_started
: bool |
Signature
bool _started |
IsRootDriver
: bool
[Get][Set] |
Returns true if the current instance is responsible for invoking its own Drive method, false otherwise.
If this IUpdateDriver is not a root driver, then some other instance (typically another IUpdateDriver) is responsible for invoking execution. In this way, IUpdateDriver instances form a tree, with Drive execution beginning from the root.
Signature
bool IsRootDriver |
Awake
()
|
Signature
virtual void Awake() Returns void |
OnDisable
()
|
Signature
virtual void OnDisable() Returns void |
OnEnable
()
|
Signature
virtual void OnEnable() Returns void |
Start
()
|
Signature
virtual void Start() Returns void |
Drive
()
|
Runs the processing to "update" the current instance.
This is conceptually similar to Unity's built-in update mechanism, but bound to a structure which allows execution order to be more explicitly controlled. This is part of Interaction SDK core logic, and it is not recommended that direct dependencies be taken on this execution order. Instead, changes to interaction state should be handled by observing events such as IInteractorView.WhenStateChanged, which will allow correct handling without depending on the details of execution order.
Signature
void Drive() Returns void |
InjectAllUpdateDriverAfterDataSource
(
updateDriver
, dataSource
)
|
Signature
void InjectAllUpdateDriverAfterDataSource(IUpdateDriver updateDriver, IDataSource dataSource) Parameters updateDriver: IUpdateDriverdataSource: IDataSourceReturns void |
InjectDataSource
(
dataSource
)
| |
InjectUpdateDriver
(
updateDriver
)
|
Signature
void InjectUpdateDriver(IUpdateDriver updateDriver) Parameters updateDriver: IUpdateDriverReturns void |