Table of Contents

Class CollisionDetectionCommand

Namespace
Hi.SessionCommands
Assembly
HiNc.dll

Command that turns collision detection on or off for the session. One of the single-setting successors of the legacy PreSettingCommand bundle.

[CultureText("zh-Hant", "碰撞偵測")]
[CultureText("zh-Hans", "碰撞检测")]
[CultureText("vi", "Kiểm tra va chạm")]
[CultureText("ja", "干渉チェック")]
[CommandCatalog(CommandCategory.Setup, Order = 2)]
public class CollisionDetectionCommand : ITitleCommand, ISessionCommand, IMakeXmlSource
Inheritance
CollisionDetectionCommand
Implements
Inherited Members
Extension Methods

Constructors

CollisionDetectionCommand()

Ctor.

public CollisionDetectionCommand()

CollisionDetectionCommand(XElement, string)

Ctor.

public CollisionDetectionCommand(XElement src, string baseDirectory)

Parameters

src XElement

XML

baseDirectory string

Base directory for resolving relative paths

Properties

Enable

Whether collision detection is enabled from this command on.

[CultureText("zh-Hant", "啟用碰撞偵測", Key = "Enable Collision Detection")]
[CultureText("zh-Hans", "启用碰撞检测", Key = "Enable Collision Detection")]
[CultureText("vi", "Bật kiểm tra va chạm", Key = "Enable Collision Detection")]
[CultureText("ja", "干渉チェックを有効化", Key = "Enable Collision Detection")]
public bool Enable { get; set; }

Property Value

bool

XName

Name for XML IO.

public static string XName { get; }

Property Value

string

Methods

GetCommandTitle(ICommandTextSource)

Gets the title of the command — one row in a command list or a mission tree — composed from the caller's vocabulary: the command owns the composition and degradation rules, the caller owns the language.

The shape is Name, or Name [detail] once there is a detail worth showing. The NAME always leads and is never dropped: a row must say WHAT it is even when the detail is a title the user wrote, otherwise a newcomer cannot tell a command list from a script. The detail trails because these rows truncate from the right. An empty detail takes the bare-name form rather than rendering dangling brackets.

public string GetCommandTitle(ICommandTextSource text)

Parameters

text ICommandTextSource

Culture-bearing vocabulary the static words are taken from.

Returns

string

The command title.

MakeXmlSource(string, string, bool)

Creates an XML representation of the object. This method may also generate additional resources such as related files.

public XElement MakeXmlSource(string baseDirectory, string relFile, bool exhibitionOnly)

Parameters

baseDirectory string

The base directory for resolving relative paths

relFile string

The relative file path for the XML source

exhibitionOnly bool

if true, the extended file creation is suppressed.

Returns

XElement

An XML element representing the object's state

Remarks

For the demand of easy moving source folder (especially project folder) without configuration file path corruption, the relative file path is applied. The baseDirectory is typically the folder at the nearest configuration file folder. Since the folder can be moving with the configuration file.

Reg(XFactory)

Registers this type's deserializer with the given XFactory (or Default when factory is null). Idempotent.

public static void Reg(XFactory factory = null)

Parameters

factory XFactory

Run(SessionShell)

Runs the command, delegating execution to the provided session shell.

public IEnumerable<Action> Run(SessionShell sessionShell)

Parameters

sessionShell SessionShell

Session shell that exposes the machining facade to commands.

Returns

IEnumerable<Action>

Sequence of actions to be executed. A command may do its work as it is enumerated and yield null between the pieces of it. The player invokes each action in order and paces after it – a Pause holds there, jobs queued for the run's pace point run there, and a Stop of its run ends the run there – and it ends a stopped run at a null item too, and before the next row of a ListCommand. An action is not checked for a Stop before it runs: one handed over after the Stop runs, and the run ends at the pace after it. Where the run ends, the player disposes the enumeration: the command's code after that item does not run, and what must run whatever happens belongs in a finally of the iterator. An exception that leaves the enumeration while the run is live ends the run as a fault: the player reports it as Player-Run–Fault, the run ends there as not finished, and no later row of a ListCommand runs; a command that catches and reports its own failure (a ScriptCommand‘s ScriptCommand-Run–Fault, the CSV mapping commands’ Map-SingleCsv–Fault and Map-SeriesCsv–Fault) lets the mission go on. Once the run is stopped, whatever leaves the enumeration – the run's own cancellation, or an exception its unwinding throws – is the Stop, and no message is said for it. A command that catches and reports its own failure still says it after the Stop: a ScriptCommand reports any exception other than a cancellation that comes out of its script's body – the body's own, or one the stopped run's unwinding throws inside the body – as ScriptCommand-Run–Fault, and the CSV mapping commands' catches let a cancellation through alone; the stopped run then starts no later row.