Esempio n. 1
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 // ReSharper disable once SuggestBaseTypeForParameter
 public ObjectInColliderCondition(ColliderWithTriggerProperty targetPosition, ISceneObject targetObject, float requiredTimeInTarget = 0, string name = null)
     : this(TrainingReferenceUtils.GetNameFrom(targetPosition), TrainingReferenceUtils.GetNameFrom(targetObject), requiredTimeInTarget, name)
 {
 }
Esempio n. 2
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 /// <param name="targetObject">Object to enable.</param>
 public EnableGameObjectBehavior(ISceneObject targetObject) : this(TrainingReferenceUtils.GetNameFrom(targetObject))
 {
 }
Esempio n. 3
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 public ReleasedCondition(GrabbableProperty target, string name = null) : this(TrainingReferenceUtils.GetNameFrom(target), name)
 {
 }
Esempio n. 4
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 public HighlightObjectBehavior(IHighlightProperty target, Color highlightColor, string name = "Highlight Object") : this(TrainingReferenceUtils.GetNameFrom(target), highlightColor, name)
 {
 }
Esempio n. 5
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 /// <summary>
 /// Get builder for a step during which user has to put given objects into given collider.
 /// </summary>
 /// <param name="name">Name of the step.</param>
 /// <param name="targetCollider">Collider in which user should put objects.</param>
 /// <param name="triggerDelay">How long an object should be inside the collider to be registered.</param>
 /// <param name="objectsToPut">List of objects to put into collider.</param>
 /// <returns>Configured builder.</returns>
 public static BasicStepBuilder PutIntoCollider(string name, ISceneObject targetCollider, float triggerDelay = 0f, params ISceneObject[] objectsToPut)
 {
     return(PutIntoCollider(name, TrainingReferenceUtils.GetNameFrom(targetCollider), triggerDelay, objectsToPut.Select(TrainingReferenceUtils.GetNameFrom).ToArray()));
 }
 public ObjectInRangeCondition(ISceneObject target, TransformInRangeDetectorProperty detector, float range, float requiredTimeInTarget = 0, string name = null)
     : this(TrainingReferenceUtils.GetNameFrom(target), TrainingReferenceUtils.GetNameFrom(detector), range, requiredTimeInTarget, name)
 {
 }
Esempio n. 7
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 public LockObjectBehavior(ISceneObject target) : this(TrainingReferenceUtils.GetNameFrom(target))
 {
 }
Esempio n. 8
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 public LockObjectBehavior(ISceneObject target, bool isOnlyLockedInStep) : this(TrainingReferenceUtils.GetNameFrom(target), isOnlyLockedInStep : isOnlyLockedInStep)
 {
 }
 public ConfettiBehavior(bool isAboveTrainee, ISceneObject positionProvider, string confettiMachinePrefabPath, float radius, float duration, BehaviorExecutionStages executionStages)
     : this(isAboveTrainee, TrainingReferenceUtils.GetNameFrom(positionProvider), confettiMachinePrefabPath, radius, duration, executionStages)
 {
 }
 public MoveObjectBehavior(ISceneObject target, ISceneObject positionProvider, float duration) : this(TrainingReferenceUtils.GetNameFrom(target), TrainingReferenceUtils.GetNameFrom(positionProvider), duration)
 {
 }
Esempio n. 11
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 // ReSharper disable once SuggestBaseTypeForParameter
 public TouchedCondition(ITouchableProperty target, string name = null) : this(TrainingReferenceUtils.GetNameFrom(target), name)
 {
 }
Esempio n. 12
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 public SnappedCondition(SnappableProperty target, SnapZoneProperty snapZone = null, string name = null) : this(TrainingReferenceUtils.GetNameFrom(target), TrainingReferenceUtils.GetNameFrom(snapZone), name)
 {
 }
 public TeleportCondition(ITeleportationProperty teleportationPoint, string name = null) : this(TrainingReferenceUtils.GetNameFrom(teleportationPoint), name)
 {
 }