public override void Reset() { gameObject = null; physicsMaterial2d = null; bounciness = null; everyFrame = false; }
public override void Reset() { transformTarget = new FsmGameObject { UseVariable = true}; vectorTarget = new FsmVector3 { UseVariable = true}; time = 1f; axis = iTweenFsmAction.AxisRestriction.none; }
public override void Reset() { center = null; upwardsModifier = 0f; forceMode = ForceMode.Force; everyFrame = false; }
public override void Reset() { floatVariable = null; lessThan = new FsmFloat[1]; sendEvent = new FsmEvent[1]; everyFrame = false; }
public override void Reset() { tag = null; delay = 0; AccumulateDelay = false; detachChildren = false; }
public override void Reset() { gameObject = null; avatarTarget = AvatarTarget.Body; targetNormalizedTime = null; everyFrame = false; }
public override void Reset() { gameObject = null; pivotWeight = null; pivotPosition = null; everyFrame = false; }
public override void Reset() { floatVariable = null; intVariable = null; rounding = FloatRounding.Nearest; everyFrame = false; }
public override void Reset() { angle = null; DegToRad = true; everyFrame = false; result = null; }
public override void Reset() { vector = null; x = new FsmFloat { UseVariable = true }; y = new FsmFloat { UseVariable = true }; everyFrame = false; }
public override void Reset() { gameObject = null; animName = null; speed = 1f; everyFrame = false; }
public override void Reset() { gameObject = null; moveVector = new FsmVector3 {UseVariable = true}; speed = 1; space = Space.World; }
public override void Reset() { gameObject = null; orthoSize = null; everyFrame = false; }
public override void Reset() { gameObject = null; perSecond = false; fsmName = ""; addValue = null; }
public override void Reset() { gameObject = null; recorderStartTime = null; recorderStopTime = null; }
public override void Reset() { floatValue = 0f; isPositive = null; isNegative = null; everyFrame = false; }
public override void Reset() { this.floatVariable = null; this.add = null; this.everyFrame = false; this.perSecond = false; }
public override void Reset() { base.Reset(); prefix = ""; style = ""; floatVariable = null; }
public override void Reset() { floatVariable = null; add = null; everyFrame = false; perSecond = false; }
public override void Reset() { gameObject = null; layerIndex = null; layerWeight= null; everyFrame = false; }
public override void Reset() { gameObject = null; position = new FsmVector3 { UseVariable = true }; clip = null; volume = 1; }
public override void Reset() { floatVariable = null; storeFloat = null; baseValue = 0; everyFrame = false; }
public override void Reset() { floatVariable = null; leftValue = 0; rightValue = 100; changedEvent = null; }
public override void Reset() { NGUIGameObject = null; text = null; color = null; duration = 0f; }
public override void Reset() { floatVariable = null; topValue = 100; bottomValue = 0; changedEvent = null; }
public override void Reset() { Value = null; RadToDeg = true; everyFrame = false; angle = null; }
public override void Reset() { floatVariable = null; minValue = null; maxValue = null; everyFrame = false; }
public override void Reset() { base.Reset(); floatVariable = new FsmFloat{UseVariable=true}; toValue = new FsmFloat{UseVariable=true}; fromValue = new FsmFloat{UseVariable=true}; }
public override void Reset() { gameObject = null; value = null; resetOnExit = null; everyFrame = false; }
public override void Reset() { globalClockKey = null; timeScale = null; duration = null; steady = false; }
public override void Reset() { this.floatVariable = null; this.changedEvent = null; this.storeResult = null; }
public override void Reset() { haloStrength = 0.5f; everyFrame = false; }
public override void Reset() { floatVariables = null; addTo = null; everyFrame = false; }
public override void Reset() { delay = null; }
public override void Reset() { gameObject = null; lightIntensity = 1f; everyFrame = false; }
public override void Reset() { gameObject = null; targetObject = null; adjustmentSpeed = 2.5f; }
public override void Reset() { storeResult = null; weights = 0.5f; }
public override void Reset() { gameObject = null; storeResult = null; }
public override void Reset() { gameObject = null; playbackTime = null; everyFrame = false; }
public override void Reset() { base.Reset(); gameObject = null; by = new FsmVector3 { UseVariable = false }; duration = new FsmFloat { UseVariable = false }; setSpeedBased = new FsmBool { UseVariable = false, Value = false }; 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 }; }
public override void Reset() { ambientIntensity = null; everyFrame = false; }
public override void Reset() { gameObject = null; feetPivotActive = null; }
public override void Reset() { vector2Variable = null; filteringFactor = 0.1f; }
public override void Reset() { gameObject = null; lightSpotAngle = 20f; everyFrame = false; }
public static bool ApplyValueToFsmVar(Fsm fromFsm, FsmVar fsmVar, object value) { if (fromFsm == null) { return(false); } if (fsmVar == null) { return(false); } if (value == null) { if (fsmVar.Type == VariableType.Bool) { FsmBool _target = fromFsm.Variables.GetFsmBool(fsmVar.variableName); _target.Value = false; } else if (fsmVar.Type == VariableType.Color) { FsmColor _target = fromFsm.Variables.GetFsmColor(fsmVar.variableName); _target.Value = Color.black; } else if (fsmVar.Type == VariableType.Int) { FsmInt _target = fromFsm.Variables.GetFsmInt(fsmVar.variableName); _target.Value = 0; } else if (fsmVar.Type == VariableType.Float) { FsmFloat _target = fromFsm.Variables.GetFsmFloat(fsmVar.variableName); _target.Value = 0f; } else if (fsmVar.Type == VariableType.GameObject) { FsmGameObject _target = fromFsm.Variables.GetFsmGameObject(fsmVar.variableName); _target.Value = null; } else if (fsmVar.Type == VariableType.Material) { FsmMaterial _target = fromFsm.Variables.GetFsmMaterial(fsmVar.variableName); _target.Value = null; } else if (fsmVar.Type == VariableType.Object) { FsmObject _target = fromFsm.Variables.GetFsmObject(fsmVar.variableName); _target.Value = null; } else if (fsmVar.Type == VariableType.Quaternion) { FsmQuaternion _target = fromFsm.Variables.GetFsmQuaternion(fsmVar.variableName); _target.Value = Quaternion.identity; } else if (fsmVar.Type == VariableType.Rect) { FsmRect _target = fromFsm.Variables.GetFsmRect(fsmVar.variableName); _target.Value = new Rect(0, 0, 0, 0); } else if (fsmVar.Type == VariableType.String) { FsmString _target = fromFsm.Variables.GetFsmString(fsmVar.variableName); _target.Value = ""; } else if (fsmVar.Type == VariableType.String) { FsmTexture _target = fromFsm.Variables.GetFsmTexture(fsmVar.variableName); _target.Value = null; } else if (fsmVar.Type == VariableType.Vector2) { FsmVector2 _target = fromFsm.Variables.GetFsmVector2(fsmVar.variableName); _target.Value = Vector2.zero; } else if (fsmVar.Type == VariableType.Vector3) { FsmVector3 _target = fromFsm.Variables.GetFsmVector3(fsmVar.variableName); _target.Value = Vector3.zero; } return(true); } System.Type valueType = value.GetType(); //Debug.Log("valueType "+valueType); System.Type storageType = null; // Debug.Log("fsmVar type "+fsmVar.Type); switch (fsmVar.Type) { case VariableType.Int: storageType = typeof(int); break; case VariableType.Float: storageType = typeof(float); break; case VariableType.Bool: storageType = typeof(bool); break; case VariableType.Color: storageType = typeof(Color); break; case VariableType.GameObject: storageType = typeof(GameObject); break; case VariableType.Quaternion: storageType = typeof(Quaternion); break; case VariableType.Rect: storageType = typeof(Rect); break; case VariableType.String: storageType = typeof(string); break; case VariableType.Texture: storageType = typeof(Texture2D); break; case VariableType.Vector2: storageType = typeof(Vector2); break; case VariableType.Vector3: storageType = typeof(Vector3); break; case VariableType.Object: storageType = typeof(Object); break; case VariableType.Material: storageType = typeof(Material); break; } bool ok = true; if (!storageType.Equals(valueType)) { ok = false; if (storageType.Equals(typeof(Object))) // we are ok { ok = true; } if (!ok) { #if UNITY_WEBGL // proceduralMaterial not supported #else if (valueType.Equals(typeof(ProceduralMaterial))) // we are ok { ok = true; } #endif if (valueType.Equals(typeof(double))) // we are ok { ok = true; } if (valueType.Equals(typeof(System.Int64))) // we are ok { ok = true; } if (valueType.Equals(typeof(System.Byte))) // we are ok { ok = true; } } } if (!ok) { Debug.LogError("The fsmVar value <" + storageType + "> doesn't match the value <" + valueType + "> on state" + fromFsm.ActiveStateName + " on fsm:" + fromFsm.Name + " on GameObject:" + fromFsm.GameObjectName); return(false); } if (valueType == typeof(bool)) { FsmBool _target = fromFsm.Variables.GetFsmBool(fsmVar.variableName); _target.Value = (bool)value; } else if (valueType == typeof(Color)) { FsmColor _target = fromFsm.Variables.GetFsmColor(fsmVar.variableName); _target.Value = (Color)value; } else if (valueType == typeof(int)) { FsmInt _target = fromFsm.Variables.GetFsmInt(fsmVar.variableName); _target.Value = System.Convert.ToInt32(value); } else if (valueType == typeof(byte)) { FsmInt _target = fromFsm.Variables.GetFsmInt(fsmVar.variableName); _target.Value = System.Convert.ToInt32(value); } else if (valueType == typeof(System.Int64)) { if (fsmVar.Type == VariableType.Int) { FsmInt _target = fromFsm.Variables.GetFsmInt(fsmVar.variableName); _target.Value = System.Convert.ToInt32(value); } else if (fsmVar.Type == VariableType.Float) { FsmFloat _target = fromFsm.Variables.GetFsmFloat(fsmVar.variableName); _target.Value = System.Convert.ToSingle(value); } } else if (valueType == typeof(float)) { FsmFloat _target = fromFsm.Variables.GetFsmFloat(fsmVar.variableName); _target.Value = (float)value; } else if (valueType == typeof(double)) { FsmFloat _target = fromFsm.Variables.GetFsmFloat(fsmVar.variableName); _target.Value = System.Convert.ToSingle(value); } else if (valueType == typeof(GameObject)) { FsmGameObject _target = fromFsm.Variables.GetFsmGameObject(fsmVar.variableName); _target.Value = (GameObject)value; } else if (valueType == typeof(Material)) { FsmMaterial _target = fromFsm.Variables.GetFsmMaterial(fsmVar.variableName); _target.Value = (Material)value; #if UNITY_WEBGL // proceduralMaterial not supported #else } else if (valueType == typeof(ProceduralMaterial)) { FsmMaterial _target = fromFsm.Variables.GetFsmMaterial(fsmVar.variableName); _target.Value = (ProceduralMaterial)value; #endif } else if (valueType == typeof(Object) || storageType == typeof(Object)) { FsmObject _target = fromFsm.Variables.GetFsmObject(fsmVar.variableName); _target.Value = (Object)value; } else if (valueType == typeof(Quaternion)) { FsmQuaternion _target = fromFsm.Variables.GetFsmQuaternion(fsmVar.variableName); _target.Value = (Quaternion)value; } else if (valueType == typeof(Rect)) { FsmRect _target = fromFsm.Variables.GetFsmRect(fsmVar.variableName); _target.Value = (Rect)value; } else if (valueType == typeof(string)) { FsmString _target = fromFsm.Variables.GetFsmString(fsmVar.variableName); _target.Value = (string)value; } else if (valueType == typeof(Texture2D)) { FsmTexture _target = fromFsm.Variables.GetFsmTexture(fsmVar.variableName); _target.Value = (Texture2D)value; } else if (valueType == typeof(Vector2)) { FsmVector2 _target = fromFsm.Variables.GetFsmVector2(fsmVar.variableName); _target.Value = (Vector2)value; } else if (valueType == typeof(Vector3)) { FsmVector3 _target = fromFsm.Variables.GetFsmVector3(fsmVar.variableName); _target.Value = (Vector3)value; } else { Debug.LogWarning("?!?!" + valueType); // don't know, should I put in FsmObject? } return(true); }
public override void Reset() { base.Reset(); FloatValue = null; }
public override void Reset() { storeResult = null; normalize = true; }
public override void Reset() { storeScreenHeight = null; everyFrame = false; }
public override void Reset() { FlipFsmValue = false; StoreResult = null; everyFrame = false; }
public override void Reset() { gameObject = null; ImageFillAmount = 1; everyFrame = false; }
public override void Reset() { gameObject = null; delay = 1f; scheduledEvent = null; }
public override void Reset() { gameObject = null; leftFootHeight = null; everyFrame = false; }
public void DoRichText() { //reset the forced pause here because it should only be used for one character. forcedPause = 0.0f; block = ""; int blockStartPoint = index; // Construct the <block> while (index < message.Length) { block += message[index]; index++; if (message[index] == '>') { block += message[index]; index = index + 1; break; } } block = block.ToLower(); if (block.Contains("/")) // block is an closer, disable the flag for the suffix builder since it isn't necessary anymore. { if (block.Contains("</c")) { fColor = false; return; } if (block.Contains("</s")) { fSize = false; return; } if (block.Contains("</i")) { fItal = false; return; } if (block.Contains("</b")) { fBold = false; return; } } if (!block.Contains("/")) // block is an opener (or special), tell the suffix to make a closer for it OR catch the speed/pause change. { if (block.Contains("<color")) { fColor = true; return; } if (block.Contains("<size")) { fSize = true; return; } if (block.Contains("<i")) { fItal = true; return; } if (block.Contains("<b")) { fBold = true; return; } if (block.Contains("<s=")) { int i = 3; string speed = ""; while (i < block.Length) { speed += block[i]; i++; if (block[i] == '>') { p = float.Parse(speed); pause.Value = p; string front = message.Substring(0, blockStartPoint); string back = message.Substring(blockStartPoint + block.Length, (message.Length - front.Length - block.Length)); index = blockStartPoint; message = front + back; break; } } } if (block.Contains("<p=")) { int i = 3; string pause = ""; while (i < block.Length) { pause += block[i]; i++; if (block[i] == '>') { float pa = float.Parse(pause); forcedPause += pa; string front = message.Substring(0, blockStartPoint); string back = message.Substring(blockStartPoint + block.Length, (message.Length - front.Length - block.Length)); index = blockStartPoint; message = front + back; break; } } } } }
public override void Reset() { logLevel = LogLevel.Info; floatVariable = null; base.Reset(); }
public override void Reset() { floatVariable = null; multiplyBy = null; everyFrame = false; }
public override void Reset() { gameObject = null; arcSpeed = 0f; everyFrame = false; }
public override void Reset() { floatVariable = null; floatValue = null; everyFrame = false; }
// AudioClip clipRecord; public override void Reset() { deviceName = ""; multiplier = 1000; level = 0f; }
public override void Reset() { gameObject = null; baseOffset = null; everyFrame = false; }
public override void Reset() { EventType = DivingEvents.EventTypes.AirSupplyUpdated; FloatVariable = null; EveryFrame = false; }