A plyBlox object is the main worker in the plyBlox Visual Scripting kit. It contains all the States, Events and Blocks that gives behaviour to an object. More...
Inherits MonoBehaviour.
Public Member Functions | |
void | CopyTo (plyBlox o) |
bool | SetCurrentState (string name) |
Sets the current state by name. Returns false if the named state is not present in this plyBlox object. More... | |
bool | SetCurrentState (plyState state) |
Sets the current state. Returns false if the state is not part of this plyBlox object. More... | |
plyEvent | GetEvent (string name) |
Return the first event with the given name and in the currently active State. Return null if not found. Keep in mind that Events can have the same name in the same State. More... | |
bool | RunEvent (string name) |
Run the named Event's blocks. Returns true of the State changed while it was running. More... | |
bool | RunEvent (plyEvent ev) |
Run the Event's blocks. Returns true of the State changed while it was running. More... | |
void | RunEvent (plyEvent ev, float afterTimeout) |
Run the Event's blocks after specified timeout More... | |
bool | GlobalVariableDefined (string name) |
Returns True if variable defined, else False More... | |
plyVar | GetGlobalVariable (string name) |
Return a reference to the named Global Variable. Will return null if the variable does not exist. This is a shortcut to BloxGlobal.GetVariable() More... | |
object | GetGlobalVarValue (string name) |
Return the value of a Global Variable. Return null if it does not exist. Keep in mind that the value might simply be null. This is a shortcut to BloxGlobal.GetVarValue() More... | |
plyVar | SetGlobalVarValue (string name, object val) |
Set the value of a Global Variable. Will create it if it does not exist. Return reference to the variable. Return null if failed to create. This is a shortcut to BloxGlobal.SetVarValue() More... | |
string | EncodeGlobalVariables (bool includeNotPersistVariables) |
Encode the global variables and data into a string. This can be saved to later send to DecodeGlobalVariables. (char)30 and (char)31 are used as separators. GameObject, SystemObject and UnityObject will not be encoded. More... | |
void | DecodeGlobalVariables (string data_s) |
Decode a string that was previously encoded by EncodeGlobalVariables More... | |
bool | LocalVariableDefined (string name) |
Returns True if variable defined, else False More... | |
plyVar | GetLocalVariable (string name) |
Return a reference to the named Local Variable. Will return null if the variable does not exist. More... | |
object | GetLocalVarValue (string name) |
Return the value of a Local Variable. Return null if it does not exist. Keep in mind that the value might simply be null. More... | |
plyVar | SetLocalVarValue (string name, object val) |
Set the value of a Local Variable. Will create it if it does not exist. Return reference to the variable. Return null if failed to create. More... | |
plyVar | SetLocalVarValue (string name, object val, bool persist) |
Set the value of a Local Variable. Will create it if it does not exist. Return reference to the variable. Return null if failed to create. persist will only be applied if it is a new variable. More... | |
string | EncodeLocalVariables (bool includeNotPersistVariables) |
Encode the local variables and data into a string. This can be saved to later send to DecodeLocalVariables. (char)30 and (char)31 are used as separators. GameObject, SystemObject and UnityObject will not be encoded. More... | |
void | DecodeLocalVariables (string data_s) |
Decode a string that was previously encoded by EncodeLocalVariables More... | |
Static Public Member Functions | |
static plyBlox | GetBloxFrom (object o) |
Try and return the plyBlox object from the given Object which can be a GameObject or Component. Returns null if failed. More... | |
static GameObject | GetGameObjectFrom (object o) |
Try and return a GameObject from the given Object which can be the GameObject itself or a Component on the GameObject. Return null if failed. More... | |
static string | EncodeVariables (List< plyVar > vars, bool includeNotPersistVariables) |
Encode the variables and data into a string. This can be saved to later send to DecodeVariables. (char)30 and (char)31 are used as separators. GameObject, SystemObject and UnityObject will not be encoded. More... | |
static List< plyVar > | DecodeVariables (string data_s) |
Decode a string that was previously encoded by EncodeVariables and return a list of variables. More... | |
Public Attributes | |
const int | LOOP_MAX = 1000 |
how many times a loop can repeat before forcing it to exit (to prevent a dead-lock) | |
GameObject | plyBloxGlobalPrefab |
The blox system's global object prefab. This is needed to gain access to Global Variables and other Settings. You will not access this at runtime, use BloxGlobal. | |
List< plyState > | states = new List<plyState>(0) |
All the states defined for the Blox object. | |
List< plyVar > | vars = new List<plyVar>(0) |
A list of all the Local Variables defined in the Blox' inspector. Do not access this directly, use the provided functions. | |
int | uniqueIdOnObject = -1 |
Used to uniquely identify this Blox when there is more than one on the same object. | |
bool | NeedObjectActive = false |
This is set to be a hint to code that want to know. If true then the blox' GameObject should not be made inactive else it could cause some events to fail. Update or Collision events could fail for example. This is only used to give a clue to whom ever is interested in knowing and do not mean the object may not be made inactive at all. More... | |
Protected Member Functions | |
void | Awake () |
IEnumerator | Start () |
void | Update () |
void | LateUpdate () |
void | FixedUpdate () |
void | OnEnable () |
void | OnDisable () |
void | OnDestroy () |
Properties | |
plyState | CurrentState [get] |
The currently active state More... | |
plyBloxGlobal | BloxGlobal [get] |
Runtime reference to the blox system's global object. It contains the global variables and blox system settings. More... | |
Dictionary< string, plyVar > | LocalVars [get] |
A plyBlox object is the main worker in the plyBlox Visual Scripting kit. It contains all the States, Events and Blocks that gives behaviour to an object.
void plyBloxKit.plyBlox.DecodeGlobalVariables | ( | string | data_s | ) |
Decode a string that was previously encoded by EncodeGlobalVariables
void plyBloxKit.plyBlox.DecodeLocalVariables | ( | string | data_s | ) |
Decode a string that was previously encoded by EncodeLocalVariables
|
static |
Decode a string that was previously encoded by EncodeVariables and return a list of variables.
string plyBloxKit.plyBlox.EncodeGlobalVariables | ( | bool | includeNotPersistVariables | ) |
Encode the global variables and data into a string. This can be saved to later send to DecodeGlobalVariables. (char)30 and (char)31 are used as separators. GameObject, SystemObject and UnityObject will not be encoded.
string plyBloxKit.plyBlox.EncodeLocalVariables | ( | bool | includeNotPersistVariables | ) |
Encode the local variables and data into a string. This can be saved to later send to DecodeLocalVariables. (char)30 and (char)31 are used as separators. GameObject, SystemObject and UnityObject will not be encoded.
|
static |
Encode the variables and data into a string. This can be saved to later send to DecodeVariables. (char)30 and (char)31 are used as separators. GameObject, SystemObject and UnityObject will not be encoded.
|
static |
Try and return the plyBlox object from the given Object which can be a GameObject or Component. Returns null if failed.
plyEvent plyBloxKit.plyBlox.GetEvent | ( | string | name | ) |
Return the first event with the given name and in the currently active State. Return null if not found. Keep in mind that Events can have the same name in the same State.
|
static |
Try and return a GameObject from the given Object which can be the GameObject itself or a Component on the GameObject. Return null if failed.
plyVar plyBloxKit.plyBlox.GetGlobalVariable | ( | string | name | ) |
Return a reference to the named Global Variable. Will return null if the variable does not exist. This is a shortcut to BloxGlobal.GetVariable()
object plyBloxKit.plyBlox.GetGlobalVarValue | ( | string | name | ) |
Return the value of a Global Variable. Return null if it does not exist. Keep in mind that the value might simply be null. This is a shortcut to BloxGlobal.GetVarValue()
plyVar plyBloxKit.plyBlox.GetLocalVariable | ( | string | name | ) |
Return a reference to the named Local Variable. Will return null if the variable does not exist.
object plyBloxKit.plyBlox.GetLocalVarValue | ( | string | name | ) |
Return the value of a Local Variable. Return null if it does not exist. Keep in mind that the value might simply be null.
bool plyBloxKit.plyBlox.GlobalVariableDefined | ( | string | name | ) |
Returns True if variable defined, else False
bool plyBloxKit.plyBlox.LocalVariableDefined | ( | string | name | ) |
Returns True if variable defined, else False
bool plyBloxKit.plyBlox.RunEvent | ( | string | name | ) |
Run the named Event's blocks. Returns true of the State changed while it was running.
bool plyBloxKit.plyBlox.RunEvent | ( | plyEvent | ev | ) |
Run the Event's blocks. Returns true of the State changed while it was running.
void plyBloxKit.plyBlox.RunEvent | ( | plyEvent | ev, |
float | afterTimeout | ||
) |
Run the Event's blocks after specified timeout
bool plyBloxKit.plyBlox.SetCurrentState | ( | string | name | ) |
Sets the current state by name. Returns false if the named state is not present in this plyBlox object.
bool plyBloxKit.plyBlox.SetCurrentState | ( | plyState | state | ) |
Sets the current state. Returns false if the state is not part of this plyBlox object.
plyVar plyBloxKit.plyBlox.SetGlobalVarValue | ( | string | name, |
object | val | ||
) |
Set the value of a Global Variable. Will create it if it does not exist. Return reference to the variable. Return null if failed to create. This is a shortcut to BloxGlobal.SetVarValue()
plyVar plyBloxKit.plyBlox.SetLocalVarValue | ( | string | name, |
object | val | ||
) |
Set the value of a Local Variable. Will create it if it does not exist. Return reference to the variable. Return null if failed to create.
plyVar plyBloxKit.plyBlox.SetLocalVarValue | ( | string | name, |
object | val, | ||
bool | persist | ||
) |
Set the value of a Local Variable. Will create it if it does not exist. Return reference to the variable. Return null if failed to create. persist will only be applied if it is a new variable.
bool plyBloxKit.plyBlox.NeedObjectActive = false |
This is set to be a hint to code that want to know. If true then the blox' GameObject should not be made inactive else it could cause some events to fail. Update or Collision events could fail for example. This is only used to give a clue to whom ever is interested in knowing and do not mean the object may not be made inactive at all.
|
get |
Runtime reference to the blox system's global object. It contains the global variables and blox system settings.
|
get |
The currently active state