ActorCueKind class final

What a cutscene tells an actor to do.

A class with constant instances, not an enum, because the verbs a cutscene has will grow — play this, pick that up — and a value added to an enum breaks every exhaustive switch written against it. Compared by identity: values are the only instances there are.

Properties

hashCode → int
The hash code for this object.
no setterinherited
name → String
What a document calls it.
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
override

Operators

operator ==(Object other) → bool
The equality operator.
inherited

Static Methods

byName(String name) → ActorCueKind?
The value called name, or null for a name this version does not know, which is what a file written by a later version can carry.

Constants

face → const ActorCueKind
Turn to look at ActorCue.at, standing.
goTo → const ActorCueKind
Walk to ActorCue.at, over the navigation mesh where there is one, and stand there.
play → const ActorCueKind
Stand, and make the gesture ActorCue.clip once, on the cue's step — a clip the game's animation knows by that name.
release → const ActorCueKind
Back to its own brain.
stand → const ActorCueKind
Stand where it is.
values → const List<ActorCueKind>
Every kind, in the order a refusal lists them.