public override void Reset() { vector3Variable = null; addVector = new FsmVector3 { UseVariable = true }; everyFrame = false; perSecond = false; }
public override void Reset() { transformTarget = new FsmGameObject { UseVariable = true}; vectorTarget = new FsmVector3 { UseVariable = true}; time = 1f; axis = iTweenFsmAction.AxisRestriction.none; }
public override void Reset() { gameObject = null; speed = null; speedVector = null; space = Space.World; }
public override void Reset() { quaternion = null; eulerAngles = null; everyFrame = true; everyFrameOption = QuaternionBaseAction.everyFrameOptions.Update; }
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 () { quaternion=null; vector3=null; result=null; }
public override void Reset() { this.gameObject = null; this.deltaPosition = null; this.deltaRotation = null; this.everyFrame = false; }
public override void Reset() { fromObject = new FsmGameObject { UseVariable = true} ; fromPosition = new FsmVector3 { UseVariable = true}; direction = new FsmVector3 { UseVariable = true}; color = Color.white; }
public override void Reset() { base.Reset(); gameObject = null; deltaPosition= null; deltaRotation = null; }
public override void Reset() { base.Reset(); vectorVariable = new FsmVector3{UseVariable=true}; toValue = new FsmVector3{UseVariable=true}; fromValue = new FsmVector3{UseVariable=true}; }
public override void Reset() { gameObject = null; localDirection = null; storeResult = null; everyFrame = false; }
public override void Reset() { gameObject = null; moveVector = new FsmVector3 {UseVariable = true}; space = Space.World; perSecond = true; }
public override void Reset() { gameObject = null; worldPosition = null; storeResult = null; everyFrame = false; }
public override void Reset() { gameObject = null; pivotWeight = null; pivotPosition = null; everyFrame = false; }
public override void Reset() { center = null; upwardsModifier = 0f; forceMode = ForceMode.Force; everyFrame = false; }
public override void Reset() { fromVector = new FsmVector3 { UseVariable = true }; toVector = new FsmVector3 { UseVariable = true }; storeResult = null; everyFrame = true; }
public override void Reset() { vector2 = null; vector3 = null; zValue = null; everyFrame = false; }
public override void Reset() { gameObject = null; position = new FsmVector3 { UseVariable = true }; clip = null; volume = 1; }
public override void Reset() { EventID = new FsmString() { UseVariable = false }; Currency = new FsmString() { UseVariable = false }; Amount = new FsmInt() { UseVariable = false }; Position = new FsmVector3() { UseVariable = true }; }
public override void Reset() { gameObject = null; space = Space.World; storePosition = null; everyFrame = false; }
public override void Reset() { gameObject = null; anchor = null; anchorVector3 = new FsmVector3() {UseVariable=true}; everyFrame = false; }
public override void Reset() { this.center = null; this.upwardsModifier = 0f; this.forceMode = ForceMode.Force; this.everyFrame = false; }
public override void Reset() { gameObject = null; scale = null; everyframe = false; }
public override void Reset() { this.gameObject = null; this.space = Space.World; this.storePosition = null; this.everyFrame = false; }
public override void Reset() { this.gameObject = null; this.localPosition = null; this.storeResult = null; this.everyFrame = false; }
public override void Reset (){ base.Reset(); vector3Variable = null; fromValue = null; toValue = null; finishInNextStep = false; }
public override void Reset() { gameObjectHit = null; point = null; normal = null; distance = null; }
public override void Reset() { base.Reset(); this.id = new FsmString { UseVariable = true }; this.time = 1f; this.delay = 0f; this.loopType = iTween.LoopType.none; this.vector = new FsmVector3 { UseVariable = true }; this.speed = new FsmFloat { UseVariable = true }; this.space = Space.World; this.orientToPath = false; this.lookAtObject = new FsmGameObject { UseVariable = true }; this.lookAtVector = new FsmVector3 { UseVariable = true }; this.lookTime = 0f; this.axis = iTweenFsmAction.AxisRestriction.none; }
protected override void InitGDE() { FsmVariables vars = PlayMakerGlobals.Instance.Variables; if (isGDEInitialized == null) isGDEInitialized = vars.GetVariable("gde_initialized") as FsmBool; if (isGDEInitialized != null && isGDEInitialized.Value == true) { single_bool = vars.GetVariable("single_bool") as FsmBool; single_custom_bool = vars.GetVariable("single_custom_bool") as FsmBool; single_float = vars.GetVariable("single_float") as FsmFloat; single_custom_float = vars.GetVariable("single_custom_float") as FsmFloat; single_int = vars.GetVariable("single_int") as FsmInt; single_custom_int = vars.GetVariable("single_custom_int") as FsmInt; single_string = vars.GetVariable("single_string") as FsmString; single_custom_string = vars.GetVariable("single_custom_string") as FsmString; single_custom = vars.GetVariable("single_custom") as FsmString; single_vec2 = vars.GetVariable("single_vector2") as FsmVector2; single_custom_vec2 = vars.GetVariable("single_custom_vector2") as FsmVector2; single_vec3 = vars.GetVariable("single_vector3") as FsmVector3; single_custom_vec3 = vars.GetVariable("single_custom_vector3") as FsmVector3; single_color = vars.GetVariable("single_color") as FsmColor; single_custom_color = vars.GetVariable("single_custom_color") as FsmColor; } }
public override void Reset() { width = null; height = null; refreshRate = null; currentResolution = null; }
public override void Reset() { toValue = new FsmVector3 { UseVariable = true }; fromValue = new FsmVector3 { UseVariable = true }; resultValue = new FsmVector3 { UseVariable = true }; duration = 0f; setDelay = 0f; isSpeedBased = false; settingLoops = 0; enableEaseFactory = false; easeFactoryFps = 0; setRelative = false; DotweenDone = false; setAutoKill = false; orInputID = new FsmString { UseVariable = true }; tag = new FsmString { UseVariable = true }; gameObjectId = new FsmBool { UseVariable = true }; startEvent = null; finishEvent = null; loopDontFinish = false; snapping = false; loopsQuantity = 0; isTimeIndependent = false; setRecycle = false; constraint = Constraint.None; }
public override void Reset() { fromGameObject = null; fromPosition = new FsmVector3 { UseVariable = true }; direction = Vector3.forward; radius = 1f; space = Space.Self; distance = 100; storeHitObject = null; everyFrame = false; layerMask = new FsmInt[0]; invertMask = false; debugColor = Color.yellow; debug = false; hitEvent = null; noHitEvent = null; }
public override void Reset() { base.Reset(); 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; //new FsmFloat { UseVariable = true }; axis = iTweenFsmAction.AxisRestriction.none; }
public void Init() { ControllerDistance = FsmVariables.GlobalVariables.FindFsmFloat("VZController.Distance"); ControllerHeadForward = FsmVariables.GlobalVariables.FindFsmVector3("VZController.Head.Forward"); ControllerHeadPosition = FsmVariables.GlobalVariables.FindFsmVector3("VZController.Head.Position"); ControllerHeadBend = FsmVariables.GlobalVariables.FindFsmFloat("VZController.Head.Bend"); ControllerHeadLean = FsmVariables.GlobalVariables.FindFsmFloat("VZController.Head.Lean"); ControllerHeadRot = FsmVariables.GlobalVariables.FindFsmFloat("VZController.Head.Rot"); ControllerInputSpeed = FsmVariables.GlobalVariables.FindFsmFloat("VZController.InputSpeed"); ControllerLeftButtonDown = FsmVariables.GlobalVariables.FindFsmBool("VZController.LeftButton.Down"); ControllerLeftButtonPressed = FsmVariables.GlobalVariables.FindFsmBool("VZController.LeftButton.Pressed"); ControllerLeftButtonReleased = FsmVariables.GlobalVariables.FindFsmBool("VZController.LeftButton.Released"); ControllerRightButtonDown = FsmVariables.GlobalVariables.FindFsmBool("VZController.RightButton.Down"); ControllerRightButtonPressed = FsmVariables.GlobalVariables.FindFsmBool("VZController.RightButton.Pressed"); ControllerRightButtonReleased = FsmVariables.GlobalVariables.FindFsmBool("VZController.RightButton.Released"); Player = FsmVariables.GlobalVariables.FindFsmGameObject("VZPlayer"); PlayerRestarted = FsmVariables.GlobalVariables.FindFsmBool("VZPlayer.Restarted"); PlayerSpeed = FsmVariables.GlobalVariables.FindFsmFloat("VZPlayer.Speed"); Player.Value = Instance.gameObject; PlayerRestarted.Value = false; }
public override void Reset() { gameObject = null; parent = new FsmOwnerDefault(); parent.OwnerOption = OwnerDefaultOption.SpecifyGameObject; name = new FsmString() { UseVariable = true }; spawnPoint = null; position = new FsmVector3 { UseVariable = true }; rotation = new FsmVector3 { UseVariable = true }; storeObject = null; networkInstantiate = false; networkGroup = 0; }
public override void Reset() { fromGameObject = null; fromPosition = new FsmVector3 { UseVariable = true }; direction = new FsmVector3 { UseVariable = true }; space = Space.Self; distance = 100; hitEvent = null; storeDidHit = null; storeHitObject = null; storeHitPoint = null; storeHitNormal = null; storeHitDistance = null; repeatInterval = 1; layerMask = new FsmInt[0]; invertMask = false; debugColor = Color.yellow; debug = false; }
public override void Reset() { gameObject = null; outlineColor = new FsmColor() { UseVariable = true }; faceColor = new FsmColor() { UseVariable = true }; texture = new FsmTexture() { UseVariable = true }; rotation = new FsmVector3() { UseVariable = true }; everyFrame = false; }
public override void Reset() { gameObject = null; vector2Target = null; vector3Target = new FsmVector3() { UseVariable = true }; MinAngleLimit = new FsmFloat() { UseVariable = true }; MaxAngleLimit = new FsmFloat() { UseVariable = true }; debug = false; debugLineColor = Color.green; everyFrame = true; }
public override void Reset() { agent = null; target = new FsmGameObject() { UseVariable = true }; targetPosition = new FsmVector3() { UseVariable = true }; space = Space.World; reachedTargetEvent = null; offsetFromTarget = 0f; stopAgentOnExit = false; tPos = new Vector3(); prevTargetPos = new Vector3(); compAgent = null; everyFrame = true; updateType = FrameUpdateSelector.OnFixedUpdate; }
public override void Reset() { gameObject = null; atPosition = new FsmVector2 { UseVariable = true }; forceMode = ForceMode2D.Force; vector = null; vector3 = new FsmVector3 { UseVariable = true }; x = new FsmFloat { UseVariable = true }; y = new FsmFloat { UseVariable = true }; everyFrame = false; }
public override void Reset() { gameObject = null; height = new FsmFloat { UseVariable = true }; radius = new FsmFloat { UseVariable = true }; slopeLimit = new FsmFloat { UseVariable = true }; stepOffset = new FsmFloat { UseVariable = true }; center = new FsmVector3 { UseVariable = true }; detectCollisions = new FsmBool { UseVariable = true }; everyFrame = false; }
public override void Reset() { GPSLocation = new FsmVector3 { UseVariable = true }; mapProjection = MapProjection.EquidistantCylindrical; minLongitude = -180f; maxLongitude = 180f; minLatitude = -90f; maxLatitude = 90f; minX = 0; minY = 0; width = 1; height = 1; normalized = true; projectedX = null; projectedY = null; everyFrame = false; }
public override void Reset() { gameObject = null; target = Vector3.one; OrTargetGameObject = new FsmOwnerDefault() { OwnerOption = OwnerDefaultOption.SpecifyGameObject }; OrTargetGameObject.GameObject = new FsmGameObject() { UseVariable = true }; smoothTime = 1f; currentVelocity = null; maxSpeed = new FsmFloat() { UseVariable = true }; done = null; isDone = null; }
public override void Reset() { base.Reset(); id = new FsmString { UseVariable = true }; transformScale = new FsmGameObject { UseVariable = true }; vectorScale = new FsmVector3 { UseVariable = true }; time = 1f; delay = 0f; loopType = iTween.LoopType.none; speed = new FsmFloat { UseVariable = true }; }
public override void Reset() { this.rectangle = new FsmRect { UseVariable = true }; this.point = new FsmVector3 { UseVariable = true }; this.x = new FsmFloat { UseVariable = true }; this.y = new FsmFloat { UseVariable = true }; this.storeResult = null; this.trueEvent = null; this.falseEvent = null; this.everyFrame = false; }
public override void Reset() { rectangle = new FsmRect { UseVariable = true }; point = new FsmVector3 { UseVariable = true }; x = new FsmFloat { UseVariable = true }; y = new FsmFloat { UseVariable = true }; storeResult = null; trueEvent = null; falseEvent = null; everyFrame = false; }
public override void Reset() { gameObject = null; offset = null; // default axis to variable dropdown with None selected. x = new FsmFloat { UseVariable = true }; y = new FsmFloat { UseVariable = true }; z = new FsmFloat { UseVariable = true }; applyAfter = new FsmEnum() { UseVariable = true }; everyFrame = false; }
public override void Reset() { to = null; duration = 0f; x = new FsmFloat { UseVariable = true }; y = new FsmFloat { UseVariable = true }; z = new FsmFloat { UseVariable = true }; setDelay = 0f; isSpeedBased = false; settingLoops = 0; enableEaseFactory = false; easeFactoryFps = 0; setRelative = false; DotweenDone = false; setAutoKill = false; orInputID = new FsmString { UseVariable = true }; tag = new FsmString { UseVariable = true }; gameObjectId = new FsmBool { UseVariable = true }; startEvent = null; finishEvent = null; loopDontFinish = false; loopsQuantity = 0; isTimeIndependent = false; setRecycle = false; }
// // RESET // public override void Reset() { // startObject = null; _startObjectTransform = null; // endObject = null; _endObjectTransform = null; // alignInSpaceModeSelf = false; startOffset = new FsmVector3 { UseVariable = true }; endOffset = new FsmVector3 { UseVariable = true }; spaceMode = Space.World; material = null; shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; receiveShadows = false; startWidth = 1.0F; endWidth = 1.0F; startColor = Color.white; endColor = Color.white; everyFrame = true; destroyOnExit = false; // goLineRenderer = null; storeGameobject = null; _lineRenderer = null; _lineRendererTransform = null; // _localStartTransform = null; _localEndTransform = null; _startObjectPositionTransform = null; _endObjectPositionTransform = null; }
void DoSetFsmVector3() { if (setValue == null) { return; } GameObject go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) { return; } if (go != goLastFrame) { goLastFrame = go; // only get the fsm component if go has changed fsm = ActionHelpers.GetGameObjectFsm(go, fsmName.Value); } if (fsm == null) { return; } FsmVector3 fsmVector3 = fsm.FsmVariables.GetFsmVector3(variableName.Value); if (fsmVector3 == null) { return; } fsmVector3.Value = setValue.Value; }
public override void Reset() { gameObject = null; atPosition = new FsmVector3 { UseVariable = true }; vector = null; x = new FsmFloat { UseVariable = true }; y = new FsmFloat { UseVariable = true }; z = new FsmFloat { UseVariable = true }; space = Space.World; forceMode = ForceMode.Force; everyFrame = false; }
public override void Reset() { base.Reset(); this.id = new FsmString { UseVariable = true }; this.transformTarget = new FsmGameObject { UseVariable = true }; this.vectorTarget = new FsmVector3 { UseVariable = true }; this.time = 1f; this.delay = 0f; this.loopType = iTween.LoopType.none; this.speed = new FsmFloat { UseVariable = true }; this.axis = iTweenFsmAction.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; }
public override void Reset() { this.gameObject = null; this.atPosition = new FsmVector3 { UseVariable = true }; this.vector = null; this.x = new FsmFloat { UseVariable = true }; this.y = new FsmFloat { UseVariable = true }; this.z = new FsmFloat { UseVariable = true }; this.space = Space.World; this.forceMode = ForceMode.Force; this.everyFrame = false; }
public override void Reset() { gameObject = null; jumpHeight = new FsmFloat { Value = 0.5f }; jumpSpeedMultiplier = new FsmFloat { Value = 1f }; gravityMultiplier = new FsmFloat { Value = 1f }; space = Space.World; moveVector = null; speed = new FsmFloat { Value = 1f }; maxSpeed = new FsmFloat { Value = 2f }; fallMultiplier = new FsmFloat { Value = 1f }; }
public override void Reset() { transformPosition = new FsmGameObject { UseVariable = true }; vectorPosition = new FsmVector3 { UseVariable = true }; time = 1f; space = Space.World; orientToPath = new FsmBool { Value = true }; lookAtObject = new FsmGameObject { UseVariable = true }; lookAtVector = new FsmVector3 { UseVariable = true }; lookTime = 0f; axis = iTweenFsmAction.AxisRestriction.none; updateCall = PlayMakerUpdateCallType.Update; }
public override void Reset() { base.Reset(); this.id = new FsmString { UseVariable = true }; this.transformRotation = new FsmGameObject { UseVariable = true }; this.vectorRotation = new FsmVector3 { UseVariable = true }; this.time = 1f; this.delay = 0f; this.loopType = iTween.LoopType.none; this.speed = new FsmFloat { UseVariable = true }; this.space = Space.World; }
public override void OnEnter() { var go = Fsm.GetOwnerDefaultTarget(objectToMove); fromVector = go.transform.position; toVector = destination.Value.transform.position; fromFloats = new float[3]; fromFloats[0] = fromVector.Value.x; fromFloats[1] = fromVector.Value.y; fromFloats[2] = fromVector.Value.z; toFloats = new float[3]; toFloats[0] = toVector.Value.x; toFloats[1] = toVector.Value.y; toFloats[2] = toVector.Value.z; resultFloats = new float[3]; resultFloats[0] = fromVector.Value.x; resultFloats[1] = fromVector.Value.y; resultFloats[2] = fromVector.Value.z; finishInNextStep = false; }
void Start() { // Get the relevant variables in the FSM if (!string.IsNullOrEmpty(m_HitObjectVariable)) { m_HitObject = m_FSM.FsmVariables.FindFsmGameObject(m_HitObjectVariable); } if (!string.IsNullOrEmpty(m_SourceObjectVariable)) { m_SourceObject = m_FSM.FsmVariables.FindFsmGameObject(m_SourceObjectVariable); } if (!string.IsNullOrEmpty(m_HitPointVariable)) { m_HitPoint = m_FSM.FsmVariables.FindFsmVector3(m_HitPointVariable); } if (!string.IsNullOrEmpty(m_HitNormalVariable)) { m_HitNormal = m_FSM.FsmVariables.FindFsmVector3(m_HitNormalVariable); } if (!string.IsNullOrEmpty(m_RayDirectionVariable)) { m_RayDirection = m_FSM.FsmVariables.FindFsmVector3(m_RayDirectionVariable); } }
public override void Reset() { this.vector3Variable = null; this.filteringFactor = 0.1f; }