Sequine - Scripting API
Calcatz.Sequine.SequineTargetCommand Class Reference

Base class for commands that targets a Sequine Player component. More...

Inheritance diagram for Calcatz.Sequine.SequineTargetCommand:
Calcatz.CookieCutter.Command< float > Calcatz.Sequine.PauseActionAnimationAtTimeCommand Calcatz.Sequine.PauseActionAnimationCommand Calcatz.Sequine.PauseAnimationClipAtTimeCommand Calcatz.Sequine.PauseAnimationClipCommand Calcatz.Sequine.PauseSequinePlayerCommand Calcatz.Sequine.ResumeActionAnimationCommand Calcatz.Sequine.ResumeAnimationClipCommand Calcatz.Sequine.ResumeSequinePlayerCommand Calcatz.Sequine.SequineAnimationCommand Calcatz.Sequine.SetLayerWeightCommand

Public Member Functions

override bool Validate (CommandData _commandData)
 Validate() is called when opening the nodes editor (if in Edit Mode), or right before the command execution (if in Play Mode). The main purpose is to adapt or validate any data inside the Command, if its structure had been changed. More...
 
override void Editor_InitInPoints ()
 Called when a Command Node is initialized, specifically the in-points. Use this method to ensure inputIds as well. More...
 
override void Editor_OnDrawContents (Vector2 _absPosition)
 Called when a Command Node is drawn. More...
 

Public Attributes

UnityEngine.Object target
 
TargetObject< SequinePlayersequinePlayerRef
 

Static Public Attributes

const int IN_PORT_TARGET = 0
 

Protected Member Functions

SequinePlayer GetSequinePlayer (CommandExecutionFlow _flow)
 Get the suitable Sequine Player component. More...
 
void DrawActionsField (int _actionId, System.Action< int > _onActionIdChanged, ref SequineAnimationData _animationData)
 

Properties

override float nodeWidth [get]
 

Detailed Description

Base class for commands that targets a Sequine Player component.

Member Function Documentation

◆ DrawActionsField()

void Calcatz.Sequine.SequineTargetCommand.DrawActionsField ( int  _actionId,
System.Action< int >  _onActionIdChanged,
ref SequineAnimationData  _animationData 
)
protected

◆ Editor_InitInPoints()

override void Calcatz.Sequine.SequineTargetCommand.Editor_InitInPoints ( )
virtual

Called when a Command Node is initialized, specifically the in-points. Use this method to ensure inputIds as well.

Reimplemented from Calcatz.CookieCutter.Command< float >.

◆ Editor_OnDrawContents()

override void Calcatz.Sequine.SequineTargetCommand.Editor_OnDrawContents ( Vector2  _absPosition)
virtual

Called when a Command Node is drawn.

Parameters
_absPosition

Reimplemented from Calcatz.CookieCutter.Command< float >.

◆ GetSequinePlayer()

SequinePlayer Calcatz.Sequine.SequineTargetCommand.GetSequinePlayer ( CommandExecutionFlow  _flow)
protected

Get the suitable Sequine Player component.

Parameters
_flowThe flow context
Returns
Sequine Player target

◆ Validate()

override bool Calcatz.Sequine.SequineTargetCommand.Validate ( CommandData  _commandData)
virtual

Validate() is called when opening the nodes editor (if in Edit Mode), or right before the command execution (if in Play Mode). The main purpose is to adapt or validate any data inside the Command, if its structure had been changed.

Returns
Returns true if the command is modified due to validation.

Reimplemented from Calcatz.CookieCutter.Command< float >.

Member Data Documentation

◆ IN_PORT_TARGET

const int Calcatz.Sequine.SequineTargetCommand.IN_PORT_TARGET = 0
static

◆ sequinePlayerRef

TargetObject<SequinePlayer> Calcatz.Sequine.SequineTargetCommand.sequinePlayerRef

◆ target

UnityEngine.Object Calcatz.Sequine.SequineTargetCommand.target

Property Documentation

◆ nodeWidth

override float Calcatz.Sequine.SequineTargetCommand.nodeWidth
get