Humanoid Control for Unity v4
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Public Types | Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | Properties | List of all members
Passer.FloatEvent Class Reference

Description

An event handler calling a function with a float parameter.

Inheritance diagram for Passer.FloatEvent:
Passer.EventHandler

Public Types

enum  Type {
  Never , OnStart , OnEnd , WhileActive ,
  WhileInactive , OnChange , Continuous
}
 The different types of events when the function is called. More...
 
enum  OverrideMode { Prepend , Append , Replace }
 

Public Member Functions

 FloatEvent (Type newEventType=Type.OnChange)
 
virtual void Update ()
 

Public Attributes

float floatParameter
 
float floatTriggerLow = 0.01F
 
float floatTriggerHigh = 0.99F
 
float multiplicationFactor = 1
 
int intTriggerLow = 0
 
int intTriggerHigh = 1
 
Type eventType = Type.Continuous
 The event type for the function call.
 
bool eventNetworking = false
 For future use :-)
 
FunctionCall functionCall
 The function to call.
 
bool boolInverse = false
 Negate the boolean state before calling event trigger.
 
OverrideMode overrideMode
 

Protected Member Functions

override void UpdateInt ()
 
override void UpdateFloat ()
 
override void UpdateStringInt (string s)
 
override void UpdateStringFloat (string s)
 
void UpdateAnimationParameter ()
 
virtual void UpdateVoid ()
 
virtual void UpdateBool ()
 
virtual void UpdateString ()
 
virtual void UpdateString (string s)
 
virtual void UpdateVector3 ()
 
virtual void UpdateGameObject ()
 
virtual void UpdateRigidbody ()
 
virtual void UpdateStringBool (string s)
 
bool CheckCondition (bool active, bool changed, bool valueChanged)
 

Protected Attributes

bool initialized
 
bool _boolValue
 
bool boolChanged = true
 
int _intValue
 
bool intChanged
 
float _floatValue
 
bool floatChanged
 

Properties

virtual float value [get, set]
 
virtual bool boolValue [get, set]
 
bool isDead [get]
 True when the eventHandler is dead and can be removed.
 

Member Enumeration Documentation

◆ Type

enum Passer.EventHandler.Type
inherited

The different types of events when the function is called.

Enumerator
Never 

The function is never called.

OnStart 

The function is called when the event starts.

OnEnd 

The function is called when the event ends.

WhileActive 

The function is called every frame while the event is active.

WhileInactive 

The function is called every frame while the event is not active.

OnChange 

The function is called every time the event changes.

Continuous 

The functions is called every frame.

◆ OverrideMode

Enumerator
Prepend 

Prepend this handler before existing handlers.

Append 

Append this handler after existing handlers.

Replace 

Replace the topmost handler with this handler.

Member Function Documentation

◆ UpdateInt()

override void Passer.FloatEvent.UpdateInt ( )
protectedvirtual

Reimplemented from Passer.EventHandler.

◆ UpdateFloat()

override void Passer.FloatEvent.UpdateFloat ( )
protectedvirtual

Reimplemented from Passer.EventHandler.

◆ UpdateStringInt()

override void Passer.FloatEvent.UpdateStringInt ( string  s)
protectedvirtual

Reimplemented from Passer.EventHandler.

◆ UpdateStringFloat()

override void Passer.FloatEvent.UpdateStringFloat ( string  s)
protectedvirtual

Reimplemented from Passer.EventHandler.

Property Documentation

◆ isDead

bool Passer.EventHandler.isDead
getinherited

True when the eventHandler is dead and can be removed.

A function is dead when it does nothing. This is when the functionCall is not defined or when the target of the functionCall is empty


The documentation for this class was generated from the following file: