class MAGES::SceneGraph::RepeatActionData¶
Overview¶
A repeat action: repeats the action that is attached to it a fixed number of times. More…
class RepeatActionData: public MAGES::BaseActionData { public: // classes class Factory; // fields int repeatCount = 1; bool repeatForever = false; // properties List<BaseActionData> LoopActions; override ActionType Type; int CurrentRepeatCount; int RepeatCount; bool RepeatForever; // methods virtual override List<BaseActionData> GetLinkedActions(); };
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¶
A repeat action: repeats the action that is attached to it a fixed number of times.
Properties¶
List<BaseActionData> LoopActions
Gets or sets the actions to be repeated.
int CurrentRepeatCount
Gets the current repeat count.
int RepeatCount
Gets or sets the number of times to repeat the actions.
bool RepeatForever
Gets or sets a value indicating whether the actions should be repeated forever.
Methods¶
virtual override List<BaseActionData> GetLinkedActions()
Gets the actions that are linked to this action.
Returns:
The linked action list.