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Erik Loyer edited this page Jun 30, 2018 · 4 revisions

A Step object represents an action or group of actions taken by a Character, and are primarily comprised of a command (the kind of action being taken), content (the action itself), and a target (usually the character undertaking the action). Some commands, like speaking or singing, are intended to have a visible effect, while others, like switching to a new sequence, are not. Your custom Stepwise client will need to parse each step and determine what action to take based upon its characteristics—what kind of action it is, who is doing it, etc.

Public Properties

Property Type Description
append bool If true, the contents of this step should be appended to any existing displayed steps from the same Character. If false, the contents of the step should replace existing steps.
atDate DateTime The diagetic date at which the step should be executed (if any).
autoStart bool Whether the sequence targeted by the step (if any) should be played immediately.
command string The command the step will execute.
content string The content of the step.
data XMLNode The XML data used to create this step.
date DateTime The diagetic date specified by the step (if any).
delay float The number of pulses that will elapse before the step is played. When a step is executed, this delay will already have elapsed.
destination object The destination Stepwise object referenced by the step (usually a Sequence).
isSubstep bool If true, this step is the child of a group.
itemRef string The id of the item the step references (if any).
parentScore Score The Score that contains this step.
substeps List If this step is a group, the steps it contains.
target object The Stepwise object targeted by the step (usually a Character).
tone SpeechTone The tone with which the step is uttered.
type string The step's type (used sparingly).
units TemperatureUnits The units in which the step's temperature is expressed (if the step specifies any).
weather WeatherConditions The weather conditions specified by the step (if any).

Constructor

new Step(string text, Score score)

Creates a new Step from the given string, owned by the given Score.

new Step(XMLElement xml, Score score)

Creates a new Step from the given Stepwise XML, owned by the given Score.

Events

OnStepExecuted

This event is called when a Step is executed. You can subscribe to this event as follows:

void Start() {
	Step. OnStepExecuted += HandleStepExecuted
}

public virtual void HandleStepExecuted(Step step) {
	// a step has been executed
}
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