Skip to content

PopupSceneSequence

v1.4.8

A timer with three states for a notification scene: initial, positive, and negative. The base script only waits. A subclass does the work when the timer fires.

Find placed ones in the Scene panel with s:PopupSceneSequence. See Filter.

Where you put it

Add it to an entity whose tag is the name of a PopupSceneSpawnPoint entity. When that spawn point is initialized, it finds every entity with that tag and drives this script.

No vanilla scene stores this base script. The two subclasses are also unplaced. See PopupSceneSwitchCameraSequence and PopupSceneSwitchItemSequence.

What you set

Panel field What to do with it
InitialActivationTime Seconds in the initial state before OnInitialState. Default 0.
PositiveActivationTime Seconds in the positive state before OnPositiveState. Default 0.
NegativeActivationTime Seconds in the negative state before OnNegativeState. Default 0.

The three methods on this class are empty. Put the work on a subclass.

What it does

The spawn point calls SetInitialState when the notification opens, and SetPositiveState when the player continues. Each call resets the timer and sets the state. When the matching time is reached, the subclass runs once.

The notification does not call the negative state.

Where it lives

Managed script. No scene.xscene and no prefab under Native, SandBox, SandBoxCore, StoryMode, or NavalDLC stores it.

Examples

No placed entity. The caller is the notification spawn point: it searches the scene for entities tagged with its own name, then initializes and steps this script with the character visual.