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, GenericTask<SequenceTask>
Properties
self
Declaration
public Identifier<SequenceTask> self { get; set; }
Property Value
Type | Description |
---|---|
Identifier<SequenceTask> |
Implements
Methods
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 TaskPointer)
Surrogate method for automatic task execution.
Declaration
public static Result ExecuteSelf(ref TaskPointer self)
Parameters
Type | Name | Description |
---|---|---|
TaskPointer | self | Task reference that is supposed to be executed. |
Returns
Type | Description |
---|---|
Result | Result of the task execution. |
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 |