Event System

The following events can be registered to. See Ultimate Character Controller

documentation to familiarise yourself with the Event System.

BoardSource Events

• EventHandler.ExecuteEvent<int>(m_GameObject, “OnSetOwner”, actorNumber);

• EventHandler.ExecuteEvent<GameObject, bool, bool>(m_GameObject,

“OnEnablePlayerCollision”, character, enable, transmit);

• EventHandler.ExecuteEvent<bool>(m_GameObject, “OnOpenCloseDoor”,

board.IsOnLeft);

• EventHandler.ExecuteEvent<int>(m_GameObject, “OnTryAddPlayerToList”,

actorNumber);

• EventHandler.ExecuteEvent<int>(m_GameObject,

“OnTryRemovePlayerFromList”, actorNumber);

• EventHandler.ExecuteEvent<int, bool>(m_GameObject, “OnSetTeamOwner”,

teamNumber, transmit);

• EventHandler.ExecuteEvent<GameObject, bool>(m_GameObject,

“OnEnableDisableUCCIK”, character, enable);

Board Events

• EventHandler.ExecuteEvent<bool>(m_GameObject, “Board”, true);

• EventHandler.ExecuteEvent<SeatChangeData>(m_BoardSource.GameObject,

“OnSetSeat”, seatChangeData);

• EventHandler.ExecuteEvent<bool>(m_GameObject, “Board”, false);

NOTE: From any version after 1.4.8 the following event has been depreciated

(see above for the new “OnSetSeat” event)

• EventHandler.ExecuteEvent<GameObject, int, bool, int,

bool>(m_BoardSource.GameObject, “OnSetSeat”, m_GameObject, seatIndex,

seatActive, actorNumber, transmit);

What are your feelings
Updated on August 14, 2023