public void Receive(Ray _value, Input _input) { if (_input.InputId == 0) { if (_value.GetObject() == null) { valueX.Value.Set(_value.GetFloat(0)); valueY.Value.Set(_value.GetFloat(1)); valueZ.Value.Set(_value.GetFloat(2)); } else if (_value.GetObject() != null) { var vector = UnityObjectsConvertions.ConvertToVector3(_value.GetObject()); valueX.Value.Set(vector.x); valueY.Value.Set(vector.y); valueZ.Value.Set(vector.z); } } if (_input.isBright) { sender.Send(valueX.Value, 0); sender.Send(valueY.Value, 1); sender.Send(valueZ.Value, 2); } }
public void Receive(Variable value, Input _input) { if (_input.InputId == 0) { torque = UnityObjectsConvertions.ConvertToVector3(value); } }
public void Receive(Ray value, Input _input) { if (_input.InputId == 1) { direction = gameObject.transform.TransformDirection(UnityObjectsConvertions.ConvertToVector3(value)); } else if (_input.InputId == 0) { var obj = UnityObjectsConvertions.ConvertToGameObject(value.GetObject()); if (obj is GameObject) { Set(obj); } } if (_input.isBright) { Ray[] newVar = new Ray[3]; newVar[0] = new Ray(direction.x); newVar[1] = new Ray(direction.y); newVar[2] = new Ray(direction.z); var Result = new Ray().Set(newVar); sender.Send(Result, 0); } }
public void Receive(Variable value, Input _input) { if (_input.InputId == 0) { if (!requestedForce) { force = UnityObjectsConvertions.ConvertToVector3(value); requestedForce = true; } } }
public void Receive(Variable value, Input _input) { if (_input.InputId == 0) { rigidBody = UnityObjectsConvertions.ConvertToGameObject(value.GetObject()).GetComponent <UnityEngine.Rigidbody> () as UnityEngine.Rigidbody; } if (_input.InputId == 1) { isVelocityUpdated = false; force = UnityObjectsConvertions.ConvertToVector3(value); } }
public void Receive(Ray value, Input _input) { if (_input.InputId == 1) { if (!requestedForce) { force = UnityObjectsConvertions.ConvertToVector3(value); requestedForce = true; } } else if (_input.InputId == 0) { var obj = UnityObjectsConvertions.ConvertToGameObject(value.GetObject()); if (obj is GameObject) { Set(obj); SetRigidBody(); } } }
public void Receive(Variable value, Input _input) { if (_input.InputId == 0) { if (value.GetObject() == null) { var vector = new Vector3(value.GetFloat(0), value.GetFloat(1), value.GetFloat(2)); gameobjectPosition = vector; } else if (value.GetObject() != null) { var vector = UnityObjectsConvertions.ConvertToVector3(value.GetObject()); gameobjectPosition = vector; } } if (_input.InputId == 1) { if (value.GetObject() == null) { var vector = new Vector3(value.GetFloat(0), value.GetFloat(1), value.GetFloat(2)); targetPosition = vector; } else if (value.GetObject() != null) { var vector = UnityObjectsConvertions.ConvertToVector3(value.GetObject()); targetPosition = vector; } } if (_input.isWarm) { var targetRotation = Quaternion.LookRotation(targetPosition - gameobjectPosition).eulerAngles; Variable[] newVar = new Variable[3]; newVar[0] = new Variable(targetRotation.x); newVar[1] = new Variable(targetRotation.y); newVar[2] = new Variable(targetRotation.z); ResultRotation = new Variable().Set(newVar); sender.Send(ResultRotation, 0); } }