public override void Reset() { base.Reset(); gameObject = null; toStartWidth = new FsmFloat { UseVariable = false }; toEndWidth = new FsmFloat { UseVariable = false }; duration = new FsmFloat { UseVariable = false }; setSpeedBased = new FsmBool { UseVariable = false, Value = false }; startEvent = null; finishEvent = null; finishImmediately = new FsmBool { UseVariable = false, Value = false }; stringAsId = new FsmString { UseVariable = false }; tagAsId = new FsmString { UseVariable = false }; startDelay = new FsmFloat { Value = 0 }; selectedEase = DOTweenActionsEnums.SelectedEase.EaseType; easeType = Ease.Linear; loops = new FsmInt { Value = 0 }; loopType = LoopType.Restart; autoKillOnCompletion = new FsmBool { Value = true }; recyclable = new FsmBool { Value = false }; updateType = UpdateType.Normal; isIndependentUpdate = new FsmBool { Value = false }; debugThis = new FsmBool { Value = false }; }
public override void Reset() { base.Reset(); gameObject = null; position = new FsmVector3 { UseVariable = false }; duration = new FsmFloat { UseVariable = false }; setSpeedBased = new FsmBool { UseVariable = false, Value = false }; axisConstraint = AxisConstraint.None; up = new FsmVector3 { UseVariable = false, Value = Vector3.up }; setRelative = new FsmBool { UseVariable = false, Value = false }; playInReverse = new FsmBool { UseVariable = false, Value = false }; setReverseRelative = new FsmBool { UseVariable = false, Value = false }; startEvent = null; finishEvent = null; finishImmediately = new FsmBool { UseVariable = false, Value = false }; stringAsId = new FsmString { UseVariable = false }; tagAsId = new FsmString { UseVariable = false }; startDelay = new FsmFloat { Value = 0 }; selectedEase = DOTweenActionsEnums.SelectedEase.EaseType; easeType = Ease.Linear; loops = new FsmInt { Value = 0 }; loopType = LoopType.Restart; autoKillOnCompletion = new FsmBool { Value = true }; recyclable = new FsmBool { Value = false }; updateType = UpdateType.Normal; isIndependentUpdate = new FsmBool { Value = false }; debugThis = new FsmBool { Value = false }; }