public void SwitchUserAction(string actionType)
 {
     ActionGraph.SwitchAction(actionType);
 }
Beispiel #2
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 public GraphMachine(ActionGraph graph)
 {
     Graph = graph;
 }
 internal override void OnDestroy()
 {
     ActionGraph.TryRepairAsset(AssetPath, Asset);
 }
 public ActionGraphEditorAnimParamNode(ActionGraph graph, ActionGraphNode node, ActionGraphPresenter presenter)
     : base(graph, node, presenter)
 {
 }
Beispiel #5
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 public Task <ActionResult> RunActionBlockAsync(BlockType Type, IEntity Source, ActionGraph Actions, IEntity Target = null, int Index = -2)
 {
     return(RunActionBlockAsync(Type, Source, Actions.Unravel(), Target, Index));
 }
Beispiel #6
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 internal ActionGraph Then(ActionGraph g)
 {
     return(((ActionGraph)this).Then(g));
 }
Beispiel #7
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 // Action block indexing rules:
 // TRIGGER: 0 for normal entities; -1 for player if not specified; always -1 for Game; otherwise index in Triggers.cs
 // PLAY: Always 0
 // DEATHS: Always 0
 // POWER: Always -1
 // FATIGUE: Always 0
 // ATTACK: Always -1
 // JOUST: Always 0
 // RITUAL: Always 0
 public void QueueActionBlock(BlockType Type, IEntity Source, ActionGraph Actions, IEntity Target = null, int Index = -2)
 {
     QueueActionBlock(Type, Source, Actions.Unravel(), Target, Index);
 }
Beispiel #8
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 public void Queue(IEntity source, ActionGraph g)
 {
     ActionQueue.EnqueueDeferred(source, g);
 }
Beispiel #9
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 public ActionResult Action(IEntity source, ActionGraph g)
 {
     return(ActionQueue.Run(source, g));
 }
Beispiel #10
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 public Task <ActionResult> ActionAsync(IEntity source, ActionGraph g)
 {
     return(ActionQueue.RunAsync(source, g));
 }
Beispiel #11
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 public GraphNode OnNodeAdded(ActionGraph asset, ActionGraphNode node)
 {
     return(CreateNodeEditor(node, asset));
 }