// 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) { }
/// <param name="targetObject">Object to enable.</param> public EnableGameObjectBehavior(ISceneObject targetObject) : this(TrainingReferenceUtils.GetNameFrom(targetObject)) { }
public ReleasedCondition(GrabbableProperty target, string name = null) : this(TrainingReferenceUtils.GetNameFrom(target), name) { }
public HighlightObjectBehavior(IHighlightProperty target, Color highlightColor, string name = "Highlight Object") : this(TrainingReferenceUtils.GetNameFrom(target), highlightColor, name) { }
/// <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) { }
public LockObjectBehavior(ISceneObject target) : this(TrainingReferenceUtils.GetNameFrom(target)) { }
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) { }
// ReSharper disable once SuggestBaseTypeForParameter public TouchedCondition(ITouchableProperty target, string name = null) : this(TrainingReferenceUtils.GetNameFrom(target), name) { }
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) { }