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ValueSetterT Class

A ValueSetter for structs.
Inheritance Hierarchy
SystemObject
  Object
    Component
      Behaviour
        MonoBehaviour
          DustProductions.CoreCacheable
            DustProductions.CoreCacheableValueSetter
              DustProductions.CoreValueSetterT
                DustProductions.CoreColorValueSetter
                DustProductions.CoreFloatValueSetter
                DustProductions.CoreTransformValueSetter

Namespace:  DustProductions.Core
Assembly:  DustProductions.Core (in DustProductions.Core.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
C#
public abstract class ValueSetter<T> : CacheableValueSetter
where T : struct, new()

Type Parameters

T
The Type of struct we want to set.

The ValueSetterT type exposes the following members.

Constructors
  NameDescription
Protected methodValueSetterT
Initializes a new instance of the ValueSetterT class
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Properties
  NameDescription
Protected propertyCachedValue
The value of the Type when this object was cached
Protected propertyCanTransition
If the transition is not null, the seconds for the transition is greater than 0, and the TransitionType is not None, this will be true. Used to avoid setting up things for the transition if it won't even be run.
Protected propertyReferencedValue
The value we are going to modify.
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Methods
  NameDescription
Protected methodDoCache
Call this to tell this object to cache its values
(Overrides CacheableDoCache.)
Protected methodReset
The Reset method Unity calls. Announces this component has been added so we can hook things up easily.
Public methodSetToCached
Sets all the Type back to the cached value, whatever that may be
(Overrides CacheableSetToCached.)
Public methodSetValue
Sets the value of all the Types in ValuesToChange.
Protected methodTryGetReferencedValue
Implement this to get the value we are referencing.
Protected methodTryGetTransitionValue
Implement this to make your value transition from startValue to endValue.
Protected methodTrySetReferencedValue
Implement this to set the value to what we want it to be after it has been modified.
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Fields
  NameDescription
Protected fieldCachedTransitionRoutine
A reference to the currently running, or last run coroutine, if applicable
Protected fieldTransition
Any transition, if desired.
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Extension Methods
  NameDescription
Public Extension MethodAnnounceComponentAdded
Notifies any IComponentHandlers on the GameObject a Component is added to, that the Component has been added.
(Defined by ExtensionMethods.)
Public Extension MethodStartCoroutineT
Use by calling this.StartCoroutine and assigning it to a Coroutine. Then you can call your assigned coroutine.Cancel(), or .HasFinished, or a variety of other neat things.
(Defined by ExtensionMethods.)
Public Extension MethodTryGetComponentT(T, Boolean)Overloaded.
Attempts to get a component on a gameobject.
(Defined by ExtensionMethods.)
Public Extension MethodTryGetComponentT1, T2(T1, Boolean)Overloaded.
Attempts to get a component on a gameobject.
(Defined by ExtensionMethods.)
Public Extension MethodTryGetComponentsT(T, Boolean)Overloaded.
Attempts to get components on a gameobject.
(Defined by ExtensionMethods.)
Public Extension MethodTryGetComponentsT1, T2(T1, Boolean)Overloaded.
Attempts to get components on a gameobject.
(Defined by ExtensionMethods.)
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See Also