class MAGES::SceneGraph::ChoiceActionData¶
Overview¶
<summary An action that allows for a specific path of actions to be taken based on a decision. More…
class ChoiceActionData: public MAGES::BaseActionData { public: // interfaces interface IDecisionHandler; // classes class Factory; // properties int CurrentChoice; List<ActionCollection> ChoiceActions; ActionGameObjectCollection DecisionObjects; GameObject[] DecisionObjectsSpawned; override GameObject[] ActionGameObjects; // methods ChoiceActionData(); virtual override List<BaseActionData> GetLinkedActions(); virtual override void RemapActions(Dictionary<BaseActionData, BaseActionData> map); };
Inherited Members¶
public: // enums enum ActionType; enum ObjectParentType; // properties List<BaseActionData> NextActions; List<BaseActionData> PrevActions; ListAttachedScripts; Action PathEnd; string ID; string ActionName; bool AdvancedMode; Vector2 NodePosition; ActionState State; StepContainer Steps; EffectDataCollection Effects; string ActionDescription; GameObject[] ActionGameObjects; bool IsStartAction; bool IsReplicated; ActionType Type; bool IsAudible; // methods override bool Equals(object other); override int GetHashCode(); virtual List<BaseActionData> GetLinkedActions(); virtual List<BaseActionData> GetIncomingActions(); virtual void RemapActions(Dictionary<BaseActionData, BaseActionData> map);
Detailed Documentation¶
<summary An action that allows for a specific path of actions to be taken based on a decision.
Properties¶
int CurrentChoice
Gets or sets the current choice.
List<ActionCollection> ChoiceActions
Gets the list of paths to take based on the decision.
ActionGameObjectCollection DecisionObjects
Gets the objects that will be spawned and sent the decision handle.
GameObject[] DecisionObjectsSpawned
Gets or sets the spawned decision object.
Methods¶
ChoiceActionData()
Initializes a new instance of the ChoiceActionData class.
virtual override List<BaseActionData> GetLinkedActions()
Gets the linked actions.
Returns:
The linked action list.
virtual override void RemapActions(Dictionary<BaseActionData, BaseActionData> map)
Remap the actions to new ones, provided by a dictionary.
Parameters:
map |
The map. |