public void Setup(INodeParameters _nodeParameters, ILogger _logger) { _nodeParameters.AddInput(this, false, "Object", "Transform object"); _nodeParameters.AddInput(this, false, "Vec3 position"); _nodeParameters.AddInput(this, false, "Vec3 rotation"); _nodeParameters.AddInput(this, false, "Vec3 scale"); _nodeParameters.AddInput(this, true, "Send"); sender = _nodeParameters.GetSender(); _nodeParameters.AddOutput(false, "Vec3 position"); _nodeParameters.AddOutput(false, "Vec3 rotation"); _nodeParameters.AddOutput(false, "Vec3 scale"); _nodeParameters.AddOutput(false, "Object", "Transform"); GameObject = new Variable().Set(null as object); Variable[] newPositionVar = new Variable[3]; newPositionVar[0] = new Variable().Set(0); newPositionVar[1] = new Variable().Set(0); newPositionVar[2] = new Variable().Set(0); Position = new Variable().Set(newPositionVar); Variable[] newRotationVar = new Variable[3]; newRotationVar[0] = new Variable().Set(0); newRotationVar[1] = new Variable().Set(0); newRotationVar[2] = new Variable().Set(0); Rotation = new Variable().Set(newRotationVar); Variable[] newScaleVar = new Variable[3]; newScaleVar[0] = new Variable().Set(0); newScaleVar[1] = new Variable().Set(0); newScaleVar[2] = new Variable().Set(0); Scale = new Variable().Set(newScaleVar); }
public void Setup(INodeParameters _nodeParameters) { _nodeParameters.AddInput(this, false, "Object", "The game object reference"); _nodeParameters.AddInput(this, true, "Vec3", "Vec3 to convert"); _nodeParameters.AddOutput(false, "Vec3", "The converted Vec3"); sender = _nodeParameters.GetSender(); }
public void Setup(INodeParameters _node) { sender = _node.GetSender(); _node.AddInput(this, false, "Object", "Constellation JSON"); _node.AddInput(this, false, "Const JSON"); GameObject = new Variable().Set(null as object); }
public void Setup(INodeParameters _node, ILogger _logger) { var ifValue = new Variable(); ifValue.Set("$1==$2"); var thenValue = new Variable(); thenValue.Set("$1"); var elseValue = new Variable(); elseValue.Set("$2"); _node.AddInput(this, false, "$1"); _node.AddInput(this, true, "$2"); _node.AddInput(this, true, "$3"); sender = _node.GetSender(); _node.AddOutput(false, "then"); _node.AddOutput(false, "else"); _node.AddOutput(false, "any"); conditionAttribute = _node.AddAttribute(ifValue, Attribute.AttributeType.Conditionals, "ex: $1>$2"); thenAttribute = _node.AddAttribute(thenValue, Attribute.AttributeType.Then, "ex: $2"); elseAttribute = _node.AddAttribute(elseValue, Attribute.AttributeType.Else, "ex: $3"); var1 = new Variable(); var2 = new Variable(); var3 = new Variable(); }
public void Setup(INodeParameters _nodeParameters) { _nodeParameters.AddInput(this, false, "Object", "GameObject position"); _nodeParameters.AddInput(this, true, "Position to look at"); sender = _nodeParameters.GetSender(); _nodeParameters.AddOutput(false, "Target rotation"); }
public void Setup(INodeParameters _node) { sender = _node.GetSender(); _node.AddOutput(false, "1 if updated 0 if not"); _node.AddInput(this, false, "Any", "Check if node was updated since last frame"); _node.AddInput(this, true, "Any", "The updateCheck"); }
public void Setup(INodeParameters _nodeParameters) { _nodeParameters.AddInput(this, false, "Object", "The gameobject to activate"); _nodeParameters.AddInput(this, false, "1 = activate; 0 = disable"); _nodeParameters.AddInput(this, true, "send currend enabled state"); sender = _nodeParameters.GetSender(); _nodeParameters.AddOutput(false, "get the current state"); }
public void Setup(INodeParameters _node, ILogger _logger) { _node.AddInput(this, false, "a"); _node.AddInput(this, true, "b"); sender = _node.GetSender(); _node.AddOutput(false, "true if +- the same"); VarToCompare = new Variable().Set(0); }
public void Setup(INodeParameters _nodeParameters) { _nodeParameters.AddInput(this, false, "Object", "Animator object"); _nodeParameters.AddInput(this, false, "Var name"); _nodeParameters.AddInput(this, false, "Var value"); varName = new Ray().Set(""); varValue = new Ray().Set(0); }
public void Setup(INodeParameters nodeParameters, ILogger logger) { nodeParameters.AddInput(this, false, "1 = on, 0 = off"); nodeParameters.AddInput(this, true, "Value to send"); sender = nodeParameters.GetSender(); nodeParameters.AddOutput(false, "Output if on"); switchValue = new Variable(0); }
public void Setup(INodeParameters _node) { _node.AddInput(this, false, "Angle a"); _node.AddInput(this, true, "Angle b"); sender = _node.GetSender(); _node.AddOutput(false, "Sortest difference between a and b"); variable = new Variable().Set(0); }
public void Setup(INodeParameters nodeParameters) { nodeParameters.AddInput(this, false, "1 = on, 0 = off"); nodeParameters.AddInput(this, true, "Any", "Value to send"); sender = nodeParameters.GetSender(); nodeParameters.AddOutput(false, "Any", "Output if on"); switchValue = new Ray(0); }
public void Setup(INodeParameters _nodeParameters) { _nodeParameters.AddInput(this, false, "Object", "Character controller object"); _nodeParameters.AddInput(this, false, "Vertical"); _nodeParameters.AddInput(this, false, "Horizontal"); _nodeParameters.AddInput(this, false, "Jump"); _nodeParameters.AddInput(this, false, "Update Physics"); }
public void Setup(INodeParameters _node, ILogger _logger) { _node.AddInput(this, false, "x"); _node.AddInput(this, true, "y"); sender = _node.GetSender(); _node.AddOutput(false, "Angle between the x-axis and a 2D vector starting at zero and terminating at (x,y)"); Variable = new Variable().Set(0); }
public void Setup(INodeParameters _node, ILogger _logger) { _node.AddInput(this, false, "Var1"); _node.AddInput(this, true, "Var2"); Var1 = new Variable(0); Var2 = new Variable(0); sender = _node.GetSender(); _node.AddOutput(false, "Min value"); }
public void Setup(INodeParameters _nodeParameters, ILogger _logger) { _nodeParameters.AddInput(this, false, "Object", "Character controller object"); _nodeParameters.AddInput(this, false, "Vertical"); _nodeParameters.AddInput(this, false, "Horizontal"); _nodeParameters.AddInput(this, false, "Jump"); _nodeParameters.AddInput(this, false, "Update Physics"); direction = Vector3.zero; }
public void Setup(INodeParameters _node) { _node.AddInput(this, false, "Var1"); _node.AddInput(this, true, "Var2"); Var1 = new Ray(0); Var2 = new Ray(0); sender = _node.GetSender(); _node.AddOutput(false, "Max value"); }
public void Setup(INodeParameters _node, ILogger _logger) { _node.AddInput(this, false, "X"); _node.AddInput(this, true, "Y"); VarX = new Variable(0); VarY = new Variable(0); sender = _node.GetSender(); _node.AddOutput(false, "Next power of two"); }
public void Setup(INodeParameters _node, ILogger _logger) { _node.AddInput(this, false, "T"); _node.AddInput(this, true, "Lenght"); VarT = new Variable(0); VarLenght = new Variable(0); sender = _node.GetSender(); _node.AddOutput(false, "Ping Pong T value"); }
public void Setup(INodeParameters _nodeParameters) { _nodeParameters.AddInput(this, false, "Object", "Slider object"); _nodeParameters.AddInput(this, false, "Slider value"); _nodeParameters.AddInput(this, true, "Push"); _nodeParameters.AddOutput(false, "Slider Value"); sender = _nodeParameters.GetSender(); sliderValue = new Variable(0); }
public void Setup(INodeParameters _node) { _node.AddInput(this, false, "Start"); _node.AddInput(this, true, "End"); VarF = new Variable(0); VarP = new Variable(0); sender = _node.GetSender(); _node.AddOutput(false, "Random Value between Start and End"); }
public void Setup(INodeParameters _node) { _node.AddInput(this, false, "F"); _node.AddInput(this, true, "P"); VarF = new Variable(0); VarP = new Variable(0); sender = _node.GetSender(); _node.AddOutput(false, "F raised to power P"); }
public void Setup(INodeParameters _node, ILogger _logger) { _node.AddInput(this, false, "A"); _node.AddInput(this, false, "B"); _node.AddInput(this, true, "T"); sender = _node.GetSender(); _node.AddOutput(false, "T=0 output A, T=1 output B"); startValue = new Variable().Set(0); endValue = new Variable().Set(0); }
public const string NAME = "Var"; //Setting the node name (need to be a const to be used in the factory without the node instantiated) public void Setup(INodeParameters _node) { var wordValue = new Ray(); _node.AddInput(this, false, "Generic", "New var"); // setting a cold input _node.AddInput(this, true, "Any", "Send var"); // setting a warm input sender = _node.GetSender(); _node.AddOutput(false, "Generic", "Output var"); // setting a cold input attribute = _node.AddParameter(wordValue.Set("Var"), Parameter.ParameterType.ReadOnlyValue, "The default word"); // setting an attribute (Used only for the editor) }
public const string NAME = "Var"; //Setting the node name (need to be a const to be used in the factory without the node instantiated) public void Setup(INodeParameters _node) { var wordValue = new Variable(); _node.AddInput(this, false, "New var"); // setting a cold input _node.AddInput(this, true, "Send var"); // setting a warm input sender = _node.GetSender(); _node.AddOutput(false, "Current setted word"); // setting a cold input attribute = _node.AddAttribute(wordValue.Set("Var"), Attribute.AttributeType.ReadOnlyValue, "The default word"); // setting an attribute (Used only for the editor) }
public void Setup(INodeParameters _node) { _node.AddInput(this, false, "min"); _node.AddInput(this, false, "max"); _node.AddInput(this, true, "t"); sender = _node.GetSender(); _node.AddOutput(false, "Clamps a value between a minimum value and maximum value"); startValue = new Ray().Set(0); endValue = new Ray().Set(0); }
public void Setup(INodeParameters _node, ILogger _logger) { _node.AddInput(this, false, "A"); _node.AddInput(this, false, "B"); _node.AddInput(this, true, "T"); sender = _node.GetSender(); _node.AddOutput(false, "Same as lerp but with radians"); startValue = new Variable().Set(0); endValue = new Variable().Set(0); }
public void Setup(INodeParameters node) { node.AddInput(this, false, "Value to remove"); node.AddInput(this, true, "Remove factor"); sender = node.GetSender(); node.AddOutput(false, "$1 - $2"); varsToRemove = new Ray[2]; varsToRemove[0] = new Ray().Set(0); varsToRemove[1] = new Ray().Set(0); result = new Ray().Set(0); }
public void Setup(INodeParameters _node) { _node.AddInput(this, false, "Current"); _node.AddInput(this, false, "Target"); _node.AddInput(this, true, "MaxDelta"); Var1 = new Variable(0); Var2 = new Variable(0); Var3 = new Variable(0); sender = _node.GetSender(); _node.AddOutput(false, "Move a value toward target"); }
public void Setup(INodeParameters _node) { _node.AddInput(this, false, "value 1"); _node.AddInput(this, true, "value 2"); sender = _node.GetSender(); _node.AddOutput(false, "value 1 + value 2"); varsToAdd = new Variable[2]; varsToAdd[0] = new Variable().Set(0); varsToAdd[1] = new Variable().Set(0); result = new Variable().Set(0); }