class MAGES::BaseActionData

Overview

Base class for action data. More…

class BaseActionData: public ScriptableObject
{
public:
    // enums

    enum ActionType;
    enum ObjectParentType;

    // fields

    string actionName;
    List attachedScripts = new List();
    StepContainer steps = new StepContainer();
    EffectDataCollection effects = new EffectDataCollection();
    bool isReplicated = true;
    string actionDescription;

    // properties

    List NextActions;
    List PrevActions;
    List AttachedScripts;
    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 GetLinkedActions();
    virtual List GetIncomingActions();
    virtual void RemapActions(Dictionary map);
};

// direct descendants

class ClickActionData;
class DelayActionData;
class HoldActionData;
class ImpactActionData;
class PlaceActionData;
class SuturingActionData;
class ActivateActionData;
class AndActionData;
class AnimationActionData;
class ChoiceActionData;
class EndActionData;
class GroupActionData;
class InsertActionData;
class OrActionData;
class QuestionActionData;
class RemoveActionData;
class RepeatActionData;
class RerouteActionData;
class RotateActionData;
class SelectActionData;
class StartActionData;
class TrajectoryActionData;
class UseActionData;

Detailed Documentation

Base class for action data.

Fields

string actionName

The name of the action. Also corresponds to the filename of the Action asset.

List attachedScripts = new List()

The attached scripts that get messages when this action is initialized, performed or undone/reverted.

StepContainer steps = new StepContainer()

The steps to invoke when this action is initialized, performed or undone/reverted.

Properties

List NextActions

Gets or sets the next actions.

List PrevActions

Gets or sets the previous actions.

List AttachedScripts

Gets or sets the attached scripts.

Action PathEnd

Gets or sets the event that is called when an action without next action is performed.

string ID

Gets or sets the id.

This is a unique identifier for the action, both in the graph and in the scene.

string ActionName

Gets or sets the action name.

bool AdvancedMode

Gets or sets a value indicating whether the advanced mode where more options are available on the action node.

Vector2 NodePosition

Gets or sets the node position.

ActionState State

Gets or sets the current state of this action.

StepContainer Steps

Gets or sets the steps container.

EffectDataCollection Effects

Gets or sets the effects data.

string ActionDescription

Gets or sets the description of the action.

GameObject[] ActionGameObjects

Gets the actions game objects.

bool IsStartAction

Gets a value indicating whether this action is a start action.

bool IsReplicated

Gets or sets a value indicating whether this action data is replicated.

ActionType Type

Gets the type of the action.

bool IsAudible

Gets a value indicating whether the action is audible.

Methods

virtual List GetLinkedActions()

Gets the linked actions.

Returns:

The linked action list.

virtual List GetIncomingActions()

Gets the incoming actions.

Returns:

The incoming linked action list.

virtual void RemapActions(Dictionary map)

Remap the actions to new ones, provided by a dictionary.

Parameters:

map

The map.