Trigger API Reference DCEI Events Behavior0 - funovus/editor-wiki GitHub Wiki
Table of Contents
- [Trigger API Reference\DCEI Events\Behavior](#trigger-api-referencedcei-eventsbehavior)
* [void TriggerAddBehaviorAddEvent(unit unit, TypedCallback trigger, bool simple, BehaviorFilter filter)](#void-triggeraddbehavioraddeventunit-unit-typedcallbackeffectcontext-trigger-bool-simple-behaviorfilter-filter)
* [void TriggerAddBehaviorExpireEvent(unit unit, TypedCallback trigger, bool simple, BehaviorFilter filter)](#void-triggeraddbehaviorexpireeventunit-unit-typedcallback-trigger-bool-simple-behaviorfilter-filter)
* [void TriggerAddBehaviorDisabledEvent(unit unit, TypedCallback trigger, bool simple, BehaviorFilter filter)](#void-triggeraddbehaviordisabledeventunit-unit-typedcallback-trigger-bool-simple-behaviorfilter-filter)
* [void TriggerAddBehaviorEnabledEvent(unit unit, TypedCallback trigger, bool simple, BehaviorFilter filter)](#void-triggeraddbehaviorenabledeventunit-unit-typedcallback-trigger-bool-simple-behaviorfilter-filter)
* [void TriggerAddBehaviorRemoveEvent(unit unit, TypedCallback trigger, bool simple, BehaviorFilter filter)](#void-triggeraddbehaviorremoveeventunit-unit-typedcallback-trigger-bool-simple-behaviorfilter-filter)
|
Trigger API Reference\DCEI Events\Behavior {Trigger-API-ReferenceDCEI-EventsBehavior}
void TriggerAddBehaviorAddEvent(unit unit, TypedCallback<EffectContext> trigger, bool simple, BehaviorFilter filter) {void-TriggerAddBehaviorAddEventunit-unit-TypedCallbackEffectContext-trigger-bool-simple-BehaviorFilter-filter}
void TriggerAddBehaviorAddEvent(unit unit, TypedCallback<EffectContext> trigger, bool simple, BehaviorFilter filter)
This event triggers when a behavior is added to a unit. This function can also pass the effect context as a parameter to the callback function.
-
unit
unit
the unit that triggers this event. Use DCEI.UnitAny to trigger this event for any unit. -
object
trigger
the callback function that is run when the event is triggered. -
bool
simple
this flag reduces overhead by preventing the usage of DCEI.Wait() within the trigger. You should only set this to true if the trigger does not use DCEI.Wait(). -
BehaviorFilter
filter
could make this event only trigger on certain behaviors
-
EffectContext
effect_context
DCEI.TriggerAddBehaviorAddEvent(DCEI.UnitAny, OnUnitBehaviorAdd, true)
function OnUnitBehaviorAdd(effect_context)
local name = DCEI.TriggeringBehaviorName
local u = DCEI.TriggeringUnit
local unit_type = DCEI.UnitType(u)
local stacks = UnitBehaviorStackCount(u, name)
DCEI.LogMessage(unit_type .. " had " .. name .. " added for a total of " .. stacks .. " stacks.")
end
void TriggerAddBehaviorExpireEvent(unit unit, TypedCallback trigger, bool simple, BehaviorFilter filter) {void-TriggerAddBehaviorExpireEventunit-unit-TypedCallback-trigger-bool-simple-BehaviorFilter-filter}
void TriggerAddBehaviorExpireEvent(unit unit, TypedCallback trigger, bool simple, BehaviorFilter filter)
This event triggers when a behavior expires on a unit.
-
unit
unit
the unit that triggers this event. Use DCEI.UnitAny to trigger this event for any unit. -
object
trigger
the callback function that is run when the event is triggered. -
bool
simple
this flag reduces overhead by preventing the usage of DCEI.Wait() within the trigger. You should only set this to true if the trigger does not use DCEI.Wait(). -
BehaviorFilter
filter
could make this event only trigger on certain behaviors
function OnUnitBehaviorExpire()
local name = DCEI.TriggeringBehaviorName
local u = DCEI.TriggeringUnit
local unit_type = DCEI.UnitType(u)
DCEI.LogMessage(unit_type .. " lost " .. name .. " .")
end
DCEI.TriggerAddBehaviorExpireEvent(DCEI.UnitAny, OnUnitBehaviorExpire, true)
void TriggerAddBehaviorDisabledEvent(unit unit, TypedCallback trigger, bool simple, BehaviorFilter filter) {void-TriggerAddBehaviorDisabledEventunit-unit-TypedCallback-trigger-bool-simple-BehaviorFilter-filter}
void TriggerAddBehaviorDisabledEvent(unit unit, TypedCallback trigger, bool simple, BehaviorFilter filter)
This event triggers when a unit has a behavior on it is disabled. Use TriggeringBehaviorName to get the behavior that triggered the event.
-
unit
unit
the unit that triggers this event. Use DCEI.UnitAny to trigger this event for any unit. -
object
trigger
the callback function that is run when the event is triggered. -
bool
simple
this flag reduces overhead by preventing the usage of DCEI.Wait() within the trigger. You should only set this to true if the trigger does not use DCEI.Wait(). -
BehaviorFilter
filter
could make this event only trigger on certain behaviors
function OnUnitBehaviorDisable()
local name = DCEI.TriggeringBehaviorName
local u = DCEI.TriggeringUnit
local unit_type = DCEI.UnitType(u)
local stacks = UnitBehaviorStackCount(u, name)
DCEI.LogMessage(stacks .. " stacks of " .. name .. " no long have any effect on " .. unit_type ..".")
end
DCEI.TriggerAddBehaviorDisabledEvent(DCEI.UnitAny, OnUnitBehaviorDisable, true)
void TriggerAddBehaviorEnabledEvent(unit unit, TypedCallback trigger, bool simple, BehaviorFilter filter) {void-TriggerAddBehaviorEnabledEventunit-unit-TypedCallback-trigger-bool-simple-BehaviorFilter-filter}
void TriggerAddBehaviorEnabledEvent(unit unit, TypedCallback trigger, bool simple, BehaviorFilter filter)
This event is triggered when a unit has a behavior on it enabled. Use TriggeringBehaviorName to figure out which behavior triggered the event.
-
unit
unit
the unit that triggers this event. Use DCEI.UnitAny to trigger this event for any unit. -
object
trigger
the callback function that is run when the event is triggered. -
bool
simple
this flag reduces overhead by preventing the usage of DCEI.Wait() within the trigger. You should only set this to true if the trigger does not use DCEI.Wait(). -
BehaviorFilter
filter
could make this event only trigger on certain behaviors
function OnUnitBehaviorEnable()
local name = DCEI.TriggeringBehaviorName
local u = DCEI.TriggeringUnit
local unit_type = DCEI.UnitType(u)
local stacks = UnitBehaviorStackCount(u, name)
DCEI.LogMessage(stacks .. " stacks of " .. name .. " on " .. unit_type .. " now work.")
end
DCEI.TriggerAddBehaviorEnabledEvent(DCEI.UnitAny, OnUnitBehaviorEnable, true)
void TriggerAddBehaviorRemoveEvent(unit unit, TypedCallback trigger, bool simple, BehaviorFilter filter) {void-TriggerAddBehaviorRemoveEventunit-unit-TypedCallback-trigger-bool-simple-BehaviorFilter-filter}
void TriggerAddBehaviorRemoveEvent(unit unit, TypedCallback trigger, bool simple, BehaviorFilter filter)
This event is triggered when a unit has a behavior on it removed.
-
unit
unit
the unit that triggers this event. Use DCEI.UnitAny to trigger this event for any unit. -
object
trigger
the callback function that is run when the event is triggered. -
bool
simple
this flag reduces overhead by preventing the usage of DCEI.Wait() within the trigger. You should only set this to true if the trigger does not use DCEI.Wait(). -
BehaviorFilter
filter
could make this event only trigger on certain behaviors
function OnUnitBehaviorRemove()
local name = DCEI.TriggeringBehaviorName
local u = DCEI.TriggeringUnit
local unit_type = DCEI.UnitType(u)
DCEI.LogMessage(name .. " was removed from " .. unit_type .. ".")
end
DCEI.TriggerAddBehaviorRemoveEvent(DCEI.UnitAny, OnUnitBehaviorRemove, true)