class MAGES::SceneGraph::UseInteractableAtConditionData¶
Overview¶
Passes if the referenced object is inside the Location volume and, optionally, activated. More…
class UseInteractableAtConditionData: public MAGES::ConditionData { public: // fields SerializableObjectReference interactableObject = new SerializableObjectReference(); SerializableObjectReference location = new SerializableObjectReference(); bool requireActivation = false; // methods virtual override void Initialize(); virtual override bool Check(); virtual override void Undo(); };
Inherited Members¶
public:
// enums
enum CheckResult;
// fields
bool fail = false;
bool negate = false;
bool critical = false;
string description = string.Empty;
// properties
bool IsInitialized;
// methods
void InitializeInternal(BaseActionData data);
void UndoInternal();
virtual void Initialize();
virtual void Undo();
CheckResult CheckInternal();
virtual bool Check();
Detailed Documentation¶
Passes if the referenced object is inside the Location volume and, optionally, activated.
Containment is measured with physics triggers rather than geometry, so the Location can be any collection of colliders. The check is a snapshot taken when the action’s trigger fires.
Methods¶
virtual override bool Check()
Performs the check and returns whether it passed or failed.
Returns:
A value indicating whether the condition is satisfied or not.