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.
  
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== Public Variables ==
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=== target : GameObject ===
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This is the object whose active status is toggled. It must be assigned in the editor.
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=== changeStateOnStart : bool ===
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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.
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=== stateOnStart : bool ===
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This is what the state of the object should be if changeStateOnStart is set to true.
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=== changeStateOnReset : bool ===
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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.
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=== stateOnReset : bool === 
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This is what the state of the object should be if changeStateOnReset is set to true.
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=== changeStateOnFinished : bool ===
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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.
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=== stateOnFinished : bool === 
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This is what the state of the object should be if changeStateOnFinished is set to true.
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=== watchTarget : bool ===
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If this is set to true, the script will not report it's complete until the target object deactivates itself.
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[[Category:API]]
 
[[Category:Cutscene Framework]]
 
[[Category:Cutscene Framework]]
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[[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.

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