Class LogicChoreographedScene
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
logic_choreographed_scene. Keeps the timing of a choreographed scene without its actors performing: OnStart when it starts, OnTrigger1 to OnTrigger16 at its fire trigger events, and OnCompletion at its first stop point or once its last event has ended.
public sealed class LogicChoreographedScene : BaseEntityInheritance
object ← BaseEntity ← LogicChoreographedScene
Inherited Members
BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.SpawnData, BaseEntity.NameFixup, BaseEntity.SpawnGroup, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.SpawnTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.WorldOrigin, BaseEntity.WorldAngles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsShown, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.AngleMod(float)
Constructors
LogicChoreographedScene(EntitySystem, EntitySpawnInfo)
Initializes a logic_choreographed_scene from its keyvalues.
public LogicChoreographedScene(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Methods
DispatchInput(string, EntityInputData)
Runs the handler declared with EntityInputAttribute for an input.
protected override bool DispatchInput(string inputName, EntityInputData data)Parameters
inputName string
data EntityInputData
Returns
bool
true when a handler ran.
Think()
Fires the events that are due, and finishes the scene once it has run past its end.
public override void Think()
