// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// agent.Value.isStopped = isStopped.Value; ExecuteNext(0, _flowReactor); }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// moduleNodeEventDispatcher.RaiseEvent(eventBoard, "TestEvent", "this is a string", 66.6f); ExecuteNext(0, _flowReactor); }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// animator.Value.SetFloat(floatNameHash, setFloat.Value); ExecuteNext(0, _flowReactor); }
static void CreateFlowReactorComponent() { Event current = Event.current; switch (current.type) { case EventType.DragUpdated: case EventType.DragPerform: if (current.button == 0) { if (DragAndDrop.objectReferences.Length > 0) { if (DragAndDrop.objectReferences[0] is Graph) { if (current.type == EventType.DragPerform) { DragAndDrop.AcceptDrag(); FlowReactorComponent _flowReactor = targetObject.AddComponent <FlowReactorComponent>(); _flowReactor.graph = (Graph)DragAndDrop.objectReferences[0]; EditorGUIUtility.PingObject(_flowReactor); Selection.activeGameObject = targetObject; current.Use(); } DragAndDrop.PrepareStartDrag(); } } } break; } }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// ExecuteNext(0, _flowReactor); ExecuteNext(1, _flowReactor); }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// databoxObject.RegisterToDatabase(databoxObjectToRegister, tableID.Value, entryID.Value, newEntryID.Value); ExecuteNext(0, _flowReactor); }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// toInt.Value = (int)value.Value; ExecuteNext(0, _flowReactor); }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// setInt.Value = Random.Range(minRange.Value, maxRange.Value + 1); ExecuteNext(0, _flowReactor); }
public override void OnNodeDisable(FlowReactorComponent _flowReactor) { if (databoxObject != null) { databoxObject.OnDatabaseSaved -= DatabaseSaved; } }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// animator.Value.Rebind(); ExecuteNext(0, _flowReactor); }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// result.Value = RandomPosition(); ExecuteNext(0, _flowReactor); }
public override void OnUpdate(FlowReactorComponent _flowReactor) { if (!graphOwner.isActive) { return; } currentFrameCount = Time.frameCount; if (currentFrameCount > activeFrameCount + waitForFrameCount.Value && isActive && repeatCount.Value <= 0) { isActive = false; currentRepeatCount++; runParallel = false; ExecuteNext(0, _flowReactor); } else if (currentFrameCount > activeFrameCount + waitForFrameCount.Value && isActive && repeatCount.Value > 0 && currentRepeatCount < repeatCount.Value) { isActive = false; currentRepeatCount++; runParallel = false; ExecuteNext(0, _flowReactor); } else if (currentFrameCount > activeFrameCount + waitForFrameCount.Value && isActive && repeatCount.Value > 0 && currentRepeatCount >= repeatCount.Value) { isActive = false; currentRepeatCount = 0; runParallel = false; ExecuteNext(1, _flowReactor); } }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// result.Value = Resources.Load(resourcePath, typeof(GameObject)) as GameObject; ExecuteNext(0, _flowReactor); }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// graphOwner.blackboards[Guid.Parse(availableBlackBoardsGuid[selectedBlackBoard])].blackboard.SaveToFile(fileName, savePath, saveFormat); ExecuteNext(0, _flowReactor); }
public override void OnNodeDisable(FlowReactorComponent _flowReactor) { if (databoxObject != null) { databoxObject.OnImportFromGoogleComplete -= OnImportComplete; } }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// toVector3.Value = gameObject.Value.transform.position; ExecuteNext(0, _flowReactor); }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// animator.Value.SetLayerWeight(layerIndex.Value, weight.Value); ExecuteNext(0, _flowReactor); }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// DG.Tweening.DOTween.Kill(tweenID.Value); ExecuteNext(0, _flowReactor); }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// animator.Value.SetLookAtWeight(weight.Value, bodyWeight.Value, headWeight.Value, eyesWeight.Value, clampWeight.Value); ExecuteNext(0, _flowReactor); }
public override void OnUpdate(FlowReactorComponent _flowReactor) { if (!graphOwner.isActive) { return; } currentFrameCount = Time.frameCount; if (currentFrameCount > activeFrameCount + 1 && isActive) { if (graphOwner.subGraphNodeInstance != null) { graphOwner.subGraphNodeInstance.ExecuteOutput(guid, _flowReactor); } else { if (graphOwner.subGraphNode != null) { graphOwner.subGraphNode.ExecuteOutput(guid, _flowReactor); } } isActive = false; graphOwner.isActive = false; } }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// toVector3.Value = new Vector3(valueX.Value, valueY.Value, valueZ.Value); ExecuteNext(0, _flowReactor); }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// toVector3.Value = new Vector3(gameObject.Value.transform.rotation.x, gameObject.Value.transform.rotation.y, gameObject.Value.transform.rotation.z); ExecuteNext(0, _flowReactor); }
public static void CreateNewGraphWithDefaultNodes(FlowReactorComponent _fr) { var _path = EditorUtility.SaveFilePanelInProject("Create new graph", "graph", "asset", "Please enter a graph name"); if (string.IsNullOrEmpty(_path)) { return; } var _name = System.IO.Path.GetFileName(_path); // create new graph, state and start node Graph graph = Graph.CreateGraph(_name, _path); graph.nodes = new List <Node>(); if (_fr != null) { _fr.graph = graph; } NodeCreator.CreateNode(null, graph, graph, "OnStart", new Vector2(100, 100)); graph.parentLevels = new List <Graph.ParentLevels>(); graph.parentLevels.Add(new Graph.ParentLevels("Root", graph)); }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// toString.Value = value.Value.ToString(); ExecuteNext(0, _flowReactor); }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// coverPoint.Value = GetCoverPoint(); Debug.DrawRay(coverPoint.Value, Vector3.up, Color.white, 1.0f); ExecuteNext(0, _flowReactor); }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { //////////////////////// velocity.Value = agent.Value.velocity; velocityMagnitude.Value = agent.Value.velocity.magnitude; ExecuteNext(0, _flowReactor); }
public override void OnExecute(FlowReactorComponent _flowReactor) { activeFrameCount = Time.frameCount; isActive = true; // Call execute next just for fading out node higlighting in editor ExecuteNext(0, _flowReactor); }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { // Enter your code here! //////////////////////// moduleNodeControllable.CallOnNode(_flowReactor, this, "Hello world from node"); ExecuteNext(0, _flowReactor); }
// Execute node public override void OnExecute(FlowReactorComponent _flowReactor) { Debug.LogWarning("AgentIsStopped is obsolete, use SetAgentIsStopped instead"); //////////////////////// agent.Value.isStopped = isStopped.Value; ExecuteNext(0, _flowReactor); }
public override void OnNodeDisable(FlowReactorComponent _flowReactor) { if (databoxObject == null) { return; } databoxObject.OnDatabaseLoaded -= DatabaseLoaded; }