Struct ActionTask | Kinematica | 0.5.0-preview.1
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    Struct ActionTask

    An action task acts as a grouping mechanism for tasks.

    Namespace: Unity.Kinematica
    Syntax
    [Data("Action", "#372A56", DataType.Flag.TopologySort)]
    public struct ActionTask : Task
    Remarks

    Tasks that are created inside of an action task will be automatically arranged in a directed acyclic graph and execute in topological order.

    Fields

    self

    Identifier that represents the instance of this action task.

    Declaration
    public Identifier<ActionTask> self
    Field Value
    Type Description
    Identifier<ActionTask>

    Methods

    Execute()

    Execute method for the action task.

    Declaration
    public Result Execute()
    Returns
    Type Description
    Result

    Failure if one of the child tasks fails; success if the action task has no children or all tasks have succeeded.

    Implements
    Task.Execute()
    Remarks

    Action tasks execute its children in topological order until a child task returns a failure status. The action task returns a success status if all children return a success status.

    ExecuteSelf(ref TaskRef)

    Surrogate method for automatic task execution.

    Declaration
    public static Result ExecuteSelf(ref TaskRef self)
    Parameters
    Type Name Description
    TaskRef self

    Task reference that is supposed to be executed.

    Returns
    Type Description
    Result

    Result of the task execution.

    Operators

    Implicit(ActionTask to Identifier<ActionTask>)

    Implicit cast operator that allows to convert an action task reference into an typed identifier.

    Declaration
    public static implicit operator Identifier<ActionTask>(ActionTask task)
    Parameters
    Type Name Description
    ActionTask task
    Returns
    Type Description
    Identifier<ActionTask>

    Extension Methods

    TaskExtensions.TimeIndex(ActionTask)
    TaskExtensions.TimeIndex(ActionTask, TimeIndex)
    TaskExtensions.SamplingTime(ActionTask)
    TaskExtensions.SamplingTime(ActionTask, SamplingTime)
    TaskExtensions.QueryResult(ActionTask, QueryResult)
    TaskExtensions.Trajectory(ActionTask)
    TaskExtensions.GetByType<T>(ActionTask)
    TaskExtensions.TrajectoryPrediction(ActionTask)
    TaskExtensions.Navigation(ActionTask)
    TaskExtensions.Reduce(ActionTask, Identifier<PoseSequence>, Identifier<SamplingTime>, Identifier<Trajectory>, Single)
    TaskExtensions.Reduce(ActionTask, Identifier<PoseSequence>)
    TaskExtensions.TrajectoryHeuristic(ActionTask, Identifier<TimeIndex>, Identifier<Trajectory>)
    TaskExtensions.CurrentPose(ActionTask)
    TaskExtensions.Push(ActionTask, Identifier<TimeIndex>)
    TaskExtensions.Push(ActionTask, TimeIndex)
    TaskExtensions.Push(ActionTask, QueryResult)
    TaskExtensions.PushConstrained(ActionTask, QueryResult, Single)
    TaskExtensions.PushConstrained(ActionTask, QueryResult, Identifier<Trajectory>)
    TaskExtensions.Timer(ActionTask, Single)

    See Also

    Task
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