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    Class ActionFork

    Implements the "Interacting", "Combining" and "Custom" Action functionality of the TrainAR Framework, therefore it checks if the user triggered the "Interact", "Combine" Buttons or triggered a CustomAction through scripts and allows to check this against the stored state in the visual statemachine.

    This is the fork version of the action node. Therefore there are multiple correct answers and the stateflow enters a fork depending on which one is selected.

    Inheritance
    System.Object
    ActionFork
    Namespace: Visual_Scripting
    Assembly: Assembly-CSharp.dll
    Syntax
    public class ActionFork : Unit

    Fields

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    actionChoice

    What type of actions are accepted by this node.

    Declaration
    public ActionFork.TrainARActionChoices actionChoice
    Field Value
    Type Description
    ActionFork.TrainARActionChoices

    Set in node in the editor. Default is Interaction.

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    actionCount

    How many actions are in this node.

    Declaration
    public int actionCount
    Field Value
    Type Description
    System.Int32

    Set in node in the editor.Default is 1.

    Properties

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    ARCombinableName1s

    The Name of the first correct interactable for this step.

    Declaration
    public List<ValueInput> ARCombinableName1s { get; }
    Property Value
    Type Description
    System.Collections.Generic.List<ValueInput>

    Set in node in the editor.

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    ARCombinableName2s

    The Name of the second correct interactable for this step.

    Declaration
    public List<ValueInput> ARCombinableName2s { get; }
    Property Value
    Type Description
    System.Collections.Generic.List<ValueInput>

    Set in node in the editor.

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    ARInteractableNames

    The Name of the correct interactable for this step.

    Declaration
    public List<ValueInput> ARInteractableNames { get; }
    Property Value
    Type Description
    System.Collections.Generic.List<ValueInput>

    Set in node in the editor.

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    CorrectActions

    The Output port of the Unity that is triggered when the users interaction was CORRECT.

    Declaration
    public List<ControlOutput> CorrectActions { get; }
    Property Value
    Type Description
    System.Collections.Generic.List<ControlOutput>

    Set in node in the editor.

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    CorrectParameterTexts

    The correct parameter for the custom event.

    Declaration
    public List<ValueInput> CorrectParameterTexts { get; }
    Property Value
    Type Description
    System.Collections.Generic.List<ValueInput>

    Set in node in the editor.

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    graphReference

    The Graphreference stores the current position in the flow graph to revisit it on Event/Action triggers.

    Declaration
    public GraphReference graphReference { get; }
    Property Value
    Type Description
    GraphReference

    Set in node in the editor.

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    IncorrectAction

    The Output port of the Unity that is triggered when the users interaction was INCORRECT.

    Declaration
    public ControlOutput IncorrectAction { get; }
    Property Value
    Type Description
    ControlOutput

    Set in node in the editor.

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    InputFlow

    The Input port of the Unit that triggers the internal logic.

    Declaration
    public ControlInput InputFlow { get; }
    Property Value
    Type Description
    ControlInput

    Set in node in the editor.

    Methods

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    Definition()

    Defines the Nodes input, output and value ports.

    Declaration
    protected override void Definition()
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