/** * <summary>Creates a new instance of the 'Character: Face object' Action, set to stop a character's head-turning</summary> * <param name = "characterToTurn">The character to affect</param> * <param name = "isInstant">If True, the character will stop turning their head instantly</param> * <returns>The generated Action</returns> */ public static ActionCharFace CreateNew_HeadStop(AC.Char characterToTurn, bool isInstant = false) { ActionCharFace newAction = (ActionCharFace)CreateInstance <ActionCharFace>(); newAction.charToMove = characterToTurn; newAction.faceType = CharFaceType.Head; newAction.stopLooking = true; newAction.isInstant = isInstant; return(newAction); }
/** * <summary>Creates a new instance of the 'Character: Face object' Action, set to turn a character's head towards an object</summary> * <param name = "characterToTurn">The character to turn</param> * <param name = "objectToFace">The GameObject to face</param> * <param name = "isInstant">If True, the character will turn instantly</param> * <param name = "waitUntilFinish">If True, then the Action will wait until the turn is complete</param> * <returns>The generated Action</returns> */ public static ActionCharFace CreateNew_HeadTurn(AC.Char characterToTurn, GameObject objectToFace, bool faceHeadIfCharacter = true, bool isInstant = false, bool waitUntilFinish = false) { ActionCharFace newAction = (ActionCharFace)CreateInstance <ActionCharFace>(); newAction.charToMove = characterToTurn; newAction.faceType = CharFaceType.Head; newAction.faceObject = objectToFace; newAction.lookAtHead = true; newAction.isInstant = isInstant; newAction.willWait = waitUntilFinish; return(newAction); }
/** * <summary>Creates a new instance of the 'Character: Face object' Action, set to turn a character's body towards an object</summary> * <param name = "characterToTurn">The character to turn</param> * <param name = "objectToFace">The GameObject to face</param> * <param name = "useObjectRotation">If True, the character will face the same direction as the GameObject, as opposed to facing the GameObject itself</param> * <param name = "isInstant">If True, the character will turn instantly</param> * <param name = "waitUntilFinish">If True, then the Action will wait until the turn is complete</param> * <returns>The generated Action</returns> */ public static ActionCharFace CreateNew_BodyFace(AC.Char characterToTurn, GameObject objectToFace, bool useObjectRotation = false, bool isInstant = false, bool waitUntilFinish = false) { ActionCharFace newAction = (ActionCharFace)CreateInstance <ActionCharFace>(); newAction.charToMove = characterToTurn; newAction.faceType = CharFaceType.Body; newAction.faceObject = objectToFace; newAction.copyRotation = useObjectRotation; newAction.isInstant = isInstant; newAction.willWait = waitUntilFinish; return(newAction); }