public override void Reset () { base.Reset(); a = new ConcreteVector3Var(); aComponent = Vector3Component.x; b = new ConcreteFloatVar(); }
public override void Reset () { variable = new ConcreteVector3Var(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); z = new ConcreteFloatVar(); perSecond = false; }
public override void Reset () { gameObject = this.self; target = this.self; maxDistanceSight = 10f; maxAngleSight = .5f; localDirection = Vector3.forward; }
public override void Reset () { objectToRotate = new ConcreteGameObjectVar(this.self); objectToLookAt = new ConcreteGameObjectVar(this.self); worldUp = new ConcreteVector3Var(); speed = 120f; onlyRotateInYAxis = new ConcreteBoolVar(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); newScale = new ConcreteVector3Var(); newX = new ConcreteFloatVar(); newY = new ConcreteFloatVar(); newZ = new ConcreteFloatVar(); }
public override void Reset () { position = new ConcreteVector3Var(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); z = new ConcreteFloatVar(); worldPosition = new ConcreteVector3Var(); }
public override void Reset () { explosionPoint = new ConcreteVector3Var(); explosionPosition = new ConcreteGameObjectVar(this.self); explosionForce = new ConcreteFloatVar(); explosionRadius = new ConcreteFloatVar(); layers = -1; }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); center = Vector3.zero; size = new Vector3(1f, 1f, 1f); color = Color.white * .5f; cubeType = CubeType.Wired; }
public override void Reset () { multiplier = 1f; storeAcceleration = new ConcreteVector3Var(); storeX = new ConcreteFloatVar(); storeY = new ConcreteFloatVar(); storeZ = new ConcreteFloatVar(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); center = Vector3.zero; radius = 1f; color = Color.white * .5f; sphereType = SphereType.Wired; }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); newVelocity = new ConcreteVector3Var(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); z = new ConcreteFloatVar(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); newEulerAngles = new ConcreteVector3Var(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); z = new ConcreteFloatVar(); relativeTo = Space.Self; }
public override void Reset () { base.Reset(); fingerId = new ConcreteIntVar(); touchPhase = TouchPhase.Began; storeFingerId = new ConcreteIntVar(); storeTouchPos = new ConcreteVector3Var(); }
public override void Reset () { startPoint = new ConcreteGameObjectVar(this.self); endPoint = new ConcreteGameObjectVar(this.self); layers = 0; storeGameObject = new ConcreteGameObjectVar(); storeFraction = new ConcreteFloatVar(); storePoint = new ConcreteVector3Var(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); localDirection = new ConcreteVector3Var(); localX = new ConcreteFloatVar(); localY = new ConcreteFloatVar(); localZ = new ConcreteFloatVar(); storeWorldDirection = new ConcreteVector3Var(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); amount = new ConcreteVector3Var(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); z = new ConcreteFloatVar(); perSecond = true; }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); aroundObject = new ConcreteGameObjectVar(this.self); aroundPoint = new ConcreteVector3Var(); axis = new ConcreteVector3Var(); angle = new ConcreteFloatVar(); perSecond = true; }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); newDirection = new ConcreteVector3Var(); upDirection = new ConcreteVector3Var(); minSqrMagnitude = 0.1f; angularVelocity = 6f; ignoreYAxis = true; }
public override void Reset () { base.Reset (); distance = Mathf.Infinity; layerMask = -1; storeGameObject = new ConcreteGameObjectVar(); storePoint = new ConcreteVector3Var(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); storePosition = new ConcreteVector3Var(); storeX = new ConcreteFloatVar(); storeY = new ConcreteFloatVar(); storeZ = new ConcreteFloatVar(); relativeTo = Space.Self; }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); newPosition = new ConcreteVector3Var(); newX = new ConcreteFloatVar(); newY = new ConcreteFloatVar(); newZ = new ConcreteFloatVar(); relativeTo = Space.World; }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); direction = new ConcreteVector3Var(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); z = new ConcreteFloatVar(); perSecond = true; relativeTo = Space.Self; }
public override void Reset () { gameObject1 = new ConcreteGameObjectVar(this.self); gameObject2 = new ConcreteGameObjectVar(this.self); storeDistance = new ConcreteVector3Var(); storeX = new ConcreteFloatVar(); storeY = new ConcreteFloatVar(); storeZ = new ConcreteFloatVar(); relativeTo = Space.World; }
public override void Reset () { gameObject = this.self; translation = new ConcreteVector3Var(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); z = new ConcreteFloatVar(); relativeTo = Space.World; perSecond = true; }
public override void Reset () { storeScrollPosition = new ConcreteVector3Var(); alwayShowHorizontal = new ConcreteBoolVar(); alwayShowVertical = new ConcreteBoolVar(); horizontalStyle = new ConcreteStringVar(); verticalStyle = new ConcreteStringVar(); backgroundStyle = new ConcreteStringVar(); }
public override void Reset () { horizontalAxis = new ConcreteStringVar(); verticalAxis = new ConcreteStringVar(); mapToPlane = AxisPlane.XZ; relativeTo = new ConcreteGameObjectVar(this.self); multiplier = 1f; normalize = false; storeInput = new ConcreteVector3Var(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); space = Space.World; direction = new ConcreteVector3Var(); speed = 1f; useGravity = true; jump = new ConcreteBoolVar(); jumpSpeed = 8f; }
public override void Reset () { xMin = 0f; xMax = 0f; yMin = 0f; yMax = 0f; zMin = 0f; zMax = 0f; storeVector3 = new ConcreteVector3Var(); }
public override void Reset () { explosionPoint = new ConcreteVector3Var(); explosionPosition = new ConcreteGameObjectVar(this.self); explosionForce = new ConcreteFloatVar(); explosionRadius = new ConcreteFloatVar(); upwardsModifier = new ConcreteFloatVar(); mode = ForceMode.Force; layers = -1; }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); storeRotation = new ConcreteQuaternionVar(); storeEulerAngles = new ConcreteVector3Var(); storeX = new ConcreteFloatVar(); storeY = new ConcreteFloatVar(); storeZ = new ConcreteFloatVar(); relativeTo = Space.Self; }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); space = Space.World; direction = new ConcreteVector3Var(); speed = 1f; useGravity = true; jump = new ConcreteBoolVar(); jumpSpeed = 8f; }
public override void Reset() { base.Reset(); gameObject = new ConcreteGameObjectVar(this.self); fingerId = new ConcreteIntVar(); touchPhase = TouchPhase.Began; storeFingerId = new ConcreteIntVar(); storeTouchPos = new ConcreteVector3Var(); }
public override void Reset() { storeScrollPosition = new ConcreteVector3Var(); alwayShowHorizontal = new ConcreteBoolVar(); alwayShowVertical = new ConcreteBoolVar(); horizontalStyle = new ConcreteStringVar(); verticalStyle = new ConcreteStringVar(); backgroundStyle = new ConcreteStringVar(); }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); storeRotation = new ConcreteQuaternionVar(); storeEulerAngles = new ConcreteVector3Var(); storeX = new ConcreteFloatVar(); storeY = new ConcreteFloatVar(); storeZ = new ConcreteFloatVar(); relativeTo = Space.Self; }
public override void Reset() { explosionPoint = new ConcreteVector3Var(); explosionPosition = new ConcreteGameObjectVar(this.self); explosionForce = new ConcreteFloatVar(); explosionRadius = new ConcreteFloatVar(); upwardsModifier = new ConcreteFloatVar(); mode = ForceMode.Force; layers = -1; }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); direction = new ConcreteVector3Var(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); z = new ConcreteFloatVar(); perSecond = true; relativeTo = Space.Self; }
public override void Reset() { gameObject1 = new ConcreteGameObjectVar(this.self); gameObject2 = new ConcreteGameObjectVar(this.self); storeDistance = new ConcreteVector3Var(); storeX = new ConcreteFloatVar(); storeY = new ConcreteFloatVar(); storeZ = new ConcreteFloatVar(); relativeTo = Space.World; }
public override void Reset() { origin = new ConcreteGameObjectVar(this.self); direction = new ConcreteGameObjectVar(this.self); distance = new ConcreteFloatVar(); layers = 0; storeResult = new ConcreteBoolVar(); storeGameObject = new ConcreteGameObjectVar(); storeDistance = new ConcreteFloatVar(); storePoint = new ConcreteVector3Var(); }
public override void Reset() { origin = new ConcreteGameObjectVar(this.self); direction = new ConcreteGameObjectVar(this.self); useScaleXSign = true; distance = new ConcreteFloatVar(); layers = 0; storeGameObject = new ConcreteGameObjectVar(); storeFraction = new ConcreteFloatVar(); storePoint = new ConcreteVector3Var(); }
public override void Reset() { target = new ConcreteVector3Var(); XAllowP = new ConcreteBoolVar(); XAllowN = new ConcreteBoolVar(); YAllowP = new ConcreteBoolVar(); YAllowN = new ConcreteBoolVar(); ZAllowP = new ConcreteBoolVar(); ZAllowN = new ConcreteBoolVar(); }
public override void Reset() { desiredAccuracy = 10f; updateDistance = 10f; storeLocation = new ConcreteVector3Var(); storeLongitude = new ConcreteFloatVar(); storeLatitude = new ConcreteFloatVar(); storeAltitude = new ConcreteFloatVar(); storeHorizontalAccuracy = new ConcreteFloatVar(); storeVerticalAccuracy = new ConcreteFloatVar(); }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); space = Space.World; torque = new ConcreteVector3Var(); torqueX = new ConcreteFloatVar(); torqueY = new ConcreteFloatVar(); torqueZ = new ConcreteFloatVar(); multiplyTorqueBy = new ConcreteFloatVar(); mode = ForceMode.Force; perSecond = true; }
public override void Reset() { startPoint = new ConcreteGameObjectVar(this.self); endPoint = new ConcreteGameObjectVar(this.self); layers = 0; storeGameObject = new ConcreteGameObjectVar(); storeDistance = new ConcreteFloatVar(); storePoint = new ConcreteVector3Var(); m_StartTransform = null; m_EndTransform = null; }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); aroundObject = new ConcreteGameObjectVar(this.self); aroundPoint = new ConcreteVector3Var(); radius = new ConcreteFloatVar(); angle = new ConcreteVector3Var(); smoothTime = new ConcreteFloatVar(); storeDiretion = new ConcreteVector3Var(); m_Velocity = Vector3.zero; }
public override void Reset() { base.Reset(); fingerId = new ConcreteIntVar(); touchPhase = TouchPhase.Began; distance = Mathf.Infinity; layerMask = -1; storeFingerId = new ConcreteIntVar(); storeTouchPos = new ConcreteVector3Var(); storeGameObject = new ConcreteGameObjectVar(); storePoint = new ConcreteVector3Var(); }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); space = Space.World; force = new ConcreteVector3Var(); forceX = new ConcreteFloatVar(); forceY = new ConcreteFloatVar(); forceZ = new ConcreteFloatVar(); multiplyForceBy = new ConcreteFloatVar(); maxVelocity = .0f; mode = ForceMode.Force; perSecond = true; }
public override void Reset() { base.Reset(); SingleValue = new ConcreteFloatVar(); intValue = new ConcreteIntVar(); BooleanValue = new ConcreteBoolVar(); StringValue = new ConcreteStringVar(); Vector3Value = new ConcreteVector3Var(); RectValue = new ConcreteRectVar(); ColorValue = new ConcreteColorVar(); GameObjectValue = new ConcreteGameObjectVar(this.self); MaterialValue = new ConcreteMaterialVar(); TextureValue = new ConcreteTextureVar(); ObjectValue = new ConcreteObjectVar(); }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); methodName = new ConcreteStringVar(); options = SendMessageOptions.RequireReceiver; floatParameter = new ConcreteFloatVar(); intParameter = new ConcreteIntVar(); boolParameter = new ConcreteBoolVar(); stringParameter = new ConcreteStringVar(); vector3Parameter = new ConcreteVector3Var(); rectParameter = new ConcreteRectVar(); colorParameter = new ConcreteColorVar(); quaternionParameter = new ConcreteQuaternionVar(); gameObjectParameter = new ConcreteGameObjectVar(this.self); textureParameter = new ConcreteTextureVar(); materialParameter = new ConcreteMaterialVar(); fsmEventParameter = new ConcreteFsmEvent(); objectParameter = new ConcreteObjectVar(); messageType = MessageType.SendMessage; }
public override void Reset() { variable = new ConcreteVector3Var(); subtract = new ConcreteVector3Var(); perSecond = false; }
public override void Reset() { storeMousePosition = new ConcreteVector3Var(); storeX = new ConcreteFloatVar(); storeY = new ConcreteFloatVar(); }
public override void Reset() { variable = new ConcreteVector3Var(); multiplyBy = new ConcreteFloatVar(); perSecond = false; }
public override void Reset() { gameObject = this.self; storeEndPos = new ConcreteVector3Var(); }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); parameterName = new ConcreteStringVar(); store = new ConcreteVector3Var(); }
public override void Reset() { newGravity = new ConcreteVector3Var(); }
public override void Reset() { base.Reset(); amount = new ConcreteVector3Var(); }
public override void Reset() { vector3s = new Vector3Var[0]; storeVector3 = new ConcreteVector3Var(); }
public override void Reset() { base.Reset(); easeType = TweenNode.EaseType.easeInQuad; scale = new ConcreteVector3Var(); }
public override void Reset() { variable = new ConcreteVector3Var(); storeMagnitude = new ConcreteFloatVar(); }
public override void Reset() { variable = new ConcreteVector3Var(); }
public override void Reset() { gameObject = this.self; storeDesiredVelocity = new ConcreteVector3Var(); }