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(); fadeLength = .3f; queue = QueueMode.CompleteOthers; playMode = PlayMode.StopSameLayer; }
public override void Reset () { gameObject = this.self; target = this.self; maxDistanceSight = 10f; maxAngleSight = .5f; localDirection = Vector3.forward; }
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 () { gameObject = this.self; onTime = 1f; offTime = 1f; m_Timer = 0f; }
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 () { gameObject = new ConcreteGameObjectVar(this.self); newScale = new ConcreteVector3Var(); newX = new ConcreteFloatVar(); newY = new ConcreteFloatVar(); newZ = new ConcreteFloatVar(); }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); center = Vector3.zero; size = new Vector3(1f, 1f, 1f); color = Color.white * .5f; cubeType = CubeType.Wired; }
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 () { base.Reset (); gameObject = this.self; layer = 0; stateName = "State Name"; }
public override void Reset () { base.Reset(); gameObject1 = new ConcreteGameObjectVar(this.self); gameObject2 = new ConcreteGameObjectVar(this.self); distance = 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); newDirection = new ConcreteVector3Var(); upDirection = new ConcreteVector3Var(); minSqrMagnitude = 0.1f; angularVelocity = 6f; ignoreYAxis = true; }
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(); }
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 () { gameObject = new ConcreteGameObjectVar(this.self); amount = new ConcreteVector3Var(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); z = new ConcreteFloatVar(); perSecond = true; }
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 () { gameObject = new ConcreteGameObjectVar(this.self); localDirection = new ConcreteVector3Var(); localX = new ConcreteFloatVar(); localY = new ConcreteFloatVar(); localZ = new ConcreteFloatVar(); storeWorldDirection = new ConcreteVector3Var(); }
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 () { 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 () { base.Reset (); distance = Mathf.Infinity; layerMask = -1; storeGameObject = new ConcreteGameObjectVar(); storePoint = new ConcreteVector3Var(); }
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 () { gameObject1 = new ConcreteGameObjectVar(this.self); gameObject2 = new ConcreteGameObjectVar(this.self); storeDistance = new ConcreteVector3Var(); storeX = new ConcreteFloatVar(); storeY = new ConcreteFloatVar(); storeZ = new ConcreteFloatVar(); relativeTo = Space.World; }
public override void Reset () { gameObject = new ConcreteGameObjectVar(this.self); minX = new ConcreteFloatVar(); minY = new ConcreteFloatVar(); minZ = new ConcreteFloatVar(); maxX = new ConcreteFloatVar(); maxY = new ConcreteFloatVar(); maxZ = new ConcreteFloatVar(); }
public override void Reset () { explosionPoint = new ConcreteVector3Var(); explosionPosition = new ConcreteGameObjectVar(this.self); explosionForce = new ConcreteFloatVar(); explosionRadius = new ConcreteFloatVar(); upwardsModifier = new ConcreteFloatVar(); mode = ForceMode.Force; layers = -1; }
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 () { gameObject = new ConcreteGameObjectVar(this.self); storeRotation = new ConcreteQuaternionVar(); storeEulerAngles = new ConcreteVector3Var(); storeX = new ConcreteFloatVar(); storeY = new ConcreteFloatVar(); storeZ = new ConcreteFloatVar(); relativeTo = Space.Self; }
public override void Reset () { horizontalAxis = new ConcreteStringVar(); verticalAxis = new ConcreteStringVar(); mapToPlane = AxisPlane.XZ; relativeTo = new ConcreteGameObjectVar(this.self); multiplier = 1f; normalize = false; storeInput = new ConcreteVector3Var(); }
public override void Reset () { gameObject = this.self; translation = new ConcreteVector3Var(); x = new ConcreteFloatVar(); y = new ConcreteFloatVar(); z = new ConcreteFloatVar(); relativeTo = Space.World; perSecond = true; }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); componentType = new ConcreteStringVar(); }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); newClip = new ConcreteObjectVar(); }
public override void Reset() { base.Reset(); other = new ConcreteGameObjectVar(); }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); parameterName = new ConcreteStringVar(); newValue = new ConcreteIntVar(); }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); newRange = new ConcreteFloatVar(); }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); parameterName = new ConcreteStringVar(); store = new ConcreteBoolVar(); }
public override void Reset() { gameObject = this.self; }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); animationName = new ConcreteStringVar(); }
public override void Reset() { base.Reset(); easeType = TweenNode.EaseType.easeInQuad; desiredPosition = new ConcreteGameObjectVar(this.self); }
public override void Reset() { targetName = new ConcreteStringVar(); storeGameObject = new ConcreteGameObjectVar(this.self); }
public override void Reset() { gameObject = this.self; target = this.self; resetPath = new ConcreteBoolVar(); }
public override void Reset() { gameObject = this.self; storeEndPos = new ConcreteVector3Var(); }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); loop = new ConcreteBoolVar(); }
public override void Reset() { base.Reset(); gameObject = new ConcreteGameObjectVar(this.self); }
public override void Reset() { point = new ConcreteGameObjectVar(this.self); layers = 0; storeGameObject = new ConcreteGameObjectVar(); }
public override void Reset() { from = new ConcreteGameObjectVar(this.self); to = new ConcreteGameObjectVar(this.self); color = Color.red; }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); storeChild = new ConcreteGameObjectVar(); }
public override void Reset() { gameObject = new ConcreteGameObjectVar(this.self); newVolume = .5f; }