class MAGES::SceneGraph::StubSceneGraph¶
Stub class for scene graph module.
class StubSceneGraph: public MAGES::SceneGraphModule { public: // properties override bool AllowEventChanges; override ReadOnlyCollection<BaseActionData> ActiveActions; // methods override SceneGraphModule ForEachAction(Action<BaseActionData> action); override ActionCategory GetActionCategory(BaseActionData action); override bool IsManagedBySceneGraph(GameObject obj); override void PerformAction(BaseActionData action); override void Reset(); override void Shutdown(); override void Skip(); override void SkipAction(BaseActionData action); override void Startup(); override void Undo(); override void UndoAction(BaseActionData action); };
Inherited Members¶
public: // enums enum ActionCategory; // properties int Version; AudioClip PerformSound; AudioClip UndoSound; GameObject InfoUI; GameObject WarningUI; GameObject AchievementUI; GameObject ErrorUI; Material HolographicMaterial; ResetEvent OnReset; ActionInitializedEvent OnActionInitialized; ActionPerformedEvent OnActionPerformed; ActionUndoneEvent OnActionUndone; bool AllowEventChanges; ReadOnlyCollection<BaseActionData> ActiveActions; // methods void Startup(); void Shutdown(); virtual void UpdateModule(UpdatePhase updatePhase); delegate void ActionInitializedEvent(BaseActionData data); delegate void ActionPerformedEvent(BaseActionData data, bool skipped); delegate void ActionUndoneEvent(BaseActionData data); delegate void ActionStateChangeEvent( BaseActionData data, ActionState previousState, ActionState newState ); delegate void ResetEvent(); void SkipAction(BaseActionData action); void PerformAction(BaseActionData action); void UndoAction(BaseActionData action); void Reset(); void Skip(); void Undo(); ActionCategory GetActionCategory(BaseActionData action); SceneGraphModule ActionInitialized(ActionInitializedEvent action); SceneGraphModule ActionPerformed(ActionPerformedEvent action); SceneGraphModule ActionUndone(ActionUndoneEvent action); SceneGraphModule ForEachAction(Action<BaseActionData> action); bool IsManagedBySceneGraph(GameObject obj);