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;
 }
Example #7
0
 public override void Reset()
 {
     this.gameObject = null;
     this.parameter  = null;
     this.Value      = null;
     this.everyFrame = false;
 }
Example #8
0
        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();
    }
Example #10
0
 public override void Reset()
 {
     gameObject = null;
     parameter  = null;
     Value      = null;
     everyFrame = false;
 }
Example #11
0
 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;
 }
Example #13
0
 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;
 }
Example #15
0
 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;
 }
Example #17
0
 public override void Reset()
 {
     gameObject = null;
     deltaPosition= null;
     deltaRotation = null;
     everyFrame = false;
 }
Example #18
0
        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;
 }
Example #20
0
        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;
		}
Example #22
0
 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;
 }
Example #24
0
 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;
 }
Example #27
0
 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;
 }
Example #29
0
 public override void Reset()
 {
     base.Reset();
     gameObject = null;
     deltaPosition= null;
     deltaRotation = null;
 }
 public override void Reset()
 {
     storeVelocity        = null;
     storeAngularVelocity = null;
     storePosition        = null;
     storeRotation        = null;
 }
Example #31
0
 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;
        }
Example #37
0
 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;
 }
Example #44
0
 public override void Reset()
 {
     this.gameObject     = null;
     this.bodyPosition   = null;
     this.bodyRotation   = null;
     this.bodyGameObject = null;
     this.everyFrame     = false;
 }
Example #45
0
 public override void Reset()
 {
     this.gameObject   = null;
     this.fsmName      = string.Empty;
     this.variableName = string.Empty;
     this.setValue     = null;
     this.everyFrame   = false;
 }
Example #46
0
 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;
        }
Example #49
0
 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;
        }
Example #55
0
 public override void Reset()
 {
     Quaternion1 = new FsmQuaternion { UseVariable = true };
     Quaternion2 = new FsmQuaternion { UseVariable = true };
     equal = null;
     equalEvent = null;
     notEqualEvent = null;
     everyFrameOption = everyFrameOptions.Update;
 }
Example #56
0
		public override void Reset()
		{
			gameObject = null;
			target = null;
			position = new FsmVector3() {UseVariable=true};
			rotation = new FsmQuaternion() {UseVariable=true};
			
			everyFrame = false;
		}
Example #57
0
 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;
 }