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    Class ActionBase

    Base class for making input-storable and invokable Actions. This is the very base class for all RuleEngine and Toolbox Actions.

    Inheritance
    object
    ActionBase
    ActionInOut<Input, Output>
    ActionIn<Input>
    ActionOut<Output>
    ActionVoid
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEditor.PixyzPlugin4Unity.UI
    Assembly: Unity.Pixyz.Plugin4Unity.Editor.dll
    Syntax
    public abstract class ActionBase

    Fields

    Name Description
    _isRunning

    Defines if the action is currently running

    _stepName

    Defines the name of the current step the action is in

    _stepProgress

    Defines how much progress has been done in the current step the action is in

    completed

    Event triggered when all processing is done for this action

    executionErrors

    Contains any issue that did arise during the last execution of this action

    progressChanged

    Event triggered any time stepProgress is changed

    Properties

    Name Description
    Input

    The data that had entered your actions.

    IsRunning

    Returns if the action is currenlty doing any execution

    Output

    The data your action ouputed

    StepName

    Return the name of the step in which the action is currently in

    StepProgress

    Returns the how far the action has progress in the current action

    displayNameRuleEngine

    Returns the display name in the context of the RuleEngine(without menu path).

    displayNameToolbox

    Returns the display name in the context of the ToolBox(without menu path)

    helpersMethods

    Eventual helper methods. Helper methods can be added for an Action implementation thanks to the attribute HelperMethod

    id

    The id of the Acton implementation. This id should be unique and is readonly (written in code). The id is the actual reference if the Action is serialized (in a set of RuleEngine Rules for example), hence, this shouldn't be changed if possible when someone uses it.

    inputType

    Specifies what kind of data enters your actions.

    isAsync

    Should the action be fired in as a Task

    isInRuleEngine

    The path used for the contextual menu in the RuleEngine

    isInToolbox

    Returns true if this Action is available trough the Toolbox.

    menuPathRuleEngine

    The menu path for the RuleEngine.

    menuPathToolbox

    The menu path for the Toolbox.

    order

    The order to use when placing this action in a list. If the value is -1, the display name will be used instead;

    outputType

    Specifies what kind of data the actions outputs.

    tooltip

    Returns the tooltip.

    undo

    Undo Action.

    updateStats

    Indicates wether we should update the stats when selection is changed after process

    Methods

    Name Description
    Dispose()

    Should be used to dispose of any temporary assets/objects that are no longer needed after the action execution

    UpdateProgressBar(float, string)

    Will update progress safely to the main thread

    UpdateProgressBarCoroutine(float, string)

    Update the unity ui progress bar with data from UpdateProgressBar

    getErrors()

    Virtual method for Error checks before execution. Returning a non null string array will display each string as an Error on the RuleEngine and Toolbox.

    getInfos()

    Virtual method for Info checks before execution. Returning a non null string array will display each string as an Information on the RuleEngine and Toolbox.

    getWarnings()

    Virtual method for Warning checks before execution. Returning a non null string array will display each string as a Warning on the RuleEngine and Toolbox.

    initialize()

    Initialize parameters from RuleEngineParameters attributes.

    invoke(object, bool)

    Runs the action through reflection

    invokePreProcess(object, bool)

    Runs the action preProcess through reflection

    onAfterDraw()

    Virtual method for implementing operations after the Action gets drawn in the RuleEngine or the Toolbox.

    onBeforeDraw()

    Virtual method for implementing operations before the Action gets drawn in the RuleEngine or the Toolbox.

    onSelectionChanged(IList<GameObject>)

    Called when the selection in the editor changes to validated/check the new selection

    postProcess()

    Process the result of the action to be used into the source context in it's final form.

    postProcessCoroutine()

    Execute the postProcess on a coroutine to ensure that post process is executed on the main thread

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