-
Notifications
You must be signed in to change notification settings - Fork 4
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Teleport condition TRNG-102 #40
Conversation
/// <inheritdoc /> | ||
protected override bool CheckIfCompleted() | ||
{ | ||
return Data.TeleportPoint.Value.WasUsedToTeleport; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
instead of having a set value, why dont we use events?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Oh, we do, the events set that property to true.
The flag is required to know that the event was fired.
Co-authored-by: Thomas W. <tomwim@users.noreply.github.com>
namespace Innoactive.Creator.Core.Conditions | ||
{ | ||
/// <summary> | ||
/// Condition which is completed when an 'XR Rig' gets teleported into the referenced <see cref="ITeleportProperty"/>. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Does not have to be an XR Rig, could also be something else, like a regular camera or trainee object
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Same in the ITeleportProperty, but those are just details
Pipeline fails at "Running Tests" which sometimes happens for whatever reason. So you might just have to rerun it. If this does not work we have to give it a look |
before we merge this... |
wtf never wanted to close it. Before we merge this I want to rise the question: Is this part of basic conditions/behaviors? Because for me the whole teleport thingi is actually an interaction which also should be part of basic-interaction. |
Totally agree, even with closing this PR |
Description
This PR implements a new
Teleport Condition
and a newITeleportProperty
.The
Teleport Condition
detects when anXRig
was teleported into the desiredTeleportPoint
.Type of change
How Has This Been Tested?
Add a teleport condition in any step and test either teleporting and skipping the step on all available rigs.
Related To
Known Issues
Somehow the validation system thinks there is something wrong with the property but it does not provide any feedback 🤔