/// <summary> /// Creates an action group, a set which runs all actions in parallel /// </summary> /// <param name="owner">A reference to the owner of this action sequence.</param> /// <returns></returns> public static ActionSet Group(ActionsOwner owner) { // Construct the sequence ActionSet sequence = new ActionGroup(); // Add it to the owner owner.Add(sequence); // Return it return(sequence); }
ActionsOwner SubscribeToActions(GameObject gameObj) { if (activeActions.ContainsKey(gameObj)) { return(activeActions[gameObj]); } // If it has not already been added to the ActionSpace, do so if (!recentlyAddedActions.ContainsKey(gameObj)) { //Trace.Script("'" + gameObj.name + "'"); //Trace.Script("Adding '" + gameObj.name + "' to the ActionSpace"); if (Actions.debug) { Trace.Script("Adding the GameObject to the ActionSpace"); } var owner = new ActionsOwner(gameObj); recentlyAddedActions.Add(gameObj, owner); gameObj.AddComponent <ActionsRegistration>(); } return(recentlyAddedActions[gameObj]); }
/// <summary> /// Cancels all active actions of the ActionsOwner. /// </summary> /// <param name="owner">A reference to the owner of this action sequence.</param> public static void Cancel(ActionsOwner owner) { owner.Clear(); }