Beispiel #1
0
 public override void Reset()
 {
     this.curve      = null;
     this.sampleAt   = null;
     this.storeValue = null;
     this.everyFrame = false;
 }
Beispiel #2
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 public override void Reset()
 {
     this.animCurve     = null;
     this.floatVariable = null;
     this.finishEvent   = null;
     this.realTime      = false;
 }
Beispiel #3
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 public override void Reset()
 {
     this.animCurve = null;
     this.floatVariable = null;
     this.finishEvent = null;
     this.realTime = false;
 }
Beispiel #4
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 public override void Reset()
 {
     curve      = null;
     sampleAt   = null;
     storeValue = null;
     everyFrame = false;
 }
		public override void Reset()
		{
			animCurve = null;
			floatVariable = null;
			finishEvent = null;
			realTime = false;
		}
 public override void Reset()
 {
     animCurve     = null;
     floatVariable = null;
     finishEvent   = null;
     realTime      = false;
 }
 public override void Reset()
 {
     theFloat    = 0f;
     animCurve   = new FsmAnimationCurve();
     storeResult = null;
     everyFrame  = true;
 }
		public override void Reset()
		{
			curve = null;
			sampleAt = null;
			storeValue = null;
			everyFrame = false;
		}
Beispiel #9
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 public override void Reset()
 {
     base.Reset();
     intensityCurve = new FsmAnimationCurve()
     {
         curve = new AnimationCurve(new Keyframe[] { new Keyframe(0f, 0f, 2f, 2f), new Keyframe(1f, 1f) })
     };
 }
Beispiel #10
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 private void applySettings(AnimateCameraActionSettings settings)
 {
     Position          = settings.Position;
     Target            = settings.Target;
     TargetAnimTrigger = settings.TargetAnimTrigger;
     TargetOffset      = settings.TargetOffset;
     Duration          = settings.Duration;
     Curve             = settings.Curve;
 }
 public override void Reset()
 {
     cameraFrom = null;
     cameraTo   = null;
     fadeTime   = 2.0f;
     curve      = null;
     inProgress = false;
     isWorking  = false;
     useCurve   = true;
 }
Beispiel #12
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        public override void Reset()
        {
            array       = null;
            weightCurve = new FsmAnimationCurve();

            storeValue = null;
            storeIndex = null;
            repeat     = false;
            everyFrame = false;
        }
        public override void Reset()
        {
            gameObject  = null;
            weightCurve = new FsmAnimationCurve();

            failureEvent = null;

            randomItem  = null;
            randomIndex = null;
        }
 public override void Reset()
 {
     cameraFrom   = null;
     cameraTo     = null;
     fadeTime     = 2.0f;
     curve        = null;
     inProgress   = false;
     isWorking    = false;
     useCurve     = true;
     amountRotate = 0f;
     destroyMesh  = true;
 }
 public override void Reset()
 {
     gameObject         = null;
     loop               = true;
     positionObjectbool = false;
     setTime            = 5f;
     amplitude          = 10f;
     speed              = 1f;
     shakeTime          = 0f;
     direction          = new Vector3(0, 1, 0);
     lerpCurve          = new FsmAnimationCurve();
     mainCamera         = false;
 }
 public override void Reset()
 {
     cameraFrom       = null;
     cameraTo         = null;
     fadeTime         = 2.0f;
     curve            = null;
     inProgress       = false;
     isWorking        = false;
     useCurve         = true;
     planeResolution  = 90;
     setWaveScale     = 10;
     setWaveFrequency = 10;
 }
        public override void Reset()
        {
            theFloat  = 50f;
            baseStart = 0f;
            baseEnd   = 100f;

            targetStart = 0;
            targetEnd   = 1f;

            animCurve       = new FsmAnimationCurve();
            animCurve.curve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1));
            storeResult     = null;
            everyFrame      = true;
        }
Beispiel #18
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 public override void Reset()
 {
     base.Reset();
     Delay            = 0.0f;
     Duration         = 0.3f;
     TimeUpdateMethod = new FsmEnum(null, typeof(TransitionStep.TimeUpdateMethodType), (int)TransitionStep.TimeUpdateMethodType.GameTime);
     TransitionType   = new FsmEnum(null, typeof(TransitionHelper.TweenType), (int)TransitionHelper.TweenType.linear);
     AnimationCurve   = new FsmAnimationCurve()
     {
         curve = UnityEngine.AnimationCurve.EaseInOut(0, 0, 1, 1)
     };
     TransitionStartEvent    = null;
     TransitionCompleteEvent = null;
 }
Beispiel #19
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 public override void Reset()
 {
     TintMaterial = new FsmMaterial
     {
         UseVariable = false
     };
     TintMaterialProperty = new FsmString
     {
         UseVariable = false
     };
     AnimCurve = new FsmAnimationCurve();
     TintColor = new FsmColor
     {
         UseVariable = false
     };
     WaitForFinish = true;
 }
Beispiel #20
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 public override void Reset()
 {
     animCurve  = null;
     curvePoint = new FsmFloat {
         UseVariable = true
     };
     useTime          = false;
     everyFrame       = false;
     getRandomValue   = false;
     getRandomNormal  = false;
     getRandomAdvance = false;
     storeResult      = null;
     setMax           = new FsmFloat {
         UseVariable = true
     };
     setMin = new FsmFloat {
         UseVariable = true
     };
     useTimeMinutes = null;
 }
Beispiel #21
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 public override void Reset()
 {
     BlendCurve       = new FsmAnimationCurve();
     BlendCurve.curve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
 }
Beispiel #22
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        public override void Reset()
        {
            gameObject = null;
            rawSignal  = new FsmObject()
            {
                UseVariable = true
            };

            amplitudeGain = new FsmFloat()
            {
                UseVariable = true, Value = 1f
            };
            frequencyGain = new FsmFloat()
            {
                UseVariable = true, Value = 1f
            };
            repeatMode = new FsmEnum()
            {
                UseVariable = true, Value = CinemachineImpulseDefinition.RepeatMode.Stretch
            };
            randomize = new FsmBool()
            {
                UseVariable = true, Value = true
            };

            attackShape = new FsmAnimationCurve();
            attackTime  = new FsmFloat()
            {
                UseVariable = true, Value = 0f
            };
            sustainTime = new FsmFloat()
            {
                UseVariable = true, Value = 0.2f
            };
            decayShape = new FsmAnimationCurve();
            decayTime  = new FsmFloat()
            {
                UseVariable = true, Value = 0.7f
            };
            scaleWithImpact = new FsmBool()
            {
                UseVariable = true, Value = true
            };
            holdForever = new FsmBool()
            {
                UseVariable = true, Value = false
            };

            impactRadius = new FsmFloat()
            {
                UseVariable = true, Value = 100f
            };
            directionMode = new FsmEnum()
            {
                UseVariable = true, Value = CinemachineImpulseManager.ImpulseEvent.DirectionMode.Fixed
            };
            dissipationMode = new FsmEnum()
            {
                UseVariable = true, Value = CinemachineImpulseManager.ImpulseEvent.DissipationMode.ExponentialDecay
            };
            dissipationDistance = new FsmFloat()
            {
                UseVariable = true, Value = 1000f
            };

            everyFrame = false;
        }
        public static void SetSelectedEase(this Tween tween, SelectedEase selectedEase, Ease easeType, FsmAnimationCurve animationCurve)
        {
            switch (selectedEase)
            {
            case SelectedEase.EaseType: tween.SetEase(easeType); break;

            case SelectedEase.AnimationCurve: tween.SetEase(animationCurve.curve); break;
            }
        }
        public static void SetSelectedEase(this Sequence sequence, SelectedEase selectedEase, Ease easeType, FsmAnimationCurve animationCurve)
        {
            switch (selectedEase)
            {
            case SelectedEase.EaseType: sequence.SetEase(easeType); break;

            case SelectedEase.AnimationCurve: sequence.SetEase(animationCurve.curve); break;
            }
        }