Event
An event is a set of actions Amplitude have to execute once it has been triggered at runtime, during your game. Event assets are described with the following properties:
Info
The flatbuffers schema of this file can be found here.
id¶
uint64
required
A unique value across event assets that represents the ID of this object. It may be reused later to get the instance of this event from the engine at runtime.
name¶
string
required
A unique value across event assets that represents the name of this object. It may be reused later to get the instance of this event from the engine at runtime.
actions¶
EventActionDefinition[]
required
An array of actions to execute. When this event will be triggered, each action will be executed sequentially in the order they are defined in this array. Each object of this is defined by the given properties:
type¶
EventActionType
default: None
This specifies the type of action to execute. The possible values of this enumeration are:
ID | Description |
---|---|
None | noop action. |
Play | Plays the sound objects with the identifiers given in the targets property. |
Pause | Pauses the sound objects with the identifiers given in the targets property. |
Resume | Resumes the sound objects with the identifiers given in the targets property. |
Stop | Stops the sound objects with the identifiers given in the targets property. |
Seek | Seeks the sound objects with the identifiers given in the targets property, to the given position. |
MuteBus | Mutes the buses with the identifiers given in the targets property. |
UnmuteBus | Unmutes the buses with the identifiers given in the targets property. |
Warning
The Seek
action is not yet supported. Creating a Seek
action will result in a noop.
active¶
bool
default: true
Defines whether the action is active or not. An inactive action will not be executed when the parent event will be triggered at runtime.
targets¶
uint64[]
required
A list of object identifiers on which execute the given action
. For Play
, Pause
, Resume
, Stop
and Seek
actions, this array should contain Sound Objects identifiers. For MuteBus
and UnmuteBus
actions, this array should contain Buses identifiers.
scope¶
Scope
default: Entity
Set the Scope in which this action will be executed. If this value is set to Entity
, the event should be triggered with a valid entity at runtime.