PropertyInterface
Nectunia.PropertyInterface.Property2 Class Reference

Detailed Description

Base component to add Property with 2 values on Gameobjects.

Inheritance diagram for Nectunia.PropertyInterface.Property2:
Nectunia.PropertyInterface.Property Nectunia.PropertyInterface.MonoBehaviourTagged

Properties

PropertyValue B [get, set]
 The PropertyValue B. More...
 
- Properties inherited from Nectunia.PropertyInterface.Property
PropertyValue A [get, set]
 The PropertyValue A. More...
 
Property.SourceType SourcesType [get, set]
 The SourceType of the PropertyValue A. More...
 
Component Component [get, set]
 The Component of the PropertyValue A. More...
 
Type ComponentType [get]
 The ComponentType of the PropertyValue A. More...
 
- Properties inherited from Nectunia.PropertyInterface.MonoBehaviourTagged
TagID TagID [get, set]
 The TagID used by the component. More...
 
Tag.ValueType ValuesType [get, protected set]
 The Tag.ValueType of the component's values. More...
 
Tag Tag [get]
 Get from the Tags list the Tag wich have the same TagID than this component. More...
 
Texture2D Icon [get]
 Get the icon of the Tag More...
 

Public Member Functions

override void SetValuesType ()
 Set the Tag.ValueType for all PropertyValue. More...
 
override void RefreshValuesObject ()
 Refresh all object values with the serializedValues. More...
 
override void SynchronizeValues ()
 Synchronize the values with their sources if need. More...
 
override bool AtLeastOneSourceIsSet ()
 Check if the sources of the values are set or not. More...
 
- Public Member Functions inherited from Nectunia.PropertyInterface.Property
delegate void BeforeUpdateCallbackDelegate ()
 
delegate void AfterUpdateCallbackDelegate ()
 
virtual Type GetValuesSystemType ()
 Get the System Type of the values. More...
 
void OnEnable ()
 Add the Property in the PropertyUpdater in the Scene. More...
 
void DelayedUpdate ()
 Update the Type of the values and then synchronize them with their sources. More...
 
void OnDisable ()
 Remove the Property in the PropertyUpdater in the Scene. More...
 
- Public Member Functions inherited from Nectunia.PropertyInterface.MonoBehaviourTagged
virtual void UpdateValuesType ()
 Update ValuesType. More...
 
virtual bool CheckIntegrity ()
 Check if the Tag, ValuesType are good. Update the Icon anyway. More...
 
bool CheckValuesType (Tag tag)
 Check if the ValuesType is equals to the passed Tag.ValuesType. More...
 

Protected Member Functions

override void SetValuesSourceType (SourceType newType)
 Set a new Property.SourceType for all PropertyValue. More...
 
override void SetValuesComponent (Component newComponent)
 Set a new Component for all PropertyValue. More...
 
- Protected Member Functions inherited from Nectunia.PropertyInterface.Property
virtual void SetValuesSourceType (Property.SourceType newType)
 Set a new Property.SourceType for all PropertyValue. More...
 
override void OnValuesTypeChanged ()
 Event triggered when the Type of the values changed. More...
 
- Protected Member Functions inherited from Nectunia.PropertyInterface.MonoBehaviourTagged
virtual void OnTagIDChanged ()
 Event triggered when TagID changed. More...
 
virtual void WarningUpdate ()
 Log a warning in the console to say the MonoBehaviourTagged have to be updated. More...
 
virtual void WarningUpdate (Tag tag)
 Log a warning in the console to say the MonoBehaviourTagged have to be updated. More...
 
virtual void WarningUnknownTag ()
 Log a warning in the console to say the MonoBehaviourTagged have an Unknown Tag. More...
 
virtual void WarningIconUpdated (Tag tag)
 Log a warning in the console to say the MonoBehaviourTagged icon have been automaticaly updated. More...
 

Additional Inherited Members

- Public Attributes inherited from Nectunia.PropertyInterface.Property
BeforeUpdateCallbackDelegate onBeforeUpdateCallback
 
AfterUpdateCallbackDelegate onAfterUpdateCallback
 
- Public Types inherited from Nectunia.PropertyInterface.Property
enum  SourceType { SourceType.Manual, SourceType.Component_Master, SourceType.Component_Slave }
 List all the possible sources for the PropertyValue. More...
 
- Static Public Member Functions inherited from Nectunia.PropertyInterface.Property
static List< PropertyGetProperties (bool includeInactive=false)
 Get all Property in the current scene. More...
 
static List< PropertyGetProperties (TagID tagID, bool includeInactive=false)
 Get all Property in the current scene wich have the passed TagID. More...
 
static List< PropertyGetProperties (GameObject target)
 Get all Property in the target gameobject. More...
 
static List< PropertyGetProperties (GameObject target, TagID tagID)
 Get all Property in the target gameobject wich have the passed TagID. More...
 
static void GetProperties (ref List< Property > results, bool includeInactive=false)
 Get all Property in the current scene. More...
 
static void GetProperties (TagID tagID, ref List< Property > results, bool includeInactive=false)
 Get all Property in the current scene wich have the passed TagID. More...
 
static void GetProperties (GameObject target, ref List< Property > results)
 Get all Property in the target gameobject. More...
 
static void GetProperties (GameObject target, TagID tagID, ref List< Property > results)
 Get all Property in the target gameobject wich have the passed TagID. More...
 
static List< PropertyGetPropertiesInChildren (GameObject target, bool includeInactive=false)
 Get all Property in the target gameobject and it's children. More...
 
static List< PropertyGetPropertiesInChildren (GameObject target, TagID tagID, bool includeInactive=false)
 Get all Property with the passed TagID in the target gameobject and it's children. More...
 
static void GetPropertiesInChildren (GameObject target, ref List< Property > results, bool includeInactive=false)
 Get all Property in the target gameobject and it's children. More...
 
static void GetPropertiesInChildren (GameObject target, TagID tagID, ref List< Property > results, bool includeInactive=false)
 Get all Property with the passed TagID in the target gameobject and it's children. More...
 
static Property GetProperty (bool includeInactive=false)
 Get the First Property in the current scene. More...
 
static Property GetProperty (TagID tagID, bool includeInactive=false)
 Get the first Property in the current scene wich have the passed TagID. More...
 
static Property GetProperty (GameObject target)
 Get the first Property in the target gameobject. More...
 
static Property GetProperty (GameObject target, TagID tagID)
 Get the first Property in the target gameobject wich have the passed TagID. More...
 
static void GetProperty (ref Property result, bool includeInactive=false)
 Get the first Property in the current scene. More...
 
static void GetProperty (TagID tagID, ref Property result, bool includeInactive=false)
 Get the first Property in the current scene wich have the passed TagID. More...
 
static void GetProperty (GameObject target, ref Property result)
 Get the first Property in the target gameobject. More...
 
static void GetProperty (GameObject target, TagID tagID, ref Property result)
 Get the first Property in the target gameobject wich have the passed TagID. More...
 
static Property GetPropertyInChildren (GameObject target, bool includeInactive=false)
 Get the first Property in the target gameobject and it's children. More...
 
static Property GetPropertyInChildren (GameObject target, TagID tagID, bool includeInactive=false)
 Get the first Property with the passed TagID in the target gameobject and it's children. More...
 
static void GetPropertyInChildren (GameObject target, ref Property result, bool includeInactive=false)
 Get the first Property in the target gameobject and it's children. More...
 
static void GetPropertyInChildren (GameObject target, TagID tagID, ref Property result, bool includeInactive=false)
 Get the first Property with the passed TagID in the target gameobject and it's children. More...
 
static new bool Exists (bool includeInactive=false)
 Return True if at least one Property exists in the current scene or False otherwise More...
 
static new bool Exists (TagID tagId, bool includeInactive=false)
 Return True if at least one Property with passed TagID exists in the current scene or False otherwise More...
 
static new bool Exists (GameObject target)
 Return True if at least one Property exists in the target gameobject or False otherwise More...
 
static new bool Exists (GameObject target, TagID tagId)
 Return True if at least one Property with passed TagID exists in the target gameobject or False otherwise More...
 
static new bool ExistsInChildren (GameObject target, bool includeInactive=false)
 Return True if at least one Property exists in the target gameobject and its children or False otherwise More...
 
static new bool ExistsInChildren (GameObject target, TagID tagId, bool includeInactive=false)
 Return True if at least one Property with passed TagID exists in the target gameobject and its children or False otherwise More...
 
- Static Public Member Functions inherited from Nectunia.PropertyInterface.MonoBehaviourTagged
static List< MonoBehaviourTaggedGetMonoBehavioursTagged (bool includeInactive=false)
 Get all MonoBehaviourTagged in the current scene. More...
 
static List< MonoBehaviourTaggedGetMonoBehavioursTagged (TagID tagID, bool includeInactive=false)
 Get all MonoBehaviourTagged in the current scene wich have the passed TagID. More...
 
static List< MonoBehaviourTaggedGetMonoBehavioursTagged (GameObject target)
 Get all MonoBehaviourTagged in the target gameobject. More...
 
static List< MonoBehaviourTaggedGetMonoBehavioursTagged (GameObject target, TagID tagID)
 Get all MonoBehaviourTagged in the target gameobject wich have the passed TagID. More...
 
static void GetMonoBehavioursTagged (ref List< MonoBehaviourTagged > results, bool includeInactive=false)
 Get all MonoBehaviourTagged in the current scene. More...
 
static void GetMonoBehavioursTagged (TagID tagID, ref List< MonoBehaviourTagged > results, bool includeInactive=false)
 Get all MonoBehaviourTagged in the current scene wich have the passed TagID. More...
 
static void GetMonoBehavioursTagged (GameObject target, ref List< MonoBehaviourTagged > results)
 Get all MonoBehaviourTagged in the target gameobject. More...
 
static void GetMonoBehavioursTagged (GameObject target, TagID tagID, ref List< MonoBehaviourTagged > results)
 Get all MonoBehaviourTagged in the target gameobject wich have the passed TagID. More...
 
static List< MonoBehaviourTaggedGetMonoBehavioursTaggedInChildren (GameObject target, bool includeInactive=false)
 Get all MonoBehaviourTagged in the target gameobject and it's children. More...
 
static List< MonoBehaviourTaggedGetMonoBehavioursTaggedInChildren (GameObject target, TagID tagID, bool includeInactive=false)
 Get all MonoBehaviourTagged with the passed TagID in the target gameobject and it's children. More...
 
static void GetMonoBehavioursTaggedInChildren (GameObject target, ref List< MonoBehaviourTagged > results, bool includeInactive=false)
 Get all MonoBehaviourTagged in the target gameobject and it's children. More...
 
static void GetMonoBehavioursTaggedInChildren (GameObject target, TagID tagID, ref List< MonoBehaviourTagged > results, bool includeInactive=false)
 Get all MonoBehaviourTagged with the passed TagID in the target gameobject and it's children. More...
 
static MonoBehaviourTagged GetMonoBehaviourTagged (bool includeInactive=false)
 Get the First MonoBehaviourTagged in the current scene. More...
 
static MonoBehaviourTagged GetMonoBehaviourTagged (TagID tagID, bool includeInactive=false)
 Get the first MonoBehaviourTagged in the current scene wich have the passed TagID. More...
 
static MonoBehaviourTagged GetMonoBehaviourTagged (GameObject target)
 Get the first MonoBehaviourTagged in the target gameobject. . More...
 
static MonoBehaviourTagged GetMonoBehaviourTagged (GameObject target, TagID tagID)
 Get the first MonoBehaviourTagged in the target gameobject wich have the passed TagID. More...
 
static void GetMonoBehaviourTagged (ref MonoBehaviourTagged result, bool includeInactive=false)
 Get the first MonoBehaviourTagged in the current scene. More...
 
static void GetMonoBehaviourTagged (TagID tagID, ref MonoBehaviourTagged result, bool includeInactive=false)
 Get the first MonoBehaviourTagged in the current scene wich have the passed TagID. More...
 
static void GetMonoBehaviourTagged (GameObject target, ref MonoBehaviourTagged result)
 Get the first MonoBehaviourTagged in the target gameobject. More...
 
static void GetMonoBehaviourTagged (GameObject target, TagID tagID, ref MonoBehaviourTagged result)
 Get the first MonoBehaviourTagged in the target gameobject wich have the passed TagID. More...
 
static MonoBehaviourTagged GetMonoBehaviourTaggedInChildren (GameObject target, bool includeInactive=false)
 Get the first MonoBehaviourTagged in the target gameobject and it's children. More...
 
static MonoBehaviourTagged GetMonoBehaviourTaggedInChildren (GameObject target, TagID tagID, bool includeInactive=false)
 Get the first MonoBehaviourTagged with the passed TagID in the target gameobject and it's children. More...
 
static void GetMonoBehaviourTaggedInChildren (GameObject target, ref MonoBehaviourTagged result, bool includeInactive=false)
 Get the first MonoBehaviourTagged in the target gameobject and it's children. More...
 
static void GetMonoBehaviourTaggedInChildren (GameObject target, TagID tagID, ref MonoBehaviourTagged result, bool includeInactive=false)
 Get the first MonoBehaviourTagged with the passed TagID in the target gameobject and it's children. More...
 
static bool Exists (bool includeInactive=false)
 Return True if at least one MonoBehaviourTagged exists in the current scene or False otherwise. More...
 
static bool Exists (TagID tagId, bool includeInactive=false)
 Return True if at least one MonoBehaviourTagged with passed TagID exists in the current scene or False otherwise. More...
 
static bool Exists (GameObject target)
 Return True if at least one MonoBehaviourTagged exists in the target gameobject or False otherwise. More...
 
static bool Exists (GameObject target, TagID tagId)
 Return True if at least one MonoBehaviourTagged with passed TagID exists in the target gameobject or False otherwise. More...
 
static bool ExistsInChildren (GameObject target, bool includeInactive=false)
 Return True if at least one MonoBehaviourTagged exists in the target gameobject and its children or False otherwise. More...
 
static bool ExistsInChildren (GameObject target, TagID tagId, bool includeInactive=false)
 Return True if at least one MonoBehaviourTagged with passed TagID exists in the target gameobject and its children or False otherwise. More...
 
- Protected Attributes inherited from Nectunia.PropertyInterface.Property
PropertyValue _A
 
- Protected Attributes inherited from Nectunia.PropertyInterface.MonoBehaviourTagged
TagID _tagID = -1L
 
Tag.ValueType _valuesType = Tag.DEFAULT_VALUESTYPE
 

Property Documentation

◆ B

PropertyValue Nectunia.PropertyInterface.Property2.B
getset

The PropertyValue B.

Member Function Documentation

◆ AtLeastOneSourceIsSet()

override bool Nectunia.PropertyInterface.Property2.AtLeastOneSourceIsSet ( )
virtual

Check if the sources of the values are set or not.

Returns
True if at least one value.Source is set. False otherwise.

Reimplemented from Nectunia.PropertyInterface.Property.

◆ RefreshValuesObject()

override void Nectunia.PropertyInterface.Property2.RefreshValuesObject ( )
virtual

Refresh all object values with the serializedValues.

Reimplemented from Nectunia.PropertyInterface.Property.

◆ SetValuesComponent()

override void Nectunia.PropertyInterface.Property2.SetValuesComponent ( Component  newComponent)
protectedvirtual

Set a new Component for all PropertyValue.

Parameters
newComponentThe new Component.

Reimplemented from Nectunia.PropertyInterface.Property.

◆ SetValuesSourceType()

override void Nectunia.PropertyInterface.Property2.SetValuesSourceType ( SourceType  newType)
protected

Set a new Property.SourceType for all PropertyValue.

Parameters
newTypeThe new Property.SourceType.

◆ SetValuesType()

override void Nectunia.PropertyInterface.Property2.SetValuesType ( )
virtual

Set the Tag.ValueType for all PropertyValue.

Reimplemented from Nectunia.PropertyInterface.Property.

◆ SynchronizeValues()

override void Nectunia.PropertyInterface.Property2.SynchronizeValues ( )
virtual

Synchronize the values with their sources if need.

Reimplemented from Nectunia.PropertyInterface.Property.