UnityGame/Library/PackageCache/com.unity.visualscripting/Documentation~/vs-create-own-custom-event-node.md

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2024-10-27 10:53:47 +03:00
# Create a Custom Scripting Event node
You can create a Custom Scripting Event node with a C# script. With C#, you can customize all aspects of your Custom Scripting Event, unlike a Visual Scripting custom Event. For more information on the different types of custom Events, see [Custom Events](vs-custom-events.md).
To create a Custom Scripting Event node:
1. [!include[open-project-window](./snippets/vs-open-project-window.md)]
1. [!include[right-click-project](./snippets/custom-events/vs-right-click-project.md)]
1. [!include[create-c-script-project](./snippets/vs-create-c-script-project.md)]
1. Enter a name, such as `MyEventNode`, for the new script file.
1. Press Enter.
1. [!include[open-new-external-code](./snippets/vs-open-new-external-code.md)]
1. In your external editor, copy and paste the following code into the C# script:
```csharp
using Unity.VisualScripting;
using UnityEngine;
//Register a string name for your Custom Scripting Event to hook it to an Event. You can save this class in a separate file and add multiple Events to it as public static strings.
public static class EventNames
{
public static string MyCustomEvent = "MyCustomEvent";
}
[UnitTitle("On my Custom Event")]//The Custom Scripting Event node to receive the Event. Add "On" to the node title as an Event naming convention.
[UnitCategory("Events\\MyEvents")]//Set the path to find the node in the fuzzy finder as Events > My Events.
public class MyCustomEvent : EventUnit<int>
{
[DoNotSerialize]// No need to serialize ports.
public ValueOutput result { get; private set; }// The Event output data to return when the Event is triggered.
protected override bool register => true;
// Add an EventHook with the name of the Event to the list of Visual Scripting Events.
public override EventHook GetHook(GraphReference reference)
{
return new EventHook(EventNames.MyCustomEvent);
}
protected override void Definition()
{
base.Definition();
// Setting the value on our port.
result = ValueOutput<int>(nameof(result));
}
// Setting the value on our port.
protected override void AssignArguments(Flow flow, int data)
{
flow.SetValue(result, data);
}
}
```
1. [!include[save-script](./snippets/vs-save-script.md)]
1. [!include[return-unity](./snippets/vs-return-unity.md)]
1. [!include[regen-node-library](./snippets/vs-regen-node-library.md)]
1. [Open a Script Graph](vs-open-graph-edit.md) where you want to add your new node.
1. [!include[open-fuzzy-finder](./snippets/vs-open-fuzzy-finder.md)].
1. Go to **Events** &gt; **My Events**.
1. Select your **On My Custom Event** node to add it to the graph.
> [!NOTE]
> If you change the `UnitTitle` or `UnitCategory` attributes for the node in your code, the node appears in the location in the fuzzy finder with the name that you specify.
![An image of the Graph Editor with the On my Custom Event node. It has a Trigger Output port and an integer data output port called Result.](images/vs-custom-event-node.png)
After you regenerate your Node Library, the Custom Scripting Event node appears in the fuzzy finder. If you didn't change the `[UnitCategory]` or `[UnitTitle]` from the sample code, then the fuzzy finder displays the node under **Events** &gt; **MyEvents**, as the **On my Custom Event** node. For more information on the fuzzy finder, see [The interface](vs-interface-overview.md#the-fuzzy-finder).
## Next steps
After you create your Custom Scripting Event node, you can [create a Custom Scripting Event Sender node](vs-create-own-custom-event-send-node.md) to trigger your Event from another Script Graph or location in the same Script Graph. You can also [create a script to trigger your Event from code](vs-create-own-custom-event-node-trigger-code.md) or [create a script to listen to your Event](vs-create-own-custom-event-listen-code.md).