Table of Contents

Execution Control Actions

The following Actions are useful for controlling the execution of other actions.

RunMultipleAction

The RunMultipleAction action executes multiple Actions when invoked.

RunMultipleAction Settings
Field Description
Delay Waiting time from when this Action is called until the Actions references by it are invoked.
Actions The other Actions that will be triggered when this Action is executed.

run-multiple-action.png

MultiActionOnCompleteAction

Actions contain events that allow you to execute other logic or Actions when they are executed.

The MultiActionOnCompleteAction action will allow you to wait until other Actions have been executed and, when all of them have been executed, it will be executed and the OnActionsCompleted UnityEvent will be triggered.

MultiActionOnCompleteAction Settings
Field Description
Delay Waiting time after other Actions where called and before this Action event is invoked.
Actions The actions whose execution is to be expected.
On Actions Completed The UnityEvent that will be called once the Actions in the list have been executed.

multi-action-on-complete-action.png

StateDependantAction

The StateDependantAction serves as a finite state machine. It is composed of several states, which are added in the States list.

To use this Action first define all the states it can contain. A state consists of a text label StateId, a Delay and a UnityEvent Exposed Event. Define as many states as you need. When the Action is executed, the Exposed Event of the current state will be called.

This state machine can only be in one state at a time. You can change the state machine's state by calling the SetState function and passing as an argument the State Id of the state to be set. You can call the SetState function from your own code, or you can call it from other actions (UnityEventAction type) or events from other Actions.

StateDependantAction Settings
Field Description
Current State Displays the current State Id, this field is read-only.
Initial State Id Select what the default status will be.
States The list of states that make up the finite state machine.
  State Id The identifier of this state.
  Delay The time that elapses from when the Action is invoked until the Exposed Event is called.
  Exposed Event The UnityEvent that is invoked if the Action is executed and this is the current state.

state-dependant-action.png