public override void Reset() { boolVariable = new ConcreteBoolVar(); trueValue = (Material)null; falseValue = (Material)null; storeMaterial = new ConcreteMaterialVar(); }
public override void Reset () { objectToRotate = new ConcreteGameObjectVar(this.self); objectToLookAt = new ConcreteGameObjectVar(this.self); worldUp = new ConcreteVector3Var(); speed = 120f; onlyRotateInYAxis = new ConcreteBoolVar(); }
public override void Reset() { eventToSend = new ConcreteFsmEvent(); delay = new ConcreteFloatVar(); storeEventUsed = new ConcreteBoolVar(); storeDelayTime = new ConcreteFloatVar(); }
public override void Reset() { boolVariable = new ConcreteBoolVar(); trueValue = 1f; falseValue = 0f; storeFloat = new ConcreteFloatVar(); }
public override void Reset() { boolVariable = new ConcreteBoolVar(); trueValue = Quaternion.Euler(0, 0, 180); falseValue = Quaternion.identity; storeQuaternion = new ConcreteQuaternionVar(); }
public override void Reset() { boolVariable = new ConcreteBoolVar(); trueValue = (UnityEngine.Object)null; falseValue = (UnityEngine.Object)null; storeObject = new ConcreteObjectVar(); }
public override void Reset () { gameObject = this.self; #if UNITY_4 || UNITY_4_1 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 stopUpdates = false; #endif }
public override void Reset() { boolVariable = new ConcreteBoolVar(); trueValue = "True"; falseValue = "False"; storeInt = new ConcreteStringVar(); }
public override void Reset() { boolVariable = new ConcreteBoolVar(); trueValue = 1; falseValue = 0; storeInt = new ConcreteIntVar(); }
public override void Reset() { boolVariable = new ConcreteBoolVar(); trueValue = new Vector3(1, 1, 1); falseValue = Vector3.zero; storeVector3 = new ConcreteVector3Var(); }
public override void Reset() { objectToRotate = new ConcreteGameObjectVar(this.self); objectToLookAt = new ConcreteGameObjectVar(this.self); worldUp = new ConcreteVector3Var(); ignoreYAxis = new ConcreteBoolVar(); }
public override void Reset() { variable = new ConcreteVector3Var(); x = new ConcreteBoolVar(); y = new ConcreteBoolVar(); z = new ConcreteBoolVar(); }
public override void Reset() { boolVariable = new ConcreteBoolVar(); trueValue = new ConcreteGameObjectVar(this.self); falseValue = new ConcreteGameObjectVar(this.self); storeGameObject = new ConcreteGameObjectVar(); }
public override void Reset() { boolVariable = new ConcreteBoolVar(); trueValue = (Texture)null; falseValue = (Texture)null; storeTexture = new ConcreteTextureVar(); }
public override void Reset () { fog = new ConcreteBoolVar(); fogColor = new ConcreteColorVar(); fogDensity = new ConcreteFloatVar(); linearFogStart = new ConcreteFloatVar(); linearFogEnd = new ConcreteFloatVar(); }
public override void Reset() { boolVariable = new ConcreteBoolVar(); trueValue = new Rect(1, 1, 1, 1); falseValue = new Rect(0, 0, 0, 0); storeRect = new ConcreteRectVar(); }
public override void Reset() { other = new ConcreteGameObjectVar(); eventToSend = new ConcreteFsmEvent(); stateName = new ConcreteStringVar(); storeEventUsed = new ConcreteBoolVar(); }
public override void Reset () { objectToMove = new ConcreteGameObjectVar(this.self); targetPosition = new ConcreteGameObjectVar(this.self); speed = 1f; ignoreXAxis = new ConcreteBoolVar(); ignoreYAxis = new ConcreteBoolVar(); ignoreZAxis = new ConcreteBoolVar(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); newDirection = new ConcreteVector3Var(); upDirection = new ConcreteVector3Var(); minSqrMagnitude = 0.1f; angularVelocity = 6f; ignoreYAxis = true; }
public override void Reset() { objectToRotate = new ConcreteGameObjectVar(this.self); objectToLookAt = new ConcreteGameObjectVar(this.self); worldUp = new ConcreteVector3Var(); speed = 120f; onlyRotateInYAxis = new ConcreteBoolVar(); }
public override void Reset() { fog = new ConcreteBoolVar(); fogColor = new ConcreteColorVar(); fogDensity = new ConcreteFloatVar(); linearFogStart = new ConcreteFloatVar(); linearFogEnd = new ConcreteFloatVar(); }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); newDirection = new ConcreteVector3Var(); upDirection = new ConcreteVector3Var(); minSqrMagnitude = 0.1f; ignoreYAxis = true; }
public override void Reset() { gameObject = this.self; #if UNITY_4 || UNITY_4_1 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 stopUpdates = false; #endif }
public override void Reset () { rect = new ConcreteRectVar(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); width = new ConcreteFloatVar(); height = new ConcreteFloatVar(); normalized = true; }
public override void Reset() { objectToMove = new ConcreteGameObjectVar(this.self); targetPosition = new ConcreteGameObjectVar(this.self); speed = 1f; ignoreXAxis = new ConcreteBoolVar(); ignoreYAxis = new ConcreteBoolVar(); ignoreZAxis = new ConcreteBoolVar(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); input = new ConcreteFloatVar(); moveForce = new ConcreteFloatVar(); maxSpeed = new ConcreteFloatVar(); jump = new ConcreteBoolVar(); jumpForce = 500f; flip = true; }
public override void Reset() { rect = new ConcreteRectVar(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); width = new ConcreteFloatVar(); height = new ConcreteFloatVar(); normalized = true; }
public override void Reset() { base.Reset(); easeType = TweenNode.EaseType.easeInQuad; desiredPosition = new ConcreteGameObjectVar(this.self); ignoreXAxis = new ConcreteBoolVar(); ignoreYAxis = new ConcreteBoolVar(); ignoreZAxis = new ConcreteBoolVar(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); space = Space.World; direction = new ConcreteVector3Var(); speed = 1f; useGravity = true; jump = new ConcreteBoolVar(); jumpSpeed = 8f; }
public override void Reset () { storeScrollPosition = new ConcreteVector3Var(); alwayShowHorizontal = new ConcreteBoolVar(); alwayShowVertical = new ConcreteBoolVar(); horizontalStyle = new ConcreteStringVar(); verticalStyle = new ConcreteStringVar(); backgroundStyle = new ConcreteStringVar(); }
public override void Reset () { origin = new ConcreteGameObjectVar(this.self); direction = new ConcreteGameObjectVar(this.self); distance = new ConcreteFloatVar(); layers = 0; storeResult = new ConcreteBoolVar(); storeGameObject = new ConcreteGameObjectVar(); storeDistance = new ConcreteFloatVar(); storePoint = new ConcreteVector3Var(); }
public override void Reset () { width = new ConcreteFloatVar(); height = new ConcreteFloatVar(); minWidth = new ConcreteFloatVar(); maxWidth = new ConcreteFloatVar(); minHeight = new ConcreteFloatVar(); maxHeight = new ConcreteFloatVar(); expandWidth = new ConcreteBoolVar(); expandHeight = new ConcreteBoolVar(); }
public override void Reset() { storeScrollPosition = new ConcreteVector3Var(); alwayShowHorizontal = new ConcreteBoolVar(); alwayShowVertical = new ConcreteBoolVar(); horizontalStyle = new ConcreteStringVar(); verticalStyle = new ConcreteStringVar(); backgroundStyle = new ConcreteStringVar(); }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); input = new ConcreteFloatVar(); moveForce = new ConcreteFloatVar(); maxSpeed = new ConcreteFloatVar(); jump = new ConcreteBoolVar(); jumpForce = 500f; flip = true; }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); space = Space.World; direction = new ConcreteVector3Var(); speed = 1f; useGravity = true; jump = new ConcreteBoolVar(); jumpSpeed = 8f; }
public override void Reset() { width = new ConcreteFloatVar(); height = new ConcreteFloatVar(); minWidth = new ConcreteFloatVar(); maxWidth = new ConcreteFloatVar(); minHeight = new ConcreteFloatVar(); maxHeight = new ConcreteFloatVar(); expandWidth = new ConcreteBoolVar(); expandHeight = new ConcreteBoolVar(); }
public override void Reset() { target = new ConcreteVector3Var(); XAllowP = new ConcreteBoolVar(); XAllowN = new ConcreteBoolVar(); YAllowP = new ConcreteBoolVar(); YAllowN = new ConcreteBoolVar(); ZAllowP = new ConcreteBoolVar(); ZAllowN = new ConcreteBoolVar(); }
public override void Reset() { origin = new ConcreteGameObjectVar(this.self); direction = new ConcreteGameObjectVar(this.self); distance = new ConcreteFloatVar(); layers = 0; storeResult = new ConcreteBoolVar(); storeGameObject = new ConcreteGameObjectVar(); storeDistance = new ConcreteFloatVar(); storePoint = new ConcreteVector3Var(); }
public override void Reset () { base.Reset(); SingleValue = new ConcreteFloatVar(); intValue = new ConcreteIntVar(); BooleanValue = new ConcreteBoolVar(); StringValue = new ConcreteStringVar(); Vector3Value = new ConcreteVector3Var(); RectValue = new ConcreteRectVar(); ColorValue = new ConcreteColorVar(); GameObjectValue = new ConcreteGameObjectVar(this.self); MaterialValue = new ConcreteMaterialVar(); TextureValue = new ConcreteTextureVar(); ObjectValue = new ConcreteObjectVar(); }
public override void Reset() { objectToRotate = new ConcreteGameObjectVar(this.self); ignoreX = false; ignoreY = false; invertX = new ConcreteBoolVar(); invertY = new ConcreteBoolVar(); sensitiveX = 1f; sensitiveY = 1f; minX = -360f; maxX = 360f; minY = -360f; maxY = 360f; }
public override void Reset() { base.Reset(); rect = new ConcreteRectVar(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); width = new ConcreteFloatVar(); height = new ConcreteFloatVar(); normalized = true; texture = new ConcreteTextureVar(); text = new ConcreteStringVar(); tooltip = new ConcreteStringVar(); guiStyle = new ConcreteStringVar(); }
public override void Reset() { base.Reset(); SingleValue = new ConcreteFloatVar(); intValue = new ConcreteIntVar(); BooleanValue = new ConcreteBoolVar(); StringValue = new ConcreteStringVar(); Vector3Value = new ConcreteVector3Var(); RectValue = new ConcreteRectVar(); ColorValue = new ConcreteColorVar(); GameObjectValue = new ConcreteGameObjectVar(this.self); MaterialValue = new ConcreteMaterialVar(); TextureValue = new ConcreteTextureVar(); ObjectValue = new ConcreteObjectVar(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); methodName = new ConcreteStringVar(); options = SendMessageOptions.RequireReceiver; floatParameter = new ConcreteFloatVar(); intParameter = new ConcreteIntVar(); boolParameter = new ConcreteBoolVar(); stringParameter = new ConcreteStringVar(); vector3Parameter = new ConcreteVector3Var(); rectParameter = new ConcreteRectVar(); colorParameter = new ConcreteColorVar(); quaternionParameter = new ConcreteQuaternionVar(); gameObjectParameter = new ConcreteGameObjectVar(this.self); textureParameter = new ConcreteTextureVar(); materialParameter = new ConcreteMaterialVar(); fsmEventParameter = new ConcreteFsmEvent(); objectParameter = new ConcreteObjectVar(); messageType = MessageType.SendMessage; }
public override void Reset () { boolVariable = new ConcreteBoolVar(); trueValue = new Vector3(1,1,1); falseValue = Vector3.zero; storeVector3 = new ConcreteVector3Var(); }
public override void Reset () { gameObject = this.self; target = this.self; resetPath = new ConcreteBoolVar(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); newValue = new ConcreteBoolVar(); }
public override void Reset () { base.Reset(); rect = new ConcreteRectVar(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); width = new ConcreteFloatVar(); height = new ConcreteFloatVar(); normalized = true; texture = new ConcreteTextureVar(); text = new ConcreteStringVar(); tooltip = new ConcreteStringVar(); guiStyle = new ConcreteStringVar(); }
public override void Reset () { boolVariable = new ConcreteBoolVar(); trueValue = new Rect(1,1,1,1); falseValue = new Rect(0,0,0,0); storeRect = new ConcreteRectVar(); }
public override void Reset () { boolVariable = new ConcreteBoolVar(); trueValue = "True"; falseValue = "False"; storeInt = new ConcreteStringVar(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); newHasChanged = new ConcreteBoolVar(); }
public override void Reset () { objectToRotate = new ConcreteGameObjectVar(this.self); ignoreX = false; ignoreY = false; invertX = new ConcreteBoolVar(); invertY = new ConcreteBoolVar(); sensitiveX = 1f; sensitiveY = 1f; minX = -360f; maxX = 360f; minY = -360f; maxY = 360f; }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); storeApplyRootMotion = new ConcreteBoolVar(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); eventToSend = new ConcreteFsmEvent(); storeEventUsed = new ConcreteBoolVar(); }
public override void Reset () { eventToSend = new ConcreteFsmEvent(); storeEventUsed = new ConcreteBoolVar(); }
/// <summary> /// Draw a bool variable. /// <param name="rect">The position to draw the variable.</param> /// <param name="boolVar">The bool variable to be drawn.</param> /// </summary> static void DrawBoolVar (Rect rect, BoolVar boolVar) { rect.yMin += 3f; rect.yMax -= 2f; rect.xMin += 6f; rect.xMax -= 6f; DrawName(new Rect (rect.x, rect.y, c_LargeNameWidth, rect.height), boolVar); rect.xMin += c_LargeNameWidth + c_Space; rect.xMax -= c_MinusButtonWidth + c_RightPadding; EditorGUI.BeginChangeCheck(); var newValue = EditorGUI.Toggle (rect, GUIContent.none, boolVar.Value); if (EditorGUI.EndChangeCheck() && newValue != boolVar.Value) { // Register undo if (boolVar.blackboard != null) { #if UNITY_4_0_0 || UNITY_4_1 || UNITY_4_2 Undo.RegisterUndo(boolVar.blackboard, "Variable Value"); #else Undo.RecordObject(boolVar.blackboard, "Variable Value"); #endif } // Update variable value boolVar.Value = newValue; // Set blackboard dirty flag if (boolVar.blackboard != null) EditorUtility.SetDirty(boolVar.blackboard); } rect.x += rect.width + 2f; rect.width = c_MinusButtonWidth; rect.yMin -= 2f; rect.yMax += 2f; if (GUI.Button(rect, s_Styles.iconToolbarMinus, s_Styles.invisbleButton)) s_VariableToRemove = boolVar; }
public override void Reset () { newValue = new ConcreteBoolVar(); }
public override void Reset () { other = new ConcreteGameObjectVar(); eventToSend = new ConcreteFsmEvent(); stateName = new ConcreteStringVar(); storeEventUsed = new ConcreteBoolVar(); }
public override void Reset () { boolVariable = new ConcreteBoolVar(); trueValue = (UnityEngine.Object)null; falseValue = (UnityEngine.Object)null; storeObject = new ConcreteObjectVar(); }
public override void Reset () { boolVariable = new ConcreteBoolVar(); trueValue = 1f; falseValue = 0f; storeFloat = new ConcreteFloatVar(); }
public override void Reset () { condition = new ConcreteBoolVar(); }