API reference

Sequence Class

Extends MonoBehaviour
Chains together a number of IActiveStates into a sequence.
The Sequence._stepsToActivate field contains an optional list of IActiveState's which must be 'activated' in order. The sequence can progress from Step N to N + 1 when: MinActiveTime <= "Time step N active for" <= MaxStepTime, and: Step N just became inactive OR Step N is the last step OR Step N+1 is active
Note that once the sequence has moved on to the next step, the previous step does not need to remain active. Each step has three fields: ActiveState: The IActiveState that is used to determine if the conditions of this step are fulfilled MinActiveTime: How long (in seconds) the IActiveState of this step must be contiguously active before moving on to the next step. If the ActiveState drops out of being active for even a single frame the countdown is reset. MaxStepTime: If the elapsed time that the sequence is spent waiting for this step to reach its MinActiveTime exceeds this value then the whole sequence is reset back to the beginning.
Once all steps are complete the Sequence.Active becomes true. It will remain true as long as RemainActiveWhile is true. If _remainActiveCooldown > 0, Sequence.Active will remain active even after RemainActiveWhile becomes false until the cooldown timer is met. The timer is reset if RemainActiveWhile becomes true again.

Properties

Active : bool
[Get]
Evaluates the current state of the component and returns whether it is active.
The logic for determining the active state is defined by the implementing class. This method is typically used in interaction scripts to check whether a certain condition is met before triggering an event or action. For example implementations, please refer to HandActiveState.Active and ActiveStateGroup.Active.
Signature
bool Active
CurrentActivationStep : int
[Get]
Returns the index of the step in _stepsToActivate whose conditions are waiting to be activated.
If Active is true, this value will be set to the size of _stepsToActivate. If _stepsToActivate has no steps, this property will be 0.
Signature
int CurrentActivationStep

Protected Methods

Awake ()
Signature
virtual void Awake()
Returns
void
Start ()
Signature
virtual void Start()
Returns
void
Update ()
Signature
virtual void Update()
Returns
void

Methods

InjectOptionalRemainActiveWhile ( activeState )
Signature
void InjectOptionalRemainActiveWhile(IActiveState activeState)
Parameters
activeState: IActiveState
Returns
void
InjectOptionalStepsToActivate ( stepsToActivate )
Signature
void InjectOptionalStepsToActivate(ActivationStep[] stepsToActivate)
Parameters
stepsToActivate: ActivationStep[]
Returns
void
InjectOptionalTimeProvider ( timeProvider )
Signature
void InjectOptionalTimeProvider(Func< float > timeProvider)
Parameters
timeProvider: Func< float >
Returns
void
SetTimeProvider ( timeProvider )
Sets a function that returns the current time in seconds.
Signature
void SetTimeProvider(Func< float > timeProvider)
Parameters
timeProvider: Func< float >
Returns
void

Inner Class

ActivationStep Class

Constructors

ActivationStep ()
Signature
ActivationStep()
ActivationStep ( activeState , minActiveTime , maxStepTime )
Signature
ActivationStep(IActiveState activeState, float minActiveTime, float maxStepTime)
Parameters
activeState: IActiveState
minActiveTime: float
maxStepTime: float

Properties

ActiveState : IActiveState
[Get]
Signature
IActiveState ActiveState
MaxStepTime : float
[Get]
Signature
float MaxStepTime
MinActiveTime : float
[Get]
Signature
float MinActiveTime

Methods

Start ()
Signature
void Start()
Returns
void