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96 lines
3.4 KiB
96 lines
3.4 KiB
using System; |
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namespace Fungus |
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{ |
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[Flags] |
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public enum ExecuteMethod |
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{ |
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AfterPeriodOfTime = 1 << 0, |
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Start = 1 << 1, |
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Update = 1 << 2, |
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FixedUpdate = 1 << 3, |
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LateUpdate = 1 << 4, |
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OnDestroy = 1 << 5, |
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OnEnable = 1 << 6, |
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OnDisable = 1 << 7, |
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OnControllerColliderHit = 1 << 8, |
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OnParticleCollision = 1 << 9, |
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OnJointBreak = 1 << 10, |
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OnBecameInvisible = 1 << 11, |
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OnBecameVisible = 1 << 12, |
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OnTriggerEnter = 1 << 13, |
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OnTriggerExit = 1 << 14, |
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OnTriggerStay = 1 << 15, |
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OnCollisionEnter = 1 << 16, |
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OnCollisionExit = 1 << 17, |
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OnCollisionStay = 1 << 18, |
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OnTriggerEnter2D = 1 << 19, |
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OnTriggerExit2D = 1 << 20, |
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OnTriggerStay2D = 1 << 21, |
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OnCollisionEnter2D = 1 << 22, |
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OnCollisionExit2D = 1 << 23, |
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OnCollisionStay2D = 1 << 24, |
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} |
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/// <summary> |
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/// Executes an LuaScript component in the same gameobject when a condition occurs. |
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/// </summary> |
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public interface IExecuteHandler |
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{ |
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float ExecuteAfterTime { get; set; } |
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bool RepeatExecuteTime { get; set; } |
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float RepeatEveryTime { get; set; } |
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int ExecuteAfterFrames { get; set; } |
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bool RepeatExecuteFrame { get; set; } |
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int RepeatEveryFrame { get; set; } |
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ExecuteMethod ExecuteMethods { get; set; } |
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/// <summary> |
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/// Returns true if the specified execute method option has been enabled. |
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/// </summary> |
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bool IsExecuteMethodSelected(ExecuteMethod method); |
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/// <summary> |
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/// Execute the Lua script immediately. |
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/// This is the function to call if you want to trigger execution from an external script. |
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/// </summary> |
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void Execute(); |
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} |
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public interface IExecuteHandlerConfigurator |
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{ |
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/// <summary> |
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/// If the assertion is evaluated in Update, after how many frame should the evaluation start. Defult is 1 (first frame) |
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/// </summary> |
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int UpdateExecuteStartOnFrame { set; } |
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/// <summary> |
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/// If the assertion is evaluated in Update and UpdateExecuteRepeat is true, how many frame should pass between evaluations |
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/// </summary> |
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int UpdateExecuteRepeatFrequency { set; } |
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/// <summary> |
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/// If the assertion is evaluated in Update, should the evaluation be repeated after UpdateExecuteRepeatFrequency frames |
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/// </summary> |
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bool UpdateExecuteRepeat { set; } |
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/// <summary> |
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/// If the assertion is evaluated after a period of time, after how many seconds the first evaluation should be done |
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/// </summary> |
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float TimeExecuteStartAfter { set; } |
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/// <summary> |
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/// If the assertion is evaluated after a period of time and TimeExecuteRepeat is true, after how many seconds should the next evaluation happen |
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/// </summary> |
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float TimeExecuteRepeatFrequency { set; } |
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/// <summary> |
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/// If the assertion is evaluated after a period, should the evaluation happen again after TimeExecuteRepeatFrequency seconds |
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/// </summary> |
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bool TimeExecuteRepeat { set; } |
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ExecuteHandler Component { get; } |
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} |
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} |