Completion Options
When an object is built you may need other things to happen so Artificer offers numerous options for it to talk back your own code so you can trigger sounds or particles etc. You also have the option to chain multiple Artificer objects together so you can more complex animations if needed. This section will run through the various options available to you.

On Complete Build These
Here you can add any number or other Artificer objects to build. You have the option to say at what point in the current build the new Artificer will start building so you have complete control over the sequencing. Use the + and - button to add and remove objects to the list.
Level
This slider says when to trigger the building of the new Artificer object, a value of 0 will start it building as soon as this object starts, a value of 1 will only start the new object building when this one finishes.
Build
The Artificer object to build when the level value above is reached.
Enable On Built
It may be the case that when an object is built you need other game objects to become enabled if that is the case you can add then here, click the + and - buttons to add and remove GameObjects from the list.
Disable on Built
Also you may have special gameobjects on while the building is happening such as a particle system, you can add any number of gameobjects to turn off when the build is complete here. Again use the + and - buttons to add and remove objects from the list.
Parts to Call Place Events
Artificer as numerous events that you can register to so your scripts can be told when certain elements are placed. If you make use of the Place Event system then you can say which elements you want the event to be called on. In this text area you can type the ids of any elements you want the even to fire on, you can also set ranges or exclude ids or ranges of ids.
For example if you have '1 2 4-10' then the place event will be invoked when elements with ids or 1 2 4 5 6 7 8 9 and 10 are placed. You can use the ! character to exclude elements so if we have '1 2 4-10 !7-9' then the event will only be called for 1 2 4 5 6 and 10.
You can add the objects that will get the events by adding them to the Place Events list and selecting the class and method to get the event like you would do for UI buttons for example. The event is looking for a function(Artificer, int) function type.
Artificer also has a PlacedEvent you can register to directly if you don't want to use this system, Check the Events doc for more info on this.
Fully Built Event
As well as placing events Artificer has a Fully Built event you can use if you need to be told when Artificer has completed the build animation. Again you can add your target object and select the method here. The event is looking for a function(Artificer) function type.
Completed Objects
If your Artificer object is made up of multiple gameobjects then it maybe inportant to know when any one of those objects has completed the build process. If so you can the objects you are interested in to this list. The Completed Event will be invoked when any of those objects complete their build.
Completed Event
Here you can add the objects to get the Completed Event, the event epxects a function(Artificer, GameObject) method type. This event will be invoked when any object in the Completed Objects list is fully built.
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