class MAGES::SceneGraph::TrajectoryActionData¶
Overview¶
Class that contains the data for the Trajectory action. More…
class TrajectoryActionData: public MAGES::BaseActionData { public: // classes class Factory; // fields ActionGameObject objectUsed; ActionGameObjectList optionalObjectsUsed; GameObject trajectoryLine; UniqueReference animatedObject; string animatorStateName; int animatorStateIndex; string animatorLayerName = "Base Layer"; int animatorLayerIndex; bool requiresActivation = false; bool sendHapticImpulses = false; float hapticImpulseIntensity = 0.5f; // properties GameObject ObjectUsedSpawned; ListOptionalObjectsUsedSpawned; 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 Trajectory action.
Properties¶
GameObject ObjectUsedSpawned
Gets the object that will be used to perform the trajectory.
ListOptionalObjectsUsedSpawned
Gets the optional objects that can be used to perform the trajectory as well.