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;
    List UseCollidersSpawned;
    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.

List UseCollidersSpawned

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.