class MAGES::SceneGraph::UseActionData¶
Overview¶
Class that contains the data for the Use action. More…
class UseActionData: public MAGES::BaseActionData { public: // classes class Factory; // fields ActionGameObject useObject; ActionGameObjectList useColliders; float useTime; float hapticsIntensity; bool resetTimerOnExit; bool useColliderIsTrigger = false; bool requiresActivation = false; // properties GameObject UseObjectSpawned; ListUseCollidersSpawned; GameObject UseObject; ActionGameObject ActionUseObject; ActionGameObjectList ActionUseColliders; override GameObject[] ActionGameObjects; float UseTime; float HapticsIntensity; };
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 Use action.
Fields¶
ActionGameObject useObject
The object to be used.
ActionGameObjectList useColliders
The collider (other object) to iteract with the use object.
float useTime
The time the object must be inside or touching the collider in order for the action to be performed.
float hapticsIntensity
The intensity of the haptics while the object is inside the collider. If 0, haptics are disabled.
bool resetTimerOnExit
Reset the timer when the object exits the collider.
bool useColliderIsTrigger = false
If true, all the colliders of the second object will be set to trigger.
bool requiresActivation = false
Require to activate the use object in order to perform the action. Useful for tools with buttons that can be activated.
Properties¶
GameObject UseObjectSpawned
Gets the instantiated use object.
ListUseCollidersSpawned
Gets the instantiated use collider.
GameObject UseObject
Gets or sets the use object.
ActionGameObject ActionUseObject
Gets or sets the action use object.
ActionGameObjectList ActionUseColliders
Gets or sets the action use collider.
float UseTime
Gets or sets the use time.
float HapticsIntensity
Gets or sets a value indicating the haptics intensity. If set to 0, haptics are disabled.