TriggerVolume class final

A volume that fires its target when something walks into it.

Listens for the collision rather than polling, so a fast body cannot cross a thin trigger between two steps without being noticed — the world's sweep found the overlap, and this only has to hear about it.

Inheritance
Mixed-in types

Constructors

TriggerVolume({String? name, required String target, required Collider collider, bool once = false})
A volume over collider, which it turns into a trigger listening to itself.

Properties

collider → Collider
The volume a body walks into; its userData is this trigger.
final
hashCode → int
The hash code for this object.
no setterinherited
isSpent → bool
Whether this has already fired and will not fire again.
no setterinherited
name → String?
What other entities call this one, when anything does.
finalinherited
once → bool
Whether it works only the first time. A trap door should not rearm; a lift call button should.
finalinherited
origin → Vector3?
Where this is, for anything that wants to make a noise there.
no setterinherited
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
target → String
The Mechanism.name this switches on.
finalinherited
world → MechanismWorld
The world this belongs to, once it has been added to one.
no setterinherited

Methods

activate(Activation by) → ActivationOutcome
Stepping into a trigger is the activation; asking it directly does the same thing, which is what lets one trigger be chained from another.
override
collect(MechanismEvents into) → void
The last thing this told the player, for the frame it happened on.
override
drainOutcome() → ActivationOutcome?
The outcome the last trigger left, taken so it is not read twice; null when nothing has been said since the last call (absent, not an error).
fire(Activation by) → ActivationOutcome
Passes the activation on to target.
inherited
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
onCollision(CollisionContext context) → void
Called for every step the pair stays overlapping, the first one excepted.
inherited
onCollisionEnd(CollisionContext context) → void
Called on the first step the pair no longer overlaps. Nothing, by default.
inherited
onCollisionStart(CollisionContext context) → void
Called on the first step the pair overlaps. Nothing, by default.
override
restore(Map<String, Object?> from) → void
Puts back what save took. Given the same map it produced.
inherited
save() → Map<String, Object?>
The latch, and nothing else.
inherited
step(double dt) → void
Advances by dt. Called every simulation step, for every mechanism.
inherited
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited