trigger

The triggers that can be triggered by a block are as follows:

Trigger Description
When the block is clicked When the block is clicked by the player, the trigger is triggered.
The block must meet the following conditions to trigger the trigger:
1. The block needs to check the “block can be clicked” property.
2. When detecting whether the block is clicked, the collider of the block is used, so the block must have a “collider”.
When the block is touched When the block is touched by a entity, the trigger is triggered.
The block must have a “collider” to trigger the trigger.
When the block is stepped on When a block is stepped on the upper surface by a entity, the trigger is triggered.
If the entity continues to walk on the block, the trigger will continue to be triggered.
The block must have a “collider” to trigger the trigger.
When leaving the top face of the block When the entity leaves the upper surface of the block, the trigger is triggered.
If the entity continues to walk on the block, the trigger will continue to be triggered.
The block must have a “collider” to trigger the trigger.
When the block is broken When the block is broken by the player, the trigger is triggered.
The block needs to check the “block can be broken” property to trigger the trigger.
When entering the block When the entity enters the block, trigger the trigger (usually used for water blocks, magma blocks and other non-collision blocks).
The “collision volume” of the block must be less than 1 * 1 * 1 to trigger the trigger.
When leaving from the interior of the block When the entity leaves the inside of the block, trigger the trigger (usually used for water blocks, magma blocks and other non-colliding blocks).
The “collision volume” of the block must be less than 1 * 1 * 1 to trigger the trigger.
When the block is hit by a missile When the block is hit by a missile, the trigger is triggered.

Entity Trigger

The triggers that can be triggered by the entity are as follows:

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Trigger Description
When the entity enters the game When the entity is created in the game, the trigger is triggered.
Note: When a player enters the game, a player entity will be created automatically. Therefore, for the player, the trigger can be understood as “when the player joins the game and creates a player entity”.
When the entity leaves the game When the entity is destroyed in the game, the trigger is triggered.
Note: When the player exits the game, the player entity will be destroyed automatically. Therefore, for the player, the trigger can be understood as “when the player exits the game and destroys the player entity”.
When the entity dies When the entity dies (when the entity blood volume is less than or equal to 0), the trigger is triggered.
When the unit respawns When the entity is resurrected (that is, when it changes from a dead state to a living state), the trigger is triggered.
When the entity takes damage When the entity is damaged (that is, when the entity is deducted from its HP), the trigger is triggered.
Note: Setting the HP of the entity directly will not trigger the trigger.
When the entity is clicked When the entity is clicked by the player, the trigger is triggered.
The entity must meet the following conditions to trigger the trigger: 1. The entity needs to check the “entity can be clicked” property; 2. The entity is within the clickable distance; 3. When detecting whether the entity is clicked, the collider of the entity is used, so the entity needs to have a “collider”.
When the entity is collided with When the entity collides with other entitys, the trigger will be triggered. Regardless of whether the collision effect is enabled or not, as long as the collisions of the two entitys coincide, the trigger will be triggered.
While the entity is waiting for the game to start When the entity enters the game preparation phase, trigger the trigger (only player entitys will trigger the trigger). If the game phase is over when the entity is created, the entity will not trigger the trigger. For example, if the entity enters the game halfway after the game starts, the trigger will not be triggered.
When the entity is ready to start the game start the game When the entity enters the countdown phase of the game, trigger the trigger (only player entitys will trigger the trigger). If the game phase is over when the entity is created, the entity will not trigger the trigger. For example, if the entity enters the game halfway after the game starts, the trigger will not be triggered
When the entity officially starts the game When the entity officially starts the game, trigger the trigger (only player entitys will trigger the trigger). If the game phase is over when the entity is created, the entity will not trigger the trigger. For example, if the entity enters the game halfway after the game starts, the trigger will not be triggered.
When the entity ends the game When the entity ends the game, the trigger is triggered (only player entitys will trigger the trigger). Currently, there are two ways to end the game: 1. End the game through the action node “Game Over”; 2. When the game time is over, the game will end automatically.
When the entity is hit by a missile When the entity is hit by a missile, the trigger is triggered.
When an entity fires a missile and the missile hits the entity When the entity fires a missile and the missile hits the entity, the trigger is triggered.
When the entity consumes items This trigger is triggered when the entity consumes items through skills, trigger editing, etc.
When the entity discards the item Triggered when the entity drops an item from a backpack or inventory into the scene.
At the end of the game for the current entity This trigger is triggered when the action node “End the game for a certain entity” is used in the Trigger Editor.

Item Trigger

The triggers that can be triggered by item are as follows:

Trigger Description
When the item is picked up When the item placed on the map is picked up by the player into the backpack, the trigger is triggered.
When the item is used When the item in the backpack is used, the trigger is triggered. The item needs to check the “item can be used” property, then the trigger will be triggered when the player long presses the screen to use the item.
When the item is held in hand When the item is held by the player, the trigger is triggered. If the player clicks on the item in the item column, the item will be held in his hand, and the trigger will be triggered at this time.
When the item’s handheld status is cancelled When the item is cancelled by the player, the trigger is triggered.
When an item trap is triggered When the trap item placed on the map is touched by the player, the trigger is triggered. Only the item with the “trap” property checked will trigger the trigger.

Skill Trigger

The triggers that can be triggered by skills are as follows:

Trigger Description
When casting the skill When the skill is released, the trigger is triggered.

Missile Trigger

The triggers that the missile can trigger are as follows:

Trigger Description
When the missile hits the entity When the missile hits the eligible entity, the trigger is triggered.
When the missile hits the block When the missile hits the block, the trigger is triggered. The “hit block type“ attribute of the missile needs to select “Only trigger hit trigger” to trigger the trigger.

Region Trigger

The triggers that can be triggered by region are as follows:

Trigger Description
When the entity enters the region When a entity enters the region, the trigger is triggered. If the entity is continuously located in the Region, the trigger will not be triggered repeatedly. The trigger will only be triggered when the entity enters the Region from outside the Region.
When the entity leaves the region When a entity leaves the region, the trigger is triggered.

Part Trigger

The triggers that can be triggered by the part are as follows:

Trigger Description
When the part is clicked When the part is clicked by the player (regardless of whether the part is on collision or not), the trigger is triggered.
When an entity touches the part When the part collides with the entity, the trigger is triggered.
When an entity leaving the surface of the part When the entity leaves the surface of the part, the trigger is triggered.
When the part is hit by a missile When the part is hit by the missile, the trigger is triggered.