public override void OnReset() { targetString = ""; startIndex = 0; length = -1; storeResult = ""; }
public override void OnReset() { // Reset the properties back to their original values. behaviorGameObject = null; group = 0; waitForCompletion = false; }
public override void OnReset() { // Reset the public properties back to their original values successProbability = 0.5f; seed = 0; useSeed = false; }
// Use this for initialization void Start() { BossHP = (SharedInt)behaviorTree.GetVariable("BossHP"); BossHP.Value = 500; WarriorHP = (SharedInt)GlobalVariables.Instance.GetVariable("WarriorHP"); WarriorHP.Value = 200; }
public override void OnReset() { // Reset the properties back to their original values behaviorGameObject = null; group = 0; pauseBehavior = false; }
public override void OnReset() { // Reset the public properties back to their original values maxTaskAccessCount = null; linkedTaskGuards = null; waitUntilTaskAvailable = true; }
// Use this for initialization void Start() { BossHP = (SharedInt)behaviorTree.GetVariable("BossHP"); BossHP.Value = 500; WarriorHP = (SharedInt)GlobalVariables.Instance.GetVariable("WarriorHP"); WarriorHP.Value = 200; MageHP = (SharedInt)GlobalVariables.Instance.GetVariable("MageHP"); MageHP.Value = 100; OppAtk = (SharedInt)behaviorTree.GetVariable("OppAtk"); OppAtk.Value = 0; PShielded = (SharedInt)behaviorTree.GetVariable("PShielded"); PShielded.Value = 0; }
protected override void OnCreate(Bundle bundle) { sharedModel = new SharedInt(); base.OnCreate (bundle); // Set our view from the "main" layout resource SetContentView (Resource.Layout.Main); // Get our button from the layout resource, // and attach an event to it Button button = FindViewById<Button> (Resource.Id.myButton); this.sharedModel.IncrementInt(); button.Click += delegate { button.Text = string.Format ("{0} clicks!", this.sharedModel.sharedInt); this.sharedModel.IncrementInt(); }; }
public virtual void OnReset() { this.targetGameObject = (SharedGameObject)null; this.index = (SharedInt)0; this.storeValue = (SharedFloat)0.0f; }
public override void OnReset() { this.maxTaskAccessCount = null; this.linkedTaskGuards = null; this.waitUntilTaskAvailable = true; }
public override void OnReset() { questEntryName = ""; questEntryNumber = 0; storeResult = ""; }
public override void OnReset() { targetGameObject = null; index = 0; }
public override void OnReset() { targetGameObject = null; layerIndex = 0; storeValue = 0; }
public override void OnReset() { buttonIndex = 0; }
public override void OnReset() { blueprintID = 0; learned = false; }
public override void OnReset() { index = 0; storedVector3List = null; }
public override void OnReset() { targetGameObject = null; paramaterName = ""; storeValue = 0; }
public virtual void OnReset() { this.stateName = (SharedString)string.Empty; this.storeValue = (SharedInt)0; }
public override void OnReset() { firstString = ""; secondString = ""; storeResult = 0; }
public override void OnReset() { currentIndex = 0; }
public override void OnReset() { buttonIndex = 0; storeResult = false; }
public override void OnReset() { this.targetGameObject = null; this.layerIndex = 0; this.storeValue = 0; }
public override void OnReset() { targetGameObject = null; index = 0; name = ""; }
public override void OnReset() { key = ""; defaultValue = 0; storeResult = 0; }
public override void OnReset() { targetGameObject = null; stateName = ""; layer = -1; }
public override void OnReset() { minAmount = 0; maxAmount = 0; items = null; }
public override void OnReset() { targetGameObject = null; storeValue = 1; }
public override void OnReset() { variable = 0; compareTo = 0; }
public override void OnReset() { targetGameObject = null; priority = 1; }
public override void OnReset() { targetGameObject = null; direction = 0; }
public virtual void OnReset() { this.intVariable = (SharedInt)0; }
// Reset the public variables public override void OnReset() { base.OnReset(); maxCoverDistance = 1000; maxRaycasts = 100; rayStep = 1; coverOffset = 2; lookAtCoverPoint = false; rotationEpsilon = 0.5f; }
public override void OnReset() { weaponIndex = 0; agent = null; }
public override void OnReset() { targetGameObject = null; index = 0; weight = 0; }
public override void OnReset() { intVariable = 0; minValue = 0; maxValue = 0; }
/// <summary> /// Resets the objects back to their default values. /// </summary> public override void OnReset() { m_TargetGameObject = null; m_AbilityType = string.Empty; m_PriorityIndex = -1; }
public virtual void OnReset() { this.count = (SharedInt)0; this.endOnFailure = (SharedBool)true; }
public ViewController(IntPtr handle) : base(handle) { sharedModel = new SharedInt(); }
public override void OnReset() { // Reset the public properties back to their original values. count = 0; endOnFailure = true; }
public override void OnReset() { key = ""; value = 0; }
public override void OnReset() { targetGameObject = null; storeValue = 0; }
public override void OnReset() { targetGameObject = null; maxParticles = 0; }
public override void OnReset() { stateName = ""; storeValue = 0; }
public override void OnReset() { item = null; amount = 1; collection = null; }
public override void OnReset() { // Reset the public properties back to their original values targetGameObject = null; group = 0; }
public override void OnReset() { intVariable = minValue = maxValue = 0; }
public override void OnReset() { storedVector3List = null; maxCount = null; }
public override void OnReset() { intVariable = 0; }
public override void OnReset() { this.targetGameObject = null; this.maxParticles = 0; }
public override void OnReset() { targetValue = 0; targetVariable = 0; }
public override void OnReset() { targetString = ""; storeResult = 0; }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { GoneWrong.WeaponControl weaponControl = animator.GetComponent <GoneWrong.WeaponControl>(); SharedInt equippedWeapon = weaponControl.equippedWeapon; Inventory playerInventory = weaponControl.playerInventory; // Get the weapon mount of the current equipped weapon InventoryWeaponMount weaponMount = null; if (equippedWeapon.value == 0) { weaponMount = playerInventory.rifle1; } else if (equippedWeapon.value == 1) { weaponMount = playerInventory.rifle2; } else if (equippedWeapon.value == 2) { weaponMount = playerInventory.handgun; } if (equippedWeapon.value == 3) { weaponMount = playerInventory.melee; } // We need to keep track of weather we found rounds in our invventory if the weapon is partial // So we could stop the reload animation bool foundRounds = false; for (int i = 0; i < playerInventory.ammo.Count; i++) { // We get the ammo mount for each ammo we have InventoryAmmoMount ammoMount = playerInventory.ammo[i]; if (ammoMount == null || ammoMount.item == null) { continue; } // We check if the ammo applies to the equipped weapon if (ammoMount.item.weapon == weaponMount.item) { // If the weapon reload type is partial, we just add one single bullet if (weaponMount.item.partialReload) { // If we have attained the last round that can be loaded, then we force ourselves to stop reloading if (weaponMount.rounds >= weaponMount.item.ammoCapacity) { animator.SetBool("Reload", false); } foundRounds = true; break; } } } if (weaponMount.item.partialReload && !foundRounds) { animator.SetBool("Reload", false); } }
public override void OnReset() { this.targetGameObject = null; this.direction = 0; }