Struct SequenceTask
The sequence task executes all of its children in order until it encounters a success status.
Namespace: Unity.Kinematica
Syntax
[Data("Sequence", "#2A5637", DataType.Flag.None)]
public struct SequenceTask : Task
Methods
Action()
Creates a new action task as a child of the sequence task.
Declaration
public ActionTask Action()
Returns
Type | Description |
---|---|
ActionTask | Reference to the newly created action task. |
Condition()
Creates a new condition task as a child of the sequence task.
Declaration
public ConditionTask Condition()
Returns
Type | Description |
---|---|
ConditionTask | Reference to the newly created condition task. |
Execute()
Execute method for the sequence task.
Declaration
public Result Execute()
Returns
Type | Description |
---|---|
Result | Result success if a child task executes successfully or if all children have already been successfuly executed (the sequence is then considered to be finished); false otherwise. |
Implements
Remarks
The sequence task executes all of its children in order, one per frame. If one child task execution fails, it will be re-executed again next frame, and so on until it succeeds.
ExecuteSelf(ref TaskRef)
Surrogate method for automatic task execution.
Declaration
public static Result ExecuteSelf(ref TaskRef self)
Parameters
Type | Name | Description |
---|---|---|
TaskRef | self | Task reference that is supposed to be executed. |
Returns
Type | Description |
---|---|
Result | Result of the task execution. |
Parallel()
Creates a new parallel task as a child of the sequence task.
Declaration
public ParallelTask Parallel()
Returns
Type | Description |
---|---|
ParallelTask | Reference to the newly created parallel task. |
Selector()
Creates a new selector task as a child of the sequence task.
Declaration
public SelectorTask Selector()
Returns
Type | Description |
---|---|
SelectorTask | Reference to the newly created selector task. |
Sequence(Boolean, Boolean)
Creates a new sequence task as a child of the sequence task.
Declaration
public SequenceTask Sequence(bool loop = false, bool resetWhenNotExecuted = true)
Parameters
Type | Name | Description |
---|---|---|
Boolean | loop | If false, once the sequence has finished executing all its children, it will do nothing and just return success. If true, sequence will reexecute all its children tasks indefinitely. |
Boolean | resetWhenNotExecuted | If true, and if the sequence isn't executed during one task graph pass, next time the sequence will be executed again, it will restart execution from its first child. |
Returns
Type | Description |
---|---|
SequenceTask | Reference to the newly created sequence task. |
Operators
Implicit(SequenceTask to MemoryIdentifier)
Implicit cast operator that allows to convert a selector task into an identifier.
Declaration
public static implicit operator MemoryIdentifier(SequenceTask task)
Parameters
Type | Name | Description |
---|---|---|
SequenceTask | task |
Returns
Type | Description |
---|---|
MemoryIdentifier |