Event Names
Here is a list of all EventHandler events that the controller uses, along with a brief description of what each event is used for and its parameters, if it has any:
| Event Name | Parameters | Description |
OnAbilityMessageCanStart |
Ability ability, bool canStart |
The ability can start or no longer stop. |
OnAbilityUnequipItemComplete |
CharacterItem item, int slotID |
The item has been unequipped from the slot slotID. |
OnAbilityWillEquipItem |
CharacterItem item, int slotID |
The item will be equipped in the slot slotID. |
OnAddCrosshairsSpread |
bool start, bool fromRecoil |
The crosshair spread should be started/stopped, either from recoil or set to max spread. |
OnAddSecondaryCameraForce |
Vector3 positionalForce, Vector3 rotationalForce, float restAccumulation |
Adds a secondary positional and rotational force to the ViewTypes. |
OnAddSecondaryForce |
int slotID, Vector3 positionalForce, Vector3 rotationalForce, bool globalForce |
Adds a positional and rotational force to the IK target. |
OnAimAbilityAim |
bool aim |
The aim ability is/is not aiming. |
OnAimAbilityStart |
bool aim, bool inputStart |
The aim ability was started/stopped. inputStart describes whether it was started/stopped from user input. |
OnAnimatorSnapped |
The animator has been snapped. | |
OnAnimatorWillSnap |
The animator will snap. | |
OnAnchorOffsetUpdated |
The camera’s anchor offset value has been changed. | |
OnAttributeModifierAutoUpdateEnabled |
AttributeModifier attributeModifier, bool enable |
The attributeModifier‘s auto-update has been enabled/disabled. |
OnAttributeReachedDestinationValue |
An attribute has reached its destination value. | |
OnAttributeUpdateValue |
Attribute attribute |
The attribute‘s value has been changed. |
OnCameraAttachCharacter |
GameObject character |
The character has been attached to the camera. |
OnCameraChangePerspectives |
bool firstPersonPerspective |
The camera has swithced between first and third person perspectives. |
OnCameraChangeViewTypes |
ViewType viewType, bool activate |
The viewType was activated/deactivated. |
OnCameraRotationalForce |
Vector3 force |
Add the rotational force to the camera. |
OnCameraWillChangePerspectives |
bool firstPersonPerspective |
The camera will switch between first and third person perspectives. |
OnCameraZoom |
bool zoom |
The camera has zoomed in/out. |
OnCharacterAbilityActive |
Ability ability, bool active |
The ability has been activated/deactivated. |
OnCharacterActivate |
bool active |
The character itself has been activated/deactivated. |
OnCharacterAttachCamera |
CameraController cameraController |
The cameraController has been attached to the character. |
OnCharacterAttachLookSource |
ILookSource lookSource |
The ILookSource has been attached to the character. |
OnCharacterChangeMovementType |
MovementType movementType |
The character’s movement type will be changed to movementType. |
OnCharacterChangeMovingPlatforms |
Transform platform |
The character has been attached to the moving platform. |
OnCharacterChangePerspectives |
bool firstPersonPerspective |
The camera will switch between first and third person perspectives. |
OnCharacterChangeTimeScale |
bool value |
The character’s time scale will be changed to value. |
OnCharacterChangeUpdateLocation |
UpdateLocation updateLocation |
The character’s update location will be changed to the specified updateLocation. |
OnCharacterDestroyed |
The Ultimate Character Locomotion component has been destroyed. | |
OnCharacterEnterUIZone |
bool inUIZone |
The character has entered/exited a zone which should show the UI and cursor. |
OnCharacterForceIndependentLook |
bool independentLook |
Independent look will be enabled/disabled on the character to allow the ability to have control over rotation. |
OnCharacterGrounded |
bool grounded |
The character’s grounded state has changed to grounded. |
OnCharacterImmediateTransformChange |
bool snapAnimator |
The character’s transform position/rotation has been immediately changed. |
OnCharacterIndependentFade |
bool enable, bool revertFade |
Another object has started or stopped taking control of the character fade. |
OnCharacterItemAbilityActive |
ItemAbility itemAbility, bool active |
The itemAbility has been activated/deactivated. |
OnCharacterLand |
float height |
The character has landed from height. |
OnCharacterLean |
float distance, float tilt, float itemTiltMultiplier |
The character is leaning the specified distance and tilt amount. |
OnCharacterMoving |
bool moving |
The character has either started or stopped moving. |
OnCharacterSnapAnimator |
The character’s animator should be snapped to match its current state. | |
OnDeath |
Vector3 position, Vector3 force, GameObject attacker |
An object with the Health component has died. See OnHealthDamage. |
OnEnableGameplayInput |
bool enable |
Gameplay input should be enabled/disabled. |
OnEquipUnequipItemSetIndexChange |
int itemSetIndex |
The active ItemSet index has changed to itemSetIndex. |
OnEquipUnequipVerifyUnequipItem |
int itemSetCategoryIndex, int slotID |
Verify that the unequipping item specified by the itemSetCategoryIndex in the slot slotID still needs to be unequipped. |
OnFirstPersonPerspectiveActivate |
FirstPersonPerspectiveItem perspectiveItem, bool active |
The first person perspective item has been activated/deactivated. |
OnHealthDamage |
float amount, Vector3 position, Vector3 force, GameObject attacker, Collider hitCollider |
Damage has been applied to the Health component. |
OnHealthHeal |
float amount |
The Health component has been healed by amount. |
OnHeightChangeAdjustHeight |
float heightAdjustment |
The character’s height has been adjusted by the specified amount. |
OnInputControllerConnected |
bool controllerConnected |
A controller has been connected/disconnected. |
OnInventoryAddItem |
CharacterItem item |
The item has been added to the inventory. |
OnInventoryAdjustItemIdentifierAmount |
IItemIdentifier itemIdentifier, int remaining |
The amount of the item itemIdentifier has been adjusted, leaving remaining of that item left. |
OnInventoryEquipItem |
CharacterItem item, int slotID |
The item in slot slotID has been equipped. |
OnInventoryPickupItem |
CharacterItem item, int amount, bool immediatePickup, bool forceEquip |
The amount of item has been picked up and will/will not be picked up immediately and forcefully equipped. |
OnInventoryPickupItemIdentifier |
IItemIdentifier itemIdentifier, int amount, bool immediatePickup, bool forceEquip |
The amount of item itemIdentifier has been picked up and will/will not be picked up immediately and forcefully equipped. |
OnInventoryRemoveItem |
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OnInventoryRespawned |
The inventory has respawned. | |
OnInventoryUnequipItem |
CharacterItem item, int slotID |
The item in slot slotID has been unequipped. |
OnItemPickupStartPickup |
An ItemPickup has been started to be picked up. | |
OnItemPickupStopPickup |
An ItemPickup has been stopped to be picked up. | |
OnItemSetIndexChange |
int categoryIndex, int itemSetIndex |
The ItemSetManager has changed the category categoryIndex‘s active ItemSet index to itemSetIndex. |
OnItemSetManagerUpdateItemSet |
int categoryIndex, int itemSetIndex |
Updates the currently active item set in the category categoryIndex to itemSetIndex. |
OnItemSetManagerUpdateNextItemSet |
int categoryIndex, int prevItemSetIndex, int itemSetIndex |
Updates the next item set in category categoryIndex, including the previous and next item set indices. |
OnItemShowFullScreenUI |
int fullScreenUIID, bool showFullScreenUI |
Shows/hides the full screen UI object based on its UI ID. |
OnItemStartUse |
IUsableItem item, bool use |
The item is starting/stopping use. |
OnItemTryReload |
int slotID, IItemIdentifier itemIdentifier, bool immediateReload, bool equipCheck |
The item at slot slotID is trying to reload using itemIdentifier. |
OnItemUpdateDominantItem |
CharacterItem item, bool dominantItem |
Sets the item as the dominant/not dominant item. |
OnMagicItemCast |
CharacterItem item |
The magic item has cast an action. |
OnMagicItemImpact |
CharacterItem item, SurfaceImpact surfaceImpact |
The magic item has collided with a surface. |
OnMagicItemStartStopBeginEndActions |
CharacterItem item, bool beginActions, bool start |
A magic item‘s begin/end actions have been started/stopped. |
OnNextItemSet |
CharacterItem item, bool unequipOnFailure |
The item wants to change to equip the next item from the item set. |
OnObjectImpact |
ImpactCallbackContext ctx
|
An object has been impacted by another object. |
OnObjectPickedUp |
ObjectPickup objectPickup |
The objectPickup has been picked up. |
OnRespawn |
The object has respawned. | |
OnShieldImpact |
Shield shield, object source |
The shield has been impacted by object. |
OnShootableWeaponShowProjectile |
GameObject projectile, bool show |
The ShootableWeapon ItemAction has shown or hidden a projectile. |
OnShowUI |
bool show |
The UI should be shown/hidden. |
OnStateChange |
GameObject gameObject, string stateName, bool active |
The gameObject has activated/deactivated the stateName state. |
OnStoredInputAbilityResetStoredInputs |
Resets the ability’s stored user inputs. | |
OnTryRecenterTracking |
VR only – The camera’s rotation has changed, so tracking recentering should occur. | |
OnUseAbilityStart |
bool start, Use useAbility |
The specified useAbility has been started/stopped. |
OnUseAbilityUsedItem |
IUsableItem item |
The Use ability has used item. |
OnWillRespawn |
The object will respawn. |