public override void Reset () { variable = new ConcreteColorVar(); newR = new ConcreteFloatVar(); newG = new ConcreteFloatVar(); newB = new ConcreteFloatVar(); newA = new ConcreteFloatVar(); }
public override void Reset() { base.Reset(); easeType = TweenNode.EaseType.easeInQuad; target = new ConcreteFloatVar(); floatValue = new ConcreteFloatVar(); }
public override void Reset() { boolVariable = new ConcreteBoolVar(); trueValue = 1f; falseValue = 0f; storeFloat = new ConcreteFloatVar(); }
public override void Reset() { variable = new ConcreteVector3Var(); storeX = new ConcreteFloatVar(); storeY = new ConcreteFloatVar(); storeZ = new ConcreteFloatVar(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); animationName = new ConcreteStringVar(); fadeLength = .3f; queue = QueueMode.CompleteOthers; playMode = PlayMode.StopSameLayer; }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); space = Space.World; direction = new ConcreteVector3Var(); speed = new ConcreteFloatVar(); }
public override void Reset () { variable = new ConcreteColorVar(); storeR = new ConcreteFloatVar(); storeG = new ConcreteFloatVar(); storeB = new ConcreteFloatVar(); storeA = new ConcreteFloatVar(); }
public override void Reset () { explosionPoint = new ConcreteVector3Var(); explosionPosition = new ConcreteGameObjectVar(this.self); explosionForce = new ConcreteFloatVar(); explosionRadius = new ConcreteFloatVar(); layers = -1; }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); animationName = new ConcreteStringVar(); targetWeight = 1f; targetFadeLength = .3f; }
public override void Reset() { center = new ConcreteGameObjectVar(this.self); radius = new ConcreteFloatVar(); layers = 0; storeGameObject = new ConcreteGameObjectVar(); }
public override void Reset () { base.Reset(); gameObject1 = new ConcreteGameObjectVar(this.self); gameObject2 = new ConcreteGameObjectVar(this.self); distance = new ConcreteFloatVar(); }
public override void Reset () { gameObject = this.self; target = this.self; maxDistanceSight = 10f; maxAngleSight = .5f; localDirection = Vector3.forward; }
public override void Reset() { base.Reset(); buttonName = "Horizontal"; tolerance = 0.3f; }
public override void Reset() { base.Reset(); a = new ConcreteFloatVar(); b = new ConcreteFloatVar(); }
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() { gameObject = new ConcreteGameObjectVar(this.self); torque = new ConcreteFloatVar(); multiplyTorqueBy = 1f; perSecond = true; }
public override void Reset () { color = Color.black; time = 2f; storeCurrentTime = new ConcreteFloatVar(); onFinish = new ConcreteFsmEvent(); guiReady = false; }
public override void Reset() { a = new ConcreteVector3Var(); b = new ConcreteVector3Var(); store = new ConcreteFloatVar(); operation = V3OperationFloat.Angle; }
public override void Reset() { base.Reset(); gameObject = new ConcreteGameObjectVar(this.self); threshold = 0.000001f; }
public override void Reset() { targetValue = new ConcreteFloatVar(0f); values = new FloatVar[] { new ConcreteFloatVar(0f), new ConcreteFloatVar(0f) }; operation = Operation.Add; store = new ConcreteFloatVar(); }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); animationName = new ConcreteStringVar(); fadeLength = .3f; playMode = PlayMode.StopSameLayer; }
public override void Reset () { variable = new ConcreteVector3Var(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); z = new ConcreteFloatVar(); perSecond = false; }
public override void Reset () { gameObject = this.self; onTime = 1f; offTime = 1f; m_Timer = 0f; }
public override void Reset () { base.Reset(); a = new ConcreteVector3Var(); aComponent = Vector3Component.x; b = new ConcreteFloatVar(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); newVelocity = new ConcreteVector3Var(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); z = new ConcreteFloatVar(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); center = Vector3.zero; radius = 1f; color = Color.white * .5f; sphereType = SphereType.Wired; }
public override void Reset() { variable = new ConcreteVector3Var(); newX = new ConcreteFloatVar(); newY = new ConcreteFloatVar(); newZ = new ConcreteFloatVar(); }
public override void Reset () { fog = new ConcreteBoolVar(); fogColor = new ConcreteColorVar(); fogDensity = new ConcreteFloatVar(); linearFogStart = new ConcreteFloatVar(); linearFogEnd = new ConcreteFloatVar(); }
public override void Reset() { base.Reset(); value = new ConcreteFloatVar(); leftValue = 0f; rightValue = 1f; }
public override void Reset() { axisName = new ConcreteStringVar(); storeAxisComponent = Vector3Component.x; storeAxis = new ConcreteVector3Var(); multiplier = 1f; }
public override void Reset () { base.Reset(); a = new ConcreteFloatVar(); b = new ConcreteFloatVar(); tolerance = new ConcreteFloatVar(); }
public override void Reset () { multiplier = 1f; storeAcceleration = new ConcreteVector3Var(); storeX = new ConcreteFloatVar(); storeY = new ConcreteFloatVar(); storeZ = new ConcreteFloatVar(); }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); #if !UNITY_4_0_0 delay = new ConcreteFloatVar(); #endif }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); velocity = new ConcreteVector3Var(); horizontalVelocity = new ConcreteFloatVar(); verticalVelocity = new ConcreteFloatVar(); }
public override void Reset () { position = new ConcreteVector3Var(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); z = new ConcreteFloatVar(); worldPosition = new ConcreteVector3Var(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); newScale = new ConcreteVector3Var(); newX = new ConcreteFloatVar(); newY = new ConcreteFloatVar(); newZ = new ConcreteFloatVar(); }
public override void Reset() { eventToSend = new ConcreteFsmEvent(); delay = new ConcreteFloatVar(); storeEventUsed = new ConcreteBoolVar(); storeDelayTime = new ConcreteFloatVar(); }
public override Status Update() { // The location service is not enabled in user settings? if (!Input.location.isEnabledByUser) { return(Status.Failure); } // The location service is initializing? if (Input.location.status == LocationServiceStatus.Initializing) { return(Status.Running); } // The location service failed? if (Input.location.status == LocationServiceStatus.Failed) { return(Status.Failure); } // Get the location info LocationInfo locationInfo = Input.location.lastData; storeLocation.Value = new Vector3(locationInfo.longitude, locationInfo.latitude, locationInfo.altitude); storeLongitude.Value = locationInfo.longitude; storeLatitude.Value = locationInfo.latitude; storeAltitude.Value = locationInfo.altitude; storeHorizontalAccuracy = locationInfo.horizontalAccuracy; storeVerticalAccuracy = locationInfo.verticalAccuracy; return(Status.Success); }
public override void Reset () { In = new ConcreteFloatVar(); inMin = 0f; inMax = 1023f; outMin = 0f; outMax = 1f; storeOut = new ConcreteFloatVar(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); aroundObject = new ConcreteGameObjectVar(this.self); aroundPoint = new ConcreteVector3Var(); axis = new ConcreteVector3Var(); angle = new ConcreteFloatVar(); perSecond = true; }
public override void Reset() { multiplier = 1f; storeAcceleration = new ConcreteVector3Var(); storeX = new ConcreteFloatVar(); storeY = new ConcreteFloatVar(); storeZ = new ConcreteFloatVar(); }
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); newPosition = new ConcreteVector3Var(); newX = new ConcreteFloatVar(); newY = new ConcreteFloatVar(); newZ = new ConcreteFloatVar(); relativeTo = Space.World; }
public override void Reset() { base.Reset(); gameObject1 = new ConcreteGameObjectVar(this.self); gameObject2 = new ConcreteGameObjectVar(this.self); distance = new ConcreteFloatVar(); }
public override void Reset() { color = Color.black; time = 2f; storeCurrentTime = new ConcreteFloatVar(); onFinish = new ConcreteFsmEvent(); guiReady = false; }
public override void Reset() { gameObject = this.self; target = this.self; maxDistanceSight = 10f; maxAngleSight = .5f; localDirection = Vector3.forward; }
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() { jumpTrigger = "jump"; stateName = "Jump"; layer = 0; forward = new ConcreteFloatVar(); turn = new ConcreteFloatVar(); }
public override void Reset () { base.Reset (); distance = Mathf.Infinity; layerMask = -1; storeGameObject = new ConcreteGameObjectVar(); storePoint = new ConcreteVector3Var(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); storePosition = new ConcreteVector3Var(); storeX = new ConcreteFloatVar(); storeY = new ConcreteFloatVar(); storeZ = new ConcreteFloatVar(); relativeTo = Space.Self; }
public override void Reset() { crouchParameter = "crouching"; crouchButton = "Fire1"; speed = new ConcreteFloatVar(); crouchSpeed = .7f; standUpSpeed = 5f; }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); newEulerAngles = new ConcreteVector3Var(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); z = new ConcreteFloatVar(); relativeTo = Space.Self; }
public override void Reset() { rect = new ConcreteRectVar(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); width = new ConcreteFloatVar(); height = new ConcreteFloatVar(); }
public override void Reset() { variable = new ConcreteColorVar(); newR = new ConcreteFloatVar(); newG = new ConcreteFloatVar(); newB = new ConcreteFloatVar(); newA = new ConcreteFloatVar(); }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); newCenterOfMass = new ConcreteVector3Var(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); z = new ConcreteFloatVar(); }
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 () { 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); localDirection = new ConcreteVector3Var(); localX = new ConcreteFloatVar(); localY = new ConcreteFloatVar(); localZ = new ConcreteFloatVar(); storeWorldDirection = new ConcreteVector3Var(); }
public override void Reset() { base.Reset(); a = new ConcreteVector3Var(); aComponent = Vector3Component.x; b = new ConcreteFloatVar(); }
public override void Reset () { startPoint = new ConcreteGameObjectVar(this.self); endPoint = new ConcreteGameObjectVar(this.self); layers = 0; storeGameObject = new ConcreteGameObjectVar(); storeFraction = new ConcreteFloatVar(); storePoint = new ConcreteVector3Var(); }