class MAGES::Experimental::SceneGraph::ImpactActionData¶
Overview¶
Class that contains the data for the Impact Action. More…
class ImpactActionData: public MAGES::BaseActionData { public: // enums enum ImpactCountType; enum ImpactDirection; enum ImpactObjectType; // classes class Factory; // fields ImpactObjectType impactObjectType; ActionGameObject impactObject; string impactObjectPath; ImpactCountType impactCountType; int hits = 1; float targetMagnitude = 1000f; ImpactDirection impactDirection; Vector3 impactDirectionVector = Vector3.zero; float impactDirectionThreshold = 45f; float magnitudeLowIgnoreThreshold = 100f; float magnitudeHighIgnoreThreshold = 1000f; bool containsAnimation = false; string animatorStateName; string animatorLayerName = "Base Layer"; // properties GameObject ImpactObjectSpawned; ImpactObjectType ObjectType; };
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¶
Class that contains the data for the Impact Action.
Properties¶
GameObject ImpactObjectSpawned
Gets the instantiated impact measure object.
ImpactObjectType ObjectType
Gets the type of the impact object (prefab or scenepath).