本文整理汇总了C#中FsmGameObject类的典型用法代码示例。如果您正苦于以下问题:C# FsmGameObject类的具体用法?C# FsmGameObject怎么用?C# FsmGameObject使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
FsmGameObject类属于命名空间,在下文中一共展示了FsmGameObject类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Reset
public override void Reset()
{
fromObject = new FsmGameObject { UseVariable = true} ;
fromPosition = new FsmVector3 { UseVariable = true};
direction = new FsmVector3 { UseVariable = true};
color = Color.white;
}
示例2: Reset
public override void Reset()
{
transformRotation = new FsmGameObject { UseVariable = true};
vectorRotation = new FsmVector3 { UseVariable = true };
time = 1f;
space = Space.World;
}
示例3: Reset
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 };
minBounce = new FsmFloat { UseVariable = true };
maxBounce = new FsmFloat { UseVariable = true };
everyFrame = false;
}
示例4: Reset
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;
}
示例5: Reset
public override void Reset()
{
objectName = "";
withTag = "Untagged";
store = null;
TagDoesntExistEvent = null;
}
示例6: Reset
public override void Reset()
{
gameObject = null;
childName = "";
withTag = "Untagged";
storeResult = null;
}
示例7: Reset
public override void Reset()
{
gameObject = null;
reference = null;
mesh = null;
}
示例8: Reset
public override void Reset()
{
gameObject = null;
withTag = "Untagged";
mustBeVisible = false;
storeObject = null;
}
示例9: Reset
public override void Reset()
{
trigger = PlayMakerUnity2d.Trigger2DType.OnTriggerEnter2D;
collideTag = new FsmString(){UseVariable=true};
sendEvent = null;
storeCollider = null;
}
示例10: Reset
public override void Reset()
{
gameObject = null;
parent = null;
resetLocalPosition = null;
resetLocalRotation = null;
}
示例11: Reset
public override void Reset()
{
this.gameObject = null;
this.storeNextChild = null;
this.loopEvent = null;
this.finishedEvent = null;
}
示例12: Reset
public override void Reset()
{
this.ArrayListReference = string.Empty;
this.store = null;
this.foundEvent = null;
this.notFoundEvent = null;
}
示例13: Reset
public override void Reset()
{
this.gameObject = null;
this.childName = string.Empty;
this.withTag = "Untagged";
this.storeResult = null;
}
示例14: Reset
public override void Reset()
{
gameObject = null;
bone = HumanBodyBones.Hips;
boneAsString = new FsmString(){UseVariable=false};
boneGameObject = null;
}
示例15: Reset
public override void Reset()
{
gameObject = null;
storeIntValue = null;
storeNameValue = null;
everyFrame = false;
}