mHashedSituationTrigger
Hash No documentation available yet. Click "Add documentation" to contribute!
A contextual action: what a ContextualRule does when the client chooses it. A rule has one slot per action kind, and each kind chooses its own rule from the situation (see ContextualSituation).
| Kind | Rule field | Action |
|---|---|---|
| Audio | mAudioAction |
ContextualActionPlayAudio: a voice line |
| Animation | mAnimationAction |
ContextualActionPlayAnimation: an animation on the unit |
| Trigger event | mTriggerEventAction |
ContextualActionTriggerEvent: fires another situation |
| Announcer | TriggerAnnouncerVoEventAction |
ContextualActionAnnouncerVoEvent |
| Champion music | TriggerChampionMusicEventAction |
ContextualActionChampionMusicEvent |
| User fact | SetUserFactAction |
ContextualActionUserFactAction: records a fact for the unit |
| Mix state | NotifyMixAction |
ContextualActionNotifyMixAction: requests an audio mix state |
The client does not run every kind for every situation:
| Situation | Kinds that run |
|---|---|
| An ordinary situation, on the unit's own ContextualActionData | audio, user fact, mix state, champion music, announcer |
| The same situation, on each GlobalContextualActionData | user fact, mix state, champion music, announcer |
| An emote, or a situation that the server fires by name | the kinds of an ordinary situation, then animation and trigger event |
TauntEndedNearby, JokeEndedNearby, LaughEndedNearby, DanceEndedNearby |
animation; some calls run the kinds of an ordinary situation instead |
MarkerTriggeredBySelf |
animation |
| A chained situation (below), on every unit | animation, audio, trigger event |
A situation run by an audio event type of the Cac family (see AudioContextEventType) |
champion music, announcer, mix state, on the global objects only |
So an animation or trigger event action in a rule of an ordinary situation, such as
KillChampion or SpellCast, never runs.
ContextualActionPlayAnimation and
ContextualActionTriggerEvent have a
mHashedSituationTrigger. After such an action runs, if the hash is set and differs from
the key of the situation that ran it, the client fires that key as a chained
situation on the component of every unit in the game, not only on the owner. Every
unit whose data defines the key reacts.
The component counts the successful runs of each action, per unit, for the whole game.
Only ContextualActionPlayAudio uses the count, for
mMaxOccurences.
Hash No documentation available yet. Click "Add documentation" to contribute!
U32 No documentation available yet. Click "Add documentation" to contribute!