public SkillFloat(SkillFloat source) : base(source) { if (source != null) { this.value = source.value; } }
public static ICollection <byte> FsmFloatToByteArray(SkillFloat fsmFloat) { if (fsmFloat == null) { fsmFloat = new SkillFloat(); } List <byte> list = new List <byte>(); list.AddRange(SkillUtility.BitConverter.GetBytes(fsmFloat.Value)); list.AddRange(SkillUtility.BitConverter.GetBytes(fsmFloat.UseVariable)); list.AddRange(SkillUtility.StringToByteArray(fsmFloat.Name)); return(list); }
public void ResetParameters() { this.BoolParameter = false; this.FloatParameter = 0f; this.IntParameter = 0; this.StringParameter = ""; this.GameObjectParameter = new SkillGameObject(""); this.Vector2Parameter = new SkillVector2(); this.Vector3Parameter = new SkillVector3(); this.RectParamater = new SkillRect(); this.QuaternionParameter = new SkillQuaternion(); this.ObjectParameter = new SkillObject(); this.MaterialParameter = new SkillMaterial(); this.TextureParameter = new SkillTexture(); this.ColorParameter = new SkillColor(); this.EnumParameter = new SkillEnum(); this.ArrayParameter = new SkillArray(); }
public FunctionCall(FunctionCall source) { this.FunctionName = source.FunctionName; this.parameterType = source.parameterType; this.BoolParameter = new SkillBool(source.BoolParameter); this.FloatParameter = new SkillFloat(source.FloatParameter); this.IntParameter = new SkillInt(source.IntParameter); this.GameObjectParameter = new SkillGameObject(source.GameObjectParameter); this.ObjectParameter = source.ObjectParameter; this.StringParameter = new SkillString(source.StringParameter); this.Vector2Parameter = new SkillVector2(source.Vector2Parameter); this.Vector3Parameter = new SkillVector3(source.Vector3Parameter); this.RectParamater = new SkillRect(source.RectParamater); this.QuaternionParameter = new SkillQuaternion(source.QuaternionParameter); this.MaterialParameter = new SkillMaterial(source.MaterialParameter); this.TextureParameter = new SkillTexture(source.TextureParameter); this.ColorParameter = new SkillColor(source.ColorParameter); this.EnumParameter = new SkillEnum(source.EnumParameter); this.ArrayParameter = new SkillArray(source.ArrayParameter); }
public static int GetRandomWeightedIndex(SkillFloat[] weights) { float num = 0f; for (int i = 0; i < weights.Length; i++) { SkillFloat fsmFloat = weights[i]; num += fsmFloat.Value; } float num2 = Random.Range(0f, num); for (int j = 0; j < weights.Length; j++) { if (num2 < weights[j].Value) { return(j); } num2 -= weights[j].Value; } return(-1); }
public SkillProperty(SkillProperty source) { this.setProperty = source.setProperty; this.TargetObject = new SkillObject(source.TargetObject); this.TargetTypeName = source.TargetTypeName; this.TargetType = source.TargetType; this.PropertyName = source.PropertyName; this.PropertyType = source.PropertyType; this.BoolParameter = new SkillBool(source.BoolParameter); this.FloatParameter = new SkillFloat(source.FloatParameter); this.IntParameter = new SkillInt(source.IntParameter); this.GameObjectParameter = new SkillGameObject(source.GameObjectParameter); this.StringParameter = new SkillString(source.StringParameter); this.Vector2Parameter = new SkillVector2(source.Vector2Parameter); this.Vector3Parameter = new SkillVector3(source.Vector3Parameter); this.RectParamater = new SkillRect(source.RectParamater); this.QuaternionParameter = new SkillQuaternion(source.QuaternionParameter); this.ObjectParameter = new SkillObject(source.ObjectParameter); this.MaterialParameter = new SkillMaterial(source.MaterialParameter); this.TextureParameter = new SkillTexture(source.TextureParameter); this.ColorParameter = new SkillColor(source.ColorParameter); this.EnumParameter = new SkillEnum(source.EnumParameter); this.ArrayParameter = new SkillArray(source.ArrayParameter); }
public void SetVariable(NamedVariable variable) { if (variable == null) { this.ResetParameters(); return; } switch (variable.VariableType) { case VariableType.Unknown: return; case VariableType.Float: this.FloatParameter = (variable as SkillFloat); return; case VariableType.Int: this.IntParameter = (variable as SkillInt); return; case VariableType.Bool: this.BoolParameter = (variable as SkillBool); return; case VariableType.GameObject: this.GameObjectParameter = (variable as SkillGameObject); return; case VariableType.String: this.StringParameter = (variable as SkillString); return; case VariableType.Vector2: this.Vector2Parameter = (variable as SkillVector2); return; case VariableType.Vector3: this.Vector3Parameter = (variable as SkillVector3); return; case VariableType.Color: this.ColorParameter = (variable as SkillColor); return; case VariableType.Rect: this.RectParamater = (variable as SkillRect); return; case VariableType.Material: this.MaterialParameter = (variable as SkillMaterial); return; case VariableType.Texture: this.TextureParameter = (variable as SkillTexture); return; case VariableType.Quaternion: this.QuaternionParameter = (variable as SkillQuaternion); return; case VariableType.Object: this.ObjectParameter = (variable as SkillObject); return; case VariableType.Array: this.ArrayParameter = (variable as SkillArray); return; case VariableType.Enum: this.EnumParameter = (variable as SkillEnum); return; default: throw new ArgumentOutOfRangeException(); } }
public void ResetParameters() { this.floatParam = 0f; this.boolParam = false; }
public LayoutOption(LayoutOption source) { this.option = source.option; this.floatParam = new SkillFloat(source.floatParam); this.boolParam = new SkillBool(source.boolParam); }