Sequine - Scripting API
Calcatz.Sequine.TextAnimationCommand Class Reference

Changes/modifies the text of a TextMeshPro Text component, and apply animation to it. More...

Inheritance diagram for Calcatz.Sequine.TextAnimationCommand:
Calcatz.CookieCutter.Command< float >

Public Member Functions

override void Execute (CommandExecutionFlow _flow)
 The process to execute upon visiting the main in-point (white in-point). More...
 
override float GetOutput (CommandExecutionFlow _flow, int _pointIndex)
 
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_InitOutPoints ()
 Called when a Command Node is initialized, specifically the out-points. Use this method to ensure nextIds as well. More...
 
override void Editor_OnDrawTitle (out string _tooltip)
 Called when a Command Node's title is drawn. Use this to change the tooltip of the command. Also use this to decide whether the Title should draw in-point and/or out-point. More...
 
override void Editor_OnDrawContents (Vector2 _absPosition)
 Called when a Command Node is drawn. More...
 

Public Attributes

UnityEngine.Object target
 
TargetObject< SequineTextsequineTextRef
 
System.String text
 
System.Boolean appendWithPreviousText
 
TextBehaviourProfile behaviourProfile
 
bool editor_targetCrossSceneObject
 

Protected Member Functions

override void HandleInterruption ()
 Called when the current flow is force killed, while the currently executed command is exactly this command, and has not exited. Note that "exited" here means that Exit() method has been called. More...
 
SequineText GetSequineText (CommandExecutionFlow _flow)
 

Properties

override float nodeWidth [get]
 

Detailed Description

Changes/modifies the text of a TextMeshPro Text component, and apply animation to it.

Member Function Documentation

◆ Editor_InitInPoints()

override void Calcatz.Sequine.TextAnimationCommand.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_InitOutPoints()

override void Calcatz.Sequine.TextAnimationCommand.Editor_InitOutPoints ( )
virtual

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

Reimplemented from Calcatz.CookieCutter.Command< float >.

◆ Editor_OnDrawContents()

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

Called when a Command Node is drawn.

Parameters
_absPosition

Reimplemented from Calcatz.CookieCutter.Command< float >.

◆ Editor_OnDrawTitle()

override void Calcatz.Sequine.TextAnimationCommand.Editor_OnDrawTitle ( out string  _tooltip)
virtual

Called when a Command Node's title is drawn. Use this to change the tooltip of the command. Also use this to decide whether the Title should draw in-point and/or out-point.

Parameters
_tooltip

Reimplemented from Calcatz.CookieCutter.Command< float >.

◆ Execute()

override void Calcatz.Sequine.TextAnimationCommand.Execute ( CommandExecutionFlow  _flow)
virtual

The process to execute upon visiting the main in-point (white in-point).

Parameters
_flow

Reimplemented from Calcatz.CookieCutter.Command< float >.

◆ GetOutput()

override float Calcatz.Sequine.TextAnimationCommand.GetOutput ( CommandExecutionFlow  _flow,
int  _pointIndex 
)
virtual

◆ GetSequineText()

SequineText Calcatz.Sequine.TextAnimationCommand.GetSequineText ( CommandExecutionFlow  _flow)
protected

◆ HandleInterruption()

override void Calcatz.Sequine.TextAnimationCommand.HandleInterruption ( )
protectedvirtual

Called when the current flow is force killed, while the currently executed command is exactly this command, and has not exited. Note that "exited" here means that Exit() method has been called.

Reimplemented from Calcatz.CookieCutter.Command< float >.

◆ Validate()

override bool Calcatz.Sequine.TextAnimationCommand.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

◆ appendWithPreviousText

System.Boolean Calcatz.Sequine.TextAnimationCommand.appendWithPreviousText

◆ behaviourProfile

TextBehaviourProfile Calcatz.Sequine.TextAnimationCommand.behaviourProfile

◆ editor_targetCrossSceneObject

bool Calcatz.Sequine.TextAnimationCommand.editor_targetCrossSceneObject

◆ sequineTextRef

TargetObject<SequineText> Calcatz.Sequine.TextAnimationCommand.sequineTextRef

◆ target

UnityEngine.Object Calcatz.Sequine.TextAnimationCommand.target

◆ text

System.String Calcatz.Sequine.TextAnimationCommand.text

Property Documentation

◆ nodeWidth

override float Calcatz.Sequine.TextAnimationCommand.nodeWidth
get