public override void Reset()
 {
     gameObject = null;
     physicsMaterial2d = null;
     bounciness = null;
     everyFrame = false;
 }
		public override void Reset()
		{
			transformTarget = new FsmGameObject { UseVariable = true};
			vectorTarget = new FsmVector3 { UseVariable = true};
			time = 1f;
			axis = iTweenFsmAction.AxisRestriction.none;
		}
 public override void Reset()
 {
     center = null;
     upwardsModifier = 0f;
     forceMode = ForceMode.Force;
     everyFrame = false;
 }
		public override void Reset()
		{
			floatVariable = null;
			lessThan = new FsmFloat[1];
			sendEvent = new FsmEvent[1];
			everyFrame = false;
		}
 public override void Reset()
 {
     tag = null;
     delay = 0;
     AccumulateDelay = false;
     detachChildren = false;
 }
		public override void Reset()
		{
			gameObject = null;
			avatarTarget = AvatarTarget.Body;
			targetNormalizedTime = null;
			everyFrame = false;
		}
		public override void Reset()
		{
			gameObject = null;
			pivotWeight = null;
			pivotPosition = null;
			everyFrame = false;
		}
 public override void Reset()
 {
     floatVariable = null;
     intVariable = null;
     rounding = FloatRounding.Nearest;
     everyFrame = false;
 }
 public override void Reset()
 {
     angle = null;
     DegToRad = true;
     everyFrame = false;
     result = null;
 }
 public override void Reset()
 {
     vector = null;
     x = new FsmFloat { UseVariable = true };
     y = new FsmFloat { UseVariable = true };
     everyFrame = false;
 }
 public override void Reset()
 {
     gameObject = null;
     animName = null;
     speed = 1f;
     everyFrame = false;
 }
 public override void Reset()
 {
     gameObject = null;
     moveVector = new FsmVector3 {UseVariable = true};
     speed = 1;
     space = Space.World;
 }
        public override void Reset()
        {
            gameObject = null;
            orthoSize = null;

            everyFrame = false;
        }
 public override void Reset()
 {
     gameObject = null;
     perSecond = false;
     fsmName = "";
     addValue = null;
 }
		public override void Reset()
		{
			gameObject = null;

			recorderStartTime = null;
			recorderStopTime = null;
		}
 public override void Reset()
 {
     floatValue = 0f;
     isPositive = null;
     isNegative = null;
     everyFrame = false;
 }
Beispiel #17
0
 public override void Reset()
 {
     this.floatVariable = null;
     this.add = null;
     this.everyFrame = false;
     this.perSecond = false;
 }
		public override void Reset()
		{
			base.Reset();
			prefix = "";
			style = "";
			floatVariable = null;
		}
Beispiel #19
0
		public override void Reset()
		{
			floatVariable = null;
			add = null;
			everyFrame = false;
			perSecond = false;
		}
		public override void Reset()
		{
			gameObject = null;
			layerIndex = null;
			layerWeight= null;
			everyFrame = false;
		}
 public override void Reset()
 {
     gameObject = null;
     position = new FsmVector3 { UseVariable = true };
     clip = null;
     volume = 1;
 }
 public override void Reset()
 {
     floatVariable = null;
     storeFloat = null;
     baseValue = 0;
     everyFrame = false;
 }
		public override void Reset()
		{
			floatVariable = null;
			leftValue = 0;
			rightValue = 100;
			changedEvent = null;
		}
 public override void Reset()
 {
     NGUIGameObject = null;
     text = null;
     color = null;
     duration = 0f;
 }
		public override void Reset()
		{
			floatVariable = null;
			topValue = 100;
			bottomValue = 0;
			changedEvent = null;
		}
 public override void Reset()
 {
     Value = null;
     RadToDeg = true;
     everyFrame = false;
     angle = null;
 }
Beispiel #27
0
		public override void Reset()
		{
			floatVariable = null;
			minValue = null;
			maxValue = null;
			everyFrame = false;
		}
Beispiel #28
0
 public override void Reset()
 {
     base.Reset();
     floatVariable = new FsmFloat{UseVariable=true};
     toValue = new FsmFloat{UseVariable=true};
     fromValue = new FsmFloat{UseVariable=true};
 }
		public override void Reset()
		{
			gameObject = null;
			value = null;
			resetOnExit = null;
			everyFrame = false;
		}
 public override void Reset()
 {
     globalClockKey = null;
     timeScale = null;
     duration = null;
     steady = false;
 }
Beispiel #31
0
 public override void Reset()
 {
     this.floatVariable = null;
     this.changedEvent  = null;
     this.storeResult   = null;
 }
 public override void Reset()
 {
     haloStrength = 0.5f;
     everyFrame   = false;
 }
 public override void Reset()
 {
     floatVariables = null;
     addTo          = null;
     everyFrame     = false;
 }
Beispiel #34
0
 public override void Reset()
 {
     delay = null;
 }
 public override void Reset()
 {
     gameObject     = null;
     lightIntensity = 1f;
     everyFrame     = false;
 }
Beispiel #36
0
 public override void Reset()
 {
     gameObject      = null;
     targetObject    = null;
     adjustmentSpeed = 2.5f;
 }
 public override void Reset()
 {
     storeResult = null;
     weights     = 0.5f;
 }
Beispiel #38
0
 public override void Reset()
 {
     gameObject  = null;
     storeResult = null;
 }
 public override void Reset()
 {
     gameObject   = null;
     playbackTime = null;
     everyFrame   = false;
 }
        public override void Reset()
        {
            base.Reset();

            gameObject = null;

            by = new FsmVector3 {
                UseVariable = false
            };
            duration = new FsmFloat {
                UseVariable = false
            };
            setSpeedBased = new FsmBool {
                UseVariable = false, Value = false
            };
            setRelative = new FsmBool {
                UseVariable = false, Value = false
            };

            playInReverse = new FsmBool {
                UseVariable = false, Value = false
            };
            setReverseRelative = new FsmBool {
                UseVariable = false, Value = false
            };

            startEvent        = null;
            finishEvent       = null;
            finishImmediately = new FsmBool {
                UseVariable = false, Value = false
            };

            stringAsId = new FsmString {
                UseVariable = false
            };
            tagAsId = new FsmString {
                UseVariable = false
            };

            startDelay = new FsmFloat {
                Value = 0
            };

            selectedEase = DOTweenActionsEnums.SelectedEase.EaseType;
            easeType     = Ease.Linear;

            loops = new FsmInt {
                Value = 0
            };
            loopType = LoopType.Restart;

            autoKillOnCompletion = new FsmBool {
                Value = true
            };
            recyclable = new FsmBool {
                Value = false
            };

            updateType          = UpdateType.Normal;
            isIndependentUpdate = new FsmBool {
                Value = false
            };

            debugThis = new FsmBool {
                Value = false
            };
        }
 public override void Reset()
 {
     ambientIntensity = null;
     everyFrame       = false;
 }
Beispiel #42
0
 public override void Reset()
 {
     gameObject      = null;
     feetPivotActive = null;
 }
Beispiel #43
0
 public override void Reset()
 {
     vector2Variable = null;
     filteringFactor = 0.1f;
 }
Beispiel #44
0
 public override void Reset()
 {
     gameObject     = null;
     lightSpotAngle = 20f;
     everyFrame     = false;
 }
Beispiel #45
0
    public static bool ApplyValueToFsmVar(Fsm fromFsm, FsmVar fsmVar, object value)
    {
        if (fromFsm == null)
        {
            return(false);
        }
        if (fsmVar == null)
        {
            return(false);
        }


        if (value == null)
        {
            if (fsmVar.Type == VariableType.Bool)
            {
                FsmBool _target = fromFsm.Variables.GetFsmBool(fsmVar.variableName);
                _target.Value = false;
            }
            else if (fsmVar.Type == VariableType.Color)
            {
                FsmColor _target = fromFsm.Variables.GetFsmColor(fsmVar.variableName);
                _target.Value = Color.black;
            }
            else if (fsmVar.Type == VariableType.Int)
            {
                FsmInt _target = fromFsm.Variables.GetFsmInt(fsmVar.variableName);
                _target.Value = 0;
            }
            else if (fsmVar.Type == VariableType.Float)
            {
                FsmFloat _target = fromFsm.Variables.GetFsmFloat(fsmVar.variableName);
                _target.Value = 0f;
            }
            else if (fsmVar.Type == VariableType.GameObject)
            {
                FsmGameObject _target = fromFsm.Variables.GetFsmGameObject(fsmVar.variableName);
                _target.Value = null;
            }
            else if (fsmVar.Type == VariableType.Material)
            {
                FsmMaterial _target = fromFsm.Variables.GetFsmMaterial(fsmVar.variableName);
                _target.Value = null;
            }
            else if (fsmVar.Type == VariableType.Object)
            {
                FsmObject _target = fromFsm.Variables.GetFsmObject(fsmVar.variableName);
                _target.Value = null;
            }
            else if (fsmVar.Type == VariableType.Quaternion)
            {
                FsmQuaternion _target = fromFsm.Variables.GetFsmQuaternion(fsmVar.variableName);
                _target.Value = Quaternion.identity;
            }
            else if (fsmVar.Type == VariableType.Rect)
            {
                FsmRect _target = fromFsm.Variables.GetFsmRect(fsmVar.variableName);
                _target.Value = new Rect(0, 0, 0, 0);
            }
            else if (fsmVar.Type == VariableType.String)
            {
                FsmString _target = fromFsm.Variables.GetFsmString(fsmVar.variableName);
                _target.Value = "";
            }
            else if (fsmVar.Type == VariableType.String)
            {
                FsmTexture _target = fromFsm.Variables.GetFsmTexture(fsmVar.variableName);
                _target.Value = null;
            }
            else if (fsmVar.Type == VariableType.Vector2)
            {
                FsmVector2 _target = fromFsm.Variables.GetFsmVector2(fsmVar.variableName);
                _target.Value = Vector2.zero;
            }
            else if (fsmVar.Type == VariableType.Vector3)
            {
                FsmVector3 _target = fromFsm.Variables.GetFsmVector3(fsmVar.variableName);
                _target.Value = Vector3.zero;
            }

            return(true);
        }

        System.Type valueType = value.GetType();

        //Debug.Log("valueType  "+valueType);

        System.Type storageType = null;

        //	Debug.Log("fsmVar type "+fsmVar.Type);

        switch (fsmVar.Type)
        {
        case VariableType.Int:
            storageType = typeof(int);
            break;

        case VariableType.Float:
            storageType = typeof(float);
            break;

        case VariableType.Bool:
            storageType = typeof(bool);
            break;

        case VariableType.Color:
            storageType = typeof(Color);
            break;

        case VariableType.GameObject:
            storageType = typeof(GameObject);
            break;

        case VariableType.Quaternion:
            storageType = typeof(Quaternion);
            break;

        case VariableType.Rect:
            storageType = typeof(Rect);
            break;

        case VariableType.String:
            storageType = typeof(string);
            break;

        case VariableType.Texture:
            storageType = typeof(Texture2D);
            break;

        case VariableType.Vector2:
            storageType = typeof(Vector2);
            break;

        case VariableType.Vector3:
            storageType = typeof(Vector3);
            break;

        case VariableType.Object:
            storageType = typeof(Object);
            break;

        case VariableType.Material:
            storageType = typeof(Material);
            break;
        }

        bool ok = true;

        if (!storageType.Equals(valueType))
        {
            ok = false;
            if (storageType.Equals(typeof(Object)))             // we are ok
            {
                ok = true;
            }

            if (!ok)
            {
                                #if UNITY_WEBGL
                // proceduralMaterial not supported
                                #else
                if (valueType.Equals(typeof(ProceduralMaterial)))                 // we are ok
                {
                    ok = true;
                }
                                #endif
                if (valueType.Equals(typeof(double)))                 // we are ok
                {
                    ok = true;
                }
                if (valueType.Equals(typeof(System.Int64)))                 // we are ok
                {
                    ok = true;
                }
                if (valueType.Equals(typeof(System.Byte)))                 // we are ok
                {
                    ok = true;
                }
            }
        }


        if (!ok)
        {
            Debug.LogError("The fsmVar value <" + storageType + "> doesn't match the value <" + valueType + "> on state" + fromFsm.ActiveStateName + " on fsm:" + fromFsm.Name + " on GameObject:" + fromFsm.GameObjectName);
            return(false);
        }


        if (valueType == typeof(bool))
        {
            FsmBool _target = fromFsm.Variables.GetFsmBool(fsmVar.variableName);
            _target.Value = (bool)value;
        }
        else if (valueType == typeof(Color))
        {
            FsmColor _target = fromFsm.Variables.GetFsmColor(fsmVar.variableName);
            _target.Value = (Color)value;
        }
        else if (valueType == typeof(int))
        {
            FsmInt _target = fromFsm.Variables.GetFsmInt(fsmVar.variableName);
            _target.Value = System.Convert.ToInt32(value);
        }
        else if (valueType == typeof(byte))
        {
            FsmInt _target = fromFsm.Variables.GetFsmInt(fsmVar.variableName);
            _target.Value = System.Convert.ToInt32(value);
        }
        else if (valueType == typeof(System.Int64))
        {
            if (fsmVar.Type == VariableType.Int)
            {
                FsmInt _target = fromFsm.Variables.GetFsmInt(fsmVar.variableName);
                _target.Value = System.Convert.ToInt32(value);
            }
            else if (fsmVar.Type == VariableType.Float)
            {
                FsmFloat _target = fromFsm.Variables.GetFsmFloat(fsmVar.variableName);
                _target.Value = System.Convert.ToSingle(value);
            }
        }
        else if (valueType == typeof(float))
        {
            FsmFloat _target = fromFsm.Variables.GetFsmFloat(fsmVar.variableName);
            _target.Value = (float)value;
        }
        else if (valueType == typeof(double))
        {
            FsmFloat _target = fromFsm.Variables.GetFsmFloat(fsmVar.variableName);
            _target.Value = System.Convert.ToSingle(value);
        }
        else if (valueType == typeof(GameObject))
        {
            FsmGameObject _target = fromFsm.Variables.GetFsmGameObject(fsmVar.variableName);
            _target.Value = (GameObject)value;
        }
        else if (valueType == typeof(Material))
        {
            FsmMaterial _target = fromFsm.Variables.GetFsmMaterial(fsmVar.variableName);
            _target.Value = (Material)value;

                #if UNITY_WEBGL
            // proceduralMaterial not supported
                #else
        }
        else if (valueType == typeof(ProceduralMaterial))
        {
            FsmMaterial _target = fromFsm.Variables.GetFsmMaterial(fsmVar.variableName);
            _target.Value = (ProceduralMaterial)value;
                #endif
        }
        else if (valueType == typeof(Object) || storageType == typeof(Object))
        {
            FsmObject _target = fromFsm.Variables.GetFsmObject(fsmVar.variableName);
            _target.Value = (Object)value;
        }
        else if (valueType == typeof(Quaternion))
        {
            FsmQuaternion _target = fromFsm.Variables.GetFsmQuaternion(fsmVar.variableName);
            _target.Value = (Quaternion)value;
        }
        else if (valueType == typeof(Rect))
        {
            FsmRect _target = fromFsm.Variables.GetFsmRect(fsmVar.variableName);
            _target.Value = (Rect)value;
        }
        else if (valueType == typeof(string))
        {
            FsmString _target = fromFsm.Variables.GetFsmString(fsmVar.variableName);
            _target.Value = (string)value;
        }
        else if (valueType == typeof(Texture2D))
        {
            FsmTexture _target = fromFsm.Variables.GetFsmTexture(fsmVar.variableName);
            _target.Value = (Texture2D)value;
        }
        else if (valueType == typeof(Vector2))
        {
            FsmVector2 _target = fromFsm.Variables.GetFsmVector2(fsmVar.variableName);
            _target.Value = (Vector2)value;
        }
        else if (valueType == typeof(Vector3))
        {
            FsmVector3 _target = fromFsm.Variables.GetFsmVector3(fsmVar.variableName);
            _target.Value = (Vector3)value;
        }
        else
        {
            Debug.LogWarning("?!?!" + valueType);
            //  don't know, should I put in FsmObject?
        }


        return(true);
    }
Beispiel #46
0
 public override void Reset()
 {
     base.Reset();
     FloatValue = null;
 }
Beispiel #47
0
 public override void Reset()
 {
     storeResult = null;
     normalize   = true;
 }
Beispiel #48
0
 public override void Reset()
 {
     storeScreenHeight = null;
     everyFrame        = false;
 }
 public override void Reset()
 {
     FlipFsmValue = false;
     StoreResult  = null;
     everyFrame   = false;
 }
 public override void Reset()
 {
     gameObject      = null;
     ImageFillAmount = 1;
     everyFrame      = false;
 }
 public override void Reset()
 {
     gameObject     = null;
     delay          = 1f;
     scheduledEvent = null;
 }
 public override void Reset()
 {
     gameObject     = null;
     leftFootHeight = null;
     everyFrame     = false;
 }
        public void DoRichText()
        {
            //reset the forced pause here because it should only be used for one character.
            forcedPause = 0.0f;

            block = "";
            int blockStartPoint = index;

            // Construct the <block>
            while (index < message.Length)
            {
                block += message[index];
                index++;

                if (message[index] == '>')
                {
                    block += message[index];
                    index  = index + 1;
                    break;
                }
            }

            block = block.ToLower();

            if (block.Contains("/"))             // block is an closer, disable the flag for the suffix builder since it isn't necessary anymore.
            {
                if (block.Contains("</c"))
                {
                    fColor = false; return;
                }
                if (block.Contains("</s"))
                {
                    fSize = false; return;
                }
                if (block.Contains("</i"))
                {
                    fItal = false; return;
                }
                if (block.Contains("</b"))
                {
                    fBold = false; return;
                }
            }

            if (!block.Contains("/"))             // block is an opener (or special), tell the suffix to make a closer for it OR catch the speed/pause change.
            {
                if (block.Contains("<color"))
                {
                    fColor = true; return;
                }
                if (block.Contains("<size"))
                {
                    fSize = true; return;
                }
                if (block.Contains("<i"))
                {
                    fItal = true; return;
                }
                if (block.Contains("<b"))
                {
                    fBold = true; return;
                }
                if (block.Contains("<s="))
                {
                    int    i     = 3;
                    string speed = "";
                    while (i < block.Length)
                    {
                        speed += block[i];
                        i++;

                        if (block[i] == '>')
                        {
                            p           = float.Parse(speed);
                            pause.Value = p;

                            string front = message.Substring(0, blockStartPoint);
                            string back  = message.Substring(blockStartPoint + block.Length, (message.Length - front.Length - block.Length));

                            index   = blockStartPoint;
                            message = front + back;

                            break;
                        }
                    }
                }

                if (block.Contains("<p="))
                {
                    int    i     = 3;
                    string pause = "";
                    while (i < block.Length)
                    {
                        pause += block[i];
                        i++;

                        if (block[i] == '>')
                        {
                            float pa = float.Parse(pause);
                            forcedPause += pa;

                            string front = message.Substring(0, blockStartPoint);
                            string back  = message.Substring(blockStartPoint + block.Length, (message.Length - front.Length - block.Length));

                            index   = blockStartPoint;
                            message = front + back;

                            break;
                        }
                    }
                }
            }
        }
Beispiel #54
0
 public override void Reset()
 {
     logLevel      = LogLevel.Info;
     floatVariable = null;
     base.Reset();
 }
Beispiel #55
0
 public override void Reset()
 {
     floatVariable = null;
     multiplyBy    = null;
     everyFrame    = false;
 }
 public override void Reset()
 {
     gameObject = null;
     arcSpeed   = 0f;
     everyFrame = false;
 }
Beispiel #57
0
 public override void Reset()
 {
     floatVariable = null;
     floatValue    = null;
     everyFrame    = false;
 }
 //	AudioClip clipRecord;
 public override void Reset()
 {
     deviceName = "";
     multiplier = 1000;
     level      = 0f;
 }
Beispiel #59
0
 public override void Reset()
 {
     gameObject = null;
     baseOffset = null;
     everyFrame = false;
 }
Beispiel #60
0
 public override void Reset()
 {
     EventType     = DivingEvents.EventTypes.AirSupplyUpdated;
     FloatVariable = null;
     EveryFrame    = false;
 }