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);