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C#

TriggerEventOncePerObject

// License: Attribution 4.0 International (CC BY 4.0)
/*--- __ECO__ __PLAYMAKER__ __ACTION__ ---*/
// Keywords: trigger once event

using System;
using System.Collections.Generic;
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
	[ActionCategory(ActionCategory.Physics)]
	[Tooltip("The same functionality as Trigger Event except a specific game object will only register as a trigger event once. ")]
	public class TriggerEventOncePerObject : FsmStateAction
	{
        // Might add ignore functionality from trigger event ignore action later
		//[Tooltip("The gameobject you want the trigger to ignore.")]
		//public FsmOwnerDefault ignoreThis;

        //public FsmBool ignoreGameObject;

		public TriggerType trigger;
		[UIHint(UIHint.Tag)]
		public FsmString collideTag;
		public FsmEvent sendEvent;
		[UIHint(UIHint.Variable)]
		public FsmGameObject storeCollider;

		[Tooltip("The gameobject that activated the trigger. Use this to debug or instead of an additional get trigger info action.")]
		public FsmGameObject gameObjectHit;

		public List<GameObject> alreadyHit;
        

		public override void Reset()
		{
			trigger = TriggerType.OnTriggerEnter;
			collideTag = "Untagged";
			sendEvent = null;
			storeCollider = null;
			//ignoreThis = null;
			gameObjectHit = null;
			alreadyHit = null;
            //ignoreGameObject = null;
        }

		public override void OnPreprocess()
		{
			switch (trigger)
			{
			case TriggerType.OnTriggerEnter:
				Fsm.HandleTriggerEnter = true;
				break;
			case TriggerType.OnTriggerStay:
				Fsm.HandleTriggerStay = true;
				break;
			case TriggerType.OnTriggerExit:
				Fsm.HandleTriggerExit = true;
				break;
			}
		}

		void StoreCollisionInfo(Collider collisionInfo)
		{
			storeCollider.Value = collisionInfo.gameObject;
			gameObjectHit.Value = Fsm.TriggerCollider.gameObject;
			
		}

		public override void DoTriggerEnter(Collider other)
		{
			gameObjectHit.Value = Fsm.TriggerCollider.gameObject;

			
			{
				gameObjectHit.Value = Fsm.TriggerCollider.gameObject;
                
                if (other.gameObject.tag == collideTag.Value &! (alreadyHit.Contains(gameObjectHit.Value)))
                {
					StoreCollisionInfo(other);
					Fsm.Event(sendEvent);
					alreadyHit.Add(gameObjectHit.Value);	
				}

            }
		}

		public override void DoTriggerStay(Collider other)
		{
			if (trigger == TriggerType.OnTriggerStay)
			{
                gameObjectHit.Value = Fsm.TriggerCollider.gameObject;

                if (other.gameObject.tag == collideTag.Value &! (alreadyHit.Contains(gameObjectHit.Value)))
				{
					StoreCollisionInfo(other);
					Fsm.Event(sendEvent);
                    alreadyHit.Add(gameObjectHit.Value);
                }

            }
		}

		public override void DoTriggerExit(Collider other)
		{
			if (trigger == TriggerType.OnTriggerExit)
			{
                gameObjectHit.Value = Fsm.TriggerCollider.gameObject;

                if (other.gameObject.tag == collideTag.Value &! (alreadyHit.Contains(gameObjectHit.Value)))
				{
					StoreCollisionInfo(other);
					Fsm.Event(sendEvent);
                    alreadyHit.Add(gameObjectHit.Value);
                }

            }
		}

		public override string ErrorCheck()
		{
			return ActionHelpers.CheckOwnerPhysicsSetup(Owner);
		}


	}
}

Description

Same functionality as Trigger Event except a specific game object will only activate the trigger event a single time.
https://snippets.siftie.com/embed/3108e515327d91759cc87919f38c9ec7/
/raw/3108e515327d91759cc87919f38c9ec7/
3108e515327d91759cc87919f38c9ec7
csharp
C#
126
2019-03-19T17:30:14
True
False
False
/api/public/snipt/144119/
trigger-event-once-per-object
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href="#L-122">122</a> <a href="#L-123">123</a> <a href="#L-124">124</a> <a href="#L-125">125</a> <a href="#L-126">126</a></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span id="L-1"><a name="L-1"></a><span class="c1">// License: Attribution 4.0 International (CC BY 4.0)</span> </span><span id="L-2"><a name="L-2"></a><span class="cm">/*--- __ECO__ __PLAYMAKER__ __ACTION__ ---*/</span> </span><span id="L-3"><a name="L-3"></a><span class="c1">// Keywords: trigger once event</span> </span><span id="L-4"><a name="L-4"></a> </span><span id="L-5"><a name="L-5"></a><span class="k">using</span> <span class="nn">System</span><span class="p">;</span> </span><span id="L-6"><a name="L-6"></a><span class="k">using</span> <span class="nn">System.Collections.Generic</span><span class="p">;</span> </span><span id="L-7"><a name="L-7"></a><span class="k">using</span> <span class="nn">UnityEngine</span><span class="p">;</span> </span><span id="L-8"><a name="L-8"></a> </span><span id="L-9"><a name="L-9"></a><span class="k">namespace</span> <span class="nn">HutongGames.PlayMaker.Actions</span> </span><span id="L-10"><a name="L-10"></a><span class="p">{</span> </span><span id="L-11"><a name="L-11"></a><span class="na"> [ActionCategory(ActionCategory.Physics)]</span> </span><span id="L-12"><a name="L-12"></a><span class="na"> [Tooltip(&quot;The same functionality as Trigger Event except a specific game object will only register as a trigger event once. &quot;)]</span> </span><span id="L-13"><a name="L-13"></a> <span class="k">public</span> <span class="k">class</span> <span class="nc">TriggerEventOncePerObject</span> <span class="p">:</span> <span class="n">FsmStateAction</span> </span><span id="L-14"><a name="L-14"></a> <span class="p">{</span> </span><span id="L-15"><a name="L-15"></a> <span class="c1">// Might add ignore functionality from trigger event ignore action later</span> </span><span id="L-16"><a name="L-16"></a> <span class="c1">//[Tooltip(&quot;The gameobject you want the trigger to ignore.&quot;)]</span> </span><span id="L-17"><a name="L-17"></a> <span class="c1">//public FsmOwnerDefault ignoreThis;</span> </span><span id="L-18"><a name="L-18"></a> </span><span id="L-19"><a name="L-19"></a> <span class="c1">//public FsmBool ignoreGameObject;</span> </span><span id="L-20"><a name="L-20"></a> </span><span id="L-21"><a name="L-21"></a> <span class="k">public</span> <span class="n">TriggerType</span> <span class="n">trigger</span><span class="p">;</span> </span><span id="L-22"><a name="L-22"></a><span class="na"> [UIHint(UIHint.Tag)]</span> </span><span id="L-23"><a name="L-23"></a> <span class="k">public</span> <span class="n">FsmString</span> <span class="n">collideTag</span><span class="p">;</span> </span><span id="L-24"><a name="L-24"></a> <span class="k">public</span> <span class="n">FsmEvent</span> <span class="n">sendEvent</span><span class="p">;</span> </span><span id="L-25"><a name="L-25"></a><span class="na"> [UIHint(UIHint.Variable)]</span> </span><span id="L-26"><a name="L-26"></a> <span class="k">public</span> <span class="n">FsmGameObject</span> <span class="n">storeCollider</span><span class="p">;</span> </span><span id="L-27"><a name="L-27"></a> </span><span id="L-28"><a name="L-28"></a><span class="na"> [Tooltip(&quot;The gameobject that activated the trigger. Use this to debug or instead of an additional get trigger info action.&quot;)]</span> </span><span id="L-29"><a name="L-29"></a> <span class="k">public</span> <span class="n">FsmGameObject</span> <span class="n">gameObjectHit</span><span class="p">;</span> </span><span id="L-30"><a name="L-30"></a> </span><span id="L-31"><a name="L-31"></a> <span class="k">public</span> <span class="n">List</span><span class="p">&lt;</span><span class="n">GameObject</span><span class="p">&gt;</span> <span class="n">alreadyHit</span><span class="p">;</span> </span><span id="L-32"><a name="L-32"></a> </span><span id="L-33"><a name="L-33"></a> </span><span id="L-34"><a name="L-34"></a> <span class="k">public</span> <span class="k">override</span> <span class="k">void</span> <span class="nf">Reset</span><span class="p">()</span> </span><span id="L-35"><a name="L-35"></a> <span class="p">{</span> </span><span id="L-36"><a name="L-36"></a> <span class="n">trigger</span> <span class="p">=</span> <span class="n">TriggerType</span><span class="p">.</span><span class="n">OnTriggerEnter</span><span class="p">;</span> </span><span id="L-37"><a name="L-37"></a> <span class="n">collideTag</span> <span class="p">=</span> <span class="s">&quot;Untagged&quot;</span><span class="p">;</span> </span><span id="L-38"><a name="L-38"></a> <span class="n">sendEvent</span> <span class="p">=</span> <span class="k">null</span><span class="p">;</span> </span><span id="L-39"><a name="L-39"></a> <span class="n">storeCollider</span> <span class="p">=</span> <span class="k">null</span><span class="p">;</span> </span><span id="L-40"><a name="L-40"></a> <span class="c1">//ignoreThis = null;</span> </span><span id="L-41"><a name="L-41"></a> <span class="n">gameObjectHit</span> <span class="p">=</span> <span class="k">null</span><span class="p">;</span> </span><span id="L-42"><a name="L-42"></a> <span class="n">alreadyHit</span> <span class="p">=</span> <span class="k">null</span><span class="p">;</span> </span><span id="L-43"><a name="L-43"></a> <span class="c1">//ignoreGameObject = null;</span> </span><span id="L-44"><a name="L-44"></a> <span class="p">}</span> </span><span id="L-45"><a name="L-45"></a> </span><span id="L-46"><a name="L-46"></a> <span class="k">public</span> <span class="k">override</span> <span class="k">void</span> <span class="nf">OnPreprocess</span><span class="p">()</span> </span><span id="L-47"><a name="L-47"></a> <span class="p">{</span> </span><span id="L-48"><a name="L-48"></a> <span class="k">switch</span> <span class="p">(</span><span class="n">trigger</span><span class="p">)</span> </span><span id="L-49"><a name="L-49"></a> <span class="p">{</span> </span><span id="L-50"><a name="L-50"></a> <span class="k">case</span> <span class="n">TriggerType</span><span class="p">.</span><span class="n">OnTriggerEnter</span><span class="p">:</span> </span><span id="L-51"><a name="L-51"></a> <span class="n">Fsm</span><span class="p">.</span><span class="n">HandleTriggerEnter</span> <span class="p">=</span> <span class="k">true</span><span class="p">;</span> </span><span id="L-52"><a name="L-52"></a> <span class="k">break</span><span class="p">;</span> </span><span id="L-53"><a name="L-53"></a> <span class="k">case</span> <span class="n">TriggerType</span><span class="p">.</span><span class="n">OnTriggerStay</span><span class="p">:</span> </span><span id="L-54"><a name="L-54"></a> <span class="n">Fsm</span><span class="p">.</span><span class="n">HandleTriggerStay</span> <span class="p">=</span> <span class="k">true</span><span class="p">;</span> </span><span id="L-55"><a name="L-55"></a> <span class="k">break</span><span class="p">;</span> </span><span id="L-56"><a name="L-56"></a> <span class="k">case</span> <span class="n">TriggerType</span><span class="p">.</span><span class="n">OnTriggerExit</span><span class="p">:</span> </span><span id="L-57"><a name="L-57"></a> <span class="n">Fsm</span><span class="p">.</span><span class="n">HandleTriggerExit</span> <span class="p">=</span> <span class="k">true</span><span class="p">;</span> </span><span id="L-58"><a name="L-58"></a> <span class="k">break</span><span class="p">;</span> </span><span id="L-59"><a name="L-59"></a> <span class="p">}</span> </span><span id="L-60"><a name="L-60"></a> <span class="p">}</span> </span><span id="L-61"><a name="L-61"></a> </span><span id="L-62"><a name="L-62"></a> <span class="k">void</span> <span class="nf">StoreCollisionInfo</span><span class="p">(</span><span class="n">Collider</span> <span class="n">collisionInfo</span><span class="p">)</span> </span><span id="L-63"><a name="L-63"></a> <span class="p">{</span> </span><span id="L-64"><a name="L-64"></a> <span class="n">storeCollider</span><span class="p">.</span><span class="n">Value</span> <span class="p">=</span> <span class="n">collisionInfo</span><span class="p">.</span><span class="n">gameObject</span><span class="p">;</span> </span><span id="L-65"><a name="L-65"></a> <span class="n">gameObjectHit</span><span class="p">.</span><span class="n">Value</span> <span class="p">=</span> <span class="n">Fsm</span><span class="p">.</span><span class="n">TriggerCollider</span><span class="p">.</span><span class="n">gameObject</span><span class="p">;</span> </span><span id="L-66"><a name="L-66"></a> </span><span id="L-67"><a name="L-67"></a> <span class="p">}</span> </span><span id="L-68"><a name="L-68"></a> </span><span id="L-69"><a name="L-69"></a> <span class="k">public</span> <span class="k">override</span> <span class="k">void</span> <span class="nf">DoTriggerEnter</span><span class="p">(</span><span class="n">Collider</span> <span class="n">other</span><span class="p">)</span> </span><span id="L-70"><a name="L-70"></a> <span class="p">{</span> </span><span id="L-71"><a name="L-71"></a> <span class="n">gameObjectHit</span><span class="p">.</span><span class="n">Value</span> <span class="p">=</span> <span class="n">Fsm</span><span class="p">.</span><span class="n">TriggerCollider</span><span class="p">.</span><span class="n">gameObject</span><span class="p">;</span> </span><span id="L-72"><a name="L-72"></a> </span><span id="L-73"><a name="L-73"></a> </span><span id="L-74"><a name="L-74"></a> <span class="p">{</span> </span><span id="L-75"><a name="L-75"></a> <span class="n">gameObjectHit</span><span class="p">.</span><span class="n">Value</span> <span class="p">=</span> <span class="n">Fsm</span><span class="p">.</span><span class="n">TriggerCollider</span><span class="p">.</span><span class="n">gameObject</span><span class="p">;</span> </span><span id="L-76"><a name="L-76"></a> </span><span id="L-77"><a name="L-77"></a> <span class="k">if</span> <span class="p">(</span><span class="n">other</span><span class="p">.</span><span class="n">gameObject</span><span class="p">.</span><span class="n">tag</span> <span class="p">==</span> <span class="n">collideTag</span><span class="p">.</span><span class="n">Value</span> <span class="p">&amp;!</span> <span class="p">(</span><span class="n">alreadyHit</span><span class="p">.</span><span class="n">Contains</span><span class="p">(</span><span class="n">gameObjectHit</span><span class="p">.</span><span class="n">Value</span><span class="p">)))</span> </span><span id="L-78"><a name="L-78"></a> <span class="p">{</span> </span><span id="L-79"><a name="L-79"></a> <span class="n">StoreCollisionInfo</span><span class="p">(</span><span class="n">other</span><span class="p">);</span> </span><span id="L-80"><a name="L-80"></a> <span class="n">Fsm</span><span class="p">.</span><span class="n">Event</span><span class="p">(</span><span class="n">sendEvent</span><span class="p">);</span> </span><span id="L-81"><a name="L-81"></a> <span class="n">alreadyHit</span><span class="p">.</span><span class="n">Add</span><span class="p">(</span><span class="n">gameObjectHit</span><span class="p">.</span><span class="n">Value</span><span class="p">);</span> </span><span id="L-82"><a name="L-82"></a> <span class="p">}</span> </span><span id="L-83"><a name="L-83"></a> </span><span id="L-84"><a name="L-84"></a> <span class="p">}</span> </span><span id="L-85"><a name="L-85"></a> <span class="p">}</span> </span><span id="L-86"><a name="L-86"></a> </span><span id="L-87"><a name="L-87"></a> <span class="k">public</span> <span class="k">override</span> <span class="k">void</span> <span class="nf">DoTriggerStay</span><span class="p">(</span><span class="n">Collider</span> <span class="n">other</span><span class="p">)</span> </span><span id="L-88"><a name="L-88"></a> <span class="p">{</span> </span><span id="L-89"><a name="L-89"></a> <span class="k">if</span> <span class="p">(</span><span class="n">trigger</span> <span class="p">==</span> <span class="n">TriggerType</span><span class="p">.</span><span class="n">OnTriggerStay</span><span class="p">)</span> </span><span id="L-90"><a name="L-90"></a> <span class="p">{</span> </span><span id="L-91"><a name="L-91"></a> <span class="n">gameObjectHit</span><span class="p">.</span><span class="n">Value</span> <span class="p">=</span> <span class="n">Fsm</span><span class="p">.</span><span class="n">TriggerCollider</span><span class="p">.</span><span class="n">gameObject</span><span class="p">;</span> </span><span id="L-92"><a name="L-92"></a> </span><span id="L-93"><a name="L-93"></a> <span class="k">if</span> <span class="p">(</span><span class="n">other</span><span class="p">.</span><span class="n">gameObject</span><span class="p">.</span><span class="n">tag</span> <span class="p">==</span> <span class="n">collideTag</span><span class="p">.</span><span class="n">Value</span> <span class="p">&amp;!</span> <span class="p">(</span><span class="n">alreadyHit</span><span class="p">.</span><span class="n">Contains</span><span class="p">(</span><span class="n">gameObjectHit</span><span class="p">.</span><span class="n">Value</span><span class="p">)))</span> </span><span id="L-94"><a name="L-94"></a> <span class="p">{</span> </span><span id="L-95"><a name="L-95"></a> <span class="n">StoreCollisionInfo</span><span class="p">(</span><span class="n">other</span><span class="p">);</span> </span><span id="L-96"><a name="L-96"></a> <span class="n">Fsm</span><span class="p">.</span><span class="n">Event</span><span class="p">(</span><span class="n">sendEvent</span><span class="p">);</span> </span><span id="L-97"><a name="L-97"></a> <span class="n">alreadyHit</span><span class="p">.</span><span class="n">Add</span><span class="p">(</span><span class="n">gameObjectHit</span><span class="p">.</span><span class="n">Value</span><span class="p">);</span> </span><span id="L-98"><a name="L-98"></a> <span class="p">}</span> </span><span id="L-99"><a name="L-99"></a> </span><span id="L-100"><a name="L-100"></a> <span class="p">}</span> </span><span id="L-101"><a name="L-101"></a> <span class="p">}</span> </span><span id="L-102"><a name="L-102"></a> </span><span id="L-103"><a name="L-103"></a> <span class="k">public</span> <span class="k">override</span> <span class="k">void</span> <span class="nf">DoTriggerExit</span><span class="p">(</span><span class="n">Collider</span> <span class="n">other</span><span class="p">)</span> </span><span id="L-104"><a name="L-104"></a> <span class="p">{</span> </span><span id="L-105"><a name="L-105"></a> <span class="k">if</span> <span class="p">(</span><span class="n">trigger</span> <span class="p">==</span> <span class="n">TriggerType</span><span class="p">.</span><span class="n">OnTriggerExit</span><span class="p">)</span> </span><span id="L-106"><a name="L-106"></a> <span class="p">{</span> </span><span id="L-107"><a name="L-107"></a> <span class="n">gameObjectHit</span><span class="p">.</span><span class="n">Value</span> <span class="p">=</span> <span class="n">Fsm</span><span class="p">.</span><span class="n">TriggerCollider</span><span class="p">.</span><span class="n">gameObject</span><span class="p">;</span> </span><span id="L-108"><a name="L-108"></a> </span><span id="L-109"><a name="L-109"></a> <span class="k">if</span> <span class="p">(</span><span class="n">other</span><span class="p">.</span><span class="n">gameObject</span><span class="p">.</span><span class="n">tag</span> <span class="p">==</span> <span class="n">collideTag</span><span class="p">.</span><span class="n">Value</span> <span class="p">&amp;!</span> <span class="p">(</span><span class="n">alreadyHit</span><span class="p">.</span><span class="n">Contains</span><span class="p">(</span><span class="n">gameObjectHit</span><span class="p">.</span><span class="n">Value</span><span class="p">)))</span> </span><span id="L-110"><a name="L-110"></a> <span class="p">{</span> </span><span id="L-111"><a name="L-111"></a> <span class="n">StoreCollisionInfo</span><span class="p">(</span><span class="n">other</span><span class="p">);</span> </span><span id="L-112"><a name="L-112"></a> <span class="n">Fsm</span><span class="p">.</span><span class="n">Event</span><span class="p">(</span><span class="n">sendEvent</span><span class="p">);</span> </span><span id="L-113"><a name="L-113"></a> <span class="n">alreadyHit</span><span class="p">.</span><span class="n">Add</span><span class="p">(</span><span class="n">gameObjectHit</span><span class="p">.</span><span class="n">Value</span><span class="p">);</span> </span><span id="L-114"><a name="L-114"></a> <span class="p">}</span> </span><span id="L-115"><a name="L-115"></a> </span><span id="L-116"><a name="L-116"></a> <span class="p">}</span> </span><span id="L-117"><a name="L-117"></a> <span class="p">}</span> </span><span id="L-118"><a name="L-118"></a> </span><span id="L-119"><a name="L-119"></a> <span class="k">public</span> <span class="k">override</span> <span class="kt">string</span> <span class="nf">ErrorCheck</span><span class="p">()</span> </span><span id="L-120"><a name="L-120"></a> <span class="p">{</span> </span><span id="L-121"><a name="L-121"></a> <span class="k">return</span> <span class="n">ActionHelpers</span><span class="p">.</span><span class="n">CheckOwnerPhysicsSetup</span><span class="p">(</span><span class="n">Owner</span><span class="p">);</span> </span><span id="L-122"><a name="L-122"></a> <span class="p">}</span> </span><span id="L-123"><a name="L-123"></a> </span><span id="L-124"><a name="L-124"></a> </span><span id="L-125"><a name="L-125"></a> <span class="p">}</span> </span><span id="L-126"><a name="L-126"></a><span class="p">}</span> </span></pre></div> </td></tr></table>
ecosystem, playmaker
--- 
+++ 
@@ -0,0 +1,126 @@
+// License: Attribution 4.0 International (CC BY 4.0)
+/*--- __ECO__ __PLAYMAKER__ __ACTION__ ---*/
+// Keywords: trigger once event
+
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace HutongGames.PlayMaker.Actions
+{
+	[ActionCategory(ActionCategory.Physics)]
+	[Tooltip("The same functionality as Trigger Event except a specific game object will only register as a trigger event once. ")]
+	public class TriggerEventOncePerObject : FsmStateAction
+	{
+        // Might add ignore functionality from trigger event ignore action later
+		//[Tooltip("The gameobject you want the trigger to ignore.")]
+		//public FsmOwnerDefault ignoreThis;
+
+        //public FsmBool ignoreGameObject;
+
+		public TriggerType trigger;
+		[UIHint(UIHint.Tag)]
+		public FsmString collideTag;
+		public FsmEvent sendEvent;
+		[UIHint(UIHint.Variable)]
+		public FsmGameObject storeCollider;
+
+		[Tooltip("The gameobject that activated the trigger. Use this to debug or instead of an additional get trigger info action.")]
+		public FsmGameObject gameObjectHit;
+
+		public List<GameObject> alreadyHit;
+        
+
+		public override void Reset()
+		{
+			trigger = TriggerType.OnTriggerEnter;
+			collideTag = "Untagged";
+			sendEvent = null;
+			storeCollider = null;
+			//ignoreThis = null;
+			gameObjectHit = null;
+			alreadyHit = null;
+            //ignoreGameObject = null;
+        }
+
+		public override void OnPreprocess()
+		{
+			switch (trigger)
+			{
+			case TriggerType.OnTriggerEnter:
+				Fsm.HandleTriggerEnter = true;
+				break;
+			case TriggerType.OnTriggerStay:
+				Fsm.HandleTriggerStay = true;
+				break;
+			case TriggerType.OnTriggerExit:
+				Fsm.HandleTriggerExit = true;
+				break;
+			}
+		}
+
+		void StoreCollisionInfo(Collider collisionInfo)
+		{
+			storeCollider.Value = collisionInfo.gameObject;
+			gameObjectHit.Value = Fsm.TriggerCollider.gameObject;
+			
+		}
+
+		public override void DoTriggerEnter(Collider other)
+		{
+			gameObjectHit.Value = Fsm.TriggerCollider.gameObject;
+
+			
+			{
+				gameObjectHit.Value = Fsm.TriggerCollider.gameObject;
+                
+                if (other.gameObject.tag == collideTag.Value &! (alreadyHit.Contains(gameObjectHit.Value)))
+                {
+					StoreCollisionInfo(other);
+					Fsm.Event(sendEvent);
+					alreadyHit.Add(gameObjectHit.Value);	
+				}
+
+            }
+		}
+
+		public override void DoTriggerStay(Collider other)
+		{
+			if (trigger == TriggerType.OnTriggerStay)
+			{
+                gameObjectHit.Value = Fsm.TriggerCollider.gameObject;
+
+                if (other.gameObject.tag == collideTag.Value &! (alreadyHit.Contains(gameObjectHit.Value)))
+				{
+					StoreCollisionInfo(other);
+					Fsm.Event(sendEvent);
+                    alreadyHit.Add(gameObjectHit.Value);
+                }
+
+            }
+		}
+
+		public override void DoTriggerExit(Collider other)
+		{
+			if (trigger == TriggerType.OnTriggerExit)
+			{
+                gameObjectHit.Value = Fsm.TriggerCollider.gameObject;
+
+                if (other.gameObject.tag == collideTag.Value &! (alreadyHit.Contains(gameObjectHit.Value)))
+				{
+					StoreCollisionInfo(other);
+					Fsm.Event(sendEvent);
+                    alreadyHit.Add(gameObjectHit.Value);
+                }
+
+            }
+		}
+
+		public override string ErrorCheck()
+		{
+			return ActionHelpers.CheckOwnerPhysicsSetup(Owner);
+		}
+
+
+	}
+}