Scenegraph¶
Summary¶
namespace MAGES::sceneGraphSpace
namespace MAGES::sceneGraphSpace¶
Summary¶
enum Difficulty
The selected difficulty of Operation
enum ActionType
The Action type to calculate score for analytics
class MAGES::sceneGraphSpace::ActionNodeProperties
class MAGES::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 MAGES::sceneGraphSpace::ScenegraphTraverse
Class with helper functions to traverse through the Operation’s Nodes
Members¶
class MAGES::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 MAGES::sceneGraphSpace::Operation¶
class MAGES::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¶
difficultySelected Dificulty
public inline void SetHolograms(bool option)¶
Sets the holographic option
Parameters¶
optionTrue 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¶
_timer0.1f 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¶
_isManuallyCalledSet 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