public override void Reset() { this.curve = null; this.sampleAt = null; this.storeValue = null; this.everyFrame = false; }
public override void Reset() { this.animCurve = null; this.floatVariable = null; this.finishEvent = null; this.realTime = false; }
public override void Reset() { curve = null; sampleAt = null; storeValue = null; everyFrame = false; }
public override void Reset() { animCurve = null; floatVariable = null; finishEvent = null; realTime = false; }
public override void Reset() { theFloat = 0f; animCurve = new FsmAnimationCurve(); storeResult = null; everyFrame = true; }
public override void Reset() { base.Reset(); intensityCurve = new FsmAnimationCurve() { curve = new AnimationCurve(new Keyframe[] { new Keyframe(0f, 0f, 2f, 2f), new Keyframe(1f, 1f) }) }; }
private void applySettings(AnimateCameraActionSettings settings) { Position = settings.Position; Target = settings.Target; TargetAnimTrigger = settings.TargetAnimTrigger; TargetOffset = settings.TargetOffset; Duration = settings.Duration; Curve = settings.Curve; }
public override void Reset() { cameraFrom = null; cameraTo = null; fadeTime = 2.0f; curve = null; inProgress = false; isWorking = false; useCurve = true; }
public override void Reset() { array = null; weightCurve = new FsmAnimationCurve(); storeValue = null; storeIndex = null; repeat = false; everyFrame = false; }
public override void Reset() { gameObject = null; weightCurve = new FsmAnimationCurve(); failureEvent = null; randomItem = null; randomIndex = null; }
public override void Reset() { cameraFrom = null; cameraTo = null; fadeTime = 2.0f; curve = null; inProgress = false; isWorking = false; useCurve = true; amountRotate = 0f; destroyMesh = true; }
public override void Reset() { gameObject = null; loop = true; positionObjectbool = false; setTime = 5f; amplitude = 10f; speed = 1f; shakeTime = 0f; direction = new Vector3(0, 1, 0); lerpCurve = new FsmAnimationCurve(); mainCamera = false; }
public override void Reset() { cameraFrom = null; cameraTo = null; fadeTime = 2.0f; curve = null; inProgress = false; isWorking = false; useCurve = true; planeResolution = 90; setWaveScale = 10; setWaveFrequency = 10; }
public override void Reset() { theFloat = 50f; baseStart = 0f; baseEnd = 100f; targetStart = 0; targetEnd = 1f; animCurve = new FsmAnimationCurve(); animCurve.curve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1)); storeResult = null; everyFrame = true; }
public override void Reset() { base.Reset(); Delay = 0.0f; Duration = 0.3f; TimeUpdateMethod = new FsmEnum(null, typeof(TransitionStep.TimeUpdateMethodType), (int)TransitionStep.TimeUpdateMethodType.GameTime); TransitionType = new FsmEnum(null, typeof(TransitionHelper.TweenType), (int)TransitionHelper.TweenType.linear); AnimationCurve = new FsmAnimationCurve() { curve = UnityEngine.AnimationCurve.EaseInOut(0, 0, 1, 1) }; TransitionStartEvent = null; TransitionCompleteEvent = null; }
public override void Reset() { TintMaterial = new FsmMaterial { UseVariable = false }; TintMaterialProperty = new FsmString { UseVariable = false }; AnimCurve = new FsmAnimationCurve(); TintColor = new FsmColor { UseVariable = false }; WaitForFinish = true; }
public override void Reset() { animCurve = null; curvePoint = new FsmFloat { UseVariable = true }; useTime = false; everyFrame = false; getRandomValue = false; getRandomNormal = false; getRandomAdvance = false; storeResult = null; setMax = new FsmFloat { UseVariable = true }; setMin = new FsmFloat { UseVariable = true }; useTimeMinutes = null; }
public override void Reset() { BlendCurve = new FsmAnimationCurve(); BlendCurve.curve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f); }
public override void Reset() { gameObject = null; rawSignal = new FsmObject() { UseVariable = true }; amplitudeGain = new FsmFloat() { UseVariable = true, Value = 1f }; frequencyGain = new FsmFloat() { UseVariable = true, Value = 1f }; repeatMode = new FsmEnum() { UseVariable = true, Value = CinemachineImpulseDefinition.RepeatMode.Stretch }; randomize = new FsmBool() { UseVariable = true, Value = true }; attackShape = new FsmAnimationCurve(); attackTime = new FsmFloat() { UseVariable = true, Value = 0f }; sustainTime = new FsmFloat() { UseVariable = true, Value = 0.2f }; decayShape = new FsmAnimationCurve(); decayTime = new FsmFloat() { UseVariable = true, Value = 0.7f }; scaleWithImpact = new FsmBool() { UseVariable = true, Value = true }; holdForever = new FsmBool() { UseVariable = true, Value = false }; impactRadius = new FsmFloat() { UseVariable = true, Value = 100f }; directionMode = new FsmEnum() { UseVariable = true, Value = CinemachineImpulseManager.ImpulseEvent.DirectionMode.Fixed }; dissipationMode = new FsmEnum() { UseVariable = true, Value = CinemachineImpulseManager.ImpulseEvent.DissipationMode.ExponentialDecay }; dissipationDistance = new FsmFloat() { UseVariable = true, Value = 1000f }; everyFrame = false; }
public static void SetSelectedEase(this Tween tween, SelectedEase selectedEase, Ease easeType, FsmAnimationCurve animationCurve) { switch (selectedEase) { case SelectedEase.EaseType: tween.SetEase(easeType); break; case SelectedEase.AnimationCurve: tween.SetEase(animationCurve.curve); break; } }
public static void SetSelectedEase(this Sequence sequence, SelectedEase selectedEase, Ease easeType, FsmAnimationCurve animationCurve) { switch (selectedEase) { case SelectedEase.EaseType: sequence.SetEase(easeType); break; case SelectedEase.AnimationCurve: sequence.SetEase(animationCurve.curve); break; } }