class MAGES::SceneGraph::TrajectoryBehavior¶
Overview¶
Take the proper object and follow the trajectory. You need to hit all the colliders to complete the behavior. Used with Animations as well. More…
class TrajectoryBehavior: public MAGES::SceneGraph::BaseBehavior { public: // properties UnityEvent OnTrajectoryCompleted; bool SendVibration; float VibrationIntensity; GameObject ObjectUsed; ListOptionalObjectsUsed; Animator Animator; string AnimatorStateName; string AnimatorLayerName; bool IsActivationRequired; bool ResetAnimator; // methods void FinalizeAction(); };
Inherited Members¶
public:
// properties
string ObjectID;
BaseActionData ActionData;
Detailed Documentation¶
Take the proper object and follow the trajectory. You need to hit all the colliders to complete the behavior. Used with Animations as well.
Properties¶
UnityEvent OnTrajectoryCompleted
Gets the on triggered event.
bool SendVibration
Gets or sets a value indicating whether the controller will vibrate while the object is being activated.
float VibrationIntensity
Gets or sets the intensity of the controller vibration during the activation.
GameObject ObjectUsed
Gets or sets the object to use on the Trajectory.
ListOptionalObjectsUsed
Gets the optional objects that can perform the Trajectory as well as the ObjectUsed.
Animator Animator
Gets or sets the animator to play along with the trajectory.
string AnimatorStateName
Gets or sets the name of the state to play.
string AnimatorLayerName
Gets or sets the name of the animator layer.
bool IsActivationRequired
Gets or sets a value indicating whether the object needs to be activated.
bool ResetAnimator
Gets or sets a value indicating whether the animator is scrubbed back to the start of its state when this behavior starts, instead of picking up whatever pose it is already in.
Set by the action when it replaces a spent behavior: the previous attempt drove the animator to the end of the trajectory, and a retry has to look like the first attempt did.
Methods¶
void FinalizeAction()
Finalizess the action.