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    Class SetObjectActiveAction

    Inheritance
    object
    Node
    Action
    SetObjectActiveAction
    Inherited Members
    Action.Parent
    Action.AwakeParents()
    Node.CurrentStatus
    Node.GameObject
    Node.OnStart()
    Node.OnUpdate()
    Node.OnEnd()
    Node.ResetStatus()
    Node.StartNode(Node)
    Node.EndNode(Node)
    Node.AwakeNode(Node)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: Global Namespace
    Assembly: Unity.Muse.Behavior.dll
    Syntax
    [Serializable]
    [NodeDescription("Set Object Active State", "Sets the active state of an object.", "Set [Object] state to: [Active]", "", "Action", "634fab3048befb7df4b56527d8d76eee", null, "C:\\temp\\com.unity.muse.behavior@0.9\\Packages\\com.unity.muse.behavior\\Runtime\\Execution\\Nodes\\Actions\\ToggleObjectStateAction.cs")]
    public class SetObjectActiveAction : Action

    Fields

    Active

    Declaration
    public BlackboardVariable<bool> Active
    Field Value
    Type Description
    BlackboardVariable<bool>

    Object

    Declaration
    public BlackboardVariable<GameObject> Object
    Field Value
    Type Description
    BlackboardVariable<GameObject>

    Methods

    OnStart()

    OnStart is called when the node starts running.

    Declaration
    protected override Node.Status OnStart()
    Returns
    Type Description
    Node.Status

    The status of the node.

    Overrides
    Node.OnStart()
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