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;
    ActionGameObjectList optionalActivateObjects;
    int numberOfActivations = 1;
    bool hapticFeedback = true;
    float hapticFeedbackIntensity = 1;
    bool activateOnPress;

    // properties

    GameObject ActivateObjectSpawned;
    List OptionalActivateObjectsSpawned;
    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;
    List<ConditionData> conditions = new List<ConditionData>();

    // properties

    List<BaseActionData> NextActions;
    List<BaseActionData> PrevActions;
    List<ConditionData> Conditions;
    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.

ActionGameObjectList optionalActivateObjects

Alternative objects, any one of which can be activated to perform the action.

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.

List OptionalActivateObjectsSpawned

Gets the instantiated optional objects that can be activated as well as the activate object.

GameObject ActivateObject

Gets or sets the activate object.