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
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.