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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);