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.