Small plugin that helps you create conditional gameplay by creating actions that will automatically trigger based on a set of condition.
If you have any condition types that you would like to see implemented, drop a message here or on discord!
How the script works:
The script will check if all the conditions are met, and if so, fire the trigger action. Then it will check each condition to see if it can reset. A condition can reset when it's false, except if you uncheck the "UseForResetCheck" toggle. If you activate the "OneConditionReset" it will only need one condition to be false to reset the trigger. And if you activate the "OneConditionTrigger" it will only need on condition to fire the trigger.
Current Conditions Types:
Compare Floats: Compare a float value from anywhere in the scene with a static value. Comparison types: Greater (>) Smaller (<) Greater or equal (>=) Smaller or equal (<=) Equal (==) Different (!=)
Compare Booleans: Check if a Boolean value from the scene is true or false.
Compare Distance: Compare the distance between two atom controllers with a static value. Comparison types: Greater (>) Smaller (<) Greater or equal (>=) Smaller or equal (<=)
Compare Rotation: Compare the rotation between two atom controllers.
Keyboard Action: Check if a keyboard key is pressed/down/up.
Mouse Action: Check for mouse buttons, or mouse movement.
Controller Action: Check for buttons from any unity compatible controller (joystick/gamepad).
VR Check: Check if the game is in VR or Desktop mode.
Timer: A simple timer returning true every x seconds. Can loop or fire once.
CheckIfGrabbed: Check if a target controller is currently grabbed/not grabbed, has just been grabbed or just been released.
If you have any condition types that you would like to see implemented, drop a message here or on discord!
How the script works:
The script will check if all the conditions are met, and if so, fire the trigger action. Then it will check each condition to see if it can reset. A condition can reset when it's false, except if you uncheck the "UseForResetCheck" toggle. If you activate the "OneConditionReset" it will only need one condition to be false to reset the trigger. And if you activate the "OneConditionTrigger" it will only need on condition to fire the trigger.
Current Conditions Types:
Compare Floats: Compare a float value from anywhere in the scene with a static value. Comparison types: Greater (>) Smaller (<) Greater or equal (>=) Smaller or equal (<=) Equal (==) Different (!=)
Compare Booleans: Check if a Boolean value from the scene is true or false.
Compare Distance: Compare the distance between two atom controllers with a static value. Comparison types: Greater (>) Smaller (<) Greater or equal (>=) Smaller or equal (<=)
Compare Rotation: Compare the rotation between two atom controllers.
Keyboard Action: Check if a keyboard key is pressed/down/up.
Mouse Action: Check for mouse buttons, or mouse movement.
Controller Action: Check for buttons from any unity compatible controller (joystick/gamepad).
VR Check: Check if the game is in VR or Desktop mode.
Timer: A simple timer returning true every x seconds. Can loop or fire once.
CheckIfGrabbed: Check if a target controller is currently grabbed/not grabbed, has just been grabbed or just been released.