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¶
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)
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¶
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¶
public Action
onPerformAllActions
¶
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