Scenegraph

Summary

namespace ovidVR::sceneGraphSpace

namespace ovidVR::sceneGraphSpace

Summary

enum Difficulty The selected difficulty of Operation

enum ActionType
The Action type to calculate score for analytics

class ovidVR::sceneGraphSpace::ActionNodeProperties

class ovidVR::sceneGraphSpace::Operation Singleton Class Operation is the game object (Node) that has all the Lesson as children. This Node will be the root of scenegraph after Initialization

class ovidVR::sceneGraphSpace::ScenegraphTraverse Class with helper functions to traverse through the Operation’s Nodes

Members

enum Difficulty

Easy
Medium
Hard

The selected difficulty of Operation

enum ActionType

Simple
Basic
Crucial

The Action type to calculate score for analytics

class ovidVR::sceneGraphSpace::ActionNodeProperties

Summary

public int lessonID

public int stageID

public int actionID

public string actionName

public inline  ActionNodeProperties(int _lessonID,int _stageID,int _actionID,string _actionName)

Members

public int lessonID
public int stageID
public int actionID
public string actionName
public inline  ActionNodeProperties(int _lessonID,int _stageID,int _actionID,string _actionName)

class ovidVR::sceneGraphSpace::Operation

class ovidVR::sceneGraphSpace::Operation
  : public MonoBehaviour

Singleton Class Operation is the game object (Node) that has all the Lesson as children. This Node will be the root of scenegraph after Initialization

Summary

{property} Operation Get

public Action onPerformAllActions

public inline void LoadLSA()

public inline void AddActionOnPerform(Action setAction) Set custom invokes to run on perform

public inline void AddActionOnUndo(Action setAction) Set custom invokes to run on undo

public inline void AddActionAfterUndo(Action setAction) Set custom invokes to run on undo

public inline void AddActionAfterInitialize(Action setAction) Set custom invokes to run after initialize

public inline void RemoveActionOnUndo(Action removeActon) Remove an action from Undo

public inline void RemoveActionOnPerform(Action removeActon) Remove an action from Perform

public inline void AddActionOnStagePerform(Action setAction) Set custom invokes to run on the perform of a Stage

public inline void RemoveActionAfterInitialize(Action removeActon) Remove an action from [after initialize list]

public inline List< Action > GetOnStagePerformInvokesList()

public inline void AddActionOnStageUndo(Action setAction) Set custom invokes to run on the perform of a Stage

public inline List< Action > GetOnStageUndoInvokesList()

public inline bool Perform() This is the main function for Traversing the graph Perform is being called from the Operation node and moves through the graph to find the current Action that needs to be performed. Then recursively travels back the root

public inline bool Undo() Undo goes to the previous Action in the graph The methodology is the same as Perform

public inline int GetLessonID() Returns the current Lesson ID

public inline int GetStageID() Returns the current Stage ID

public inline int GetActionID() Returns the current Action ID

public inline bool GetSkipAction() Returns if current mode is jump lesson

public inline GameObject GetOperationNode() Returns the gameObject the operation is assigned to

public inline string GetOperationName() Returns the name of operation

public inline int GetNumberOfLessons() Returns the total number of Lessons

public inline bool GetHologramOption() Returns the current holographic state

public inline Difficulty GetOperationDifficulty() Returns the operations difficulty

public inline ActionType GetCurrentActionType() Returns the current Action’s Type for analytics

public inline float GetCurrentAverageActionTime() Returns the current Action’s average time for analytics

public inline float GetDemoActionSkipTimer() IEnumeration timer for demo actions that will be skipped

public inline void SetOperationName(string opName) Set the operation’s name

public inline void SetOperationDifficulty(Difficulty difficulty) Sets the operations difficulty

public inline void SetHolograms(bool option) Sets the holographic option

public inline void SetJumpingLessons(bool _setJump) Don’t Use outside of scenegraph!

public inline void SetDemoActionSkipTimer(float _timer) IEnumeration timer for demo actions that will be skipped

public inline bool PerformByServer() Sets the perform by server

public inline bool UndoByServer() Sets the Undo by server

public inline void SkipCurrentAction(bool _isManuallyCalled) Skips current Action for Analytics

public inline void SetNextActionForInitialization(int lessonID,int stageID,int actionID)

public inline GameObject GetCurrentLesson() Returns the Current Lesson of this active operation

public inline GameObject GetCurrentStage() Returns the gameObject of current Stage on the scenegraph

public inline GameObject GetCurrentAction() Returns the gameObject of current Action on the scenegraph

Members

{property} Operation Get
public Action onPerformAllActions
public inline void LoadLSA()
public inline void AddActionOnPerform(Action setAction)

Set custom invokes to run on perform

public inline void AddActionOnUndo(Action setAction)

Set custom invokes to run on undo

public inline void AddActionAfterUndo(Action setAction)

Set custom invokes to run on undo

public inline void AddActionAfterInitialize(Action setAction)

Set custom invokes to run after initialize

public inline void RemoveActionOnUndo(Action removeActon)

Remove an action from Undo

public inline void RemoveActionOnPerform(Action removeActon)

Remove an action from Perform

public inline void AddActionOnStagePerform(Action setAction)

Set custom invokes to run on the perform of a Stage

public inline void RemoveActionAfterInitialize(Action removeActon)

Remove an action from [after initialize list]

public inline List< Action > GetOnStagePerformInvokesList()
public inline void AddActionOnStageUndo(Action setAction)

Set custom invokes to run on the perform of a Stage

public inline List< Action > GetOnStageUndoInvokesList()
public inline bool Perform()

This is the main function for Traversing the graph Perform is being called from the Operation node and moves through the graph to find the current Action that needs to be performed. Then recursively travels back the root

After Performing an action we also have to Initialize the properties of the next one to be ready for the next

Returns

True if there is a next lesson OR False if this is the last one

public inline bool Undo()

Undo goes to the previous Action in the graph The methodology is the same as Perform

After Undo we have to set the current Actions properties to Perform this one again

Returns

True if there is a next lesson OR False if this is the last one

public inline int GetLessonID()

Returns the current Lesson ID

public inline int GetStageID()

Returns the current Stage ID

public inline int GetActionID()

Returns the current Action ID

public inline bool GetSkipAction()

Returns if current mode is jump lesson

public inline GameObject GetOperationNode()

Returns the gameObject the operation is assigned to

public inline string GetOperationName()

Returns the name of operation

public inline int GetNumberOfLessons()

Returns the total number of Lessons

public inline bool GetHologramOption()

Returns the current holographic state

public inline Difficulty GetOperationDifficulty()

Returns the operations difficulty

public inline ActionType GetCurrentActionType()

Returns the current Action’s Type for analytics

public inline float GetCurrentAverageActionTime()

Returns the current Action’s average time for analytics

public inline float GetDemoActionSkipTimer()

IEnumeration timer for demo actions that will be skipped

public inline void SetOperationName(string opName)

Set the operation’s name

public inline void SetOperationDifficulty(Difficulty difficulty)

Sets the operations difficulty

Parameters
  • difficulty Selected Dificulty

public inline void SetHolograms(bool option)

Sets the holographic option

Parameters
  • option True to enable holograms and False to disable

public inline void SetJumpingLessons(bool _setJump)

Dont Use outside of scenegraph!

public inline void SetDemoActionSkipTimer(float _timer)

IEnumeration timer for demo actions that will be skipped

Parameters
  • _timer 0.1f to 10f seconds

public inline bool PerformByServer()

Sets the perform by server

public inline bool UndoByServer()

Sets the Undo by server

public inline void SkipCurrentAction(bool _isManuallyCalled)

Skips current Action for Analytics

Parameters
  • _isManuallyCalled Set to True if called manually from user input, e.g. button press

public inline void SetNextActionForInitialization(int lessonID,int stageID,int actionID)
public inline GameObject GetCurrentLesson()

Returns the Current Lesson of this active operation

public inline GameObject GetCurrentStage()

Returns the gameObject of current Stage on the scenegraph

public inline GameObject GetCurrentAction()

Returns the gameObject of current Action on the scenegraph

class ovidVR::sceneGraphSpace::ScenegraphTraverse

Class with helper functions to traverse through the Operation’s Nodes