public override void Reset() { this.fromDirection = null; this.toDirection = null; this.result = null; this.everyFrame = false; }
public override void Reset() { quaternionVariable = null; filteringFactor = 0.1f; everyFrame = true; everyFrameOption = everyFrameOptions.Update; }
public override void Reset() { base.Reset(); position = null; rotation = null; }
public override void Reset() { source = null; format = "Quaternion\\([x],[y],[z],[w]\\)"; storeResult = null; everyFrame = false; }
public override void Reset() { quaternion = null; eulerAngles = null; everyFrame = true; everyFrameOption = QuaternionBaseAction.everyFrameOptions.Update; }
public override void Reset() { base.Reset(); GameObject = null; SourcePoint = new FsmVector3() { UseVariable = true }; StoreTF = new FsmFloat() { UseVariable = true }; StorePosition = new FsmVector3() { UseVariable = true }; StoreTangent = new FsmVector3() { UseVariable = true }; StoreUpVector = new FsmVector3() { UseVariable = true }; StoreRotation = new FsmQuaternion() { UseVariable = true }; everyFrame = false; lateUpdate = false; }
public override void Reset() { this.gameObject = null; this.parameter = null; this.Value = null; this.everyFrame = false; }
public override void Reset() { gameObject = null; position = null; // default axis to variable dropdown with None selected. x = new FsmFloat { UseVariable = true }; y = new FsmFloat { UseVariable = true }; z = new FsmFloat { UseVariable = true }; quaternion = null; euler = new FsmVector3 { UseVariable = true }; xAngle = new FsmFloat { UseVariable = true }; yAngle = new FsmFloat { UseVariable = true }; zAngle = new FsmFloat { UseVariable = true }; everyFrame = false; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; }
public override void AddTo(FsmVariables variables) { FsmQuaternion v = new FsmQuaternion(name); variables.QuaternionVariables = variables.QuaternionVariables.Concat( new FsmQuaternion[] { v }).ToArray(); }
public override void Reset() { gameObject = null; parameter = null; Value = null; everyFrame = false; }
public override void Reset() { gameObject = null; deltaPosition = null; deltaRotation = null; everyFrame = false; }
public override void Reset() { this.quaternion = null; this.vector3 = null; this.result = null; this.everyFrame = false; }
public override void Reset() { eulerAngles = null; result = null; everyFrame = true; everyFrameOption = everyFrameOptions.Update; }
public override void Reset() { rotation = null; result = null; everyFrame = true; everyFrameOption = QuaternionBaseAction.everyFrameOptions.Update; }
public override void Reset() { source = null; format = "Quaternion\\([x],[y],[z],[w]\\)"; storeResult = null; everyFrame = false; }
public override void Reset() { base.Reset(); start = null; end = null; result = null; }
public override void Reset() { gameObject = null; deltaPosition= null; deltaRotation = null; everyFrame = false; }
public override void Reset() { gameObject = null; reference = null; startIndex = null; endIndex = null; loopEvent = null; finishedEvent = null; failureEvent = null; getBoolData = null; getIntData = null; getFloatData = null; getVector3Data = null; getStringData = null; getGameObjectData = null; getRectData = null; getQuaternionData = null; getMaterialData = null; getTextureData = null; getColorData = null; getObjectData = null; }
public override void Reset() { this.quaternion = null; this.vector3 = null; this.result = null; this.everyFrame = false; }
public override void Reset() { fromGameObject = null; direction = new FsmVector3 { UseVariable = true }; maxDistance = new FsmFloat() { UseVariable = true }; hitEvent = null; noHitEvent = null; storeDidHit = null; storeHitObject = null; storeHitPoint = null; storeHitNormal = null; storeHitDistance = null; repeatInterval = 1; layerMask = new FsmInt[0]; invertMask = false; debugColor = Color.yellow; debug = false; triggerInteraction = QueryTriggerInteraction.UseGlobal; halfExtents = null; direction = null; orientation = null; }
public override void Reset () { quaternion=null; vector3=null; result=null; }
public override void Reset() { base.Reset(); gameObject = null; deltaPosition = null; deltaRotation = null; }
public override void Reset() { quaternion = null; eulerAngles = null; everyFrame = true; everyFrameOption = QuaternionBaseAction.everyFrameOptions.Update; }
public override void Reset() { this.gameObject = null; this.deltaPosition = null; this.deltaRotation = null; this.everyFrame = false; }
public override void Reset() { angle = null; axis = null; result = null; everyFrame = true; }
public override void Reset() { rotation = null; result = null; everyFrame = true; everyFrameOption = everyFrameOptions.Update; }
public override void Reset() { this.gameObject = null; this.deltaPosition = null; this.deltaRotation = null; this.everyFrame = false; }
public override void Reset() { toQuaternion = new FsmQuaternion { UseVariable = true }; duration = 0f; setDelay = 0f; isSpeedBased = false; settingLoops = 0; enableEaseFactory = false; easeFactoryFps = 0; setRelative = false; DotweenDone = false; setAutoKill = false; orInputID = new FsmString { UseVariable = true }; tag = new FsmString { UseVariable = true }; gameObjectId = new FsmBool { UseVariable = true }; startEvent = null; finishEvent = null; loopDontFinish = false; loopsQuantity = 0; isTimeIndependent = false; setRecycle = false; }
public override void Reset() { base.Reset(); gameObject = null; deltaPosition= null; deltaRotation = null; }
public override void Reset() { storeVelocity = null; storeAngularVelocity = null; storePosition = null; storeRotation = null; }
public override void Reset() { fromDirection = null; toDirection = null; result = null; everyFrame = false; everyFrameOption = everyFrameOptions.Update; }
public override void Reset() { fromDirection = null; toDirection = null; result = null; everyFrame = false; }
public override void Reset() { quaternion = null; format = "Quaternion([x],[y],[z],[w])"; floatConversion = "G"; storeResult = null; everyFrame = false; }
public override void Reset() { gameObject = null; bodyPosition= null; bodyRotation = null; bodyGameObject = null; everyFrame = false; }
public override void Reset() { fromQuaternion = new FsmQuaternion { UseVariable = true }; toQuaternion = new FsmQuaternion { UseVariable = true }; amount = 0.5f; storeResult = null; everyFrame = true; }
public override void Reset() { quaternion = null; vector3 = null; result = null; everyFrame = false; }
public override void Reset() { base.Reset(); gameObject = null; rootPosition = null; rootRotation = null; bodyGameObject = null; }
public override void Reset() { quaternion = null; format = "Quaternion([x],[y],[z],[w])"; floatConversion = "G"; storeResult = null; everyFrame = false; }
public override void Reset() { direction = null; upVector = new FsmVector3(){UseVariable=true}; result = null; everyFrame = true; everyFrameOption = QuaternionBaseAction.everyFrameOptions.Update; }
public override void Reset() { gameObject = null; targetPosition= null; targetRotation = null; targetGameObject = null; everyFrame = false; }
public override void Reset() { quaternionA = null; quaternionB = null; result = null; everyFrame = false; }
public override void Reset() { angle = null; axis = null; result = null; everyFrame = true; everyFrameOption = QuaternionBaseAction.everyFrameOptions.Update; }
public override void Reset() { gameObject = null; fsmName = ""; variableName = ""; storeValue = null; everyFrame = false; }
public override void Reset() { this.gameObject = null; this.bodyPosition = null; this.bodyRotation = null; this.bodyGameObject = null; this.everyFrame = false; }
public override void Reset() { this.gameObject = null; this.fsmName = string.Empty; this.variableName = string.Empty; this.setValue = null; this.everyFrame = false; }
public override void Reset() { gameObject = null; targetPosition = null; targetRotation = null; targetGameObject = null; everyFrame = false; }
public override void Reset() { gameObject = null; fsmName = ""; variableName = ""; setValue = null; everyFrame = false; }
public override void Reset() { quaternionVariable = null; filteringFactor = 0.1f; everyFrame = true; everyFrameOption = QuaternionBaseAction.everyFrameOptions.Update; }
public override void Reset() { gameObject = null; bodyPosition = null; bodyRotation = null; bodyGameObject = null; everyFrame = false; }
public override void Reset() { quaternionA = null; quaternionB = null; result = null; everyFrame = false; everyFrameOption = everyFrameOptions.Update; }
public override void Reset() { fromQuaternion = new FsmQuaternion { UseVariable = true }; toQuaternion = new FsmQuaternion { UseVariable = true }; maxDegreesDelta = 10f; storeResult = null; everyFrame = true; everyFrameOption = everyFrameOptions.Update; }
public override void Reset() { quaternion = null; vector3 = null; result = null; everyFrame = false; everyFrameOption = QuaternionBaseAction.everyFrameOptions.Update; }
public override void Reset() { base.Reset(); gameObject = null; rootPosition= null; rootRotation = null; bodyGameObject = null; }
public override void Reset() { fromDirection = null; toDirection = null; result = null; everyFrame = false; everyFrameOption = QuaternionBaseAction.everyFrameOptions.Update; }
public override void Reset() { Quaternion1 = new FsmQuaternion { UseVariable = true }; Quaternion2 = new FsmQuaternion { UseVariable = true }; equal = null; equalEvent = null; notEqualEvent = null; everyFrameOption = everyFrameOptions.Update; }
public override void Reset() { gameObject = null; target = null; position = new FsmVector3() {UseVariable=true}; rotation = new FsmQuaternion() {UseVariable=true}; everyFrame = false; }
public override void Reset() { this.gameObject = null; this.goal = null; this.position = null; this.rotation = null; this.positionWeight = null; this.rotationWeight = null; this.everyFrame = false; }
public override void Reset() { gameObject = null; storeTransform = null; storePosition = null; storeRotation = null; storeQuaternion = null; storeScale = null; everyFrame = false; }
public override void Reset() { gameObject = null; quaternion = null; vector = null; xAngle = null; yAngle = null; zAngle = null; everyFrame = false; }
public override void Reset() { fromQuaternion = new FsmQuaternion { UseVariable = true }; toQuaternion = new FsmQuaternion { UseVariable = true }; amount = 0.1f; lerpAgainstDeltaTime = false; storeResult = null; everyFrame = true; everyFrameOption = everyFrameOptions.Update; }