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; }
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; }
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; }
public override void Reset() { gameObject = null; fsmName = ""; enable = true; resetOnExit = true; }
public override void Reset() { gameObject = null; sendEvent = null; text = null; wasCanceled = null; }
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; }
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; }
public override void Reset() { gameObject = null; withTag = "Untagged"; mustBeVisible = false; storeObject = null; }
public override void Reset() { gameObject = null; resetOnExit = false; spriteToSwap = new Sprite(); }
public override void Reset() { gameObject = null; pause = true; everyframe = false; }
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; }
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; }
public override void Reset() { this.gameObject = null; this.fsmName = string.Empty; this.storeValue = null; }
public override void Reset() { gameObject = null; affectMassCenter = null; }
public override void Reset() { persistExtendedTracking = true; }
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; }
public override void Reset() { gameObject = null; mute = false; }
public override void Reset() { pointerOverUI = null; pointerNotOverUI = null; isPointerOverUI = null; }
public override void Reset() { this.gameObject = null; this.isKinematic = false; }
public override void Reset() { this.key = KeyCode.None; this.storeResult = null; this.everyFrame = false; }
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; }
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; }
public override void Reset() { result = null; willProceed = null; willNotProceed = null; }
// 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"); } } }
public override void Reset() { this.showLabel = true; }
public override void Reset() { gameObject = null; upAdjust = null; nestedButton = null; }
public override void Reset() { gameObject = null; alwaysAnimate = null; }
public override void Reset() { storeResult = null; weights = 0.5f; }
public override void Reset() { enableFog = true; everyFrame = false; }
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 }; }
public override void Reset() { gameObject = null; useGravity = true; }
public override void Reset() { gameObject = null; alwaysAnimate = null; cullCompletely = null; }
public override void Reset() { this.gameObject = null; this.stabilizeFeet = null; }
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 }; }