EvilEngine/Events

An event can be thought of as a signal or message that can be sent to any object. Events are usually used to notify an object of something happening between that object and another object. For example, when the Player walks inside a Trigger, the EnterPlayer event is automatically sent to the trigger. Events are also used to notify objects of something important happening in the scene. For example, all entities receive the Scene Prepare event during, which some entities use internally to know when to set themselves up. Events can also be sent directly from one object to another, which can be set up in the asset for an object by using links. Links are extremely powerful since they let you design all kinds of custom interactions between objects without having to edit code.

Links
A link is a property of an object that can be used to "link" that object to another object in a scene.

TODO

Format
Links are usually defined to be stored at the end of the main data struct of a base asset (usually a struct inheriting from  or  ). The format for a link stored in an asset is defined in the  struct, in xBase.h:

List of Events

 * Battle for Bikini Bottom
 * The SpongeBob SquarePants Movie
 * The Incredibles