/// <summary>
 /// Parameter > If the tween target is a <see cref="Transform"/>, sets the tween so that the target will always look at the given position.
 /// </summary>
 /// <param name="p_position">
 /// The <see cref="Vector3"/> to look at.
 /// </param>
 public PlugVector3Path LookAt(Vector3 p_position)
 {
     orientType = OrientType.LookAtPosition;
     lookPos    = p_position;
     lookTrans  = null;
     return(this);
 }
 public OSqlCreateProperty Property(string propertyName, OrientType type)
 {
     _propertyName = propertyName;
     _type         = type;
     _sqlQuery.Property(_propertyName, _type);
     return(this);
 }
 /// <summary>
 /// Parameter > If the tween target is a <see cref="Transform"/>, sets the tween so that the target will always look at the given transform.
 /// </summary>
 /// <param name="p_transform">
 /// The <see cref="Transform"/> to look at.
 /// </param>
 public PlugVector3Path LookAt(Transform p_transform)
 {
     if (p_transform != null)
     {
         orientType = OrientType.LookAtTransform;
         lookTrans  = p_transform;
     }
     return(this);
 }
Beispiel #4
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 public void Reset()
 {
     mode                      = PathMode.Ignore;
     orientType                = OrientType.None;
     lockPositionAxis          = lockRotationAxis = AxisConstraint.None;
     isClosedPath              = false;
     lookAtPosition            = Vector3.zero;
     lookAtTransform           = null;
     lookAhead                 = 0;
     hasCustomForwardDirection = false;
     forward                   = Quaternion.identity;
     useLocalPosition          = false;
     parent                    = null;
     startupRot                = Quaternion.identity;
     startupZRot               = 0;
 }
 /// <summary>
 /// Parameter > Choose whether to orient the tween target to the path (only if it's a <see cref="Transform"/>),
 /// and which lookAhead percentage ad lockRotation to use.
 /// </summary>
 /// <param name="p_orient">
 /// Set to <c>true</c> to orient the tween target to the path.
 /// </param>
 /// <param name="p_lookAhead">
 /// The look ahead percentage (0 to 1).
 /// </param>
 /// <param name="p_lockRotationAxis">
 /// Sets one or more axis to lock while rotating.
 /// To lock more than one axis, use the bitwise OR operator (ex: <c>Axis.X | Axis.Y</c>).
 /// </param>
 public PlugVector3Path OrientToPath(bool p_orient, float p_lookAhead, Axis p_lockRotationAxis)
 {
     if (p_orient)
     {
         orientType = OrientType.ToPath;
     }
     lookAheadVal = p_lookAhead;
     if (lookAheadVal < MIN_LOOKAHEAD)
     {
         lookAheadVal = MIN_LOOKAHEAD;
     }
     else if (lookAheadVal > MAX_LOOKAHED)
     {
         lookAheadVal = MAX_LOOKAHED;
     }
     lockRotationAxis = p_lockRotationAxis;
     return(this);
 }
Beispiel #6
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 public Tree Orient(OrientType orient)
 {
     this.orient = orient;
     return(this);
 }
Beispiel #7
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 public Legend Orient(OrientType orient)
 {
     this.orient = orient;
     return(this);
 }
Beispiel #8
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 public T Orient(OrientType orient)
 {
     this.orient = orient;
     return(this as T);
 }
Beispiel #9
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 public ToolBox Orient(OrientType orient)
 {
     this.orient = orient;
     return(this);
 }
Beispiel #10
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 public TimeLine Orient(OrientType orient)
 {
     this.orient = orient;
     return(this);
 }
Beispiel #11
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 internal void LinkedType(OrientType type)
 {
     _compiler.Unique(Q.LinkedType, type.ToString());
 }
Beispiel #12
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 internal void Property(string propertyName, OrientType type)
 {
     _compiler.Unique(Q.Property, propertyName, type.ToString());
 }
 /// <summary>
 /// Parameter > If the tween target is a <see cref="Transform"/>, sets the tween so that the target will always look at the given position.
 /// </summary>
 /// <param name="p_position">
 /// The <see cref="Vector3"/> to look at.
 /// </param>
 public PlugVector3Path LookAt(Vector3 p_position)
 {
     orientType = OrientType.LookAtPosition;
     lookPos = p_position;
     lookTrans = null;
     return this;
 }
 /// <summary>
 /// Parameter > If the tween target is a <see cref="Transform"/>, sets the tween so that the target will always look at the given transform.
 /// </summary>
 /// <param name="p_transform">
 /// The <see cref="Transform"/> to look at.
 /// </param>
 public PlugVector3Path LookAt(Transform p_transform)
 {
     if (p_transform != null) {
         orientType = OrientType.LookAtTransform;
         lookTrans = p_transform;
     }
     return this;
 }
 /// <summary>
 /// Parameter > Choose whether to orient the tween target to the path (only if it's a <see cref="Transform"/>),
 /// and which lookAhead percentage ad lockRotation to use.
 /// </summary>
 /// <param name="p_orient">
 /// Set to <c>true</c> to orient the tween target to the path.
 /// </param>
 /// <param name="p_lookAhead">
 /// The look ahead percentage (0 to 1).
 /// </param>
 /// <param name="p_lockRotationAxis">
 /// Sets one or more axis to lock while rotating.
 /// To lock more than one axis, use the bitwise OR operator (ex: <c>Axis.X | Axis.Y</c>).
 /// </param>
 public PlugVector3Path OrientToPath(bool p_orient, float p_lookAhead, Axis p_lockRotationAxis)
 {
     if (p_orient) {
         orientType = OrientType.ToPath;
     }
     lookAheadVal = p_lookAhead;
     if (lookAheadVal < MIN_LOOKAHEAD) {
         lookAheadVal = MIN_LOOKAHEAD;
     } else if (lookAheadVal > MAX_LOOKAHED) {
         lookAheadVal = MAX_LOOKAHED;
     }
     lockRotationAxis = p_lockRotationAxis;
     return this;
 }
 public OSqlCreateProperty LinkedType(OrientType type)
 {
     _sqlQuery.LinkedType(type);
     return(this);
 }