예제 #1
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        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNTessellator clone = CommandNode.CreateInstance <CNTessellator>(dataHolder);

            CloneData(clone);
            return(clone);
        }
예제 #2
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        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNRope clone = CommandNode.CreateInstance <CNRope>(dataHolder);

            clone.field_ = field_.DeepClone();

            clone.Name = Name;

            clone.mass_    = mass_;
            clone.density_ = density_;

            clone.sides_ = sides_;

            clone.stretch_ = stretch_;
            clone.bend_    = bend_;
            clone.torsion_ = torsion_;

            clone.dampingPerSecond_CM_ = dampingPerSecond_CM_;

            clone.restitution_in01_     = restitution_in01_;
            clone.frictionKinetic_in01_ = frictionKinetic_in01_;
            clone.frictionStatic_in01_  = frictionStatic_in01_;

            clone.gravity_ = gravity_;

            clone.dampingPerSecond_WORLD_ = dampingPerSecond_WORLD_;

            clone.velocityStart_       = velocityStart_;
            clone.omegaStart_inRadSeg_ = omegaStart_inRadSeg_;

            return(clone);
        }
예제 #3
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        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNAimedForce clone = CommandNode.CreateInstance <CNAimedForce>(dataHolder);

            CloneData(clone);
            return(clone);
        }
예제 #4
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        //-----------------------------------------------------------------------------------
        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNCorpuscles clone = CommandNode.CreateInstance <CNCorpuscles>(dataHolder);

            CloneData(clone);
            return(clone);
        }
        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNCloth clone = CommandNode.CreateInstance <CNCloth>(dataHolder);

            clone.field_ = field_.DeepClone();

            clone.Name = Name;

            clone.mass_    = mass_;
            clone.density_ = density_;

            clone.cloth_bend_            = cloth_bend_;
            clone.cloth_stretch_         = cloth_stretch_;
            clone.cloth_dampingBend_     = cloth_dampingBend_;
            clone.cloth_dampingStretch_  = cloth_dampingStretch_;
            clone.cloth_collisionRadius_ = cloth_collisionRadius_;

            clone.restitution_in01_     = restitution_in01_;
            clone.frictionKinetic_in01_ = frictionKinetic_in01_;
            clone.frictionStatic_in01_  = frictionStatic_in01_;

            clone.gravity_ = gravity_;

            clone.dampingPerSecond_WORLD_ = dampingPerSecond_WORLD_;

            clone.velocityStart_       = velocityStart_;
            clone.omegaStart_inRadSeg_ = omegaStart_inRadSeg_;

            return(clone);
        }
예제 #6
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        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNTriggerByContact clone = CommandNode.CreateInstance <CNTriggerByContact>(dataHolder);

            CloneData(clone);
            return(clone);
        }
예제 #7
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        //-----------------------------------------------------------------------------------
        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNScriptPlayer clone = CommandNode.CreateInstance <CNScriptPlayer>(dataHolder);

            CloneData(clone);
            return(clone);
        }
예제 #8
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        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNParameterModifier clone = CommandNode.CreateInstance <CNParameterModifier>(dataHolder);

            CloneData(clone);
            return(clone);
        }
예제 #9
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        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNHelperMesh clone = CommandNode.CreateInstance <CNHelperMesh>(dataHolder);

            CloneData(clone);
            return(clone);
        }
        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNWelder clone = CommandNode.CreateInstance <CNWelder>(dataHolder);

            clone.field_ = Field.DeepClone();
            clone.Name   = Name;

            return(clone);
        }
        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNTriggerByTime clone = CommandNode.CreateInstance <CNTriggerByTime>(dataHolder);

            clone.field_ = field_.DeepClone();

            clone.Name   = Name;
            clone.timer_ = Timer;

            return(clone);
        }
예제 #12
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        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNHelperMesh clone = CommandNode.CreateInstance <CNHelperMesh>(dataHolder);

            clone.Name       = Name;
            clone.RandomSeed = RandomSeed;
            clone.Resolution = Resolution;
            clone.NBumps     = NBumps;
            clone.RadiusMin  = RadiusMin;
            clone.RadiusMax  = RadiusMax;

            return(clone);
        }
예제 #13
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        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNSubstituter clone = CommandNode.CreateInstance <CNSubstituter>(dataHolder);

            clone.field_  = field_.DeepClone();
            clone.fieldA_ = fieldA_.DeepClone();
            clone.fieldB_ = fieldB_.DeepClone();

            clone.Name            = Name;
            clone.timer_          = Timer;
            clone.Probability     = probability_;
            clone.ProbabilitySeed = probabilitySeed_;

            return(clone);
        }
예제 #14
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        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNTriggerByContact clone = CommandNode.CreateInstance <CNTriggerByContact>(dataHolder);

            clone.field_  = field_.DeepClone();
            clone.fieldA_ = fieldA_.DeepClone();
            clone.fieldB_ = fieldB_.DeepClone();

            clone.Name        = Name;
            clone.timer_      = Timer;
            clone.speedMin_   = SpeedMinN;
            clone.speedMin_T_ = SpeedMinT;
            clone.triggerForInvolvedBodies_ = TriggerForInvolvedBodies;

            return(clone);
        }
        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNAimedForce clone = CommandNode.CreateInstance <CNAimedForce>(dataHolder);

            clone.field_ = field_.DeepClone();
            clone.fieldAimGameObjects_ = fieldAimGameObjects_.DeepClone();

            clone.Name   = Name;
            clone.timer_ = Timer;

            clone.timeDuration_ = timeDuration_;
            clone.multiplier_r_ = multiplier_r_;
            clone.multiplier_q_ = multiplier_q_;

            return(clone);
        }
        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNParameterModifier clone = CommandNode.CreateInstance <CNParameterModifier>(dataHolder);

            clone.field_ = field_.DeepClone();

            clone.Name           = Name;
            clone.timer_         = Timer;
            clone.listPmCommand_ = new List <ParameterModifierCommand>();

            foreach (ParameterModifierCommand pmCommand in listPmCommand_)
            {
                clone.listPmCommand_.Add(pmCommand.DeepClone());
            }

            return(clone);
        }
        //----------------------------------------------------------------------------------
        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNContactEmitter clone = CommandNode.CreateInstance <CNContactEmitter>(dataHolder);

            clone.fieldA_ = fieldA_.DeepClone();
            clone.fieldB_ = fieldB_.DeepClone();

            clone.emitMode_           = emitMode_;
            clone.maxEventsPerSecond_ = maxEventsPerSecond_;
            clone.relativeSpeedMin_N_ = relativeSpeedMin_N_;
            clone.relativeSpeedMin_T_ = relativeSpeedMin_T_;
            clone.relativeMomentum_N_ = relativeMomentum_N_;
            clone.relativeMomentum_T_ = relativeMomentum_T_;
            clone.lifeTimMinInSecs_   = lifeTimMinInSecs_;
            clone.collapseRadius_     = collapseRadius_;

            return(clone);
        }
예제 #18
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        //-----------------------------------------------------------------------------------
        public override CommandNode DeepClone(GameObject dataHolder)
        {
            CNRigidbody clone = CommandNode.CreateInstance <CNRigidbody>(dataHolder);

            clone.field_ = field_.DeepClone();

            clone.Name          = Name;
            clone.isFiniteMass_ = isFiniteMass_;

            clone.mass_                   = mass_;
            clone.density_                = density_;
            clone.restitution_in01_       = restitution_in01_;
            clone.frictionKinetic_in01_   = frictionKinetic_in01_;
            clone.frictionStatic_in01_    = frictionStatic_in01_;
            clone.gravity_                = gravity_;
            clone.dampingPerSecond_WORLD_ = dampingPerSecond_WORLD_;

            clone.velocityStart_       = velocityStart_;
            clone.omegaStart_inRadSeg_ = omegaStart_inRadSeg_;

            return(clone);
        }
    public override CommandNode DeepClone(GameObject dataHolder)
    {
      CNSoftbody clone = CommandNode.CreateInstance<CNSoftbody>(dataHolder);
      
      clone.field_ = field_.DeepClone();

      clone.Name          = Name;
      
      clone.mass_         = mass_;
      clone.density_      = density_;

      clone.resolution_      = resolution_;

      clone.lengthStiffness_ = lengthStiffness_;
      clone.volumeStiffness_ = volumeStiffness_;
      clone.areaStiffness_   = areaStiffness_;

      clone.plasticity_      = plasticity_;

      clone.threshold_in01_           = threshold_in01_;
      clone.acquired_in01_            = acquired_in01_;
      clone.compressionLimit_in01_    = compressionLimit_in01_;
      clone.expansionLimit_in_1_100_  = expansionLimit_in_1_100_;

      clone.dampingPerSecond_CM_    = dampingPerSecond_CM_;
      clone.restitution_in01_       = restitution_in01_;
      clone.frictionKinetic_in01_   = frictionKinetic_in01_;
      clone.frictionStatic_in01_    = frictionStatic_in01_;

      clone.gravity_ = gravity_;

      clone.dampingPerSecond_WORLD_ = dampingPerSecond_WORLD_;

      clone.velocityStart_       = velocityStart_;
      clone.omegaStart_inRadSeg_ = omegaStart_inRadSeg_;

      return clone;
    }
예제 #20
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 public override CommandNode DeepClone(GameObject dataHolder)
 {
   CNSoftbody clone = CommandNode.CreateInstance<CNSoftbody>(dataHolder);
   CloneData(clone);
   return clone;
 }