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Humanoid Control for Unity v4
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An event Handler calling a function with a Vector3 parameter.
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 | |
| Vector3Event (Type newEventType=Type.OnChange) | |
| virtual void | Update () |
Public Attributes | |
| 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 | UpdateVector3 () |
| void | UpdateAnimationParameter () |
| virtual void | UpdateVoid () |
| virtual void | UpdateBool () |
| virtual void | UpdateInt () |
| virtual void | UpdateFloat () |
| virtual void | UpdateString () |
| virtual void | UpdateString (string s) |
| virtual void | UpdateGameObject () |
| virtual void | UpdateRigidbody () |
| virtual void | UpdateStringBool (string s) |
| virtual void | UpdateStringFloat (string s) |
| virtual void | UpdateStringInt (string s) |
| bool | CheckCondition (bool active, bool changed, bool valueChanged) |
Protected Attributes | |
| Vector3 | _vectorValue |
| bool | vectorChanged |
| bool | initialized |
| bool | _boolValue |
| bool | boolChanged = true |
| int | _intValue |
| bool | intChanged |
| float | _floatValue |
| bool | floatChanged |
Properties | |
| virtual Vector3 | value [get, set] |
| virtual bool | boolValue [get, set] |
| bool | isDead [get] |
| True when the eventHandler is dead and can be removed. | |
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inherited |
The different types of events when the function is called.
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inherited |
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protectedvirtual |
Reimplemented from Passer.EventHandler.
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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