public Attributes() { Distance = new Vector3Reference(); XVelocity = new CurveReference(); YVelocity = new CurveReference(); ZVelocity = new CurveReference(); DurationInSeconds = new FloatReference(1f); }
public GridIteratorAction(GridReference gridReference, Vector3Reference vector3Reference, IDefaultAction continueAction, Vector3Int reducedIteration) { m_grid = gridReference; m_currentPosition = vector3Reference; m_continue = continueAction; m_reducedIteration = reducedIteration; }
public void assignSettings(CameraSettings other) { CameraMode = other.CameraMode; leftXBound = other.leftXBound; rightXBound = other.rightXBound; bottomYBound = other.bottomYBound; topYBound = other.topYBound; targetPos = other.targetPos; }
public AddDestinationFlagAction(TileTypeIdentifier resultTag, TilesSetListConfig destinationConfig, GridReference resultGrid, Vector3Reference currentPosition) { m_resultTag = resultTag; m_destinationConfig = destinationConfig; m_resultGrid = resultGrid; m_currentPosition = currentPosition; }
public override IBaseAction CreateAction(IContext ctx) { var continueAction = m_continueWith.CreateAction(ctx) as IDefaultAction; var grid = new GridReference(ctx, m_grid); var currentPos = new Vector3Reference(ctx, m_currentPosition); var filter = new TilesSetFilterReference(ctx, m_currentTilesSetFilter); return(new TileTypeIteratorAction(m_sourceConfig, m_iterateOnTileConfig.Result, m_filter, grid, currentPos, filter, continueAction)); }
public override IBaseAction CreateAction(IContext ctx) { var grid = new GridReference(ctx, m_grid); var currentPos = new Vector3Reference(ctx, m_currentPosition); var meshData = new MeshDataReference(ctx, m_meshData); m_meshVar.Init(ctx); return(new TileTypeToMeshAction(currentPos, meshData, m_meshVar, m_meshOffset, Quaternion.Euler(m_orientation))); }
public override IBaseAction CreateAction(IContext ctx) { var grid = new GridReference(ctx, m_grid); var currentPos = new Vector3Reference(ctx, m_currentPosition); var trueAction = (IDefaultAction)m_trueAction.CreateAction(ctx); var falseAction = (IDefaultAction)m_falseAction.CreateAction(ctx); return(new TileTypeCheckAction(m_sourceConfig, m_tileIdentifier, grid, currentPos, trueAction, falseAction)); }
public SelectTextureTypeFromTileAction( TilesSetData setData, GridReference grid, Vector3Reference currentPos, TilesSetFilterReference tsf) { m_grid = grid; m_currentPos = currentPos; m_tilesSetFilter = tsf; m_texConfigSetData = setData; }
public MarchingSquareIteratorAction(Vector3Reference pos, IntReference idxOffset, IntReference iteratorIdx, Vector3Reference cornerPos, IDefaultAction action) { m_pos = pos; m_idxOffset = idxOffset; m_iteratorIdx = iteratorIdx; m_cornerPos = cornerPos; m_continue = action; }
public override IBaseAction CreateAction(IContext ctx) { var grid = new GridReference(ctx, m_grid); var currentPos = new Vector3Reference(ctx, m_currentPosition); var tileSetFilter = new TilesSetFilterReference(ctx, m_tileSetFilter); var texConfigSetData = m_sourceConfig.GetSet(m_texConfig); return(new SelectTextureTypeFromTileAction(texConfigSetData, grid, currentPos, tileSetFilter)); }
public UpdateAutoTileAction(GridReference gr, Vector3Reference gridPos, TilesSetData setData, TileTypeIdentifier auto, TileTypeIdentifier floor, TileTypeIdentifier wall, TileTypeIdentifier empty) { m_gridReference = gr; m_gridPos = gridPos; m_setData = setData; m_auto = auto; m_floor = floor; m_wall = wall; m_empty = empty; }
public TileTypeToMeshAction(Vector3Reference currentPos, MeshDataReference mdr, ObjectReference mesh, Vector3 meshOffset, Quaternion orientation) { m_currentPos = currentPos; m_mesh = mesh; m_meshData = mdr; m_meshOffset = meshOffset; m_orientation = orientation; }
public TileTypeSwitchAction(TilesSetListConfig sourceConfig, ITileConfig config, GridReference grid, Vector3Reference currentPos, IDefaultAction[] actions) { m_setData = sourceConfig.GetSet(config); m_grid = grid; m_currentPos = currentPos; m_actions = actions; }
public override IBaseAction CreateAction(IContext ctx) { var grid = new GridReference(ctx, m_grid); var currentPos = new Vector3Reference(ctx, m_currentPosition); var actions = new IDefaultAction[m_tileActions.Length]; for (var i = 0; i < m_tileActions.Length; i++) { actions[i] = (IDefaultAction)m_tileActions[i].CreateAction(ctx); } return(new TileTypeSwitchAction(m_sourceConfig, m_tileConfig.Result, grid, currentPos, actions)); }
public TileTypeIteratorAction(TilesSetListConfig sourceConfig, ITileConfig iterateOnTileConfig, TileTypeIdentifier[] filter, GridReference grid, Vector3Reference currentPos, TilesSetFilterReference tilesSetFilter, IDefaultAction continueAction) { m_sourceConfig = sourceConfig; m_iterateOnTileConfig = iterateOnTileConfig; m_filter = filter; m_grid = grid; m_currentPos = currentPos; m_tilesSetFilter = tilesSetFilter; m_continueAction = continueAction; }
public PickMeshForConfigurationAction(TilesSetFilter primaryFilter, TilesSetFilterReference tilesSetFilter, GridReference grid, Vector3Reference pos, MeshSetReference meshSet, bool invertConfiguration, ObjectReference meshConfig) { m_primaryFilter = primaryFilter; m_tilesSetFilter = tilesSetFilter; m_grid = grid; m_pos = pos; m_meshSet = meshSet; m_invertConfiguration = invertConfiguration; m_meshConfig = meshConfig; }
public override IBaseAction CreateAction(IContext ctx) { var pos = new Vector3Reference(ctx, m_currentPosition); var grid = new GridReference(ctx, m_sourceGrid); var editGrid = new GridReference(ctx, m_targetGrid); var hardEdgeSet = m_tilesEditConfig.GetSet(m_hardEdgeConfig); var floorTexTypesSet = m_tilesEditConfig.GetSet(m_floorTexTypesConfig); var activeFloorNodesSet = m_tilesEditConfig.GetSet(m_activeFloorNodesConfig); return(new AddDefaultCustomFlagsAction(m_tilesSetListConfig, m_floorNode, m_wallNode, m_texTypeConfig, pos, grid, editGrid, hardEdgeSet, floorTexTypesSet, activeFloorNodesSet)); }
public MatchPatternAction(TilesSetListConfig sourceConfig, TilesSetFilterReference tilesSetFilter, GridReference grid, Vector3Reference pos, TileTypeIdentifier identifier, int configuration, bool invertSourceConfiguration, BinaryOperation binOp) { m_sourceConfig = sourceConfig; m_tilesSetFilter = tilesSetFilter; m_grid = grid; m_pos = pos; m_identifier = identifier; m_configuration = configuration; m_invertSourceConfiguration = invertSourceConfiguration; m_binaryOperation = binOp; }
private void OnEnable() { stars.OnChanged.Subscribe(UpdateExistence, this); starNumber = stars.Count + 1; if (stars.Count == 0) { _target = position1; } else if (stars.Count == 1) { _target = position2; } else if (stars.Count == 2) { _target = position3; } renderer.material.renderQueue = 4000; }
public TileTypeCheckAction(TilesSetListConfig sourceConfig, TileTypeIdentifier identifier, GridReference grid, Vector3Reference currentPos, IDefaultAction trueAction, IDefaultAction falseAction) { var iterationSet = sourceConfig.GetSet(identifier.Config.Result); m_filter = new TilesSetFilter() { Data = iterationSet, FilterIdx = identifier.TileIdx }; m_grid = grid; m_currentPos = currentPos; m_trueAction = trueAction; m_falseAction = falseAction; }
public AddDefaultCustomFlagsAction(TilesSetListConfig config, TileTypeIdentifier floorNode, TileTypeIdentifier wallNode, LevelTextureConfig texTypeConfig, Vector3Reference pos, GridReference sourceGrid, GridReference targetGrid, TilesSetData hardEdgeSet, TilesSetData floorTexTypesSet, TilesSetData activeFloorNodesSet) { m_tilesSetListConfig = config; m_floorNode = floorNode; m_wallNode = wallNode; m_texTypeConfig = texTypeConfig; m_pos = pos; m_sourceGrid = sourceGrid; m_targetGrid = targetGrid; m_hardEdgeSet = hardEdgeSet; m_floorTexTypesSet = floorTexTypesSet; m_activeFloorNodesSet = activeFloorNodesSet; }
private GameObject targetObject; //we will set this in a constructor public ActivateRotateWithinRadius(GameObject targetObject, FloatReference rotationAngle, Vector3Reference rotationAxis) { this.targetObject = targetObject; this.rotationAngle = rotationAngle; this.rotationAxis = rotationAxis; }