class MAGES::SceneGraph::ActivateActionData¶
Overview¶
Class that contains the data for the Activate action. More…
class ActivateActionData: public MAGES::BaseActionData { public: // classes class Factory; // fields ActionGameObject activateObject; int numberOfActivations = 1; bool hapticFeedback = true; float hapticFeedbackIntensity = 1; bool activateOnPress; // properties GameObject ActivateObjectSpawned; GameObject ActivateObject; 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¶
Class that contains the data for the Activate action.
Fields¶
ActionGameObject activateObject
The object to be Activated.
int numberOfActivations = 1
The number of times the object should be activated in order to perform the action.
bool hapticFeedback = true
If true, the controller will vibrate while the object is being activated.
float hapticFeedbackIntensity = 1
The intensity of the controller vibration during the activation.
bool activateOnPress
If true, the action will perform when the button is pressed. If false, the action will perform when the button is released.
Properties¶
GameObject ActivateObjectSpawned
Gets the instantiated activate object.
GameObject ActivateObject
Gets or sets the activate object.