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    Class Scenario<T>

    The base class of scenarios with serializable constants

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    ScenarioBase
    Scenario<T>
    PerceptionScenario<T>
    Inherited Members
    ScenarioBase.activeScenario
    ScenarioBase.state
    ScenarioBase.configuration
    ScenarioBase.activeRandomizers
    ScenarioBase.randomizers
    ScenarioBase.currentIterationFrame
    ScenarioBase.framesSinceInitialization
    ScenarioBase.currentIteration
    ScenarioBase.isScenarioReadyToStart
    ScenarioBase.isIterationComplete
    ScenarioBase.isScenarioComplete
    ScenarioBase.IncrementIteration()
    ScenarioBase.SerializeToJson()
    ScenarioBase.SerializeToFile(string)
    ScenarioBase.LoadConfigurationFromFile(string)
    ScenarioBase.LoadConfigurationAsset()
    ScenarioBase.DeserializeConfiguration()
    ScenarioBase.ResetRandomStateOnIteration()
    ScenarioBase.OnResumeSimulation()
    ScenarioBase.OnAwake()
    ScenarioBase.OnStart()
    ScenarioBase.OnIterationStart()
    ScenarioBase.OnIterationEnd()
    ScenarioBase.OnUpdate()
    ScenarioBase.OnComplete()
    ScenarioBase.OnIdle()
    ScenarioBase.Restart()
    ScenarioBase.Quit()
    ScenarioBase.OnEnable()
    ScenarioBase.OnDisable()
    ScenarioBase.OnDestroy()
    ScenarioBase.AddRandomizer(Randomizer)
    ScenarioBase.InsertRandomizer(int, Randomizer)
    ScenarioBase.RemoveRandomizerAt(int)
    ScenarioBase.GetRandomizer(int)
    ScenarioBase.GetRandomizer<T>()
    ScenarioBase.RestartIteration()
    ScenarioBase.DelayIteration()
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.Perception.Randomization.Scenarios
    Assembly: Unity.Perception.Runtime.dll
    Syntax
    public abstract class Scenario<T> : ScenarioBase where T : ScenarioConstants, new()
    Type Parameters
    Name Description
    T

    The type of scenario constants to serialize

    Fields

    constants

    A construct containing serializable constants that control the execution of this scenario

    Declaration
    public T constants
    Field Value
    Type Description
    T

    Properties

    genericConstants

    Returns this scenario's non-typed serialized constants

    Declaration
    public override ScenarioConstants genericConstants { get; }
    Property Value
    Type Description
    ScenarioConstants
    Overrides
    ScenarioBase.genericConstants
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