iQuestSequence Struct Reference
A sequence. More...
|virtual void||Abort ()=0|
|Abort this sequence. |
|virtual void||AddSequenceCallback (iQuestSequenceCallback *cb)=0|
|Register a callback that is fired when this sequence finishes. |
|virtual void||Finish ()=0|
|Finish this sequence. |
|virtual const char *||GetName () const =0|
|Get the name of this sequence. |
|virtual bool||IsRunning ()=0|
|Return true if this sequence is currently running. |
|virtual void||RemoveSequenceCallback (iQuestSequenceCallback *cb)=0|
|Remove a callback. |
|virtual bool||Start (csTicks delay)=0|
|Fire this sequence. |
Member Function Documentation
|virtual void iQuestSequence::Abort||(||)||
Abort this sequence.
This will simply abort the sequence without doing any further operation. This can leave the objects on which this sequence operates in undefined states.
|virtual void iQuestSequence::AddSequenceCallback||(||iQuestSequenceCallback *||cb||)||
Register a callback that is fired when this sequence finishes.
|virtual void iQuestSequence::Finish||(||)||
Finish this sequence.
The sequence will be executed at end condition which means that all operations that have not yet fully executed will be executed at relative time index '1'. So the end result will be as if the sequence completed normally.
|virtual const char* iQuestSequence::GetName||(||)|| const
Get the name of this sequence.
|virtual bool iQuestSequence::IsRunning||(||)||
Return true if this sequence is currently running.
|virtual void iQuestSequence::RemoveSequenceCallback||(||iQuestSequenceCallback *||cb||)||
Remove a callback.
|virtual bool iQuestSequence::Start||(||csTicks||delay||)||
Fire this sequence.
delay is a delay before the sequence will really start.
- false if the sequence is already running.
The documentation for this struct was generated from the following file:
Generated for CEL: Crystal Entity Layer 1.4.1 by doxygen 1.7.1