本文整理汇总了C#中FsmVar类的典型用法代码示例。如果您正苦于以下问题:C# FsmVar类的具体用法?C# FsmVar怎么用?C# FsmVar使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
FsmVar类属于命名空间,在下文中一共展示了FsmVar类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: RefreshValueFromFsmVar
// ONLY WORKS IF THE FSMVAR POINTS TO A REGULAR FSM VARIABLE
public static void RefreshValueFromFsmVar(Fsm fromFsm,FsmVar fsmVar)
{
if (fromFsm==null)
{
return;
}
if (fsmVar==null)
{
return;
}
if (!fsmVar.useVariable)
{
return;
}
switch (fsmVar.Type)
{
case VariableType.Int:
fsmVar.GetValueFrom( (NamedVariable)fromFsm.Variables.GetFsmInt(fsmVar.variableName) );
break;
case VariableType.Float:
fsmVar.GetValueFrom( (NamedVariable)fromFsm.Variables.GetFsmFloat(fsmVar.variableName));
break;
case VariableType.Bool:
fsmVar.GetValueFrom( (NamedVariable)fromFsm.Variables.GetFsmBool(fsmVar.variableName));
break;
case VariableType.Color:
fsmVar.GetValueFrom( (NamedVariable)fromFsm.Variables.GetFsmColor(fsmVar.variableName));
break;
case VariableType.Quaternion:
fsmVar.GetValueFrom( (NamedVariable)fromFsm.Variables.GetFsmQuaternion(fsmVar.variableName));
break;
case VariableType.Rect:
fsmVar.GetValueFrom( (NamedVariable)fromFsm.Variables.GetFsmRect(fsmVar.variableName));
break;
case VariableType.Vector2:
fsmVar.GetValueFrom( (NamedVariable)fromFsm.Variables.GetFsmVector2(fsmVar.variableName));
break;
case VariableType.Vector3:
fsmVar.GetValueFrom( (NamedVariable)fromFsm.Variables.GetFsmVector3(fsmVar.variableName));
break;
case VariableType.Texture:
fsmVar.GetValueFrom( (NamedVariable)fromFsm.Variables.GetFsmVector3(fsmVar.variableName));
break;
case VariableType.Material:
fsmVar.GetValueFrom( (NamedVariable)fromFsm.Variables.GetFsmMaterial(fsmVar.variableName));
break;
case VariableType.String:
fsmVar.GetValueFrom( (NamedVariable)fromFsm.Variables.GetFsmString(fsmVar.variableName));
break;
case VariableType.GameObject:
fsmVar.GetValueFrom( (NamedVariable)fromFsm.Variables.GetFsmGameObject(fsmVar.variableName));
break;
}
}
开发者ID:britg,项目名称:Try-Force,代码行数:57,代码来源:PlayMakerUtils_FsmVar.cs
示例2: Reset
public override void Reset()
{
assetPath = null;
storeAsset = new FsmVar();
storeAsset.Type = VariableType.Texture;
success = null;
isDone = null;
progress = null;
doneEvent = null;
failureEvent = null;
}
开发者ID:jeanfabre,项目名称:PlayMakerCustomActions_U4,代码行数:12,代码来源:ResourcesLoadAsynch.cs
示例3: EditorGUILayout_FsmVarPopup
/// <summary>
/// Display an _selectionIndex the fsm variable from a list of variables ( from an fsm likely).
/// This is to paliate for the PlayMaker 1.8 that deprecated the api call VariableEditor.FsmVarPopup()
/// </summary>
/// <returns>The fsm variable GU.</returns>
/// <param name="fieldLabel">Field label.</param>
/// <param name="fsmVariables">Fsm variables.</param>
/// <param name="selection">Selection.</param>
/// <param name="GuiChanged">GUI changed flag</param>
public static FsmVar EditorGUILayout_FsmVarPopup(string fieldLabel,NamedVariable[] namedVariables,FsmVar selection,out bool GuiChanged)
{
GuiChanged = false;
if (namedVariables==null)
{
Debug.LogWarning("EditorGUILayout_FsmVarPopup: namedVariables is null");
return null;
}
int _selectionIndex = 0;
string[] _variableChoices = new string[namedVariables.Length+1];
_variableChoices[0] = "None";
for(int i=0;i<namedVariables.Length;i++)
{
if (string.Equals(selection.variableName,namedVariables[i].Name))
{
_selectionIndex = i+1;
}
_variableChoices[i+1] = namedVariables[i].Name;
}
if (_variableChoices.Length!=0)
{
int _choiceIndex = EditorGUILayout.Popup(fieldLabel,_selectionIndex,_variableChoices);
if (_choiceIndex != _selectionIndex)
{
GuiChanged = true;
if (_choiceIndex==0)
{
return new FsmVar();
}else{
FsmVar _newSelection = new FsmVar(namedVariables[_choiceIndex-1]);
_newSelection.useVariable = true;
return _newSelection;
}
}
}
return selection;
}
开发者ID:jwolfcrms,项目名称:Animation-Example,代码行数:56,代码来源:PlayMakerInspectorUtils_Variables.cs
示例4: Reset
public override void Reset()
{
gameObject = null;
reference = null;
variable = null;
}
开发者ID:jeanfabre,项目名称:PlayMaker--Siggraph--2015--Demo,代码行数:7,代码来源:ArrayListAdd.cs
示例5: Reset
public override void Reset()
{
this.gameObject = null;
this.reference = null;
this.variable = null;
this.everyFrame = false;
}
开发者ID:GameDiffs,项目名称:TheForest,代码行数:7,代码来源:ArrayListSet.cs
示例6: Reset
public override void Reset()
{
customPropertyKey = "My Property";
customPropertyValue = null;
successEvent = null;
failureEvent = null;
}
开发者ID:JohnnyVox,项目名称:schoolfire,代码行数:7,代码来源:PhotonNetworkSetRoomCustomProperty.cs
示例7: Reset
public override void Reset()
{
gameObject = null;
reference = null;
variable = null;
everyFrame = false;
}
开发者ID:jeanfabre,项目名称:PlayMaker--Siggraph--2015--Demo,代码行数:7,代码来源:ArrayListSet.cs
示例8: Reset
public override void Reset()
{
this.gameObject = null;
this.key = null;
this.KeyFoundEvent = null;
this.KeyNotFoundEvent = null;
this.result = null;
}
开发者ID:GameDiffs,项目名称:TheForest,代码行数:8,代码来源:HashTableGet.cs
示例9: Reset
public override void Reset()
{
behaviour = null;
methodName = null;
parameters = null;
storeResult = null;
everyFrame = false;
}
开发者ID:ChetahPangestu,项目名称:MajorProjectReveal,代码行数:8,代码来源:CallMethod.cs
示例10: Reset
public override void Reset()
{
gameObject = null;
reference = null;
variable = null;
convertIntToByte = false;
index = null;
}
开发者ID:Daloupe,项目名称:Syzygy_Git,代码行数:8,代码来源:ArrayListAdd.cs
示例11: Reset
public override void Reset()
{
gameObject = null;
reference = null;
key = null;
//setValueIfKeyExists = null;
variable = null;
}
开发者ID:jeanfabre,项目名称:PlayMaker--Siggraph--2015--Demo,代码行数:8,代码来源:HashTableSet.cs
示例12: Reset
public override void Reset()
{
array = null;
storeValue =null;
index = null;
everyFrame = false;
Repeat = true;
}
开发者ID:jeanfabre,项目名称:PlayMakerCustomActions_U4,代码行数:8,代码来源:ArrayGetRandomIndex.cs
示例13: Reset
public override void Reset()
{
array = null;
index = null;
everyFrame = false;
storeValue = null;
indexOutOfRange = null;
}
开发者ID:ChetahPangestu,项目名称:MajorProjectReveal,代码行数:8,代码来源:ArrayGet.cs
示例14: Reset
public override void Reset()
{
gameObject = null;
reference = null;
variable = null;
failureEvent = null;
index = null;
}
开发者ID:jeanfabre,项目名称:PlayMaker--Siggraph--2015--Demo,代码行数:8,代码来源:ArrayListInsert.cs
示例15: Reset
public override void Reset()
{
gameObject = null;
reference = null;
variable = null;
forceResizeIdNeeded = false;
everyFrame = false;
}
开发者ID:Daloupe,项目名称:Syzygy_Git,代码行数:8,代码来源:ArrayListSet.cs
示例16: Reset
public override void Reset()
{
gameObject = null;
reference = null;
containsValue = null;
valueFoundEvent = null;
valueNotFoundEvent= null;
variable = null;
}
开发者ID:Daloupe,项目名称:Syzygy_Git,代码行数:9,代码来源:HashTableContainsValue.cs
示例17: Reset
public override void Reset()
{
atIndex = null;
gameObject = null;
failureEvent = null;
result = null;
}
开发者ID:Daloupe,项目名称:Syzygy_Git,代码行数:9,代码来源:ArrayListGet.cs
示例18: Reset
public override void Reset()
{
objectId = new FsmString {UseVariable=true};
propertyKey = null;
value = null;
successEvent = null;
errorEvent = null;
}
开发者ID:Kenseco,项目名称:Melo,代码行数:9,代码来源:ParseObjectSetProperty.cs
示例19: Reset
public override void Reset()
{
gameObject = null;
reference = null;
key = null;
//setValueIfKeyExists = null;
convertIntToByte = false;
variable = null;
}
开发者ID:Daloupe,项目名称:Syzygy_Git,代码行数:9,代码来源:HashTableSet.cs
示例20: Reset
public override void Reset()
{
gameObject = null;
failureEvent = null;
randomItem = null;
randomIndex = null;
}
开发者ID:JulyMars,项目名称:frozen_free_fall,代码行数:9,代码来源:ArrayListGetRandom.cs
注:本文中的FsmVar类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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