class MAGES::Experimental::SceneGraph::HoldActionData

Overview

The Action Data script for the Hold action. More…

class HoldActionData: public MAGES::BaseActionData
{
public:
    // classes

    class Factory;

    // fields

    ActionGameObject holdObject;
    HoldBehavior.HoldMethodEnum holdMethod = HoldBehavior.HoldMethodEnum.BothHands;
    string toolName = string.Empty;
    float holdTime = 1f;
    bool resetTimerOnDeselect = true;

    // properties

    GameObject HoldObjectSpawned;
    GameObject HoldObject;
    ActionGameObject ActionHoldObject;
    override GameObject[] ActionGameObjects;
};

Inherited Members

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<BaseActionData> NextActions;
    List<BaseActionData> 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<BaseActionData> GetLinkedActions();
    virtual List<BaseActionData> GetIncomingActions();
    virtual void RemapActions(Dictionary<BaseActionData, BaseActionData> map);

Detailed Documentation

The Action Data script for the Hold action.

Fields

ActionGameObject holdObject

The object to hold.

HoldBehavior.HoldMethodEnum holdMethod = HoldBehavior.HoldMethodEnum.BothHands

Specifies which hand(s) or tool interactor is used to perform the hold action.

string toolName = string.Empty

The name of the tool interactor.

float holdTime = 1f

The required duration in seconds that the object must be held for.

bool resetTimerOnDeselect = true

Should the timer reset when the object is deselected.

Properties

GameObject HoldObjectSpawned

Gets the instantiated hold object.

GameObject HoldObject

Gets or sets the hold object.

ActionGameObject ActionHoldObject

Gets or sets the action hold object.