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ci: release trigger
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SimonTheSourcerer authored Mar 1, 2021
2 parents 5124115 + de80476 commit 2f9efeb
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Showing 12 changed files with 35 additions and 25 deletions.
3 changes: 2 additions & 1 deletion Runtime/Behaviors/BehaviorSequence.cs
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Expand Up @@ -12,6 +12,7 @@ namespace Innoactive.Creator.Core.Behaviors
/// A collection of behaviors that are activated and deactivated after each other.
/// </summary>
[DataContract(IsReference = true)]
[HelpLink("https://developers.innoactive.de/documentation/creator/latest/articles/innoactive-creator/default-behaviors.html#behavior-sequence")]
public class BehaviorSequence : Behavior<BehaviorSequence.EntityData>
{
/// <summary>
Expand All @@ -33,7 +34,7 @@ public class EntityData : EntityCollectionData<IBehavior>, IEntitySequenceDataWi
/// </summary>
[DataMember]
[DisplayName("Child behaviors")]
[Foldable, ReorderableListOf(typeof(FoldableAttribute), typeof(DeletableAttribute)), ExtendableList]
[Foldable, ReorderableListOf(typeof(FoldableAttribute), typeof(DeletableAttribute), typeof(HelpAttribute)), ExtendableList]
public List<IBehavior> Behaviors { get; set; }

/// <inheritdoc />
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3 changes: 2 additions & 1 deletion Runtime/Behaviors/DelayBehavior.cs
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Expand Up @@ -9,6 +9,7 @@ namespace Innoactive.Creator.Core.Behaviors
/// Behavior that waits for `DelayTime` seconds before finishing its activation.
/// </summary>
[DataContract(IsReference = true)]
[HelpLink("https://developers.innoactive.de/documentation/creator/latest/articles/innoactive-creator/default-behaviors.html#delay")]
public class DelayBehavior : Behavior<DelayBehavior.EntityData>
{
/// <summary>
Expand All @@ -19,7 +20,7 @@ public class DelayBehavior : Behavior<DelayBehavior.EntityData>
public class EntityData : IBehaviorData
{
[DataMember]
[DisplayName("Delay in seconds")]
[DisplayName("Delay (in seconds)")]
public float DelayTime { get; set; }

public Metadata Metadata { get; set; }
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3 changes: 2 additions & 1 deletion Runtime/Behaviors/DisableGameObjectBehavior.cs
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Expand Up @@ -9,6 +9,7 @@ namespace Innoactive.Creator.Core.Behaviors
/// Disables gameObject of target ISceneObject.
/// </summary>
[DataContract(IsReference = true)]
[HelpLink("https://developers.innoactive.de/documentation/creator/latest/articles/innoactive-creator/default-behaviors.html#disable-object")]
public class DisableGameObjectBehavior : Behavior<DisableGameObjectBehavior.EntityData>
{
/// <summary>
Expand All @@ -22,7 +23,7 @@ public class EntityData : IBehaviorData
/// Object to disable.
/// </summary>
[DataMember]
[DisplayName("Object to disable")]
[DisplayName("Object")]
public SceneObjectReference Target { get; set; }

/// <inheritdoc />
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3 changes: 2 additions & 1 deletion Runtime/Behaviors/EnableGameObjectBehavior.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,7 @@ namespace Innoactive.Creator.Core.Behaviors
/// Enables gameObject of target ISceneObject.
/// </summary>
[DataContract(IsReference = true)]
[HelpLink("https://developers.innoactive.de/documentation/creator/latest/articles/innoactive-creator/default-behaviors.html#enable-object")]
public class EnableGameObjectBehavior : Behavior<EnableGameObjectBehavior.EntityData>
{
/// <summary>
Expand All @@ -22,7 +23,7 @@ public class EntityData : IBehaviorData
/// The object to enable.
/// </summary>
[DataMember]
[DisplayName("Object to enable")]
[DisplayName("Object")]
public SceneObjectReference Target { get; set; }

/// <inheritdoc />
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5 changes: 3 additions & 2 deletions Runtime/Behaviors/HighlightObjectBehavior.cs
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,7 @@ namespace Innoactive.Creator.Core.Behaviors
/// Behavior that highlights the target <see cref="ISceneObject"/> with the specified color until the behavior is being deactivated.
/// </summary>
[DataContract(IsReference = true)]
[HelpLink("https://developers.innoactive.de/documentation/creator/latest/articles/innoactive-creator/default-behaviors.html#hightlight-object")]
public class HighlightObjectBehavior : Behavior<HighlightObjectBehavior.EntityData>, IOptional
{
/// <summary>
Expand All @@ -31,7 +32,7 @@ public class EntityData : IBehaviorData
/// Highlight color set in the Step Inspector.
/// </summary>
[DataMember]
[DisplayName("Highlight color")]
[DisplayName("Color")]
public Color HighlightColor
{
get { return CustomHighlightColor.Value; }
Expand All @@ -43,7 +44,7 @@ public Color HighlightColor
/// Target scene object to be highlighted.
/// </summary>
[DataMember]
[DisplayName("Object to highlight")]
[DisplayName("Object")]
public ScenePropertyReference<IHighlightProperty> ObjectToHighlight { get; set; }

/// <inheritdoc />
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2 changes: 1 addition & 1 deletion Runtime/Behaviors/LockObjectBehavior.cs
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@ public class EntityData : IBehaviorData
/// The object to lock.
/// </summary>
[DataMember]
[DisplayName("Object to lock")]
[DisplayName("Object")]
public SceneObjectReference Target { get; set; }

/// <summary>
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5 changes: 3 additions & 2 deletions Runtime/Behaviors/MoveObjectBehavior.cs
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@ namespace Innoactive.Creator.Core.Behaviors
/// If `Duration` is equal or less than 0, transition is instantaneous.
/// </summary>
[DataContract(IsReference = true)]
[HelpLink("https://developers.innoactive.de/documentation/creator/latest/articles/innoactive-creator/default-behaviors.html#move-object")]
public class MoveObjectBehavior : Behavior<MoveObjectBehavior.EntityData>
{
/// <summary>
Expand All @@ -27,7 +28,7 @@ public class EntityData : IBehaviorData
/// Target scene object to be moved.
/// </summary>
[DataMember]
[DisplayName("Object to move")]
[DisplayName("Object")]
public SceneObjectReference Target { get; set; }

/// <summary>
Expand All @@ -44,7 +45,7 @@ public class EntityData : IBehaviorData
[OptionalValue]
#endif
[DataMember]
[DisplayName("Duration in seconds")]
[DisplayName("Animation (in seconds)")]
public float Duration { get; set; }

/// <inheritdoc />
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1 change: 1 addition & 0 deletions Runtime/Behaviors/PlayAudioBehavior.cs
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,7 @@ namespace Innoactive.Creator.Core.Behaviors
/// A behavior that plays audio.
/// </summary>
[DataContract(IsReference = true)]
[HelpLink("https://developers.innoactive.de/documentation/creator/latest/articles/innoactive-creator/default-behaviors.html#audioplay-audio-file")]
public class PlayAudioBehavior : Behavior<PlayAudioBehavior.EntityData>, IOptional
{
/// <summary>
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2 changes: 1 addition & 1 deletion Runtime/Behaviors/UnlockObjectBehavior.cs
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@ public class EntityData : IBehaviorData
/// The object to unlock.
/// </summary>
[DataMember]
[DisplayName("Object to unlock")]
[DisplayName("Object")]
public SceneObjectReference Target { get; set; }

/// <summary>
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Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,7 @@ namespace Innoactive.Creator.Core.Conditions
/// Condition which is completed when `TargetObject` gets inside `TriggerProperty`'s collider.
/// </summary>
[DataContract(IsReference = true)]
[HelpLink("https://developers.innoactive.de/documentation/creator/latest/articles/innoactive-creator/default-conditions.html#move-object-into-collider")]
public class ObjectInColliderCondition : Condition<ObjectInColliderCondition.EntityData>
{
/// <summary>
Expand All @@ -20,24 +21,24 @@ public class ObjectInColliderCondition : Condition<ObjectInColliderCondition.Ent
[DataContract(IsReference = true)]
public class EntityData : IObjectInTargetData
{
/// <summary>
/// The object that has to enter the collider.
/// </summary>
[DataMember]
[DisplayName("Object")]
public SceneObjectReference TargetObject { get; set; }

/// <summary>
/// The collider with trigger to enter.
/// </summary>
[DataMember]
[DisplayName("Object to collide into")]
[DisplayName("Collider")]
#if CREATOR_PRO
[CheckForCollider]
[ColliderAreTrigger]
#endif
public ScenePropertyReference<ColliderWithTriggerProperty> TriggerProperty { get; set; }

/// <summary>
/// The object that has to enter the collider.
/// </summary>
[DataMember]
[DisplayName("Target object")]
public SceneObjectReference TargetObject { get; set; }

/// <inheritdoc />
public bool IsCompleted { get; set; }

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Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,7 @@ namespace Innoactive.Creator.Core.Conditions
/// Condition that is completed when distance between `Target` and `TransformInRangeDetector` is closer than `range` units.
/// </summary>
[DataContract(IsReference = true)]
[HelpLink("https://developers.innoactive.de/documentation/creator/latest/articles/innoactive-creator/default-conditions.html#object-nearby")]
public class ObjectInRangeCondition : Condition<ObjectInRangeCondition.EntityData>
{
/// <summary>
Expand All @@ -20,18 +21,18 @@ public class ObjectInRangeCondition : Condition<ObjectInRangeCondition.EntityDat
public class EntityData : IObjectInTargetData
{
/// <summary>
/// The object to measure distance from.
/// The tracked object.
/// </summary>
[DataMember]
[DisplayName("Reference object")]
public SceneObjectReference DistanceDetector { get; set; }
[DisplayName("Object")]
public SceneObjectReference Target { get; set; }

/// <summary>
/// The tracked object.
/// The object to measure distance from.
/// </summary>
[DataMember]
[DisplayName("Tracked object")]
public SceneObjectReference Target { get; set; }
[DisplayName("Reference object")]
public SceneObjectReference DistanceDetector { get; set; }

/// <summary>
/// The required distance between two objects to trigger the condition.
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3 changes: 2 additions & 1 deletion Runtime/Conditions/TimeoutCondition.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@ namespace Innoactive.Creator.Core.Conditions
/// A condition that completes when a certain amount of time has passed.
/// </summary>
[DataContract(IsReference = true)]
[HelpLink("https://developers.innoactive.de/documentation/creator/latest/articles/innoactive-creator/default-conditions.html#timeout")]
public class TimeoutCondition : Condition<TimeoutCondition.EntityData>
{
/// <summary>
Expand All @@ -20,7 +21,7 @@ public class EntityData : IConditionData
/// The delay before the condition completes.
/// </summary>
[DataMember]
[DisplayName("Wait for seconds")]
[DisplayName("Wait (in seconds)")]
public float Timeout { get; set; }

/// <inheritdoc />
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