예제 #1
0
 public override void Reset()
 {
     boolVariable  = new ConcreteBoolVar();
     trueValue     = (Material)null;
     falseValue    = (Material)null;
     storeMaterial = new ConcreteMaterialVar();
 }
예제 #2
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 public override void Reset () {
     objectToRotate = new ConcreteGameObjectVar(this.self);
     objectToLookAt = new ConcreteGameObjectVar(this.self);
     worldUp = new ConcreteVector3Var();
     speed = 120f;
     onlyRotateInYAxis = new ConcreteBoolVar();
 }
예제 #3
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 public override void Reset()
 {
     eventToSend    = new ConcreteFsmEvent();
     delay          = new ConcreteFloatVar();
     storeEventUsed = new ConcreteBoolVar();
     storeDelayTime = new ConcreteFloatVar();
 }
예제 #4
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 public override void Reset()
 {
     boolVariable = new ConcreteBoolVar();
     trueValue    = 1f;
     falseValue   = 0f;
     storeFloat   = new ConcreteFloatVar();
 }
예제 #5
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 public override void Reset()
 {
     boolVariable    = new ConcreteBoolVar();
     trueValue       = Quaternion.Euler(0, 0, 180);
     falseValue      = Quaternion.identity;
     storeQuaternion = new ConcreteQuaternionVar();
 }
예제 #6
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 public override void Reset()
 {
     boolVariable = new ConcreteBoolVar();
     trueValue    = (UnityEngine.Object)null;
     falseValue   = (UnityEngine.Object)null;
     storeObject  = new ConcreteObjectVar();
 }
예제 #7
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 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
 }
예제 #8
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 public override void Reset()
 {
     boolVariable = new ConcreteBoolVar();
     trueValue    = "True";
     falseValue   = "False";
     storeInt     = new ConcreteStringVar();
 }
예제 #9
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 public override void Reset()
 {
     boolVariable = new ConcreteBoolVar();
     trueValue    = 1;
     falseValue   = 0;
     storeInt     = new ConcreteIntVar();
 }
예제 #10
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 public override void Reset()
 {
     boolVariable = new ConcreteBoolVar();
     trueValue    = new Vector3(1, 1, 1);
     falseValue   = Vector3.zero;
     storeVector3 = new ConcreteVector3Var();
 }
예제 #11
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 public override void Reset()
 {
     objectToRotate = new ConcreteGameObjectVar(this.self);
     objectToLookAt = new ConcreteGameObjectVar(this.self);
     worldUp        = new ConcreteVector3Var();
     ignoreYAxis    = new ConcreteBoolVar();
 }
예제 #12
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 public override void Reset()
 {
     variable = new ConcreteVector3Var();
     x        = new ConcreteBoolVar();
     y        = new ConcreteBoolVar();
     z        = new ConcreteBoolVar();
 }
예제 #13
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 public override void Reset()
 {
     boolVariable    = new ConcreteBoolVar();
     trueValue       = new ConcreteGameObjectVar(this.self);
     falseValue      = new ConcreteGameObjectVar(this.self);
     storeGameObject = new ConcreteGameObjectVar();
 }
예제 #14
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 public override void Reset()
 {
     boolVariable = new ConcreteBoolVar();
     trueValue    = (Texture)null;
     falseValue   = (Texture)null;
     storeTexture = new ConcreteTextureVar();
 }
예제 #15
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		public override void Reset () {
			fog = new ConcreteBoolVar();
			fogColor = new ConcreteColorVar();
			fogDensity = new ConcreteFloatVar();
			linearFogStart = new ConcreteFloatVar();
			linearFogEnd = new ConcreteFloatVar();
		}
예제 #16
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 public override void Reset()
 {
     boolVariable = new ConcreteBoolVar();
     trueValue    = new Rect(1, 1, 1, 1);
     falseValue   = new Rect(0, 0, 0, 0);
     storeRect    = new ConcreteRectVar();
 }
예제 #17
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 public override void Reset()
 {
     other          = new ConcreteGameObjectVar();
     eventToSend    = new ConcreteFsmEvent();
     stateName      = new ConcreteStringVar();
     storeEventUsed = new ConcreteBoolVar();
 }
예제 #18
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 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();
 }
예제 #19
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 public override void Reset () {
     gameObject = new ConcreteGameObjectVar(this.self);
     newDirection = new ConcreteVector3Var();
     upDirection = new ConcreteVector3Var();
     minSqrMagnitude = 0.1f;
     angularVelocity = 6f;
     ignoreYAxis = true;
 }
예제 #20
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 public override void Reset()
 {
     objectToRotate    = new ConcreteGameObjectVar(this.self);
     objectToLookAt    = new ConcreteGameObjectVar(this.self);
     worldUp           = new ConcreteVector3Var();
     speed             = 120f;
     onlyRotateInYAxis = new ConcreteBoolVar();
 }
예제 #21
0
 public override void Reset()
 {
     fog            = new ConcreteBoolVar();
     fogColor       = new ConcreteColorVar();
     fogDensity     = new ConcreteFloatVar();
     linearFogStart = new ConcreteFloatVar();
     linearFogEnd   = new ConcreteFloatVar();
 }
예제 #22
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 public override void Reset()
 {
     gameObject      = new ConcreteGameObjectVar(this.self);
     newDirection    = new ConcreteVector3Var();
     upDirection     = new ConcreteVector3Var();
     minSqrMagnitude = 0.1f;
     ignoreYAxis     = true;
 }
예제 #23
0
        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
        }
예제 #24
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 	public override void Reset () {
         rect = new ConcreteRectVar();
         x = new ConcreteFloatVar();
         y = new ConcreteFloatVar();
         width = new ConcreteFloatVar();
         height = new ConcreteFloatVar();
         normalized = true;
     }
예제 #25
0
 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();
 }
예제 #26
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 	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;
     }
예제 #27
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 public override void Reset()
 {
     rect       = new ConcreteRectVar();
     x          = new ConcreteFloatVar();
     y          = new ConcreteFloatVar();
     width      = new ConcreteFloatVar();
     height     = new ConcreteFloatVar();
     normalized = true;
 }
예제 #28
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 public override void Reset()
 {
     base.Reset();
     easeType        = TweenNode.EaseType.easeInQuad;
     desiredPosition = new ConcreteGameObjectVar(this.self);
     ignoreXAxis     = new ConcreteBoolVar();
     ignoreYAxis     = new ConcreteBoolVar();
     ignoreZAxis     = new ConcreteBoolVar();
 }
예제 #29
0
파일: Move.cs 프로젝트: xclouder/godbattle
 public override void Reset () {
     gameObject = new ConcreteGameObjectVar(this.self);
     space = Space.World;
     direction = new ConcreteVector3Var();
     speed = 1f;
     useGravity = true;
     jump = new ConcreteBoolVar();
     jumpSpeed = 8f;
 }
예제 #30
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        public override void Reset () {
            storeScrollPosition = new ConcreteVector3Var();
            alwayShowHorizontal = new ConcreteBoolVar();
            alwayShowVertical = new ConcreteBoolVar();

            horizontalStyle = new ConcreteStringVar();
            verticalStyle = new ConcreteStringVar();
            backgroundStyle = new ConcreteStringVar();
        }
예제 #31
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 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();
 }
예제 #32
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 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();
 }
예제 #33
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        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;
 }
예제 #35
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 public override void Reset()
 {
     gameObject = new ConcreteGameObjectVar(this.self);
     space      = Space.World;
     direction  = new ConcreteVector3Var();
     speed      = 1f;
     useGravity = true;
     jump       = new ConcreteBoolVar();
     jumpSpeed  = 8f;
 }
예제 #36
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 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();
 }
예제 #37
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        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();
        }
예제 #38
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 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();
 }
예제 #39
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 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();
 }
예제 #40
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 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;
 }
예제 #41
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 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();
 }
예제 #42
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 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();
 }
예제 #43
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 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;
 }
예제 #44
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 public override void Reset () {
     boolVariable = new ConcreteBoolVar();
     trueValue = new Vector3(1,1,1);
     falseValue = Vector3.zero;
     storeVector3 = new ConcreteVector3Var();
 }
예제 #45
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 public override void Reset () {
     gameObject = this.self;
     target = this.self;
     resetPath = new ConcreteBoolVar();
 }
예제 #46
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 	public override void Reset () {
         gameObject = new ConcreteGameObjectVar(this.self);
         newValue = new ConcreteBoolVar();
     }
예제 #47
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 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();
 }
예제 #48
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 public override void Reset () {
     boolVariable = new ConcreteBoolVar();
     trueValue = new Rect(1,1,1,1);
     falseValue = new Rect(0,0,0,0);
     storeRect = new ConcreteRectVar();
 }
예제 #49
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 public override void Reset () {
     boolVariable = new ConcreteBoolVar();
     trueValue = "True";
     falseValue = "False";
     storeInt = new ConcreteStringVar();
 }
예제 #50
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 public override void Reset () {
     gameObject = new ConcreteGameObjectVar(this.self);
     newHasChanged = new ConcreteBoolVar();
 }
예제 #51
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		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();
 }
예제 #53
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 public override void Reset () {
     gameObject = new ConcreteGameObjectVar(this.self);
     eventToSend = new ConcreteFsmEvent();
     storeEventUsed = new ConcreteBoolVar();
 }
예제 #54
0
 public override void Reset () {
     eventToSend = new ConcreteFsmEvent();
     storeEventUsed = new ConcreteBoolVar();
 }
예제 #55
0
        /// <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;
        }
예제 #56
0
 public override void Reset () {
     newValue = new ConcreteBoolVar();
 }
예제 #57
0
 public override void Reset () {
     other = new ConcreteGameObjectVar();
     eventToSend = new ConcreteFsmEvent();
     stateName = new ConcreteStringVar();
     storeEventUsed = new ConcreteBoolVar();
 }
예제 #58
0
 public override void Reset () {
     boolVariable = new ConcreteBoolVar();
     trueValue = (UnityEngine.Object)null;
     falseValue = (UnityEngine.Object)null;
     storeObject = new ConcreteObjectVar();
 }
예제 #59
0
 public override void Reset () {
     boolVariable = new ConcreteBoolVar();
     trueValue = 1f;
     falseValue = 0f;
     storeFloat = new ConcreteFloatVar();
 }
예제 #60
0
파일: While.cs 프로젝트: xclouder/godbattle
 public override void Reset () {
     condition = new ConcreteBoolVar();
 }