public override void Reset() { base.Reset(); id = new FsmString { UseVariable = true }; time = 1f; delay = 0f; loopType = iTween.LoopType.none; vector = new FsmVector3 { UseVariable = true }; speed = new FsmFloat { UseVariable = true }; space = Space.World; orientToPath = false; lookAtObject = new FsmGameObject { UseVariable = true }; lookAtVector = new FsmVector3 { UseVariable = true }; lookTime = 0f; axis = AxisRestriction.none; }
public override void KeyDown(KeyEventArgs e) { AxisRestriction old = axisRestriction; switch (e.KeyCode) { case Keys.X: axisRestriction = e.Shift ? AxisRestriction.YZ : AxisRestriction.X; break; case Keys.Y: axisRestriction = e.Shift ? AxisRestriction.XZ : AxisRestriction.Y; break; case Keys.Z: axisRestriction = e.Shift ? AxisRestriction.XY : AxisRestriction.Z; break; default: return; } if (axisRestriction == old) { axisRestriction = AxisRestriction.NONE; } }
public override void KeyDown(KeyEventArgs e) { Vector3 vec; if (e.Shift && e.KeyCode == Keys.S) { absoluteSnapping = !absoluteSnapping; } AxisRestriction old = axisRestriction; switch (e.KeyCode) { case Keys.X: axisRestriction = e.Shift ? AxisRestriction.YZ : AxisRestriction.X; break; case Keys.Y: axisRestriction = e.Shift ? AxisRestriction.XZ : AxisRestriction.Y; break; case Keys.Z: axisRestriction = e.Shift ? AxisRestriction.XY : AxisRestriction.Z; break; default: return; } if (axisRestriction == old) { axisRestriction = AxisRestriction.NONE; } vec = control.InvertedRotationMatrix.Row2; //determine weithert scrolling should be allowed based on the current axisRestriction and camera orientation if (axisRestriction == AxisRestriction.NONE || (axisRestriction == AxisRestriction.X && (Math.Round(vec.X, 7) == 1 || Math.Round(vec.X, 7) == -1)) || //camera facing left/right (axisRestriction == AxisRestriction.Y && (Math.Round(vec.Y, 7) == 1 || Math.Round(vec.Y, 7) == -1)) || //camera facing up/down (axisRestriction == AxisRestriction.Z && (Math.Round(vec.Z, 7) == 1 || Math.Round(vec.Z, 7) == -1)) || //camera facing forward/backward (axisRestriction == AxisRestriction.YZ && Math.Round(vec.X, 7) == 0) || //camera facing up/down/forward/backward (axisRestriction == AxisRestriction.XZ && Math.Round(vec.Y, 7) == 0) || //camera facing left/right/forward/backward (axisRestriction == AxisRestriction.YZ && Math.Round(vec.Z, 7) == 0) //camera facing left/right/up/down ) { allowScrolling = true; } else { allowScrolling = false; scrolling = 0; } }
public override void Reset() { base.Reset(); id = new FsmString { UseVariable = true }; time = 1f; delay = 0f; loopType = iTween.LoopType.none; vector = new FsmVector3 { UseVariable = true }; space = Space.World; axis = AxisRestriction.none; }
public override void Reset() { base.Reset(); id = new FsmString { UseVariable = true }; transformTarget = new FsmGameObject { UseVariable = true }; vectorTarget = new FsmVector3 { UseVariable = true }; time = 1f; delay = 0f; loopType = iTween.LoopType.none; speed = new FsmFloat { UseVariable = true }; axis = AxisRestriction.none; }