Difference between revisions of "CutsceneCmdActivate"
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This will turn an object off or on. If watchTarget is enabled, it will wait for the object to turn itself off before reporting it is complete; otherwise it will report it is complete immediately after being started. | This will turn an object off or on. If watchTarget is enabled, it will wait for the object to turn itself off before reporting it is complete; otherwise it will report it is complete immediately after being started. | ||
+ | == Public Variables == | ||
+ | === target : GameObject === | ||
+ | This is the object whose active status is toggled. It must be assigned in the editor. | ||
+ | === changeStateOnStart : bool === | ||
+ | This tells the class whether or not to change the [http://docs.unity3d.com/Documentation/ScriptReference/GameObject-activeSelf.html active] flag of the target object when [[Cutscene#public_event_CutsceneNotification_OnCutsceneStart|OnCutsceneStart]] is called. | ||
+ | === stateOnStart : bool === | ||
+ | This is what the state of the object should be if changeStateOnStart is set to true. | ||
+ | === changeStateOnReset : bool === | ||
+ | This tells the class whether or not to change the [http://docs.unity3d.com/Documentation/ScriptReference/GameObject-activeSelf.html active] flag of the target object when [[Cutscene#public_event_CutsceneNotification_OnCutsceneReset|OnCutsceneReset]] is called. | ||
+ | === stateOnReset : bool === | ||
+ | This is what the state of the object should be if changeStateOnReset is set to true. | ||
+ | === changeStateOnFinished : bool === | ||
+ | This tells the class whether or not to change the [http://docs.unity3d.com/Documentation/ScriptReference/GameObject-activeSelf.html active] flag of the target object when [[Cutscene#public_event_CutsceneNotification_OnCutsceneFinished|OnCutsceneFinished]] is called. | ||
+ | === stateOnFinished : bool === | ||
+ | This is what the state of the object should be if changeStateOnFinished is set to true. | ||
+ | === watchTarget : bool === | ||
+ | If this is set to true, the script will not report it's complete until the target object deactivates itself. | ||
+ | |||
+ | [[Category:API]] | ||
[[Category:Cutscene Framework]] | [[Category:Cutscene Framework]] | ||
+ | [[Category:Premium Scripts]] |
Latest revision as of 03:50, 15 April 2013
This will turn an object off or on. If watchTarget is enabled, it will wait for the object to turn itself off before reporting it is complete; otherwise it will report it is complete immediately after being started.
Contents |
[edit] Public Variables
[edit] target : GameObject
This is the object whose active status is toggled. It must be assigned in the editor.
[edit] changeStateOnStart : bool
This tells the class whether or not to change the active flag of the target object when OnCutsceneStart is called.
[edit] stateOnStart : bool
This is what the state of the object should be if changeStateOnStart is set to true.
[edit] changeStateOnReset : bool
This tells the class whether or not to change the active flag of the target object when OnCutsceneReset is called.
[edit] stateOnReset : bool
This is what the state of the object should be if changeStateOnReset is set to true.
[edit] changeStateOnFinished : bool
This tells the class whether or not to change the active flag of the target object when OnCutsceneFinished is called.
[edit] stateOnFinished : bool
This is what the state of the object should be if changeStateOnFinished is set to true.
[edit] watchTarget : bool
If this is set to true, the script will not report it's complete until the target object deactivates itself.