public override void Reset()
 {
     trueEvent = null;
     falseEvent = null;
     store = null;
     everyFrame = false;
 }
 public override void Reset()
 {
     tag = null;
     delay = 0;
     AccumulateDelay = false;
     detachChildren = false;
 }
 public override void Reset()
 {
     gameObject = null;
     cullingMask = new FsmInt[0];
     invertMask = false;
     everyFrame = false;
 }
 public override void Reset()
 {
     gameObject = null;
     refreshContentFirst = true;
     reference = null;
     xmlString = null;
 }
示例#5
0
 public override void Reset()
 {
     gameObject = null;
     animationName = "";
     transform = "";
     recursive = true;
 }
 public override void Reset()
 {
     gameObject = null;
     moveVector = new FsmVector3 {UseVariable = true};
     space = Space.World;
     perSecond = true;
 }
示例#7
0
		public override void Reset()
		{
			boolVariables = null;
			sendEvent = null;
			storeResult = null;
			everyFrame = false;
		}
 public override void Reset()
 {
     roomName  = null;
     isVisible = true;
     isOpen = true;
     maxNumberOfPLayers = 100;
 }
		public override void Reset()
		{
			broadcastEvent = null;
			gameObject = null;
			sendToChildren = false;
			excludeSelf = false;
		}
 public override void Reset()
 {
     gameObject = null;
     isMine = null;
     isMineEvent = null;
     isNotMineEvent = null;
 }
 public override void Reset()
 {
     boolVariable = null;
     isTrue = null;
     isFalse = null;
     everyFrame = false;
 }
        public override void Reset()
        {
            gameObject = null;
            pixelPerfect = null;

            everyframe = false;
        }
 public override void Reset()
 {
     angle = null;
     DegToRad = true;
     everyFrame = false;
     result = null;
 }
 public override void Reset()
 {
     this.gameObject = null;
     this.affectMassCenter = null;
     this.affectMassCenterEvent = null;
     this.doNotAffectMassCenterEvent = null;
 }
示例#15
0
		public override void Reset()
		{
			gameObject = null;
			fsmName = "";
			enable = true;
			resetOnExit = true;
		}
		public override void Reset()
		{
			gameObject = null;
			sendEvent = null;
			text = null;
			wasCanceled = null;
		}
示例#17
0
		public override void Reset()
		{
			levelIndex = null;
			additive = false;
			loadedEvent = null;
			dontDestroyOnLoad = true;
		}
		public override void Reset()
		{
			gameObject = null;
			animName = null;
			enable = true;
			resetOnExit = false;
		}
 public override void Reset()
 {
     Value = null;
     RadToDeg = true;
     everyFrame = false;
     angle = null;
 }
 public override void Reset()
 {
     gameObject = null;
     textAnchor = TextAnchor.LowerLeft;
     OrTextAnchorString = "";
     commit = true;
 }
示例#21
0
		public override void Reset()
		{
			gameObject = null;
			value = null;
			resetOnExit = null;
			everyFrame = false;
		}
 public override void Reset()
 {
     gameObject = null;
     isOnOffMeshLink = null;
     isOnOffMeshLinkEvent = null;
     isNotOnOffMeshLinkEvent = null;
 }
		public override void Reset()
		{
			gameObject = null;
			x = true;
			y = true;
			z = true;
		}
示例#24
0
		public override void Reset()
		{
			gameObject = null;	
			withTag = "Untagged";
			mustBeVisible = false;
			storeObject = null;
		}
		public override void Reset()
		{
			gameObject = null;
			resetOnExit = false;

			spriteToSwap = new Sprite();
		}
示例#26
0
		public override void Reset()
		{
			gameObject = null;
			pause = true;
			everyframe = false;

		}
示例#27
0
 public override void Reset()
 {
     this.gameObject = null;
     this.height = new FsmFloat
     {
         UseVariable = true
     };
     this.radius = new FsmFloat
     {
         UseVariable = true
     };
     this.slopeLimit = new FsmFloat
     {
         UseVariable = true
     };
     this.stepOffset = new FsmFloat
     {
         UseVariable = true
     };
     this.center = new FsmVector3
     {
         UseVariable = true
     };
     this.detectCollisions = new FsmBool
     {
         UseVariable = true
     };
     this.everyFrame = false;
 }
 public override void Reset()
 {
     substanceMaterial = null;
     boolProperty = "";
     boolValue = false;
     everyFrame = false;
 }
示例#29
0
 public override void Reset()
 {
     this.boolVariable = null;
     this.isTrue = null;
     this.isFalse = null;
     this.everyFrame = false;
 }
		public override void Reset()
		{
			gameObject = null;
			affectMassCenter = null;
			affectMassCenterEvent = null;
			doNotAffectMassCenterEvent = null;
		}
示例#31
0
 public override void Reset()
 {
     this.gameObject = null;
     this.fsmName    = string.Empty;
     this.storeValue = null;
 }
示例#32
0
 public override void Reset()
 {
     gameObject       = null;
     affectMassCenter = null;
 }
 public override void Reset()
 {
     persistExtendedTracking = true;
 }
示例#34
0
 public override void Reset()
 {
     sendEvent   = null;
     storeResult = null;
 }
 public override void Reset()
 {
     gameObject = null;
     everyFrame = false;
 }
 public override void Reset()
 {
     id       = "";
     found    = null;
     outValue = null;
 }
示例#37
0
 public override void Reset()
 {
     gameObject = null;
     mute       = false;
 }
 public override void Reset()
 {
     pointerOverUI    = null;
     pointerNotOverUI = null;
     isPointerOverUI  = null;
 }
示例#39
0
 public override void Reset()
 {
     this.gameObject  = null;
     this.isKinematic = false;
 }
示例#40
0
 public override void Reset()
 {
     this.key         = KeyCode.None;
     this.storeResult = null;
     this.everyFrame  = false;
 }
示例#41
0
 public override void Reset()
 {
     movieTexture = null;
     loop         = false;
 }
 public override void Reset()
 {
     gameObject   = null;
     autoSizeText = false;
     everyFrame   = false;
 }
 public override void Reset()
 {
     gameObject     = null;
     includeChilden = true;
 }
 public override void Reset()
 {
     result = null;
 }
示例#45
0
 public override void Reset()
 {
     debugThis = new FsmBool {
         UseVariable = false, Value = false
     };
 }
        public override void Reset()
        {
            gameObject = null;

            connectedBody = new FsmGameObject {
                UseVariable = true
            };
            breakForce = new FsmFloat {
                UseVariable = true
            };
            breakTorque = new FsmFloat {
                UseVariable = true
            };

            anchor = new FsmVector3 {
                UseVariable = true
            };
            axis = new FsmVector3 {
                UseVariable = true
            };

            useSpring = new FsmBool {
                UseVariable = true
            };
            spring = new FsmFloat {
                UseVariable = true
            };
            damper = new FsmFloat {
                UseVariable = true
            };
            targetPosition = new FsmFloat {
                UseVariable = true
            };

            useMotor = new FsmBool {
                UseVariable = true
            };
            targetVelocity = new FsmFloat {
                UseVariable = true
            };
            force = new FsmFloat {
                UseVariable = true
            };
            freeSpin = new FsmBool {
                UseVariable = true
            };

            useLimits = new FsmBool {
                UseVariable = true
            };
            min = new FsmFloat {
                UseVariable = true
            };
            max = new FsmFloat {
                UseVariable = true
            };
                        #if UNITY_PRE_5_1
            minBounce = new FsmFloat {
                UseVariable = true
            };
            maxBounce = new FsmFloat {
                UseVariable = true
            };
                        #else
            bounceMinVelocity = new FsmFloat {
                UseVariable = true
            };
            bounciness = new FsmFloat {
                UseVariable = true
            };
            contactDistance = new FsmFloat {
                UseVariable = true
            };
                        #endif

            everyFrame = false;
        }
示例#47
0
 public override void Reset()
 {
     result         = null;
     willProceed    = null;
     willNotProceed = null;
 }
示例#48
0
    // Update is called once per frame
    void Update()
    {
        FsmBool syncStatus = FsmVariables.GlobalVariables.FindFsmBool("MonitorSync");

        if (syncStatus.Value)
        {
            runningScores();
            // these are individual people's readiness


            Spell p1Spell = player1.GetComponentInChildren <Spell> ();
            Spell p2Spell = player2.GetComponentInChildren <Spell> ();
            Spell p3Spell = player3.GetComponentInChildren <Spell> ();
            Spell p4Spell = player4.GetComponentInChildren <Spell> ();

            if (p1Spell != null)
            {
                FsmBool p1Ready = FsmVariables.GlobalVariables.FindFsmBool("P1Ready");
                p1Ready.Value = p1Spell.thresholdCheck();
            }

            if (p2Spell != null)
            {
                FsmBool p2Ready = FsmVariables.GlobalVariables.FindFsmBool("P2Ready");
                p2Ready.Value = p2Spell.thresholdCheck();
            }
            if (p3Spell != null)
            {
                FsmBool p3Ready = FsmVariables.GlobalVariables.FindFsmBool("P3Ready");
                p3Ready.Value = p3Spell.thresholdCheck();
            }

            if (p4Spell != null)
            {
                FsmBool p4Ready = FsmVariables.GlobalVariables.FindFsmBool("P4Ready");
                p4Ready.Value = p4Spell.thresholdCheck();
            }

            if (p1Spell != null && p2Spell != null && p3Spell != null && p4Spell != null)
            {
                updateScores();
                // if they press the button, they better be rigggghhht!
                if (Input.GetButtonDown("ButtonMiddle"))
                {
                    if (checkStatus())
                    {
                        Debug.Log("YOU GOT IT");
                        gameManagerFSM.SendEvent("SyncSucceed");
                    }
                    else
                    {
                        Debug.Log("FAIL!");
                        gameManagerFSM.SendEvent("SpellFailed");
                    }
                }


                // this will show if the entire group has their threshold
                FsmBool groupReady = FsmVariables.GlobalVariables.FindFsmBool("GroupReady");
                groupReady.Value = checkStatus();
            }
        }
    }
    void SetupVariableTarget()
    {
        // GLOBAL VARIABLE
        if (fsmVariableSetup.target == PlayMakerUGuiComponentProxy.PlayMakerProxyVariableTarget.GlobalVariable)
        {
            if (fsmVariableSetup.variableType == VariableType.Bool)
            {
                fsmBoolTarget = FsmVariables.GlobalVariables.FindFsmBool(fsmVariableSetup.variableName);
            }
            else if (fsmVariableSetup.variableType == VariableType.Float)
            {
                fsmFloatTarget = FsmVariables.GlobalVariables.FindFsmFloat(fsmVariableSetup.variableName);
            }
            else if (fsmVariableSetup.variableType == VariableType.Vector2)
            {
                fsmVector2Target = FsmVariables.GlobalVariables.FindFsmVector2(fsmVariableSetup.variableName);
            }
            else if (fsmVariableSetup.variableType == VariableType.String)
            {
                fsmStringTarget = FsmVariables.GlobalVariables.FindFsmString(fsmVariableSetup.variableName);
            }
        }

        // FSM COMPONENT
        else if (fsmVariableSetup.target == PlayMakerUGuiComponentProxy.PlayMakerProxyVariableTarget.FsmComponent)
        {
            if (fsmVariableSetup.fsmComponent != null)
            {
                if (fsmVariableSetup.variableType == VariableType.Bool)
                {
                    fsmBoolTarget = fsmVariableSetup.fsmComponent.FsmVariables.FindFsmBool(fsmVariableSetup.variableName);
                }
                else if (fsmVariableSetup.variableType == VariableType.Float)
                {
                    fsmFloatTarget = fsmVariableSetup.fsmComponent.FsmVariables.FindFsmFloat(fsmVariableSetup.variableName);
                }
                else if (fsmVariableSetup.variableType == VariableType.Vector2)
                {
                    fsmVector2Target = fsmVariableSetup.fsmComponent.FsmVariables.FindFsmVector2(fsmVariableSetup.variableName);
                }
                else if (fsmVariableSetup.variableType == VariableType.String)
                {
                    fsmStringTarget = fsmVariableSetup.fsmComponent.FsmVariables.FindFsmString(fsmVariableSetup.variableName);
                }
            }
            else
            {
                Debug.LogError("set to target a FsmComponent but fsmEventTarget.target is null");
            }
        }

        // OWNER
        else if (fsmVariableSetup.target == PlayMakerUGuiComponentProxy.PlayMakerProxyVariableTarget.Owner)
        {
            if (fsmVariableSetup.gameObject != null)
            {
                if (fsmVariableSetup.fsmComponent != null)
                {
                    if (fsmVariableSetup.variableType == VariableType.Bool)
                    {
                        fsmBoolTarget = fsmVariableSetup.fsmComponent.FsmVariables.FindFsmBool(fsmVariableSetup.variableName);
                    }
                    else if (fsmVariableSetup.variableType == VariableType.Float)
                    {
                        fsmFloatTarget = fsmVariableSetup.fsmComponent.FsmVariables.FindFsmFloat(fsmVariableSetup.variableName);
                    }
                    else if (fsmVariableSetup.variableType == VariableType.Vector2)
                    {
                        fsmVector2Target = fsmVariableSetup.fsmComponent.FsmVariables.FindFsmVector2(fsmVariableSetup.variableName);
                    }
                    else if (fsmVariableSetup.variableType == VariableType.String)
                    {
                        fsmStringTarget = fsmVariableSetup.fsmComponent.FsmVariables.FindFsmString(fsmVariableSetup.variableName);
                    }
                }
            }
            else
            {
                Debug.LogError("set to target Owbner but fsmEventTarget.target is null");
            }
        }

        // GAMEOBJECT
        else if (fsmVariableSetup.target == PlayMakerUGuiComponentProxy.PlayMakerProxyVariableTarget.GameObject)
        {
            if (fsmVariableSetup.gameObject != null)
            {
                if (fsmVariableSetup.fsmComponent != null)
                {
                    if (fsmVariableSetup.variableType == VariableType.Bool)
                    {
                        fsmBoolTarget = fsmVariableSetup.fsmComponent.FsmVariables.FindFsmBool(fsmVariableSetup.variableName);
                    }
                    else if (fsmVariableSetup.variableType == VariableType.Float)
                    {
                        fsmFloatTarget = fsmVariableSetup.fsmComponent.FsmVariables.FindFsmFloat(fsmVariableSetup.variableName);
                    }
                    else if (fsmVariableSetup.variableType == VariableType.Vector2)
                    {
                        fsmVector2Target = fsmVariableSetup.fsmComponent.FsmVariables.FindFsmVector2(fsmVariableSetup.variableName);
                    }
                    else if (fsmVariableSetup.variableType == VariableType.String)
                    {
                        fsmStringTarget = fsmVariableSetup.fsmComponent.FsmVariables.FindFsmString(fsmVariableSetup.variableName);
                    }
                }
            }
            else
            {
                Debug.LogError("set to target a Gameobject but fsmEventTarget.target is null");
            }
        }
    }
示例#50
0
 public override void Reset()
 {
     this.showLabel = true;
 }
 public override void Reset()
 {
     gameObject   = null;
     upAdjust     = null;
     nestedButton = null;
 }
示例#52
0
 public override void Reset()
 {
     gameObject    = null;
     alwaysAnimate = null;
 }
 public override void Reset()
 {
     storeResult = null;
     weights     = 0.5f;
 }
示例#54
0
 public override void Reset()
 {
     enableFog  = true;
     everyFrame = false;
 }
示例#55
0
 public override void Reset()
 {
     clearType    = clearSelect.Clear;
     clearDestroy = false;
 }
 public override void Reset()
 {
     base.Reset();
     gameObject = null;
     to         = new FsmFloat {
         UseVariable = false
     };
     toGameObject = new FsmGameObject {
         UseVariable = false
     };
     duration = new FsmFloat {
         UseVariable = false
     };
     setSpeedBased = new FsmBool {
         UseVariable = false, Value = false
     };
     snapping = new FsmBool {
         UseVariable = false, Value = false
     };
     setRelative = new FsmBool {
         UseVariable = false, Value = false
     };
     playInReverse = new FsmBool {
         UseVariable = false, Value = false
     };
     setReverseRelative = new FsmBool {
         UseVariable = false, Value = false
     };
     startEvent        = null;
     finishEvent       = null;
     finishImmediately = new FsmBool {
         UseVariable = false, Value = false
     };
     stringAsId = new FsmString {
         UseVariable = false
     };
     tagAsId = new FsmString {
         UseVariable = false
     };
     startDelay = new FsmFloat {
         Value = 0
     };
     selectedEase = Doozy.PlayMaker.Actions.SelectedEase.EaseType;
     easeType     = Ease.Linear;
     loops        = new FsmInt {
         Value = 0
     };
     loopType             = DG.Tweening.LoopType.Restart;
     autoKillOnCompletion = new FsmBool {
         Value = true
     };
     recyclable = new FsmBool {
         Value = false
     };
     updateType          = UpdateType.Normal;
     isIndependentUpdate = new FsmBool {
         Value = false
     };
     debugThis = new FsmBool {
         Value = false
     };
 }
示例#57
0
 public override void Reset()
 {
     gameObject = null;
     useGravity = true;
 }
示例#58
0
 public override void Reset()
 {
     gameObject     = null;
     alwaysAnimate  = null;
     cullCompletely = null;
 }
 public override void Reset()
 {
     this.gameObject    = null;
     this.stabilizeFeet = null;
 }
示例#60
0
        public override void Reset()
        {
            base.Reset();

            gameObject = null;

            target = null;

            duration = new FsmFloat {
                UseVariable = false
            };
            setSpeedBased = new FsmBool {
                UseVariable = false, Value = false
            };
            axisConstraint = AxisConstraint.None;
            up             = new FsmVector3 {
                UseVariable = false, Value = Vector3.up
            };

            setRelative = new FsmBool {
                UseVariable = false, Value = false
            };

            playInReverse = new FsmBool {
                UseVariable = false, Value = false
            };
            setReverseRelative = new FsmBool {
                UseVariable = false, Value = false
            };

            startEvent        = null;
            finishEvent       = null;
            finishImmediately = new FsmBool {
                UseVariable = false, Value = false
            };

            stringAsId = new FsmString {
                UseVariable = false
            };
            tagAsId = new FsmString {
                UseVariable = false
            };

            startDelay = new FsmFloat {
                Value = 0
            };

            selectedEase = DOTweenActionsEnums.SelectedEase.EaseType;
            easeType     = Ease.Linear;

            loops = new FsmInt {
                Value = 0
            };
            loopType = LoopType.Restart;

            autoKillOnCompletion = new FsmBool {
                Value = true
            };
            recyclable = new FsmBool {
                Value = false
            };

            updateType          = UpdateType.Normal;
            isIndependentUpdate = new FsmBool {
                Value = false
            };

            debugThis = new FsmBool {
                Value = false
            };
        }