class MAGES::SceneGraph::InsertBehavior¶
Overview¶
Behavior that handles the Insert action. More…
class InsertBehavior: public MAGES::SceneGraph::BaseBehavior { public: // properties UnityEvent OnInserted; float InsertedAngleDiff; GameObject FinalPosition; float AngleTolerance; InsertionType InsertionType; bool SelectedInsertion; // methods void Start(); void FinalizeAction(); void Rearm(); };
Inherited Members¶
public:
// properties
string ObjectID;
BaseActionData ActionData;
Detailed Documentation¶
Behavior that handles the Insert action.
Properties¶
UnityEvent OnInserted
Gets the on triggered event.
float InsertedAngleDiff
Gets the angle difference between the inserted object and the final position.
GameObject FinalPosition
Gets or sets the inal position of the insert Action.
float AngleTolerance
Gets or sets the insertion angle. If angle tolerance is 0, the object must be inserted at the exact angle.
InsertionType InsertionType
Gets or sets the insertion type.
bool SelectedInsertion
Gets or sets a value indicating whether the object must be inserted while being selected.
Methods¶
void Start()
Initialize the script.
void FinalizeAction()
Finalizes the action of inserting the object.
void Rearm()
Lets the object be inserted again, once it has left the final position.
Called by the action when a condition declines the trigger, after it has moved the object back to where it spawned. That spawn pose can be inside the final position’s volume, and nothing else stops OnTriggerStay from inserting it again on the spot, so leaving the volume is what actually re-opens the gate. The Ghost the insertion consumed does not come back: it belongs to the effect, not to this behavior.