Repository: ima-games/ATD Branch: master Commit: 0d36c815d076 Files: 3814 Total size: 112.8 MB Directory structure: gitextract_nxupd54w/ ├── .gitignore ├── Assets/ │ ├── Animations/ │ │ ├── AvatarMask/ │ │ │ ├── fullBody.mask │ │ │ ├── fullBody.mask.meta │ │ │ ├── leftHand.mask │ │ │ ├── leftHand.mask.meta │ │ │ ├── rightHand.mask │ │ │ └── rightHand.mask.meta │ │ ├── AvatarMask.meta │ │ ├── Monsters/ │ │ │ ├── MonsterGhostAnimatorController.controller │ │ │ ├── MonsterGhostAnimatorController.controller.meta │ │ │ ├── MonsterOrcAnimatorController.controller │ │ │ ├── MonsterOrcAnimatorController.controller.meta │ │ │ ├── MonsterSkeletonAnimatorController.controller │ │ │ ├── MonsterSkeletonAnimatorController.controller.meta │ │ │ ├── MonsterZombieAnimatorController.controller │ │ │ └── MonsterZombieAnimatorController.controller.meta │ │ ├── Monsters.meta │ │ ├── Towers/ │ │ │ ├── Crystal.anim │ │ │ └── Crystal.anim.meta │ │ ├── Towers.meta │ │ ├── UI/ │ │ │ ├── bloodText.anim │ │ │ ├── bloodText.anim.meta │ │ │ ├── endShow.anim │ │ │ ├── endShow.anim.meta │ │ │ ├── wavePanelShow.anim │ │ │ └── wavePanelShow.anim.meta │ │ ├── UI.meta │ │ ├── YBot/ │ │ │ ├── Extra/ │ │ │ │ ├── ybot@Falling Idle.fbx │ │ │ │ ├── ybot@Falling Idle.fbx.meta │ │ │ │ ├── ybot@Jump.fbx │ │ │ │ ├── ybot@Jump.fbx.meta │ │ │ │ ├── ybot@Sprinting Forward Roll.fbx │ │ │ │ └── ybot@Sprinting Forward Roll.fbx.meta │ │ │ ├── Extra.meta │ │ │ ├── Localmotion/ │ │ │ │ ├── idle.fbx │ │ │ │ ├── idle.fbx.meta │ │ │ │ ├── jump.fbx │ │ │ │ ├── jump.fbx.meta │ │ │ │ ├── left strafe walking.fbx │ │ │ │ ├── left strafe walking.fbx.meta │ │ │ │ ├── left strafe.fbx │ │ │ │ ├── left strafe.fbx.meta │ │ │ │ ├── left turn 90.fbx │ │ │ │ ├── left turn 90.fbx.meta │ │ │ │ ├── left turn.fbx │ │ │ │ ├── left turn.fbx.meta │ │ │ │ ├── right strafe walking.fbx │ │ │ │ ├── right strafe walking.fbx.meta │ │ │ │ ├── right strafe.fbx │ │ │ │ ├── right strafe.fbx.meta │ │ │ │ ├── right turn 90.fbx │ │ │ │ ├── right turn 90.fbx.meta │ │ │ │ ├── right turn.fbx │ │ │ │ ├── right turn.fbx.meta │ │ │ │ ├── running.fbx │ │ │ │ ├── running.fbx.meta │ │ │ │ ├── walking.fbx │ │ │ │ └── walking.fbx.meta │ │ │ ├── Localmotion.meta │ │ │ ├── Materials/ │ │ │ │ ├── Alpha_Body_MAT.mat │ │ │ │ ├── Alpha_Body_MAT.mat.meta │ │ │ │ ├── Alpha_Joints_MAT.mat │ │ │ │ └── Alpha_Joints_MAT.mat.meta │ │ │ ├── Materials.meta │ │ │ ├── PlayerController.controller │ │ │ ├── PlayerController.controller.meta │ │ │ ├── SwordAndShield/ │ │ │ │ ├── draw sword 1.fbx │ │ │ │ ├── draw sword 1.fbx.meta │ │ │ │ ├── draw sword 2.fbx │ │ │ │ ├── draw sword 2.fbx.meta │ │ │ │ ├── sheath sword 1.fbx │ │ │ │ ├── sheath sword 1.fbx.meta │ │ │ │ ├── sheath sword 2.fbx │ │ │ │ ├── sheath sword 2.fbx.meta │ │ │ │ ├── sword and shield 180 turn (2).fbx │ │ │ │ ├── sword and shield 180 turn (2).fbx.meta │ │ │ │ ├── sword and shield 180 turn.fbx │ │ │ │ ├── sword and shield 180 turn.fbx.meta │ │ │ │ ├── sword and shield attack (2).fbx │ │ │ │ ├── sword and shield attack (2).fbx.meta │ │ │ │ ├── sword and shield attack (3).fbx │ │ │ │ ├── sword and shield attack (3).fbx.meta │ │ │ │ ├── sword and shield attack (4).fbx │ │ │ │ ├── sword and shield attack (4).fbx.meta │ │ │ │ ├── sword and shield attack.fbx │ │ │ │ ├── sword and shield attack.fbx.meta │ │ │ │ ├── sword and shield block (2).fbx │ │ │ │ ├── sword and shield block (2).fbx.meta │ │ │ │ ├── sword and shield block idle.fbx │ │ │ │ ├── sword and shield block idle.fbx.meta │ │ │ │ ├── sword and shield block.fbx │ │ │ │ ├── sword and shield block.fbx.meta │ │ │ │ ├── sword and shield casting (2).fbx │ │ │ │ ├── sword and shield casting (2).fbx.meta │ │ │ │ ├── sword and shield casting.fbx │ │ │ │ ├── sword and shield casting.fbx.meta │ │ │ │ ├── sword and shield crouch block (2).fbx │ │ │ │ ├── sword and shield crouch block (2).fbx.meta │ │ │ │ ├── sword and shield crouch block idle.fbx │ │ │ │ ├── sword and shield crouch block idle.fbx.meta │ │ │ │ ├── sword and shield crouch block.fbx │ │ │ │ ├── sword and shield crouch block.fbx.meta │ │ │ │ ├── sword and shield crouch idle.fbx │ │ │ │ ├── sword and shield crouch idle.fbx.meta │ │ │ │ ├── sword and shield crouch.fbx │ │ │ │ ├── sword and shield crouch.fbx.meta │ │ │ │ ├── sword and shield crouching (2).fbx │ │ │ │ ├── sword and shield crouching (2).fbx.meta │ │ │ │ ├── sword and shield crouching (3).fbx │ │ │ │ ├── sword and shield crouching (3).fbx.meta │ │ │ │ ├── sword and shield crouching.fbx │ │ │ │ ├── sword and shield crouching.fbx.meta │ │ │ │ ├── sword and shield death (2).fbx │ │ │ │ ├── sword and shield death (2).fbx.meta │ │ │ │ ├── sword and shield death.fbx │ │ │ │ ├── sword and shield death.fbx.meta │ │ │ │ ├── sword and shield idle (2).fbx │ │ │ │ ├── sword and shield idle (2).fbx.meta │ │ │ │ ├── sword and shield idle (3).fbx │ │ │ │ ├── sword and shield idle (3).fbx.meta │ │ │ │ ├── sword and shield idle (4).fbx │ │ │ │ ├── sword and shield idle (4).fbx.meta │ │ │ │ ├── sword and shield idle.fbx │ │ │ │ ├── sword and shield idle.fbx.meta │ │ │ │ ├── sword and shield impact (2).fbx │ │ │ │ ├── sword and shield impact (2).fbx.meta │ │ │ │ ├── sword and shield impact (3).fbx │ │ │ │ ├── sword and shield impact (3).fbx.meta │ │ │ │ ├── sword and shield impact.fbx │ │ │ │ ├── sword and shield impact.fbx.meta │ │ │ │ ├── sword and shield jump (2).fbx │ │ │ │ ├── sword and shield jump (2).fbx.meta │ │ │ │ ├── sword and shield jump.fbx │ │ │ │ ├── sword and shield jump.fbx.meta │ │ │ │ ├── sword and shield kick.fbx │ │ │ │ ├── sword and shield kick.fbx.meta │ │ │ │ ├── sword and shield power up.fbx │ │ │ │ ├── sword and shield power up.fbx.meta │ │ │ │ ├── sword and shield run (2).fbx │ │ │ │ ├── sword and shield run (2).fbx.meta │ │ │ │ ├── sword and shield run.fbx │ │ │ │ ├── sword and shield run.fbx.meta │ │ │ │ ├── sword and shield slash (2).fbx │ │ │ │ ├── sword and shield slash (2).fbx.meta │ │ │ │ ├── sword and shield slash (3).fbx │ │ │ │ ├── sword and shield slash (3).fbx.meta │ │ │ │ ├── sword and shield slash (4).fbx │ │ │ │ ├── sword and shield slash (4).fbx.meta │ │ │ │ ├── sword and shield slash (5).fbx │ │ │ │ ├── sword and shield slash (5).fbx.meta │ │ │ │ ├── sword and shield slash.fbx │ │ │ │ ├── sword and shield slash.fbx.meta │ │ │ │ ├── sword and shield strafe (2).fbx │ │ │ │ ├── sword and shield strafe (2).fbx.meta │ │ │ │ ├── sword and shield strafe (3).fbx │ │ │ │ ├── sword and shield strafe (3).fbx.meta │ │ │ │ ├── sword and shield strafe (4).fbx │ │ │ │ ├── sword and shield strafe (4).fbx.meta │ │ │ │ ├── sword and shield strafe.fbx │ │ │ │ ├── sword and shield strafe.fbx.meta │ │ │ │ ├── sword and shield turn (2).fbx │ │ │ │ ├── sword and shield turn (2).fbx.meta │ │ │ │ ├── sword and shield turn.fbx │ │ │ │ ├── sword and shield turn.fbx.meta │ │ │ │ ├── sword and shield walk (2).fbx │ │ │ │ ├── sword and shield walk (2).fbx.meta │ │ │ │ ├── sword and shield walk.fbx │ │ │ │ └── sword and shield walk.fbx.meta │ │ │ ├── SwordAndShield.meta │ │ │ ├── ybot.fbx │ │ │ └── ybot.fbx.meta │ │ └── YBot.meta │ ├── Animations.meta │ ├── BehaviorTrees/ │ │ ├── MonsterAI_Normal.asset │ │ └── MonsterAI_Normal.asset.meta │ ├── BehaviorTrees.meta │ ├── Editor/ │ │ ├── LogicManagerEditor.cs │ │ └── LogicManagerEditor.cs.meta │ ├── Editor.meta │ ├── Excel/ │ │ ├── BuffData.xlsx │ │ ├── BuffData.xlsx.meta │ │ ├── Equipment.xlsx │ │ ├── Equipment.xlsx.meta │ │ ├── ExcelDataScript/ │ │ │ ├── HatredData.cs │ │ │ └── HatredData.cs.meta │ │ ├── ExcelDataScript.meta │ │ ├── Hatred.xlsx │ │ ├── Hatred.xlsx.meta │ │ ├── Json/ │ │ │ ├── BuffData.json │ │ │ ├── BuffData.json.meta │ │ │ ├── Equipment.json │ │ │ ├── Equipment.json.meta │ │ │ ├── Hatred.json │ │ │ ├── Hatred.json.meta │ │ │ ├── Monster.json │ │ │ ├── Monster.json.meta │ │ │ ├── Person.json │ │ │ ├── Person.json.meta │ │ │ ├── TowerTrap.json │ │ │ └── TowerTrap.json.meta │ │ ├── Json.meta │ │ ├── Monster.xlsx │ │ ├── Monster.xlsx.meta │ │ ├── Person.xlsx │ │ ├── Person.xlsx.meta │ │ ├── TowerTrap.xlsx │ │ ├── TowerTrap.xlsx.meta │ │ ├── 总表(仅供查看).xlsx │ │ └── 总表(仅供查看).xlsx.meta │ ├── Excel.meta │ ├── ForwardRenderer.asset │ ├── ForwardRenderer.asset.meta │ ├── LightweightRenderPipelineAsset.asset │ ├── LightweightRenderPipelineAsset.asset.meta │ ├── Materials/ │ │ ├── Blue.mat │ │ ├── Blue.mat.meta │ │ ├── BlueCrystal.mat │ │ ├── BlueCrystal.mat.meta │ │ ├── Byh8fanCcAAffvk.mat │ │ ├── Byh8fanCcAAffvk.mat.meta │ │ ├── CrystalBound.mat │ │ ├── CrystalBound.mat.meta │ │ ├── FireBullet.mat │ │ ├── FireBullet.mat.meta │ │ ├── FireCrystal.mat │ │ ├── FireCrystal.mat.meta │ │ ├── FireFlame.mat │ │ ├── FireFlame.mat.meta │ │ ├── FireOrb.mat │ │ ├── FireOrb.mat.meta │ │ ├── Green.mat │ │ ├── Green.mat.meta │ │ ├── Ground.mat │ │ ├── Ground.mat.meta │ │ ├── NormalBullet.mat │ │ ├── NormalBullet.mat.meta │ │ ├── Orange.mat │ │ ├── Orange.mat.meta │ │ ├── PitchBullet.mat │ │ ├── PitchBullet.mat.meta │ │ ├── Red.mat │ │ ├── Red.mat.meta │ │ ├── Tower Base.mat │ │ ├── Tower Base.mat.meta │ │ ├── Towers.mat │ │ ├── Towers.mat.meta │ │ ├── Wall.mat │ │ ├── Wall.mat.meta │ │ ├── empty1.mat │ │ ├── empty1.mat.meta │ │ ├── empty2.mat │ │ ├── empty2.mat.meta │ │ ├── empty3.mat │ │ ├── empty3.mat.meta │ │ ├── empty4.mat │ │ ├── empty4.mat.meta │ │ ├── fire_flame.mat │ │ ├── fire_flame.mat.meta │ │ ├── fire_orb.mat │ │ ├── fire_orb.mat.meta │ │ ├── tt_Stone.mat │ │ ├── tt_Stone.mat.meta │ │ ├── tt_Wood.mat │ │ ├── tt_Wood.mat.meta │ │ ├── tt_Wood2.mat │ │ ├── tt_Wood2.mat.meta │ │ ├── tt_Wood3.mat │ │ ├── tt_Wood3.mat.meta │ │ ├── tt_fanbu.mat │ │ └── tt_fanbu.mat.meta │ ├── Materials.meta │ ├── Models/ │ │ ├── Effects/ │ │ │ ├── DustDirtyPoofSoft.prefab │ │ │ ├── DustDirtyPoofSoft.prefab.meta │ │ │ ├── HealStream.prefab │ │ │ ├── HealStream.prefab.meta │ │ │ ├── LiquidMissileWater.prefab │ │ │ ├── LiquidMissileWater.prefab.meta │ │ │ ├── MagicAuraGreen.prefab │ │ │ ├── MagicAuraGreen.prefab.meta │ │ │ ├── MagicBuffBlue.prefab │ │ │ ├── MagicBuffBlue.prefab.meta │ │ │ ├── MagicEnchantYellow.prefab │ │ │ ├── MagicEnchantYellow.prefab.meta │ │ │ ├── MagicExplosionBlue.prefab │ │ │ ├── MagicExplosionBlue.prefab.meta │ │ │ ├── MagicExplosionRed.prefab │ │ │ ├── MagicExplosionRed.prefab.meta │ │ │ ├── PitchBomb.prefab │ │ │ ├── PitchBomb.prefab.meta │ │ │ ├── PowerupGlow1.prefab │ │ │ ├── PowerupGlow1.prefab.meta │ │ │ ├── SmallExplosionFire.prefab │ │ │ ├── SmallExplosionFire.prefab.meta │ │ │ ├── SoftFireTrail.prefab │ │ │ ├── SoftFireTrail.prefab.meta │ │ │ ├── SpikyFireTrail.prefab │ │ │ ├── SpikyFireTrail.prefab.meta │ │ │ ├── SpinPortalGold.prefab │ │ │ ├── SpinPortalGold.prefab.meta │ │ │ ├── SpinningFire.prefab │ │ │ └── SpinningFire.prefab.meta │ │ ├── Effects.meta │ │ ├── Monsters/ │ │ │ ├── Dragon/ │ │ │ │ ├── _source/ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── micro_dragon_clean.mat │ │ │ │ │ │ ├── micro_dragon_clean.mat.meta │ │ │ │ │ │ ├── micro_dragon_transp.mat │ │ │ │ │ │ └── micro_dragon_transp.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Models/ │ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ │ ├── micro_dragon_clean_lambert7.mat │ │ │ │ │ │ │ └── micro_dragon_clean_lambert7.mat.meta │ │ │ │ │ │ ├── Materials.meta │ │ │ │ │ │ ├── micro_dragon.fbx │ │ │ │ │ │ └── micro_dragon.fbx.meta │ │ │ │ │ ├── Models.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── micro_dragon_col.tga │ │ │ │ │ │ └── micro_dragon_col.tga.meta │ │ │ │ │ └── Textures.meta │ │ │ │ └── _source.meta │ │ │ ├── Dragon.meta │ │ │ ├── Ghost/ │ │ │ │ ├── _source/ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── ghost2.mat │ │ │ │ │ │ ├── ghost2.mat.meta │ │ │ │ │ │ ├── ghost_transp.mat │ │ │ │ │ │ └── ghost_transp.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Models/ │ │ │ │ │ │ ├── micro_ghost.fbx │ │ │ │ │ │ └── micro_ghost.fbx.meta │ │ │ │ │ ├── Models.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── ghost_col.tga │ │ │ │ │ │ └── ghost_col.tga.meta │ │ │ │ │ └── Textures.meta │ │ │ │ └── _source.meta │ │ │ ├── Ghost.meta │ │ │ ├── Mummy/ │ │ │ │ ├── _source/ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── micro_mummy.mat │ │ │ │ │ │ ├── micro_mummy.mat.meta │ │ │ │ │ │ ├── micro_mummy_transp.mat │ │ │ │ │ │ └── micro_mummy_transp.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Models/ │ │ │ │ │ │ ├── micro_mummy_tal.fbx │ │ │ │ │ │ └── micro_mummy_tal.fbx.meta │ │ │ │ │ ├── Models.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── micro_mummy_col.tga │ │ │ │ │ │ └── micro_mummy_col.tga.meta │ │ │ │ │ └── Textures.meta │ │ │ │ └── _source.meta │ │ │ ├── Mummy.meta │ │ │ ├── Orc/ │ │ │ │ ├── _source/ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── orc3.mat │ │ │ │ │ │ ├── orc3.mat.meta │ │ │ │ │ │ ├── orc_transp.mat │ │ │ │ │ │ └── orc_transp.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Models/ │ │ │ │ │ │ ├── micro_orc.fbx │ │ │ │ │ │ └── micro_orc.fbx.meta │ │ │ │ │ ├── Models.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── orc_col.tga │ │ │ │ │ │ └── orc_col.tga.meta │ │ │ │ │ └── Textures.meta │ │ │ │ └── _source.meta │ │ │ ├── Orc.meta │ │ │ ├── Skeleton/ │ │ │ │ ├── _source/ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── micro_skeleton.mat │ │ │ │ │ │ ├── micro_skeleton.mat.meta │ │ │ │ │ │ ├── micro_skeleton_transp.mat │ │ │ │ │ │ └── micro_skeleton_transp.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Models/ │ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ │ ├── micro_skeleton_tom1.mat │ │ │ │ │ │ │ ├── micro_skeleton_tom1.mat.meta │ │ │ │ │ │ │ ├── micro_skeleton_tom_transp.mat │ │ │ │ │ │ │ └── micro_skeleton_tom_transp.mat.meta │ │ │ │ │ │ ├── Materials.meta │ │ │ │ │ │ ├── micro_skeleton_tom.fbx │ │ │ │ │ │ └── micro_skeleton_tom.fbx.meta │ │ │ │ │ ├── Models.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── micro_skeleton_diffuse.tga │ │ │ │ │ │ └── micro_skeleton_diffuse.tga.meta │ │ │ │ │ └── Textures.meta │ │ │ │ └── _source.meta │ │ │ ├── Skeleton.meta │ │ │ ├── Werewolf/ │ │ │ │ ├── _source/ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── micro_werewolf.mat │ │ │ │ │ │ ├── micro_werewolf.mat.meta │ │ │ │ │ │ ├── micro_werewolf_transp.mat │ │ │ │ │ │ └── micro_werewolf_transp.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Models/ │ │ │ │ │ │ ├── micro_werewolf.fbx │ │ │ │ │ │ └── micro_werewolf.fbx.meta │ │ │ │ │ ├── Models.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── micro_werewolf_col.tga │ │ │ │ │ │ └── micro_werewolf_col.tga.meta │ │ │ │ │ └── Textures.meta │ │ │ │ └── _source.meta │ │ │ ├── Werewolf.meta │ │ │ ├── Zombie/ │ │ │ │ ├── _source/ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── zombi.mat │ │ │ │ │ │ ├── zombi.mat.meta │ │ │ │ │ │ ├── zombi_transparent.mat │ │ │ │ │ │ └── zombi_transparent.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Models/ │ │ │ │ │ │ ├── micro_zombi.fbx │ │ │ │ │ │ └── micro_zombi.fbx.meta │ │ │ │ │ ├── Models.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── zombi_col.tga │ │ │ │ │ │ └── zombi_col.tga.meta │ │ │ │ │ └── Textures.meta │ │ │ │ └── _source.meta │ │ │ ├── Zombie.meta │ │ │ ├── micro_dragon.prefab │ │ │ ├── micro_dragon.prefab.meta │ │ │ ├── micro_ghost.prefab │ │ │ ├── micro_ghost.prefab.meta │ │ │ ├── micro_mummy.prefab │ │ │ ├── micro_mummy.prefab.meta │ │ │ ├── micro_orc.prefab │ │ │ ├── micro_orc.prefab.meta │ │ │ ├── micro_skeleton.prefab │ │ │ ├── micro_skeleton.prefab.meta │ │ │ ├── micro_werewolf.prefab │ │ │ ├── micro_werewolf.prefab.meta │ │ │ ├── micro_zombie.prefab │ │ │ └── micro_zombie.prefab.meta │ │ ├── Monsters.meta │ │ ├── Towers/ │ │ │ ├── CanonTower/ │ │ │ │ ├── FBX/ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── No Name.mat │ │ │ │ │ │ └── No Name.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Tower_Base.FBX │ │ │ │ │ ├── Tower_Base.FBX.meta │ │ │ │ │ ├── Tower_Top.FBX │ │ │ │ │ └── Tower_Top.FBX.meta │ │ │ │ ├── FBX.meta │ │ │ │ ├── Materials/ │ │ │ │ │ ├── Shield_Big_mat.mat │ │ │ │ │ ├── Shield_Big_mat.mat.meta │ │ │ │ │ ├── Tower_Base_Deco_mat.mat │ │ │ │ │ ├── Tower_Base_Deco_mat.mat.meta │ │ │ │ │ ├── Tower_Base_mat.mat │ │ │ │ │ ├── Tower_Base_mat.mat.meta │ │ │ │ │ ├── Tower_Top_Deco_mat.mat │ │ │ │ │ ├── Tower_Top_Deco_mat.mat.meta │ │ │ │ │ ├── Tower_Top_mat.mat │ │ │ │ │ └── Tower_Top_mat.mat.meta │ │ │ │ ├── Materials.meta │ │ │ │ ├── Textures/ │ │ │ │ │ ├── Shield_Big_dif.png.meta │ │ │ │ │ ├── Tower_Base_Deco_dif.png.meta │ │ │ │ │ ├── Tower_Base_Dif.png.meta │ │ │ │ │ ├── Tower_Top_Deco_Dif.png.meta │ │ │ │ │ └── Tower_Top_Dif.png.meta │ │ │ │ └── Textures.meta │ │ │ ├── CanonTower.meta │ │ │ ├── TestTower/ │ │ │ │ ├── TestTower.FBX │ │ │ │ └── TestTower.FBX.meta │ │ │ ├── TestTower.meta │ │ │ ├── TestTower.prefab │ │ │ ├── TestTower.prefab.meta │ │ │ ├── Tower.prefab │ │ │ ├── Tower.prefab.meta │ │ │ ├── crystal.fbx │ │ │ └── crystal.fbx.meta │ │ └── Towers.meta │ ├── Models.meta │ ├── Path.prefab │ ├── Path.prefab.meta │ ├── Plugins/ │ │ ├── AnimaSource/ │ │ │ ├── SoulLikeSource/ │ │ │ │ ├── Animations/ │ │ │ │ │ ├── Interactions/ │ │ │ │ │ │ ├── bestus.anim │ │ │ │ │ │ ├── bestus.anim.meta │ │ │ │ │ │ ├── use_item.anim │ │ │ │ │ │ └── use_item.anim.meta │ │ │ │ │ └── Interactions.meta │ │ │ │ ├── Animations.meta │ │ │ │ ├── Animator Controller/ │ │ │ │ │ ├── Humanoid - Big.controller │ │ │ │ │ ├── Humanoid - Big.controller.meta │ │ │ │ │ ├── Humanoids -backup.controller │ │ │ │ │ ├── Humanoids -backup.controller.meta │ │ │ │ │ ├── Humanoids.controller │ │ │ │ │ ├── Humanoids.controller.meta │ │ │ │ │ ├── Shield Left.mask │ │ │ │ │ ├── Shield Left.mask.meta │ │ │ │ │ ├── Shield R.mask │ │ │ │ │ ├── Shield R.mask.meta │ │ │ │ │ ├── Upper Body.mask │ │ │ │ │ └── Upper Body.mask.meta │ │ │ │ └── Animator Controller.meta │ │ │ └── SoulLikeSource.meta │ │ ├── AnimaSource.meta │ │ ├── Behavior Designer/ │ │ │ ├── Documentation.pdf.meta │ │ │ ├── Editor/ │ │ │ │ ├── BehaviorDesigner.Editor.dll.meta │ │ │ │ ├── BehaviorTreeInspector.cs │ │ │ │ ├── BehaviorTreeInspector.cs.meta │ │ │ │ ├── ExternalBehaviorTreeInspector.cs │ │ │ │ ├── ExternalBehaviorTreeInspector.cs.meta │ │ │ │ ├── GridShader.shader │ │ │ │ ├── GridShader.shader.meta │ │ │ │ ├── Object Drawers/ │ │ │ │ │ ├── FloatSliderDrawer.cs │ │ │ │ │ ├── FloatSliderDrawer.cs.meta │ │ │ │ │ ├── IntSliderDrawer.cs │ │ │ │ │ └── IntSliderDrawer.cs.meta │ │ │ │ └── Object Drawers.meta │ │ │ ├── Editor.meta │ │ │ ├── Gizmos/ │ │ │ │ ├── Behavior Designer Hier Icon.png.meta │ │ │ │ └── Behavior Designer Scene Icon.png.meta │ │ │ ├── Gizmos.meta │ │ │ ├── Integrations/ │ │ │ │ └── Readme.pdf.meta │ │ │ ├── Integrations.meta │ │ │ ├── Runtime/ │ │ │ │ ├── BehaviorDesigner.Runtime.dll.meta │ │ │ │ ├── BehaviorTree.cs │ │ │ │ ├── BehaviorTree.cs.meta │ │ │ │ ├── ExternalBehaviorTree.cs │ │ │ │ ├── ExternalBehaviorTree.cs.meta │ │ │ │ ├── Object Drawers/ │ │ │ │ │ ├── FloatSliderAttribute.cs │ │ │ │ │ ├── FloatSliderAttribute.cs.meta │ │ │ │ │ ├── IntSliderAttribute.cs │ │ │ │ │ └── IntSliderAttribute.cs.meta │ │ │ │ ├── Object Drawers.meta │ │ │ │ ├── Tasks/ │ │ │ │ │ ├── Actions/ │ │ │ │ │ │ ├── BehaviorTreeReference.cs │ │ │ │ │ │ ├── BehaviorTreeReference.cs.meta │ │ │ │ │ │ ├── Idle.cs │ │ │ │ │ │ ├── Idle.cs.meta │ │ │ │ │ │ ├── Log.cs │ │ │ │ │ │ ├── Log.cs.meta │ │ │ │ │ │ ├── PerformInterruption.cs │ │ │ │ │ │ ├── PerformInterruption.cs.meta │ │ │ │ │ │ ├── Reflection/ │ │ │ │ │ │ │ ├── GetFieldValue.cs │ │ │ │ │ │ │ ├── GetFieldValue.cs.meta │ │ │ │ │ │ │ ├── GetPropertyValue.cs │ │ │ │ │ │ │ ├── GetPropertyValue.cs.meta │ │ │ │ │ │ │ ├── InvokeMethod.cs │ │ │ │ │ │ │ ├── InvokeMethod.cs.meta │ │ │ │ │ │ │ ├── SetFieldValue.cs │ │ │ │ │ │ │ ├── SetFieldValue.cs.meta │ │ │ │ │ │ │ ├── SetPropertyValue.cs │ │ │ │ │ │ │ └── SetPropertyValue.cs.meta │ │ │ │ │ │ ├── Reflection.meta │ │ │ │ │ │ ├── RestartBehaviorTree.cs │ │ │ │ │ │ ├── RestartBehaviorTree.cs.meta │ │ │ │ │ │ ├── SendEvent.cs │ │ │ │ │ │ ├── SendEvent.cs.meta │ │ │ │ │ │ ├── StartBehaviorTree.cs │ │ │ │ │ │ ├── StartBehaviorTree.cs.meta │ │ │ │ │ │ ├── StopBehaviorTree.cs │ │ │ │ │ │ ├── StopBehaviorTree.cs.meta │ │ │ │ │ │ ├── Wait.cs │ │ │ │ │ │ └── Wait.cs.meta │ │ │ │ │ ├── Actions.meta │ │ │ │ │ ├── Composites/ │ │ │ │ │ │ ├── Parallel.cs │ │ │ │ │ │ ├── Parallel.cs.meta │ │ │ │ │ │ ├── ParallelComplete.cs │ │ │ │ │ │ ├── ParallelComplete.cs.meta │ │ │ │ │ │ ├── ParallelSelector.cs │ │ │ │ │ │ ├── ParallelSelector.cs.meta │ │ │ │ │ │ ├── PrioritySelector.cs │ │ │ │ │ │ ├── PrioritySelector.cs.meta │ │ │ │ │ │ ├── RandomSelector.cs │ │ │ │ │ │ ├── RandomSelector.cs.meta │ │ │ │ │ │ ├── RandomSequence.cs │ │ │ │ │ │ ├── RandomSequence.cs.meta │ │ │ │ │ │ ├── Selector.cs │ │ │ │ │ │ ├── Selector.cs.meta │ │ │ │ │ │ ├── SelectorEvaluator.cs │ │ │ │ │ │ ├── SelectorEvaluator.cs.meta │ │ │ │ │ │ ├── Sequence.cs │ │ │ │ │ │ ├── Sequence.cs.meta │ │ │ │ │ │ ├── UtilitySelector.cs │ │ │ │ │ │ └── UtilitySelector.cs.meta │ │ │ │ │ ├── Composites.meta │ │ │ │ │ ├── Conditionals/ │ │ │ │ │ │ ├── HasReceivedEvent.cs │ │ │ │ │ │ ├── HasReceivedEvent.cs.meta │ │ │ │ │ │ ├── Physics/ │ │ │ │ │ │ │ ├── HasEnteredCollision.cs │ │ │ │ │ │ │ ├── HasEnteredCollision.cs.meta │ │ │ │ │ │ │ ├── HasEnteredCollision2D.cs │ │ │ │ │ │ │ ├── HasEnteredCollision2D.cs.meta │ │ │ │ │ │ │ ├── HasEnteredTrigger.cs │ │ │ │ │ │ │ ├── HasEnteredTrigger.cs.meta │ │ │ │ │ │ │ ├── HasEnteredTrigger2D.cs │ │ │ │ │ │ │ ├── HasEnteredTrigger2D.cs.meta │ │ │ │ │ │ │ ├── HasExitedCollision.cs │ │ │ │ │ │ │ ├── HasExitedCollision.cs.meta │ │ │ │ │ │ │ ├── HasExitedCollision2D.cs │ │ │ │ │ │ │ ├── HasExitedCollision2D.cs.meta │ │ │ │ │ │ │ ├── HasExitedTrigger.cs │ │ │ │ │ │ │ ├── HasExitedTrigger.cs.meta │ │ │ │ │ │ │ ├── HasExitedTrigger2D.cs │ │ │ │ │ │ │ └── HasExitedTrigger2D.cs.meta │ │ │ │ │ │ ├── Physics.meta │ │ │ │ │ │ ├── RandomProbability.cs │ │ │ │ │ │ ├── RandomProbability.cs.meta │ │ │ │ │ │ ├── Reflection/ │ │ │ │ │ │ │ ├── CompareFieldValue.cs │ │ │ │ │ │ │ ├── CompareFieldValue.cs.meta │ │ │ │ │ │ │ ├── ComparePropertyValue.cs │ │ │ │ │ │ │ └── ComparePropertyValue.cs.meta │ │ │ │ │ │ └── Reflection.meta │ │ │ │ │ ├── Conditionals.meta │ │ │ │ │ ├── Decorators/ │ │ │ │ │ │ ├── ConditionalEvaluator.cs │ │ │ │ │ │ ├── ConditionalEvaluator.cs.meta │ │ │ │ │ │ ├── Interrupt.cs │ │ │ │ │ │ ├── Interrupt.cs.meta │ │ │ │ │ │ ├── Inverter.cs │ │ │ │ │ │ ├── Inverter.cs.meta │ │ │ │ │ │ ├── Repeater.cs │ │ │ │ │ │ ├── Repeater.cs.meta │ │ │ │ │ │ ├── ReturnFailure.cs │ │ │ │ │ │ ├── ReturnFailure.cs.meta │ │ │ │ │ │ ├── ReturnSuccess.cs │ │ │ │ │ │ ├── ReturnSuccess.cs.meta │ │ │ │ │ │ ├── TaskGuard.cs │ │ │ │ │ │ ├── TaskGuard.cs.meta │ │ │ │ │ │ ├── UntilFailure.cs │ │ │ │ │ │ ├── UntilFailure.cs.meta │ │ │ │ │ │ ├── UntilSuccess.cs │ │ │ │ │ │ └── UntilSuccess.cs.meta │ │ │ │ │ ├── Decorators.meta │ │ │ │ │ ├── EntryTask.cs │ │ │ │ │ ├── EntryTask.cs.meta │ │ │ │ │ ├── Unity/ │ │ │ │ │ │ ├── Animation/ │ │ │ │ │ │ │ ├── Blend.cs │ │ │ │ │ │ │ ├── Blend.cs.meta │ │ │ │ │ │ │ ├── CrossFade.cs │ │ │ │ │ │ │ ├── CrossFade.cs.meta │ │ │ │ │ │ │ ├── CrossFadeQueued.cs │ │ │ │ │ │ │ ├── CrossFadeQueued.cs.meta │ │ │ │ │ │ │ ├── GetAnimatePhysics.cs │ │ │ │ │ │ │ ├── GetAnimatePhysics.cs.meta │ │ │ │ │ │ │ ├── IsPlaying.cs │ │ │ │ │ │ │ ├── IsPlaying.cs.meta │ │ │ │ │ │ │ ├── Play.cs │ │ │ │ │ │ │ ├── Play.cs.meta │ │ │ │ │ │ │ ├── PlayQueued.cs │ │ │ │ │ │ │ ├── PlayQueued.cs.meta │ │ │ │ │ │ │ ├── Rewind.cs │ │ │ │ │ │ │ ├── Rewind.cs.meta │ │ │ │ │ │ │ ├── Sample.cs │ │ │ │ │ │ │ ├── Sample.cs.meta │ │ │ │ │ │ │ ├── SetAnimatePhysics.cs │ │ │ │ │ │ │ ├── SetAnimatePhysics.cs.meta │ │ │ │ │ │ │ ├── SetWrapMode.cs │ │ │ │ │ │ │ ├── SetWrapMode.cs.meta │ │ │ │ │ │ │ ├── Stop.cs │ │ │ │ │ │ │ └── Stop.cs.meta │ │ │ │ │ │ ├── Animation.meta │ │ │ │ │ │ ├── Animator/ │ │ │ │ │ │ │ ├── CrossFade.cs │ │ │ │ │ │ │ ├── CrossFade.cs.meta │ │ │ │ │ │ │ ├── GetApplyRootMotion.cs │ │ │ │ │ │ │ ├── GetApplyRootMotion.cs.meta │ │ │ │ │ │ │ ├── GetBoolParameter.cs │ │ │ │ │ │ │ ├── GetBoolParameter.cs.meta │ │ │ │ │ │ │ ├── GetDeltaPosition.cs │ │ │ │ │ │ │ ├── GetDeltaPosition.cs.meta │ │ │ │ │ │ │ ├── GetDeltaRotation.cs │ │ │ │ │ │ │ ├── GetDeltaRotation.cs.meta │ │ │ │ │ │ │ ├── GetFloatParameter.cs │ │ │ │ │ │ │ ├── GetFloatParameter.cs.meta │ │ │ │ │ │ │ ├── GetGravityWeight.cs │ │ │ │ │ │ │ ├── GetGravityWeight.cs.meta │ │ │ │ │ │ │ ├── GetIntegerParameter.cs │ │ │ │ │ │ │ ├── GetIntegerParameter.cs.meta │ │ │ │ │ │ │ ├── GetLayerWeight.cs │ │ │ │ │ │ │ ├── GetLayerWeight.cs.meta │ │ │ │ │ │ │ ├── GetSpeed.cs │ │ │ │ │ │ │ ├── GetSpeed.cs.meta │ │ │ │ │ │ │ ├── GetStringToHash.cs │ │ │ │ │ │ │ ├── GetStringToHash.cs.meta │ │ │ │ │ │ │ ├── InterruptMatchTarget.cs │ │ │ │ │ │ │ ├── InterruptMatchTarget.cs.meta │ │ │ │ │ │ │ ├── IsInTransition.cs │ │ │ │ │ │ │ ├── IsInTransition.cs.meta │ │ │ │ │ │ │ ├── IsName.cs │ │ │ │ │ │ │ ├── IsName.cs.meta │ │ │ │ │ │ │ ├── IsParameterControlledByCurve.cs │ │ │ │ │ │ │ ├── IsParameterControlledByCurve.cs.meta │ │ │ │ │ │ │ ├── MatchTarget.cs │ │ │ │ │ │ │ ├── MatchTarget.cs.meta │ │ │ │ │ │ │ ├── Play.cs │ │ │ │ │ │ │ ├── Play.cs.meta │ │ │ │ │ │ │ ├── SetApplyRootMotion.cs │ │ │ │ │ │ │ ├── SetApplyRootMotion.cs.meta │ │ │ │ │ │ │ ├── SetBoolParameter.cs │ │ │ │ │ │ │ ├── SetBoolParameter.cs.meta │ │ │ │ │ │ │ ├── SetFloatParameter.cs │ │ │ │ │ │ │ ├── SetFloatParameter.cs.meta │ │ │ │ │ │ │ ├── SetIntegerParameter.cs │ │ │ │ │ │ │ ├── SetIntegerParameter.cs.meta │ │ │ │ │ │ │ ├── SetLayerWeight.cs │ │ │ │ │ │ │ ├── SetLayerWeight.cs.meta │ │ │ │ │ │ │ ├── SetLookAtPosition.cs │ │ │ │ │ │ │ ├── SetLookAtPosition.cs.meta │ │ │ │ │ │ │ ├── SetLookAtWeight.cs │ │ │ │ │ │ │ ├── SetLookAtWeight.cs.meta │ │ │ │ │ │ │ ├── SetSpeed.cs │ │ │ │ │ │ │ ├── SetSpeed.cs.meta │ │ │ │ │ │ │ ├── SetTrigger.cs │ │ │ │ │ │ │ ├── SetTrigger.cs.meta │ │ │ │ │ │ │ ├── StartPlayback.cs │ │ │ │ │ │ │ ├── StartPlayback.cs.meta │ │ │ │ │ │ │ ├── StartRecording.cs │ │ │ │ │ │ │ ├── StartRecording.cs.meta │ │ │ │ │ │ │ ├── StopPlayback.cs │ │ │ │ │ │ │ ├── StopPlayback.cs.meta │ │ │ │ │ │ │ ├── StopRecording.cs │ │ │ │ │ │ │ ├── StopRecording.cs.meta │ │ │ │ │ │ │ ├── WaitForState.cs │ │ │ │ │ │ │ └── WaitForState.cs.meta │ │ │ │ │ │ ├── Animator.meta │ │ │ │ │ │ ├── AudioSource/ │ │ │ │ │ │ │ ├── GetIgnoreListenerPause.cs │ │ │ │ │ │ │ ├── GetIgnoreListenerPause.cs.meta │ │ │ │ │ │ │ ├── GetIgnoreListenerVolume.cs │ │ │ │ │ │ │ ├── GetIgnoreListenerVolume.cs.meta │ │ │ │ │ │ │ ├── GetLoop.cs │ │ │ │ │ │ │ ├── GetLoop.cs.meta │ │ │ │ │ │ │ ├── GetMaxDistance.cs │ │ │ │ │ │ │ ├── GetMaxDistance.cs.meta │ │ │ │ │ │ │ ├── GetMinDistance.cs │ │ │ │ │ │ │ ├── GetMinDistance.cs.meta │ │ │ │ │ │ │ ├── GetMute.cs │ │ │ │ │ │ │ ├── GetMute.cs.meta │ │ │ │ │ │ │ ├── GetPitch.cs │ │ │ │ │ │ │ ├── GetPitch.cs.meta │ │ │ │ │ │ │ ├── GetPriority.cs │ │ │ │ │ │ │ ├── GetPriority.cs.meta │ │ │ │ │ │ │ ├── GetSpread.cs │ │ │ │ │ │ │ ├── GetSpread.cs.meta │ │ │ │ │ │ │ ├── GetTime.cs │ │ │ │ │ │ │ ├── GetTime.cs.meta │ │ │ │ │ │ │ ├── GetTimeSamples.cs │ │ │ │ │ │ │ ├── GetTimeSamples.cs.meta │ │ │ │ │ │ │ ├── GetVolume.cs │ │ │ │ │ │ │ ├── GetVolume.cs.meta │ │ │ │ │ │ │ ├── IsPlaying.cs │ │ │ │ │ │ │ ├── IsPlaying.cs.meta │ │ │ │ │ │ │ ├── Pause.cs │ │ │ │ │ │ │ ├── Pause.cs.meta │ │ │ │ │ │ │ ├── Play.cs │ │ │ │ │ │ │ ├── Play.cs.meta │ │ │ │ │ │ │ ├── PlayDelayed.cs │ │ │ │ │ │ │ ├── PlayDelayed.cs.meta │ │ │ │ │ │ │ ├── PlayOneShot.cs │ │ │ │ │ │ │ ├── PlayOneShot.cs.meta │ │ │ │ │ │ │ ├── PlayScheduled.cs │ │ │ │ │ │ │ ├── PlayScheduled.cs.meta │ │ │ │ │ │ │ ├── SetAudioClip.cs │ │ │ │ │ │ │ ├── SetAudioClip.cs.meta │ │ │ │ │ │ │ ├── SetIgnoreListenerPause.cs │ │ │ │ │ │ │ ├── SetIgnoreListenerPause.cs.meta │ │ │ │ │ │ │ ├── SetIgnoreListenerVolume.cs │ │ │ │ │ │ │ ├── SetIgnoreListenerVolume.cs.meta │ │ │ │ │ │ │ ├── SetLoop.cs │ │ │ │ │ │ │ ├── SetLoop.cs.meta │ │ │ │ │ │ │ ├── SetMaxDistance.cs │ │ │ │ │ │ │ ├── SetMaxDistance.cs.meta │ │ │ │ │ │ │ ├── SetMinDistance.cs │ │ │ │ │ │ │ ├── SetMinDistance.cs.meta │ │ │ │ │ │ │ ├── SetMute.cs │ │ │ │ │ │ │ ├── SetMute.cs.meta │ │ │ │ │ │ │ ├── SetPan.cs │ │ │ │ │ │ │ ├── SetPan.cs.meta │ │ │ │ │ │ │ ├── SetPanLevel.cs │ │ │ │ │ │ │ ├── SetPanLevel.cs.meta │ │ │ │ │ │ │ ├── SetPitch.cs │ │ │ │ │ │ │ ├── SetPitch.cs.meta │ │ │ │ │ │ │ ├── SetPriority.cs │ │ │ │ │ │ │ ├── SetPriority.cs.meta │ │ │ │ │ │ │ ├── SetRolloffMode.cs │ │ │ │ │ │ │ ├── SetRolloffMode.cs.meta │ │ │ │ │ │ │ ├── SetScheduledEndTime.cs │ │ │ │ │ │ │ ├── SetScheduledEndTime.cs.meta │ │ │ │ │ │ │ ├── SetScheduledStartTime.cs │ │ │ │ │ │ │ ├── SetScheduledStartTime.cs.meta │ │ │ │ │ │ │ ├── SetSpread.cs │ │ │ │ │ │ │ ├── SetSpread.cs.meta │ │ │ │ │ │ │ ├── SetTime.cs │ │ │ │ │ │ │ ├── SetTime.cs.meta │ │ │ │ │ │ │ ├── SetVelocityUpdateMode.cs │ │ │ │ │ │ │ ├── SetVelocityUpdateMode.cs.meta │ │ │ │ │ │ │ ├── SetVolume.cs │ │ │ │ │ │ │ ├── SetVolume.cs.meta │ │ │ │ │ │ │ ├── Stop.cs │ │ │ │ │ │ │ └── Stop.cs.meta │ │ │ │ │ │ ├── AudioSource.meta │ │ │ │ │ │ ├── Behaviour/ │ │ │ │ │ │ │ ├── GetIsEnabled.cs │ │ │ │ │ │ │ ├── GetIsEnabled.cs.meta │ │ │ │ │ │ │ ├── IsEnabled.cs │ │ │ │ │ │ │ ├── IsEnabled.cs.meta │ │ │ │ │ │ │ ├── SetIsEnabled.cs │ │ │ │ │ │ │ └── SetIsEnabled.cs.meta │ │ │ │ │ │ ├── Behaviour.meta │ │ │ │ │ │ ├── BoxCollider/ │ │ │ │ │ │ │ ├── GetCenter.cs │ │ │ │ │ │ │ ├── GetCenter.cs.meta │ │ │ │ │ │ │ ├── GetSize.cs │ │ │ │ │ │ │ ├── GetSize.cs.meta │ │ │ │ │ │ │ ├── SetCenter.cs │ │ │ │ │ │ │ ├── SetCenter.cs.meta │ │ │ │ │ │ │ ├── SetSize.cs │ │ │ │ │ │ │ └── SetSize.cs.meta │ │ │ │ │ │ ├── BoxCollider.meta │ │ │ │ │ │ ├── BoxCollider2D/ │ │ │ │ │ │ │ ├── GetSize.cs │ │ │ │ │ │ │ ├── GetSize.cs.meta │ │ │ │ │ │ │ ├── SetSize.cs │ │ │ │ │ │ │ └── SetSize.cs.meta │ │ │ │ │ │ ├── BoxCollider2D.meta │ │ │ │ │ │ ├── CapsuleCollider/ │ │ │ │ │ │ │ ├── GetCenter.cs │ │ │ │ │ │ │ ├── GetCenter.cs.meta │ │ │ │ │ │ │ ├── GetDirection.cs │ │ │ │ │ │ │ ├── GetDirection.cs.meta │ │ │ │ │ │ │ ├── GetHeight.cs │ │ │ │ │ │ │ ├── GetHeight.cs.meta │ │ │ │ │ │ │ ├── GetRadius.cs │ │ │ │ │ │ │ ├── GetRadius.cs.meta │ │ │ │ │ │ │ ├── SetCenter.cs │ │ │ │ │ │ │ ├── SetCenter.cs.meta │ │ │ │ │ │ │ ├── SetDirection.cs │ │ │ │ │ │ │ ├── SetDirection.cs.meta │ │ │ │ │ │ │ ├── SetHeight.cs │ │ │ │ │ │ │ ├── SetHeight.cs.meta │ │ │ │ │ │ │ ├── SetRadius.cs │ │ │ │ │ │ │ └── SetRadius.cs.meta │ │ │ │ │ │ ├── CapsuleCollider.meta │ │ │ │ │ │ ├── CharacterController/ │ │ │ │ │ │ │ ├── GetCenter.cs │ │ │ │ │ │ │ ├── GetCenter.cs.meta │ │ │ │ │ │ │ ├── GetHeight.cs │ │ │ │ │ │ │ ├── GetHeight.cs.meta │ │ │ │ │ │ │ ├── GetRadius.cs │ │ │ │ │ │ │ ├── GetRadius.cs.meta │ │ │ │ │ │ │ ├── GetSlopeLimit.cs │ │ │ │ │ │ │ ├── GetSlopeLimit.cs.meta │ │ │ │ │ │ │ ├── GetStepOffset.cs │ │ │ │ │ │ │ ├── GetStepOffset.cs.meta │ │ │ │ │ │ │ ├── GetVelocity.cs │ │ │ │ │ │ │ ├── GetVelocity.cs.meta │ │ │ │ │ │ │ ├── HasColliderHit.cs │ │ │ │ │ │ │ ├── HasColliderHit.cs.meta │ │ │ │ │ │ │ ├── IsGrounded.cs │ │ │ │ │ │ │ ├── IsGrounded.cs.meta │ │ │ │ │ │ │ ├── Move.cs │ │ │ │ │ │ │ ├── Move.cs.meta │ │ │ │ │ │ │ ├── SetCenter.cs │ │ │ │ │ │ │ ├── SetCenter.cs.meta │ │ │ │ │ │ │ ├── SetHeight.cs │ │ │ │ │ │ │ ├── SetHeight.cs.meta │ │ │ │ │ │ │ ├── SetRadius.cs │ │ │ │ │ │ │ ├── SetRadius.cs.meta │ │ │ │ │ │ │ ├── SetSlopeLimit.cs │ │ │ │ │ │ │ ├── SetSlopeLimit.cs.meta │ │ │ │ │ │ │ ├── SetStepOffset.cs │ │ │ │ │ │ │ ├── SetStepOffset.cs.meta │ │ │ │ │ │ │ ├── SimpleMove.cs │ │ │ │ │ │ │ └── SimpleMove.cs.meta │ │ │ │ │ │ ├── CharacterController.meta │ │ │ │ │ │ ├── CircleCollider2D/ │ │ │ │ │ │ │ ├── GetCenter.cs │ │ │ │ │ │ │ ├── GetCenter.cs.meta │ │ │ │ │ │ │ ├── GetRadius.cs │ │ │ │ │ │ │ ├── GetRadius.cs.meta │ │ │ │ │ │ │ ├── SetCenter.cs │ │ │ │ │ │ │ ├── SetCenter.cs.meta │ │ │ │ │ │ │ ├── SetRadius.cs │ │ │ │ │ │ │ └── SetRadius.cs.meta │ │ │ │ │ │ ├── CircleCollider2D.meta │ │ │ │ │ │ ├── Debug/ │ │ │ │ │ │ │ ├── DrawLine.cs │ │ │ │ │ │ │ ├── DrawLine.cs.meta │ │ │ │ │ │ │ ├── DrawRay.cs │ │ │ │ │ │ │ ├── DrawRay.cs.meta │ │ │ │ │ │ │ ├── LogFormat.cs │ │ │ │ │ │ │ ├── LogFormat.cs.meta │ │ │ │ │ │ │ ├── LogValue.cs │ │ │ │ │ │ │ └── LogValue.cs.meta │ │ │ │ │ │ ├── Debug.meta │ │ │ │ │ │ ├── GameObject/ │ │ │ │ │ │ │ ├── ActiveInHierarchy.cs │ │ │ │ │ │ │ ├── ActiveInHierarchy.cs.meta │ │ │ │ │ │ │ ├── ActiveSelf.cs │ │ │ │ │ │ │ ├── ActiveSelf.cs.meta │ │ │ │ │ │ │ ├── CompareLayer.cs │ │ │ │ │ │ │ ├── CompareLayer.cs.meta │ │ │ │ │ │ │ ├── CompareTag.cs │ │ │ │ │ │ │ ├── CompareTag.cs.meta │ │ │ │ │ │ │ ├── Destroy.cs │ │ │ │ │ │ │ ├── Destroy.cs.meta │ │ │ │ │ │ │ ├── DestroyImmediate.cs │ │ │ │ │ │ │ ├── DestroyImmediate.cs.meta │ │ │ │ │ │ │ ├── Find.cs │ │ │ │ │ │ │ ├── Find.cs.meta │ │ │ │ │ │ │ ├── FindGameObjectsWithTag.cs │ │ │ │ │ │ │ ├── FindGameObjectsWithTag.cs.meta │ │ │ │ │ │ │ ├── FindWithTag.cs │ │ │ │ │ │ │ ├── FindWithTag.cs.meta │ │ │ │ │ │ │ ├── GetComponent.cs │ │ │ │ │ │ │ ├── GetComponent.cs.meta │ │ │ │ │ │ │ ├── GetTag.cs │ │ │ │ │ │ │ ├── GetTag.cs.meta │ │ │ │ │ │ │ ├── Instantiate.cs │ │ │ │ │ │ │ ├── Instantiate.cs.meta │ │ │ │ │ │ │ ├── SendMessage.cs │ │ │ │ │ │ │ ├── SendMessage.cs.meta │ │ │ │ │ │ │ ├── SetActive.cs │ │ │ │ │ │ │ ├── SetActive.cs.meta │ │ │ │ │ │ │ ├── SetTag.cs │ │ │ │ │ │ │ └── SetTag.cs.meta │ │ │ │ │ │ ├── GameObject.meta │ │ │ │ │ │ ├── Input/ │ │ │ │ │ │ │ ├── GetAcceleration.cs │ │ │ │ │ │ │ ├── GetAcceleration.cs.meta │ │ │ │ │ │ │ ├── GetAxis.cs │ │ │ │ │ │ │ ├── GetAxis.cs.meta │ │ │ │ │ │ │ ├── GetAxisRaw.cs │ │ │ │ │ │ │ ├── GetAxisRaw.cs.meta │ │ │ │ │ │ │ ├── GetButton.cs │ │ │ │ │ │ │ ├── GetButton.cs.meta │ │ │ │ │ │ │ ├── GetKey.cs │ │ │ │ │ │ │ ├── GetKey.cs.meta │ │ │ │ │ │ │ ├── GetMouseButton.cs │ │ │ │ │ │ │ ├── GetMouseButton.cs.meta │ │ │ │ │ │ │ ├── GetMousePosition.cs │ │ │ │ │ │ │ ├── GetMousePosition.cs.meta │ │ │ │ │ │ │ ├── IsButtonDown.cs │ │ │ │ │ │ │ ├── IsButtonDown.cs.meta │ │ │ │ │ │ │ ├── IsButtonUp.cs │ │ │ │ │ │ │ ├── IsButtonUp.cs.meta │ │ │ │ │ │ │ ├── IsKeyDown.cs │ │ │ │ │ │ │ ├── IsKeyDown.cs.meta │ │ │ │ │ │ │ ├── IsKeyUp.cs │ │ │ │ │ │ │ ├── IsKeyUp.cs.meta │ │ │ │ │ │ │ ├── IsMouseDown.cs │ │ │ │ │ │ │ ├── IsMouseDown.cs.meta │ │ │ │ │ │ │ ├── IsMouseUp.cs │ │ │ │ │ │ │ └── IsMouseUp.cs.meta │ │ │ │ │ │ ├── Input.meta │ │ │ │ │ │ ├── LayerMask/ │ │ │ │ │ │ │ ├── GetLayer.cs │ │ │ │ │ │ │ ├── GetLayer.cs.meta │ │ │ │ │ │ │ ├── SetLayer.cs │ │ │ │ │ │ │ └── SetLayer.cs.meta │ │ │ │ │ │ ├── LayerMask.meta │ │ │ │ │ │ ├── Light/ │ │ │ │ │ │ │ ├── GetColor.cs │ │ │ │ │ │ │ ├── GetColor.cs.meta │ │ │ │ │ │ │ ├── GetCookieSize.cs │ │ │ │ │ │ │ ├── GetCookieSize.cs.meta │ │ │ │ │ │ │ ├── GetIntensity.cs │ │ │ │ │ │ │ ├── GetIntensity.cs.meta │ │ │ │ │ │ │ ├── GetRange.cs │ │ │ │ │ │ │ ├── GetRange.cs.meta │ │ │ │ │ │ │ ├── GetShadowBias.cs │ │ │ │ │ │ │ ├── GetShadowBias.cs.meta │ │ │ │ │ │ │ ├── GetShadowStrength.cs │ │ │ │ │ │ │ ├── GetShadowStrength.cs.meta │ │ │ │ │ │ │ ├── GetSpotAngle.cs │ │ │ │ │ │ │ ├── GetSpotAngle.cs.meta │ │ │ │ │ │ │ ├── SetColor.cs │ │ │ │ │ │ │ ├── SetColor.cs.meta │ │ │ │ │ │ │ ├── SetCookie.cs │ │ │ │ │ │ │ ├── SetCookie.cs.meta │ │ │ │ │ │ │ ├── SetCookieSize.cs │ │ │ │ │ │ │ ├── SetCookieSize.cs.meta │ │ │ │ │ │ │ ├── SetCullingMask.cs │ │ │ │ │ │ │ ├── SetCullingMask.cs.meta │ │ │ │ │ │ │ ├── SetIntensity.cs │ │ │ │ │ │ │ ├── SetIntensity.cs.meta │ │ │ │ │ │ │ ├── SetRange.cs │ │ │ │ │ │ │ ├── SetRange.cs.meta │ │ │ │ │ │ │ ├── SetShadowBias.cs │ │ │ │ │ │ │ ├── SetShadowBias.cs.meta │ │ │ │ │ │ │ ├── SetShadowSoftness.cs │ │ │ │ │ │ │ ├── SetShadowSoftness.cs.meta │ │ │ │ │ │ │ ├── SetShadowSoftnessFade.cs │ │ │ │ │ │ │ ├── SetShadowSoftnessFade.cs.meta │ │ │ │ │ │ │ ├── SetShadowStrength.cs │ │ │ │ │ │ │ ├── SetShadowStrength.cs.meta │ │ │ │ │ │ │ ├── SetShadows.cs │ │ │ │ │ │ │ ├── SetShadows.cs.meta │ │ │ │ │ │ │ ├── SetSpotAngle.cs │ │ │ │ │ │ │ ├── SetSpotAngle.cs.meta │ │ │ │ │ │ │ ├── SetType.cs │ │ │ │ │ │ │ └── SetType.cs.meta │ │ │ │ │ │ ├── Light.meta │ │ │ │ │ │ ├── Math/ │ │ │ │ │ │ │ ├── BoolComparison.cs │ │ │ │ │ │ │ ├── BoolComparison.cs.meta │ │ │ │ │ │ │ ├── BoolFlip.cs │ │ │ │ │ │ │ ├── BoolFlip.cs.meta │ │ │ │ │ │ │ ├── BoolOperator.cs │ │ │ │ │ │ │ ├── BoolOperator.cs.meta │ │ │ │ │ │ │ ├── FloatAbs.cs │ │ │ │ │ │ │ ├── FloatAbs.cs.meta │ │ │ │ │ │ │ ├── FloatClamp.cs │ │ │ │ │ │ │ ├── FloatClamp.cs.meta │ │ │ │ │ │ │ ├── FloatComparison.cs │ │ │ │ │ │ │ ├── FloatComparison.cs.meta │ │ │ │ │ │ │ ├── FloatOperator.cs │ │ │ │ │ │ │ ├── FloatOperator.cs.meta │ │ │ │ │ │ │ ├── IntAbs.cs │ │ │ │ │ │ │ ├── IntAbs.cs.meta │ │ │ │ │ │ │ ├── IntClamp.cs │ │ │ │ │ │ │ ├── IntClamp.cs.meta │ │ │ │ │ │ │ ├── IntComparison.cs │ │ │ │ │ │ │ ├── IntComparison.cs.meta │ │ │ │ │ │ │ ├── IntOperator.cs │ │ │ │ │ │ │ ├── IntOperator.cs.meta │ │ │ │ │ │ │ ├── IsFloatPositive.cs │ │ │ │ │ │ │ ├── IsFloatPositive.cs.meta │ │ │ │ │ │ │ ├── IsIntPositive.cs │ │ │ │ │ │ │ ├── IsIntPositive.cs.meta │ │ │ │ │ │ │ ├── Lerp.cs │ │ │ │ │ │ │ ├── Lerp.cs.meta │ │ │ │ │ │ │ ├── LerpAngle.cs │ │ │ │ │ │ │ ├── LerpAngle.cs.meta │ │ │ │ │ │ │ ├── RandomBool.cs │ │ │ │ │ │ │ ├── RandomBool.cs.meta │ │ │ │ │ │ │ ├── RandomFloat.cs │ │ │ │ │ │ │ ├── RandomFloat.cs.meta │ │ │ │ │ │ │ ├── RandomInt.cs │ │ │ │ │ │ │ ├── RandomInt.cs.meta │ │ │ │ │ │ │ ├── SetBool.cs │ │ │ │ │ │ │ ├── SetBool.cs.meta │ │ │ │ │ │ │ ├── SetFloat.cs │ │ │ │ │ │ │ ├── SetFloat.cs.meta │ │ │ │ │ │ │ ├── SetInt.cs │ │ │ │ │ │ │ └── SetInt.cs.meta │ │ │ │ │ │ ├── Math.meta │ │ │ │ │ │ ├── NavMeshAgent/ │ │ │ │ │ │ │ ├── GetAcceleration.cs │ │ │ │ │ │ │ ├── GetAcceleration.cs.meta │ │ │ │ │ │ │ ├── GetAngularSpeed.cs │ │ │ │ │ │ │ ├── GetAngularSpeed.cs.meta │ │ │ │ │ │ │ ├── GetDestination.cs │ │ │ │ │ │ │ ├── GetDestination.cs.meta │ │ │ │ │ │ │ ├── GetIsStopped.cs │ │ │ │ │ │ │ ├── GetIsStopped.cs.meta │ │ │ │ │ │ │ ├── GetRemainingDistance.cs │ │ │ │ │ │ │ ├── GetRemainingDistance.cs.meta │ │ │ │ │ │ │ ├── GetSpeed.cs │ │ │ │ │ │ │ ├── GetSpeed.cs.meta │ │ │ │ │ │ │ ├── IsStopped.cs │ │ │ │ │ │ │ ├── IsStopped.cs.meta │ │ │ │ │ │ │ ├── Move.cs │ │ │ │ │ │ │ ├── Move.cs.meta │ │ │ │ │ │ │ ├── ResetPath.cs │ │ │ │ │ │ │ ├── ResetPath.cs.meta │ │ │ │ │ │ │ ├── Resume.cs │ │ │ │ │ │ │ ├── Resume.cs.meta │ │ │ │ │ │ │ ├── SetAcceleration.cs │ │ │ │ │ │ │ ├── SetAcceleration.cs.meta │ │ │ │ │ │ │ ├── SetAngularSpeed.cs │ │ │ │ │ │ │ ├── SetAngularSpeed.cs.meta │ │ │ │ │ │ │ ├── SetDestination.cs │ │ │ │ │ │ │ ├── SetDestination.cs.meta │ │ │ │ │ │ │ ├── SetIsStopped.cs │ │ │ │ │ │ │ ├── SetIsStopped.cs.meta │ │ │ │ │ │ │ ├── SetSpeed.cs │ │ │ │ │ │ │ ├── SetSpeed.cs.meta │ │ │ │ │ │ │ ├── Stop.cs │ │ │ │ │ │ │ ├── Stop.cs.meta │ │ │ │ │ │ │ ├── Warp.cs │ │ │ │ │ │ │ └── Warp.cs.meta │ │ │ │ │ │ ├── NavMeshAgent.meta │ │ │ │ │ │ ├── Network/ │ │ │ │ │ │ │ ├── IsClient.cs │ │ │ │ │ │ │ ├── IsClient.cs.meta │ │ │ │ │ │ │ ├── IsServer.cs │ │ │ │ │ │ │ └── IsServer.cs.meta │ │ │ │ │ │ ├── Network.meta │ │ │ │ │ │ ├── ParticleSystem/ │ │ │ │ │ │ │ ├── Clear.cs │ │ │ │ │ │ │ ├── Clear.cs.meta │ │ │ │ │ │ │ ├── GetDuration.cs │ │ │ │ │ │ │ ├── GetDuration.cs.meta │ │ │ │ │ │ │ ├── GetEmissionRate.cs │ │ │ │ │ │ │ ├── GetEmissionRate.cs.meta │ │ │ │ │ │ │ ├── GetEnableEmission.cs │ │ │ │ │ │ │ ├── GetEnableEmission.cs.meta │ │ │ │ │ │ │ ├── GetLoop.cs │ │ │ │ │ │ │ ├── GetLoop.cs.meta │ │ │ │ │ │ │ ├── GetMaxParticles.cs │ │ │ │ │ │ │ ├── GetMaxParticles.cs.meta │ │ │ │ │ │ │ ├── GetParticleCount.cs │ │ │ │ │ │ │ ├── GetParticleCount.cs.meta │ │ │ │ │ │ │ ├── GetPlaybackSpeed.cs │ │ │ │ │ │ │ ├── GetPlaybackSpeed.cs.meta │ │ │ │ │ │ │ ├── GetTime.cs │ │ │ │ │ │ │ ├── GetTime.cs.meta │ │ │ │ │ │ │ ├── IsAlive.cs │ │ │ │ │ │ │ ├── IsAlive.cs.meta │ │ │ │ │ │ │ ├── IsPaused.cs │ │ │ │ │ │ │ ├── IsPaused.cs.meta │ │ │ │ │ │ │ ├── IsPlaying.cs │ │ │ │ │ │ │ ├── IsPlaying.cs.meta │ │ │ │ │ │ │ ├── IsStopped.cs │ │ │ │ │ │ │ ├── IsStopped.cs.meta │ │ │ │ │ │ │ ├── Pause.cs │ │ │ │ │ │ │ ├── Pause.cs.meta │ │ │ │ │ │ │ ├── Play.cs │ │ │ │ │ │ │ ├── Play.cs.meta │ │ │ │ │ │ │ ├── SetEmissionRate.cs │ │ │ │ │ │ │ ├── SetEmissionRate.cs.meta │ │ │ │ │ │ │ ├── SetEnableEmission.cs │ │ │ │ │ │ │ ├── SetEnableEmission.cs.meta │ │ │ │ │ │ │ ├── SetLoop.cs │ │ │ │ │ │ │ ├── SetLoop.cs.meta │ │ │ │ │ │ │ ├── SetMaxParticles.cs │ │ │ │ │ │ │ ├── SetMaxParticles.cs.meta │ │ │ │ │ │ │ ├── SetPlaybackSpeed.cs │ │ │ │ │ │ │ ├── SetPlaybackSpeed.cs.meta │ │ │ │ │ │ │ ├── SetStartColor.cs │ │ │ │ │ │ │ ├── SetStartColor.cs.meta │ │ │ │ │ │ │ ├── SetStartDelay.cs │ │ │ │ │ │ │ ├── SetStartDelay.cs.meta │ │ │ │ │ │ │ ├── SetStartLifetime.cs │ │ │ │ │ │ │ ├── SetStartLifetime.cs.meta │ │ │ │ │ │ │ ├── SetStartRotation.cs │ │ │ │ │ │ │ ├── SetStartRotation.cs.meta │ │ │ │ │ │ │ ├── SetStartSize.cs │ │ │ │ │ │ │ ├── SetStartSize.cs.meta │ │ │ │ │ │ │ ├── SetStartSpeed.cs │ │ │ │ │ │ │ ├── SetStartSpeed.cs.meta │ │ │ │ │ │ │ ├── SetTime.cs │ │ │ │ │ │ │ ├── SetTime.cs.meta │ │ │ │ │ │ │ ├── Simulate.cs │ │ │ │ │ │ │ ├── Simulate.cs.meta │ │ │ │ │ │ │ ├── Stop.cs │ │ │ │ │ │ │ └── Stop.cs.meta │ │ │ │ │ │ ├── ParticleSystem.meta │ │ │ │ │ │ ├── Physics/ │ │ │ │ │ │ │ ├── Linecast.cs │ │ │ │ │ │ │ ├── Linecast.cs.meta │ │ │ │ │ │ │ ├── Raycast.cs │ │ │ │ │ │ │ ├── Raycast.cs.meta │ │ │ │ │ │ │ ├── Spherecast.cs │ │ │ │ │ │ │ └── Spherecast.cs.meta │ │ │ │ │ │ ├── Physics.meta │ │ │ │ │ │ ├── Physics2D/ │ │ │ │ │ │ │ ├── Circlecast.cs │ │ │ │ │ │ │ ├── Circlecast.cs.meta │ │ │ │ │ │ │ ├── Linecast.cs │ │ │ │ │ │ │ ├── Linecast.cs.meta │ │ │ │ │ │ │ ├── Raycast.cs │ │ │ │ │ │ │ └── Raycast.cs.meta │ │ │ │ │ │ ├── Physics2D.meta │ │ │ │ │ │ ├── PlayerPrefs/ │ │ │ │ │ │ │ ├── DeleteAll.cs │ │ │ │ │ │ │ ├── DeleteAll.cs.meta │ │ │ │ │ │ │ ├── DeleteKey.cs │ │ │ │ │ │ │ ├── DeleteKey.cs.meta │ │ │ │ │ │ │ ├── GetFloat.cs │ │ │ │ │ │ │ ├── GetFloat.cs.meta │ │ │ │ │ │ │ ├── GetInt.cs │ │ │ │ │ │ │ ├── GetInt.cs.meta │ │ │ │ │ │ │ ├── GetString.cs │ │ │ │ │ │ │ ├── GetString.cs.meta │ │ │ │ │ │ │ ├── HasKey.cs │ │ │ │ │ │ │ ├── HasKey.cs.meta │ │ │ │ │ │ │ ├── Save.cs │ │ │ │ │ │ │ ├── Save.cs.meta │ │ │ │ │ │ │ ├── SetFloat.cs │ │ │ │ │ │ │ ├── SetFloat.cs.meta │ │ │ │ │ │ │ ├── SetInt.cs │ │ │ │ │ │ │ ├── SetInt.cs.meta │ │ │ │ │ │ │ ├── SetString.cs │ │ │ │ │ │ │ └── SetString.cs.meta │ │ │ │ │ │ ├── PlayerPrefs.meta │ │ │ │ │ │ ├── Quaternion/ │ │ │ │ │ │ │ ├── Angle.cs │ │ │ │ │ │ │ ├── Angle.cs.meta │ │ │ │ │ │ │ ├── AngleAxis.cs │ │ │ │ │ │ │ ├── AngleAxis.cs.meta │ │ │ │ │ │ │ ├── Dot.cs │ │ │ │ │ │ │ ├── Dot.cs.meta │ │ │ │ │ │ │ ├── Euler.cs │ │ │ │ │ │ │ ├── Euler.cs.meta │ │ │ │ │ │ │ ├── FromToRotation.cs │ │ │ │ │ │ │ ├── FromToRotation.cs.meta │ │ │ │ │ │ │ ├── Identity.cs │ │ │ │ │ │ │ ├── Identity.cs.meta │ │ │ │ │ │ │ ├── Inverse.cs │ │ │ │ │ │ │ ├── Inverse.cs.meta │ │ │ │ │ │ │ ├── Lerp.cs │ │ │ │ │ │ │ ├── Lerp.cs.meta │ │ │ │ │ │ │ ├── LookRotation.cs │ │ │ │ │ │ │ ├── LookRotation.cs.meta │ │ │ │ │ │ │ ├── RotateTowards.cs │ │ │ │ │ │ │ ├── RotateTowards.cs.meta │ │ │ │ │ │ │ ├── Slerp.cs │ │ │ │ │ │ │ └── Slerp.cs.meta │ │ │ │ │ │ ├── Quaternion.meta │ │ │ │ │ │ ├── Renderer/ │ │ │ │ │ │ │ ├── IsVisible.cs │ │ │ │ │ │ │ ├── IsVisible.cs.meta │ │ │ │ │ │ │ ├── SetMaterial.cs │ │ │ │ │ │ │ └── SetMaterial.cs.meta │ │ │ │ │ │ ├── Renderer.meta │ │ │ │ │ │ ├── Rigidbody/ │ │ │ │ │ │ │ ├── AddExplosionForce.cs │ │ │ │ │ │ │ ├── AddExplosionForce.cs.meta │ │ │ │ │ │ │ ├── AddForce.cs │ │ │ │ │ │ │ ├── AddForce.cs.meta │ │ │ │ │ │ │ ├── AddForceAtPosition.cs │ │ │ │ │ │ │ ├── AddForceAtPosition.cs.meta │ │ │ │ │ │ │ ├── AddRelativeForce.cs │ │ │ │ │ │ │ ├── AddRelativeForce.cs.meta │ │ │ │ │ │ │ ├── AddRelativeTorque.cs │ │ │ │ │ │ │ ├── AddRelativeTorque.cs.meta │ │ │ │ │ │ │ ├── AddTorque.cs │ │ │ │ │ │ │ ├── AddTorque.cs.meta │ │ │ │ │ │ │ ├── GetAngularDrag.cs │ │ │ │ │ │ │ ├── GetAngularDrag.cs.meta │ │ │ │ │ │ │ ├── GetAngularVelocity.cs │ │ │ │ │ │ │ ├── GetAngularVelocity.cs.meta │ │ │ │ │ │ │ ├── GetCenterOfMass.cs │ │ │ │ │ │ │ ├── GetCenterOfMass.cs.meta │ │ │ │ │ │ │ ├── GetDrag.cs │ │ │ │ │ │ │ ├── GetDrag.cs.meta │ │ │ │ │ │ │ ├── GetFreezeRotation.cs │ │ │ │ │ │ │ ├── GetFreezeRotation.cs.meta │ │ │ │ │ │ │ ├── GetIsKinematic.cs │ │ │ │ │ │ │ ├── GetIsKinematic.cs.meta │ │ │ │ │ │ │ ├── GetMass.cs │ │ │ │ │ │ │ ├── GetMass.cs.meta │ │ │ │ │ │ │ ├── GetPosition.cs │ │ │ │ │ │ │ ├── GetPosition.cs.meta │ │ │ │ │ │ │ ├── GetRotation.cs │ │ │ │ │ │ │ ├── GetRotation.cs.meta │ │ │ │ │ │ │ ├── GetUseGravity.cs │ │ │ │ │ │ │ ├── GetUseGravity.cs.meta │ │ │ │ │ │ │ ├── GetVelocity.cs │ │ │ │ │ │ │ ├── GetVelocity.cs.meta │ │ │ │ │ │ │ ├── IsKinematic.cs │ │ │ │ │ │ │ ├── IsKinematic.cs.meta │ │ │ │ │ │ │ ├── IsSleeping.cs │ │ │ │ │ │ │ ├── IsSleeping.cs.meta │ │ │ │ │ │ │ ├── MovePosition.cs │ │ │ │ │ │ │ ├── MovePosition.cs.meta │ │ │ │ │ │ │ ├── MoveRotation.cs │ │ │ │ │ │ │ ├── MoveRotation.cs.meta │ │ │ │ │ │ │ ├── SetAngularDrag.cs │ │ │ │ │ │ │ ├── SetAngularDrag.cs.meta │ │ │ │ │ │ │ ├── SetAngularVelocity.cs │ │ │ │ │ │ │ ├── SetAngularVelocity.cs.meta │ │ │ │ │ │ │ ├── SetCenterOfMass.cs │ │ │ │ │ │ │ ├── SetCenterOfMass.cs.meta │ │ │ │ │ │ │ ├── SetConstraints.cs │ │ │ │ │ │ │ ├── SetConstraints.cs.meta │ │ │ │ │ │ │ ├── SetDrag.cs │ │ │ │ │ │ │ ├── SetDrag.cs.meta │ │ │ │ │ │ │ ├── SetFreezeRotation.cs │ │ │ │ │ │ │ ├── SetFreezeRotation.cs.meta │ │ │ │ │ │ │ ├── SetIsKinematic.cs │ │ │ │ │ │ │ ├── SetIsKinematic.cs.meta │ │ │ │ │ │ │ ├── SetMass.cs │ │ │ │ │ │ │ ├── SetMass.cs.meta │ │ │ │ │ │ │ ├── SetPosition.cs │ │ │ │ │ │ │ ├── SetPosition.cs.meta │ │ │ │ │ │ │ ├── SetRotation.cs │ │ │ │ │ │ │ ├── SetRotation.cs.meta │ │ │ │ │ │ │ ├── SetUseGravity.cs │ │ │ │ │ │ │ ├── SetUseGravity.cs.meta │ │ │ │ │ │ │ ├── SetVelocity.cs │ │ │ │ │ │ │ ├── SetVelocity.cs.meta │ │ │ │ │ │ │ ├── Sleep.cs │ │ │ │ │ │ │ ├── Sleep.cs.meta │ │ │ │ │ │ │ ├── UseGravity.cs │ │ │ │ │ │ │ ├── UseGravity.cs.meta │ │ │ │ │ │ │ ├── WakeUp.cs │ │ │ │ │ │ │ └── WakeUp.cs.meta │ │ │ │ │ │ ├── Rigidbody.meta │ │ │ │ │ │ ├── Rigidbody2D/ │ │ │ │ │ │ │ ├── AddForce.cs │ │ │ │ │ │ │ ├── AddForce.cs.meta │ │ │ │ │ │ │ ├── AddForceAtPosition.cs │ │ │ │ │ │ │ ├── AddForceAtPosition.cs.meta │ │ │ │ │ │ │ ├── AddTorque.cs │ │ │ │ │ │ │ ├── AddTorque.cs.meta │ │ │ │ │ │ │ ├── GetAngularDrag.cs │ │ │ │ │ │ │ ├── GetAngularDrag.cs.meta │ │ │ │ │ │ │ ├── GetAngularVelocity.cs │ │ │ │ │ │ │ ├── GetAngularVelocity.cs.meta │ │ │ │ │ │ │ ├── GetDrag.cs │ │ │ │ │ │ │ ├── GetDrag.cs.meta │ │ │ │ │ │ │ ├── GetGravtyScale.cs │ │ │ │ │ │ │ ├── GetGravtyScale.cs.meta │ │ │ │ │ │ │ ├── GetIsKinematic.cs │ │ │ │ │ │ │ ├── GetIsKinematic.cs.meta │ │ │ │ │ │ │ ├── GetMass.cs │ │ │ │ │ │ │ ├── GetMass.cs.meta │ │ │ │ │ │ │ ├── GetPosition.cs │ │ │ │ │ │ │ ├── GetPosition.cs.meta │ │ │ │ │ │ │ ├── GetRotation.cs │ │ │ │ │ │ │ ├── GetRotation.cs.meta │ │ │ │ │ │ │ ├── GetVelocity.cs │ │ │ │ │ │ │ ├── GetVelocity.cs.meta │ │ │ │ │ │ │ ├── IsKinematic.cs │ │ │ │ │ │ │ ├── IsKinematic.cs.meta │ │ │ │ │ │ │ ├── IsSleeping.cs │ │ │ │ │ │ │ ├── IsSleeping.cs.meta │ │ │ │ │ │ │ ├── MovePosition.cs │ │ │ │ │ │ │ ├── MovePosition.cs.meta │ │ │ │ │ │ │ ├── MoveRotation.cs │ │ │ │ │ │ │ ├── MoveRotation.cs.meta │ │ │ │ │ │ │ ├── SetAngularDrag.cs │ │ │ │ │ │ │ ├── SetAngularDrag.cs.meta │ │ │ │ │ │ │ ├── SetAngularVelocity.cs │ │ │ │ │ │ │ ├── SetAngularVelocity.cs.meta │ │ │ │ │ │ │ ├── SetDrag.cs │ │ │ │ │ │ │ ├── SetDrag.cs.meta │ │ │ │ │ │ │ ├── SetGravityScale.cs │ │ │ │ │ │ │ ├── SetGravityScale.cs.meta │ │ │ │ │ │ │ ├── SetIsKinematic.cs │ │ │ │ │ │ │ ├── SetIsKinematic.cs.meta │ │ │ │ │ │ │ ├── SetMass.cs │ │ │ │ │ │ │ ├── SetMass.cs.meta │ │ │ │ │ │ │ ├── SetVelocity.cs │ │ │ │ │ │ │ ├── SetVelocity.cs.meta │ │ │ │ │ │ │ ├── Sleep.cs │ │ │ │ │ │ │ ├── Sleep.cs.meta │ │ │ │ │ │ │ ├── WakeUp.cs │ │ │ │ │ │ │ └── WakeUp.cs.meta │ │ │ │ │ │ ├── Rigidbody2D.meta │ │ │ │ │ │ ├── SharedVariables/ │ │ │ │ │ │ │ ├── CompareSharedBool.cs │ │ │ │ │ │ │ ├── CompareSharedBool.cs.meta │ │ │ │ │ │ │ ├── CompareSharedColor.cs │ │ │ │ │ │ │ ├── CompareSharedColor.cs.meta │ │ │ │ │ │ │ ├── CompareSharedFloat.cs │ │ │ │ │ │ │ ├── CompareSharedFloat.cs.meta │ │ │ │ │ │ │ ├── CompareSharedGameObject.cs │ │ │ │ │ │ │ ├── CompareSharedGameObject.cs.meta │ │ │ │ │ │ │ ├── CompareSharedGameObjectList.cs │ │ │ │ │ │ │ ├── CompareSharedGameObjectList.cs.meta │ │ │ │ │ │ │ ├── CompareSharedInt.cs │ │ │ │ │ │ │ ├── CompareSharedInt.cs.meta │ │ │ │ │ │ │ ├── CompareSharedObject.cs │ │ │ │ │ │ │ ├── CompareSharedObject.cs.meta │ │ │ │ │ │ │ ├── CompareSharedObjectList.cs │ │ │ │ │ │ │ ├── CompareSharedObjectList.cs.meta │ │ │ │ │ │ │ ├── CompareSharedQuaternion.cs │ │ │ │ │ │ │ ├── CompareSharedQuaternion.cs.meta │ │ │ │ │ │ │ ├── CompareSharedRect.cs │ │ │ │ │ │ │ ├── CompareSharedRect.cs.meta │ │ │ │ │ │ │ ├── CompareSharedString.cs │ │ │ │ │ │ │ ├── CompareSharedString.cs.meta │ │ │ │ │ │ │ ├── CompareSharedTransform.cs │ │ │ │ │ │ │ ├── CompareSharedTransform.cs.meta │ │ │ │ │ │ │ ├── CompareSharedTransformList.cs │ │ │ │ │ │ │ ├── CompareSharedTransformList.cs.meta │ │ │ │ │ │ │ ├── CompareSharedVector2.cs │ │ │ │ │ │ │ ├── CompareSharedVector2.cs.meta │ │ │ │ │ │ │ ├── CompareSharedVector3.cs │ │ │ │ │ │ │ ├── CompareSharedVector3.cs.meta │ │ │ │ │ │ │ ├── CompareSharedVector4.cs │ │ │ │ │ │ │ ├── CompareSharedVector4.cs.meta │ │ │ │ │ │ │ ├── SetSharedBool.cs │ │ │ │ │ │ │ ├── SetSharedBool.cs.meta │ │ │ │ │ │ │ ├── SetSharedColor.cs │ │ │ │ │ │ │ ├── SetSharedColor.cs.meta │ │ │ │ │ │ │ ├── SetSharedFloat.cs │ │ │ │ │ │ │ ├── SetSharedFloat.cs.meta │ │ │ │ │ │ │ ├── SetSharedGameObject.cs │ │ │ │ │ │ │ ├── SetSharedGameObject.cs.meta │ │ │ │ │ │ │ ├── SetSharedGameObjectList.cs │ │ │ │ │ │ │ ├── SetSharedGameObjectList.cs.meta │ │ │ │ │ │ │ ├── SetSharedInt.cs │ │ │ │ │ │ │ ├── SetSharedInt.cs.meta │ │ │ │ │ │ │ ├── SetSharedObject.cs │ │ │ │ │ │ │ ├── SetSharedObject.cs.meta │ │ │ │ │ │ │ ├── SetSharedObjectList.cs │ │ │ │ │ │ │ ├── SetSharedObjectList.cs.meta │ │ │ │ │ │ │ ├── SetSharedQuaternion.cs │ │ │ │ │ │ │ ├── SetSharedQuaternion.cs.meta │ │ │ │ │ │ │ ├── SetSharedRect.cs │ │ │ │ │ │ │ ├── SetSharedRect.cs.meta │ │ │ │ │ │ │ ├── SetSharedString.cs │ │ │ │ │ │ │ ├── SetSharedString.cs.meta │ │ │ │ │ │ │ ├── SetSharedTransform.cs │ │ │ │ │ │ │ ├── SetSharedTransform.cs.meta │ │ │ │ │ │ │ ├── SetSharedTransformList.cs │ │ │ │ │ │ │ ├── SetSharedTransformList.cs.meta │ │ │ │ │ │ │ ├── SetSharedVector2.cs │ │ │ │ │ │ │ ├── SetSharedVector2.cs.meta │ │ │ │ │ │ │ ├── SetSharedVector3.cs │ │ │ │ │ │ │ ├── SetSharedVector3.cs.meta │ │ │ │ │ │ │ ├── SetSharedVector4.cs │ │ │ │ │ │ │ ├── SetSharedVector4.cs.meta │ │ │ │ │ │ │ ├── SharedGameObjectToTransform.cs │ │ │ │ │ │ │ ├── SharedGameObjectToTransform.cs.meta │ │ │ │ │ │ │ ├── SharedGameObjectsToGameObjectList.cs │ │ │ │ │ │ │ ├── SharedGameObjectsToGameObjectList.cs.meta │ │ │ │ │ │ │ ├── SharedTransformToGameObject.cs │ │ │ │ │ │ │ ├── SharedTransformToGameObject.cs.meta │ │ │ │ │ │ │ ├── SharedTransformsToTransformList.cs │ │ │ │ │ │ │ └── SharedTransformsToTransformList.cs.meta │ │ │ │ │ │ ├── SharedVariables.meta │ │ │ │ │ │ ├── SphereCollider/ │ │ │ │ │ │ │ ├── GetCenter.cs │ │ │ │ │ │ │ ├── GetCenter.cs.meta │ │ │ │ │ │ │ ├── GetRadius.cs │ │ │ │ │ │ │ ├── GetRadius.cs.meta │ │ │ │ │ │ │ ├── SetCenter.cs │ │ │ │ │ │ │ ├── SetCenter.cs.meta │ │ │ │ │ │ │ ├── SetRadius.cs │ │ │ │ │ │ │ └── SetRadius.cs.meta │ │ │ │ │ │ ├── SphereCollider.meta │ │ │ │ │ │ ├── String/ │ │ │ │ │ │ │ ├── BuildString.cs │ │ │ │ │ │ │ ├── BuildString.cs.meta │ │ │ │ │ │ │ ├── CompareTo.cs │ │ │ │ │ │ │ ├── CompareTo.cs.meta │ │ │ │ │ │ │ ├── Format.cs │ │ │ │ │ │ │ ├── Format.cs.meta │ │ │ │ │ │ │ ├── GetLength.cs │ │ │ │ │ │ │ ├── GetLength.cs.meta │ │ │ │ │ │ │ ├── GetRandomString.cs │ │ │ │ │ │ │ ├── GetRandomString.cs.meta │ │ │ │ │ │ │ ├── GetSubstring.cs │ │ │ │ │ │ │ ├── GetSubstring.cs.meta │ │ │ │ │ │ │ ├── IsNullOrEmpty.cs │ │ │ │ │ │ │ ├── IsNullOrEmpty.cs.meta │ │ │ │ │ │ │ ├── Replace.cs │ │ │ │ │ │ │ ├── Replace.cs.meta │ │ │ │ │ │ │ ├── SetString.cs │ │ │ │ │ │ │ └── SetString.cs.meta │ │ │ │ │ │ ├── String.meta │ │ │ │ │ │ ├── Time/ │ │ │ │ │ │ │ ├── GetDeltaTime.cs │ │ │ │ │ │ │ ├── GetDeltaTime.cs.meta │ │ │ │ │ │ │ ├── GetRealtimeSinceStartup.cs │ │ │ │ │ │ │ ├── GetRealtimeSinceStartup.cs.meta │ │ │ │ │ │ │ ├── GetTime.cs │ │ │ │ │ │ │ ├── GetTime.cs.meta │ │ │ │ │ │ │ ├── GetTimeScale.cs │ │ │ │ │ │ │ ├── GetTimeScale.cs.meta │ │ │ │ │ │ │ ├── SetTimeScale.cs │ │ │ │ │ │ │ └── SetTimeScale.cs.meta │ │ │ │ │ │ ├── Time.meta │ │ │ │ │ │ ├── Timeline/ │ │ │ │ │ │ │ ├── IsPaused.cs │ │ │ │ │ │ │ ├── IsPaused.cs.meta │ │ │ │ │ │ │ ├── IsPlaying.cs │ │ │ │ │ │ │ ├── IsPlaying.cs.meta │ │ │ │ │ │ │ ├── Pause.cs │ │ │ │ │ │ │ ├── Pause.cs.meta │ │ │ │ │ │ │ ├── Play.cs │ │ │ │ │ │ │ ├── Play.cs.meta │ │ │ │ │ │ │ ├── Resume.cs │ │ │ │ │ │ │ ├── Resume.cs.meta │ │ │ │ │ │ │ ├── Stop.cs │ │ │ │ │ │ │ └── Stop.cs.meta │ │ │ │ │ │ ├── Timeline.meta │ │ │ │ │ │ ├── Transform/ │ │ │ │ │ │ │ ├── Find.cs │ │ │ │ │ │ │ ├── Find.cs.meta │ │ │ │ │ │ │ ├── GetAngleToTarget.cs │ │ │ │ │ │ │ ├── GetAngleToTarget.cs.meta │ │ │ │ │ │ │ ├── GetChild.cs │ │ │ │ │ │ │ ├── GetChild.cs.meta │ │ │ │ │ │ │ ├── GetChildCount.cs │ │ │ │ │ │ │ ├── GetChildCount.cs.meta │ │ │ │ │ │ │ ├── GetEulerAngles.cs │ │ │ │ │ │ │ ├── GetEulerAngles.cs.meta │ │ │ │ │ │ │ ├── GetForwardVector.cs │ │ │ │ │ │ │ ├── GetForwardVector.cs.meta │ │ │ │ │ │ │ ├── GetLocalEulerAngles.cs │ │ │ │ │ │ │ ├── GetLocalEulerAngles.cs.meta │ │ │ │ │ │ │ ├── GetLocalPosition.cs │ │ │ │ │ │ │ ├── GetLocalPosition.cs.meta │ │ │ │ │ │ │ ├── GetLocalRotation.cs │ │ │ │ │ │ │ ├── GetLocalRotation.cs.meta │ │ │ │ │ │ │ ├── GetLocalScale.cs │ │ │ │ │ │ │ ├── GetLocalScale.cs.meta │ │ │ │ │ │ │ ├── GetParent.cs │ │ │ │ │ │ │ ├── GetParent.cs.meta │ │ │ │ │ │ │ ├── GetPosition.cs │ │ │ │ │ │ │ ├── GetPosition.cs.meta │ │ │ │ │ │ │ ├── GetRightVector.cs │ │ │ │ │ │ │ ├── GetRightVector.cs.meta │ │ │ │ │ │ │ ├── GetRotation.cs │ │ │ │ │ │ │ ├── GetRotation.cs.meta │ │ │ │ │ │ │ ├── GetUpVector.cs │ │ │ │ │ │ │ ├── GetUpVector.cs.meta │ │ │ │ │ │ │ ├── IsChildOf.cs │ │ │ │ │ │ │ ├── IsChildOf.cs.meta │ │ │ │ │ │ │ ├── LookAt.cs │ │ │ │ │ │ │ ├── LookAt.cs.meta │ │ │ │ │ │ │ ├── Rotate.cs │ │ │ │ │ │ │ ├── Rotate.cs.meta │ │ │ │ │ │ │ ├── RotateAround.cs │ │ │ │ │ │ │ ├── RotateAround.cs.meta │ │ │ │ │ │ │ ├── SetEulerAngles.cs │ │ │ │ │ │ │ ├── SetEulerAngles.cs.meta │ │ │ │ │ │ │ ├── SetForwardVector.cs │ │ │ │ │ │ │ ├── SetForwardVector.cs.meta │ │ │ │ │ │ │ ├── SetLocalEulerAngles.cs │ │ │ │ │ │ │ ├── SetLocalEulerAngles.cs.meta │ │ │ │ │ │ │ ├── SetLocalPosition.cs │ │ │ │ │ │ │ ├── SetLocalPosition.cs.meta │ │ │ │ │ │ │ ├── SetLocalRotation.cs │ │ │ │ │ │ │ ├── SetLocalRotation.cs.meta │ │ │ │ │ │ │ ├── SetLocalScale.cs │ │ │ │ │ │ │ ├── SetLocalScale.cs.meta │ │ │ │ │ │ │ ├── SetParent.cs │ │ │ │ │ │ │ ├── SetParent.cs.meta │ │ │ │ │ │ │ ├── SetPosition.cs │ │ │ │ │ │ │ ├── SetPosition.cs.meta │ │ │ │ │ │ │ ├── SetRightVector.cs │ │ │ │ │ │ │ ├── SetRightVector.cs.meta │ │ │ │ │ │ │ ├── SetRotation.cs │ │ │ │ │ │ │ ├── SetRotation.cs.meta │ │ │ │ │ │ │ ├── SetUpVector.cs │ │ │ │ │ │ │ ├── SetUpVector.cs.meta │ │ │ │ │ │ │ ├── Translate.cs │ │ │ │ │ │ │ └── Translate.cs.meta │ │ │ │ │ │ ├── Transform.meta │ │ │ │ │ │ ├── Vector2/ │ │ │ │ │ │ │ ├── ClampMagnitude.cs │ │ │ │ │ │ │ ├── ClampMagnitude.cs.meta │ │ │ │ │ │ │ ├── Distance.cs │ │ │ │ │ │ │ ├── Distance.cs.meta │ │ │ │ │ │ │ ├── Dot.cs │ │ │ │ │ │ │ ├── Dot.cs.meta │ │ │ │ │ │ │ ├── GetMagnitude.cs │ │ │ │ │ │ │ ├── GetMagnitude.cs.meta │ │ │ │ │ │ │ ├── GetRightVector.cs │ │ │ │ │ │ │ ├── GetRightVector.cs.meta │ │ │ │ │ │ │ ├── GetSqrMagnitude.cs │ │ │ │ │ │ │ ├── GetSqrMagnitude.cs.meta │ │ │ │ │ │ │ ├── GetUpVector.cs │ │ │ │ │ │ │ ├── GetUpVector.cs.meta │ │ │ │ │ │ │ ├── GetVector3.cs │ │ │ │ │ │ │ ├── GetVector3.cs.meta │ │ │ │ │ │ │ ├── GetXY.cs │ │ │ │ │ │ │ ├── GetXY.cs.meta │ │ │ │ │ │ │ ├── Lerp.cs │ │ │ │ │ │ │ ├── Lerp.cs.meta │ │ │ │ │ │ │ ├── MoveTowards.cs │ │ │ │ │ │ │ ├── MoveTowards.cs.meta │ │ │ │ │ │ │ ├── Multiply.cs │ │ │ │ │ │ │ ├── Multiply.cs.meta │ │ │ │ │ │ │ ├── Normalize.cs │ │ │ │ │ │ │ ├── Normalize.cs.meta │ │ │ │ │ │ │ ├── Operator.cs │ │ │ │ │ │ │ ├── Operator.cs.meta │ │ │ │ │ │ │ ├── SetValue.cs │ │ │ │ │ │ │ ├── SetValue.cs.meta │ │ │ │ │ │ │ ├── SetXY.cs │ │ │ │ │ │ │ └── SetXY.cs.meta │ │ │ │ │ │ ├── Vector2.meta │ │ │ │ │ │ ├── Vector3/ │ │ │ │ │ │ │ ├── Angle.cs │ │ │ │ │ │ │ ├── Angle.cs.meta │ │ │ │ │ │ │ ├── ClampMagnitude.cs │ │ │ │ │ │ │ ├── ClampMagnitude.cs.meta │ │ │ │ │ │ │ ├── Distance.cs │ │ │ │ │ │ │ ├── Distance.cs.meta │ │ │ │ │ │ │ ├── Dot.cs │ │ │ │ │ │ │ ├── Dot.cs.meta │ │ │ │ │ │ │ ├── GetForwardVector.cs │ │ │ │ │ │ │ ├── GetForwardVector.cs.meta │ │ │ │ │ │ │ ├── GetMagnitude.cs │ │ │ │ │ │ │ ├── GetMagnitude.cs.meta │ │ │ │ │ │ │ ├── GetRightVector.cs │ │ │ │ │ │ │ ├── GetRightVector.cs.meta │ │ │ │ │ │ │ ├── GetSqrMagnitude.cs │ │ │ │ │ │ │ ├── GetSqrMagnitude.cs.meta │ │ │ │ │ │ │ ├── GetUpVector.cs │ │ │ │ │ │ │ ├── GetUpVector.cs.meta │ │ │ │ │ │ │ ├── GetVector2.cs │ │ │ │ │ │ │ ├── GetVector2.cs.meta │ │ │ │ │ │ │ ├── GetXYZ.cs │ │ │ │ │ │ │ ├── GetXYZ.cs.meta │ │ │ │ │ │ │ ├── Lerp.cs │ │ │ │ │ │ │ ├── Lerp.cs.meta │ │ │ │ │ │ │ ├── MoveTowards.cs │ │ │ │ │ │ │ ├── MoveTowards.cs.meta │ │ │ │ │ │ │ ├── Multiply.cs │ │ │ │ │ │ │ ├── Multiply.cs.meta │ │ │ │ │ │ │ ├── Normalize.cs │ │ │ │ │ │ │ ├── Normalize.cs.meta │ │ │ │ │ │ │ ├── Operator.cs │ │ │ │ │ │ │ ├── Operator.cs.meta │ │ │ │ │ │ │ ├── RotateTowards.cs │ │ │ │ │ │ │ ├── RotateTowards.cs.meta │ │ │ │ │ │ │ ├── SetValue.cs │ │ │ │ │ │ │ ├── SetValue.cs.meta │ │ │ │ │ │ │ ├── SetXYZ.cs │ │ │ │ │ │ │ └── SetXYZ.cs.meta │ │ │ │ │ │ └── Vector3.meta │ │ │ │ │ └── Unity.meta │ │ │ │ ├── Tasks.meta │ │ │ │ ├── Variables/ │ │ │ │ │ ├── SharedAnimationCurve.cs │ │ │ │ │ ├── SharedAnimationCurve.cs.meta │ │ │ │ │ ├── SharedBool.cs │ │ │ │ │ ├── SharedBool.cs.meta │ │ │ │ │ ├── SharedColor.cs │ │ │ │ │ ├── SharedColor.cs.meta │ │ │ │ │ ├── SharedFloat.cs │ │ │ │ │ ├── SharedFloat.cs.meta │ │ │ │ │ ├── SharedGameObject.cs │ │ │ │ │ ├── SharedGameObject.cs.meta │ │ │ │ │ ├── SharedGameObjectList.cs │ │ │ │ │ ├── SharedGameObjectList.cs.meta │ │ │ │ │ ├── SharedInt.cs │ │ │ │ │ ├── SharedInt.cs.meta │ │ │ │ │ ├── SharedMaterial.cs │ │ │ │ │ ├── SharedMaterial.cs.meta │ │ │ │ │ ├── SharedObject.cs │ │ │ │ │ ├── SharedObject.cs.meta │ │ │ │ │ ├── SharedObjectList.cs │ │ │ │ │ ├── SharedObjectList.cs.meta │ │ │ │ │ ├── SharedQuaternion.cs │ │ │ │ │ ├── SharedQuaternion.cs.meta │ │ │ │ │ ├── SharedRect.cs │ │ │ │ │ ├── SharedRect.cs.meta │ │ │ │ │ ├── SharedString.cs │ │ │ │ │ ├── SharedString.cs.meta │ │ │ │ │ ├── SharedTransform.cs │ │ │ │ │ ├── SharedTransform.cs.meta │ │ │ │ │ ├── SharedTransformList.cs │ │ │ │ │ ├── SharedTransformList.cs.meta │ │ │ │ │ ├── SharedVector2.cs │ │ │ │ │ ├── SharedVector2.cs.meta │ │ │ │ │ ├── SharedVector2Int.cs │ │ │ │ │ ├── SharedVector2Int.cs.meta │ │ │ │ │ ├── SharedVector3.cs │ │ │ │ │ ├── SharedVector3.cs.meta │ │ │ │ │ ├── SharedVector3Int.cs │ │ │ │ │ ├── SharedVector3Int.cs.meta │ │ │ │ │ ├── SharedVector4.cs │ │ │ │ │ └── SharedVector4.cs.meta │ │ │ │ └── Variables.meta │ │ │ ├── Runtime Source Code Location.pdf.meta │ │ │ └── Runtime.meta │ │ ├── Behavior Designer Movement/ │ │ │ ├── Animations/ │ │ │ │ ├── MarkerEvade.anim │ │ │ │ ├── MarkerEvade.anim.meta │ │ │ │ ├── MarkerFlee.anim │ │ │ │ ├── MarkerFlee.anim.meta │ │ │ │ ├── MarkerPersue.anim │ │ │ │ ├── MarkerPersue.anim.meta │ │ │ │ ├── MarkerSeek.anim │ │ │ │ └── MarkerSeek.anim.meta │ │ │ ├── Animations.meta │ │ │ ├── Documentation.pdf.meta │ │ │ ├── Editor/ │ │ │ │ ├── Icons/ │ │ │ │ │ ├── DarkCanHearObjectIcon.png.meta │ │ │ │ │ ├── DarkCanSeeObjectIcon.png.meta │ │ │ │ │ ├── DarkCoverIcon.png.meta │ │ │ │ │ ├── DarkEatIcon.png.meta │ │ │ │ │ ├── DarkEvadeIcon.png.meta │ │ │ │ │ ├── DarkFireBallIcon.png.meta │ │ │ │ │ ├── DarkFleeIcon.png.meta │ │ │ │ │ ├── DarkFlockIcon.png.meta │ │ │ │ │ ├── DarkLeaderFollowIcon.png.meta │ │ │ │ │ ├── DarkMoveTowardsIcon.png.meta │ │ │ │ │ ├── DarkPatrolIcon.png.meta │ │ │ │ │ ├── DarkPursueIcon.png.meta │ │ │ │ │ ├── DarkQueueIcon.png.meta │ │ │ │ │ ├── DarkRotateTowardsIcon.png.meta │ │ │ │ │ ├── DarkSearchIcon.png.meta │ │ │ │ │ ├── DarkSeekIcon.png.meta │ │ │ │ │ ├── DarkSlowDownIcon.png.meta │ │ │ │ │ ├── DarkWanderIcon.png.meta │ │ │ │ │ ├── DarkWithinDistanceIcon.png.meta │ │ │ │ │ ├── DarkgatlingIcon.png.meta │ │ │ │ │ ├── LightCanHearObjectIcon.png.meta │ │ │ │ │ ├── LightCanSeeObjectIcon.png.meta │ │ │ │ │ ├── LightCoverIcon.png.meta │ │ │ │ │ ├── LightEatIcon.png.meta │ │ │ │ │ ├── LightEvadeIcon.png.meta │ │ │ │ │ ├── LightFireBallIcon.png.meta │ │ │ │ │ ├── LightFleeIcon.png.meta │ │ │ │ │ ├── LightFlockIcon.png.meta │ │ │ │ │ ├── LightLeaderFollowIcon.png.meta │ │ │ │ │ ├── LightMoveTowardsIcon.png.meta │ │ │ │ │ ├── LightPatrolIcon.png.meta │ │ │ │ │ ├── LightPursueIcon.png.meta │ │ │ │ │ ├── LightQueueIcon.png.meta │ │ │ │ │ ├── LightRotateTowardsIcon.png.meta │ │ │ │ │ ├── LightSearchIcon.png.meta │ │ │ │ │ ├── LightSeekIcon.png.meta │ │ │ │ │ ├── LightSlowDownIcon.png.meta │ │ │ │ │ ├── LightWanderIcon.png.meta │ │ │ │ │ ├── LightWithinDistanceIcon.png.meta │ │ │ │ │ └── LightgatlingIcon.png.meta │ │ │ │ └── Icons.meta │ │ │ ├── Editor.meta │ │ │ ├── FactoryRoom_1.cubemap │ │ │ ├── FactoryRoom_1.cubemap.meta │ │ │ ├── GUISkin.guiskin │ │ │ ├── GUISkin.guiskin.meta │ │ │ ├── Materials/ │ │ │ │ ├── Ground 1.mat │ │ │ │ ├── Ground 1.mat.meta │ │ │ │ ├── Wall 1.mat │ │ │ │ ├── Wall 1.mat.meta │ │ │ │ ├── bot front.mat │ │ │ │ ├── bot front.mat.meta │ │ │ │ ├── bot.mat │ │ │ │ ├── bot.mat.meta │ │ │ │ ├── marker.mat │ │ │ │ ├── marker.mat.meta │ │ │ │ ├── plasma.mat │ │ │ │ └── plasma.mat.meta │ │ │ ├── Materials.meta │ │ │ ├── Release Notes.pdf.meta │ │ │ ├── Scene/ │ │ │ │ ├── NavMesh.asset │ │ │ │ ├── NavMesh.asset.meta │ │ │ │ ├── Scene.unity │ │ │ │ └── Scene.unity.meta │ │ │ ├── Scene.meta │ │ │ ├── Scripts/ │ │ │ │ ├── BehaviorSelection.cs │ │ │ │ ├── BehaviorSelection.cs.meta │ │ │ │ ├── Tasks/ │ │ │ │ │ ├── CanHearObject.cs │ │ │ │ │ ├── CanHearObject.cs.meta │ │ │ │ │ ├── CanSeeObject.cs │ │ │ │ │ ├── CanSeeObject.cs.meta │ │ │ │ │ ├── Cover.cs │ │ │ │ │ ├── Cover.cs.meta │ │ │ │ │ ├── Evade.cs │ │ │ │ │ ├── Evade.cs.meta │ │ │ │ │ ├── Flee.cs │ │ │ │ │ ├── Flee.cs.meta │ │ │ │ │ ├── Flock.cs │ │ │ │ │ ├── Flock.cs.meta │ │ │ │ │ ├── LeaderFollow.cs │ │ │ │ │ ├── LeaderFollow.cs.meta │ │ │ │ │ ├── MoveTowards.cs │ │ │ │ │ ├── MoveTowards.cs.meta │ │ │ │ │ ├── MovementUtility.cs │ │ │ │ │ ├── MovementUtility.cs.meta │ │ │ │ │ ├── Patrol.cs │ │ │ │ │ ├── Patrol.cs.meta │ │ │ │ │ ├── Pursue.cs │ │ │ │ │ ├── Pursue.cs.meta │ │ │ │ │ ├── Queue.cs │ │ │ │ │ ├── Queue.cs.meta │ │ │ │ │ ├── RotateTowards.cs │ │ │ │ │ ├── RotateTowards.cs.meta │ │ │ │ │ ├── Search.cs │ │ │ │ │ ├── Search.cs.meta │ │ │ │ │ ├── Seek.cs │ │ │ │ │ ├── Seek.cs.meta │ │ │ │ │ ├── Wander.cs │ │ │ │ │ ├── Wander.cs.meta │ │ │ │ │ ├── WithinDistance.cs │ │ │ │ │ └── WithinDistance.cs.meta │ │ │ │ └── Tasks.meta │ │ │ ├── Scripts.meta │ │ │ ├── Textures/ │ │ │ │ ├── WallPanel_A 1.png.meta │ │ │ │ ├── tile_floor_rubber_dff 1.tif │ │ │ │ └── tile_floor_rubber_dff 1.tif.meta │ │ │ ├── Textures.meta │ │ │ ├── Third Party/ │ │ │ │ └── readme.pdf.meta │ │ │ ├── Third Party.meta │ │ │ └── enemy_Spider_AlertSound.wav.meta │ │ ├── Behavior Designer Movement.meta │ │ ├── Behavior Designer.meta │ │ ├── Epic Toon FX/ │ │ │ ├── Demo/ │ │ │ │ ├── Materials/ │ │ │ │ │ ├── Skybox/ │ │ │ │ │ │ ├── BlueSkybox.mat │ │ │ │ │ │ ├── BlueSkybox.mat.meta │ │ │ │ │ │ ├── PurpleSkybox.mat │ │ │ │ │ │ └── PurpleSkybox.mat.meta │ │ │ │ │ ├── Skybox.meta │ │ │ │ │ ├── dev.mat │ │ │ │ │ ├── dev.mat.meta │ │ │ │ │ ├── dev2.mat │ │ │ │ │ ├── dev2.mat.meta │ │ │ │ │ ├── dev_half.mat │ │ │ │ │ ├── dev_half.mat.meta │ │ │ │ │ ├── dev_small.mat │ │ │ │ │ ├── dev_small.mat.meta │ │ │ │ │ ├── devcrate.mat │ │ │ │ │ └── devcrate.mat.meta │ │ │ │ ├── Materials.meta │ │ │ │ ├── Missile Prefabs/ │ │ │ │ │ ├── Bullet/ │ │ │ │ │ │ ├── BulletSmallBlueOBJ.prefab │ │ │ │ │ │ ├── BulletSmallBlueOBJ.prefab.meta │ │ │ │ │ │ ├── BulletSmallFireOBJ.prefab │ │ │ │ │ │ ├── BulletSmallFireOBJ.prefab.meta │ │ │ │ │ │ ├── BulletSmallGreenOBJ.prefab │ │ │ │ │ │ ├── BulletSmallGreenOBJ.prefab.meta │ │ │ │ │ │ ├── BulletSmallPinkOBJ.prefab │ │ │ │ │ │ └── BulletSmallPinkOBJ.prefab.meta │ │ │ │ │ ├── Bullet.meta │ │ │ │ │ ├── BulletFat/ │ │ │ │ │ │ ├── BulletFatBlueOBJ.prefab │ │ │ │ │ │ ├── BulletFatBlueOBJ.prefab.meta │ │ │ │ │ │ ├── BulletFatFireOBJ.prefab │ │ │ │ │ │ ├── BulletFatFireOBJ.prefab.meta │ │ │ │ │ │ ├── BulletFatGreenOBJ.prefab │ │ │ │ │ │ ├── BulletFatGreenOBJ.prefab.meta │ │ │ │ │ │ ├── BulletFatPinkOBJ.prefab │ │ │ │ │ │ └── BulletFatPinkOBJ.prefab.meta │ │ │ │ │ ├── BulletFat.meta │ │ │ │ │ ├── EnergyNova/ │ │ │ │ │ │ ├── NovaBlueOBJ.prefab │ │ │ │ │ │ ├── NovaBlueOBJ.prefab.meta │ │ │ │ │ │ ├── NovaFireOBJ.prefab │ │ │ │ │ │ ├── NovaFireOBJ.prefab.meta │ │ │ │ │ │ ├── NovaGreenOBJ.prefab │ │ │ │ │ │ ├── NovaGreenOBJ.prefab.meta │ │ │ │ │ │ ├── NovaPinkOBJ.prefab │ │ │ │ │ │ └── NovaPinkOBJ.prefab.meta │ │ │ │ │ ├── EnergyNova.meta │ │ │ │ │ ├── EnergyNovaSmall/ │ │ │ │ │ │ ├── NovaSmallBlueOBJ.prefab │ │ │ │ │ │ ├── NovaSmallBlueOBJ.prefab.meta │ │ │ │ │ │ ├── NovaSmallFireOBJ.prefab │ │ │ │ │ │ ├── NovaSmallFireOBJ.prefab.meta │ │ │ │ │ │ ├── NovaSmallGreenOBJ.prefab │ │ │ │ │ │ ├── NovaSmallGreenOBJ.prefab.meta │ │ │ │ │ │ ├── NovaSmallPinkOBJ.prefab │ │ │ │ │ │ └── NovaSmallPinkOBJ.prefab.meta │ │ │ │ │ ├── EnergyNovaSmall.meta │ │ │ │ │ ├── Fireball/ │ │ │ │ │ │ ├── FireBallBlueOBJ.prefab │ │ │ │ │ │ ├── FireBallBlueOBJ.prefab.meta │ │ │ │ │ │ ├── FireBallFireOBJ.prefab │ │ │ │ │ │ ├── FireBallFireOBJ.prefab.meta │ │ │ │ │ │ ├── FireBallGreenOBJ.prefab │ │ │ │ │ │ ├── FireBallGreenOBJ.prefab.meta │ │ │ │ │ │ ├── FireBallPinkOBJ.prefab │ │ │ │ │ │ └── FireBallPinkOBJ.prefab.meta │ │ │ │ │ ├── Fireball.meta │ │ │ │ │ ├── Frost/ │ │ │ │ │ │ ├── FrostMissileOBJ.prefab │ │ │ │ │ │ └── FrostMissileOBJ.prefab.meta │ │ │ │ │ ├── Frost.meta │ │ │ │ │ ├── Laser/ │ │ │ │ │ │ ├── LaserBlueOBJ.prefab │ │ │ │ │ │ ├── LaserBlueOBJ.prefab.meta │ │ │ │ │ │ ├── LaserFireOBJ.prefab │ │ │ │ │ │ ├── LaserFireOBJ.prefab.meta │ │ │ │ │ │ ├── LaserGreenOBJ.prefab │ │ │ │ │ │ ├── LaserGreenOBJ.prefab.meta │ │ │ │ │ │ ├── LaserPinkOBJ.prefab │ │ │ │ │ │ ├── LaserPinkOBJ.prefab.meta │ │ │ │ │ │ ├── LaserRedOBJ.prefab │ │ │ │ │ │ └── LaserRedOBJ.prefab.meta │ │ │ │ │ ├── Laser.meta │ │ │ │ │ ├── Lightning/ │ │ │ │ │ │ ├── LightningBlueOBJ.prefab │ │ │ │ │ │ ├── LightningBlueOBJ.prefab.meta │ │ │ │ │ │ ├── LightningGreenOBJ.prefab │ │ │ │ │ │ ├── LightningGreenOBJ.prefab.meta │ │ │ │ │ │ ├── LightningPinkOBJ.prefab │ │ │ │ │ │ ├── LightningPinkOBJ.prefab.meta │ │ │ │ │ │ ├── LightningYellowOBJ.prefab │ │ │ │ │ │ └── LightningYellowOBJ.prefab.meta │ │ │ │ │ ├── Lightning.meta │ │ │ │ │ ├── Liquid/ │ │ │ │ │ │ ├── LiquidAcidOBJ.prefab │ │ │ │ │ │ ├── LiquidAcidOBJ.prefab.meta │ │ │ │ │ │ ├── LiquidLavaOBJ.prefab │ │ │ │ │ │ ├── LiquidLavaOBJ.prefab.meta │ │ │ │ │ │ ├── LiquidOilOBJ.prefab │ │ │ │ │ │ ├── LiquidOilOBJ.prefab.meta │ │ │ │ │ │ ├── LiquidWaterOBJ.prefab │ │ │ │ │ │ └── LiquidWaterOBJ.prefab.meta │ │ │ │ │ ├── Liquid.meta │ │ │ │ │ ├── Magic/ │ │ │ │ │ │ ├── MagicBlueOBJ.prefab │ │ │ │ │ │ ├── MagicBlueOBJ.prefab.meta │ │ │ │ │ │ ├── MagicFireOBJ.prefab │ │ │ │ │ │ ├── MagicFireOBJ.prefab.meta │ │ │ │ │ │ ├── MagicGreenOBJ.prefab │ │ │ │ │ │ ├── MagicGreenOBJ.prefab.meta │ │ │ │ │ │ ├── MagicPinkOBJ.prefab │ │ │ │ │ │ └── MagicPinkOBJ.prefab.meta │ │ │ │ │ ├── Magic.meta │ │ │ │ │ ├── MagicSoft/ │ │ │ │ │ │ ├── MagicSoftBlueOBJ.prefab │ │ │ │ │ │ ├── MagicSoftBlueOBJ.prefab.meta │ │ │ │ │ │ ├── MagicSoftFireOBJ.prefab │ │ │ │ │ │ ├── MagicSoftFireOBJ.prefab.meta │ │ │ │ │ │ ├── MagicSoftGreenOBJ.prefab │ │ │ │ │ │ ├── MagicSoftGreenOBJ.prefab.meta │ │ │ │ │ │ ├── MagicSoftPinkOBJ.prefab │ │ │ │ │ │ └── MagicSoftPinkOBJ.prefab.meta │ │ │ │ │ ├── MagicSoft.meta │ │ │ │ │ ├── Mystic/ │ │ │ │ │ │ ├── MysticGreenOBJ.prefab │ │ │ │ │ │ ├── MysticGreenOBJ.prefab.meta │ │ │ │ │ │ ├── MysticOrangeOBJ.prefab │ │ │ │ │ │ ├── MysticOrangeOBJ.prefab.meta │ │ │ │ │ │ ├── MysticPurpleOBJ.prefab │ │ │ │ │ │ ├── MysticPurpleOBJ.prefab.meta │ │ │ │ │ │ ├── MysticWhiteOBJ.prefab │ │ │ │ │ │ └── MysticWhiteOBJ.prefab.meta │ │ │ │ │ ├── Mystic.meta │ │ │ │ │ ├── Nuke/ │ │ │ │ │ │ ├── NukeBlueOBJ.prefab │ │ │ │ │ │ ├── NukeBlueOBJ.prefab.meta │ │ │ │ │ │ ├── NukeFireOBJ.prefab │ │ │ │ │ │ ├── NukeFireOBJ.prefab.meta │ │ │ │ │ │ ├── NukeGreenOBJ.prefab │ │ │ │ │ │ ├── NukeGreenOBJ.prefab.meta │ │ │ │ │ │ ├── NukePinkOBJ.prefab │ │ │ │ │ │ └── NukePinkOBJ.prefab.meta │ │ │ │ │ ├── Nuke.meta │ │ │ │ │ ├── Rocket/ │ │ │ │ │ │ ├── RocketBlueOBJ.prefab │ │ │ │ │ │ ├── RocketBlueOBJ.prefab.meta │ │ │ │ │ │ ├── RocketFireOBJ.prefab │ │ │ │ │ │ ├── RocketFireOBJ.prefab.meta │ │ │ │ │ │ ├── RocketGreenOBJ.prefab │ │ │ │ │ │ ├── RocketGreenOBJ.prefab.meta │ │ │ │ │ │ ├── RocketPinkOBJ.prefab │ │ │ │ │ │ └── RocketPinkOBJ.prefab.meta │ │ │ │ │ ├── Rocket.meta │ │ │ │ │ ├── Shadow/ │ │ │ │ │ │ ├── ShadowOBJ.prefab │ │ │ │ │ │ └── ShadowOBJ.prefab.meta │ │ │ │ │ ├── Shadow.meta │ │ │ │ │ ├── Soul/ │ │ │ │ │ │ ├── SoulCrimsonOBJ.prefab │ │ │ │ │ │ ├── SoulCrimsonOBJ.prefab.meta │ │ │ │ │ │ ├── SoulGreenOBJ.prefab │ │ │ │ │ │ ├── SoulGreenOBJ.prefab.meta │ │ │ │ │ │ ├── SoulOrangeOBJ.prefab │ │ │ │ │ │ ├── SoulOrangeOBJ.prefab.meta │ │ │ │ │ │ ├── SoulPurpleOBJ.prefab │ │ │ │ │ │ └── SoulPurpleOBJ.prefab.meta │ │ │ │ │ ├── Soul.meta │ │ │ │ │ ├── Storm/ │ │ │ │ │ │ ├── StormMissileOBJ.prefab │ │ │ │ │ │ └── StormMissileOBJ.prefab.meta │ │ │ │ │ └── Storm.meta │ │ │ │ ├── Missile Prefabs.meta │ │ │ │ ├── ParticleEffectsShowcase/ │ │ │ │ │ ├── Prefabs/ │ │ │ │ │ │ ├── MainUICanvas.prefab │ │ │ │ │ │ ├── MainUICanvas.prefab.meta │ │ │ │ │ │ ├── ParticleEffectsLibrary.prefab │ │ │ │ │ │ ├── ParticleEffectsLibrary.prefab.meta │ │ │ │ │ │ ├── ParticleEffectsLibraryETFX.prefab │ │ │ │ │ │ ├── ParticleEffectsLibraryETFX.prefab.meta │ │ │ │ │ │ ├── SamplePE01Prefab.prefab │ │ │ │ │ │ ├── SamplePE01Prefab.prefab.meta │ │ │ │ │ │ ├── SamplePE02Prefab.prefab │ │ │ │ │ │ ├── SamplePE02Prefab.prefab.meta │ │ │ │ │ │ ├── SamplePE03Prefab.prefab │ │ │ │ │ │ └── SamplePE03Prefab.prefab.meta │ │ │ │ │ ├── Prefabs.meta │ │ │ │ │ ├── Scenes/ │ │ │ │ │ │ ├── PEDemoScene.unity │ │ │ │ │ │ └── PEDemoScene.unity.meta │ │ │ │ │ ├── Scenes.meta │ │ │ │ │ ├── Scripts/ │ │ │ │ │ │ ├── PEButtonScript.cs │ │ │ │ │ │ ├── PEButtonScript.cs.meta │ │ │ │ │ │ ├── PEDestoryTimed.cs │ │ │ │ │ │ ├── PEDestoryTimed.cs.meta │ │ │ │ │ │ ├── ParticleEffectsLibrary.cs │ │ │ │ │ │ ├── ParticleEffectsLibrary.cs.meta │ │ │ │ │ │ ├── UICanvasManager.cs │ │ │ │ │ │ └── UICanvasManager.cs.meta │ │ │ │ │ └── Scripts.meta │ │ │ │ ├── ParticleEffectsShowcase.meta │ │ │ │ ├── Scripts/ │ │ │ │ │ ├── ETFXButtonScript.cs │ │ │ │ │ ├── ETFXButtonScript.cs.meta │ │ │ │ │ ├── ETFXFireProjectile.cs │ │ │ │ │ ├── ETFXFireProjectile.cs.meta │ │ │ │ │ ├── ETFXLoopScript.cs │ │ │ │ │ ├── ETFXLoopScript.cs.meta │ │ │ │ │ ├── ETFXMouseOrbit.cs │ │ │ │ │ ├── ETFXMouseOrbit.cs.meta │ │ │ │ │ ├── ETFXProjectileScript.cs │ │ │ │ │ ├── ETFXProjectileScript.cs.meta │ │ │ │ │ ├── ETFXSceneManager.cs │ │ │ │ │ └── ETFXSceneManager.cs.meta │ │ │ │ ├── Scripts.meta │ │ │ │ ├── Textures/ │ │ │ │ │ ├── Skybox/ │ │ │ │ │ │ ├── 1.png.meta │ │ │ │ │ │ ├── 2.png.meta │ │ │ │ │ │ ├── 3.png.meta │ │ │ │ │ │ ├── 4.png.meta │ │ │ │ │ │ ├── 5.png.meta │ │ │ │ │ │ └── 6.png.meta │ │ │ │ │ ├── Skybox.meta │ │ │ │ │ ├── dev.png.meta │ │ │ │ │ ├── devcrate.png.meta │ │ │ │ │ └── devsprite.png.meta │ │ │ │ └── Textures.meta │ │ │ ├── Demo.meta │ │ │ ├── ETFX Readme.txt │ │ │ ├── ETFX Readme.txt.meta │ │ │ ├── Materials/ │ │ │ │ ├── Bubbles/ │ │ │ │ │ ├── bubble.mat │ │ │ │ │ ├── bubble.mat.meta │ │ │ │ │ ├── bubble2.mat │ │ │ │ │ ├── bubble2.mat.meta │ │ │ │ │ ├── bubble_half_clear.mat │ │ │ │ │ ├── bubble_half_clear.mat.meta │ │ │ │ │ ├── bubble_half_thick.mat │ │ │ │ │ ├── bubble_half_thick.mat.meta │ │ │ │ │ ├── bubble_round.mat │ │ │ │ │ ├── bubble_round.mat.meta │ │ │ │ │ ├── bubble_round2.mat │ │ │ │ │ ├── bubble_round2.mat.meta │ │ │ │ │ ├── bubble_round3.mat │ │ │ │ │ ├── bubble_round3.mat.meta │ │ │ │ │ ├── bubble_soap.mat │ │ │ │ │ └── bubble_soap.mat.meta │ │ │ │ ├── Bubbles.meta │ │ │ │ ├── Clouds/ │ │ │ │ │ ├── cloud.mat │ │ │ │ │ ├── cloud.mat.meta │ │ │ │ │ ├── cloud_2x2_hard.mat │ │ │ │ │ ├── cloud_2x2_hard.mat.meta │ │ │ │ │ ├── cloud_2x2_hardshadow.mat │ │ │ │ │ ├── cloud_2x2_hardshadow.mat.meta │ │ │ │ │ ├── cloud_2x2_soft.mat │ │ │ │ │ ├── cloud_2x2_soft.mat.meta │ │ │ │ │ ├── cloud_2x2_softshadow.mat │ │ │ │ │ ├── cloud_2x2_softshadow.mat.meta │ │ │ │ │ ├── cloud_magic.mat │ │ │ │ │ ├── cloud_magic.mat.meta │ │ │ │ │ ├── cloud_soft.mat │ │ │ │ │ └── cloud_soft.mat.meta │ │ │ │ ├── Clouds.meta │ │ │ │ ├── Confetti/ │ │ │ │ │ ├── confetti.mat │ │ │ │ │ ├── confetti.mat.meta │ │ │ │ │ ├── confetti_blur.mat │ │ │ │ │ └── confetti_blur.mat.meta │ │ │ │ ├── Confetti.meta │ │ │ │ ├── Emoticons/ │ │ │ │ │ ├── angry.mat │ │ │ │ │ ├── angry.mat.meta │ │ │ │ │ ├── bigsmile.mat │ │ │ │ │ ├── bigsmile.mat.meta │ │ │ │ │ ├── clenchteeth.mat │ │ │ │ │ ├── clenchteeth.mat.meta │ │ │ │ │ ├── clenchteeth2.mat │ │ │ │ │ ├── clenchteeth2.mat.meta │ │ │ │ │ ├── cool.mat │ │ │ │ │ ├── cool.mat.meta │ │ │ │ │ ├── cry.mat │ │ │ │ │ ├── cry.mat.meta │ │ │ │ │ ├── cute.mat │ │ │ │ │ ├── cute.mat.meta │ │ │ │ │ ├── derp.mat │ │ │ │ │ ├── derp.mat.meta │ │ │ │ │ ├── disappoint.mat │ │ │ │ │ ├── disappoint.mat.meta │ │ │ │ │ ├── drool.mat │ │ │ │ │ ├── drool.mat.meta │ │ │ │ │ ├── haha.mat │ │ │ │ │ ├── haha.mat.meta │ │ │ │ │ ├── happy.mat │ │ │ │ │ ├── happy.mat.meta │ │ │ │ │ ├── heart.mat │ │ │ │ │ ├── heart.mat.meta │ │ │ │ │ ├── kiss.mat │ │ │ │ │ ├── kiss.mat.meta │ │ │ │ │ ├── laughcry.mat │ │ │ │ │ ├── laughcry.mat.meta │ │ │ │ │ ├── laughsweatdrop.mat │ │ │ │ │ ├── laughsweatdrop.mat.meta │ │ │ │ │ ├── poop.mat │ │ │ │ │ ├── poop.mat.meta │ │ │ │ │ ├── sad.mat │ │ │ │ │ ├── sad.mat.meta │ │ │ │ │ ├── shocked.mat │ │ │ │ │ ├── shocked.mat.meta │ │ │ │ │ ├── sick.mat │ │ │ │ │ ├── sick.mat.meta │ │ │ │ │ ├── sick2.mat │ │ │ │ │ ├── sick2.mat.meta │ │ │ │ │ ├── sick3.mat │ │ │ │ │ ├── sick3.mat.meta │ │ │ │ │ ├── silly.mat │ │ │ │ │ ├── silly.mat.meta │ │ │ │ │ ├── tearyeyes.mat │ │ │ │ │ └── tearyeyes.mat.meta │ │ │ │ ├── Emoticons.meta │ │ │ │ ├── Fire/ │ │ │ │ │ ├── candle.mat │ │ │ │ │ ├── candle.mat.meta │ │ │ │ │ ├── candle_soft.mat │ │ │ │ │ ├── candle_soft.mat.meta │ │ │ │ │ ├── candle_soft2.mat │ │ │ │ │ ├── candle_soft2.mat.meta │ │ │ │ │ ├── fire2x2.mat │ │ │ │ │ ├── fire2x2.mat.meta │ │ │ │ │ ├── fire_ground3x3.mat │ │ │ │ │ ├── fire_ground3x3.mat.meta │ │ │ │ │ ├── fire_ground_soft3x3.mat │ │ │ │ │ ├── fire_ground_soft3x3.mat.meta │ │ │ │ │ ├── fire_ground_softest3x3.mat │ │ │ │ │ ├── fire_ground_softest3x3.mat.meta │ │ │ │ │ ├── fire_soft.mat │ │ │ │ │ ├── fire_soft.mat.meta │ │ │ │ │ ├── fire_soft_blank.mat │ │ │ │ │ ├── fire_soft_blank.mat.meta │ │ │ │ │ ├── fire_soft_blank_additive.mat │ │ │ │ │ ├── fire_soft_blank_additive.mat.meta │ │ │ │ │ ├── fire_soft_spiky.mat │ │ │ │ │ └── fire_soft_spiky.mat.meta │ │ │ │ ├── Fire.meta │ │ │ │ ├── Geometric/ │ │ │ │ │ ├── circle.mat │ │ │ │ │ ├── circle.mat.meta │ │ │ │ │ ├── circle_additive.mat │ │ │ │ │ ├── circle_additive.mat.meta │ │ │ │ │ ├── circlecurve.mat │ │ │ │ │ ├── circlecurve.mat.meta │ │ │ │ │ ├── circlecurve2.mat │ │ │ │ │ ├── circlecurve2.mat.meta │ │ │ │ │ ├── circlecurve_magic.mat │ │ │ │ │ ├── circlecurve_magic.mat.meta │ │ │ │ │ ├── circlestretchy.mat │ │ │ │ │ ├── circlestretchy.mat.meta │ │ │ │ │ ├── drop.mat │ │ │ │ │ ├── drop.mat.meta │ │ │ │ │ ├── rectangle.mat │ │ │ │ │ ├── rectangle.mat.meta │ │ │ │ │ ├── rectangle2.mat │ │ │ │ │ ├── rectangle2.mat.meta │ │ │ │ │ ├── spiky circular.mat │ │ │ │ │ ├── spiky circular.mat.meta │ │ │ │ │ ├── spiky.mat │ │ │ │ │ ├── spiky.mat.meta │ │ │ │ │ ├── triangle.mat │ │ │ │ │ ├── triangle.mat.meta │ │ │ │ │ ├── triangle_curve.mat │ │ │ │ │ ├── triangle_curve.mat.meta │ │ │ │ │ ├── triangle_soft.mat │ │ │ │ │ ├── triangle_soft.mat.meta │ │ │ │ │ ├── triangle_soft_centered.mat │ │ │ │ │ └── triangle_soft_centered.mat.meta │ │ │ │ ├── Geometric.meta │ │ │ │ ├── Glows/ │ │ │ │ │ ├── glow.mat │ │ │ │ │ ├── glow.mat.meta │ │ │ │ │ ├── glow2.mat │ │ │ │ │ ├── glow2.mat.meta │ │ │ │ │ ├── glow3.mat │ │ │ │ │ ├── glow3.mat.meta │ │ │ │ │ ├── glow4.mat │ │ │ │ │ ├── glow4.mat.meta │ │ │ │ │ ├── glowALPHABLEND.mat │ │ │ │ │ ├── glowALPHABLEND.mat.meta │ │ │ │ │ ├── lightray.mat │ │ │ │ │ ├── lightray.mat.meta │ │ │ │ │ ├── lightray2.mat │ │ │ │ │ ├── lightray2.mat.meta │ │ │ │ │ ├── lightray3.mat │ │ │ │ │ └── lightray3.mat.meta │ │ │ │ ├── Glows.meta │ │ │ │ ├── Hearts/ │ │ │ │ │ ├── heart2broken.mat │ │ │ │ │ ├── heart2broken.mat.meta │ │ │ │ │ ├── heart2broken_blue.mat │ │ │ │ │ └── heart2broken_blue.mat.meta │ │ │ │ ├── Hearts.meta │ │ │ │ ├── Magic/ │ │ │ │ │ ├── aura_slam.mat │ │ │ │ │ ├── aura_slam.mat.meta │ │ │ │ │ ├── aura_vertical.mat │ │ │ │ │ ├── aura_vertical.mat.meta │ │ │ │ │ ├── magic_blast.mat │ │ │ │ │ ├── magic_blast.mat.meta │ │ │ │ │ ├── magic_line.mat │ │ │ │ │ ├── magic_line.mat.meta │ │ │ │ │ ├── magic_orb.mat │ │ │ │ │ ├── magic_orb.mat.meta │ │ │ │ │ ├── magic_orb2.mat │ │ │ │ │ ├── magic_orb2.mat.meta │ │ │ │ │ ├── magic_runecircle.mat │ │ │ │ │ ├── magic_runecircle.mat.meta │ │ │ │ │ ├── orb.mat │ │ │ │ │ └── orb.mat.meta │ │ │ │ ├── Magic.meta │ │ │ │ ├── Misc/ │ │ │ │ │ ├── aura_punch.mat │ │ │ │ │ ├── aura_punch.mat.meta │ │ │ │ │ ├── aura_vertical_soft.mat │ │ │ │ │ ├── aura_vertical_soft.mat.meta │ │ │ │ │ ├── evil_spirit.mat │ │ │ │ │ ├── evil_spirit.mat.meta │ │ │ │ │ ├── evil_spirit2.mat │ │ │ │ │ ├── evil_spirit2.mat.meta │ │ │ │ │ ├── explosion.mat │ │ │ │ │ ├── explosion.mat.meta │ │ │ │ │ ├── explosion_spritesheet_2x2.mat │ │ │ │ │ ├── explosion_spritesheet_2x2.mat.meta │ │ │ │ │ ├── explosion_spritesheet_3x3.mat │ │ │ │ │ ├── explosion_spritesheet_3x3.mat.meta │ │ │ │ │ ├── explosionring.mat │ │ │ │ │ ├── explosionring.mat.meta │ │ │ │ │ ├── feather.mat │ │ │ │ │ ├── feather.mat.meta │ │ │ │ │ ├── grab1.mat │ │ │ │ │ ├── grab1.mat.meta │ │ │ │ │ ├── grab2.mat │ │ │ │ │ ├── grab2.mat.meta │ │ │ │ │ ├── healing.mat │ │ │ │ │ ├── healing.mat.meta │ │ │ │ │ ├── heart.mat │ │ │ │ │ ├── heart.mat.meta │ │ │ │ │ ├── heart2.mat │ │ │ │ │ ├── heart2.mat.meta │ │ │ │ │ ├── ice_spikes.mat │ │ │ │ │ ├── ice_spikes.mat.meta │ │ │ │ │ ├── lightning1.mat │ │ │ │ │ ├── lightning1.mat.meta │ │ │ │ │ ├── lightning2.mat │ │ │ │ │ ├── lightning2.mat.meta │ │ │ │ │ ├── lightning_spritesheet_3x3.mat │ │ │ │ │ ├── lightning_spritesheet_3x3.mat.meta │ │ │ │ │ ├── line_sharp.mat │ │ │ │ │ ├── line_sharp.mat.meta │ │ │ │ │ ├── line_sharp2.mat │ │ │ │ │ ├── line_sharp2.mat.meta │ │ │ │ │ ├── notes.mat │ │ │ │ │ ├── notes.mat.meta │ │ │ │ │ ├── nova_2x2_spritesheet.mat │ │ │ │ │ ├── nova_2x2_spritesheet.mat.meta │ │ │ │ │ ├── nova_3x3_spritesheet.mat │ │ │ │ │ ├── nova_3x3_spritesheet.mat.meta │ │ │ │ │ ├── numbers.mat │ │ │ │ │ ├── numbers.mat.meta │ │ │ │ │ ├── ring (additive).mat │ │ │ │ │ ├── ring (additive).mat.meta │ │ │ │ │ ├── ring (alphablended).mat │ │ │ │ │ ├── ring (alphablended).mat.meta │ │ │ │ │ ├── skull.mat │ │ │ │ │ ├── skull.mat.meta │ │ │ │ │ ├── slash.mat │ │ │ │ │ ├── slash.mat.meta │ │ │ │ │ ├── snowflake.mat │ │ │ │ │ ├── snowflake.mat.meta │ │ │ │ │ ├── star_AB.mat │ │ │ │ │ ├── star_AB.mat.meta │ │ │ │ │ ├── star_ADD.mat │ │ │ │ │ ├── star_ADD.mat.meta │ │ │ │ │ ├── talkbubble.mat │ │ │ │ │ ├── talkbubble.mat.meta │ │ │ │ │ ├── talkbubble_4x4.mat │ │ │ │ │ ├── talkbubble_4x4.mat.meta │ │ │ │ │ ├── wave2.mat │ │ │ │ │ └── wave2.mat.meta │ │ │ │ ├── Misc.meta │ │ │ │ ├── Portals/ │ │ │ │ │ ├── portal_glow.mat │ │ │ │ │ ├── portal_glow.mat.meta │ │ │ │ │ ├── portal_glow_add.mat │ │ │ │ │ ├── portal_glow_add.mat.meta │ │ │ │ │ ├── portal_stripes.mat │ │ │ │ │ ├── portal_stripes.mat.meta │ │ │ │ │ ├── portal_stripes2.mat │ │ │ │ │ ├── portal_stripes2.mat.meta │ │ │ │ │ ├── portal_stripes3.mat │ │ │ │ │ ├── portal_stripes3.mat.meta │ │ │ │ │ ├── portal_stripes4.mat │ │ │ │ │ ├── portal_stripes4.mat.meta │ │ │ │ │ ├── portal_stripes5.mat │ │ │ │ │ ├── portal_stripes5.mat.meta │ │ │ │ │ ├── portal_stripes_soft.mat │ │ │ │ │ └── portal_stripes_soft.mat.meta │ │ │ │ ├── Portals.meta │ │ │ │ ├── Skulls/ │ │ │ │ │ ├── skull2.mat │ │ │ │ │ ├── skull2.mat.meta │ │ │ │ │ ├── skull3.mat │ │ │ │ │ ├── skull3.mat.meta │ │ │ │ │ ├── skull4.mat │ │ │ │ │ ├── skull4.mat.meta │ │ │ │ │ ├── skull_evil.mat │ │ │ │ │ ├── skull_evil.mat.meta │ │ │ │ │ ├── skull_love.mat │ │ │ │ │ └── skull_love.mat.meta │ │ │ │ ├── Skulls.meta │ │ │ │ ├── Sparkle/ │ │ │ │ │ ├── sparkle2.mat │ │ │ │ │ ├── sparkle2.mat.meta │ │ │ │ │ ├── sparkle_AB.mat │ │ │ │ │ ├── sparkle_AB.mat.meta │ │ │ │ │ ├── sparkle_ADD.mat │ │ │ │ │ └── sparkle_ADD.mat.meta │ │ │ │ ├── Sparkle.meta │ │ │ │ ├── Splat/ │ │ │ │ │ ├── splat01.mat │ │ │ │ │ ├── splat01.mat.meta │ │ │ │ │ ├── splat01_animated_3x3.mat │ │ │ │ │ ├── splat01_animated_3x3.mat.meta │ │ │ │ │ ├── splat02.mat │ │ │ │ │ ├── splat02.mat.meta │ │ │ │ │ ├── splat03.mat │ │ │ │ │ ├── splat03.mat.meta │ │ │ │ │ ├── splat_animated.mat │ │ │ │ │ └── splat_animated.mat.meta │ │ │ │ ├── Splat.meta │ │ │ │ ├── Stars/ │ │ │ │ │ ├── star_outline.mat │ │ │ │ │ ├── star_outline.mat.meta │ │ │ │ │ ├── star_outlined.mat │ │ │ │ │ ├── star_outlined.mat.meta │ │ │ │ │ ├── star_outlined_colored.mat │ │ │ │ │ └── star_outlined_colored.mat.meta │ │ │ │ ├── Stars.meta │ │ │ │ ├── Water/ │ │ │ │ │ ├── waterspray.mat │ │ │ │ │ ├── waterspray.mat.meta │ │ │ │ │ ├── wave.mat │ │ │ │ │ ├── wave.mat.meta │ │ │ │ │ ├── wave2.mat │ │ │ │ │ ├── wave2.mat.meta │ │ │ │ │ ├── wave3.mat │ │ │ │ │ └── wave3.mat.meta │ │ │ │ ├── Water.meta │ │ │ │ ├── money/ │ │ │ │ │ ├── coins.mat │ │ │ │ │ ├── coins.mat.meta │ │ │ │ │ ├── moneybills.mat │ │ │ │ │ └── moneybills.mat.meta │ │ │ │ ├── money.meta │ │ │ │ ├── shield/ │ │ │ │ │ ├── etfx_shield.mat │ │ │ │ │ ├── etfx_shield.mat.meta │ │ │ │ │ ├── etfx_shield2.mat │ │ │ │ │ ├── etfx_shield2.mat.meta │ │ │ │ │ ├── shield_magic.mat │ │ │ │ │ ├── shield_magic.mat.meta │ │ │ │ │ ├── shield_magic2.mat │ │ │ │ │ ├── shield_magic2.mat.meta │ │ │ │ │ ├── shield_magic3.mat │ │ │ │ │ └── shield_magic3.mat.meta │ │ │ │ └── shield.meta │ │ │ ├── Materials.meta │ │ │ ├── Models/ │ │ │ │ ├── ETFX_AuraVertical.FBX │ │ │ │ ├── ETFX_AuraVertical.FBX.meta │ │ │ │ ├── ETFX_AuraVerticalCentered.FBX │ │ │ │ ├── ETFX_AuraVerticalCentered.FBX.meta │ │ │ │ ├── ETFX_MagicWall.FBX │ │ │ │ ├── ETFX_MagicWall.FBX.meta │ │ │ │ ├── ETFX_Shield.FBX │ │ │ │ ├── ETFX_Shield.FBX.meta │ │ │ │ ├── Materials/ │ │ │ │ │ ├── ARPG FX.mat │ │ │ │ │ ├── ARPG FX.mat.meta │ │ │ │ │ ├── Material #30.mat │ │ │ │ │ ├── Material #30.mat.meta │ │ │ │ │ ├── No Name.mat │ │ │ │ │ ├── No Name.mat.meta │ │ │ │ │ ├── sphereshield.mat │ │ │ │ │ ├── sphereshield.mat.meta │ │ │ │ │ ├── verticalglow02.mat │ │ │ │ │ ├── verticalglow02.mat.meta │ │ │ │ │ ├── verticalgradient2.mat │ │ │ │ │ └── verticalgradient2.mat.meta │ │ │ │ ├── Materials.meta │ │ │ │ ├── aura_flat.FBX │ │ │ │ ├── aura_flat.FBX.meta │ │ │ │ ├── aura_inward.FBX │ │ │ │ ├── aura_inward.FBX.meta │ │ │ │ ├── aura_straight.FBX │ │ │ │ ├── aura_straight.FBX.meta │ │ │ │ ├── toon_shield.FBX │ │ │ │ └── toon_shield.FBX.meta │ │ │ ├── Models.meta │ │ │ ├── Scripts/ │ │ │ │ ├── ETFXLightFade.cs │ │ │ │ ├── ETFXLightFade.cs.meta │ │ │ │ ├── ETFXPitchRandomizer.cs │ │ │ │ ├── ETFXPitchRandomizer.cs.meta │ │ │ │ ├── ETFXRotation.cs │ │ │ │ └── ETFXRotation.cs.meta │ │ │ ├── Scripts.meta │ │ │ ├── Sound/ │ │ │ │ ├── etfx_explosion_acid.wav.meta │ │ │ │ ├── etfx_explosion_bullet.wav.meta │ │ │ │ ├── etfx_explosion_dark01.wav.meta │ │ │ │ ├── etfx_explosion_dark02.wav.meta │ │ │ │ ├── etfx_explosion_fireball.wav.meta │ │ │ │ ├── etfx_explosion_frost.wav.meta │ │ │ │ ├── etfx_explosion_laser.wav.meta │ │ │ │ ├── etfx_explosion_lava.wav.meta │ │ │ │ ├── etfx_explosion_lightning.wav.meta │ │ │ │ ├── etfx_explosion_liquid.wav.meta │ │ │ │ ├── etfx_explosion_liquid2.wav.meta │ │ │ │ ├── etfx_explosion_liquid3.wav.meta │ │ │ │ ├── etfx_explosion_magic.wav.meta │ │ │ │ ├── etfx_explosion_mystic.wav.meta │ │ │ │ ├── etfx_explosion_mystic02.wav.meta │ │ │ │ ├── etfx_explosion_nuke.wav.meta │ │ │ │ ├── etfx_explosion_plasma.wav.meta │ │ │ │ ├── etfx_explosion_poof.wav.meta │ │ │ │ ├── etfx_explosion_rocket.wav.meta │ │ │ │ ├── etfx_explosion_slime.wav.meta │ │ │ │ ├── etfx_explosion_slime2.wav.meta │ │ │ │ ├── etfx_explosion_soul.wav.meta │ │ │ │ ├── etfx_explosion_storm.wav.meta │ │ │ │ ├── etfx_shoot_energy01.wav.meta │ │ │ │ ├── etfx_shoot_energy02.wav.meta │ │ │ │ ├── etfx_shoot_energybig.wav.meta │ │ │ │ ├── etfx_shoot_fireball.wav.meta │ │ │ │ ├── etfx_shoot_frost.wav.meta │ │ │ │ ├── etfx_shoot_laser.wav.meta │ │ │ │ ├── etfx_shoot_lightning.wav.meta │ │ │ │ ├── etfx_shoot_lightning2.wav.meta │ │ │ │ ├── etfx_shoot_magic.wav.meta │ │ │ │ ├── etfx_shoot_mystic.wav.meta │ │ │ │ ├── etfx_shoot_nuke.wav.meta │ │ │ │ ├── etfx_shoot_nuke02.wav.meta │ │ │ │ ├── etfx_shoot_pistol01.wav.meta │ │ │ │ ├── etfx_shoot_pistol02.wav.meta │ │ │ │ ├── etfx_shoot_pistol03.wav.meta │ │ │ │ ├── etfx_shoot_rocket.wav.meta │ │ │ │ ├── etfx_shoot_rocket02.wav.meta │ │ │ │ ├── etfx_shoot_rocket03.wav.meta │ │ │ │ ├── etfx_shoot_soul.wav.meta │ │ │ │ └── etfx_shoot_storm.wav.meta │ │ │ ├── Sound.meta │ │ │ ├── Textures/ │ │ │ │ ├── Emoticons/ │ │ │ │ │ ├── PNG/ │ │ │ │ │ │ ├── angry.png.meta │ │ │ │ │ │ ├── bigsmile.png.meta │ │ │ │ │ │ ├── cool.png.meta │ │ │ │ │ │ ├── cry.png.meta │ │ │ │ │ │ ├── disappoint.png.meta │ │ │ │ │ │ ├── drool.png.meta │ │ │ │ │ │ ├── happy.png.meta │ │ │ │ │ │ ├── kiss.png.meta │ │ │ │ │ │ ├── sad.png.meta │ │ │ │ │ │ ├── shocked.png.meta │ │ │ │ │ │ ├── sick.png.meta │ │ │ │ │ │ └── silly.png.meta │ │ │ │ │ ├── PNG.meta │ │ │ │ │ ├── TGA/ │ │ │ │ │ │ ├── angry.tga │ │ │ │ │ │ ├── angry.tga.meta │ │ │ │ │ │ ├── bigsmile.tga │ │ │ │ │ │ ├── bigsmile.tga.meta │ │ │ │ │ │ ├── cool.tga │ │ │ │ │ │ ├── cool.tga.meta │ │ │ │ │ │ ├── cry.tga │ │ │ │ │ │ ├── cry.tga.meta │ │ │ │ │ │ ├── disappoint.tga │ │ │ │ │ │ ├── disappoint.tga.meta │ │ │ │ │ │ ├── drool.tga │ │ │ │ │ │ ├── drool.tga.meta │ │ │ │ │ │ ├── happy.tga │ │ │ │ │ │ ├── happy.tga.meta │ │ │ │ │ │ ├── kiss.tga │ │ │ │ │ │ ├── kiss.tga.meta │ │ │ │ │ │ ├── sad.tga │ │ │ │ │ │ ├── sad.tga.meta │ │ │ │ │ │ ├── shocked.tga │ │ │ │ │ │ ├── shocked.tga.meta │ │ │ │ │ │ ├── sick.tga │ │ │ │ │ │ ├── sick.tga.meta │ │ │ │ │ │ ├── silly.tga │ │ │ │ │ │ └── silly.tga.meta │ │ │ │ │ ├── TGA.meta │ │ │ │ │ ├── clenchteeth.png.meta │ │ │ │ │ ├── clenchteeth2.png.meta │ │ │ │ │ ├── cute.png.meta │ │ │ │ │ ├── derp.png.meta │ │ │ │ │ ├── disappoint2.png.meta │ │ │ │ │ ├── heart.png.meta │ │ │ │ │ ├── laugh.png.meta │ │ │ │ │ ├── laughcry.png.meta │ │ │ │ │ ├── laughsweatdrop.png.meta │ │ │ │ │ ├── poop.png.meta │ │ │ │ │ ├── sick2.png.meta │ │ │ │ │ ├── sick3.png.meta │ │ │ │ │ └── tearyeyes.png.meta │ │ │ │ ├── Emoticons.meta │ │ │ │ ├── Text/ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── crack.mat │ │ │ │ │ │ ├── crack.mat.meta │ │ │ │ │ │ ├── flash_white.mat │ │ │ │ │ │ ├── flash_white.mat.meta │ │ │ │ │ │ ├── ka-pow.mat │ │ │ │ │ │ ├── ka-pow.mat.meta │ │ │ │ │ │ ├── pow.mat │ │ │ │ │ │ ├── pow.mat.meta │ │ │ │ │ │ ├── sharp_blue.mat │ │ │ │ │ │ ├── sharp_blue.mat.meta │ │ │ │ │ │ ├── sharp_red.mat │ │ │ │ │ │ ├── sharp_red.mat.meta │ │ │ │ │ │ ├── sharp_white.mat │ │ │ │ │ │ ├── sharp_white.mat.meta │ │ │ │ │ │ ├── sharp_yellow.mat │ │ │ │ │ │ ├── sharp_yellow.mat.meta │ │ │ │ │ │ ├── smack.mat │ │ │ │ │ │ ├── smack.mat.meta │ │ │ │ │ │ ├── zzzap.mat │ │ │ │ │ │ └── zzzap.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── blam.png.meta │ │ │ │ │ ├── boom.png.meta │ │ │ │ │ ├── clunk.png.meta │ │ │ │ │ ├── crack.png.meta │ │ │ │ │ ├── crash.png.meta │ │ │ │ │ ├── crit.png.meta │ │ │ │ │ ├── critical.png.meta │ │ │ │ │ ├── flash_white.png.meta │ │ │ │ │ ├── hit.png.meta │ │ │ │ │ ├── ka-pow.png.meta │ │ │ │ │ ├── kick.png.meta │ │ │ │ │ ├── ko.png.meta │ │ │ │ │ ├── poof.png.meta │ │ │ │ │ ├── pow.png.meta │ │ │ │ │ ├── punch.png.meta │ │ │ │ │ ├── sharp_blue.png.meta │ │ │ │ │ ├── sharp_green.png.meta │ │ │ │ │ ├── sharp_red.png.meta │ │ │ │ │ ├── sharp_white.png.meta │ │ │ │ │ ├── sharp_yellow.png.meta │ │ │ │ │ ├── smack.png.meta │ │ │ │ │ ├── whammm.png.meta │ │ │ │ │ └── zzzap.png.meta │ │ │ │ ├── Text.meta │ │ │ │ ├── aura_punch.png.meta │ │ │ │ ├── aura_slam.png.meta │ │ │ │ ├── aura_vertical.png.meta │ │ │ │ ├── aura_vertical_soft.png.meta │ │ │ │ ├── bubble.png.meta │ │ │ │ ├── bubble2.png.meta │ │ │ │ ├── bubble_half_clear.png.meta │ │ │ │ ├── bubble_half_thick.png.meta │ │ │ │ ├── bubble_round.png.meta │ │ │ │ ├── bubble_round2.png.meta │ │ │ │ ├── bubble_round3.png.meta │ │ │ │ ├── bubble_soap.png.meta │ │ │ │ ├── candle.png.meta │ │ │ │ ├── candle_soft.png.meta │ │ │ │ ├── candle_soft2.png.meta │ │ │ │ ├── circle.png.meta │ │ │ │ ├── circlecurve.png.meta │ │ │ │ ├── circlecurve2.png.meta │ │ │ │ ├── circlestretchy.png.meta │ │ │ │ ├── cloud.png.meta │ │ │ │ ├── cloud_2x2_hard.png.meta │ │ │ │ ├── cloud_2x2_hardshadow.png.meta │ │ │ │ ├── cloud_2x2_soft.png.meta │ │ │ │ ├── cloud_2x2_softshadow.png.meta │ │ │ │ ├── cloud_magic.png.meta │ │ │ │ ├── cloud_soft.png.meta │ │ │ │ ├── coins.png.meta │ │ │ │ ├── coins_outline.png.meta │ │ │ │ ├── confetti.png.meta │ │ │ │ ├── confetti_blur.png.meta │ │ │ │ ├── drop.png.meta │ │ │ │ ├── etfx_shield.png.meta │ │ │ │ ├── etfx_shield2.png.meta │ │ │ │ ├── evil_spirit.png.meta │ │ │ │ ├── evil_spirit2.png.meta │ │ │ │ ├── explosion.png.meta │ │ │ │ ├── explosion_spritesheet.png.meta │ │ │ │ ├── explosion_spritesheet_3x3.png.meta │ │ │ │ ├── explosionring.png.meta │ │ │ │ ├── feather.png.meta │ │ │ │ ├── feather_outlined.png.meta │ │ │ │ ├── fire2x2.png.meta │ │ │ │ ├── fire_ground3x3.png.meta │ │ │ │ ├── fire_ground_soft3x3.png.meta │ │ │ │ ├── fire_ground_softest3x3.png.meta │ │ │ │ ├── fire_soft.png.meta │ │ │ │ ├── fire_soft_blank.png.meta │ │ │ │ ├── fire_soft_spiky.png.meta │ │ │ │ ├── glow.png.meta │ │ │ │ ├── glow2.png.meta │ │ │ │ ├── glow3.png.meta │ │ │ │ ├── glow4.png.meta │ │ │ │ ├── grab1.png.meta │ │ │ │ ├── grab2.png.meta │ │ │ │ ├── haha.png.meta │ │ │ │ ├── healing.png.meta │ │ │ │ ├── heart.png.meta │ │ │ │ ├── heart2.png.meta │ │ │ │ ├── heart2broken.png.meta │ │ │ │ ├── heart2broken_blue.png.meta │ │ │ │ ├── ice_spikes.png.meta │ │ │ │ ├── lightning1.png.meta │ │ │ │ ├── lightning2.png.meta │ │ │ │ ├── lightning_spritesheet_3x3.png.meta │ │ │ │ ├── lightray.png.meta │ │ │ │ ├── lightray2.png.meta │ │ │ │ ├── lightray3.png.meta │ │ │ │ ├── line_sharp.png.meta │ │ │ │ ├── line_sharp2.png.meta │ │ │ │ ├── magic_blast.png.meta │ │ │ │ ├── magic_line.png.meta │ │ │ │ ├── magic_orb.png.meta │ │ │ │ ├── magic_orb2.png.meta │ │ │ │ ├── magic_orb3.png.meta │ │ │ │ ├── magic_runecircle.png.meta │ │ │ │ ├── moneybills.png.meta │ │ │ │ ├── moneybillsv2.png.meta │ │ │ │ ├── notes.png.meta │ │ │ │ ├── nova_3x3_spritesheet.png.meta │ │ │ │ ├── nova_spritesheet.png.meta │ │ │ │ ├── numbers.png.meta │ │ │ │ ├── portal_glow.png.meta │ │ │ │ ├── portal_stripes.png.meta │ │ │ │ ├── portal_stripes2.png.meta │ │ │ │ ├── portal_stripes3.png.meta │ │ │ │ ├── portal_stripes4.png.meta │ │ │ │ ├── portal_stripes5.png.meta │ │ │ │ ├── portal_stripes_soft.png.meta │ │ │ │ ├── rectangle.png.meta │ │ │ │ ├── rectangle2.png.meta │ │ │ │ ├── ring.png.meta │ │ │ │ ├── shield_magic.png.meta │ │ │ │ ├── shield_magic2.png.meta │ │ │ │ ├── shield_magic3.png.meta │ │ │ │ ├── skull.png.meta │ │ │ │ ├── skull2.png.meta │ │ │ │ ├── skull3.png.meta │ │ │ │ ├── skull4.png.meta │ │ │ │ ├── skull_evil.png.meta │ │ │ │ ├── skull_love.png.meta │ │ │ │ ├── slash.png.meta │ │ │ │ ├── snowflake.png.meta │ │ │ │ ├── sparkle.png.meta │ │ │ │ ├── sparkle2.png.meta │ │ │ │ ├── spiky circular.png.meta │ │ │ │ ├── spiky.png.meta │ │ │ │ ├── splat01.png.meta │ │ │ │ ├── splat01_animated_3x3.png.meta │ │ │ │ ├── splat02.png.meta │ │ │ │ ├── splat03.png.meta │ │ │ │ ├── splat_animated.png.meta │ │ │ │ ├── square.png.meta │ │ │ │ ├── star.png.meta │ │ │ │ ├── star_outline.png.meta │ │ │ │ ├── star_outlined.png.meta │ │ │ │ ├── star_outlined_colored.png.meta │ │ │ │ ├── talkbubble.png.meta │ │ │ │ ├── talkbubble_4x4.png.meta │ │ │ │ ├── triangle.png.meta │ │ │ │ ├── triangle_curve.png.meta │ │ │ │ ├── triangle_soft.png.meta │ │ │ │ ├── triangle_soft_centered.png.meta │ │ │ │ ├── waterspray.png.meta │ │ │ │ ├── wave.png.meta │ │ │ │ ├── wave2.png.meta │ │ │ │ └── wave3.png.meta │ │ │ └── Textures.meta │ │ ├── Epic Toon FX.meta │ │ ├── ExcelToObject/ │ │ │ ├── Codes/ │ │ │ │ ├── JsonToObject.cs │ │ │ │ └── JsonToObject.cs.meta │ │ │ ├── Codes.meta │ │ │ ├── Tools/ │ │ │ │ ├── Excel2Unity/ │ │ │ │ │ ├── Editor/ │ │ │ │ │ │ ├── ExcelTools.cs │ │ │ │ │ │ ├── ExcelTools.cs.meta │ │ │ │ │ │ ├── ExcelUtility.cs │ │ │ │ │ │ ├── ExcelUtility.cs.meta │ │ │ │ │ │ ├── Plugins/ │ │ │ │ │ │ │ ├── Excel.dll.meta │ │ │ │ │ │ │ ├── ICSharpCode.SharpZipLib.dll.meta │ │ │ │ │ │ │ └── Newtonsoft.Json.dll.meta │ │ │ │ │ │ └── Plugins.meta │ │ │ │ │ └── Editor.meta │ │ │ │ ├── Excel2Unity.meta │ │ │ │ └── LitJson.dll.meta │ │ │ └── Tools.meta │ │ ├── ExcelToObject.meta │ │ ├── LowPoly Environment Pack/ │ │ │ ├── FBX/ │ │ │ │ ├── Bush_1.fbx │ │ │ │ ├── Bush_1.fbx.meta │ │ │ │ ├── Bush_2.fbx │ │ │ │ ├── Bush_2.fbx.meta │ │ │ │ ├── Bush_3.fbx │ │ │ │ ├── Bush_3.fbx.meta │ │ │ │ ├── Grass_1.fbx │ │ │ │ ├── Grass_1.fbx.meta │ │ │ │ ├── Grass_2.fbx │ │ │ │ ├── Grass_2.fbx.meta │ │ │ │ ├── Log_1.fbx │ │ │ │ ├── Log_1.fbx.meta │ │ │ │ ├── Log_2.fbx │ │ │ │ ├── Log_2.fbx.meta │ │ │ │ ├── Log_3.fbx │ │ │ │ ├── Log_3.fbx.meta │ │ │ │ ├── Materials/ │ │ │ │ │ ├── Brown.10.mat │ │ │ │ │ ├── Brown.10.mat.meta │ │ │ │ │ ├── Brown.11.mat │ │ │ │ │ ├── Brown.11.mat.meta │ │ │ │ │ ├── Brown.14.mat │ │ │ │ │ ├── Brown.14.mat.meta │ │ │ │ │ ├── Brown.15.mat │ │ │ │ │ ├── Brown.15.mat.meta │ │ │ │ │ ├── Brown.2.mat │ │ │ │ │ ├── Brown.2.mat.meta │ │ │ │ │ ├── Brown.3.mat │ │ │ │ │ ├── Brown.3.mat.meta │ │ │ │ │ ├── Brown.4.mat │ │ │ │ │ ├── Brown.4.mat.meta │ │ │ │ │ ├── Brown.5.mat │ │ │ │ │ ├── Brown.5.mat.meta │ │ │ │ │ ├── Brown.6.mat │ │ │ │ │ ├── Brown.6.mat.meta │ │ │ │ │ ├── Brown.7.mat │ │ │ │ │ ├── Brown.7.mat.meta │ │ │ │ │ ├── Brown.8.mat │ │ │ │ │ ├── Brown.8.mat.meta │ │ │ │ │ ├── Brown.9.mat │ │ │ │ │ ├── Brown.9.mat.meta │ │ │ │ │ ├── Gray.1.mat │ │ │ │ │ ├── Gray.1.mat.meta │ │ │ │ │ ├── Gray.2.mat │ │ │ │ │ ├── Gray.2.mat.meta │ │ │ │ │ ├── Gray.3.mat │ │ │ │ │ ├── Gray.3.mat.meta │ │ │ │ │ ├── Gray.4.mat │ │ │ │ │ ├── Gray.4.mat.meta │ │ │ │ │ ├── Green.1.mat │ │ │ │ │ ├── Green.1.mat.meta │ │ │ │ │ ├── Green.10.mat │ │ │ │ │ ├── Green.10.mat.meta │ │ │ │ │ ├── Green.11.mat │ │ │ │ │ ├── Green.11.mat.meta │ │ │ │ │ ├── Green.12.mat │ │ │ │ │ ├── Green.12.mat.meta │ │ │ │ │ ├── Green.13.mat │ │ │ │ │ ├── Green.13.mat.meta │ │ │ │ │ ├── Green.2.mat │ │ │ │ │ ├── Green.2.mat.meta │ │ │ │ │ ├── Green.3.mat │ │ │ │ │ ├── Green.3.mat.meta │ │ │ │ │ ├── Green.4.mat │ │ │ │ │ ├── Green.4.mat.meta │ │ │ │ │ ├── Green.5.mat │ │ │ │ │ ├── Green.5.mat.meta │ │ │ │ │ ├── Green.6.mat │ │ │ │ │ ├── Green.6.mat.meta │ │ │ │ │ ├── Green.7.mat │ │ │ │ │ ├── Green.7.mat.meta │ │ │ │ │ ├── Green.8.mat │ │ │ │ │ ├── Green.8.mat.meta │ │ │ │ │ ├── Green.9.mat │ │ │ │ │ ├── Green.9.mat.meta │ │ │ │ │ ├── Orange.1.mat │ │ │ │ │ ├── Orange.1.mat.meta │ │ │ │ │ ├── Orange.2.mat │ │ │ │ │ ├── Orange.2.mat.meta │ │ │ │ │ ├── Orange.3.mat │ │ │ │ │ ├── Orange.3.mat.meta │ │ │ │ │ ├── Pink.1.mat │ │ │ │ │ ├── Pink.1.mat.meta │ │ │ │ │ ├── Purple.1.mat │ │ │ │ │ ├── Purple.1.mat.meta │ │ │ │ │ ├── Purple.2.mat │ │ │ │ │ ├── Purple.2.mat.meta │ │ │ │ │ ├── Yellow.1.mat │ │ │ │ │ ├── Yellow.1.mat.meta │ │ │ │ │ ├── Yellow.2.mat │ │ │ │ │ ├── Yellow.2.mat.meta │ │ │ │ │ ├── Yellow.3.mat │ │ │ │ │ ├── Yellow.3.mat.meta │ │ │ │ │ ├── Yellow.4.mat │ │ │ │ │ └── Yellow.4.mat.meta │ │ │ │ ├── Materials.meta │ │ │ │ ├── Plant_1.fbx │ │ │ │ ├── Plant_1.fbx.meta │ │ │ │ ├── Plant_2.fbx │ │ │ │ ├── Plant_2.fbx.meta │ │ │ │ ├── Plant_3.fbx │ │ │ │ ├── Plant_3.fbx.meta │ │ │ │ ├── Plant_4.fbx │ │ │ │ ├── Plant_4.fbx.meta │ │ │ │ ├── Plant_5.fbx │ │ │ │ ├── Plant_5.fbx.meta │ │ │ │ ├── Plant_6.fbx │ │ │ │ ├── Plant_6.fbx.meta │ │ │ │ ├── Plant_7.fbx │ │ │ │ ├── Plant_7.fbx.meta │ │ │ │ ├── Rock_1.fbx │ │ │ │ ├── Rock_1.fbx.meta │ │ │ │ ├── Rock_2.fbx │ │ │ │ ├── Rock_2.fbx.meta │ │ │ │ ├── Rock_3.fbx │ │ │ │ ├── Rock_3.fbx.meta │ │ │ │ ├── Rock_4.fbx │ │ │ │ ├── Rock_4.fbx.meta │ │ │ │ ├── Rock_5.fbx │ │ │ │ ├── Rock_5.fbx.meta │ │ │ │ ├── Rock_6.fbx │ │ │ │ ├── Rock_6.fbx.meta │ │ │ │ ├── Stone_1.fbx │ │ │ │ ├── Stone_1.fbx.meta │ │ │ │ ├── Terrain_2.fbx │ │ │ │ ├── Terrain_2.fbx.meta │ │ │ │ ├── Tree_1.fbx │ │ │ │ ├── Tree_1.fbx.meta │ │ │ │ ├── Tree_2.fbx │ │ │ │ ├── Tree_2.fbx.meta │ │ │ │ ├── Tree_3.fbx │ │ │ │ └── Tree_3.fbx.meta │ │ │ ├── FBX.meta │ │ │ ├── Prefabs/ │ │ │ │ ├── Bush_1.prefab │ │ │ │ ├── Bush_1.prefab.meta │ │ │ │ ├── Bush_2.prefab │ │ │ │ ├── Bush_2.prefab.meta │ │ │ │ ├── Bush_3.prefab │ │ │ │ ├── Bush_3.prefab.meta │ │ │ │ ├── Grass_1.prefab │ │ │ │ ├── Grass_1.prefab.meta │ │ │ │ ├── Grass_2.prefab │ │ │ │ ├── Grass_2.prefab.meta │ │ │ │ ├── Log_1.prefab │ │ │ │ ├── Log_1.prefab.meta │ │ │ │ ├── Log_2.prefab │ │ │ │ ├── Log_2.prefab.meta │ │ │ │ ├── Log_3.prefab │ │ │ │ ├── Log_3.prefab.meta │ │ │ │ ├── Plant_1.prefab │ │ │ │ ├── Plant_1.prefab.meta │ │ │ │ ├── Plant_2.prefab │ │ │ │ ├── Plant_2.prefab.meta │ │ │ │ ├── Plant_3.prefab │ │ │ │ ├── Plant_3.prefab.meta │ │ │ │ ├── Plant_4.prefab │ │ │ │ ├── Plant_4.prefab.meta │ │ │ │ ├── Plant_5.prefab │ │ │ │ ├── Plant_5.prefab.meta │ │ │ │ ├── Plant_6.prefab │ │ │ │ ├── Plant_6.prefab.meta │ │ │ │ ├── Plant_7.prefab │ │ │ │ ├── Plant_7.prefab.meta │ │ │ │ ├── Rock_1.prefab │ │ │ │ ├── Rock_1.prefab.meta │ │ │ │ ├── Rock_2.prefab │ │ │ │ ├── Rock_2.prefab.meta │ │ │ │ ├── Rock_3.prefab │ │ │ │ ├── Rock_3.prefab.meta │ │ │ │ ├── Rock_4.prefab │ │ │ │ ├── Rock_4.prefab.meta │ │ │ │ ├── Rock_5.prefab │ │ │ │ ├── Rock_5.prefab.meta │ │ │ │ ├── Rock_6.prefab │ │ │ │ ├── Rock_6.prefab.meta │ │ │ │ ├── Stone_1.prefab │ │ │ │ ├── Stone_1.prefab.meta │ │ │ │ ├── Terrain_2.prefab │ │ │ │ ├── Terrain_2.prefab.meta │ │ │ │ ├── Tree_1.prefab │ │ │ │ ├── Tree_1.prefab.meta │ │ │ │ ├── Tree_2.prefab │ │ │ │ ├── Tree_2.prefab.meta │ │ │ │ ├── Tree_3.prefab │ │ │ │ └── Tree_3.prefab.meta │ │ │ └── Prefabs.meta │ │ ├── LowPoly Environment Pack.meta │ │ ├── RPGPP_LT/ │ │ │ ├── Materials/ │ │ │ │ ├── rpgpp_lt_cloud_a.mat │ │ │ │ ├── rpgpp_lt_cloud_a.mat.meta │ │ │ │ ├── rpgpp_lt_mat_a.mat │ │ │ │ ├── rpgpp_lt_mat_a.mat.meta │ │ │ │ ├── rpgpp_lt_sky_a.mat │ │ │ │ └── rpgpp_lt_sky_a.mat.meta │ │ │ ├── Materials.meta │ │ │ ├── Models/ │ │ │ │ ├── Nature/ │ │ │ │ │ ├── rpgpp_lt_bush_01.fbx │ │ │ │ │ ├── rpgpp_lt_bush_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_bush_02.fbx │ │ │ │ │ ├── rpgpp_lt_bush_02.fbx.meta │ │ │ │ │ ├── rpgpp_lt_cloud_01.fbx │ │ │ │ │ ├── rpgpp_lt_cloud_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_cloud_02.fbx │ │ │ │ │ ├── rpgpp_lt_cloud_02.fbx.meta │ │ │ │ │ ├── rpgpp_lt_flower_01.fbx │ │ │ │ │ ├── rpgpp_lt_flower_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_flower_02.fbx │ │ │ │ │ ├── rpgpp_lt_flower_02.fbx.meta │ │ │ │ │ ├── rpgpp_lt_flower_03.fbx │ │ │ │ │ ├── rpgpp_lt_flower_03.fbx.meta │ │ │ │ │ ├── rpgpp_lt_grass_small_01a.fbx │ │ │ │ │ ├── rpgpp_lt_grass_small_01a.fbx.meta │ │ │ │ │ ├── rpgpp_lt_grass_small_01b.fbx │ │ │ │ │ ├── rpgpp_lt_grass_small_01b.fbx.meta │ │ │ │ │ ├── rpgpp_lt_hill_small_01.fbx │ │ │ │ │ ├── rpgpp_lt_hill_small_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_hill_small_02.fbx │ │ │ │ │ ├── rpgpp_lt_hill_small_02.fbx.meta │ │ │ │ │ ├── rpgpp_lt_mountain_01.fbx │ │ │ │ │ ├── rpgpp_lt_mountain_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_plant_01.fbx │ │ │ │ │ ├── rpgpp_lt_plant_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_plant_02.fbx │ │ │ │ │ ├── rpgpp_lt_plant_02.fbx.meta │ │ │ │ │ ├── rpgpp_lt_rock_01.fbx │ │ │ │ │ ├── rpgpp_lt_rock_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_rock_02.fbx │ │ │ │ │ ├── rpgpp_lt_rock_02.fbx.meta │ │ │ │ │ ├── rpgpp_lt_rock_03.fbx │ │ │ │ │ ├── rpgpp_lt_rock_03.fbx.meta │ │ │ │ │ ├── rpgpp_lt_rock_small_01.fbx │ │ │ │ │ ├── rpgpp_lt_rock_small_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_rock_small_02.fbx │ │ │ │ │ ├── rpgpp_lt_rock_small_02.fbx.meta │ │ │ │ │ ├── rpgpp_lt_rocks_tiny_01.fbx │ │ │ │ │ ├── rpgpp_lt_rocks_tiny_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_sky_01.fbx │ │ │ │ │ ├── rpgpp_lt_sky_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_terrain_grass_01.fbx │ │ │ │ │ ├── rpgpp_lt_terrain_grass_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_terrain_grass_02.fbx │ │ │ │ │ ├── rpgpp_lt_terrain_grass_02.fbx.meta │ │ │ │ │ ├── rpgpp_lt_terrain_path_01a.fbx │ │ │ │ │ ├── rpgpp_lt_terrain_path_01a.fbx.meta │ │ │ │ │ ├── rpgpp_lt_terrain_path_01b.fbx │ │ │ │ │ ├── rpgpp_lt_terrain_path_01b.fbx.meta │ │ │ │ │ ├── rpgpp_lt_terrain_sand_01.fbx │ │ │ │ │ ├── rpgpp_lt_terrain_sand_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_tree_01.fbx │ │ │ │ │ ├── rpgpp_lt_tree_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_tree_02.fbx │ │ │ │ │ ├── rpgpp_lt_tree_02.fbx.meta │ │ │ │ │ ├── rpgpp_lt_tree_pine_01.fbx │ │ │ │ │ └── rpgpp_lt_tree_pine_01.fbx.meta │ │ │ │ ├── Nature.meta │ │ │ │ ├── Props/ │ │ │ │ │ ├── rpgpp_lt_banner_01a.fbx │ │ │ │ │ ├── rpgpp_lt_banner_01a.fbx.meta │ │ │ │ │ ├── rpgpp_lt_banner_01b.fbx │ │ │ │ │ ├── rpgpp_lt_banner_01b.fbx.meta │ │ │ │ │ ├── rpgpp_lt_barrel_01.fbx │ │ │ │ │ ├── rpgpp_lt_barrel_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_bathtub_wood_01.fbx │ │ │ │ │ ├── rpgpp_lt_bathtub_wood_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_bench_wood_01.fbx │ │ │ │ │ ├── rpgpp_lt_bench_wood_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_bird_house_01.fbx │ │ │ │ │ ├── rpgpp_lt_bird_house_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_bowl_metal_01.fbx │ │ │ │ │ ├── rpgpp_lt_bowl_metal_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_box_wood_01.fbx │ │ │ │ │ ├── rpgpp_lt_box_wood_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_broom_01.fbx │ │ │ │ │ ├── rpgpp_lt_broom_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_bucket_01.fbx │ │ │ │ │ ├── rpgpp_lt_bucket_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_chair_01a.fbx │ │ │ │ │ ├── rpgpp_lt_chair_01a.fbx.meta │ │ │ │ │ ├── rpgpp_lt_chair_01b.fbx │ │ │ │ │ ├── rpgpp_lt_chair_01b.fbx.meta │ │ │ │ │ ├── rpgpp_lt_hanger_clothes_01.fbx │ │ │ │ │ ├── rpgpp_lt_hanger_clothes_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_hanger_wood_01.fbx │ │ │ │ │ ├── rpgpp_lt_hanger_wood_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_jug_01.fbx │ │ │ │ │ ├── rpgpp_lt_jug_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_ladder_01.fbx │ │ │ │ │ ├── rpgpp_lt_ladder_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_log_wood_01.fbx │ │ │ │ │ ├── rpgpp_lt_log_wood_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_package_01.fbx │ │ │ │ │ ├── rpgpp_lt_package_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_rake_01.fbx │ │ │ │ │ ├── rpgpp_lt_rake_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_sack_01.fbx │ │ │ │ │ ├── rpgpp_lt_sack_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_sack_open_01.fbx │ │ │ │ │ ├── rpgpp_lt_sack_open_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_shield_wall_01a.fbx │ │ │ │ │ ├── rpgpp_lt_shield_wall_01a.fbx.meta │ │ │ │ │ ├── rpgpp_lt_shield_wall_01b.fbx │ │ │ │ │ ├── rpgpp_lt_shield_wall_01b.fbx.meta │ │ │ │ │ ├── rpgpp_lt_table_01.fbx │ │ │ │ │ ├── rpgpp_lt_table_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_trough_01.fbx │ │ │ │ │ ├── rpgpp_lt_trough_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_vase_01.fbx │ │ │ │ │ ├── rpgpp_lt_vase_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_vase_02.fbx │ │ │ │ │ ├── rpgpp_lt_vase_02.fbx.meta │ │ │ │ │ ├── rpgpp_lt_wagon_01.fbx │ │ │ │ │ ├── rpgpp_lt_wagon_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_well_01.fbx │ │ │ │ │ ├── rpgpp_lt_well_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_wood_path_01a.fbx │ │ │ │ │ ├── rpgpp_lt_wood_path_01a.fbx.meta │ │ │ │ │ ├── rpgpp_lt_wood_path_01b.fbx │ │ │ │ │ └── rpgpp_lt_wood_path_01b.fbx.meta │ │ │ │ ├── Props.meta │ │ │ │ ├── Structures/ │ │ │ │ │ ├── rpgpp_lt_building_01.fbx │ │ │ │ │ ├── rpgpp_lt_building_01.fbx.meta │ │ │ │ │ ├── rpgpp_lt_building_02.fbx │ │ │ │ │ ├── rpgpp_lt_building_02.fbx.meta │ │ │ │ │ ├── rpgpp_lt_building_03.fbx │ │ │ │ │ ├── rpgpp_lt_building_03.fbx.meta │ │ │ │ │ ├── rpgpp_lt_building_04.fbx │ │ │ │ │ ├── rpgpp_lt_building_04.fbx.meta │ │ │ │ │ ├── rpgpp_lt_building_05.fbx │ │ │ │ │ └── rpgpp_lt_building_05.fbx.meta │ │ │ │ └── Structures.meta │ │ │ ├── Models.meta │ │ │ ├── Prefabs/ │ │ │ │ ├── Nature/ │ │ │ │ │ ├── Rocks/ │ │ │ │ │ │ ├── rpgpp_lt_rock_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_rock_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_rock_02.prefab │ │ │ │ │ │ ├── rpgpp_lt_rock_02.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_rock_03.prefab │ │ │ │ │ │ ├── rpgpp_lt_rock_03.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_rock_small_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_rock_small_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_rock_small_02.prefab │ │ │ │ │ │ ├── rpgpp_lt_rock_small_02.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_rocks_tiny_01.prefab │ │ │ │ │ │ └── rpgpp_lt_rocks_tiny_01.prefab.meta │ │ │ │ │ ├── Rocks.meta │ │ │ │ │ ├── Sky/ │ │ │ │ │ │ ├── rpgpp_lt_cloud_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_cloud_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_cloud_02.prefab │ │ │ │ │ │ ├── rpgpp_lt_cloud_02.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_sky_01.prefab │ │ │ │ │ │ └── rpgpp_lt_sky_01.prefab.meta │ │ │ │ │ ├── Sky.meta │ │ │ │ │ ├── Terrain/ │ │ │ │ │ │ ├── rpgpp_lt_hill_small_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_hill_small_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_hill_small_02.prefab │ │ │ │ │ │ ├── rpgpp_lt_hill_small_02.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_mountain_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_mountain_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_terrain_grass_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_terrain_grass_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_terrain_grass_02.prefab │ │ │ │ │ │ ├── rpgpp_lt_terrain_grass_02.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_terrain_path_01a.prefab │ │ │ │ │ │ ├── rpgpp_lt_terrain_path_01a.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_terrain_path_01b.prefab │ │ │ │ │ │ ├── rpgpp_lt_terrain_path_01b.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_terrain_sand_01.prefab │ │ │ │ │ │ └── rpgpp_lt_terrain_sand_01.prefab.meta │ │ │ │ │ ├── Terrain.meta │ │ │ │ │ ├── Vegetation/ │ │ │ │ │ │ ├── Bushes/ │ │ │ │ │ │ │ ├── rpgpp_lt_bush_01.prefab │ │ │ │ │ │ │ ├── rpgpp_lt_bush_01.prefab.meta │ │ │ │ │ │ │ ├── rpgpp_lt_bush_02.prefab │ │ │ │ │ │ │ └── rpgpp_lt_bush_02.prefab.meta │ │ │ │ │ │ ├── Bushes.meta │ │ │ │ │ │ ├── Flowers/ │ │ │ │ │ │ │ ├── rpgpp_lt_flower_01.prefab │ │ │ │ │ │ │ ├── rpgpp_lt_flower_01.prefab.meta │ │ │ │ │ │ │ ├── rpgpp_lt_flower_02.prefab │ │ │ │ │ │ │ ├── rpgpp_lt_flower_02.prefab.meta │ │ │ │ │ │ │ ├── rpgpp_lt_flower_03.prefab │ │ │ │ │ │ │ └── rpgpp_lt_flower_03.prefab.meta │ │ │ │ │ │ ├── Flowers.meta │ │ │ │ │ │ ├── Grass/ │ │ │ │ │ │ │ ├── rpgpp_lt_grass_small_01a.prefab │ │ │ │ │ │ │ ├── rpgpp_lt_grass_small_01a.prefab.meta │ │ │ │ │ │ │ ├── rpgpp_lt_grass_small_01b.prefab │ │ │ │ │ │ │ └── rpgpp_lt_grass_small_01b.prefab.meta │ │ │ │ │ │ ├── Grass.meta │ │ │ │ │ │ ├── Plants/ │ │ │ │ │ │ │ ├── rpgpp_lt_plant_01.prefab │ │ │ │ │ │ │ ├── rpgpp_lt_plant_01.prefab.meta │ │ │ │ │ │ │ ├── rpgpp_lt_plant_02.prefab │ │ │ │ │ │ │ └── rpgpp_lt_plant_02.prefab.meta │ │ │ │ │ │ ├── Plants.meta │ │ │ │ │ │ ├── Trees/ │ │ │ │ │ │ │ ├── rpgpp_lt_tree_01.prefab │ │ │ │ │ │ │ ├── rpgpp_lt_tree_01.prefab.meta │ │ │ │ │ │ │ ├── rpgpp_lt_tree_02.prefab │ │ │ │ │ │ │ ├── rpgpp_lt_tree_02.prefab.meta │ │ │ │ │ │ │ ├── rpgpp_lt_tree_pine_01.prefab │ │ │ │ │ │ │ └── rpgpp_lt_tree_pine_01.prefab.meta │ │ │ │ │ │ └── Trees.meta │ │ │ │ │ └── Vegetation.meta │ │ │ │ ├── Nature.meta │ │ │ │ ├── Props/ │ │ │ │ │ ├── Containers/ │ │ │ │ │ │ ├── rpgpp_lt_barrel_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_barrel_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_bathtub_wood_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_bathtub_wood_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_bowl_metal_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_bowl_metal_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_box_wood_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_box_wood_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_bucket_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_bucket_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_jug_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_jug_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_package_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_package_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_sack_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_sack_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_sack_open_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_sack_open_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_trough_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_trough_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_vase_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_vase_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_vase_02.prefab │ │ │ │ │ │ └── rpgpp_lt_vase_02.prefab.meta │ │ │ │ │ ├── Containers.meta │ │ │ │ │ ├── Furniture/ │ │ │ │ │ │ ├── Benches/ │ │ │ │ │ │ │ ├── rpgpp_lt_bench_wood_01.prefab │ │ │ │ │ │ │ └── rpgpp_lt_bench_wood_01.prefab.meta │ │ │ │ │ │ ├── Benches.meta │ │ │ │ │ │ ├── Chairs/ │ │ │ │ │ │ │ ├── rpgpp_lt_chair_01a.prefab │ │ │ │ │ │ │ ├── rpgpp_lt_chair_01a.prefab.meta │ │ │ │ │ │ │ ├── rpgpp_lt_chair_01b.prefab │ │ │ │ │ │ │ └── rpgpp_lt_chair_01b.prefab.meta │ │ │ │ │ │ ├── Chairs.meta │ │ │ │ │ │ ├── Hangers/ │ │ │ │ │ │ │ ├── rpgpp_lt_hanger_clothes_01.prefab │ │ │ │ │ │ │ ├── rpgpp_lt_hanger_clothes_01.prefab.meta │ │ │ │ │ │ │ ├── rpgpp_lt_hanger_wood_01.prefab │ │ │ │ │ │ │ └── rpgpp_lt_hanger_wood_01.prefab.meta │ │ │ │ │ │ ├── Hangers.meta │ │ │ │ │ │ ├── Tables/ │ │ │ │ │ │ │ ├── rpgpp_lt_table_01.prefab │ │ │ │ │ │ │ └── rpgpp_lt_table_01.prefab.meta │ │ │ │ │ │ └── Tables.meta │ │ │ │ │ ├── Furniture.meta │ │ │ │ │ ├── Items/ │ │ │ │ │ │ ├── rpgpp_lt_broom_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_broom_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_ladder_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_ladder_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_rake_01.prefab │ │ │ │ │ │ └── rpgpp_lt_rake_01.prefab.meta │ │ │ │ │ ├── Items.meta │ │ │ │ │ ├── Misc/ │ │ │ │ │ │ ├── rpgpp_lt_bird_house_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_bird_house_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_wagon_01.prefab │ │ │ │ │ │ ├── rpgpp_lt_wagon_01.prefab.meta │ │ │ │ │ │ ├── rpgpp_lt_well_01.prefab │ │ │ │ │ │ └── rpgpp_lt_well_01.prefab.meta │ │ │ │ │ ├── Misc.meta │ │ │ │ │ ├── Wall_decor/ │ │ │ │ │ │ ├── Banners/ │ │ │ │ │ │ │ ├── rpgpp_lt_banner_01a.prefab │ │ │ │ │ │ │ ├── rpgpp_lt_banner_01a.prefab.meta │ │ │ │ │ │ │ ├── rpgpp_lt_banner_01b.prefab │ │ │ │ │ │ │ └── rpgpp_lt_banner_01b.prefab.meta │ │ │ │ │ │ ├── Banners.meta │ │ │ │ │ │ ├── Shields/ │ │ │ │ │ │ │ ├── rpgpp_lt_shield_wall_01a.prefab │ │ │ │ │ │ │ ├── rpgpp_lt_shield_wall_01a.prefab.meta │ │ │ │ │ │ │ ├── rpgpp_lt_shield_wall_01b.prefab │ │ │ │ │ │ │ └── rpgpp_lt_shield_wall_01b.prefab.meta │ │ │ │ │ │ └── Shields.meta │ │ │ │ │ ├── Wall_decor.meta │ │ │ │ │ ├── Wood/ │ │ │ │ │ │ ├── rpgpp_lt_log_wood_01.prefab │ │ │ │ │ │ └── rpgpp_lt_log_wood_01.prefab.meta │ │ │ │ │ └── Wood.meta │ │ │ │ ├── Props.meta │ │ │ │ ├── Structures/ │ │ │ │ │ ├── Buildings/ │ │ │ │ │ │ ├── Bld_closed/ │ │ │ │ │ │ │ ├── rpgpp_lt_building_01.prefab │ │ │ │ │ │ │ ├── rpgpp_lt_building_01.prefab.meta │ │ │ │ │ │ │ ├── rpgpp_lt_building_02.prefab │ │ │ │ │ │ │ ├── rpgpp_lt_building_02.prefab.meta │ │ │ │ │ │ │ ├── rpgpp_lt_building_03.prefab │ │ │ │ │ │ │ ├── rpgpp_lt_building_03.prefab.meta │ │ │ │ │ │ │ ├── rpgpp_lt_building_04.prefab │ │ │ │ │ │ │ ├── rpgpp_lt_building_04.prefab.meta │ │ │ │ │ │ │ ├── rpgpp_lt_building_05.prefab │ │ │ │ │ │ │ └── rpgpp_lt_building_05.prefab.meta │ │ │ │ │ │ └── Bld_closed.meta │ │ │ │ │ ├── Buildings.meta │ │ │ │ │ ├── Parts/ │ │ │ │ │ │ ├── Wood_path/ │ │ │ │ │ │ │ ├── rpgpp_lt_wood_path_01a.prefab │ │ │ │ │ │ │ ├── rpgpp_lt_wood_path_01a.prefab.meta │ │ │ │ │ │ │ ├── rpgpp_lt_wood_path_01b.prefab │ │ │ │ │ │ │ └── rpgpp_lt_wood_path_01b.prefab.meta │ │ │ │ │ │ └── Wood_path.meta │ │ │ │ │ └── Parts.meta │ │ │ │ └── Structures.meta │ │ │ ├── Prefabs.meta │ │ │ ├── Scene/ │ │ │ │ ├── rpgpp_lt_scene_1.0.unity │ │ │ │ └── rpgpp_lt_scene_1.0.unity.meta │ │ │ ├── Scene.meta │ │ │ ├── Textures/ │ │ │ │ ├── rpgpp_lt_sky_a.tga │ │ │ │ ├── rpgpp_lt_sky_a.tga.meta │ │ │ │ ├── rpgpp_lt_tex_a.tga │ │ │ │ └── rpgpp_lt_tex_a.tga.meta │ │ │ └── Textures.meta │ │ └── RPGPP_LT.meta │ ├── Plugins.meta │ ├── Prefabs/ │ │ ├── Base/ │ │ │ ├── Base.prefab │ │ │ └── Base.prefab.meta │ │ ├── Base.meta │ │ ├── Bullets/ │ │ │ ├── TowerBullet_FireBall.prefab │ │ │ ├── TowerBullet_FireBall.prefab.meta │ │ │ ├── TowerBullet_Normal.prefab │ │ │ ├── TowerBullet_Normal.prefab.meta │ │ │ ├── TowerBullet_Pitch.prefab │ │ │ └── TowerBullet_Pitch.prefab.meta │ │ ├── Bullets.meta │ │ ├── Monsters/ │ │ │ ├── Monster_Ghost.prefab │ │ │ ├── Monster_Ghost.prefab.meta │ │ │ ├── Monster_Skeleton.prefab │ │ │ ├── Monster_Skeleton.prefab.meta │ │ │ ├── Monster_Zombie.prefab │ │ │ ├── Monster_Zombie.prefab.meta │ │ │ ├── Monster_orc.prefab │ │ │ └── Monster_orc.prefab.meta │ │ ├── Monsters.meta │ │ ├── Player/ │ │ │ ├── Player 1.prefab │ │ │ └── Player 1.prefab.meta │ │ ├── Player.meta │ │ ├── Towers/ │ │ │ ├── Tower_EatDoor.prefab │ │ │ ├── Tower_EatDoor.prefab.meta │ │ │ ├── Tower_FireBall.prefab │ │ │ ├── Tower_FireBall.prefab.meta │ │ │ ├── Tower_Normal.prefab │ │ │ ├── Tower_Normal.prefab.meta │ │ │ ├── Tower_Picth.prefab │ │ │ └── Tower_Picth.prefab.meta │ │ ├── Towers.meta │ │ ├── UI/ │ │ │ ├── BloodAddText.prefab │ │ │ ├── BloodAddText.prefab.meta │ │ │ ├── BloodReduceText.prefab │ │ │ └── BloodReduceText.prefab.meta │ │ └── UI.meta │ ├── Prefabs.meta │ ├── Scenes/ │ │ ├── DemoScene/ │ │ │ ├── LightingData.asset │ │ │ ├── LightingData.asset.meta │ │ │ ├── Lightmap-0_comp_dir.png.meta │ │ │ ├── Lightmap-0_comp_light.exr │ │ │ ├── Lightmap-0_comp_light.exr.meta │ │ │ ├── Lightmap-1_comp_dir.png.meta │ │ │ ├── Lightmap-1_comp_light.exr │ │ │ ├── Lightmap-1_comp_light.exr.meta │ │ │ ├── Lightmap-2_comp_dir.png.meta │ │ │ ├── Lightmap-2_comp_light.exr │ │ │ ├── Lightmap-2_comp_light.exr.meta │ │ │ ├── Lightmap-3_comp_dir.png.meta │ │ │ ├── Lightmap-3_comp_light.exr │ │ │ ├── Lightmap-3_comp_light.exr.meta │ │ │ ├── Lightmap-4_comp_dir.png.meta │ │ │ ├── Lightmap-4_comp_light.exr │ │ │ ├── Lightmap-4_comp_light.exr.meta │ │ │ ├── Lightmap-5_comp_dir.png.meta │ │ │ ├── Lightmap-5_comp_light.exr │ │ │ ├── Lightmap-5_comp_light.exr.meta │ │ │ ├── Lightmap-6_comp_dir.png.meta │ │ │ ├── Lightmap-6_comp_light.exr │ │ │ ├── Lightmap-6_comp_light.exr.meta │ │ │ ├── Lightmap-7_comp_dir.png.meta │ │ │ ├── Lightmap-7_comp_light.exr │ │ │ ├── Lightmap-7_comp_light.exr.meta │ │ │ ├── Lightmap-8_comp_dir.png.meta │ │ │ ├── Lightmap-8_comp_light.exr │ │ │ ├── Lightmap-8_comp_light.exr.meta │ │ │ ├── NavMesh.asset │ │ │ ├── NavMesh.asset.meta │ │ │ ├── ReflectionProbe-0.exr │ │ │ └── ReflectionProbe-0.exr.meta │ │ ├── DemoScene.meta │ │ ├── DemoScene.unity │ │ ├── DemoScene.unity.meta │ │ ├── DemoScene_Profiles/ │ │ │ ├── Camera Profile.asset │ │ │ └── Camera Profile.asset.meta │ │ └── DemoScene_Profiles.meta │ ├── Scenes.meta │ ├── Scripts/ │ │ ├── ---PlayerAnimationControll/ │ │ │ ├── FSM/ │ │ │ │ ├── FSMClearSignals.cs │ │ │ │ ├── FSMClearSignals.cs.meta │ │ │ │ ├── FSMOnEnter.cs │ │ │ │ ├── FSMOnEnter.cs.meta │ │ │ │ ├── FSMOnExit.cs │ │ │ │ ├── FSMOnExit.cs.meta │ │ │ │ ├── FSMOnUpdate.cs │ │ │ │ ├── FSMOnUpdate.cs.meta │ │ │ │ ├── TestFSMOnEnter.cs │ │ │ │ └── TestFSMOnEnter.cs.meta │ │ │ ├── FSM.meta │ │ │ ├── IndividualModelControll.cs │ │ │ ├── IndividualModelControll.cs.meta │ │ │ ├── LeftArmAnimatorFix.cs │ │ │ ├── LeftArmAnimatorFix.cs.meta │ │ │ ├── LockController.cs │ │ │ ├── LockController.cs.meta │ │ │ ├── MyButton.cs │ │ │ ├── MyButton.cs.meta │ │ │ ├── MyTimer.cs │ │ │ ├── MyTimer.cs.meta │ │ │ ├── OnGroundSensor.cs │ │ │ ├── OnGroundSensor.cs.meta │ │ │ ├── PlayerInput.cs │ │ │ ├── PlayerInput.cs.meta │ │ │ ├── RootMotoinControl.cs │ │ │ ├── RootMotoinControl.cs.meta │ │ │ ├── TPScontrollerChara.cs │ │ │ ├── TPScontrollerChara.cs.meta │ │ │ ├── TpsNew.cs │ │ │ ├── TpsNew.cs.meta │ │ │ ├── WeaponTriggerEvent.cs │ │ │ ├── WeaponTriggerEvent.cs.meta │ │ │ ├── frictionOne.physicMaterial │ │ │ ├── frictionOne.physicMaterial.meta │ │ │ ├── frictionZero.physicMaterial │ │ │ └── frictionZero.physicMaterial.meta │ │ ├── ---PlayerAnimationControll.meta │ │ ├── BehaviorTasks/ │ │ │ ├── Cast.cs │ │ │ ├── Cast.cs.meta │ │ │ ├── Conditional/ │ │ │ │ ├── CanSeeEnemy.cs │ │ │ │ └── CanSeeEnemy.cs.meta │ │ │ ├── Conditional.meta │ │ │ ├── EatDoor.cs │ │ │ ├── EatDoor.cs.meta │ │ │ ├── ExtendedMovementUtility.cs │ │ │ ├── ExtendedMovementUtility.cs.meta │ │ │ ├── Gatling.cs │ │ │ ├── Gatling.cs.meta │ │ │ ├── SeekList.cs │ │ │ └── SeekList.cs.meta │ │ ├── BehaviorTasks.meta │ │ ├── Buff/ │ │ │ ├── Buff.cs │ │ │ ├── Buff.cs.meta │ │ │ ├── BuffData.cs │ │ │ ├── BuffData.cs.meta │ │ │ ├── BuffDataBase.cs │ │ │ ├── BuffDataBase.cs.meta │ │ │ ├── BuffSystem.cs │ │ │ └── BuffSystem.cs.meta │ │ ├── Buff.meta │ │ ├── Camera/ │ │ │ ├── PlayerCamera.cs │ │ │ └── PlayerCamera.cs.meta │ │ ├── Camera.meta │ │ ├── Controller/ │ │ │ ├── BasicIndividualController.cs │ │ │ ├── BasicIndividualController.cs.meta │ │ │ ├── FoundationController.cs │ │ │ ├── FoundationController.cs.meta │ │ │ ├── MonsterController.cs │ │ │ ├── MonsterController.cs.meta │ │ │ ├── PlayerController.cs │ │ │ └── PlayerController.cs.meta │ │ ├── Controller.meta │ │ ├── Effect/ │ │ │ ├── BuffEffectManager.cs │ │ │ ├── BuffEffectManager.cs.meta │ │ │ ├── BulletHitParticleEvent.cs │ │ │ ├── BulletHitParticleEvent.cs.meta │ │ │ ├── Outline/ │ │ │ │ ├── Outline.cs │ │ │ │ ├── Outline.cs.meta │ │ │ │ ├── OutlinePostEffect.shader │ │ │ │ ├── OutlinePostEffect.shader.meta │ │ │ │ ├── OutlinePrePass.shader │ │ │ │ ├── OutlinePrePass.shader.meta │ │ │ │ ├── PostEffectBase.cs │ │ │ │ └── PostEffectBase.cs.meta │ │ │ ├── Outline.meta │ │ │ ├── SkillEffectManager.cs │ │ │ └── SkillEffectManager.cs.meta │ │ ├── Effect.meta │ │ ├── Equipment/ │ │ │ ├── EquipmentData.cs │ │ │ ├── EquipmentData.cs.meta │ │ │ ├── EquipmentDataBase.cs │ │ │ ├── EquipmentDataBase.cs.meta │ │ │ ├── EquipmentSystem.cs │ │ │ └── EquipmentSystem.cs.meta │ │ ├── Equipment.meta │ │ ├── GameLogic/ │ │ │ ├── BaseKillMonsterLogic.cs │ │ │ ├── BaseKillMonsterLogic.cs.meta │ │ │ ├── BulletTriggerEvent.cs │ │ │ ├── BulletTriggerEvent.cs.meta │ │ │ ├── Factory.cs │ │ │ ├── Factory.cs.meta │ │ │ ├── MoneyManager.cs │ │ │ ├── MoneyManager.cs.meta │ │ │ ├── MonsterSpawner.cs │ │ │ ├── MonsterSpawner.cs.meta │ │ │ ├── TowerManager.cs │ │ │ ├── TowerManager.cs.meta │ │ │ ├── WaveManager.cs │ │ │ ├── WaveManager.cs.meta │ │ │ ├── WayPointManager.cs │ │ │ └── WayPointManager.cs.meta │ │ ├── GameLogic.meta │ │ ├── Hatred/ │ │ │ ├── HatredSystem.cs │ │ │ └── HatredSystem.cs.meta │ │ ├── Hatred.meta │ │ ├── Individual/ │ │ │ ├── Individual.cs │ │ │ └── Individual.cs.meta │ │ ├── Individual.meta │ │ ├── IndividualData/ │ │ │ ├── Monster/ │ │ │ │ ├── MonsterData.cs │ │ │ │ ├── MonsterData.cs.meta │ │ │ │ ├── MonsterDataBase.cs │ │ │ │ └── MonsterDataBase.cs.meta │ │ │ ├── Monster.meta │ │ │ ├── Person/ │ │ │ │ ├── PersonData.cs │ │ │ │ ├── PersonData.cs.meta │ │ │ │ ├── PersonDataBase.cs │ │ │ │ └── PersonDataBase.cs.meta │ │ │ ├── Person.meta │ │ │ ├── Tower/ │ │ │ │ ├── TowerDataBase.cs │ │ │ │ ├── TowerDataBase.cs.meta │ │ │ │ ├── TowerTrapData.cs │ │ │ │ └── TowerTrapData.cs.meta │ │ │ └── Tower.meta │ │ ├── IndividualData.meta │ │ ├── Message/ │ │ │ ├── CallBack.cs │ │ │ ├── CallBack.cs.meta │ │ │ ├── EventCenter.cs │ │ │ ├── EventCenter.cs.meta │ │ │ ├── EventType.cs │ │ │ ├── EventType.cs.meta │ │ │ ├── MessageSystem.cs │ │ │ └── MessageSystem.cs.meta │ │ ├── Message.meta │ │ ├── Skill/ │ │ │ ├── AOESkill.cs │ │ │ ├── AOESkill.cs.meta │ │ │ ├── BuffSkill.cs │ │ │ ├── BuffSkill.cs.meta │ │ │ ├── DirSkill.cs │ │ │ ├── DirSkill.cs.meta │ │ │ ├── ISkill/ │ │ │ │ ├── ISkill.cs │ │ │ │ └── ISkill.cs.meta │ │ │ ├── ISkill.meta │ │ │ ├── SkillInput.cs │ │ │ ├── SkillInput.cs.meta │ │ │ ├── SkillSystem.cs │ │ │ ├── SkillSystem.cs.meta │ │ │ ├── SummonSkill.cs │ │ │ └── SummonSkill.cs.meta │ │ ├── Skill.meta │ │ ├── Tools/ │ │ │ ├── EditorOnlyRender.cs │ │ │ ├── EditorOnlyRender.cs.meta │ │ │ ├── ExitGameHelper.cs │ │ │ ├── ExitGameHelper.cs.meta │ │ │ ├── Logger.cs │ │ │ └── Logger.cs.meta │ │ ├── Tools.meta │ │ ├── UI/ │ │ │ ├── BloodBarUI.cs │ │ │ ├── BloodBarUI.cs.meta │ │ │ ├── BloodHUD.cs │ │ │ ├── BloodHUD.cs.meta │ │ │ ├── MoneyTextUI.cs │ │ │ ├── MoneyTextUI.cs.meta │ │ │ ├── SkillPanelUI.cs │ │ │ ├── SkillPanelUI.cs.meta │ │ │ ├── TowerSelect.cs │ │ │ └── TowerSelect.cs.meta │ │ └── UI.meta │ ├── Scripts.meta │ ├── Textures/ │ │ ├── SkillIcon/ │ │ │ ├── SkillIcon (1).jpg.meta │ │ │ ├── SkillIcon (10).jpg.meta │ │ │ ├── SkillIcon (100).jpg.meta │ │ │ ├── SkillIcon (101).jpg.meta │ │ │ ├── SkillIcon (102).jpg.meta │ │ │ ├── SkillIcon (103).jpg.meta │ │ │ ├── SkillIcon (104).jpg.meta │ │ │ ├── SkillIcon (105).jpg.meta │ │ │ ├── SkillIcon (106).jpg.meta │ │ │ ├── SkillIcon (107).jpg.meta │ │ │ ├── SkillIcon (108).jpg.meta │ │ │ ├── SkillIcon (109).jpg.meta │ │ │ ├── SkillIcon (11).jpg.meta │ │ │ ├── SkillIcon (110).jpg.meta │ │ │ ├── SkillIcon (111).jpg.meta │ │ │ ├── SkillIcon (112).jpg.meta │ │ │ ├── SkillIcon (113).jpg.meta │ │ │ ├── SkillIcon (114).jpg.meta │ │ │ ├── SkillIcon (115).jpg.meta │ │ │ ├── SkillIcon (116).jpg.meta │ │ │ ├── SkillIcon (117).jpg.meta │ │ │ ├── SkillIcon (118).jpg.meta │ │ │ ├── SkillIcon (119).jpg.meta │ │ │ ├── SkillIcon (12).jpg.meta │ │ │ ├── SkillIcon (120).jpg.meta │ │ │ ├── SkillIcon (121).jpg.meta │ │ │ ├── SkillIcon (122).jpg.meta │ │ │ ├── SkillIcon (123).jpg.meta │ │ │ ├── SkillIcon (124).jpg.meta │ │ │ ├── SkillIcon (125).jpg.meta │ │ │ ├── SkillIcon (126).jpg.meta │ │ │ ├── SkillIcon (127).jpg.meta │ │ │ ├── SkillIcon (128).jpg.meta │ │ │ ├── SkillIcon (129).jpg.meta │ │ │ ├── SkillIcon (13).jpg.meta │ │ │ ├── SkillIcon (130).jpg.meta │ │ │ ├── SkillIcon (131).jpg.meta │ │ │ ├── SkillIcon (132).jpg.meta │ │ │ ├── SkillIcon (133).jpg.meta │ │ │ ├── SkillIcon (134).jpg.meta │ │ │ ├── SkillIcon (135).jpg.meta │ │ │ ├── SkillIcon (136).jpg.meta │ │ │ ├── SkillIcon (137).jpg.meta │ │ │ ├── SkillIcon (138).jpg.meta │ │ │ ├── SkillIcon (139).jpg.meta │ │ │ ├── SkillIcon (14).jpg.meta │ │ │ ├── SkillIcon (140).jpg.meta │ │ │ ├── SkillIcon (141).jpg.meta │ │ │ ├── SkillIcon (142).jpg.meta │ │ │ ├── SkillIcon (143).jpg.meta │ │ │ ├── SkillIcon (144).jpg.meta │ │ │ ├── SkillIcon (145).jpg.meta │ │ │ ├── SkillIcon (146).jpg.meta │ │ │ ├── SkillIcon (147).jpg.meta │ │ │ ├── SkillIcon (148).jpg.meta │ │ │ ├── SkillIcon (149).jpg.meta │ │ │ ├── SkillIcon (15).jpg.meta │ │ │ ├── SkillIcon (150).jpg.meta │ │ │ ├── SkillIcon (151).jpg.meta │ │ │ ├── SkillIcon (152).jpg.meta │ │ │ ├── SkillIcon (153).jpg.meta │ │ │ ├── SkillIcon (154).jpg.meta │ │ │ ├── SkillIcon (155).jpg.meta │ │ │ ├── SkillIcon (156).jpg.meta │ │ │ ├── SkillIcon (157).jpg.meta │ │ │ ├── SkillIcon (158).jpg.meta │ │ │ ├── SkillIcon (159).jpg.meta │ │ │ ├── SkillIcon (16).jpg.meta │ │ │ ├── SkillIcon (160).jpg.meta │ │ │ ├── SkillIcon (161).jpg.meta │ │ │ ├── SkillIcon (162).jpg.meta │ │ │ ├── SkillIcon (163).jpg.meta │ │ │ ├── SkillIcon (164).jpg.meta │ │ │ ├── SkillIcon (165).jpg.meta │ │ │ ├── SkillIcon (166).jpg.meta │ │ │ ├── SkillIcon (167).jpg.meta │ │ │ ├── SkillIcon (168).jpg.meta │ │ │ ├── SkillIcon (169).jpg.meta │ │ │ ├── SkillIcon (17).jpg.meta │ │ │ ├── SkillIcon (170).jpg.meta │ │ │ ├── SkillIcon (171).jpg.meta │ │ │ ├── SkillIcon (172).jpg.meta │ │ │ ├── SkillIcon (173).jpg.meta │ │ │ ├── SkillIcon (174).jpg.meta │ │ │ ├── SkillIcon (175).jpg.meta │ │ │ ├── SkillIcon (176).jpg.meta │ │ │ ├── SkillIcon (177).jpg.meta │ │ │ ├── SkillIcon (178).jpg.meta │ │ │ ├── SkillIcon (179).jpg.meta │ │ │ ├── SkillIcon (18).jpg.meta │ │ │ ├── SkillIcon (180).jpg.meta │ │ │ ├── SkillIcon (181).jpg.meta │ │ │ ├── SkillIcon (182).jpg.meta │ │ │ ├── SkillIcon (183).jpg.meta │ │ │ ├── SkillIcon (184).jpg.meta │ │ │ ├── SkillIcon (185).jpg.meta │ │ │ ├── SkillIcon (186).jpg.meta │ │ │ ├── SkillIcon (187).jpg.meta │ │ │ ├── SkillIcon (188).jpg.meta │ │ │ ├── SkillIcon (189).jpg.meta │ │ │ ├── SkillIcon (19).jpg.meta │ │ │ ├── SkillIcon (190).jpg.meta │ │ │ ├── SkillIcon (191).jpg.meta │ │ │ ├── SkillIcon (192).jpg.meta │ │ │ ├── SkillIcon (193).jpg.meta │ │ │ ├── SkillIcon (194).jpg.meta │ │ │ ├── SkillIcon (195).jpg.meta │ │ │ ├── SkillIcon (196).jpg.meta │ │ │ ├── SkillIcon (197).jpg.meta │ │ │ ├── SkillIcon (198).jpg.meta │ │ │ ├── SkillIcon (199).jpg.meta │ │ │ ├── SkillIcon (2).jpg.meta │ │ │ ├── SkillIcon (20).jpg.meta │ │ │ ├── SkillIcon (200).jpg.meta │ │ │ ├── SkillIcon (201).jpg.meta │ │ │ ├── SkillIcon (202).jpg.meta │ │ │ ├── SkillIcon (203).jpg.meta │ │ │ ├── SkillIcon (204).jpg.meta │ │ │ ├── SkillIcon (205).jpg.meta │ │ │ ├── SkillIcon (206).jpg.meta │ │ │ ├── SkillIcon (207).jpg.meta │ │ │ ├── SkillIcon (208).jpg.meta │ │ │ ├── SkillIcon (209).jpg.meta │ │ │ ├── SkillIcon (21).jpg.meta │ │ │ ├── SkillIcon (210).jpg.meta │ │ │ ├── SkillIcon (211).jpg.meta │ │ │ ├── SkillIcon (212).jpg.meta │ │ │ ├── SkillIcon (213).jpg.meta │ │ │ ├── SkillIcon (214).jpg.meta │ │ │ ├── SkillIcon (215).jpg.meta │ │ │ ├── SkillIcon (216).jpg.meta │ │ │ ├── SkillIcon (217).jpg.meta │ │ │ ├── SkillIcon (218).jpg.meta │ │ │ ├── SkillIcon (219).jpg.meta │ │ │ ├── SkillIcon (22).jpg.meta │ │ │ ├── SkillIcon (220).jpg.meta │ │ │ ├── SkillIcon (221).jpg.meta │ │ │ ├── SkillIcon (222).jpg.meta │ │ │ ├── SkillIcon (223).jpg.meta │ │ │ ├── SkillIcon (224).jpg.meta │ │ │ ├── SkillIcon (225).jpg.meta │ │ │ ├── SkillIcon (226).jpg.meta │ │ │ ├── SkillIcon (227).jpg.meta │ │ │ ├── SkillIcon (228).jpg.meta │ │ │ ├── SkillIcon (229).jpg.meta │ │ │ ├── SkillIcon (23).jpg.meta │ │ │ ├── SkillIcon (230).jpg.meta │ │ │ ├── SkillIcon (231).jpg.meta │ │ │ ├── SkillIcon (232).jpg.meta │ │ │ ├── SkillIcon (233).jpg.meta │ │ │ ├── SkillIcon (234).jpg.meta │ │ │ ├── SkillIcon (235).jpg.meta │ │ │ ├── SkillIcon (236).jpg.meta │ │ │ ├── SkillIcon (237).jpg.meta │ │ │ ├── SkillIcon (238).jpg.meta │ │ │ ├── SkillIcon (239).jpg.meta │ │ │ ├── SkillIcon (24).jpg.meta │ │ │ ├── SkillIcon (240).jpg.meta │ │ │ ├── SkillIcon (241).jpg.meta │ │ │ ├── SkillIcon (242).jpg.meta │ │ │ ├── SkillIcon (243).jpg.meta │ │ │ ├── SkillIcon (244).jpg.meta │ │ │ ├── SkillIcon (245).jpg.meta │ │ │ ├── SkillIcon (246).jpg.meta │ │ │ ├── SkillIcon (247).jpg.meta │ │ │ ├── SkillIcon (248).jpg.meta │ │ │ ├── SkillIcon (249).jpg.meta │ │ │ ├── SkillIcon (25).jpg.meta │ │ │ ├── SkillIcon (250).jpg.meta │ │ │ ├── SkillIcon (251).jpg.meta │ │ │ ├── SkillIcon (252).jpg.meta │ │ │ ├── SkillIcon (253).jpg.meta │ │ │ ├── SkillIcon (254).jpg.meta │ │ │ ├── SkillIcon (255).jpg.meta │ │ │ ├── SkillIcon (256).jpg.meta │ │ │ ├── SkillIcon (257).jpg.meta │ │ │ ├── SkillIcon (258).jpg.meta │ │ │ ├── SkillIcon (259).jpg.meta │ │ │ ├── SkillIcon (26).jpg.meta │ │ │ ├── SkillIcon (260).jpg.meta │ │ │ ├── SkillIcon (261).jpg.meta │ │ │ ├── SkillIcon (262).jpg.meta │ │ │ ├── SkillIcon (263).jpg.meta │ │ │ ├── SkillIcon (264).jpg.meta │ │ │ ├── SkillIcon (265).jpg.meta │ │ │ ├── SkillIcon (266).jpg.meta │ │ │ ├── SkillIcon (267).jpg.meta │ │ │ ├── SkillIcon (268).jpg.meta │ │ │ ├── SkillIcon (269).jpg.meta │ │ │ ├── SkillIcon (27).jpg.meta │ │ │ ├── SkillIcon (270).jpg.meta │ │ │ ├── SkillIcon (271).jpg.meta │ │ │ ├── SkillIcon (272).jpg.meta │ │ │ ├── SkillIcon (273).jpg.meta │ │ │ ├── SkillIcon (274).jpg.meta │ │ │ ├── SkillIcon (275).jpg.meta │ │ │ ├── SkillIcon (276).jpg.meta │ │ │ ├── SkillIcon (277).jpg.meta │ │ │ ├── SkillIcon (278).jpg.meta │ │ │ ├── SkillIcon (279).jpg.meta │ │ │ ├── SkillIcon (28).jpg.meta │ │ │ ├── SkillIcon (280).jpg.meta │ │ │ ├── SkillIcon (281).jpg.meta │ │ │ ├── SkillIcon (282).jpg.meta │ │ │ ├── SkillIcon (283).jpg.meta │ │ │ ├── SkillIcon (284).jpg.meta │ │ │ ├── SkillIcon (285).jpg.meta │ │ │ ├── SkillIcon (286).jpg.meta │ │ │ ├── SkillIcon (287).jpg.meta │ │ │ ├── SkillIcon (288).jpg.meta │ │ │ ├── SkillIcon (289).jpg.meta │ │ │ ├── SkillIcon (29).jpg.meta │ │ │ ├── SkillIcon (290).jpg.meta │ │ │ ├── SkillIcon (291).jpg.meta │ │ │ ├── SkillIcon (292).jpg.meta │ │ │ ├── SkillIcon (293).jpg.meta │ │ │ ├── SkillIcon (294).jpg.meta │ │ │ ├── SkillIcon (295).jpg.meta │ │ │ ├── SkillIcon (296).jpg.meta │ │ │ ├── SkillIcon (297).jpg.meta │ │ │ ├── SkillIcon (298).jpg.meta │ │ │ ├── SkillIcon (299).jpg.meta │ │ │ ├── SkillIcon (3).jpg.meta │ │ │ ├── SkillIcon (30).jpg.meta │ │ │ ├── SkillIcon (300).jpg.meta │ │ │ ├── SkillIcon (301).jpg.meta │ │ │ ├── SkillIcon (302).jpg.meta │ │ │ ├── SkillIcon (303).jpg.meta │ │ │ ├── SkillIcon (304).jpg.meta │ │ │ ├── SkillIcon (305).jpg.meta │ │ │ ├── SkillIcon (306).jpg.meta │ │ │ ├── SkillIcon (307).jpg.meta │ │ │ ├── SkillIcon (308).jpg.meta │ │ │ ├── SkillIcon (309).jpg.meta │ │ │ ├── SkillIcon (31).jpg.meta │ │ │ ├── SkillIcon (310).jpg.meta │ │ │ ├── SkillIcon (311).jpg.meta │ │ │ ├── SkillIcon (312).jpg.meta │ │ │ ├── SkillIcon (313).jpg.meta │ │ │ ├── SkillIcon (314).jpg.meta │ │ │ ├── SkillIcon (315).jpg.meta │ │ │ ├── SkillIcon (316).jpg.meta │ │ │ ├── SkillIcon (317).jpg.meta │ │ │ ├── SkillIcon (318).jpg.meta │ │ │ ├── SkillIcon (319).jpg.meta │ │ │ ├── SkillIcon (32).jpg.meta │ │ │ ├── SkillIcon (320).jpg.meta │ │ │ ├── SkillIcon (321).jpg.meta │ │ │ ├── SkillIcon (322).jpg.meta │ │ │ ├── SkillIcon (323).jpg.meta │ │ │ ├── SkillIcon (324).jpg.meta │ │ │ ├── SkillIcon (325).jpg.meta │ │ │ ├── SkillIcon (326).jpg.meta │ │ │ ├── SkillIcon (327).jpg.meta │ │ │ ├── SkillIcon (328).jpg.meta │ │ │ ├── SkillIcon (329).jpg.meta │ │ │ ├── SkillIcon (33).jpg.meta │ │ │ ├── SkillIcon (330).jpg.meta │ │ │ ├── SkillIcon (331).jpg.meta │ │ │ ├── SkillIcon (332).jpg.meta │ │ │ ├── SkillIcon (333).jpg.meta │ │ │ ├── SkillIcon (334).jpg.meta │ │ │ ├── SkillIcon (335).jpg.meta │ │ │ ├── SkillIcon (336).jpg.meta │ │ │ ├── SkillIcon (337).jpg.meta │ │ │ ├── SkillIcon (338).jpg.meta │ │ │ ├── SkillIcon (339).jpg.meta │ │ │ ├── SkillIcon (34).jpg.meta │ │ │ ├── SkillIcon (340).jpg.meta │ │ │ ├── SkillIcon (341).jpg.meta │ │ │ ├── SkillIcon (342).jpg.meta │ │ │ ├── SkillIcon (343).jpg.meta │ │ │ ├── SkillIcon (344).jpg.meta │ │ │ ├── SkillIcon (345).jpg.meta │ │ │ ├── SkillIcon (346).jpg.meta │ │ │ ├── SkillIcon (347).jpg.meta │ │ │ ├── SkillIcon (348).jpg.meta │ │ │ ├── SkillIcon (349).jpg.meta │ │ │ ├── SkillIcon (35).jpg.meta │ │ │ ├── SkillIcon (350).jpg.meta │ │ │ ├── SkillIcon (351).jpg.meta │ │ │ ├── SkillIcon (352).jpg.meta │ │ │ ├── SkillIcon (353).jpg.meta │ │ │ ├── SkillIcon (354).jpg.meta │ │ │ ├── SkillIcon (355).jpg.meta │ │ │ ├── SkillIcon (356).jpg.meta │ │ │ ├── SkillIcon (357).jpg.meta │ │ │ ├── SkillIcon (358).jpg.meta │ │ │ ├── SkillIcon (359).jpg.meta │ │ │ ├── SkillIcon (36).jpg.meta │ │ │ ├── SkillIcon (360).jpg.meta │ │ │ ├── SkillIcon (361).jpg.meta │ │ │ ├── SkillIcon (362).jpg.meta │ │ │ ├── SkillIcon (363).jpg.meta │ │ │ ├── SkillIcon (364).jpg.meta │ │ │ ├── SkillIcon (365).jpg.meta │ │ │ ├── SkillIcon (366).jpg.meta │ │ │ ├── SkillIcon (367).jpg.meta │ │ │ ├── SkillIcon (368).jpg.meta │ │ │ ├── SkillIcon (369).jpg.meta │ │ │ ├── SkillIcon (37).jpg.meta │ │ │ ├── SkillIcon (370).jpg.meta │ │ │ ├── SkillIcon (371).jpg.meta │ │ │ ├── SkillIcon (372).jpg.meta │ │ │ ├── SkillIcon (373).jpg.meta │ │ │ ├── SkillIcon (374).jpg.meta │ │ │ ├── SkillIcon (375).jpg.meta │ │ │ ├── SkillIcon (376).jpg.meta │ │ │ ├── SkillIcon (377).jpg.meta │ │ │ ├── SkillIcon (378).jpg.meta │ │ │ ├── SkillIcon (379).jpg.meta │ │ │ ├── SkillIcon (38).jpg.meta │ │ │ ├── SkillIcon (380).jpg.meta │ │ │ ├── SkillIcon (381).jpg.meta │ │ │ ├── SkillIcon (382).jpg.meta │ │ │ ├── SkillIcon (383).jpg.meta │ │ │ ├── SkillIcon (384).jpg.meta │ │ │ ├── SkillIcon (385).jpg.meta │ │ │ ├── SkillIcon (386).jpg.meta │ │ │ ├── SkillIcon (387).jpg.meta │ │ │ ├── SkillIcon (388).jpg.meta │ │ │ ├── SkillIcon (389).jpg.meta │ │ │ ├── SkillIcon (39).jpg.meta │ │ │ ├── SkillIcon (390).jpg.meta │ │ │ ├── SkillIcon (391).jpg.meta │ │ │ ├── SkillIcon (392).jpg.meta │ │ │ ├── SkillIcon (393).jpg.meta │ │ │ ├── SkillIcon (394).jpg.meta │ │ │ ├── SkillIcon (395).jpg.meta │ │ │ ├── SkillIcon (396).jpg.meta │ │ │ ├── SkillIcon (397).jpg.meta │ │ │ ├── SkillIcon (398).jpg.meta │ │ │ ├── SkillIcon (399).jpg.meta │ │ │ ├── SkillIcon (4).jpg.meta │ │ │ ├── SkillIcon (40).jpg.meta │ │ │ ├── SkillIcon (400).jpg.meta │ │ │ ├── SkillIcon (401).jpg.meta │ │ │ ├── SkillIcon (402).jpg.meta │ │ │ ├── SkillIcon (403).jpg.meta │ │ │ ├── SkillIcon (404).jpg.meta │ │ │ ├── SkillIcon (405).jpg.meta │ │ │ ├── SkillIcon (406).jpg.meta │ │ │ ├── SkillIcon (407).jpg.meta │ │ │ ├── SkillIcon (408).jpg.meta │ │ │ ├── SkillIcon (409).jpg.meta │ │ │ ├── SkillIcon (41).jpg.meta │ │ │ ├── SkillIcon (410).jpg.meta │ │ │ ├── SkillIcon (411).jpg.meta │ │ │ ├── SkillIcon (412).jpg.meta │ │ │ ├── SkillIcon (413).jpg.meta │ │ │ ├── SkillIcon (414).jpg.meta │ │ │ ├── SkillIcon (415).jpg.meta │ │ │ ├── SkillIcon (416).jpg.meta │ │ │ ├── SkillIcon (417).jpg.meta │ │ │ ├── SkillIcon (418).jpg.meta │ │ │ ├── SkillIcon (419).jpg.meta │ │ │ ├── SkillIcon (42).jpg.meta │ │ │ ├── SkillIcon (420).jpg.meta │ │ │ ├── SkillIcon (421).jpg.meta │ │ │ ├── SkillIcon (422).jpg.meta │ │ │ ├── SkillIcon (423).jpg.meta │ │ │ ├── SkillIcon (424).jpg.meta │ │ │ ├── SkillIcon (425).jpg.meta │ │ │ ├── SkillIcon (426).jpg.meta │ │ │ ├── SkillIcon (427).jpg.meta │ │ │ ├── SkillIcon (428).jpg.meta │ │ │ ├── SkillIcon (429).jpg.meta │ │ │ ├── SkillIcon (43).jpg.meta │ │ │ ├── SkillIcon (430).jpg.meta │ │ │ ├── SkillIcon (431).jpg.meta │ │ │ ├── SkillIcon (432).jpg.meta │ │ │ ├── SkillIcon (433).jpg.meta │ │ │ ├── SkillIcon (434).jpg.meta │ │ │ ├── SkillIcon (435).jpg.meta │ │ │ ├── SkillIcon (436).jpg.meta │ │ │ ├── SkillIcon (437).jpg.meta │ │ │ ├── SkillIcon (438).jpg.meta │ │ │ ├── SkillIcon (439).jpg.meta │ │ │ ├── SkillIcon (44).jpg.meta │ │ │ ├── SkillIcon (440).jpg.meta │ │ │ ├── SkillIcon (441).jpg.meta │ │ │ ├── SkillIcon (442).jpg.meta │ │ │ ├── SkillIcon (443).jpg.meta │ │ │ ├── SkillIcon (444).jpg.meta │ │ │ ├── SkillIcon (445).jpg.meta │ │ │ ├── SkillIcon (446).jpg.meta │ │ │ ├── SkillIcon (447).jpg.meta │ │ │ ├── SkillIcon (448).jpg.meta │ │ │ ├── SkillIcon (449).jpg.meta │ │ │ ├── SkillIcon (45).jpg.meta │ │ │ ├── SkillIcon (450).jpg.meta │ │ │ ├── SkillIcon (451).jpg.meta │ │ │ ├── SkillIcon (452).jpg.meta │ │ │ ├── SkillIcon (453).jpg.meta │ │ │ ├── SkillIcon (454).jpg.meta │ │ │ ├── SkillIcon (455).jpg.meta │ │ │ ├── SkillIcon (456).jpg.meta │ │ │ ├── SkillIcon (457).jpg.meta │ │ │ ├── SkillIcon (458).jpg.meta │ │ │ ├── SkillIcon (459).jpg.meta │ │ │ ├── SkillIcon (46).jpg.meta │ │ │ ├── SkillIcon (460).jpg.meta │ │ │ ├── SkillIcon (47).jpg.meta │ │ │ ├── SkillIcon (48).jpg.meta │ │ │ ├── SkillIcon (49).jpg.meta │ │ │ ├── SkillIcon (5).jpg.meta │ │ │ ├── SkillIcon (50).jpg.meta │ │ │ ├── SkillIcon (51).jpg.meta │ │ │ ├── SkillIcon (52).jpg.meta │ │ │ ├── SkillIcon (53).jpg.meta │ │ │ ├── SkillIcon (54).jpg.meta │ │ │ ├── SkillIcon (55).jpg.meta │ │ │ ├── SkillIcon (56).jpg.meta │ │ │ ├── SkillIcon (57).jpg.meta │ │ │ ├── SkillIcon (58).jpg.meta │ │ │ ├── SkillIcon (59).jpg.meta │ │ │ ├── SkillIcon (6).jpg.meta │ │ │ ├── SkillIcon (60).jpg.meta │ │ │ ├── SkillIcon (61).jpg.meta │ │ │ ├── SkillIcon (62).jpg.meta │ │ │ ├── SkillIcon (63).jpg.meta │ │ │ ├── SkillIcon (64).jpg.meta │ │ │ ├── SkillIcon (65).jpg.meta │ │ │ ├── SkillIcon (66).jpg.meta │ │ │ ├── SkillIcon (67).jpg.meta │ │ │ ├── SkillIcon (68).jpg.meta │ │ │ ├── SkillIcon (69).jpg.meta │ │ │ ├── SkillIcon (7).jpg.meta │ │ │ ├── SkillIcon (70).jpg.meta │ │ │ ├── SkillIcon (71).jpg.meta │ │ │ ├── SkillIcon (72).jpg.meta │ │ │ ├── SkillIcon (73).jpg.meta │ │ │ ├── SkillIcon (74).jpg.meta │ │ │ ├── SkillIcon (75).jpg.meta │ │ │ ├── SkillIcon (76).jpg.meta │ │ │ ├── SkillIcon (77).jpg.meta │ │ │ ├── SkillIcon (78).jpg.meta │ │ │ ├── SkillIcon (79).jpg.meta │ │ │ ├── SkillIcon (8).jpg.meta │ │ │ ├── SkillIcon (80).jpg.meta │ │ │ ├── SkillIcon (81).jpg.meta │ │ │ ├── SkillIcon (82).jpg.meta │ │ │ ├── SkillIcon (83).jpg.meta │ │ │ ├── SkillIcon (84).jpg.meta │ │ │ ├── SkillIcon (85).jpg.meta │ │ │ ├── SkillIcon (86).jpg.meta │ │ │ ├── SkillIcon (87).jpg.meta │ │ │ ├── SkillIcon (88).jpg.meta │ │ │ ├── SkillIcon (89).jpg.meta │ │ │ ├── SkillIcon (9).jpg.meta │ │ │ ├── SkillIcon (90).jpg.meta │ │ │ ├── SkillIcon (91).jpg.meta │ │ │ ├── SkillIcon (92).jpg.meta │ │ │ ├── SkillIcon (93).jpg.meta │ │ │ ├── SkillIcon (94).jpg.meta │ │ │ ├── SkillIcon (95).jpg.meta │ │ │ ├── SkillIcon (96).jpg.meta │ │ │ ├── SkillIcon (97).jpg.meta │ │ │ ├── SkillIcon (98).jpg.meta │ │ │ └── SkillIcon (99).jpg.meta │ │ ├── SkillIcon.meta │ │ ├── fire_flame.png.meta │ │ ├── fire_orb.png.meta │ │ ├── tt_Stone.png.meta │ │ ├── tt_Wood.jpg.meta │ │ ├── tt_Wood2.png.meta │ │ ├── tt_Wood3.png.meta │ │ └── tt_fanbu.png.meta │ └── Textures.meta ├── Mission.json ├── Packages/ │ └── manifest.json ├── ProjectSettings/ │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProBuilderSettings.json │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── URPProjectSettings.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ └── XRSettings.asset └── README.md ================================================ FILE CONTENTS ================================================ ================================================ FILE: .gitignore ================================================ # This .gitignore file should be placed at the root of your Unity project directory # # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore # /[Ll]ibrary/ /[Tt]emp/ /[Oo]bj/ /[Bb]uild/ /[Bb]uilds/ /[Ll]ogs/ /[Uu]ser[Ss]ettings/ # MemoryCaptures can get excessive in size. # They also could contain extremely sensitive data /[Mm]emoryCaptures/ # Asset meta data should only be ignored when the corresponding asset is also ignored !/[Aa]ssets/**/*.meta # Uncomment this line if you wish to ignore the asset store tools plugin # /[Aa]ssets/AssetStoreTools* # Autogenerated Jetbrains Rider plugin /[Aa]ssets/Plugins/Editor/JetBrains* # Visual Studio cache directory .vs/ # Gradle cache directory .gradle/ # Autogenerated VS/MD/Consulo solution and project files ExportedObj/ .consulo/ *.csproj *.unityproj *.sln *.suo *.tmp *.user *.userprefs *.pidb *.booproj *.svd *.pdb *.mdb *.opendb *.VC.db # Unity3D generated meta files *.pidb.meta *.pdb.meta *.mdb.meta # Unity3D generated file on crash reports sysinfo.txt # Builds *.apk *.aab *.unitypackage # Crashlytics generated file crashlytics-build.properties # Packed Addressables /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* # Temporary auto-generated Android Assets /[Aa]ssets/[Ss]treamingAssets/aa.meta /[Aa]ssets/[Ss]treamingAssets/aa/* ================================================ FILE: Assets/Animations/AvatarMask/fullBody.mask ================================================ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!319 &31900000 AvatarMask: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: fullBody m_Mask: 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humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Hips parentName: ybot(Clone) position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474} rotation: {x: 1.3930912e-15, 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value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - 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boneName: mixamorig:LeftArm humanName: LeftUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightArm humanName: RightUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftForeArm humanName: LeftLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightForeArm humanName: RightLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHand humanName: LeftHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHand humanName: RightHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftToeBase humanName: 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humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - 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mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Hips parentName: ybot(Clone) position: {x: 0.00000006757011, y: 0.9979194, z: 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rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle3 parentName: mixamorig:LeftHandMiddle2 position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679} rotation: {x: 3.2786822e-16, y: -7.7005665e-13, z: -0.000000014901165, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle4 parentName: mixamorig:LeftHandMiddle3 position: {x: -0.036801923, y: -8.559337e-10, z: 0.00000032769248} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb1 parentName: mixamorig:LeftHand position: {x: -0.037888095, y: -0.021669967, z: 0.03003088} rotation: {x: -0.11864619, y: 0.086851165, z: -0.11865032, w: 0.98198885} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb2 parentName: mixamorig:LeftHandThumb1 position: {x: -0.03675443, y: -0.021220079, z: 0.021220123} rotation: {x: 0.000005132493, y: -0.0000031770362, z: 0.0000056908543, w: 1} scale: {x: 1, y: 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LeftToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightToeBase humanName: RightToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb1 humanName: Left Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb2 humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} 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-0.03675443, y: -0.021220079, z: 0.021220123} rotation: {x: 0.000005132493, y: -0.0000031770362, z: 0.0000056908543, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb3 parentName: mixamorig:LeftHandThumb2 position: {x: -0.033943586, y: -0.019597441, z: 0.019597929} rotation: {x: -0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb4 parentName: mixamorig:LeftHandThumb3 position: {x: -0.026794039, y: -0.015469446, z: 0.0154692} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandIndex1 parentName: mixamorig:LeftHand position: {x: -0.12266614, y: -0.0023166884, z: 0.028220579} rotation: {x: 0.00000007450581, y: -7.738312e-13, z: -0.000000014901161, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandIndex2 parentName: mixamorig:LeftHandIndex1 position: {x: -0.038919672, y: 0.000000016868665, z: 0.00000038721547} rotation: {x: -0.00000010430813, y: 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- name: mixamorig:LeftHandRing3 parentName: mixamorig:LeftHandRing2 position: {x: -0.03307317, y: 0.000000045317442, z: -0.00000020893265} rotation: {x: 0.00000005960464, y: -0.000000014900386, z: 0.000000014901934, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandRing4 parentName: mixamorig:LeftHandRing3 position: {x: -0.036601152, y: 0.00000002906111, z: 4.5477133e-10} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandPinky1 parentName: mixamorig:LeftHand position: {x: -0.10908195, y: -0.0022636496, z: -0.047258176} rotation: {x: 0.000000029802322, y: -0.000000014901934, z: -0.0000000149003885, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandPinky2 parentName: mixamorig:LeftHandPinky1 position: {x: -0.041366525, y: 0.000000022999533, z: 0.00000026898434} rotation: {x: 0.00000002980232, y: -0.000000014900387, z: 0.000000014901936, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandPinky3 parentName: 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{x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Hips parentName: ybot(Clone) position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474} rotation: {x: 1.3930912e-15, y: 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boneName: mixamorig:LeftArm humanName: LeftUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightArm humanName: RightUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftForeArm humanName: LeftLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightForeArm humanName: RightLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHand humanName: LeftHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHand humanName: RightHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftToeBase humanName: LeftToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightToeBase humanName: RightToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb1 humanName: Left Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb2 humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} 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-5.2041704e-18, y: 4.2632927e-14, z: 2.273737e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Head parentName: mixamorig:Neck position: {x: -0.000000023707482, y: 0.1032183, z: 0.031424288} rotation: {x: 0, y: -0, z: -2.3158745e-36, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:HeadTop_End parentName: mixamorig:Head position: {x: -0.0000015417259, y: 0.18474671, z: 0.06636399} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftEye parentName: mixamorig:Head position: {x: -0.02947915, y: 0.07681745, z: 0.09120731} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightEye parentName: mixamorig:Head position: {x: 0.029444808, y: 0.07681745, z: 0.091204956} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftShoulder parentName: mixamorig:Spine2 position: {x: -0.061058242, y: 0.09110424, z: 0.0070555084} rotation: {x: -0.000000044703484, y: 4.2632557e-14, z: -0.000000044703256, w: 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-0.03675443, y: -0.021220079, z: 0.021220123} rotation: {x: 0.000005132493, y: -0.0000031770362, z: 0.0000056908543, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb3 parentName: mixamorig:LeftHandThumb2 position: {x: -0.033943586, y: -0.019597441, z: 0.019597929} rotation: {x: -0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb4 parentName: mixamorig:LeftHandThumb3 position: {x: -0.026794039, y: -0.015469446, z: 0.0154692} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandIndex1 parentName: mixamorig:LeftHand position: {x: -0.12266614, y: -0.0023166884, z: 0.028220579} rotation: {x: 0.00000007450581, y: -7.738312e-13, z: -0.000000014901161, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandIndex2 parentName: mixamorig:LeftHandIndex1 position: {x: -0.038919672, y: 0.000000016868665, z: 0.00000038721547} rotation: {x: -0.00000010430813, y: 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- name: mixamorig:LeftHandRing3 parentName: mixamorig:LeftHandRing2 position: {x: -0.03307317, y: 0.000000045317442, z: -0.00000020893265} rotation: {x: 0.00000005960464, y: -0.000000014900386, z: 0.000000014901934, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandRing4 parentName: mixamorig:LeftHandRing3 position: {x: -0.036601152, y: 0.00000002906111, z: 4.5477133e-10} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandPinky1 parentName: mixamorig:LeftHand position: {x: -0.10908195, y: -0.0022636496, z: -0.047258176} rotation: {x: 0.000000029802322, y: -0.000000014901934, z: -0.0000000149003885, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandPinky2 parentName: mixamorig:LeftHandPinky1 position: {x: -0.041366525, y: 0.000000022999533, z: 0.00000026898434} rotation: {x: 0.00000002980232, y: -0.000000014900387, z: 0.000000014901936, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandPinky3 parentName: 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mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Hips parentName: ybot(Clone) position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474} rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine parentName: mixamorig:Hips position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348} rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1} scale: {x: 1, y: 1, z: 1} - name: 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w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHand parentName: mixamorig:LeftForeArm position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586} rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle1 parentName: mixamorig:LeftHand position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457} rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle2 parentName: mixamorig:LeftHandMiddle1 position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631} rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle3 parentName: mixamorig:LeftHandMiddle2 position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679} rotation: {x: 3.2786822e-16, y: -7.7005665e-13, z: -0.000000014901165, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle4 parentName: mixamorig:LeftHandMiddle3 position: {x: -0.036801923, y: -8.559337e-10, z: 0.00000032769248} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb1 parentName: mixamorig:LeftHand position: {x: -0.037888095, y: -0.021669967, z: 0.03003088} rotation: {x: -0.11864619, y: 0.086851165, z: -0.11865032, w: 0.98198885} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb2 parentName: mixamorig:LeftHandThumb1 position: {x: -0.03675443, y: -0.021220079, z: 0.021220123} rotation: {x: 0.000005132493, y: -0.0000031770362, z: 0.0000056908543, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb3 parentName: mixamorig:LeftHandThumb2 position: {x: -0.033943586, y: -0.019597441, z: 0.019597929} rotation: {x: -0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb4 parentName: mixamorig:LeftHandThumb3 position: {x: -0.026794039, y: 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z: 1} - name: mixamorig:RightHandThumb2 parentName: mixamorig:RightHandThumb1 position: {x: 0.036754426, y: -0.021220084, z: 0.021220122} rotation: {x: 0.000005132493, y: 0.0000031770373, z: -0.000005675953, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandThumb3 parentName: mixamorig:RightHandThumb2 position: {x: 0.03394358, y: -0.019597458, z: 0.019597925} rotation: {x: -0.0000050727735, y: -0.000009561156, z: -0.0000007974416, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandThumb4 parentName: mixamorig:RightHandThumb3 position: {x: 0.026794035, y: -0.015469455, z: 0.015469198} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandIndex1 parentName: mixamorig:RightHand position: {x: 0.12266616, y: -0.002316732, z: 0.028220555} rotation: {x: 0.000000014901163, y: 7.7294296e-13, z: 0.00000001490116, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandIndex2 parentName: mixamorig:RightHandIndex1 position: {x: 0.038919672, 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boneName: mixamorig:LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Hips parentName: ybot(Clone) position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474} rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine parentName: mixamorig:Hips position: 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0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Hips parentName: ybot(Clone) position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474} rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine parentName: mixamorig:Hips position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348} rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine1 parentName: mixamorig:Spine position: {x: 0.0000013886521, y: 0.1164544, z: -0.014223412} rotation: {x: 3.8774097e-26, y: -4.2632574e-14, z: 6.82121e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine2 parentName: mixamorig:Spine1 position: {x: -0.00000091440717, y: 0.13360204, z: -0.016264597} rotation: {x: 0, y: 0, z: 1.8056423e-35, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Neck parentName: 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z: 0.0070555084} rotation: {x: -0.000000044703484, y: 4.2632557e-14, z: -0.000000044703256, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftArm parentName: mixamorig:LeftShoulder position: {x: -0.12655036, y: -0.0026593448, z: -0.026009219} rotation: {x: 0.000000044703484, y: 2.4507967e-22, z: 0.000000044703484, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftForeArm parentName: mixamorig:LeftArm position: {x: -0.27404684, y: 0.00000039126675, z: 0.000000065881096} rotation: {x: -0.000000059604638, y: -0.000000003900862, z: -1.3205547e-24, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHand parentName: mixamorig:LeftForeArm position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586} rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle1 parentName: mixamorig:LeftHand position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457} rotation: {x: 0.000000014901159, y: 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-0.0000007974416, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandThumb4 parentName: mixamorig:RightHandThumb3 position: {x: 0.026794035, y: -0.015469455, z: 0.015469198} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandIndex1 parentName: mixamorig:RightHand position: {x: 0.12266616, y: -0.002316732, z: 0.028220555} rotation: {x: 0.000000014901163, y: 7.7294296e-13, z: 0.00000001490116, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandIndex2 parentName: mixamorig:RightHandIndex1 position: {x: 0.038919672, y: -7.205551e-10, z: 0.00000037513024} rotation: {x: -0.000000044703484, y: -0.000000014901158, z: 7.7427507e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandIndex3 parentName: mixamorig:RightHandIndex2 position: {x: 0.03415161, y: 0.0000000025299138, z: -0.000000086058414} rotation: {x: 0.000000029802326, y: 0.000000014902701, z: 0.000000029801555, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandIndex4 parentName: mixamorig:RightHandIndex3 position: {x: 0.030779855, y: -0.000000009372842, z: -0.00000008780579} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandRing1 parentName: mixamorig:RightHand position: {x: 0.12147004, y: 0.00009890902, z: -0.022166314} rotation: {x: 0.00000002980232, y: 0.000000029801548, z: -0.000000014902708, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandRing2 parentName: mixamorig:RightHandRing1 position: {x: 0.036011904, y: 0.0000000023856512, z: 0.0000003486698} rotation: {x: -0.000000029802319, y: -0.000000029799999, z: 0.000000044705025, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandRing3 parentName: mixamorig:RightHandRing2 position: {x: 0.03307317, y: 0.00000003760175, z: -0.00000021114596} rotation: {x: 0.000000059604638, y: 0.000000014897292, z: -0.00000007450657, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandRing4 parentName: 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Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: 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{x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Hips parentName: ybot(Clone) position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474} rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine parentName: mixamorig:Hips position: 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humanName: LeftLowerLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightLeg humanName: RightLowerLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftFoot humanName: LeftFoot limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightFoot humanName: RightFoot limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine humanName: Spine limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine1 humanName: Chest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Neck humanName: Neck limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Head humanName: Head limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftShoulder humanName: LeftShoulder limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightShoulder humanName: RightShoulder limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftArm humanName: LeftUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightArm humanName: RightUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftForeArm humanName: LeftLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightForeArm humanName: RightLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHand humanName: LeftHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHand humanName: RightHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftToeBase humanName: LeftToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightToeBase humanName: RightToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb1 humanName: Left Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb2 humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: 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Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Hips parentName: ybot(Clone) position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474} rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine parentName: mixamorig:Hips position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348} rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1} scale: {x: 1, y: 1, z: 1} - name: 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mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Hips parentName: ybot(Clone) position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474} rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine parentName: mixamorig:Hips position: 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position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679} rotation: {x: 3.2786822e-16, y: -7.7005665e-13, z: -0.000000014901165, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle4 parentName: mixamorig:LeftHandMiddle3 position: {x: -0.036801923, y: -8.559337e-10, z: 0.00000032769248} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb1 parentName: mixamorig:LeftHand position: {x: -0.037888095, y: -0.021669967, z: 0.03003088} rotation: {x: -0.11864619, y: 0.086851165, z: -0.11865032, w: 0.98198885} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb2 parentName: mixamorig:LeftHandThumb1 position: {x: -0.03675443, y: -0.021220079, z: 0.021220123} rotation: {x: 0.000005132493, y: -0.0000031770362, z: 0.0000056908543, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb3 parentName: mixamorig:LeftHandThumb2 position: {x: -0.033943586, y: -0.019597441, z: 0.019597929} rotation: {x: -0.0000051025772, y: 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mixamorig:LeftHandIndex4 parentName: mixamorig:LeftHandIndex3 position: {x: -0.030779855, y: 7.926917e-10, z: -0.00000008560385} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandRing1 parentName: mixamorig:LeftHand position: {x: -0.12147005, y: 0.00009894983, z: -0.022166291} rotation: {x: 0.00000002980232, y: -0.000000029801548, z: 0.000000014902708, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandRing2 parentName: mixamorig:LeftHandRing1 position: {x: -0.036011904, y: 0.000000015129366, z: 0.0000003511219} rotation: {x: -0.000000029802319, y: 0.000000029799999, z: -0.000000044705025, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandRing3 parentName: mixamorig:LeftHandRing2 position: {x: -0.03307317, y: 0.000000045317442, z: -0.00000020893265} rotation: {x: 0.00000005960464, y: -0.000000014900386, z: 0.000000014901934, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandRing4 parentName: mixamorig:LeftHandRing3 position: 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rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightShoulder parentName: mixamorig:Spine2 position: {x: 0.06105696, y: 0.09110509, z: 0.007055634} rotation: {x: -0.000000014901161, y: 4.2632564e-14, z: -0.000000044703256, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightArm parentName: mixamorig:RightShoulder position: {x: 0.1265504, y: -0.0026602063, z: -0.026008958} rotation: {x: 0.000000014901161, y: 7.7756505e-24, z: 0.000000044703484, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightForeArm parentName: mixamorig:RightArm position: {x: 0.27404684, y: 0.0000003288411, z: 0.000000052756395} rotation: {x: -0.000000059604638, y: 0.000000003900862, z: -3.0876939e-15, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHand parentName: mixamorig:RightForeArm position: {x: 0.27614462, y: 0.00000022661457, z: 0.0000001832407} rotation: {x: 0.000025987818, y: -0.000000044703476, z: 1.1585687e-12, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandMiddle1 parentName: mixamorig:RightHand position: {x: 0.12775522, y: 0.000000089457735, z: 0.00000018011639} rotation: {x: 0.000000014901159, y: 0.000000044701945, z: -0.00000002980465, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandMiddle2 parentName: mixamorig:RightHandMiddle1 position: {x: 0.036139715, y: 0.000000027565017, z: 0.000000030803374} rotation: {x: -0.000000014901161, y: -0.000000014901165, z: 7.764959e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandMiddle3 parentName: mixamorig:RightHandMiddle2 position: {x: 0.0345976, y: -0.0000000019721824, z: -0.0000002645789} rotation: {x: 0.000000059604645, y: 0.000000029804642, z: 0.000000044701938, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandMiddle4 parentName: mixamorig:RightHandMiddle3 position: {x: 0.036801923, y: -0.000000006576055, z: 0.00000032509809} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandThumb1 parentName: 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humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - 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modified: 0 - boneName: mixamorig:RightToeBase humanName: RightToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb1 humanName: Left Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb2 humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Hips parentName: ybot(Clone) position: 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-0.036139715, y: 0.000000026601377, z: 0.000000024623631} rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle3 parentName: mixamorig:LeftHandMiddle2 position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679} rotation: {x: 3.2786822e-16, y: -7.7005665e-13, z: -0.000000014901165, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle4 parentName: mixamorig:LeftHandMiddle3 position: {x: -0.036801923, y: -8.559337e-10, z: 0.00000032769248} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb1 parentName: mixamorig:LeftHand position: {x: -0.037888095, y: -0.021669967, z: 0.03003088} rotation: {x: -0.11864619, y: 0.086851165, z: -0.11865032, w: 0.98198885} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb2 parentName: mixamorig:LeftHandThumb1 position: {x: -0.03675443, y: -0.021220079, z: 0.021220123} rotation: {x: 0.000005132493, y: 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z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} 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humanName: Left Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb2 humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - 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z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Hips parentName: ybot(Clone) position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474} rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine parentName: mixamorig:Hips position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348} rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1} scale: {x: 1, y: 1, z: 1} - name: 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mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Hips parentName: ybot(Clone) position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474} rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine parentName: mixamorig:Hips position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348} rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1} scale: {x: 1, y: 1, z: 1} - name: 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w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHand parentName: mixamorig:LeftForeArm position: {x: -0.27614462, y: 0.00000028951808, z: 0.00000019646586} rotation: {x: 0.000025987818, y: 0.000000044703476, z: -1.1585687e-12, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle1 parentName: mixamorig:LeftHand position: {x: -0.12775522, y: 0.00000013342024, z: 0.00000020418457} rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle2 parentName: mixamorig:LeftHandMiddle1 position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631} rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle3 parentName: mixamorig:LeftHandMiddle2 position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679} rotation: {x: 3.2786822e-16, y: -7.7005665e-13, z: -0.000000014901165, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle4 parentName: mixamorig:LeftHandMiddle3 position: {x: -0.036801923, y: -8.559337e-10, z: 0.00000032769248} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb1 parentName: mixamorig:LeftHand position: {x: -0.037888095, y: -0.021669967, z: 0.03003088} rotation: {x: -0.11864619, y: 0.086851165, z: -0.11865032, w: 0.98198885} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb2 parentName: mixamorig:LeftHandThumb1 position: {x: -0.03675443, y: -0.021220079, z: 0.021220123} rotation: {x: 0.000005132493, y: -0.0000031770362, z: 0.0000056908543, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb3 parentName: mixamorig:LeftHandThumb2 position: {x: -0.033943586, y: -0.019597441, z: 0.019597929} rotation: {x: -0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb4 parentName: mixamorig:LeftHandThumb3 position: {x: -0.026794039, y: 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z: 1} - name: mixamorig:RightHandThumb2 parentName: mixamorig:RightHandThumb1 position: {x: 0.036754426, y: -0.021220084, z: 0.021220122} rotation: {x: 0.000005132493, y: 0.0000031770373, z: -0.000005675953, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandThumb3 parentName: mixamorig:RightHandThumb2 position: {x: 0.03394358, y: -0.019597458, z: 0.019597925} rotation: {x: -0.0000050727735, y: -0.000009561156, z: -0.0000007974416, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandThumb4 parentName: mixamorig:RightHandThumb3 position: {x: 0.026794035, y: -0.015469455, z: 0.015469198} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandIndex1 parentName: mixamorig:RightHand position: {x: 0.12266616, y: -0.002316732, z: 0.028220555} rotation: {x: 0.000000014901163, y: 7.7294296e-13, z: 0.00000001490116, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandIndex2 parentName: mixamorig:RightHandIndex1 position: {x: 0.038919672, 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keepOriginalOrientation: 1 keepOriginalPositionY: 1 keepOriginalPositionXZ: 1 heightFromFeet: 0 mirror: 0 bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000 curves: [] events: [] transformMask: [] maskType: 3 maskSource: {instanceID: 0} additiveReferencePoseFrame: 0 isReadable: 1 meshes: lODScreenPercentages: [] globalScale: 1 meshCompression: 0 addColliders: 0 useSRGBMaterialColor: 1 importVisibility: 1 importBlendShapes: 1 importCameras: 1 importLights: 1 swapUVChannels: 0 generateSecondaryUV: 0 useFileUnits: 1 optimizeMeshForGPU: 1 keepQuads: 0 weldVertices: 1 preserveHierarchy: 0 indexFormat: 1 secondaryUVAngleDistortion: 8 secondaryUVAreaDistortion: 15.000001 secondaryUVHardAngle: 88 secondaryUVPackMargin: 4 useFileScale: 1 previousCalculatedGlobalScale: 0.01 hasPreviousCalculatedGlobalScale: 1 tangentSpace: normalSmoothAngle: 60 normalImportMode: 0 tangentImportMode: 3 normalCalculationMode: 4 legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 1 blendShapeNormalImportMode: 1 normalSmoothingSource: 0 importAnimation: 1 copyAvatar: 1 humanDescription: serializedVersion: 2 human: - boneName: mixamorig:Hips humanName: Hips limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftUpLeg humanName: LeftUpperLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightUpLeg humanName: RightUpperLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftLeg humanName: LeftLowerLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightLeg humanName: RightLowerLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftFoot humanName: LeftFoot limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightFoot humanName: RightFoot limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine humanName: Spine limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine1 humanName: Chest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Neck humanName: Neck limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Head humanName: Head limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftShoulder humanName: LeftShoulder limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightShoulder humanName: RightShoulder limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftArm humanName: LeftUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightArm humanName: RightUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftForeArm humanName: LeftLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightForeArm humanName: RightLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHand humanName: LeftHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHand humanName: RightHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftToeBase humanName: LeftToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightToeBase humanName: RightToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb1 humanName: Left Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb2 humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, 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y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: 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mixamorig:RightArm humanName: RightUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftForeArm humanName: LeftLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightForeArm humanName: RightLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHand humanName: LeftHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHand humanName: RightHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftToeBase humanName: LeftToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightToeBase humanName: RightToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb1 humanName: Left Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb2 humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Hips parentName: ybot(Clone) position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474} rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine parentName: mixamorig:Hips position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348} rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine1 parentName: mixamorig:Spine position: {x: 0.0000013886521, y: 0.1164544, z: -0.014223412} rotation: {x: 3.8774097e-26, y: -4.2632574e-14, z: 6.82121e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine2 parentName: mixamorig:Spine1 position: {x: -0.00000091440717, y: 0.13360204, z: -0.016264597} rotation: {x: 0, y: 0, z: 1.8056423e-35, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Neck parentName: mixamorig:Spine2 position: {x: -0.0000002520208, y: 0.15032491, z: 0.007929048} rotation: {x: -5.2041704e-18, y: 4.2632927e-14, z: 2.273737e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Head parentName: mixamorig:Neck position: {x: -0.000000023707482, y: 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mixamorig:LeftHandThumb3 parentName: mixamorig:LeftHandThumb2 position: {x: -0.033943586, y: -0.019597441, z: 0.019597929} rotation: {x: -0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb4 parentName: mixamorig:LeftHandThumb3 position: {x: -0.026794039, y: -0.015469446, z: 0.0154692} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandIndex1 parentName: mixamorig:LeftHand position: {x: -0.12266614, y: -0.0023166884, z: 0.028220579} rotation: {x: 0.00000007450581, y: -7.738312e-13, z: -0.000000014901161, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandIndex2 parentName: mixamorig:LeftHandIndex1 position: {x: -0.038919672, y: 0.000000016868665, z: 0.00000038721547} rotation: {x: -0.00000010430813, y: 0.000000014901161, z: -7.7516346e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandIndex3 parentName: mixamorig:LeftHandIndex2 position: {x: -0.03415161, y: 0.000000005749108, z: -0.00000008770533} rotation: {x: 7.528409e-15, y: 0.0000000148980766, z: -0.000000059605426, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandIndex4 parentName: mixamorig:LeftHandIndex3 position: {x: -0.030779855, y: 7.926917e-10, z: -0.00000008560385} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandRing1 parentName: mixamorig:LeftHand position: {x: -0.12147005, y: 0.00009894983, z: -0.022166291} rotation: {x: 0.00000002980232, y: -0.000000029801548, z: 0.000000014902708, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandRing2 parentName: mixamorig:LeftHandRing1 position: {x: -0.036011904, y: 0.000000015129366, z: 0.0000003511219} rotation: {x: -0.000000029802319, y: 0.000000029799999, z: -0.000000044705025, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandRing3 parentName: mixamorig:LeftHandRing2 position: {x: -0.03307317, y: 0.000000045317442, z: -0.00000020893265} rotation: {x: 0.00000005960464, 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0 modified: 0 - boneName: mixamorig:RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Hips parentName: ybot(Clone) position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474} rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine parentName: mixamorig:Hips position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348} rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine1 parentName: mixamorig:Spine position: {x: 0.0000013886521, y: 0.1164544, z: -0.014223412} rotation: {x: 3.8774097e-26, y: -4.2632574e-14, z: 6.82121e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine2 parentName: mixamorig:Spine1 position: {x: -0.00000091440717, y: 0.13360204, z: -0.016264597} rotation: {x: 0, y: 0, z: 1.8056423e-35, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Neck parentName: mixamorig:Spine2 position: {x: -0.0000002520208, y: 0.15032491, z: 0.007929048} rotation: {x: -5.2041704e-18, y: 4.2632927e-14, z: 2.273737e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Head parentName: mixamorig:Neck position: {x: -0.000000023707482, y: 0.1032183, z: 0.031424288} rotation: {x: 0, y: -0, z: -2.3158745e-36, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:HeadTop_End parentName: mixamorig:Head position: {x: -0.0000015417259, y: 0.18474671, z: 0.06636399} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftEye parentName: mixamorig:Head position: {x: -0.02947915, y: 0.07681745, z: 0.09120731} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightEye parentName: mixamorig:Head position: {x: 0.029444808, y: 0.07681745, z: 0.091204956} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftShoulder 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0.00000013342024, z: 0.00000020418457} rotation: {x: 0.000000014901159, y: -0.000000044701945, z: 0.00000002980465, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle2 parentName: mixamorig:LeftHandMiddle1 position: {x: -0.036139715, y: 0.000000026601377, z: 0.000000024623631} rotation: {x: -0.000000014901161, y: 0.000000014901165, z: -7.764959e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle3 parentName: mixamorig:LeftHandMiddle2 position: {x: -0.0345976, y: 0.000000005432471, z: -0.00000026419679} rotation: {x: 3.2786822e-16, y: -7.7005665e-13, z: -0.000000014901165, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandMiddle4 parentName: mixamorig:LeftHandMiddle3 position: {x: -0.036801923, y: -8.559337e-10, z: 0.00000032769248} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb1 parentName: mixamorig:LeftHand position: {x: -0.037888095, y: -0.021669967, z: 0.03003088} rotation: {x: -0.11864619, y: 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parentName: mixamorig:LeftHandIndex1 position: {x: -0.038919672, y: 0.000000016868665, z: 0.00000038721547} rotation: {x: -0.00000010430813, y: 0.000000014901161, z: -7.7516346e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandIndex3 parentName: mixamorig:LeftHandIndex2 position: {x: -0.03415161, y: 0.000000005749108, z: -0.00000008770533} rotation: {x: 7.528409e-15, y: 0.0000000148980766, z: -0.000000059605426, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandIndex4 parentName: mixamorig:LeftHandIndex3 position: {x: -0.030779855, y: 7.926917e-10, z: -0.00000008560385} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandRing1 parentName: mixamorig:LeftHand position: {x: -0.12147005, y: 0.00009894983, z: -0.022166291} rotation: {x: 0.00000002980232, y: -0.000000029801548, z: 0.000000014902708, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandRing2 parentName: mixamorig:LeftHandRing1 position: {x: -0.036011904, y: 0.000000015129366, z: 0.0000003511219} rotation: {x: -0.000000029802319, y: 0.000000029799999, z: -0.000000044705025, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandRing3 parentName: mixamorig:LeftHandRing2 position: {x: -0.03307317, y: 0.000000045317442, z: -0.00000020893265} rotation: {x: 0.00000005960464, y: -0.000000014900386, z: 0.000000014901934, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandRing4 parentName: mixamorig:LeftHandRing3 position: {x: -0.036601152, y: 0.00000002906111, z: 4.5477133e-10} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandPinky1 parentName: mixamorig:LeftHand position: {x: -0.10908195, y: -0.0022636496, z: -0.047258176} rotation: {x: 0.000000029802322, y: -0.000000014901934, z: -0.0000000149003885, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandPinky2 parentName: mixamorig:LeftHandPinky1 position: {x: -0.041366525, y: 0.000000022999533, z: 0.00000026898434} rotation: {x: 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- name: mixamorig:RightForeArm parentName: mixamorig:RightArm position: {x: 0.27404684, y: 0.0000003288411, z: 0.000000052756395} rotation: {x: -0.000000059604638, y: 0.000000003900862, z: -3.0876939e-15, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHand parentName: mixamorig:RightForeArm position: {x: 0.27614462, y: 0.00000022661457, z: 0.0000001832407} rotation: {x: 0.000025987818, y: -0.000000044703476, z: 1.1585687e-12, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandMiddle1 parentName: mixamorig:RightHand position: {x: 0.12775522, y: 0.000000089457735, z: 0.00000018011639} rotation: {x: 0.000000014901159, y: 0.000000044701945, z: -0.00000002980465, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandMiddle2 parentName: mixamorig:RightHandMiddle1 position: {x: 0.036139715, y: 0.000000027565017, z: 0.000000030803374} rotation: {x: -0.000000014901161, y: -0.000000014901165, z: 7.764959e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandMiddle3 parentName: mixamorig:RightHandMiddle2 position: {x: 0.0345976, y: -0.0000000019721824, z: -0.0000002645789} rotation: {x: 0.000000059604645, y: 0.000000029804642, z: 0.000000044701938, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandMiddle4 parentName: mixamorig:RightHandMiddle3 position: {x: 0.036801923, y: -0.000000006576055, z: 0.00000032509809} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandThumb1 parentName: mixamorig:RightHand position: {x: 0.03788809, y: -0.02166998, z: 0.030030873} rotation: {x: -0.11864687, y: -0.08685213, z: 0.11865076, w: 0.9819886} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandThumb2 parentName: mixamorig:RightHandThumb1 position: {x: 0.036754426, y: -0.021220084, z: 0.021220122} rotation: {x: 0.000005132493, y: 0.0000031770373, z: -0.000005675953, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandThumb3 parentName: mixamorig:RightHandThumb2 position: {x: 0.03394358, y: -0.019597458, z: 0.019597925} rotation: {x: -0.0000050727735, y: -0.000009561156, z: -0.0000007974416, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandThumb4 parentName: mixamorig:RightHandThumb3 position: {x: 0.026794035, y: -0.015469455, z: 0.015469198} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandIndex1 parentName: mixamorig:RightHand position: {x: 0.12266616, y: -0.002316732, z: 0.028220555} rotation: {x: 0.000000014901163, y: 7.7294296e-13, z: 0.00000001490116, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandIndex2 parentName: mixamorig:RightHandIndex1 position: {x: 0.038919672, y: -7.205551e-10, z: 0.00000037513024} rotation: {x: -0.000000044703484, y: -0.000000014901158, z: 7.7427507e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:RightHandIndex3 parentName: mixamorig:RightHandIndex2 position: {x: 0.03415161, y: 0.0000000025299138, z: -0.000000086058414} rotation: {x: 0.000000029802326, y: 0.000000014902701, z: 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max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: 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boneName: mixamorig:RightForeArm humanName: RightLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHand humanName: LeftHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHand humanName: RightHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftToeBase humanName: LeftToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightToeBase humanName: RightToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb1 humanName: Left Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb2 humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: ybot(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Joints parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: Alpha_Surface parentName: ybot(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Hips parentName: ybot(Clone) position: {x: 0.00000006757011, y: 0.9979194, z: 0.000000484474} rotation: {x: 1.3930912e-15, y: 0.00000001376344, z: -0.0000004417766, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:Spine parentName: mixamorig:Hips position: {x: -0.0000000056483196, y: 0.09923459, z: -0.012273348} rotation: {x: -1.3930783e-15, y: -0.00000001376344, z: 0.00000044177568, w: 1} scale: {x: 1, y: 1, z: 1} - name: 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1} - name: mixamorig:LeftHandMiddle4 parentName: mixamorig:LeftHandMiddle3 position: {x: -0.036801923, y: -8.559337e-10, z: 0.00000032769248} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb1 parentName: mixamorig:LeftHand position: {x: -0.037888095, y: -0.021669967, z: 0.03003088} rotation: {x: -0.11864619, y: 0.086851165, z: -0.11865032, w: 0.98198885} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb2 parentName: mixamorig:LeftHandThumb1 position: {x: -0.03675443, y: -0.021220079, z: 0.021220123} rotation: {x: 0.000005132493, y: -0.0000031770362, z: 0.0000056908543, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb3 parentName: mixamorig:LeftHandThumb2 position: {x: -0.033943586, y: -0.019597441, z: 0.019597929} rotation: {x: -0.0000051025772, y: 0.000009561153, z: 0.00000076763865, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandThumb4 parentName: mixamorig:LeftHandThumb3 position: {x: -0.026794039, y: -0.015469446, z: 0.0154692} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandIndex1 parentName: mixamorig:LeftHand position: {x: -0.12266614, y: -0.0023166884, z: 0.028220579} rotation: {x: 0.00000007450581, y: -7.738312e-13, z: -0.000000014901161, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandIndex2 parentName: mixamorig:LeftHandIndex1 position: {x: -0.038919672, y: 0.000000016868665, z: 0.00000038721547} rotation: {x: -0.00000010430813, y: 0.000000014901161, z: -7.7516346e-13, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandIndex3 parentName: mixamorig:LeftHandIndex2 position: {x: -0.03415161, y: 0.000000005749108, z: -0.00000008770533} rotation: {x: 7.528409e-15, y: 0.0000000148980766, z: -0.000000059605426, w: 1} scale: {x: 1, y: 1, z: 1} - name: mixamorig:LeftHandIndex4 parentName: mixamorig:LeftHandIndex3 position: {x: -0.030779855, y: 7.926917e-10, z: -0.00000008560385} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 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optimizeMeshForGPU: 1 keepQuads: 0 weldVertices: 1 secondaryUVAngleDistortion: 8 secondaryUVAreaDistortion: 15.000001 secondaryUVHardAngle: 88 secondaryUVPackMargin: 4 useFileScale: 1 tangentSpace: normalSmoothAngle: 60 normalImportMode: 0 tangentImportMode: 3 normalCalculationMode: 4 importAnimation: 1 copyAvatar: 0 humanDescription: serializedVersion: 2 human: - boneName: mixamorig:Hips humanName: Hips limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftUpLeg humanName: LeftUpperLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightUpLeg humanName: RightUpperLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftLeg humanName: LeftLowerLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightLeg humanName: RightLowerLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftFoot humanName: LeftFoot limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightFoot humanName: RightFoot limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine humanName: Spine limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine1 humanName: Chest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Neck humanName: Neck limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Head humanName: Head limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftShoulder humanName: LeftShoulder limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightShoulder humanName: RightShoulder limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftArm humanName: LeftUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightArm humanName: RightUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftForeArm humanName: LeftLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightForeArm humanName: RightLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHand humanName: LeftHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHand humanName: RightHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftToeBase humanName: LeftToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightToeBase humanName: RightToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb1 humanName: Left Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb2 humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} 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humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: mixamorig:Spine2 humanName: UpperChest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - 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orc_bind //// body_orc 7400080: orc_idle //// body_orc 7400082: orc_block //// body_orc 7400084: orc_chomp //// body_orc 7400086: orc_hit_front //// body_orc 7400088: orc_hit_left //// body_orc 7400090: orc_hit_right //// body_orc 7400092: orc_panic //// body_orc 7400094: orc_die //// body_orc 7400096: orc_scared //// body_orc 7400098: orc_attack_repeatedly //// body_orc 7400100: orc_dizzy //// body_orc 7400102: orc_spin_attack //// body_orc 7400104: orc_ground_smash //// body_orc 7400106: orc_talk //// body_orc 7400108: orc_laugh //// body_orc 7400110: orc_sleeping //// body_orc 7400112: orc_wake_up //// body_orc 7400114: orc_walk //// body_orc 7400116: orc_bind //// head_orc 7400118: orc_idle //// head_orc 7400120: orc_block //// head_orc 7400122: orc_chomp //// head_orc 7400124: orc_hit_front //// head_orc 7400126: orc_hit_left //// head_orc 7400128: orc_hit_right //// head_orc 7400130: orc_panic //// head_orc 7400132: orc_die //// head_orc 7400134: orc_scared //// head_orc 7400136: orc_attack_repeatedly //// head_orc 7400138: orc_dizzy //// head_orc 7400140: orc_spin_attack //// head_orc 7400142: orc_ground_smash //// head_orc 7400144: orc_talk //// head_orc 7400146: orc_laugh //// head_orc 7400148: orc_sleeping //// head_orc 7400150: orc_wake_up //// head_orc 7400152: orc_walk //// head_orc 7400154: orc_bind //// face_orc 7400156: orc_idle //// face_orc 7400158: orc_block //// face_orc 7400160: orc_chomp //// face_orc 7400162: orc_hit_front //// face_orc 7400164: orc_hit_left //// face_orc 7400166: orc_hit_right //// face_orc 7400168: orc_panic //// face_orc 7400170: orc_die //// face_orc 7400172: orc_scared //// face_orc 7400174: orc_attack_repeatedly //// face_orc 7400176: orc_dizzy //// face_orc 7400178: orc_spin_attack //// face_orc 7400180: orc_ground_smash //// face_orc 7400182: orc_talk //// face_orc 7400184: orc_laugh //// face_orc 7400186: orc_sleeping //// face_orc 7400188: orc_wake_up //// face_orc 7400190: orc_walk //// face_orc 7400192: orc_bind //// eye_r_orc 7400194: orc_idle //// eye_r_orc 7400196: orc_block //// eye_r_orc 7400198: orc_chomp //// eye_r_orc 7400200: orc_hit_front //// eye_r_orc 7400202: orc_hit_left //// eye_r_orc 7400204: orc_hit_right //// eye_r_orc 7400206: orc_panic //// eye_r_orc 7400208: orc_die //// eye_r_orc 7400210: orc_scared //// eye_r_orc 7400212: orc_attack_repeatedly //// eye_r_orc 7400214: orc_dizzy //// eye_r_orc 7400216: orc_spin_attack //// eye_r_orc 7400218: orc_ground_smash //// eye_r_orc 7400220: orc_talk //// eye_r_orc 7400222: orc_laugh //// eye_r_orc 7400224: orc_sleeping //// eye_r_orc 7400226: orc_wake_up //// eye_r_orc 7400228: orc_walk //// eye_r_orc 7400230: orc_bind //// eye_l_orc 7400232: orc_idle //// eye_l_orc 7400234: orc_block //// eye_l_orc 7400236: orc_chomp //// eye_l_orc 7400238: orc_hit_front //// eye_l_orc 7400240: orc_hit_left //// eye_l_orc 7400242: orc_hit_right //// eye_l_orc 7400244: orc_panic //// eye_l_orc 7400246: orc_die //// eye_l_orc 7400248: orc_scared //// eye_l_orc 7400250: orc_attack_repeatedly //// eye_l_orc 7400252: orc_dizzy //// eye_l_orc 7400254: orc_spin_attack //// eye_l_orc 7400256: orc_ground_smash //// eye_l_orc 7400258: orc_talk //// eye_l_orc 7400260: orc_laugh //// eye_l_orc 7400262: orc_sleeping //// eye_l_orc 7400264: orc_wake_up //// eye_l_orc 7400266: orc_walk //// eye_l_orc 7400268: orc_bind //// left_shoulder_orc 7400270: orc_idle //// left_shoulder_orc 7400272: orc_block //// left_shoulder_orc 7400274: orc_chomp //// left_shoulder_orc 7400276: orc_hit_front //// left_shoulder_orc 7400278: orc_hit_left //// left_shoulder_orc 7400280: orc_hit_right //// left_shoulder_orc 7400282: orc_panic //// left_shoulder_orc 7400284: orc_die //// left_shoulder_orc 7400286: orc_scared //// left_shoulder_orc 7400288: orc_attack_repeatedly //// left_shoulder_orc 7400290: orc_dizzy //// left_shoulder_orc 7400292: orc_spin_attack //// left_shoulder_orc 7400294: orc_ground_smash //// left_shoulder_orc 7400296: orc_talk //// left_shoulder_orc 7400298: orc_laugh //// left_shoulder_orc 7400300: orc_sleeping //// left_shoulder_orc 7400302: orc_wake_up //// left_shoulder_orc 7400304: orc_walk //// left_shoulder_orc 7400306: orc_bind //// left_arm_orc 7400308: orc_idle //// left_arm_orc 7400310: orc_block //// left_arm_orc 7400312: orc_chomp //// left_arm_orc 7400314: orc_hit_front //// left_arm_orc 7400316: orc_hit_left //// left_arm_orc 7400318: orc_hit_right //// left_arm_orc 7400320: orc_panic //// left_arm_orc 7400322: orc_die //// left_arm_orc 7400324: orc_scared //// left_arm_orc 7400326: orc_attack_repeatedly //// left_arm_orc 7400328: orc_dizzy //// left_arm_orc 7400330: orc_spin_attack //// left_arm_orc 7400332: orc_ground_smash //// left_arm_orc 7400334: orc_talk //// left_arm_orc 7400336: orc_laugh //// left_arm_orc 7400338: orc_sleeping //// left_arm_orc 7400340: orc_wake_up //// left_arm_orc 7400342: orc_walk //// left_arm_orc 7400344: orc_bind //// left_hand_orc 7400346: orc_idle //// left_hand_orc 7400348: orc_block //// left_hand_orc 7400350: orc_chomp //// left_hand_orc 7400352: orc_hit_front //// left_hand_orc 7400354: orc_hit_left //// left_hand_orc 7400356: orc_hit_right //// left_hand_orc 7400358: orc_panic //// left_hand_orc 7400360: orc_die //// left_hand_orc 7400362: orc_scared //// left_hand_orc 7400364: orc_attack_repeatedly //// left_hand_orc 7400366: orc_dizzy //// left_hand_orc 7400368: orc_spin_attack //// left_hand_orc 7400370: orc_ground_smash //// left_hand_orc 7400372: orc_talk //// left_hand_orc 7400374: orc_laugh //// left_hand_orc 7400376: orc_sleeping //// left_hand_orc 7400378: orc_wake_up //// left_hand_orc 7400380: orc_walk //// left_hand_orc 7400382: orc_bind //// right_shoulder_orc 7400384: orc_idle //// right_shoulder_orc 7400386: orc_block //// right_shoulder_orc 7400388: orc_chomp //// right_shoulder_orc 7400390: orc_hit_front //// right_shoulder_orc 7400392: orc_hit_left //// right_shoulder_orc 7400394: orc_hit_right //// right_shoulder_orc 7400396: orc_panic //// right_shoulder_orc 7400398: orc_die //// right_shoulder_orc 7400400: orc_scared //// right_shoulder_orc 7400402: orc_attack_repeatedly //// right_shoulder_orc 7400404: orc_dizzy //// right_shoulder_orc 7400406: orc_spin_attack //// right_shoulder_orc 7400408: orc_ground_smash //// right_shoulder_orc 7400410: orc_talk //// right_shoulder_orc 7400412: orc_laugh //// right_shoulder_orc 7400414: orc_sleeping //// right_shoulder_orc 7400416: orc_wake_up //// right_shoulder_orc 7400418: orc_walk //// right_shoulder_orc 7400420: orc_bind //// right_arm_orc 7400422: orc_idle //// right_arm_orc 7400424: orc_block //// right_arm_orc 7400426: orc_chomp //// right_arm_orc 7400428: orc_hit_front //// right_arm_orc 7400430: orc_hit_left //// right_arm_orc 7400432: orc_hit_right //// right_arm_orc 7400434: orc_panic //// right_arm_orc 7400436: orc_die //// right_arm_orc 7400438: orc_scared //// right_arm_orc 7400440: orc_attack_repeatedly //// right_arm_orc 7400442: orc_dizzy //// right_arm_orc 7400444: orc_spin_attack //// right_arm_orc 7400446: orc_ground_smash //// right_arm_orc 7400448: orc_talk //// right_arm_orc 7400450: orc_laugh //// right_arm_orc 7400452: orc_sleeping //// right_arm_orc 7400454: orc_wake_up //// right_arm_orc 7400456: orc_walk //// right_arm_orc 7400458: orc_bind //// right_hand_orc 7400460: orc_idle //// right_hand_orc 7400462: orc_block //// right_hand_orc 7400464: orc_chomp //// right_hand_orc 7400466: orc_hit_front //// right_hand_orc 7400468: orc_hit_left //// right_hand_orc 7400470: orc_hit_right //// right_hand_orc 7400472: orc_panic //// right_hand_orc 7400474: orc_die //// right_hand_orc 7400476: orc_scared //// right_hand_orc 7400478: orc_attack_repeatedly //// right_hand_orc 7400480: orc_dizzy //// right_hand_orc 7400482: orc_spin_attack //// right_hand_orc 7400484: orc_ground_smash //// right_hand_orc 7400486: orc_talk //// right_hand_orc 7400488: orc_laugh //// right_hand_orc 7400490: orc_sleeping //// right_hand_orc 7400492: orc_wake_up //// right_hand_orc 7400494: orc_walk //// right_hand_orc 9500000: //RootNode 11100000: //RootNode 11100002: body_orc 11100004: eye_l_orc 11100006: eye_r_orc 11100008: eyes 11100010: face_orc 11100012: head_orc 11100014: left_arm_orc 11100016: left_hand_orc 11100018: left_shoulder_orc 11100020: micro_orc 11100022: right_arm_orc 11100024: right_hand_orc 11100026: right_shoulder_orc 11100028: root_orc 13700000: eyes 13700002: micro_orc externalObjects: - first: type: UnityEngine:Material assembly: UnityEngine.CoreModule name: orc3 second: {fileID: 2100000, guid: 29d64a7c995d1b6409559f657304d1d8, type: 2} - first: type: UnityEngine:Material assembly: UnityEngine.CoreModule name: orc_transp second: {fileID: 2100000, guid: 08bdd9ee8bf97d447be1bd9be33da1ce, type: 2} materials: importMaterials: 1 materialName: 1 materialSearch: 1 materialLocation: 0 animations: legacyGenerateAnimations: 2 bakeSimulation: 0 resampleCurves: 1 optimizeGameObjects: 0 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{} isPreloaded: 0 isOverridable: 0 platformData: - first: Any: second: enabled: 0 settings: {} - first: Editor: Editor second: enabled: 1 settings: DefaultValueInitialized: true - first: Windows Store Apps: WindowsStoreApps second: enabled: 0 settings: CPU: AnyCPU userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Editor/BehaviorTreeInspector.cs ================================================ using UnityEditor; using BehaviorDesigner.Runtime; namespace BehaviorDesigner.Editor { [CustomEditor(typeof(BehaviorTree))] public class BehaviorTreeInspector : BehaviorInspector { // intentionally left blank } } ================================================ FILE: Assets/Plugins/Behavior Designer/Editor/BehaviorTreeInspector.cs.meta ================================================ fileFormatVersion: 2 guid: 94693c6931cea70439c26417a1fc0d33 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Editor/ExternalBehaviorTreeInspector.cs ================================================ using UnityEngine; using UnityEditor; using BehaviorDesigner.Runtime; namespace BehaviorDesigner.Editor { [CustomEditor(typeof(ExternalBehaviorTree))] public class ExternalBehaviorTreeInspector : ExternalBehaviorInspector { // intentionally left blank } } ================================================ FILE: Assets/Plugins/Behavior Designer/Editor/ExternalBehaviorTreeInspector.cs.meta ================================================ fileFormatVersion: 2 guid: 1f0cb79f53e760c4d950b8c6ade6a242 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Editor/GridShader.shader ================================================ Shader "Hidden/Behavior Designer/Grid" { SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" fixed4 frag(v2f_img i) : Color { return fixed4(0.21, 0.21, 0.21, 1); } ENDCG } Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" fixed4 frag(v2f_img i) : Color { return fixed4(0.33, 0.33, 0.33, 1); } ENDCG } Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" fixed4 frag(v2f_img i) : Color { return fixed4(0.26, 0.26, 0.26, 1); } ENDCG } Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" fixed4 frag(v2f_img i) : Color { return fixed4(0.27, 0.27, 0.27, 1); } ENDCG } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Editor/GridShader.shader.meta ================================================ fileFormatVersion: 2 guid: afbd9f0fb1c22d1409403fdef158479f ShaderImporter: defaultTextures: [] userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Editor/Object Drawers/FloatSliderDrawer.cs ================================================ using UnityEngine; using UnityEditor; using BehaviorDesigner.Runtime; using BehaviorDesigner.Runtime.ObjectDrawers; namespace BehaviorDesigner.Editor.ObjectDrawers { [CustomObjectDrawer(typeof(FloatSliderAttribute))] public class FloatSliderDrawer : ObjectDrawer { public override void OnGUI(GUIContent label) { var floatSliderAttribute = (FloatSliderAttribute)attribute; if (value is SharedFloat) { var sharedFloat = value as SharedFloat; sharedFloat.Value = EditorGUILayout.Slider(label, sharedFloat.Value, floatSliderAttribute.min, floatSliderAttribute.max); } else { value = EditorGUILayout.Slider(label, (float)value, floatSliderAttribute.min, floatSliderAttribute.max); } } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Editor/Object Drawers/FloatSliderDrawer.cs.meta 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assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/BehaviorTree.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime { // Wrapper for the Behavior class [AddComponentMenu("Behavior Designer/Behavior Tree")] public class BehaviorTree : Behavior { // intentionally left blank } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/BehaviorTree.cs.meta ================================================ fileFormatVersion: 2 guid: 8d7b55c7ecdb49a4a89fa5e6f9022861 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/ExternalBehaviorTree.cs ================================================ namespace BehaviorDesigner.Runtime { [System.Serializable] public class ExternalBehaviorTree : ExternalBehavior { // intentionally left blank } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/ExternalBehaviorTree.cs.meta ================================================ fileFormatVersion: 2 guid: b23f08d2ae4cba14087c1ed36193d82b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Object Drawers/FloatSliderAttribute.cs ================================================ using BehaviorDesigner.Runtime.Tasks; namespace BehaviorDesigner.Runtime.ObjectDrawers { public class FloatSliderAttribute : ObjectDrawerAttribute { public float min; public float max; public FloatSliderAttribute(float min, float max) { this.min = min; this.max = max; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Object Drawers/FloatSliderAttribute.cs.meta ================================================ fileFormatVersion: 2 guid: 92948bfcff9a1fc48834935ebb0dbdcb MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Object Drawers/IntSliderAttribute.cs ================================================ using BehaviorDesigner.Runtime.Tasks; namespace BehaviorDesigner.Runtime.ObjectDrawers { public class IntSliderAttribute : ObjectDrawerAttribute { public int min; public int max; public IntSliderAttribute(int min, int max) { this.min = min; this.max = max; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Object Drawers/IntSliderAttribute.cs.meta ================================================ fileFormatVersion: 2 guid: 2373bfe29d0e5bc47b88a46226aa6a61 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Object Drawers.meta ================================================ fileFormatVersion: 2 guid: 29d0d8866b4fa984bbc7dbf5d988ebcc folderAsset: yes DefaultImporter: userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/BehaviorTreeReference.cs ================================================  namespace BehaviorDesigner.Runtime.Tasks { // Wrapper class for the Behavior Reference task. The Behavior Tree Reference task allows you to run another behavior tree within the current behavior tree. // One use for this task is if you have an unit that plays a series of tasks to attack. You may want the unit to attack at different points within // the behavior tree, and you want that attack to always be the same. Instead of copying and pasting the same tasks over and over you can just use // an external behavior and then the tasks are always guaranteed to be the same. This example is demonstrated in the RTS sample project located at // https://www.opsive.com/integrations/?pid=803. [TaskDescription("Behavior Tree Reference allows you to run another behavior tree within the current behavior tree.")] [HelpURL("https://www.opsive.com/support/documentation/behavior-designer/external-behavior-trees/")] [TaskIcon("BehaviorTreeReferenceIcon.png")] public class BehaviorTreeReference : BehaviorReference { // intentionally left blank - subclass of BehaviorReference } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/BehaviorTreeReference.cs.meta ================================================ fileFormatVersion: 2 guid: af7b6fcbc7258f34aad1bb82b5b3fdc8 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Idle.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Returns a TaskStatus of running. Will only stop when interrupted or a conditional abort is triggered.")] [TaskIcon("{SkinColor}IdleIcon.png")] public class Idle : Action { public override TaskStatus OnUpdate() { return TaskStatus.Running; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Idle.cs.meta ================================================ fileFormatVersion: 2 guid: 759252a4ffada80419ef06ce1c625246 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Log.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Log is a simple task which will output the specified text and return success. It can be used for debugging.")] [TaskIcon("{SkinColor}LogIcon.png")] public class Log : Action { [Tooltip("Text to output to the log")] public SharedString text; [Tooltip("Is this text an error?")] public SharedBool logError; public override TaskStatus OnUpdate() { // Log the text and return success if (logError.Value) { Debug.LogError(text); } else { Debug.Log(text); } return TaskStatus.Success; } public override void OnReset() { // Reset the properties back to their original values text = ""; logError = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Log.cs.meta ================================================ fileFormatVersion: 2 guid: d53794347878c7c479da37533dce2024 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/PerformInterruption.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Perform the actual interruption. This will immediately stop the specified tasks from running and will return success or failure depending on the value of interrupt success.")] [TaskIcon("{SkinColor}PerformInterruptionIcon.png")] public class PerformInterruption : Action { [Tooltip("The list of tasks to interrupt. Can be any number of tasks")] public Interrupt[] interruptTasks; [Tooltip("When we interrupt the task should we return a task status of success?")] public SharedBool interruptSuccess; public override TaskStatus OnUpdate() { // Loop through all of the tasks and fire an interruption. Once complete return success. for (int i = 0; i < interruptTasks.Length; ++i) { interruptTasks[i].DoInterrupt(interruptSuccess.Value ? TaskStatus.Success : TaskStatus.Failure); } return TaskStatus.Success; } public override void OnReset() { // Reset the properties back to their original values. interruptTasks = null; interruptSuccess = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/PerformInterruption.cs.meta ================================================ fileFormatVersion: 2 guid: 72d2d6051b23e86468e2f715f044dad8 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Reflection/GetFieldValue.cs ================================================ using UnityEngine; using System; using System.Reflection; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Gets the value from the field specified. Returns success if the field was retrieved.")] [TaskCategory("Reflection")] [TaskIcon("{SkinColor}ReflectionIcon.png")] public class GetFieldValue : Action { [Tooltip("The GameObject to get the field on")] public SharedGameObject targetGameObject; [Tooltip("The component to get the field on")] public SharedString componentName; [Tooltip("The name of the field")] public SharedString fieldName; [Tooltip("The value of the field")] [RequiredField] public SharedVariable fieldValue; public override TaskStatus OnUpdate() { if (fieldValue == null) { Debug.LogWarning("Unable to get field - field value is null"); return TaskStatus.Failure; } var type = TaskUtility.GetTypeWithinAssembly(componentName.Value); if (type == null) { Debug.LogWarning("Unable to get field - type is null"); return TaskStatus.Failure; } var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type); if (component == null) { Debug.LogWarning("Unable to get the field with component " + componentName.Value); return TaskStatus.Failure; } // If you are receiving a compiler error on the Windows Store platform see this topic: // https://www.opsive.com/support/documentation/behavior-designer/installation/ var field = component.GetType().GetField(fieldName.Value); fieldValue.SetValue(field.GetValue(component)); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; componentName = null; fieldName = null; fieldValue = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Reflection/GetFieldValue.cs.meta ================================================ fileFormatVersion: 2 guid: bc317dd7feb2085499edb0d0c4604640 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Reflection/GetPropertyValue.cs ================================================ using UnityEngine; using System; using System.Reflection; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Gets the value from the property specified. Returns success if the property was retrieved.")] [TaskCategory("Reflection")] [TaskIcon("{SkinColor}ReflectionIcon.png")] public class GetPropertyValue : Action { [Tooltip("The GameObject to get the property of")] public SharedGameObject targetGameObject; [Tooltip("The component to get the property of")] public SharedString componentName; [Tooltip("The name of the property")] public SharedString propertyName; [Tooltip("The value of the property")] [RequiredField] public SharedVariable propertyValue; public override TaskStatus OnUpdate() { if (propertyValue == null) { Debug.LogWarning("Unable to get property - property value is null"); return TaskStatus.Failure; } var type = TaskUtility.GetTypeWithinAssembly(componentName.Value); if (type == null) { Debug.LogWarning("Unable to get property - type is null"); return TaskStatus.Failure; } var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type); if (component == null) { Debug.LogWarning("Unable to get the property with component " + componentName.Value); return TaskStatus.Failure; } // If you are receiving a compiler error on the Windows Store platform see this topic: // https://www.opsive.com/support/documentation/behavior-designer/installation/ var property = component.GetType().GetProperty(propertyName.Value); propertyValue.SetValue(property.GetValue(component, null)); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; componentName = null; propertyName = null; propertyValue = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Reflection/GetPropertyValue.cs.meta ================================================ fileFormatVersion: 2 guid: dda9c9b7c6ff2ee4f95a2e208cddae64 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Reflection/InvokeMethod.cs ================================================ using UnityEngine; using System; using System.Collections.Generic; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Invokes the specified method with the specified parameters. Can optionally store the return value. Returns success if the method was invoked.")] [TaskCategory("Reflection")] [TaskIcon("{SkinColor}ReflectionIcon.png")] public class InvokeMethod : Action { [Tooltip("The GameObject to invoke the method on")] public SharedGameObject targetGameObject; [Tooltip("The component to invoke the method on")] public SharedString componentName; [Tooltip("The name of the method")] public SharedString methodName; [Tooltip("The first parameter of the method")] public SharedVariable parameter1; [Tooltip("The second parameter of the method")] public SharedVariable parameter2; [Tooltip("The third parameter of the method")] public SharedVariable parameter3; [Tooltip("The fourth parameter of the method")] public SharedVariable parameter4; [Tooltip("Store the result of the invoke call")] public SharedVariable storeResult; public override TaskStatus OnUpdate() { var type = TaskUtility.GetTypeWithinAssembly(componentName.Value); if (type == null) { Debug.LogWarning("Unable to invoke - type is null"); return TaskStatus.Failure; } var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type); if (component == null) { Debug.LogWarning("Unable to invoke method with component " + componentName.Value); return TaskStatus.Failure; } var parameterList = new List(); var parameterTypeList = new List(); SharedVariable sharedVariable = null; for (int i = 0; i < 4; ++i) { var parameterField = GetType().GetField("parameter" + (i + 1)); if ((sharedVariable = parameterField.GetValue(this) as SharedVariable) != null) { parameterList.Add(sharedVariable.GetValue()); parameterTypeList.Add(sharedVariable.GetType().GetProperty("Value").PropertyType); } else { break; } } // If you are receiving a compiler error on the Windows Store platform see this topic: // https://www.opsive.com/support/documentation/behavior-designer/installation/ var methodInfo = component.GetType().GetMethod(methodName.Value, parameterTypeList.ToArray()); if (methodInfo == null) { Debug.LogWarning("Unable to invoke method " + methodName.Value + " on component " + componentName.Value); return TaskStatus.Failure; } var result = methodInfo.Invoke(component, parameterList.ToArray()); if (storeResult != null) { storeResult.SetValue(result); } return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; componentName = null; methodName = null; parameter1 = null; parameter2 = null; parameter3 = null; parameter4 = null; storeResult = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Reflection/InvokeMethod.cs.meta ================================================ fileFormatVersion: 2 guid: 359bd67578f53034ab2eb00e7696d317 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Reflection/SetFieldValue.cs ================================================ using UnityEngine; using System; using System.Reflection; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Sets the field to the value specified. Returns success if the field was set.")] [TaskCategory("Reflection")] [TaskIcon("{SkinColor}ReflectionIcon.png")] public class SetFieldValue : Action { [Tooltip("The GameObject to set the field on")] public SharedGameObject targetGameObject; [Tooltip("The component to set the field on")] public SharedString componentName; [Tooltip("The name of the field")] public SharedString fieldName; [Tooltip("The value to set")] public SharedVariable fieldValue; public override TaskStatus OnUpdate() { if (fieldValue == null) { Debug.LogWarning("Unable to get field - field value is null"); return TaskStatus.Failure; } var type = TaskUtility.GetTypeWithinAssembly(componentName.Value); if (type == null) { Debug.LogWarning("Unable to set field - type is null"); return TaskStatus.Failure; } var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type); if (component == null) { Debug.LogWarning("Unable to set the field with component " + componentName.Value); return TaskStatus.Failure; } // If you are receiving a compiler error on the Windows Store platform see this topic: // https://www.opsive.com/support/documentation/behavior-designer/installation/ var field = component.GetType().GetField(fieldName.Value); field.SetValue(component, fieldValue.GetValue()); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; componentName = null; fieldName = null; fieldValue = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Reflection/SetFieldValue.cs.meta ================================================ fileFormatVersion: 2 guid: 21e389787213ba24ab1a6817def634ae MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Reflection/SetPropertyValue.cs ================================================ using UnityEngine; using System; using System.Reflection; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Sets the property to the value specified. Returns success if the property was set.")] [TaskCategory("Reflection")] [TaskIcon("{SkinColor}ReflectionIcon.png")] public class SetPropertyValue : Action { [Tooltip("The GameObject to set the property on")] public SharedGameObject targetGameObject; [Tooltip("The component to set the property on")] public SharedString componentName; [Tooltip("The name of the property")] public SharedString propertyName; [Tooltip("The value to set")] public SharedVariable propertyValue; public override TaskStatus OnUpdate() { if (propertyValue == null) { Debug.LogWarning("Unable to get field - field value is null"); return TaskStatus.Failure; } var type = TaskUtility.GetTypeWithinAssembly(componentName.Value); if (type == null) { Debug.LogWarning("Unable to set property - type is null"); return TaskStatus.Failure; } var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type); if (component == null) { Debug.LogWarning("Unable to set the property with component " + componentName.Value); return TaskStatus.Failure; } // If you are receiving a compiler error on the Windows Store platform see this topic: // https://www.opsive.com/support/documentation/behavior-designer/installation/ var property = component.GetType().GetProperty(propertyName.Value); property.SetValue(component, propertyValue.GetValue(), null); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; componentName = null; propertyName = null; propertyValue = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Reflection/SetPropertyValue.cs.meta ================================================ fileFormatVersion: 2 guid: d98b13b7ae4b36b4092b439731466d9b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Reflection.meta ================================================ fileFormatVersion: 2 guid: dc3151c69fdbb894380947b5e55dd4c2 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/RestartBehaviorTree.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Restarts a behavior tree, returns success after it has been restarted.")] [TaskIcon("{SkinColor}RestartBehaviorTreeIcon.png")] public class RestartBehaviorTree : Action { [Tooltip("The GameObject of the behavior tree that should be restarted. If null use the current behavior")] public SharedGameObject behaviorGameObject; [Tooltip("The group of the behavior tree that should be restarted")] public SharedInt group; private Behavior behavior; public override void OnAwake() { var behaviorTrees = GetDefaultGameObject(behaviorGameObject.Value).GetComponents(); if (behaviorTrees.Length == 1) { behavior = behaviorTrees[0]; } else if (behaviorTrees.Length > 1) { for (int i = 0; i < behaviorTrees.Length; ++i) { if (behaviorTrees[i].Group == group.Value) { behavior = behaviorTrees[i]; break; } } // If the group can't be found then use the first behavior tree if (behavior == null) { behavior = behaviorTrees[0]; } } } public override TaskStatus OnUpdate() { if (behavior == null) { return TaskStatus.Failure; } // Stop the behavior tree behavior.DisableBehavior(); // Start the behavior tree back up behavior.EnableBehavior(); // Return success return TaskStatus.Success; } public override void OnReset() { // Reset the properties back to their original values. behavior = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/RestartBehaviorTree.cs.meta ================================================ fileFormatVersion: 2 guid: 2765e7ece98046542880a1249b87e096 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/SendEvent.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Sends an event to the behavior tree, returns success after sending the event.")] [HelpURL("https://www.opsive.com/support/documentation/behavior-designer/events/")] [TaskIcon("{SkinColor}SendEventIcon.png")] public class SendEvent : Action { [Tooltip("The GameObject of the behavior tree that should have the event sent to it. If null use the current behavior")] public SharedGameObject targetGameObject; [Tooltip("The event to send")] public SharedString eventName; [Tooltip("The group of the behavior tree that the event should be sent to")] public SharedInt group; [Tooltip("Optionally specify a first argument to send")] [SharedRequired] public SharedVariable argument1; [Tooltip("Optionally specify a second argument to send")] [SharedRequired] public SharedVariable argument2; [Tooltip("Optionally specify a third argument to send")] [SharedRequired] public SharedVariable argument3; private BehaviorTree behaviorTree; public override void OnStart() { var behaviorTrees = GetDefaultGameObject(targetGameObject.Value).GetComponents(); if (behaviorTrees.Length == 1) { behaviorTree = behaviorTrees[0]; } else if (behaviorTrees.Length > 1) { for (int i = 0; i < behaviorTrees.Length; ++i) { if (behaviorTrees[i].Group == group.Value) { behaviorTree = behaviorTrees[i]; break; } } // If the group can't be found then use the first behavior tree if (behaviorTree == null) { behaviorTree = behaviorTrees[0]; } } } public override TaskStatus OnUpdate() { // Send the event and return success if (argument1 == null || argument1.IsNone) { behaviorTree.SendEvent(eventName.Value); } else { if (argument2 == null || argument2.IsNone) { behaviorTree.SendEvent(eventName.Value, argument1.GetValue()); } else { if (argument3 == null || argument3.IsNone) { behaviorTree.SendEvent(eventName.Value, argument1.GetValue(), argument2.GetValue()); } else { behaviorTree.SendEvent(eventName.Value, argument1.GetValue(), argument2.GetValue(), argument3.GetValue()); } } } return TaskStatus.Success; } public override void OnReset() { // Reset the properties back to their original values targetGameObject = null; eventName = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/SendEvent.cs.meta ================================================ fileFormatVersion: 2 guid: 53b90428a37913c40b6d415ced4e12f9 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/StartBehaviorTree.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Start a new behavior tree and return success after it has been started.")] [TaskIcon("{SkinColor}StartBehaviorTreeIcon.png")] public class StartBehaviorTree : Action { [Tooltip("The GameObject of the behavior tree that should be started. If null use the current behavior")] public SharedGameObject behaviorGameObject; [Tooltip("The group of the behavior tree that should be started")] public SharedInt group; [Tooltip("Should this task wait for the behavior tree to complete?")] public SharedBool waitForCompletion = false; [Tooltip("Should the variables be synchronized?")] public SharedBool synchronizeVariables; private bool behaviorComplete; private Behavior behavior; public override void OnStart() { var behaviorTrees = GetDefaultGameObject(behaviorGameObject.Value).GetComponents(); if (behaviorTrees.Length == 1) { behavior = behaviorTrees[0]; } else if (behaviorTrees.Length > 1) { for (int i = 0; i < behaviorTrees.Length; ++i) { if (behaviorTrees[i].Group == group.Value) { behavior = behaviorTrees[i]; break; } } // If the group can't be found then use the first behavior tree if (behavior == null) { behavior = behaviorTrees[0]; } } if (behavior != null) { var variables = Owner.GetAllVariables(); if (variables != null && synchronizeVariables.Value) { for (int i = 0; i < variables.Count; ++i) { behavior.SetVariableValue(variables[i].Name, variables[i]); } } behavior.EnableBehavior(); if (waitForCompletion.Value) { behaviorComplete = false; behavior.OnBehaviorEnd += BehaviorEnded; } } } public override TaskStatus OnUpdate() { if (behavior == null) { return TaskStatus.Failure; } // Return a status of running if we are waiting for the behavior tree to end and it hasn't ended yet if (waitForCompletion.Value && !behaviorComplete) { return TaskStatus.Running; } return TaskStatus.Success; } private void BehaviorEnded(Behavior behavior) { behaviorComplete = true; } public override void OnEnd() { if (behavior != null && waitForCompletion.Value) { behavior.OnBehaviorEnd -= BehaviorEnded; } } public override void OnReset() { // Reset the properties back to their original values. behaviorGameObject = null; group = 0; waitForCompletion = false; synchronizeVariables = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/StartBehaviorTree.cs.meta ================================================ fileFormatVersion: 2 guid: bc3d67c80371297439385b30f4be506c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/StopBehaviorTree.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Pause or disable a behavior tree and return success after it has been stopped.")] [TaskIcon("{SkinColor}StopBehaviorTreeIcon.png")] public class StopBehaviorTree : Action { [Tooltip("The GameObject of the behavior tree that should be stopped. If null use the current behavior")] public SharedGameObject behaviorGameObject; [Tooltip("The group of the behavior tree that should be stopped")] public SharedInt group; [Tooltip("Should the behavior be paused or completely disabled")] public SharedBool pauseBehavior = false; private Behavior behavior; public override void OnStart() { var behaviorTrees = GetDefaultGameObject(behaviorGameObject.Value).GetComponents(); if (behaviorTrees.Length == 1) { behavior = behaviorTrees[0]; } else if (behaviorTrees.Length > 1) { for (int i = 0; i < behaviorTrees.Length; ++i) { if (behaviorTrees[i].Group == group.Value) { behavior = behaviorTrees[i]; break; } } // If the group can't be found then use the first behavior tree if (behavior == null) { behavior = behaviorTrees[0]; } } } public override TaskStatus OnUpdate() { if (behavior == null) { return TaskStatus.Failure; } // Start the behavior and return success. behavior.DisableBehavior(pauseBehavior.Value); return TaskStatus.Success; } public override void OnReset() { // Reset the properties back to their original values behaviorGameObject = null; group = 0; pauseBehavior = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/StopBehaviorTree.cs.meta ================================================ fileFormatVersion: 2 guid: 130afc7e6aa6e0c4aba29097334aa66b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Wait.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Wait a specified amount of time. The task will return running until the task is done waiting. It will return success after the wait time has elapsed.")] [TaskIcon("{SkinColor}WaitIcon.png")] public class Wait : Action { [Tooltip("The amount of time to wait")] public SharedFloat waitTime = 1; [Tooltip("Should the wait be randomized?")] public SharedBool randomWait = false; [Tooltip("The minimum wait time if random wait is enabled")] public SharedFloat randomWaitMin = 1; [Tooltip("The maximum wait time if random wait is enabled")] public SharedFloat randomWaitMax = 1; // The time to wait private float waitDuration; // The time that the task started to wait. private float startTime; // Remember the time that the task is paused so the time paused doesn't contribute to the wait time. private float pauseTime; public override void OnStart() { // Remember the start time. startTime = Time.time; if (randomWait.Value) { waitDuration = Random.Range(randomWaitMin.Value, randomWaitMax.Value); } else { waitDuration = waitTime.Value; } } public override TaskStatus OnUpdate() { // The task is done waiting if the time waitDuration has elapsed since the task was started. if (startTime + waitDuration < Time.time) { return TaskStatus.Success; } // Otherwise we are still waiting. return TaskStatus.Running; } public override void OnPause(bool paused) { if (paused) { // Remember the time that the behavior was paused. pauseTime = Time.time; } else { // Add the difference between Time.time and pauseTime to figure out a new start time. startTime += (Time.time - pauseTime); } } public override void OnReset() { // Reset the public properties back to their original values waitTime = 1; randomWait = false; randomWaitMin = 1; randomWaitMax = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions/Wait.cs.meta ================================================ fileFormatVersion: 2 guid: 67824d2e00531d84db9973773e4426e9 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Actions.meta ================================================ fileFormatVersion: 2 guid: bb0820da0c91df04586a0a312072dd0a folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/Parallel.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Similar to the sequence task, the parallel task will run each child task until a child task returns failure. " + "The difference is that the parallel task will run all of its children tasks simultaneously versus running each task one at a time. " + "Like the sequence class, the parallel task will return success once all of its children tasks have return success. " + "If one tasks returns failure the parallel task will end all of the child tasks and return failure.")] [TaskIcon("{SkinColor}ParallelIcon.png")] public class Parallel : Composite { // The index of the child that is currently running or is about to run. private int currentChildIndex; // The task status of every child task. private TaskStatus[] executionStatus; public override void OnAwake() { // Create a new task status array that will hold the execution status of all of the children tasks. executionStatus = new TaskStatus[children.Count]; } public override void OnChildStarted(int childIndex) { // One of the children has started to run. Increment the child index and set the current task status of that child to running. currentChildIndex++; executionStatus[childIndex] = TaskStatus.Running; } public override bool CanRunParallelChildren() { // This task can run parallel children. return true; } public override int CurrentChildIndex() { return currentChildIndex; } public override bool CanExecute() { // We can continue executing if we have more children that haven't been started yet. return currentChildIndex < children.Count; } public override void OnChildExecuted(int childIndex, TaskStatus childStatus) { // One of the children has finished running. Set the task status. executionStatus[childIndex] = childStatus; } public override TaskStatus OverrideStatus(TaskStatus status) { // Assume all of the children have finished executing. Loop through the execution status of every child and check to see if any tasks are currently running // or failed. If a task is still running then all of the children are not done executing and the parallel task should continue to return a task status of running. // If a task failed then return failure. The Behavior Manager will stop all of the children tasks. If no child task is running or has failed then the parallel // task succeeded and it will return success. bool childrenComplete = true; for (int i = 0; i < executionStatus.Length; ++i) { if (executionStatus[i] == TaskStatus.Running) { childrenComplete = false; } else if (executionStatus[i] == TaskStatus.Failure) { return TaskStatus.Failure; } } return (childrenComplete ? TaskStatus.Success : TaskStatus.Running); } public override void OnConditionalAbort(int childIndex) { // Start from the beginning on an abort currentChildIndex = 0; for (int i = 0; i < executionStatus.Length; ++i) { executionStatus[i] = TaskStatus.Inactive; } } public override void OnEnd() { // Reset the execution status and the child index back to their starting values. for (int i = 0; i < executionStatus.Length; ++i) { executionStatus[i] = TaskStatus.Inactive; } currentChildIndex = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/Parallel.cs.meta ================================================ fileFormatVersion: 2 guid: 4a7063721a0dbc04787bec1b0507f9ae MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/ParallelComplete.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Similar to the parallel selector task, except the parallel complete task will return the child status as soon as the child returns success or failure." + "The child tasks are executed simultaneously.")] [TaskIcon("{SkinColor}ParallelCompleteIcon.png")] public class ParallelComplete : Composite { // The index of the child that is currently running or is about to run. private int currentChildIndex; // The task status of every child task. private TaskStatus[] executionStatus; public override void OnAwake() { // Create a new task status array that will hold the execution status of all of the children tasks. executionStatus = new TaskStatus[children.Count]; } public override void OnChildStarted(int childIndex) { // One of the children has started to run. Increment the child index and set the current task status of that child to running. currentChildIndex++; executionStatus[childIndex] = TaskStatus.Running; } public override bool CanRunParallelChildren() { // This task can run parallel children. return true; } public override int CurrentChildIndex() { return currentChildIndex; } public override bool CanExecute() { // We can continue executing if we have more children that haven't been started yet. return currentChildIndex < children.Count; } public override void OnChildExecuted(int childIndex, TaskStatus childStatus) { // One of the children has finished running. Set the task status. executionStatus[childIndex] = childStatus; } public override void OnConditionalAbort(int childIndex) { // Start from the beginning on an abort currentChildIndex = 0; for (int i = 0; i < executionStatus.Length; ++i) { executionStatus[i] = TaskStatus.Inactive; } } public override TaskStatus OverrideStatus(TaskStatus status) { if (currentChildIndex == 0) { return TaskStatus.Success; } // Return the child task's status as soon as a child task returns success or failure. for (int i = 0; i < currentChildIndex; ++i) { if (executionStatus[i] == TaskStatus.Success || executionStatus[i] == TaskStatus.Failure) { return executionStatus[i]; } } return TaskStatus.Running; } public override void OnEnd() { // Reset the execution status and the child index back to their starting values. for (int i = 0; i < executionStatus.Length; ++i) { executionStatus[i] = TaskStatus.Inactive; } currentChildIndex = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/ParallelComplete.cs.meta ================================================ fileFormatVersion: 2 guid: ef4b3eb51f6ede04bba3598677fe8531 timeCreated: 1487379311 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/ParallelSelector.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Similar to the selector task, the parallel selector task will return success as soon as a child task returns success. " + "The difference is that the parallel task will run all of its children tasks simultaneously versus running each task one at a time. " + "If one tasks returns success the parallel selector task will end all of the child tasks and return success. " + "If every child task returns failure then the parallel selector task will return failure.")] [TaskIcon("{SkinColor}ParallelSelectorIcon.png")] public class ParallelSelector : Composite { // The index of the child that is currently running or is about to run. private int currentChildIndex; // The task status of every child task. private TaskStatus[] executionStatus; public override void OnAwake() { // Create a new task status array that will hold the execution status of all of the children tasks. executionStatus = new TaskStatus[children.Count]; } public override void OnChildStarted(int childIndex) { // One of the children has started to run. Increment the child index and set the current task status of that child to running. currentChildIndex++; executionStatus[childIndex] = TaskStatus.Running; } public override bool CanRunParallelChildren() { // This task can run parallel children. return true; } public override int CurrentChildIndex() { return currentChildIndex; } public override bool CanExecute() { // We can continue executing if we have more children that haven't been started yet. return currentChildIndex < children.Count; } public override void OnChildExecuted(int childIndex, TaskStatus childStatus) { // One of the children has finished running. Set the task status. executionStatus[childIndex] = childStatus; } public override void OnConditionalAbort(int childIndex) { // Start from the beginning on an abort currentChildIndex = 0; for (int i = 0; i < executionStatus.Length; ++i) { executionStatus[i] = TaskStatus.Inactive; } } public override TaskStatus OverrideStatus(TaskStatus status) { // Assume all of the children have finished executing. Loop through the execution status of every child and check to see if any tasks are currently running // or succeeded. If a task is still running then all of the children are not done executing and the parallel selector task should continue to return a task status of running. // If a task succeeded then return success. The Behavior Manager will stop all of the children tasks. If no child task is running or has succeeded then the parallel selector // task failed and it will return failure. bool childrenComplete = true; for (int i = 0; i < executionStatus.Length; ++i) { if (executionStatus[i] == TaskStatus.Running) { childrenComplete = false; } else if (executionStatus[i] == TaskStatus.Success) { return TaskStatus.Success; } } return (childrenComplete ? TaskStatus.Failure : TaskStatus.Running); } public override void OnEnd() { // Reset the execution status and the child index back to their starting values. for (int i = 0; i < executionStatus.Length; ++i) { executionStatus[i] = TaskStatus.Inactive; } currentChildIndex = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/ParallelSelector.cs.meta ================================================ fileFormatVersion: 2 guid: 52e4e27ad95cedb41a3bc2c5f5ed0b54 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/PrioritySelector.cs ================================================ using System.Collections.Generic; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Similar to the selector task, the priority selector task will return success as soon as a child task returns success. " + "Instead of running the tasks sequentially from left to right within the tree, the priority selector will ask the task what its priority is to determine the order. " + "The higher priority tasks have a higher chance at being run first.")] [TaskIcon("{SkinColor}PrioritySelectorIcon.png")] public class PrioritySelector : Composite { // The index of the child that is currently running or is about to run. private int currentChildIndex = 0; // The task status of every child task. private TaskStatus executionStatus = TaskStatus.Inactive; // The order to run its children in. private List childrenExecutionOrder = new List(); public override void OnStart() { // Make sure the list is empty before we add child indexes to it. childrenExecutionOrder.Clear(); // Loop through each child task and determine its priority. The higher the priority the lower it goes within the list. The task with the highest // priority will be first in the list and will be executed first. for (int i = 0; i < children.Count; ++i) { float priority = children[i].GetPriority(); int insertIndex = childrenExecutionOrder.Count; for (int j = 0; j < childrenExecutionOrder.Count; ++j) { if (children[childrenExecutionOrder[j]].GetPriority() < priority) { insertIndex = j; break; } } childrenExecutionOrder.Insert(insertIndex, i); } } public override int CurrentChildIndex() { // Use the execution order list in order to determine the current child index. return childrenExecutionOrder[currentChildIndex]; } public override bool CanExecute() { // We can continue to execuate as long as we have children that haven't been executed and no child has returned success. return currentChildIndex < children.Count && executionStatus != TaskStatus.Success; } public override void OnChildExecuted(TaskStatus childStatus) { // Increase the child index and update the execution status after a child has finished running. currentChildIndex++; executionStatus = childStatus; } public override void OnConditionalAbort(int childIndex) { // Set the current child index to the index that caused the abort currentChildIndex = childIndex; executionStatus = TaskStatus.Inactive; } public override void OnEnd() { // All of the children have run. Reset the variables back to their starting values. executionStatus = TaskStatus.Inactive; currentChildIndex = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/PrioritySelector.cs.meta ================================================ fileFormatVersion: 2 guid: 8b5aa86ad86e94f41841abd04bd96f2a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/RandomSelector.cs ================================================ using UnityEngine; using System.Collections.Generic; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Similar to the selector task, the random selector task will return success as soon as a child task returns success. " + "The difference is that the random selector class will run its children in a random order. The selector task is deterministic " + "in that it will always run the tasks from left to right within the tree. The random selector task shuffles the child tasks up and then begins " + "execution in a random order. Other than that the random selector class is the same as the selector class. It will continue running tasks " + "until a task completes successfully. If no child tasks return success then it will return failure.")] [TaskIcon("{SkinColor}RandomSelectorIcon.png")] public class RandomSelector : Composite { [Tooltip("Seed the random number generator to make things easier to debug")] public int seed = 0; [Tooltip("Do we want to use the seed?")] public bool useSeed = false; // A list of indexes of every child task. This list is used by the Fischer-Yates shuffle algorithm. private List childIndexList = new List(); // The random child index execution order. private Stack childrenExecutionOrder = new Stack(); // The task status of the last child ran. private TaskStatus executionStatus = TaskStatus.Inactive; public override void OnAwake() { // If specified, use the seed provided. if (useSeed) { Random.InitState(seed); } // Add the index of each child to a list to make the Fischer-Yates shuffle possible. childIndexList.Clear(); for (int i = 0; i < children.Count; ++i) { childIndexList.Add(i); } } public override void OnStart() { // Randomize the indecies ShuffleChilden(); } public override int CurrentChildIndex() { // Peek will return the index at the top of the stack. return childrenExecutionOrder.Peek(); } public override bool CanExecute() { // Continue exectuion if no task has return success and indexes still exist on the stack. return childrenExecutionOrder.Count > 0 && executionStatus != TaskStatus.Success; } public override void OnChildExecuted(TaskStatus childStatus) { // Pop the top index from the stack and set the execution status. if (childrenExecutionOrder.Count > 0) { childrenExecutionOrder.Pop(); } executionStatus = childStatus; } public override void OnConditionalAbort(int childIndex) { // Start from the beginning on an abort childrenExecutionOrder.Clear(); executionStatus = TaskStatus.Inactive; ShuffleChilden(); } public override void OnEnd() { // All of the children have run. Reset the variables back to their starting values. executionStatus = TaskStatus.Inactive; childrenExecutionOrder.Clear(); } public override void OnReset() { // Reset the public properties back to their original values seed = 0; useSeed = false; } private void ShuffleChilden() { // Use Fischer-Yates shuffle to randomize the child index order. for (int i = childIndexList.Count; i > 0; --i) { int j = Random.Range(0, i); int index = childIndexList[j]; childrenExecutionOrder.Push(index); childIndexList[j] = childIndexList[i - 1]; childIndexList[i - 1] = index; } } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/RandomSelector.cs.meta ================================================ fileFormatVersion: 2 guid: 4952cbfc1e77be24b99e34c9acffc2a0 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/RandomSequence.cs ================================================ using UnityEngine; using System.Collections.Generic; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Similar to the sequence task, the random sequence task will return success as soon as every child task returns success. " + "The difference is that the random sequence class will run its children in a random order. The sequence task is deterministic " + "in that it will always run the tasks from left to right within the tree. The random sequence task shuffles the child tasks up and then begins " + "execution in a random order. Other than that the random sequence class is the same as the sequence class. It will stop running tasks " + "as soon as a single task ends in failure. On a task failure it will stop executing all of the child tasks and return failure. " + "If no child returns failure then it will return success.")] [TaskIcon("{SkinColor}RandomSequenceIcon.png")] public class RandomSequence : Composite { [Tooltip("Seed the random number generator to make things easier to debug")] public int seed = 0; [Tooltip("Do we want to use the seed?")] public bool useSeed = false; // A list of indexes of every child task. This list is used by the Fischer-Yates shuffle algorithm. private List childIndexList = new List(); // The random child index execution order. private Stack childrenExecutionOrder = new Stack(); // The task status of the last child ran. private TaskStatus executionStatus = TaskStatus.Inactive; public override void OnAwake() { // If specified, use the seed provided. if (useSeed) { Random.InitState(seed); } // Add the index of each child to a list to make the Fischer-Yates shuffle possible. childIndexList.Clear(); for (int i = 0; i < children.Count; ++i) { childIndexList.Add(i); } } public override void OnStart() { // Randomize the indecies ShuffleChilden(); } public override int CurrentChildIndex() { // Peek will return the index at the top of the stack. return childrenExecutionOrder.Peek(); } public override bool CanExecute() { // Continue exectuion if no task has return failure and indexes still exist on the stack. return childrenExecutionOrder.Count > 0 && executionStatus != TaskStatus.Failure; } public override void OnChildExecuted(TaskStatus childStatus) { // Pop the top index from the stack and set the execution status. if (childrenExecutionOrder.Count > 0) { childrenExecutionOrder.Pop(); } executionStatus = childStatus; } public override void OnConditionalAbort(int childIndex) { // Start from the beginning on an abort childrenExecutionOrder.Clear(); executionStatus = TaskStatus.Inactive; ShuffleChilden(); } public override void OnEnd() { // All of the children have run. Reset the variables back to their starting values. executionStatus = TaskStatus.Inactive; childrenExecutionOrder.Clear(); } public override void OnReset() { // Reset the public properties back to their original values seed = 0; useSeed = false; } private void ShuffleChilden() { // Use Fischer-Yates shuffle to randomize the child index order. for (int i = childIndexList.Count; i > 0; --i) { int j = Random.Range(0, i); int index = childIndexList[j]; childrenExecutionOrder.Push(index); childIndexList[j] = childIndexList[i - 1]; childIndexList[i - 1] = index; } } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/RandomSequence.cs.meta ================================================ fileFormatVersion: 2 guid: 11b102c97eb687b4a9ce1473a334c3dd MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/Selector.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("The selector task is similar to an \"or\" operation. It will return success as soon as one of its child tasks return success. " + "If a child task returns failure then it will sequentially run the next task. If no child task returns success then it will return failure.")] [TaskIcon("{SkinColor}SelectorIcon.png")] public class Selector : Composite { // The index of the child that is currently running or is about to run. private int currentChildIndex = 0; // The task status of the last child ran. private TaskStatus executionStatus = TaskStatus.Inactive; public override int CurrentChildIndex() { return currentChildIndex; } public override bool CanExecute() { // We can continue to execuate as long as we have children that haven't been executed and no child has returned success. return currentChildIndex < children.Count && executionStatus != TaskStatus.Success; } public override void OnChildExecuted(TaskStatus childStatus) { // Increase the child index and update the execution status after a child has finished running. currentChildIndex++; executionStatus = childStatus; } public override void OnConditionalAbort(int childIndex) { // Set the current child index to the index that caused the abort currentChildIndex = childIndex; executionStatus = TaskStatus.Inactive; } public override void OnEnd() { // All of the children have run. Reset the variables back to their starting values. executionStatus = TaskStatus.Inactive; currentChildIndex = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/Selector.cs.meta ================================================ fileFormatVersion: 2 guid: 7cb8dcec14880a443841212e6b595d4f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/SelectorEvaluator.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("The selector evaluator is a selector task which reevaluates its children every tick. It will run the lowest priority child which returns a task status of running. " + "This is done each tick. If a higher priority child is running and the next frame a lower priority child wants to run it will interrupt the higher priority child. " + "The selector evaluator will return success as soon as the first child returns success otherwise it will keep trying higher priority children. This task mimics " + "the conditional abort functionality except the child tasks don't always have to be conditional tasks.")] [TaskIcon("{SkinColor}SelectorEvaluatorIcon.png")] public class SelectorEvaluator : Composite { // The index of the child that is currently running or is about to run. private int currentChildIndex = 0; // The task status of the last child ran. private TaskStatus executionStatus = TaskStatus.Inactive; // The index of the child that was running before the tree started to be reevaluated. private int storedCurrentChildIndex = -1; // The task status of the last child ran before the tree started to be reevaluated. private TaskStatus storedExecutionStatus = TaskStatus.Inactive; public override int CurrentChildIndex() { return currentChildIndex; } public override void OnChildStarted(int childIndex) { // The children run sequentially so increment the index and set the status to running. currentChildIndex++; executionStatus = TaskStatus.Running; } public override bool CanExecute() { // We can continue to execuate as long as we have children that haven't been executed and no child has returned success. if (executionStatus == TaskStatus.Success || executionStatus == TaskStatus.Running) { return false; } // Used the storedCurrentChildIndex if reevaluating, otherwise the currentChildIndex if (storedCurrentChildIndex != -1) { return currentChildIndex < storedCurrentChildIndex - 1; } return currentChildIndex < children.Count; } public override void OnChildExecuted(int childIndex, TaskStatus childStatus) { // A disabled task is the equivalent of the task failing for a selector evaluator. if (childStatus == TaskStatus.Inactive && children[childIndex].Disabled) { executionStatus = TaskStatus.Failure; } // The child status will be inactive immediately following an abort from OnReevaluationEnded. The status will be running if the // child task is interrupted. Ignore the status for both of these. if (childStatus != TaskStatus.Inactive && childStatus != TaskStatus.Running) { executionStatus = childStatus; } } public override void OnConditionalAbort(int childIndex) { // Set the current child index to the index that caused the abort currentChildIndex = childIndex; executionStatus = TaskStatus.Inactive; } public override void OnEnd() { // All of the children have run. Reset the variables back to their starting values. executionStatus = TaskStatus.Inactive; currentChildIndex = 0; } public override TaskStatus OverrideStatus(TaskStatus status) { return executionStatus; } // The selector evaluator task is a parallel task to allow the previous child to continue to run while the higher priority task is active. If the // lower priority child can run then OnReevaluationEnded will interrupt the higher priority task. public override bool CanRunParallelChildren() { return true; } // Can reevaluate to allow the lower priority children the chance to rerun. public override bool CanReevaluate() { return true; } // The behavior tree wants to start reevaluating the tree. public override bool OnReevaluationStarted() { // Cannot reevaluate if the task hasn't even started yet if (executionStatus == TaskStatus.Inactive) { return false; } // Store the current index and execution status because it may need to be resumed. storedCurrentChildIndex = currentChildIndex; storedExecutionStatus = executionStatus; currentChildIndex = 0; executionStatus = TaskStatus.Inactive; return true; } // Reevaluation has ended. Determine if a task should be interrupted or resumed from the last index. public override void OnReevaluationEnded(TaskStatus status) { // Interrupt the currently running index if a lower priority child returns a status of running or success. if (executionStatus != TaskStatus.Failure && executionStatus != TaskStatus.Inactive) { BehaviorManager.instance.Interrupt(Owner, children[storedCurrentChildIndex - 1], this); } else { // The lower priority children returned the same status so resume with the current child currentChildIndex = storedCurrentChildIndex; executionStatus = storedExecutionStatus; } storedCurrentChildIndex = -1; storedExecutionStatus = TaskStatus.Inactive; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/SelectorEvaluator.cs.meta ================================================ fileFormatVersion: 2 guid: 15b5d0aafd7d4f04f8332d33705ebd63 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/Sequence.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("The sequence task is similar to an \"and\" operation. It will return failure as soon as one of its child tasks return failure. " + "If a child task returns success then it will sequentially run the next task. If all child tasks return success then it will return success.")] [TaskIcon("{SkinColor}SequenceIcon.png")] public class Sequence : Composite { // The index of the child that is currently running or is about to run. private int currentChildIndex = 0; // The task status of the last child ran. private TaskStatus executionStatus = TaskStatus.Inactive; public override int CurrentChildIndex() { return currentChildIndex; } public override bool CanExecute() { // We can continue to execuate as long as we have children that haven't been executed and no child has returned failure. return currentChildIndex < children.Count && executionStatus != TaskStatus.Failure; } public override void OnChildExecuted(TaskStatus childStatus) { // Increase the child index and update the execution status after a child has finished running. currentChildIndex++; executionStatus = childStatus; } public override void OnConditionalAbort(int childIndex) { // Set the current child index to the index that caused the abort currentChildIndex = childIndex; executionStatus = TaskStatus.Inactive; } public override void OnEnd() { // All of the children have run. Reset the variables back to their starting values. executionStatus = TaskStatus.Inactive; currentChildIndex = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/Sequence.cs.meta ================================================ fileFormatVersion: 2 guid: b7226608b64066c40a656d7260249fce MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/UtilitySelector.cs ================================================ using System.Collections.Generic; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("The utility selector task evaluates the child tasks using Utility Theory AI. The child task can override the GetUtility method and return the utility value " + "at that particular time. The task with the highest utility value will be selected and the existing running task will be aborted. The utility selector " + "task reevaluates its children every tick.")] [TaskIcon("{SkinColor}UtilitySelectorIcon.png")] public class UtilitySelector : Composite { // The index of the child that is currently running or is about to run. private int currentChildIndex = 0; // The highest utility value private float highestUtility; // The task status of the last child ran. private TaskStatus executionStatus = TaskStatus.Inactive; // Is the task being reevaluated? private bool reevaluating; // A list of children that can execute. private List availableChildren = new List(); public override void OnStart() { highestUtility = float.MinValue; // Loop through each child task and determine its utility. The task with the highest utility will run first. availableChildren.Clear(); for (int i = 0; i < children.Count; ++i) { float utility = children[i].GetUtility(); if (utility > highestUtility) { highestUtility = utility; currentChildIndex = i; } availableChildren.Add(i); } } public override int CurrentChildIndex() { // The currentChildIndex is the task with the highest utility. return currentChildIndex; } public override void OnChildStarted(int childIndex) { // The child has started - set the execution status. executionStatus = TaskStatus.Running; } public override bool CanExecute() { // Continue to execute new tasks until a task returns success or there are no more children left. If reevaluating then return false // immediately because each task doesn't need to be reevaluted. if (executionStatus == TaskStatus.Success || executionStatus == TaskStatus.Running || reevaluating) { return false; } return availableChildren.Count > 0; } public override void OnChildExecuted(int childIndex, TaskStatus childStatus) { // The child status will be inactive immediately following an abort from OnReevaluationEnded. The status will be running if the // child task is interrupted. Ignore the status for both of these. if (childStatus != TaskStatus.Inactive && childStatus != TaskStatus.Running) { executionStatus = childStatus; // If the execution status is failure then a new task needs to be selected. RemoveIndividual the current task from the available children // and select the next highest utility child. if (executionStatus == TaskStatus.Failure) { availableChildren.Remove(childIndex); highestUtility = float.MinValue; for (int i = 0; i < availableChildren.Count; ++i) { float utility = children[availableChildren[i]].GetUtility(); if (utility > highestUtility) { highestUtility = utility; currentChildIndex = availableChildren[i]; } } } } } public override void OnConditionalAbort(int childIndex) { // Set the current child index to the index that caused the abort currentChildIndex = childIndex; executionStatus = TaskStatus.Inactive; } public override void OnEnd() { // All of the children have run. Reset the variables back to their starting values. executionStatus = TaskStatus.Inactive; currentChildIndex = 0; } public override TaskStatus OverrideStatus(TaskStatus status) { return executionStatus; } // The utility selector task is a parallel task to allow the task utility to be reevaluated. The higest utility task will always run. public override bool CanRunParallelChildren() { return true; } // Can reevaluate to allow the task utilities to be rerun. public override bool CanReevaluate() { return true; } // The behavior tree wants to start reevaluating the tree. public override bool OnReevaluationStarted() { // Cannot reevaluate if the task hasn't even started yet if (executionStatus == TaskStatus.Inactive) { return false; } reevaluating = true; return true; } // Determine if a task with a higher utility exists. public override void OnReevaluationEnded(TaskStatus status) { reevaluating = false; // Loop through all of the available children and pick the task with the highest utility. int prevChildIndex = currentChildIndex; highestUtility = float.MinValue; for (int i = 0; i < availableChildren.Count; ++i) { float utility = children[availableChildren[i]].GetUtility(); if (utility > highestUtility) { highestUtility = utility; currentChildIndex = availableChildren[i]; } } // If the index is different then the current child task should be aborted and the higher utility task should be run. if (prevChildIndex != currentChildIndex) { BehaviorManager.instance.Interrupt(Owner, children[prevChildIndex], this); executionStatus = TaskStatus.Inactive; } } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites/UtilitySelector.cs.meta ================================================ fileFormatVersion: 2 guid: 1c21b01ca0aa9004fa3a76c9d596eeb1 timeCreated: 1465679373 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Composites.meta ================================================ fileFormatVersion: 2 guid: 188655f0a06cf8349b4079fa5420a4ff folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/HasReceivedEvent.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Returns success as soon as the event specified by eventName has been received.")] [TaskIcon("{SkinColor}HasReceivedEventIcon.png")] public class HasReceivedEvent : Conditional { [Tooltip("The name of the event to receive")] public SharedString eventName = ""; [Tooltip("Optionally store the first sent argument")] [SharedRequired] public SharedVariable storedValue1; [Tooltip("Optionally store the second sent argument")] [SharedRequired] public SharedVariable storedValue2; [Tooltip("Optionally store the third sent argument")] [SharedRequired] public SharedVariable storedValue3; private bool eventReceived = false; private bool registered = false; public override void OnStart() { // Let the behavior tree know that we are interested in receiving the event specified if (!registered) { Owner.RegisterEvent(eventName.Value, ReceivedEvent); Owner.RegisterEvent(eventName.Value, ReceivedEvent); Owner.RegisterEvent(eventName.Value, ReceivedEvent); Owner.RegisterEvent(eventName.Value, ReceivedEvent); registered = true; } } public override TaskStatus OnUpdate() { return eventReceived ? TaskStatus.Success : TaskStatus.Failure; } public override void OnEnd() { if (eventReceived) { Owner.UnregisterEvent(eventName.Value, ReceivedEvent); Owner.UnregisterEvent(eventName.Value, ReceivedEvent); Owner.UnregisterEvent(eventName.Value, ReceivedEvent); Owner.UnregisterEvent(eventName.Value, ReceivedEvent); registered = false; } eventReceived = false; } private void ReceivedEvent() { eventReceived = true; } private void ReceivedEvent(object arg1) { ReceivedEvent(); if (storedValue1 != null && !storedValue1.IsNone) { storedValue1.SetValue(arg1); } } private void ReceivedEvent(object arg1, object arg2) { ReceivedEvent(); if (storedValue1 != null && !storedValue1.IsNone) { storedValue1.SetValue(arg1); } if (storedValue2 != null && !storedValue2.IsNone) { storedValue2.SetValue(arg2); } } private void ReceivedEvent(object arg1, object arg2, object arg3) { ReceivedEvent(); if (storedValue1 != null && !storedValue1.IsNone) { storedValue1.SetValue(arg1); } if (storedValue2 != null && !storedValue2.IsNone) { storedValue2.SetValue(arg2); } if (storedValue3 != null && !storedValue3.IsNone) { storedValue3.SetValue(arg3); } } public override void OnBehaviorComplete() { // Stop receiving the event when the behavior tree is complete Owner.UnregisterEvent(eventName.Value, ReceivedEvent); Owner.UnregisterEvent(eventName.Value, ReceivedEvent); Owner.UnregisterEvent(eventName.Value, ReceivedEvent); Owner.UnregisterEvent(eventName.Value, ReceivedEvent); eventReceived = false; registered = false; } public override void OnReset() { // Reset the properties back to their original values eventName = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/HasReceivedEvent.cs.meta ================================================ fileFormatVersion: 2 guid: 7c0c7f545b074cb48bd552b038ede7af MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasEnteredCollision.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Returns success when a collision starts. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).")] [TaskCategory("Physics")] public class HasEnteredCollision : Conditional { [Tooltip("The tag of the GameObject to check for a collision against")] public SharedString tag = ""; [Tooltip("The object that started the collision")] public SharedGameObject collidedGameObject; private bool enteredCollision = false; public override TaskStatus OnUpdate() { return enteredCollision ? TaskStatus.Success : TaskStatus.Failure; } public override void OnEnd() { enteredCollision = false; } public override void OnCollisionEnter(Collision collision) { if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(collision.gameObject.tag)) { collidedGameObject.Value = collision.gameObject; enteredCollision = true; } } public override void OnReset() { tag = ""; collidedGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasEnteredCollision.cs.meta ================================================ fileFormatVersion: 2 guid: c1841a802d7ceda449423f001897ecae MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasEnteredCollision2D.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Returns success when a 2D collision starts. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).")] [TaskCategory("Physics")] public class HasEnteredCollision2D : Conditional { [Tooltip("The tag of the GameObject to check for a collision against")] public SharedString tag = ""; [Tooltip("The object that started the collision")] public SharedGameObject collidedGameObject; private bool enteredCollision = false; public override TaskStatus OnUpdate() { return enteredCollision ? TaskStatus.Success : TaskStatus.Failure; } public override void OnEnd() { enteredCollision = false; } public override void OnCollisionEnter2D(Collision2D collision) { if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(collision.gameObject.tag)) { collidedGameObject.Value = collision.gameObject; enteredCollision = true; } } public override void OnReset() { tag = ""; collidedGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasEnteredCollision2D.cs.meta ================================================ fileFormatVersion: 2 guid: 0ac128198630a2d4b9fee93cc9a1f8fd MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasEnteredTrigger.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Returns success when an object enters the trigger. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).")] [TaskCategory("Physics")] public class HasEnteredTrigger : Conditional { [Tooltip("The tag of the GameObject to check for a trigger against")] public SharedString tag = ""; [Tooltip("The object that entered the trigger")] public SharedGameObject otherGameObject; private bool enteredTrigger = false; public override TaskStatus OnUpdate() { return enteredTrigger ? TaskStatus.Success : TaskStatus.Failure; } public override void OnEnd() { enteredTrigger = false; } public override void OnTriggerEnter(Collider other) { if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(other.gameObject.tag)) { otherGameObject.Value = other.gameObject; enteredTrigger = true; } } public override void OnReset() { tag = ""; otherGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasEnteredTrigger.cs.meta ================================================ fileFormatVersion: 2 guid: 5987844efe0fca7499cec04a9e3962cc MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasEnteredTrigger2D.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Returns success when an object enters the 2D trigger. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).")] [TaskCategory("Physics")] public class HasEnteredTrigger2D : Conditional { [Tooltip("The tag of the GameObject to check for a trigger against")] public SharedString tag = ""; [Tooltip("The object that entered the trigger")] public SharedGameObject otherGameObject; private bool enteredTrigger = false; public override TaskStatus OnUpdate() { return enteredTrigger ? TaskStatus.Success : TaskStatus.Failure; } public override void OnEnd() { enteredTrigger = false; } public override void OnTriggerEnter2D(Collider2D other) { if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(other.gameObject.tag)) { otherGameObject.Value = other.gameObject; enteredTrigger = true; } } public override void OnReset() { tag = ""; otherGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasEnteredTrigger2D.cs.meta ================================================ fileFormatVersion: 2 guid: 84e2afb791fe67243a15e45e4af81bb4 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasExitedCollision.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Returns success when a collision ends. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).")] [TaskCategory("Physics")] public class HasExitedCollision : Conditional { [Tooltip("The tag of the GameObject to check for a collision against")] public SharedString tag = ""; [Tooltip("The object that exited the collision")] public SharedGameObject collidedGameObject; private bool exitedCollision = false; public override TaskStatus OnUpdate() { return exitedCollision ? TaskStatus.Success : TaskStatus.Failure; } public override void OnEnd() { exitedCollision = false; } public override void OnCollisionExit(Collision collision) { if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(collision.gameObject.tag)) { collidedGameObject.Value = collision.gameObject; exitedCollision = true; } } public override void OnReset() { collidedGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasExitedCollision.cs.meta ================================================ fileFormatVersion: 2 guid: 900905a3e42f74c49a6e503349ee651e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasExitedCollision2D.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Returns success when a 2D collision ends. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).")] [TaskCategory("Physics")] public class HasExitedCollision2D : Conditional { [Tooltip("The tag of the GameObject to check for a collision against")] public SharedString tag = ""; [Tooltip("The object that exited the collision")] public SharedGameObject collidedGameObject; private bool exitedCollision = false; public override TaskStatus OnUpdate() { return exitedCollision ? TaskStatus.Success : TaskStatus.Failure; } public override void OnEnd() { exitedCollision = false; } public override void OnCollisionExit2D(Collision2D collision) { if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(collision.gameObject.tag)) { collidedGameObject.Value = collision.gameObject; exitedCollision = true; } } public override void OnReset() { tag = ""; collidedGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasExitedCollision2D.cs.meta ================================================ fileFormatVersion: 2 guid: 31cf8edd114ac5c4db22ec65babb3dd3 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasExitedTrigger.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Returns success when an object exits the trigger. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).")] [TaskCategory("Physics")] public class HasExitedTrigger : Conditional { [Tooltip("The tag of the GameObject to check for a trigger against")] public SharedString tag = ""; [Tooltip("The object that exited the trigger")] public SharedGameObject otherGameObject; private bool exitedTrigger = false; public override TaskStatus OnUpdate() { return exitedTrigger ? TaskStatus.Success : TaskStatus.Failure; } public override void OnEnd() { exitedTrigger = false; } public override void OnTriggerExit(Collider other) { if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(other.gameObject.tag)) { otherGameObject.Value = other.gameObject; exitedTrigger = true; } } public override void OnReset() { tag = ""; otherGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasExitedTrigger.cs.meta ================================================ fileFormatVersion: 2 guid: c7ccd4a2c35d4c748b65ccd086e777e1 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasExitedTrigger2D.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Returns success when an object exits the 2D trigger. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).")] [TaskCategory("Physics")] public class HasExitedTrigger2D : Conditional { [Tooltip("The tag of the GameObject to check for a trigger against")] public SharedString tag = ""; [Tooltip("The object that exited the trigger")] public SharedGameObject otherGameObject; private bool exitedTrigger = false; public override TaskStatus OnUpdate() { return exitedTrigger ? TaskStatus.Success : TaskStatus.Failure; } public override void OnEnd() { exitedTrigger = false; } public override void OnTriggerExit2D(Collider2D other) { if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(other.gameObject.tag)) { otherGameObject.Value = other.gameObject; exitedTrigger = true; } } public override void OnReset() { tag = ""; otherGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics/HasExitedTrigger2D.cs.meta ================================================ fileFormatVersion: 2 guid: ff0486d46da2f7844ac74c6e2ad5af89 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Physics.meta ================================================ fileFormatVersion: 2 guid: 25c6f493852e87a468ab3a6f48a4f371 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/RandomProbability.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("The random probability task will return success when the random probability is above the succeed probability. It will otherwise return failure.")] public class RandomProbability : Conditional { [Tooltip("The chance that the task will return success")] public SharedFloat successProbability = 0.5f; [Tooltip("Seed the random number generator to make things easier to debug")] public SharedInt seed; [Tooltip("Do we want to use the seed?")] public SharedBool useSeed; public override void OnAwake() { // If specified, use the seed provided. if (useSeed.Value) { Random.InitState(seed.Value); } } public override TaskStatus OnUpdate() { // Return success if random value is less than the success probability. Otherwise return failure. float randomValue = Random.value; if (randomValue < successProbability.Value) { return TaskStatus.Success; } return TaskStatus.Failure; } public override void OnReset() { // Reset the public properties back to their original values successProbability = 0.5f; seed = 0; useSeed = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/RandomProbability.cs.meta ================================================ fileFormatVersion: 2 guid: 468a21510e9558c49a47238ebe4c2270 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Reflection/CompareFieldValue.cs ================================================ using UnityEngine; using System; using System.Reflection; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Compares the field value to the value specified. Returns success if the values are the same.")] [TaskCategory("Reflection")] [TaskIcon("{SkinColor}ReflectionIcon.png")] public class CompareFieldValue : Conditional { [Tooltip("The GameObject to compare the field on")] public SharedGameObject targetGameObject; [Tooltip("The component to compare the field on")] public SharedString componentName; [Tooltip("The name of the field")] public SharedString fieldName; [Tooltip("The value to compare to")] public SharedVariable compareValue; public override TaskStatus OnUpdate() { if (compareValue == null) { Debug.LogWarning("Unable to compare field - compare value is null"); return TaskStatus.Failure; } var type = TaskUtility.GetTypeWithinAssembly(componentName.Value); if (type == null) { Debug.LogWarning("Unable to compare field - type is null"); return TaskStatus.Failure; } var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type); if (component == null) { Debug.LogWarning("Unable to compare the field with component " + componentName.Value); return TaskStatus.Failure; } // If you are receiving a compiler error on the Windows Store platform see this topic: // https://www.opsive.com/support/documentation/behavior-designer/installation/ var field = component.GetType().GetField(fieldName.Value); var fieldValue = field.GetValue(component); if (fieldValue == null && compareValue.GetValue() == null) { return TaskStatus.Success; } return fieldValue.Equals(compareValue.GetValue()) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; componentName = null; fieldName = null; compareValue = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Reflection/CompareFieldValue.cs.meta ================================================ fileFormatVersion: 2 guid: cc6496fb6757b684c8cc0c4ac8929319 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Reflection/ComparePropertyValue.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Compares the property value to the value specified. Returns success if the values are the same.")] [TaskCategory("Reflection")] [TaskIcon("{SkinColor}ReflectionIcon.png")] public class ComparePropertyValue : Conditional { [Tooltip("The GameObject to compare the property of")] public SharedGameObject targetGameObject; [Tooltip("The component to compare the property of")] public SharedString componentName; [Tooltip("The name of the property")] public SharedString propertyName; [Tooltip("The value to compare to")] public SharedVariable compareValue; public override TaskStatus OnUpdate() { if (compareValue == null) { Debug.LogWarning("Unable to compare field - compare value is null"); return TaskStatus.Failure; } var type = TaskUtility.GetTypeWithinAssembly(componentName.Value); if (type == null) { Debug.LogWarning("Unable to compare property - type is null"); return TaskStatus.Failure; } var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type); if (component == null) { Debug.LogWarning("Unable to compare the property with component " + componentName.Value); return TaskStatus.Failure; } // If you are receiving a compiler error on the Windows Store platform see this topic: // https://www.opsive.com/support/documentation/behavior-designer/installation/ var property = component.GetType().GetProperty(propertyName.Value); var propertyValue = property.GetValue(component, null); if (propertyValue == null && compareValue.GetValue() == null) { return TaskStatus.Success; } return propertyValue.Equals(compareValue.GetValue()) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; componentName = null; propertyName = null; compareValue = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Reflection/ComparePropertyValue.cs.meta ================================================ fileFormatVersion: 2 guid: f8b0fa403f826a74087ece4b81fec1c7 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals/Reflection.meta ================================================ fileFormatVersion: 2 guid: abf66964a36679f48aba953c592bb56a folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Conditionals.meta ================================================ fileFormatVersion: 2 guid: 722b598931b4f54478cbfee0f76699aa folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/ConditionalEvaluator.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Evaluates the specified conditional task. If the conditional task returns success then the child task is run and the child status is returned. If the conditional task does not " + "return success then the child task is not run and a failure status is immediately returned.")] [TaskIcon("{SkinColor}ConditionalEvaluatorIcon.png")] public class ConditionalEvaluator : Decorator { [Tooltip("Should the conditional task be reevaluated every tick?")] public SharedBool reevaluate; [InspectTask] [Tooltip("The conditional task to evaluate")] public Conditional conditionalTask; // The status of the child after it has finished running. private TaskStatus executionStatus = TaskStatus.Inactive; private bool checkConditionalTask = true; private bool conditionalTaskFailed = false; public override void OnAwake() { if (conditionalTask != null) { conditionalTask.Owner = Owner; conditionalTask.GameObject = gameObject; conditionalTask.Transform = transform; conditionalTask.OnAwake(); } } public override void OnStart() { if (conditionalTask != null) { conditionalTask.OnStart(); } } public override bool CanExecute() { // CanExecute is called when checking the condition within a while loop so it will be called at least twice. Ensure the conditional task is checked only once if (checkConditionalTask) { checkConditionalTask = false; OnUpdate(); } if (conditionalTaskFailed) { return false; } return executionStatus == TaskStatus.Inactive || executionStatus == TaskStatus.Running; } public override bool CanReevaluate() { return reevaluate.Value; } public override TaskStatus OnUpdate() { var childStatus = conditionalTask.OnUpdate(); conditionalTaskFailed = conditionalTask == null || childStatus == TaskStatus.Failure; return childStatus; } public override void OnChildExecuted(TaskStatus childStatus) { // Update the execution status after a child has finished running. executionStatus = childStatus; } public override TaskStatus OverrideStatus() { // This version of OverrideStatus is called when the conditional evaluator fails reevaluation and has to stop all of its children. // Therefore, the return status will always be failure return TaskStatus.Failure; } public override TaskStatus OverrideStatus(TaskStatus status) { if (conditionalTaskFailed) return TaskStatus.Failure; return status; } public override void OnEnd() { // Reset the variables back to their starting values. executionStatus = TaskStatus.Inactive; checkConditionalTask = true; conditionalTaskFailed = false; if (conditionalTask != null) { conditionalTask.OnEnd(); } } public override void OnReset() { // Reset the public properties back to their original values. conditionalTask = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/ConditionalEvaluator.cs.meta ================================================ fileFormatVersion: 2 guid: 632578e05169d1d45a1ab77ae8bb45ad MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/Interrupt.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("The interrupt task will stop all child tasks from running if it is interrupted. The interruption can be triggered by the perform interruption task. " + "The interrupt task will keep running its child until this interruption is called. If no interruption happens and the child task completed its " + "execution the interrupt task will return the value assigned by the child task.")] [TaskIcon("{SkinColor}InterruptIcon.png")] public class Interrupt : Decorator { // When an interruption occurs return with this status. private TaskStatus interruptStatus = TaskStatus.Failure; // The status of the child after it has finished running. private TaskStatus executionStatus = TaskStatus.Inactive; public override bool CanExecute() { // Continue executing until the child task returns success or failure. return executionStatus == TaskStatus.Inactive || executionStatus == TaskStatus.Running; } public override void OnChildExecuted(TaskStatus childStatus) { // Update the execution status after a child has finished running. executionStatus = childStatus; } public void DoInterrupt(TaskStatus status) { // An interruption has occurred. Update the interrupt status and notify the Behavior Manager. The Behavior Manager will stop all // child tasks from running. interruptStatus = status; BehaviorManager.instance.Interrupt(Owner, this); } public override TaskStatus OverrideStatus() { // Return the interruption status as our status. return interruptStatus; } public override void OnEnd() { // Reset the variables back to their starting values. interruptStatus = TaskStatus.Failure; executionStatus = TaskStatus.Inactive; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/Interrupt.cs.meta ================================================ fileFormatVersion: 2 guid: 81c44aaaa87500145831c0e167a5bfd3 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/Inverter.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("The inverter task will invert the return value of the child task after it has finished executing. " + "If the child returns success, the inverter task will return failure. If the child returns failure, the inverter task will return success.")] [TaskIcon("{SkinColor}InverterIcon.png")] public class Inverter : Decorator { // The status of the child after it has finished running. private TaskStatus executionStatus = TaskStatus.Inactive; public override bool CanExecute() { // Continue executing until the child task returns success or failure. return executionStatus == TaskStatus.Inactive || executionStatus == TaskStatus.Running; } public override void OnChildExecuted(TaskStatus childStatus) { // Update the execution status after a child has finished running. executionStatus = childStatus; } public override TaskStatus Decorate(TaskStatus status) { // Invert the task status. if (status == TaskStatus.Success) { return TaskStatus.Failure; } else if (status == TaskStatus.Failure) { return TaskStatus.Success; } return status; } public override void OnEnd() { // Reset the execution status back to its starting values. executionStatus = TaskStatus.Inactive; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/Inverter.cs.meta ================================================ fileFormatVersion: 2 guid: 577fcf144ebc85642889f2dd11147272 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/Repeater.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription(@"The repeater task will repeat execution of its child task until the child task has been run a specified number of times. " + "It has the option of continuing to execute the child task even if the child task returns a failure.")] [TaskIcon("{SkinColor}RepeaterIcon.png")] public class Repeater : Decorator { [Tooltip("The number of times to repeat the execution of its child task")] public SharedInt count = 1; [Tooltip("Allows the repeater to repeat forever")] public SharedBool repeatForever; [Tooltip("Should the task return if the child task returns a failure")] public SharedBool endOnFailure; // The number of times the child task has been run. private int executionCount = 0; // The status of the child after it has finished running. private TaskStatus executionStatus = TaskStatus.Inactive; public override bool CanExecute() { // Continue executing until we've reached the count or the child task returned failure and we should stop on a failure. return (repeatForever.Value || executionCount < count.Value) && (!endOnFailure.Value || (endOnFailure.Value && executionStatus != TaskStatus.Failure)); } public override void OnChildExecuted(TaskStatus childStatus) { // The child task has finished execution. Increase the execution count and update the execution status. executionCount++; executionStatus = childStatus; } public override void OnEnd() { // Reset the variables back to their starting values. executionCount = 0; executionStatus = TaskStatus.Inactive; } public override void OnReset() { // Reset the public properties back to their original values. count = 0; endOnFailure = true; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/Repeater.cs.meta ================================================ fileFormatVersion: 2 guid: e62515fa6915f0d4f88b808e2e77d3ff MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/ReturnFailure.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("The return failure task will always return failure except when the child task is running.")] [TaskIcon("{SkinColor}ReturnFailureIcon.png")] public class ReturnFailure : Decorator { // The status of the child after it has finished running. private TaskStatus executionStatus = TaskStatus.Inactive; public override bool CanExecute() { // Continue executing until the child task returns success or failure. return executionStatus == TaskStatus.Inactive || executionStatus == TaskStatus.Running; } public override void OnChildExecuted(TaskStatus childStatus) { // Update the execution status after a child has finished running. executionStatus = childStatus; } public override TaskStatus Decorate(TaskStatus status) { // Return failure even if the child task returned success. if (status == TaskStatus.Success) { return TaskStatus.Failure; } return status; } public override void OnEnd() { // Reset the execution status back to its starting values. executionStatus = TaskStatus.Inactive; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/ReturnFailure.cs.meta ================================================ fileFormatVersion: 2 guid: f34d21f1bb4e761478bdf76222fcf135 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/ReturnSuccess.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("The return success task will always return success except when the child task is running.")] [TaskIcon("{SkinColor}ReturnSuccessIcon.png")] public class ReturnSuccess : Decorator { // The status of the child after it has finished running. private TaskStatus executionStatus = TaskStatus.Inactive; public override bool CanExecute() { // Continue executing until the child task returns success or failure. return executionStatus == TaskStatus.Inactive || executionStatus == TaskStatus.Running; } public override void OnChildExecuted(TaskStatus childStatus) { // Update the execution status after a child has finished running. executionStatus = childStatus; } public override TaskStatus Decorate(TaskStatus status) { // Return success even if the child task returned failure. if (status == TaskStatus.Failure) { return TaskStatus.Success; } return status; } public override void OnEnd() { // Reset the execution status back to its starting values. executionStatus = TaskStatus.Inactive; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/ReturnSuccess.cs.meta ================================================ fileFormatVersion: 2 guid: 27d103b9f961fd44da3c4d83dadd90ca MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/TaskGuard.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("The task guard task is similar to a semaphore in multithreaded programming. The task guard task is there to ensure a limited resource is not being overused. " + "\n\nFor example, you may place a task guard above a task that plays an animation. Elsewhere within your behavior tree you may also have another task that plays a different " + "animation but uses the same bones for that animation. Because of this you don't want that animation to play twice at the same time. Placing a task guard will let you " + "specify how many times a particular task can be accessed at the same time.\n\nIn the previous animation task example you would specify an access count of 1. With this setup " + "the animation task can be only controlled by one task at a time. If the first task is playing the animation and a second task wants to control the animation as well, it will " + "either have to wait or skip over the task completely.")] [TaskIcon("{SkinColor}TaskGuardIcon.png")] public class TaskGuard : Decorator { [Tooltip("The number of times the child tasks can be accessed by parallel tasks at once")] public SharedInt maxTaskAccessCount; [Tooltip("The linked tasks that also guard a task. If the task guard is not linked against any other tasks it doesn't have much purpose. Marked as LinkedTask to " + "ensure all tasks linked are linked to the same set of tasks")] [LinkedTask] public TaskGuard[] linkedTaskGuards = null; [Tooltip("If true the task will wait until the child task is available. If false then any unavailable child tasks will be skipped over")] public SharedBool waitUntilTaskAvailable; // The number of tasks that are currently using a particular task. private int executingTasks = 0; // True if the current task is executing. private bool executing = false; public override bool CanExecute() { // The child task can execute if the number of executing tasks is less than the maximum number of tasks allowed. return executingTasks < maxTaskAccessCount.Value && !executing; } public override void OnChildStarted() { // The child task has started to run. Increase the executing tasks counter and notify all of the other linked tasks. executingTasks++; executing = true; for (int i = 0; i < linkedTaskGuards.Length; ++i) { linkedTaskGuards[i].taskExecuting(true); } } public override TaskStatus OverrideStatus(TaskStatus status) { // return a running status if the children are currently waiting for a task to become available return (!executing && waitUntilTaskAvailable.Value) ? TaskStatus.Running : status; } public void taskExecuting(bool increase) { // A linked task is currently executing a task that is being guarded. If the task just started executing then increase will be true and if it is ending then // true will be false. executingTasks += (increase ? 1 : -1); } public override void OnEnd() { // The child task has been executed or skipped over. Only decrement the executing tasks count if the child task was being executed. Following that // notify all of the linked tasks that we are done executing. if (executing) { executingTasks--; for (int i = 0; i < linkedTaskGuards.Length; ++i) { linkedTaskGuards[i].taskExecuting(false); } executing = false; } } public override void OnReset() { // Reset the public properties back to their original values maxTaskAccessCount = null; linkedTaskGuards = null; waitUntilTaskAvailable = true; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/TaskGuard.cs.meta ================================================ fileFormatVersion: 2 guid: 7e2ae4ab352f20c41be106f92efc3b43 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/UntilFailure.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("The until failure task will keep executing its child task until the child task returns failure.")] [TaskIcon("{SkinColor}UntilFailureIcon.png")] public class UntilFailure : Decorator { // The status of the child after it has finished running. private TaskStatus executionStatus = TaskStatus.Inactive; public override bool CanExecute() { // Keep running until the child task returns failure. return executionStatus == TaskStatus.Success || executionStatus == TaskStatus.Inactive; } public override void OnChildExecuted(TaskStatus childStatus) { // Update the execution status after a child has finished running. executionStatus = childStatus; } public override void OnEnd() { // Reset the execution status back to its starting values. executionStatus = TaskStatus.Inactive; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/UntilFailure.cs.meta ================================================ fileFormatVersion: 2 guid: 934b87f8f563272469cd9a9b14046ae7 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/UntilSuccess.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("The until success task will keep executing its child task until the child task returns success.")] [TaskIcon("{SkinColor}UntilSuccessIcon.png")] public class UntilSuccess : Decorator { // The status of the child after it has finished running. private TaskStatus executionStatus = TaskStatus.Inactive; public override bool CanExecute() { // Keep running until the child task returns success. return executionStatus == TaskStatus.Failure || executionStatus == TaskStatus.Inactive; } public override void OnChildExecuted(TaskStatus childStatus) { // Update the execution status after a child has finished running. executionStatus = childStatus; } public override void OnEnd() { // Reset the execution status back to its starting values. executionStatus = TaskStatus.Inactive; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators/UntilSuccess.cs.meta ================================================ fileFormatVersion: 2 guid: 6d5c2cbf6c58f6b419831477bde98317 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Decorators.meta ================================================ fileFormatVersion: 2 guid: 2df155821c153c54391d455642627c65 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/EntryTask.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks { // The entry task is a task that is used for display purposes within Behavior Designer to indicate the root of the tree. It is not a real task and // cannot be used within the behavior tree. [TaskIcon("{SkinColor}EntryIcon.png")] public class EntryTask : ParentTask { public override int MaxChildren() { return 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/EntryTask.cs.meta ================================================ fileFormatVersion: 2 guid: 143ae0c3fc255864893a532a2571f3d9 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Blend.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation { [TaskCategory("Unity/Animation")] [TaskDescription("Blends the animation. Returns Success.")] public class Blend : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the animation")] public SharedString animationName; [Tooltip("The weight the animation should blend to")] public float targetWeight = 1; [Tooltip("The amount of time it takes to blend")] public float fadeLength = 0.3f; // cache the animation component private Animation animation; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animation = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animation == null) { Debug.LogWarning("Animation is null"); return TaskStatus.Failure; } animation.Blend(animationName.Value, targetWeight, fadeLength); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; animationName = ""; targetWeight = 1; fadeLength = 0.3f; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Blend.cs.meta ================================================ fileFormatVersion: 2 guid: dc0640154eb6b674e89f4a2ec1632696 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/CrossFade.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation { [TaskCategory("Unity/Animation")] [TaskDescription("Fades the animation over a period of time and fades other animations out. Returns Success.")] public class CrossFade : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the animation")] public SharedString animationName; [Tooltip("The amount of time it takes to blend")] public float fadeLength = 0.3f; [Tooltip("The play mode of the animation")] public PlayMode playMode = PlayMode.StopSameLayer; // cache the animation component private Animation animation; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animation = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animation == null) { Debug.LogWarning("Animation is null"); return TaskStatus.Failure; } animation.CrossFade(animationName.Value, fadeLength, playMode); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; animationName.Value = ""; fadeLength = 0.3f; playMode = PlayMode.StopSameLayer; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/CrossFade.cs.meta ================================================ fileFormatVersion: 2 guid: 57d9d1509d13e454caae6f3219c83cc7 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/CrossFadeQueued.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation { [TaskCategory("Unity/Animation")] [TaskDescription("Cross fades an animation after previous animations has finished playing. Returns Success.")] public class CrossFadeQueued : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the animation")] public SharedString animationName; [Tooltip("The amount of time it takes to blend")] public float fadeLength = 0.3f; [Tooltip("Specifies when the animation should start playing")] public QueueMode queue = QueueMode.CompleteOthers; [Tooltip("The play mode of the animation")] public PlayMode playMode = PlayMode.StopSameLayer; // cache the animation component private Animation animation; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animation = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animation == null) { Debug.LogWarning("Animation is null"); return TaskStatus.Failure; } animation.CrossFadeQueued(animationName.Value, fadeLength, queue, playMode); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; animationName.Value = ""; fadeLength = 0.3f; queue = QueueMode.CompleteOthers; playMode = PlayMode.StopSameLayer; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/CrossFadeQueued.cs.meta ================================================ fileFormatVersion: 2 guid: c1cc2a160ee1978488696564200b3c25 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/GetAnimatePhysics.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation { [TaskCategory("Unity/Animation")] [TaskDescription("Stores the animate physics value. Returns Success.")] public class GetAnimatePhysics : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Are the if animations are executed in the physics loop?")] [RequiredField] public SharedBool storeValue; // cache the animation component private Animation animation; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animation = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animation == null) { Debug.LogWarning("Animation is null"); return TaskStatus.Failure; } storeValue.Value = animation.animatePhysics; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue.Value = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/GetAnimatePhysics.cs.meta ================================================ fileFormatVersion: 2 guid: b5bd2b0ed07f42142934568bd6813619 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/IsPlaying.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation { [TaskCategory("Unity/Animation")] [TaskDescription("Returns Success if the animation is currently playing.")] public class IsPlaying : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the animation")] public SharedString animationName; // cache the animation component private Animation animation; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animation = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animation == null) { Debug.LogWarning("Animation is null"); return TaskStatus.Failure; } if (string.IsNullOrEmpty(animationName.Value)) { return animation.isPlaying ? TaskStatus.Success : TaskStatus.Failure; } else { return animation.IsPlaying(animationName.Value) ? TaskStatus.Success : TaskStatus.Failure; } } public override void OnReset() { targetGameObject = null; animationName.Value = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/IsPlaying.cs.meta ================================================ fileFormatVersion: 2 guid: ce80475167d230d4181baa69071465ff MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Play.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation { [TaskCategory("Unity/Animation")] [TaskDescription("Plays animation without any blending. Returns Success.")] public class Play : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the animation")] public SharedString animationName; [Tooltip("The play mode of the animation")] public PlayMode playMode = PlayMode.StopSameLayer; // cache the animation component private Animation animation; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animation = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animation == null) { Debug.LogWarning("Animation is null"); return TaskStatus.Failure; } if (string.IsNullOrEmpty(animationName.Value)) { animation.Play(); } else { animation.Play(animationName.Value, playMode); } return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; animationName.Value = ""; playMode = PlayMode.StopSameLayer; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Play.cs.meta ================================================ fileFormatVersion: 2 guid: 0b1bf3b05e79dcc468cf71b63d54a4cd MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/PlayQueued.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation { [TaskCategory("Unity/Animation")] [TaskDescription("Plays an animation after previous animations has finished playing. Returns Success.")] public class PlayQueued : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the animation")] public SharedString animationName; [Tooltip("Specifies when the animation should start playing")] public QueueMode queue = QueueMode.CompleteOthers; [Tooltip("The play mode of the animation")] public PlayMode playMode = PlayMode.StopSameLayer; // cache the animation component private Animation animation; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animation = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animation == null) { Debug.LogWarning("Animation is null"); return TaskStatus.Failure; } animation.PlayQueued(animationName.Value, queue, playMode); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; animationName.Value = ""; queue = QueueMode.CompleteOthers; playMode = PlayMode.StopSameLayer; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/PlayQueued.cs.meta ================================================ fileFormatVersion: 2 guid: bb55ee97bf8cb3d479de025d77a9c4b6 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Rewind.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation { [TaskCategory("Unity/Animation")] [TaskDescription("Rewinds an animation. Rewinds all animations if animationName is blank. Returns Success.")] public class Rewind : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the animation")] public SharedString animationName; // cache the animation component private Animation animation; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animation = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animation == null) { Debug.LogWarning("Animation is null"); return TaskStatus.Failure; } if (string.IsNullOrEmpty(animationName.Value)) { animation.Rewind(); } else { animation.Rewind(animationName.Value); } return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; animationName.Value = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Rewind.cs.meta ================================================ fileFormatVersion: 2 guid: 364beb9f6996556449b9f3e03db75290 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Sample.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation { [TaskCategory("Unity/Animation")] [TaskDescription("Samples animations at the current state. Returns Success.")] public class Sample : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; // cache the animation component private Animation animation; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animation = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animation == null) { Debug.LogWarning("Animation is null"); return TaskStatus.Failure; } animation.Sample(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Sample.cs.meta ================================================ fileFormatVersion: 2 guid: 2cc64c997b5d6e640af8cc9bd7cf1b5d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/SetAnimatePhysics.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation { [TaskCategory("Unity/Animation")] [TaskDescription("Sets animate physics to the specified value. Returns Success.")] public class SetAnimatePhysics : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Are animations executed in the physics loop?")] public SharedBool animatePhysics; // cache the animation component private Animation animation; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animation = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animation == null) { Debug.LogWarning("Animation is null"); return TaskStatus.Failure; } animation.animatePhysics = animatePhysics.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; animatePhysics.Value = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/SetAnimatePhysics.cs.meta ================================================ fileFormatVersion: 2 guid: f93fd0c7638add0468744d4f7249c1a7 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/SetWrapMode.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation { [TaskCategory("Unity/Animation")] [TaskDescription("Sets the wrap mode to the specified value. Returns Success.")] public class SetWrapMode : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("How should time beyond the playback range of the clip be treated?")] public WrapMode wrapMode = WrapMode.Default; // cache the animation component private Animation animation; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animation = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animation == null) { Debug.LogWarning("Animation is null"); return TaskStatus.Failure; } animation.wrapMode = wrapMode; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; wrapMode = WrapMode.Default; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/SetWrapMode.cs.meta ================================================ fileFormatVersion: 2 guid: 39af69a1e220fc2419a5d34933029ff9 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Stop.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation { [TaskCategory("Unity/Animation")] [TaskDescription("Stops an animation. Stops all animations if animationName is blank. Returns Success.")] public class Stop : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the animation")] public SharedString animationName; // cache the animation component private Animation animation; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animation = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animation == null) { Debug.LogWarning("Animation is null"); return TaskStatus.Failure; } if (string.IsNullOrEmpty(animationName.Value)) { animation.Stop(); } else { animation.Stop(animationName.Value); } return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; animationName = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation/Stop.cs.meta ================================================ fileFormatVersion: 2 guid: c3dca423f03e936449fdb622cac3f430 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animation.meta ================================================ fileFormatVersion: 2 guid: 7d8a2810c4d182f4e9a5ab1d34f3a5da folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/CrossFade.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Creates a dynamic transition between the current state and the destination state. Returns Success.")] public class CrossFade : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the state")] public SharedString stateName; [Tooltip("The duration of the transition. Value is in source state normalized time")] public SharedFloat transitionDuration; [Tooltip("The layer where the state is")] public int layer = -1; [Tooltip("The normalized time at which the state will play")] public float normalizedTime = float.NegativeInfinity; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } animator.CrossFade(stateName.Value, transitionDuration.Value, layer, normalizedTime); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; stateName = ""; transitionDuration = 0; layer = -1; normalizedTime = float.NegativeInfinity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/CrossFade.cs.meta ================================================ fileFormatVersion: 2 guid: 09e5aba2adc719f42876293bcbea7819 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetApplyRootMotion.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Stores if root motion is applied. Returns Success.")] public class GetApplyRootMotion : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Is root motion applied?")] [RequiredField] public SharedBool storeValue; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } storeValue.Value = animator.applyRootMotion; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetApplyRootMotion.cs.meta ================================================ fileFormatVersion: 2 guid: 872c96b3950799546863110b7e54d0c8 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetBoolParameter.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Stores the bool parameter on an animator. Returns Success.")] public class GetBoolParameter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the parameter")] public SharedString paramaterName; [Tooltip("The value of the bool parameter")] [RequiredField] public SharedBool storeValue; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } storeValue.Value = animator.GetBool(paramaterName.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; paramaterName = ""; storeValue = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetBoolParameter.cs.meta ================================================ fileFormatVersion: 2 guid: 2aeb7ebc08541794aa3ed0343c49c9f9 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetDeltaPosition.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Gets the avatar delta position for the last evaluated frame. Returns Success.")] public class GetDeltaPosition : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The avatar delta position")] [RequiredField] public SharedVector3 storeValue; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } storeValue.Value = animator.deltaPosition; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetDeltaPosition.cs.meta ================================================ fileFormatVersion: 2 guid: 9c44c26d5d6b3484397b8aa6ed658b1e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetDeltaRotation.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Gets the avatar delta rotation for the last evaluated frame. Returns Success.")] public class GetDeltaRotation : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The avatar delta rotation")] [RequiredField] public SharedQuaternion storeValue; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } storeValue.Value = animator.deltaRotation; return TaskStatus.Success; } public override void OnReset() { if (storeValue != null) { storeValue.Value = Quaternion.identity; } } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetDeltaRotation.cs.meta ================================================ fileFormatVersion: 2 guid: f120073dca714344495aa139eea16e2b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetFloatParameter.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Stores the float parameter on an animator. Returns Success.")] public class GetFloatParameter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the parameter")] public SharedString paramaterName; [Tooltip("The value of the float parameter")] [RequiredField] public SharedFloat storeValue; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } storeValue.Value = animator.GetFloat(paramaterName.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; paramaterName = ""; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetFloatParameter.cs.meta ================================================ fileFormatVersion: 2 guid: d33dbb5444b5bbe44bb200e39823cfe1 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetGravityWeight.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Stores the current gravity weight based on current animations that are played. Returns Success.")] public class GetGravityWeight : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The value of the gravity weight")] [RequiredField] public SharedFloat storeValue; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } storeValue.Value = animator.gravityWeight; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetGravityWeight.cs.meta ================================================ fileFormatVersion: 2 guid: 945593329da80b44898e7e1ae1883d07 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetIntegerParameter.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Stores the integer parameter on an animator. Returns Success.")] public class GetIntegerParameter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the parameter")] public SharedString paramaterName; [Tooltip("The value of the integer parameter")] [RequiredField] public SharedInt storeValue; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } storeValue.Value = animator.GetInteger(paramaterName.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; paramaterName = ""; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetIntegerParameter.cs.meta ================================================ fileFormatVersion: 2 guid: c8640eaeae64c2e48ba85336474d59d8 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetLayerWeight.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Stores the layer's weight. Returns Success.")] public class GetLayerWeight : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The index of the layer")] public SharedInt index; [Tooltip("The value of the float parameter")] [RequiredField] public SharedFloat storeValue; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } storeValue.Value = animator.GetLayerWeight(index.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; index = 0; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetLayerWeight.cs.meta ================================================ fileFormatVersion: 2 guid: 346c4295a827d9e4c8029cd29a8e18ca MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetSpeed.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Stores the playback speed of the animator. 1 is normal playback speed. Returns Success.")] public class GetSpeed : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The playback speed of the Animator")] [RequiredField] public SharedFloat storeValue; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } storeValue.Value = animator.speed; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetSpeed.cs.meta ================================================ fileFormatVersion: 2 guid: f87648f776ab12c45883b01e9bebc6a3 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetStringToHash.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Converts the state name to its corresponding hash code. Returns Success.")] public class GetStringToHash : Action { [Tooltip("The name of the state to convert to a hash code")] public SharedString stateName; [Tooltip("The hash value")] [RequiredField] public SharedInt storeValue; public override TaskStatus OnUpdate() { storeValue.Value = Animator.StringToHash(stateName.Value); return TaskStatus.Success; } public override void OnReset() { stateName = ""; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/GetStringToHash.cs.meta ================================================ fileFormatVersion: 2 guid: 234dcf26bcb550043b3b5de33f0e6a11 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/InterruptMatchTarget.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Interrupts the automatic target matching. Returns Success.")] public class InterruptMatchTarget : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("CompleteMatch will make the gameobject match the target completely at the next frame")] public bool completeMatch = true; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } animator.InterruptMatchTarget(completeMatch); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; completeMatch = true; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/InterruptMatchTarget.cs.meta ================================================ fileFormatVersion: 2 guid: 766d802f8842a2945b11253f60d431bb MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/IsInTransition.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Returns success if the specified AnimatorController layer in a transition.")] public class IsInTransition : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The layer's index")] public SharedInt index; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } return animator.IsInTransition(index.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; index = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/IsInTransition.cs.meta ================================================ fileFormatVersion: 2 guid: 48c086aaf693a604d8b83eabac3b568e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/IsName.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Returns success if the specified name matches the name of the active state.")] public class IsName : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The layer's index")] public SharedInt index; [Tooltip("The state name to compare")] public SharedString name; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } return animator.GetCurrentAnimatorStateInfo(index.Value).IsName(name.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; index = 0; name = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/IsName.cs.meta ================================================ fileFormatVersion: 2 guid: 96051e2f6a0e7ea42a493e6245e4ccde MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/IsParameterControlledByCurve.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Returns success if the specified parameter is controlled by an additional curve on an animation.")] public class IsParameterControlledByCurve : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the parameter")] public SharedString paramaterName; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } return animator.IsParameterControlledByCurve(paramaterName.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; paramaterName = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/IsParameterControlledByCurve.cs.meta ================================================ fileFormatVersion: 2 guid: c5eb4141402ab7c4abb1d4a5c687a757 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/MatchTarget.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress. Returns Success.")] public class MatchTarget : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The position we want the body part to reach")] public SharedVector3 matchPosition; [Tooltip("The rotation in which we want the body part to be")] public SharedQuaternion matchRotation; [Tooltip("The body part that is involved in the match")] public AvatarTarget targetBodyPart; [Tooltip("Weights for matching position")] public Vector3 weightMaskPosition; [Tooltip("Weights for matching rotation")] public float weightMaskRotation; [Tooltip("Start time within the animation clip")] public float startNormalizedTime; [Tooltip("End time within the animation clip")] public float targetNormalizedTime = 1; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } animator.MatchTarget(matchPosition.Value, matchRotation.Value, targetBodyPart, new MatchTargetWeightMask(weightMaskPosition, weightMaskRotation), startNormalizedTime, targetNormalizedTime); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; matchPosition = Vector3.zero; matchRotation = Quaternion.identity; targetBodyPart = AvatarTarget.Root; weightMaskPosition = Vector3.zero; weightMaskRotation = 0; startNormalizedTime = 0; targetNormalizedTime = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/MatchTarget.cs.meta ================================================ fileFormatVersion: 2 guid: e0e788b711539ed4dad258780be29de6 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/Play.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Plays an animator state. Returns Success.")] public class Play : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the state")] public SharedString stateName; [Tooltip("The layer where the state is")] public int layer = -1; [Tooltip("The normalized time at which the state will play")] public float normalizedTime = float.NegativeInfinity; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } animator.Play(stateName.Value, layer, normalizedTime); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; stateName = ""; layer = -1; normalizedTime = float.NegativeInfinity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/Play.cs.meta ================================================ fileFormatVersion: 2 guid: a62df911d37cd8349b0168f875cd58ea MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetApplyRootMotion.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Sets if root motion is applied. Returns Success.")] public class SetApplyRootMotion : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Is root motion applied?")] public SharedBool rootMotion; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } animator.applyRootMotion = rootMotion.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; rootMotion = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetApplyRootMotion.cs.meta ================================================ fileFormatVersion: 2 guid: f10479b97efcbb94a8089a12bf891b5b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetBoolParameter.cs ================================================ using UnityEngine; using System.Collections; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Sets the bool parameter on an animator. Returns Success.")] public class SetBoolParameter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the parameter")] public SharedString paramaterName; [Tooltip("The value of the bool parameter")] public SharedBool boolValue; [Tooltip("Should the value be reverted back to its original value after it has been set?")] public bool setOnce; private int hashID; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } hashID = UnityEngine.Animator.StringToHash(paramaterName.Value); bool prevValue = animator.GetBool(hashID); animator.SetBool(hashID, boolValue.Value); if (setOnce) { StartCoroutine(ResetValue(prevValue)); } return TaskStatus.Success; } public IEnumerator ResetValue(bool origVale) { yield return null; animator.SetBool(hashID, origVale); } public override void OnReset() { targetGameObject = null; paramaterName = ""; boolValue = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetBoolParameter.cs.meta ================================================ fileFormatVersion: 2 guid: 04e0905e87bf90a408551067942c08c7 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetFloatParameter.cs ================================================ using UnityEngine; using System.Collections; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Sets the float parameter on an animator. Returns Success.")] public class SetFloatParameter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the parameter")] public SharedString paramaterName; [Tooltip("The value of the float parameter")] public SharedFloat floatValue; [Tooltip("Should the value be reverted back to its original value after it has been set?")] public bool setOnce; private int hashID; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } hashID = UnityEngine.Animator.StringToHash(paramaterName.Value); float prevValue = animator.GetFloat(hashID); animator.SetFloat(hashID, floatValue.Value); if (setOnce) { StartCoroutine(ResetValue(prevValue)); } return TaskStatus.Success; } public IEnumerator ResetValue(float origVale) { yield return null; animator.SetFloat(hashID, origVale); } public override void OnReset() { targetGameObject = null; paramaterName = ""; floatValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetFloatParameter.cs.meta ================================================ fileFormatVersion: 2 guid: b601abdc989d2ce4f8dc0d3434705814 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetIntegerParameter.cs ================================================ using UnityEngine; using System.Collections; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Sets the int parameter on an animator. Returns Success.")] public class SetIntegerParameter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the parameter")] public SharedString paramaterName; [Tooltip("The value of the int parameter")] public SharedInt intValue; [Tooltip("Should the value be reverted back to its original value after it has been set?")] public bool setOnce; private int hashID; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } hashID = UnityEngine.Animator.StringToHash(paramaterName.Value); int prevValue = animator.GetInteger(hashID); animator.SetInteger(hashID, intValue.Value); if (setOnce) { StartCoroutine(ResetValue(prevValue)); } return TaskStatus.Success; } public IEnumerator ResetValue(int origVale) { yield return null; animator.SetInteger(hashID, origVale); } public override void OnReset() { targetGameObject = null; paramaterName = ""; intValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetIntegerParameter.cs.meta ================================================ fileFormatVersion: 2 guid: 07345b9144172a74892b176413bf9ac3 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetLayerWeight.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Sets the layer's current weight. Returns Success.")] public class SetLayerWeight : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The layer's index")] public SharedInt index; [Tooltip("The weight of the layer")] public SharedFloat weight; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } animator.SetLayerWeight(index.Value, weight.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; index = 0; weight = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetLayerWeight.cs.meta ================================================ fileFormatVersion: 2 guid: 979ffd79261d4bb499331ba9fa80ed7d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetLookAtPosition.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Sets the look at position. Returns Success.")] public class SetLookAtPosition : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The position to lookAt")] public SharedVector3 position; private Animator animator; private GameObject prevGameObject; private bool positionSet; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } positionSet = false; } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } return positionSet ? TaskStatus.Success : TaskStatus.Running; } public override void OnAnimatorIK() { if (animator == null) { return; } animator.SetLookAtPosition(position.Value); positionSet = true; } public override void OnReset() { targetGameObject = null; position = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetLookAtPosition.cs.meta ================================================ fileFormatVersion: 2 guid: 31c4894aafa2b7f40984915713cff50b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetLookAtWeight.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Sets the look at weight. Returns success immediately after.")] public class SetLookAtWeight : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("(0-1) the global weight of the LookAt, multiplier for other parameters.")] public SharedFloat weight; [Tooltip("(0-1) determines how much the body is involved in the LookAt.")] public float bodyWeight; [Tooltip("(0-1) determines how much the head is involved in the LookAt.")] public float headWeight = 1; [Tooltip("(0-1) determines how much the eyes are involved in the LookAt.")] public float eyesWeight; [Tooltip("(0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped " + "(look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).")] public float clampWeight = 0.5f; private Animator animator; private GameObject prevGameObject; private bool weightSet; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } weightSet = false; } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } return weightSet ? TaskStatus.Success : TaskStatus.Running; } public override void OnAnimatorIK() { if (animator == null) { return; } animator.SetLookAtWeight(weight.Value, bodyWeight, headWeight, eyesWeight, clampWeight); weightSet = true; } public override void OnReset() { targetGameObject = null; weight = 0; bodyWeight = 0; headWeight = 1; eyesWeight = 0; clampWeight = 0.5f; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetLookAtWeight.cs.meta ================================================ fileFormatVersion: 2 guid: 1d700204dde35cd4c9e5a8553089127e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetSpeed.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Sets the playback speed of the Animator. 1 is normal playback speed. Returns Success.")] public class SetSpeed : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The playback speed of the Animator")] public SharedFloat speed; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } animator.speed = speed.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; speed = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetSpeed.cs.meta ================================================ fileFormatVersion: 2 guid: b5cd3c9afb48ee541afcce2dade6bc6a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetTrigger.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Sets a trigger parameter to active or inactive. Returns Success.")] public class SetTrigger : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the parameter")] public SharedString paramaterName; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } animator.SetTrigger(paramaterName.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; paramaterName.Value = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/SetTrigger.cs.meta ================================================ fileFormatVersion: 2 guid: 004807d2b68cad7459f6d84ce1274c16 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/StartPlayback.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Sets the animator in playback mode.")] public class StartPlayback : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } animator.StartPlayback(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/StartPlayback.cs.meta ================================================ fileFormatVersion: 2 guid: 46d4b19160ba8774ea6100dda4288753 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/StartRecording.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Sets the animator in recording mode. Returns Success.")] public class StartRecording : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The number of frames (updates) that will be recorded")] public int frameCount; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } animator.StartRecording(frameCount); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; frameCount = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/StartRecording.cs.meta ================================================ fileFormatVersion: 2 guid: d6f14b502ed889444a0e44e8cb06e767 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/StopPlayback.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Stops the animator playback mode. Returns Success.")] public class StopPlayback : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } animator.StopPlayback(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/StopPlayback.cs.meta ================================================ fileFormatVersion: 2 guid: 7daa3c083e51ad44a8c8b05bb4e70689 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/StopRecording.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Stops animator record mode. Returns Success.")] public class StopRecording : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } animator.StopRecording(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/StopRecording.cs.meta ================================================ fileFormatVersion: 2 guid: c62c2817a5d72054caebff852d50ef17 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/WaitForState.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator { [TaskCategory("Unity/Animator")] [TaskDescription("Waits for the Animator to reach the specified state.")] public class WaitForState : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the state")] public SharedString stateName; [Tooltip("The layer where the state is")] public SharedInt layer = -1; private Animator animator; private GameObject prevGameObject; private int stateHash; public override void OnAwake() { stateHash = Animator.StringToHash(stateName.Value); } public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; if (!animator.HasState(layer.Value, stateHash)) { Debug.LogError("Error: The Animator does not have the state " + stateName.Value + " on layer " + layer.Value); } } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } var state = animator.GetCurrentAnimatorStateInfo(layer.Value); if (state.fullPathHash == stateHash) { return TaskStatus.Success; } return TaskStatus.Running; } public override void OnReset() { targetGameObject = null; stateName = ""; layer = -1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator/WaitForState.cs.meta ================================================ fileFormatVersion: 2 guid: eff6d0a1593e4f7459f0194f9cbd79f1 timeCreated: 1523364189 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Animator.meta ================================================ fileFormatVersion: 2 guid: c60879d61a5ed734987699654e018ee7 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetIgnoreListenerPause.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Stores the ignore listener pause value of the AudioSource. Returns Success.")] public class GetIgnoreListenerPause : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The ignore listener pause value of the AudioSource")] [RequiredField] public SharedBool storeValue; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } storeValue.Value = audioSource.ignoreListenerPause; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetIgnoreListenerPause.cs.meta ================================================ fileFormatVersion: 2 guid: b3bd7bb287fe91747bca60ebe3d53e87 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetIgnoreListenerVolume.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Stores the ignore listener volume value of the AudioSource. Returns Success.")] public class GetIgnoreListenerVolume : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The ignore listener volume value of the AudioSource")] [RequiredField] public SharedBool storeValue; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } storeValue.Value = audioSource.ignoreListenerVolume; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetIgnoreListenerVolume.cs.meta ================================================ fileFormatVersion: 2 guid: c45986918364dfc4e9eca01d2839e2e4 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetLoop.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Stores the loop value of the AudioSource. Returns Success.")] public class GetLoop : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The loop value of the AudioSource")] [RequiredField] public SharedBool storeValue; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } storeValue.Value = audioSource.loop; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetLoop.cs.meta ================================================ fileFormatVersion: 2 guid: 699b9d0d798a219459c6477d2c21d4ba MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetMaxDistance.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Stores the max distance value of the AudioSource. Returns Success.")] public class GetMaxDistance : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The max distance value of the AudioSource")] [RequiredField] public SharedFloat storeValue; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } storeValue.Value = audioSource.maxDistance; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetMaxDistance.cs.meta ================================================ fileFormatVersion: 2 guid: 3e2b2500d8e2b0c45825c0650f64eae2 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetMinDistance.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Stores the min distance value of the AudioSource. Returns Success.")] public class GetMinDistance : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The min distance value of the AudioSource")] [RequiredField] public SharedFloat storeValue; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } storeValue.Value = audioSource.minDistance; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetMinDistance.cs.meta ================================================ fileFormatVersion: 2 guid: cad762e82ef22644ca968b4a1c51eaec MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetMute.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Stores the mute value of the AudioSource. Returns Success.")] public class GetMute : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The mute value of the AudioSource")] [RequiredField] public SharedBool storeValue; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } storeValue.Value = audioSource.mute; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetMute.cs.meta ================================================ fileFormatVersion: 2 guid: 51df88b2df77e294cb673105b1c36961 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetPitch.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Stores the pitch value of the AudioSource. Returns Success.")] public class GetPitch : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The pitch value of the AudioSource")] [RequiredField] public SharedFloat storeValue; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } storeValue.Value = audioSource.pitch; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetPitch.cs.meta ================================================ fileFormatVersion: 2 guid: 930fa7881ae9236449d90546f9922656 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetPriority.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Stores the priority value of the AudioSource. Returns Success.")] public class GetPriority : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The priority value of the AudioSource")] [RequiredField] public SharedInt storeValue; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } storeValue.Value = audioSource.priority; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetPriority.cs.meta ================================================ fileFormatVersion: 2 guid: de856d580ad945e4d846fa52d3d647cc MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetSpread.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Stores the spread value of the AudioSource. Returns Success.")] public class GetSpread : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The spread value of the AudioSource")] [RequiredField] public SharedFloat storeValue; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } storeValue.Value = audioSource.spread; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetSpread.cs.meta ================================================ fileFormatVersion: 2 guid: ba6a60eccf688514392e782348b84628 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetTime.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Stores the time value of the AudioSource. Returns Success.")] public class GetTime : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The time value of the AudioSource")] [RequiredField] public SharedFloat storeValue; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } storeValue.Value = audioSource.time; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetTime.cs.meta ================================================ fileFormatVersion: 2 guid: 600c95fc760afa140bd0a7b98bd5071f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetTimeSamples.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Stores the time samples value of the AudioSource. Returns Success.")] public class GetTimeSamples : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The time samples value of the AudioSource")] [RequiredField] public SharedFloat storeValue; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } storeValue.Value = audioSource.timeSamples; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetTimeSamples.cs.meta ================================================ fileFormatVersion: 2 guid: af34adc5779f33442909ff32140dcdd4 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetVolume.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Stores the volume value of the AudioSource. Returns Success.")] public class GetVolume : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The volume value of the AudioSource")] [RequiredField] public SharedFloat storeValue; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } storeValue.Value = audioSource.volume; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/GetVolume.cs.meta ================================================ fileFormatVersion: 2 guid: aad3b2c644baeb646b0b33b7317413d4 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/IsPlaying.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Returns Success if the AudioClip is playing, otherwise Failure.")] public class IsPlaying : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } return audioSource.isPlaying ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/IsPlaying.cs.meta ================================================ fileFormatVersion: 2 guid: 20fb79d98326b794fb309a291613cab4 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/Pause.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Pauses the audio clip. Returns Success.")] public class Pause : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.Pause(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/Pause.cs.meta ================================================ fileFormatVersion: 2 guid: 91db8dd58e79db745acc39f3f52da88e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/Play.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Plays the audio clip. Returns Success.")] public class Play : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.Play(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/Play.cs.meta ================================================ fileFormatVersion: 2 guid: 7ac8cfb80c6a44c42b4ac4eef6f29bd5 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/PlayDelayed.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Plays the audio clip with a delay specified in seconds. Returns Success.")] public class PlayDelayed : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Delay time specified in seconds")] public SharedFloat delay = 0; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.PlayDelayed(delay.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; delay = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/PlayDelayed.cs.meta ================================================ fileFormatVersion: 2 guid: 0125706a59bb7974eb3d425d3869779a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/PlayOneShot.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Plays an AudioClip, and scales the AudioSource volume by volumeScale. Returns Success.")] public class PlayOneShot : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The clip being played")] public SharedObject clip; [Tooltip("The scale of the volume (0-1)")] public SharedFloat volumeScale = 1; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.PlayOneShot((AudioClip)clip.Value, volumeScale.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; clip = null; volumeScale = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/PlayOneShot.cs.meta ================================================ fileFormatVersion: 2 guid: 112c969d16008464f96ce23aa5b32486 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/PlayScheduled.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Plays the audio clip with a delay specified in seconds. Returns Success.")] public class PlayScheduled : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Time in seconds on the absolute time-line that AudioSettings.dspTime refers to for when the sound should start playing")] public SharedFloat time = 0; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.PlayScheduled(time.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; time = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/PlayScheduled.cs.meta ================================================ fileFormatVersion: 2 guid: 08d431471ffd8954197b88b698f0d424 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetAudioClip.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Sets the clip value of the AudioSource. Returns Success.")] public class SetAudioClip : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The AudioSource clip")] public AudioClip audioClip; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.clip = audioClip; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; audioClip = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetAudioClip.cs.meta ================================================ fileFormatVersion: 2 guid: f52d9d404f7deab448e4f5c2bb3f7892 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetIgnoreListenerPause.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Sets the ignore listener volume value of the AudioSource. Returns Success.")] public class SetIgnoreListenerVolume : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The ignore listener volume value of the AudioSource")] public SharedBool ignoreListenerVolume; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.ignoreListenerVolume = ignoreListenerVolume.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; ignoreListenerVolume = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetIgnoreListenerPause.cs.meta ================================================ fileFormatVersion: 2 guid: d617db8232463c444a8a3159da109798 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetIgnoreListenerVolume.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Sets the ignore listener pause value of the AudioSource. Returns Success.")] public class SetIgnoreListenerPause : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The ignore listener pause value of the AudioSource")] public SharedBool ignoreListenerPause; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.ignoreListenerPause = ignoreListenerPause.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; ignoreListenerPause = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetIgnoreListenerVolume.cs.meta ================================================ fileFormatVersion: 2 guid: 6f1f5937bfa03484296c0fb5a9ce9b29 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetLoop.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Sets the loop value of the AudioSource. Returns Success.")] public class SetLoop : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The loop value of the AudioSource")] public SharedBool loop; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.loop = loop.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; loop = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetLoop.cs.meta ================================================ fileFormatVersion: 2 guid: 50536bd6b5fa6924bb7217dd3b6e3f45 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetMaxDistance.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Sets the max distance value of the AudioSource. Returns Success.")] public class SetMaxDistance : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The max distance value of the AudioSource")] public SharedFloat maxDistance; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.maxDistance = maxDistance.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; maxDistance = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetMaxDistance.cs.meta ================================================ fileFormatVersion: 2 guid: b0c75cf2afc289c4a8962f71b5e17dd1 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetMinDistance.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Sets the min distance value of the AudioSource. Returns Success.")] public class SetMinDistance : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The min distance value of the AudioSource")] public SharedFloat minDistance; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.minDistance = minDistance.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; minDistance = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetMinDistance.cs.meta ================================================ fileFormatVersion: 2 guid: ccb3beba9296fc54d8427cd646af4f4e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetMute.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Sets the mute value of the AudioSource. Returns Success.")] public class SetMute : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The mute value of the AudioSource")] public SharedBool mute; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.mute = mute.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; mute = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetMute.cs.meta ================================================ fileFormatVersion: 2 guid: ec553c7ad9360a24fb7ce3bf3bc48c97 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetPan.cs ================================================ #if UNITY_4_6 || UNITY_4_7 using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Sets the pan value of the AudioSource. Returns Success.")] public class SetPan : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The pan value of the AudioSource")] public SharedFloat pan; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.pan = pan.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; pan = 1; } } } #endif ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetPan.cs.meta ================================================ fileFormatVersion: 2 guid: ed66670f171cea24c9208fff10bfc43d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetPanLevel.cs ================================================ #if UNITY_4_6 || UNITY_4_7 using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Sets the pan level value of the AudioSource. Returns Success.")] public class SetPanLevel : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The pan level value of the AudioSource")] public SharedFloat panLevel; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.panLevel = panLevel.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; panLevel = 1; } } } #endif ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetPanLevel.cs.meta ================================================ fileFormatVersion: 2 guid: 219609a4a0818d746a7828dc968c31a9 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetPitch.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Sets the pitch value of the AudioSource. Returns Success.")] public class SetPitch : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The pitch value of the AudioSource")] public SharedFloat pitch; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.pitch = pitch.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; pitch = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetPitch.cs.meta ================================================ fileFormatVersion: 2 guid: 3c7615ddc4e92fd41b72de06f039f9e1 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetPriority.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Sets the priority value of the AudioSource. Returns Success.")] public class SetPriority : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The priority value of the AudioSource")] public SharedInt priority; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.priority = priority.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; priority = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetPriority.cs.meta ================================================ fileFormatVersion: 2 guid: 4fc15622e17101f4b95be39910433c8a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetRolloffMode.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Sets the rolloff mode of the AudioSource. Returns Success.")] public class SetRolloffMode : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The rolloff mode of the AudioSource")] public AudioRolloffMode rolloffMode; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.rolloffMode = rolloffMode; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; rolloffMode = AudioRolloffMode.Logarithmic; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetRolloffMode.cs.meta ================================================ fileFormatVersion: 2 guid: ef88d71b5b7e0a84d98bde6405eb294d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetScheduledEndTime.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the " + "timing not all rescheduling requests can be fulfilled. Returns Success.")] public class SetScheduledEndTime : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Time in seconds")] public SharedFloat time = 0; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.SetScheduledEndTime(time.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; time = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetScheduledEndTime.cs.meta ================================================ fileFormatVersion: 2 guid: 8867d64aa9a2add4f913b8b5faa9d1ce MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetScheduledStartTime.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Changes the time at which a sound that has already been scheduled to play will start. Returns Success.")] public class SetScheduledStartTime : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Time in seconds")] public SharedFloat time = 0; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.SetScheduledStartTime(time.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; time = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetScheduledStartTime.cs.meta ================================================ fileFormatVersion: 2 guid: cf64b74120564064a8d9c622ccc7115a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetSpread.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Sets the spread value of the AudioSource. Returns Success.")] public class SetSpread : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The spread value of the AudioSource")] public SharedFloat spread; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.spread = spread.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; spread = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetSpread.cs.meta ================================================ fileFormatVersion: 2 guid: f6d964d5fdf24bf449d3f59de1864dd8 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetTime.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Sets the time value of the AudioSource. Returns Success.")] public class SetTime : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The time value of the AudioSource")] public SharedFloat time; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.time = time.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; time = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetTime.cs.meta ================================================ fileFormatVersion: 2 guid: 3173ce3fda9d60f48b159759f8981f89 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetVelocityUpdateMode.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Sets the rolloff mode of the AudioSource. Returns Success.")] public class SetVelocityUpdateMode : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The velocity update mode of the AudioSource")] public AudioVelocityUpdateMode velocityUpdateMode; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.velocityUpdateMode = velocityUpdateMode; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; velocityUpdateMode = AudioVelocityUpdateMode.Auto; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetVelocityUpdateMode.cs.meta ================================================ fileFormatVersion: 2 guid: c26ea6b22d3fa7843a73e5088376996c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetVolume.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Sets the volume value of the AudioSource. Returns Success.")] public class SetVolume : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The volume value of the AudioSource")] public SharedFloat volume; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.volume = volume.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; volume = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/SetVolume.cs.meta ================================================ fileFormatVersion: 2 guid: edfc39045c7af164fb340d21762e4d79 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/Stop.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAudioSource { [TaskCategory("Unity/AudioSource")] [TaskDescription("Stops playing the audio clip. Returns Success.")] public class Stop : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.Stop(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource/Stop.cs.meta ================================================ fileFormatVersion: 2 guid: bd4cec1e9e81e664d8e7782bd02bcade MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/AudioSource.meta ================================================ fileFormatVersion: 2 guid: deac614dd30365044b4bceb25cce7bd7 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Behaviour/GetIsEnabled.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBehaviour { [TaskCategory("Unity/Behaviour")] [TaskDescription("Stores the enabled state of the object. Returns Success.")] public class GetIsEnabled : Action { [Tooltip("The Object to use")] public SharedObject specifiedObject; [Tooltip("The enabled/disabled state")] [RequiredField] public SharedBool storeValue; public override TaskStatus OnUpdate() { if (specifiedObject == null && !(specifiedObject.Value is UnityEngine.Behaviour)) { Debug.LogWarning("SpecifiedObject is null or not a subclass of UnityEngine.Behaviour"); return TaskStatus.Failure; } storeValue.Value = (specifiedObject.Value as Behaviour).enabled; return TaskStatus.Success; } public override void OnReset() { if (specifiedObject != null) { specifiedObject.Value = null; } storeValue = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Behaviour/GetIsEnabled.cs.meta ================================================ fileFormatVersion: 2 guid: ad6519dede06d7b46b95e54bb60be281 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Behaviour/IsEnabled.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBehaviour { [TaskCategory("Unity/Behaviour")] [TaskDescription("Returns Success if the object is enabled, otherwise Failure.")] public class IsEnabled : Conditional { [Tooltip("The Object to use")] public SharedObject specifiedObject; public override TaskStatus OnUpdate() { if (specifiedObject == null && !(specifiedObject.Value is UnityEngine.Behaviour)) { Debug.LogWarning("SpecifiedObject is null or not a subclass of UnityEngine.Behaviour"); return TaskStatus.Failure; } return (specifiedObject.Value as Behaviour).enabled ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { if (specifiedObject != null) { specifiedObject.Value = null; } } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Behaviour/IsEnabled.cs.meta ================================================ fileFormatVersion: 2 guid: 32f61cbdb8bdf1e44bf418ca21681bc3 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Behaviour/SetIsEnabled.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBehaviour { [TaskCategory("Unity/Behaviour")] [TaskDescription("Enables/Disables the object. Returns Success.")] public class SetIsEnabled : Action { [Tooltip("The Object to use")] public SharedObject specifiedObject; [Tooltip("The enabled/disabled state")] public SharedBool enabled; public override TaskStatus OnUpdate() { if (specifiedObject == null && !(specifiedObject.Value is UnityEngine.Behaviour)) { Debug.LogWarning("SpecifiedObject is null or not a subclass of UnityEngine.Behaviour"); return TaskStatus.Failure; } (specifiedObject.Value as Behaviour).enabled = enabled.Value; return TaskStatus.Success; } public override void OnReset() { if (specifiedObject != null) { specifiedObject.Value = null; } enabled = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Behaviour/SetIsEnabled.cs.meta ================================================ fileFormatVersion: 2 guid: cf7703ff7e9055e4f811a5b95bf18930 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Behaviour.meta ================================================ fileFormatVersion: 2 guid: b297cef5679351c42b23387e6cec018b folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider/GetCenter.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBoxCollider { [TaskCategory("Unity/BoxCollider")] [TaskDescription("Stores the center of the BoxCollider. Returns Success.")] public class GetCenter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The center of the BoxCollider")] [RequiredField] public SharedVector3 storeValue; private BoxCollider boxCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { boxCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (boxCollider == null) { Debug.LogWarning("BoxCollider is null"); return TaskStatus.Failure; } storeValue.Value = boxCollider.center; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider/GetCenter.cs.meta ================================================ fileFormatVersion: 2 guid: 9c3ae13d2bd0e5f4186835c672d9461f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider/GetSize.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBoxCollider { [TaskCategory("Unity/BoxCollider")] [TaskDescription("Stores the size of the BoxCollider. Returns Success.")] public class GetSize : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The size of the BoxCollider")] [RequiredField] public SharedVector3 storeValue; private BoxCollider boxCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { boxCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (boxCollider == null) { Debug.LogWarning("BoxCollider is null"); return TaskStatus.Failure; } storeValue.Value = boxCollider.size; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider/GetSize.cs.meta ================================================ fileFormatVersion: 2 guid: 0afec21454700d3479c4f9767f9382f9 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider/SetCenter.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBoxCollider { [TaskCategory("Unity/BoxCollider")] [TaskDescription("Sets the center of the BoxCollider. Returns Success.")] public class SetCenter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The center of the BoxCollider")] public SharedVector3 center; private BoxCollider boxCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { boxCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (boxCollider == null) { Debug.LogWarning("BoxCollider is null"); return TaskStatus.Failure; } boxCollider.center = center.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; center = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider/SetCenter.cs.meta ================================================ fileFormatVersion: 2 guid: 45b3b4dc79247bd46a9c2b11fa9b125c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider/SetSize.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBoxCollider { [TaskCategory("Unity/BoxCollider")] [TaskDescription("Sets the size of the BoxCollider. Returns Success.")] public class SetSize : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The size of the BoxCollider")] public SharedVector3 size; private BoxCollider boxCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { boxCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (boxCollider == null) { Debug.LogWarning("BoxCollider is null"); return TaskStatus.Failure; } boxCollider.size = size.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; size = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider/SetSize.cs.meta ================================================ fileFormatVersion: 2 guid: d899b6ed83f6e264f8e5867cf68c0cda MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider.meta ================================================ fileFormatVersion: 2 guid: b404beec4e56a024f9c1be00915d9e73 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider2D/GetSize.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBoxCollider2D { [TaskCategory("Unity/BoxCollider2D")] [TaskDescription("Stores the size of the BoxCollider2D. Returns Success.")] public class GetSize : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The size of the BoxCollider2D")] [RequiredField] public SharedVector2 storeValue; private BoxCollider2D boxCollider2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { boxCollider2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (boxCollider2D == null) { Debug.LogWarning("BoxCollider2D is null"); return TaskStatus.Failure; } storeValue.Value = boxCollider2D.size; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector2.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider2D/GetSize.cs.meta ================================================ fileFormatVersion: 2 guid: c69113b787759f340aacbb9d99a6d654 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider2D/SetSize.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBoxCollider2D { [TaskCategory("Unity/BoxCollider2D")] [TaskDescription("Sets the size of the BoxCollider2D. Returns Success.")] public class SetSize : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The size of the BoxCollider2D")] public SharedVector2 size; private BoxCollider2D boxCollider2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { boxCollider2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (boxCollider2D == null) { Debug.LogWarning("BoxCollider2D is null"); return TaskStatus.Failure; } boxCollider2D.size = size.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; size = Vector2.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider2D/SetSize.cs.meta ================================================ fileFormatVersion: 2 guid: 1875fd00045d98848b028015a17aeeaf MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/BoxCollider2D.meta ================================================ fileFormatVersion: 2 guid: 7203bc03fd7ad964fa641cde28fb56a8 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/GetCenter.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCapsuleCollider { [TaskCategory("Unity/CapsuleCollider")] [TaskDescription("Stores the center of the CapsuleCollider. Returns Success.")] public class GetCenter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The center of the CapsuleCollider")] [RequiredField] public SharedVector3 storeValue; private CapsuleCollider capsuleCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { capsuleCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (capsuleCollider == null) { Debug.LogWarning("CapsuleCollider is null"); return TaskStatus.Failure; } storeValue.Value = capsuleCollider.center; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/GetCenter.cs.meta ================================================ fileFormatVersion: 2 guid: 3a032cb4c0b97b844ad53ad7bb2617c3 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/GetDirection.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCapsuleCollider { [TaskCategory("Unity/CapsuleCollider")] [TaskDescription("Stores the direction of the CapsuleCollider. Returns Success.")] public class GetDirection : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The direction of the CapsuleCollider")] [RequiredField] public SharedInt storeValue; private CapsuleCollider capsuleCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { capsuleCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (capsuleCollider == null) { Debug.LogWarning("CapsuleCollider is null"); return TaskStatus.Failure; } storeValue.Value = capsuleCollider.direction; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/GetDirection.cs.meta ================================================ fileFormatVersion: 2 guid: 7e9f2ebb599281345a458fab17aab5fd MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/GetHeight.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCapsuleCollider { [TaskCategory("Unity/CapsuleCollider")] [TaskDescription("Gets the height of the CapsuleCollider. Returns Success.")] public class GetHeight : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The height of the CapsuleCollider")] [RequiredField] public SharedFloat storeValue; private CapsuleCollider capsuleCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { capsuleCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (capsuleCollider == null) { Debug.LogWarning("CapsuleCollider is null"); return TaskStatus.Failure; } storeValue.Value = capsuleCollider.height; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/GetHeight.cs.meta ================================================ fileFormatVersion: 2 guid: 29e860749600e174aa61dd42be0a3126 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/GetRadius.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCapsuleCollider { [TaskCategory("Unity/CapsuleCollider")] [TaskDescription("Stores the radius of the CapsuleCollider. Returns Success.")] public class GetRadius : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The radius of the CapsuleCollider")] [RequiredField] public SharedFloat storeValue; private CapsuleCollider capsuleCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { capsuleCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (capsuleCollider == null) { Debug.LogWarning("CapsuleCollider is null"); return TaskStatus.Failure; } storeValue.Value = capsuleCollider.radius; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/GetRadius.cs.meta ================================================ fileFormatVersion: 2 guid: d03b50a6f076c75408ef6e843bd75539 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/SetCenter.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCapsuleCollider { [TaskCategory("Unity/CapsuleCollider")] [TaskDescription("Sets the center of the CapsuleCollider. Returns Success.")] public class SetCenter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The center of the CapsuleCollider")] public SharedVector3 center; private CapsuleCollider capsuleCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { capsuleCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (capsuleCollider == null) { Debug.LogWarning("CapsuleCollider is null"); return TaskStatus.Failure; } capsuleCollider.center = center.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; center = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/SetCenter.cs.meta ================================================ fileFormatVersion: 2 guid: f8292285661aa7e4086c0b59926632c3 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/SetDirection.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCapsuleCollider { [TaskCategory("Unity/CapsuleCollider")] [TaskDescription("Sets the direction of the CapsuleCollider. Returns Success.")] public class SetDirection : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The direction of the CapsuleCollider")] public SharedInt direction; private CapsuleCollider capsuleCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { capsuleCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (capsuleCollider == null) { Debug.LogWarning("CapsuleCollider is null"); return TaskStatus.Failure; } capsuleCollider.direction = direction.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; direction = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/SetDirection.cs.meta ================================================ fileFormatVersion: 2 guid: 4146b45b3a598294f86dbbac03e6e8cb MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/SetHeight.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCapsuleCollider { [TaskCategory("Unity/CapsuleCollider")] [TaskDescription("Sets the height of the CapsuleCollider. Returns Success.")] public class SetHeight : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The height of the CapsuleCollider")] public SharedFloat direction; private CapsuleCollider capsuleCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { capsuleCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (capsuleCollider == null) { Debug.LogWarning("CapsuleCollider is null"); return TaskStatus.Failure; } capsuleCollider.height = direction.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; direction = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/SetHeight.cs.meta ================================================ fileFormatVersion: 2 guid: 34f947c079c1159488c80854ee53ecd8 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/SetRadius.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCapsuleCollider { [TaskCategory("Unity/CapsuleCollider")] [TaskDescription("Sets the radius of the CapsuleCollider. Returns Success.")] public class SetRadius : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The radius of the CapsuleCollider")] public SharedFloat radius; private CapsuleCollider capsuleCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { capsuleCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (capsuleCollider == null) { Debug.LogWarning("CapsuleCollider is null"); return TaskStatus.Failure; } capsuleCollider.radius = radius.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; radius = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider/SetRadius.cs.meta ================================================ fileFormatVersion: 2 guid: fed5a0f5604af324cb2e4a3ed9315793 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CapsuleCollider.meta ================================================ fileFormatVersion: 2 guid: 9ab5cbdb4f215ab49a68fc679419057c folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetCenter.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController { [TaskCategory("Unity/CharacterController")] [TaskDescription("Stores the center of the CharacterController. Returns Success.")] public class GetCenter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The center of the CharacterController")] [RequiredField] public SharedVector3 storeValue; private CharacterController characterController; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { characterController = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (characterController == null) { Debug.LogWarning("CharacterController is null"); return TaskStatus.Failure; } storeValue.Value = characterController.center; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetCenter.cs.meta ================================================ fileFormatVersion: 2 guid: e4033e3d9c7ef994ba600b3afec28a0d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetHeight.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController { [TaskCategory("Unity/CharacterController")] [TaskDescription("Stores the height of the CharacterController. Returns Success.")] public class GetHeight : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The height of the CharacterController")] [RequiredField] public SharedFloat storeValue; private CharacterController characterController; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { characterController = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (characterController == null) { Debug.LogWarning("CharacterController is null"); return TaskStatus.Failure; } storeValue.Value = characterController.height; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetHeight.cs.meta ================================================ fileFormatVersion: 2 guid: eec31e6d5685c674fa2952757b4adf9a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetRadius.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController { [TaskCategory("Unity/CharacterController")] [TaskDescription("Stores the radius of the CharacterController. Returns Success.")] public class GetRadius : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The radius of the CharacterController")] [RequiredField] public SharedFloat storeValue; private CharacterController characterController; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { characterController = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (characterController == null) { Debug.LogWarning("CharacterController is null"); return TaskStatus.Failure; } storeValue.Value = characterController.radius; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetRadius.cs.meta ================================================ fileFormatVersion: 2 guid: 3bf330244cdea3b43ad95e8731fdb78b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetSlopeLimit.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController { [TaskCategory("Unity/CharacterController")] [TaskDescription("Stores the slope limit of the CharacterController. Returns Success.")] public class GetSlopeLimit : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The slope limit of the CharacterController")] [RequiredField] public SharedFloat storeValue; private CharacterController characterController; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { characterController = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (characterController == null) { Debug.LogWarning("CharacterController is null"); return TaskStatus.Failure; } storeValue.Value = characterController.slopeLimit; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetSlopeLimit.cs.meta ================================================ fileFormatVersion: 2 guid: 3cb445c34dce1a14aa5134278025ec59 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetStepOffset.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController { [TaskCategory("Unity/CharacterController")] [TaskDescription("Stores the step offset of the CharacterController. Returns Success.")] public class GetStepOffset : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The step offset of the CharacterController")] [RequiredField] public SharedFloat storeValue; private CharacterController characterController; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { characterController = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (characterController == null) { Debug.LogWarning("CharacterController is null"); return TaskStatus.Failure; } storeValue.Value = characterController.stepOffset; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetStepOffset.cs.meta ================================================ fileFormatVersion: 2 guid: d9bb8d4be247f4d4cb9b2b05a6efd48f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetVelocity.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController { [TaskCategory("Unity/CharacterController")] [TaskDescription("Stores the velocity of the CharacterController. Returns Success.")] public class GetVelocity : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The velocity of the CharacterController")] [RequiredField] public SharedVector3 storeValue; private CharacterController characterController; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { characterController = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (characterController == null) { Debug.LogWarning("CharacterController is null"); return TaskStatus.Failure; } storeValue.Value = characterController.velocity; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/GetVelocity.cs.meta ================================================ fileFormatVersion: 2 guid: 783c920567425bd4c9385eeaf8099ea4 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/HasColliderHit.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController { [TaskCategory("Unity/CharacterController")] [TaskDescription("Returns Success if the collider hit another object, otherwise Failure.")] public class HasColliderHit : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The tag of the GameObject to check for a collision against")] public SharedString tag = ""; [Tooltip("The object that started the collision")] public SharedGameObject collidedGameObject; private bool enteredCollision = false; public override TaskStatus OnUpdate() { return enteredCollision ? TaskStatus.Success : TaskStatus.Failure; } public override void OnEnd() { enteredCollision = false; } public override void OnControllerColliderHit(ControllerColliderHit hit) { if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(hit.gameObject.tag)) { collidedGameObject.Value = hit.gameObject; enteredCollision = true; } } public override void OnReset() { targetGameObject = null; tag = ""; collidedGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/HasColliderHit.cs.meta ================================================ fileFormatVersion: 2 guid: 9ff7c43d9df5279489455a4ce2eb3b20 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/IsGrounded.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController { [TaskCategory("Unity/CharacterController")] [TaskDescription("Returns Success if the character is grounded, otherwise Failure.")] public class IsGrounded : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private CharacterController characterController; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { characterController = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (characterController == null) { Debug.LogWarning("CharacterController is null"); return TaskStatus.Failure; } return characterController.isGrounded ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/IsGrounded.cs.meta ================================================ fileFormatVersion: 2 guid: e8541a996b0a37b4f8bce82dd23ddb84 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/Move.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController { [TaskCategory("Unity/CharacterController")] [TaskDescription("A more complex move function taking absolute movement deltas. Returns Success.")] public class Move : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The amount to move")] public SharedVector3 motion; private CharacterController characterController; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { characterController = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (characterController == null) { Debug.LogWarning("CharacterController is null"); return TaskStatus.Failure; } characterController.Move(motion.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; motion = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/Move.cs.meta ================================================ fileFormatVersion: 2 guid: 546770f14f8265d4c83b94210630b644 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetCenter.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController { [TaskCategory("Unity/CharacterController")] [TaskDescription("Sets the center of the CharacterController. Returns Success.")] public class SetCenter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The center of the CharacterController")] public SharedVector3 center; private CharacterController characterController; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { characterController = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (characterController == null) { Debug.LogWarning("CharacterController is null"); return TaskStatus.Failure; } characterController.center = center.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; center = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetCenter.cs.meta ================================================ fileFormatVersion: 2 guid: 1072c5d1f7d15b24d811ee2e52f5806f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetHeight.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController { [TaskCategory("Unity/CharacterController")] [TaskDescription("Sets the height of the CharacterController. Returns Success.")] public class SetHeight : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The height of the CharacterController")] public SharedFloat height; private CharacterController characterController; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { characterController = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (characterController == null) { Debug.LogWarning("CharacterController is null"); return TaskStatus.Failure; } characterController.height = height.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; height = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetHeight.cs.meta ================================================ fileFormatVersion: 2 guid: f3646fc892390f443ab43e4313cd0c6a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetRadius.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController { [TaskCategory("Unity/CharacterController")] [TaskDescription("Sets the radius of the CharacterController. Returns Success.")] public class SetRadius : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The radius of the CharacterController")] public SharedFloat radius; private CharacterController characterController; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { characterController = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (characterController == null) { Debug.LogWarning("CharacterController is null"); return TaskStatus.Failure; } characterController.radius = radius.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; radius = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetRadius.cs.meta ================================================ fileFormatVersion: 2 guid: d3d7c584aef3bd5468165685a1975862 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetSlopeLimit.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController { [TaskCategory("Unity/CharacterController")] [TaskDescription("Sets the slope limit of the CharacterController. Returns Success.")] public class SetSlopeLimit : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The slope limit of the CharacterController")] public SharedFloat slopeLimit; private CharacterController characterController; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { characterController = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (characterController == null) { Debug.LogWarning("CharacterController is null"); return TaskStatus.Failure; } characterController.slopeLimit = slopeLimit.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; slopeLimit = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetSlopeLimit.cs.meta ================================================ fileFormatVersion: 2 guid: 65d4ccec4c868584a89d9037a6eec3e6 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetStepOffset.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController { [TaskCategory("Unity/CharacterController")] [TaskDescription("Sets the step offset of the CharacterController. Returns Success.")] public class SetStepOffset : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The step offset of the CharacterController")] public SharedFloat stepOffset; private CharacterController characterController; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { characterController = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (characterController == null) { Debug.LogWarning("CharacterController is null"); return TaskStatus.Failure; } characterController.stepOffset = stepOffset.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; stepOffset = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SetStepOffset.cs.meta ================================================ fileFormatVersion: 2 guid: b062e83de9feb8a41a9e4989f2d65b97 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SimpleMove.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController { [TaskCategory("Unity/CharacterController")] [TaskDescription("Moves the character with speed. Returns Success.")] public class SimpleMove : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The speed of the movement")] public SharedVector3 speed; private CharacterController characterController; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { characterController = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (characterController == null) { Debug.LogWarning("CharacterController is null"); return TaskStatus.Failure; } characterController.SimpleMove(speed.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; speed = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController/SimpleMove.cs.meta ================================================ fileFormatVersion: 2 guid: c760a29b8a35c044d87b7a80a58f046c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CharacterController.meta ================================================ fileFormatVersion: 2 guid: e09a2524ba5876b46957efa2ad73ebe3 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D/GetCenter.cs ================================================ #if UNITY_4_6 || UNITY_4_7 using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCircleCollider2D { [TaskCategory("Unity/CircleCollider2D")] [TaskDescription("Stores the center of the CircleCollider2D. Returns Success.")] public class GetCenter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The center of the CircleCollider2D")] [RequiredField] public SharedVector2 storeValue; private CircleCollider2D circleCollider2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { circleCollider2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (circleCollider2D == null) { Debug.LogWarning("CircleCollider2D is null"); return TaskStatus.Failure; } storeValue.Value = circleCollider2D.center; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector2.zero; } } } #endif ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D/GetCenter.cs.meta ================================================ fileFormatVersion: 2 guid: f0b09bbd9fd4fbc44ba06b19dbb4cdd7 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D/GetRadius.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCircleCollider2D { [TaskCategory("Unity/CircleCollider2D")] [TaskDescription("Stores the radius of the CircleCollider2D. Returns Success.")] public class GetRadius : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The radius of the CircleCollider2D")] [RequiredField] public SharedFloat storeValue; private CircleCollider2D circleCollider2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { circleCollider2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (circleCollider2D == null) { Debug.LogWarning("CircleCollider2D is null"); return TaskStatus.Failure; } storeValue.Value = circleCollider2D.radius; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D/GetRadius.cs.meta ================================================ fileFormatVersion: 2 guid: 5301adcc69414e44681c1d4dc7ecde58 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D/SetCenter.cs ================================================ #if UNITY_4_6 || UNITY_4_7 using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCircleCollider2D { [TaskCategory("Unity/CircleCollider2D")] [TaskDescription("Sets the center of the CircleCollider2D. Returns Success.")] public class SetCenter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The center of the CircleCollider2D")] public SharedVector2 center; private CircleCollider2D circleCollider2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { circleCollider2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (circleCollider2D == null) { Debug.LogWarning("CircleCollider2D is null"); return TaskStatus.Failure; } circleCollider2D.center = center.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; center = Vector2.zero; } } } #endif ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D/SetCenter.cs.meta ================================================ fileFormatVersion: 2 guid: 476937be0338dbf4c80b2a74a5d3ed8c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D/SetRadius.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCircleCollider2D { [TaskCategory("Unity/CircleCollider2D")] [TaskDescription("Sets the radius of the CircleCollider2D. Returns Success.")] public class SetRadius : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The radius of the CircleCollider2D")] public SharedFloat radius; private CircleCollider2D circleCollider2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { circleCollider2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (circleCollider2D == null) { Debug.LogWarning("CircleCollider2D is null"); return TaskStatus.Failure; } circleCollider2D.radius = radius.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; radius = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D/SetRadius.cs.meta ================================================ fileFormatVersion: 2 guid: a9f837093c996864d95d92cae654a8ba MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/CircleCollider2D.meta ================================================ fileFormatVersion: 2 guid: bc044f91da42f4642bb4180ec117bf3a folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug/DrawLine.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityDebug { [TaskCategory("Unity/Debug")] [TaskDescription("Draws a debug line")] public class DrawLine : Action { [Tooltip("The start position")] public SharedVector3 start; [Tooltip("The end position")] public SharedVector3 end; [Tooltip("The color")] public SharedColor color = Color.white; [Tooltip("Duration the line will be visible for in seconds.\nDefault: 0 means 1 frame.")] public SharedFloat duration; [Tooltip("Whether the line should show through world geometry.")] public SharedBool depthTest = true; public override TaskStatus OnUpdate() { Debug.DrawLine(start.Value, end.Value, color.Value, duration.Value, depthTest.Value); return TaskStatus.Success; } public override void OnReset() { start = Vector3.zero; end = Vector3.zero; color = Color.white; duration = 0f; depthTest = true; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug/DrawLine.cs.meta ================================================ fileFormatVersion: 2 guid: 66a533f4f027ab44bb35e498d761ce50 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug/DrawRay.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityDebug { [TaskCategory("Unity/Debug")] [TaskDescription("Draws a debug ray")] public class DrawRay : Action { [Tooltip("The position")] public SharedVector3 start; [Tooltip("The direction")] public SharedVector3 direction; [Tooltip("The color")] public SharedColor color = Color.white; public override TaskStatus OnUpdate() { Debug.DrawRay(start.Value, direction.Value, color.Value); return TaskStatus.Success; } public override void OnReset() { start = Vector3.zero; direction = Vector3.zero; color = Color.white; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug/DrawRay.cs.meta ================================================ fileFormatVersion: 2 guid: 786ac0c09ce982e43b444670fdfe4c74 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug/LogFormat.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityDebug { [TaskDescription("LogFormat is analgous to Debug.LogFormat().\n" + "It takes format string, substitutes arguments supplied a '{0-4}' and returns success.\n" + "Any fields or arguments not supplied are ignored." + "It can be used for debugging.")] [TaskIcon("{SkinColor}LogIcon.png")] public class LogFormat : Action { [Tooltip("Text format with {0}, {1}, etc")] public SharedString textFormat; [Tooltip("Is this text an error?")] public SharedBool logError; public SharedVariable arg0; public SharedVariable arg1; public SharedVariable arg2; public SharedVariable arg3; public override TaskStatus OnUpdate() { var paramsArray = buildParamsArray(); // Log the text and return success if (logError.Value) { Debug.LogErrorFormat(textFormat.Value, paramsArray); } else { Debug.LogFormat(textFormat.Value, paramsArray); } return TaskStatus.Success; } private object[] buildParamsArray() { object[] paramsArray; if (isValid(arg3)) { paramsArray = new object[4]; paramsArray[3] = arg3.GetValue(); paramsArray[2] = arg2.GetValue(); paramsArray[1] = arg1.GetValue(); paramsArray[0] = arg0.GetValue(); } else if (isValid(arg2)) { paramsArray = new object[3]; paramsArray[2] = arg2.GetValue(); paramsArray[1] = arg1.GetValue(); paramsArray[0] = arg0.GetValue(); } else if (isValid(arg1)) { paramsArray = new object[2]; paramsArray[1] = arg1.GetValue(); paramsArray[0] = arg0.GetValue(); } else if (isValid(arg0)) { paramsArray = new object[1]; paramsArray[0] = arg0.GetValue(); } else { return null; } return paramsArray; } private bool isValid(SharedVariable sv) { return null != sv && !sv.IsNone; } public override void OnReset() { // Reset the properties back to their original values textFormat = string.Empty; logError = false; arg0 = null; arg1 = null; arg2 = null; arg3 = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug/LogFormat.cs.meta ================================================ fileFormatVersion: 2 guid: 70765819b419e8a45b326e92edf17ef5 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug/LogValue.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityDebug { [TaskCategory("Unity/Debug")] [TaskDescription("Log a variable value.")] public class LogValue : Action { [Tooltip("The variable to output")] public SharedGenericVariable variable; public override TaskStatus OnUpdate() { Debug.Log(variable.Value.value.GetValue()); return TaskStatus.Success; } public override void OnReset() { variable = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug/LogValue.cs.meta ================================================ fileFormatVersion: 2 guid: c50983a88995f4f4197f7b39ca796667 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Debug.meta ================================================ fileFormatVersion: 2 guid: 3393b2f183b35614c846f1de54050809 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/ActiveInHierarchy.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject { [TaskCategory("Unity/GameObject")] [TaskDescription("Returns Success if the GameObject is active in the hierarchy, otherwise Failure.")] public class ActiveInHierarchy : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; public override TaskStatus OnUpdate() { return GetDefaultGameObject(targetGameObject.Value).activeInHierarchy ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/ActiveInHierarchy.cs.meta ================================================ fileFormatVersion: 2 guid: 0bbe57db7a21ee94f86aef75bbcd6d18 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/ActiveSelf.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject { [TaskCategory("Unity/GameObject")] [TaskDescription("Returns Success if the GameObject is active in the hierarchy, otherwise Failure.")] public class ActiveSelf : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; public override TaskStatus OnUpdate() { return GetDefaultGameObject(targetGameObject.Value).activeSelf ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/ActiveSelf.cs.meta ================================================ fileFormatVersion: 2 guid: 26a4530d0ecaa774aaf060511089ddc3 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/CompareLayer.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject { [TaskCategory("Unity/GameObject")] [TaskDescription("Returns Success if the layermasks match, otherwise Failure.")] public class CompareLayerMask : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The layermask to compare against")] public LayerMask layermask; public override TaskStatus OnUpdate() { return ((1 << GetDefaultGameObject(targetGameObject.Value).layer) & layermask.value) != 0 ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/CompareLayer.cs.meta ================================================ fileFormatVersion: 2 guid: 1458e688aa4cc8449bd37ebdcf7903d6 timeCreated: 1503157605 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/CompareTag.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject { [TaskCategory("Unity/GameObject")] [TaskDescription("Returns Success if tags match, otherwise Failure.")] public class CompareTag : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The tag to compare against")] public SharedString tag; public override TaskStatus OnUpdate() { return GetDefaultGameObject(targetGameObject.Value).CompareTag(tag.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; tag = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/CompareTag.cs.meta ================================================ fileFormatVersion: 2 guid: fa50c2eedc866794890ff361bdd1d593 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/Destroy.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject { [TaskCategory("Unity/GameObject")] [TaskDescription("Destorys the specified GameObject. Returns Success.")] public class Destroy : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Time to destroy the GameObject in")] public float time; public override TaskStatus OnUpdate() { var destroyGameObject = GetDefaultGameObject(targetGameObject.Value); if (time == 0) { GameObject.Destroy(destroyGameObject); } else { GameObject.Destroy(destroyGameObject, time); } return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; time = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/Destroy.cs.meta ================================================ fileFormatVersion: 2 guid: 42a90ad4cba90604b8be494aa74df349 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/DestroyImmediate.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject { [TaskCategory("Unity/GameObject")] [TaskDescription("Destorys the specified GameObject immediately. Returns Success.")] public class DestroyImmediate : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; public override TaskStatus OnUpdate() { var destroyGameObject = GetDefaultGameObject(targetGameObject.Value); GameObject.DestroyImmediate(destroyGameObject); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/DestroyImmediate.cs.meta ================================================ fileFormatVersion: 2 guid: 81f8712bcbdbdbf4aad17ba5e1e20d8c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/Find.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject { [TaskCategory("Unity/GameObject")] [TaskDescription("Finds a GameObject by name. Returns Success.")] public class Find : Action { [Tooltip("The GameObject name to find")] public SharedString gameObjectName; [Tooltip("The object found by name")] [RequiredField] public SharedGameObject storeValue; public override TaskStatus OnUpdate() { storeValue.Value = GameObject.Find(gameObjectName.Value); return TaskStatus.Success; } public override void OnReset() { gameObjectName = null; storeValue = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/Find.cs.meta ================================================ fileFormatVersion: 2 guid: 5388c9a6fc7770f44885176c24f68aaa MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/FindGameObjectsWithTag.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject { [TaskCategory("Unity/GameObject")] [TaskDescription("Finds a GameObject by tag. Returns Success.")] public class FindGameObjectsWithTag : Action { [Tooltip("The tag of the GameObject to find")] public SharedString tag; [Tooltip("The objects found by name")] [RequiredField] public SharedGameObjectList storeValue; public override TaskStatus OnUpdate() { var gameObjects = GameObject.FindGameObjectsWithTag(tag.Value); for (int i = 0; i < gameObjects.Length; ++i) { storeValue.Value.Add(gameObjects[i]); } return TaskStatus.Success; } public override void OnReset() { tag.Value = null; storeValue.Value = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/FindGameObjectsWithTag.cs.meta ================================================ fileFormatVersion: 2 guid: ccc3e1d2bf7cfc74089c17d593472f98 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/FindWithTag.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject { [TaskCategory("Unity/GameObject")] [TaskDescription("Finds a GameObject by tag. Returns Success.")] public class FindWithTag : Action { [Tooltip("The tag of the GameObject to find")] public SharedString tag; [Tooltip("Should a random GameObject be found?")] public SharedBool random; [Tooltip("The object found by name")] [RequiredField] public SharedGameObject storeValue; public override TaskStatus OnUpdate() { if (random.Value) { var gameObjects = GameObject.FindGameObjectsWithTag(tag.Value); storeValue.Value = gameObjects[Random.Range(0, gameObjects.Length - 1)]; } else { storeValue.Value = GameObject.FindWithTag(tag.Value); } return TaskStatus.Success; } public override void OnReset() { tag.Value = null; storeValue.Value = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/FindWithTag.cs.meta ================================================ fileFormatVersion: 2 guid: d8768bdf841982f4aae662ee5dac3f2d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/GetComponent.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject { [TaskCategory("Unity/GameObject")] [TaskDescription("Returns the component of Type type if the game object has one attached, null if it doesn't. Returns Success.")] public class GetComponent : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The type of component")] public SharedString type; [Tooltip("The component")] [RequiredField] public SharedObject storeValue; public override TaskStatus OnUpdate() { storeValue.Value = GetDefaultGameObject(targetGameObject.Value).GetComponent(type.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; type.Value = ""; storeValue.Value = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/GetComponent.cs.meta ================================================ fileFormatVersion: 2 guid: 46e3dd9b1b260584b893abde5f733359 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/GetTag.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject { [TaskCategory("Unity/GameObject")] [TaskDescription("Stores the GameObject tag. Returns Success.")] public class GetTag : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Active state of the GameObject")] [RequiredField] public SharedString storeValue; public override TaskStatus OnUpdate() { storeValue.Value = GetDefaultGameObject(targetGameObject.Value).tag; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/GetTag.cs.meta ================================================ fileFormatVersion: 2 guid: 44bf3273a8802dc408352f165f18c541 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/Instantiate.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject { [TaskCategory("Unity/GameObject")] [TaskDescription("Instantiates a new GameObject. Returns Success.")] public class Instantiate : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The position of the new GameObject")] public SharedVector3 position; [Tooltip("The rotation of the new GameObject")] public SharedQuaternion rotation = Quaternion.identity; [SharedRequired] [Tooltip("The instantiated GameObject")] public SharedGameObject storeResult; public override TaskStatus OnUpdate() { storeResult.Value = GameObject.Instantiate(targetGameObject.Value, position.Value, rotation.Value) as GameObject; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; position = Vector3.zero; rotation = Quaternion.identity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/Instantiate.cs.meta ================================================ fileFormatVersion: 2 guid: 804a64515d87a0546ad7c6c4408ed53f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/SendMessage.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject { [TaskCategory("Unity/GameObject")] [TaskDescription("Sends a message to the target GameObject. Returns Success.")] public class SendMessage : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The message to send")] public SharedString message; [Tooltip("The value to send")] public SharedGenericVariable value; public override TaskStatus OnUpdate() { if (value.Value != null) { GetDefaultGameObject(targetGameObject.Value).SendMessage(message.Value, value.Value.value.GetValue()); } else { GetDefaultGameObject(targetGameObject.Value).SendMessage(message.Value); } return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; message = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/SendMessage.cs.meta ================================================ fileFormatVersion: 2 guid: dd0f144b1db34024eaea548f6539d2ae MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/SetActive.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject { [TaskCategory("Unity/GameObject")] [TaskDescription("Activates/Deactivates the GameObject. Returns Success.")] public class SetActive : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Active state of the GameObject")] public SharedBool active; public override TaskStatus OnUpdate() { GetDefaultGameObject(targetGameObject.Value).SetActive(active.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; active = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/SetActive.cs.meta ================================================ fileFormatVersion: 2 guid: 5237a810dcce11e499c1915171ec670b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/SetTag.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject { [TaskCategory("Unity/GameObject")] [TaskDescription("Sets the GameObject tag. Returns Success.")] public class SetTag : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The GameObject tag")] public SharedString tag; public override TaskStatus OnUpdate() { GetDefaultGameObject(targetGameObject.Value).tag = tag.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; tag = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject/SetTag.cs.meta ================================================ fileFormatVersion: 2 guid: e275477e6962d9b4fb90d7930bb6ff5a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/GameObject.meta ================================================ fileFormatVersion: 2 guid: df78d0729e50dee45a22de86ebe7d7be folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetAcceleration.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput { [TaskCategory("Unity/Input")] [TaskDescription("Stores the acceleration value.")] public class GetAcceleration : Action { [RequiredField] [Tooltip("The stored result")] public SharedVector3 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Input.acceleration; return TaskStatus.Success; } public override void OnReset() { storeResult = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetAcceleration.cs.meta ================================================ fileFormatVersion: 2 guid: 06e82895d2abea24599ddfd6f0d7386a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetAxis.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput { [TaskCategory("Unity/Input")] [TaskDescription("Stores the value of the specified axis and stores it in a float.")] public class GetAxis : Action { [Tooltip("The name of the axis")] public SharedString axisName; [Tooltip("Axis values are in the range -1 to 1. Use the multiplier to set a larger range")] public SharedFloat multiplier; [RequiredField] [Tooltip("The stored result")] public SharedFloat storeResult; public override TaskStatus OnUpdate() { var axisValue = Input.GetAxis(axisName.Value); // if variable set to none, assume multiplier of 1 if (!multiplier.IsNone) { axisValue *= multiplier.Value; } storeResult.Value = axisValue; return TaskStatus.Success; } public override void OnReset() { axisName = ""; multiplier = 1.0f; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetAxis.cs.meta ================================================ fileFormatVersion: 2 guid: 84fa68d3aa9286f488ee60bb7f420079 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetAxisRaw.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput { [TaskCategory("Unity/Input")] [TaskDescription("Stores the raw value of the specified axis and stores it in a float.")] public class GetAxisRaw : Action { [Tooltip("The name of the axis")] public SharedString axisName; [Tooltip("Axis values are in the range -1 to 1. Use the multiplier to set a larger range")] public SharedFloat multiplier; [RequiredField] [Tooltip("The stored result")] public SharedFloat storeResult; public override TaskStatus OnUpdate() { var axisValue = Input.GetAxis(axisName.Value); // if variable set to none, assume multiplier of 1 if (!multiplier.IsNone) { axisValue *= multiplier.Value; } storeResult.Value = axisValue; return TaskStatus.Success; } public override void OnReset() { axisName = ""; multiplier = 1.0f; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetAxisRaw.cs.meta ================================================ fileFormatVersion: 2 guid: d7ba1768defe9ae4489e2d849801caf2 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetButton.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput { [TaskCategory("Unity/Input")] [TaskDescription("Stores the state of the specified button.")] public class GetButton : Action { [Tooltip("The name of the button")] public SharedString buttonName; [RequiredField] [Tooltip("The stored result")] public SharedBool storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Input.GetButton(buttonName.Value); return TaskStatus.Success; } public override void OnReset() { buttonName = "Fire1"; storeResult = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetButton.cs.meta ================================================ fileFormatVersion: 2 guid: 7ca2e1ded24b0a144b628bb8ed81ccd0 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetKey.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput { [TaskCategory("Unity/Input")] [TaskDescription("Stores the pressed state of the specified key.")] public class GetKey : Action { [Tooltip("The key to test.")] public KeyCode key; [RequiredField] [Tooltip("The stored result")] public SharedBool storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Input.GetKey(key); return TaskStatus.Success; } public override void OnReset() { key = KeyCode.None; storeResult = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetKey.cs.meta ================================================ fileFormatVersion: 2 guid: 8d91595c5c003b948abb908c7465a7ec MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetMouseButton.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput { [TaskCategory("Unity/Input")] [TaskDescription("Stores the state of the specified mouse button.")] public class GetMouseButton : Action { [Tooltip("The index of the button")] public SharedInt buttonIndex; [RequiredField] [Tooltip("The stored result")] public SharedBool storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Input.GetMouseButton(buttonIndex.Value); return TaskStatus.Success; } public override void OnReset() { buttonIndex = 0; storeResult = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetMouseButton.cs.meta ================================================ fileFormatVersion: 2 guid: 3449e6301a95d9e49a8f6b50ef862faa MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetMousePosition.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput { [TaskCategory("Unity/Input")] [TaskDescription("Stores the mouse position.")] public class GetMousePosition : Action { [RequiredField] [Tooltip("The stored result")] public SharedVector3 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Input.mousePosition; return TaskStatus.Success; } public override void OnReset() { storeResult = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/GetMousePosition.cs.meta ================================================ fileFormatVersion: 2 guid: f11dbb85cfc5b3941ae4f82fa54b7d27 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsButtonDown.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput { [TaskCategory("Unity/Input")] [TaskDescription("Returns success when the specified button is pressed.")] public class IsButtonDown : Conditional { [Tooltip("The name of the button")] public SharedString buttonName; public override TaskStatus OnUpdate() { return Input.GetButtonDown(buttonName.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { buttonName = "Fire1"; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsButtonDown.cs.meta ================================================ fileFormatVersion: 2 guid: 554c281a83ae5bb4bbcdf3bdeac6779e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsButtonUp.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput { [TaskCategory("Unity/Input")] [TaskDescription("Returns success when the specified button is released.")] public class IsButtonUp : Conditional { [Tooltip("The name of the button")] public SharedString buttonName; public override TaskStatus OnUpdate() { return Input.GetButtonUp(buttonName.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { buttonName = "Fire1"; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsButtonUp.cs.meta ================================================ fileFormatVersion: 2 guid: 71d9dda886873b943922eae52da81244 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsKeyDown.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput { [TaskCategory("Unity/Input")] [TaskDescription("Returns success when the specified key is pressed.")] public class IsKeyDown : Conditional { [Tooltip("The key to test")] public KeyCode key; public override TaskStatus OnUpdate() { return Input.GetKeyDown(key) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { key = KeyCode.None; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsKeyDown.cs.meta ================================================ fileFormatVersion: 2 guid: b4c02f1f071b9604389e1c1f1bfab3eb MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsKeyUp.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput { [TaskCategory("Unity/Input")] [TaskDescription("Returns success when the specified key is released.")] public class IsKeyUp : Conditional { [Tooltip("The key to test")] public KeyCode key; public override TaskStatus OnUpdate() { return Input.GetKeyUp(key) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { key = KeyCode.None; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsKeyUp.cs.meta ================================================ fileFormatVersion: 2 guid: 7d8622d5540c851448ad036016f0f426 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsMouseDown.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput { [TaskCategory("Unity/Input")] [TaskDescription("Returns success when the specified mouse button is pressed.")] public class IsMouseDown : Conditional { [Tooltip("The button index")] public SharedInt buttonIndex; public override TaskStatus OnUpdate() { return Input.GetMouseButtonDown(buttonIndex.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { buttonIndex = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsMouseDown.cs.meta ================================================ fileFormatVersion: 2 guid: fd85264410cd9ac45b0c9c2e550f7c46 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsMouseUp.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityInput { [TaskCategory("Unity/Input")] [TaskDescription("Returns success when the specified mouse button is pressed.")] public class IsMouseUp : Conditional { [Tooltip("The button index")] public SharedInt buttonIndex; public override TaskStatus OnUpdate() { return Input.GetMouseButtonUp(buttonIndex.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { buttonIndex = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input/IsMouseUp.cs.meta ================================================ fileFormatVersion: 2 guid: b2ecc8718d19d9b46832c51de0390245 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Input.meta ================================================ fileFormatVersion: 2 guid: 8e46c5edb75139c4e94b33899b402c55 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/LayerMask/GetLayer.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLayerMask { [TaskCategory("Unity/LayerMask")] [TaskDescription("Gets the layer of a GameObject.")] public class GetLayer : Action { [Tooltip("The GameObject to set the layer of")] public SharedGameObject targetGameObject; [Tooltip("The name of the layer to get")] [RequiredField] public SharedString storeResult; public override TaskStatus OnUpdate() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); storeResult.Value = LayerMask.LayerToName(currentGameObject.layer); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeResult = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/LayerMask/GetLayer.cs.meta ================================================ fileFormatVersion: 2 guid: 4a7e0974f9cfb9945bb2d0f41ed55f10 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/LayerMask/SetLayer.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLayerMask { [TaskCategory("Unity/LayerMask")] [TaskDescription("Sets the layer of a GameObject.")] public class SetLayer : Action { [Tooltip("The GameObject to set the layer of")] public SharedGameObject targetGameObject; [Tooltip("The name of the layer to set")] public SharedString layerName = "Default"; public override TaskStatus OnUpdate() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); currentGameObject.layer = LayerMask.NameToLayer(layerName.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; layerName = "Default"; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/LayerMask/SetLayer.cs.meta ================================================ fileFormatVersion: 2 guid: 483904cd6081c8440a146b11481d6623 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/LayerMask.meta ================================================ fileFormatVersion: 2 guid: 31fe13110e9c3bb43ad042d42b27fd7c folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetColor.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Stores the color of the light.")] public class GetColor : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [RequiredField] [Tooltip("The color to store")] public SharedColor storeValue; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } storeValue = light.color; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Color.white; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetColor.cs.meta ================================================ fileFormatVersion: 2 guid: 935c3e08c991a524fa451ba010bb7077 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetCookieSize.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Stores the light's cookie size.")] public class GetCookieSize : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [RequiredField] [Tooltip("The size to store")] public SharedFloat storeValue; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } storeValue = light.cookieSize; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetCookieSize.cs.meta ================================================ fileFormatVersion: 2 guid: 4c382d40893d45d46842714355d4cab4 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetIntensity.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Stores the intensity of the light.")] public class GetIntensity : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [RequiredField] [Tooltip("The intensity to store")] public SharedFloat storeValue; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } storeValue = light.intensity; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetIntensity.cs.meta ================================================ fileFormatVersion: 2 guid: 8af031ee741aec645bcf65ae806e78a7 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetRange.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Stores the range of the light.")] public class GetRange : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [RequiredField] [Tooltip("The range to store")] public SharedFloat storeValue; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } storeValue = light.range; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetRange.cs.meta ================================================ fileFormatVersion: 2 guid: 5ebab1924e0212c4ca589526a033fda6 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetShadowBias.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Stores the shadow bias of the light.")] public class GetShadowBias : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [RequiredField] [Tooltip("The shadow bias to store")] public SharedFloat storeValue; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } storeValue = light.shadowBias; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetShadowBias.cs.meta ================================================ fileFormatVersion: 2 guid: 9d0cbb27de892b44193aaa9f12842ed2 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetShadowStrength.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Stores the color of the light.")] public class GetShadowStrength : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [RequiredField] [Tooltip("The color to store")] public SharedFloat storeValue; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } storeValue = light.shadowStrength; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetShadowStrength.cs.meta ================================================ fileFormatVersion: 2 guid: 7a7fe83e412ff344888939e6a974a064 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetSpotAngle.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Stores the spot angle of the light.")] public class GetSpotAngle : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [RequiredField] [Tooltip("The spot angle to store")] public SharedFloat storeValue; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } storeValue = light.spotAngle; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/GetSpotAngle.cs.meta ================================================ fileFormatVersion: 2 guid: 4dfc8df823e06cd45a09d929a060f99d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetColor.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Sets the color of the light.")] public class SetColor : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The color to set")] public SharedColor color; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } light.color = color.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; color = Color.white; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetColor.cs.meta ================================================ fileFormatVersion: 2 guid: 0ba683b0b18385042b3351c660f29d33 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetCookie.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Sets the cookie of the light.")] public class SetCookie : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The cookie to set")] public Texture2D cookie; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } light.cookie = cookie; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; cookie = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetCookie.cs.meta ================================================ fileFormatVersion: 2 guid: 374f9a87dc387a04585b87f187d019c5 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetCookieSize.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Sets the light's cookie size.")] public class SetCookieSize : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The size to set")] public SharedFloat cookieSize; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } light.cookieSize = cookieSize.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; cookieSize = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetCookieSize.cs.meta ================================================ fileFormatVersion: 2 guid: fbc2d3865f928144ea551b1d927ddc96 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetCullingMask.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Sets the culling mask of the light.")] public class SetCullingMask : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The culling mask to set")] public LayerMask cullingMask; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } light.cullingMask = cullingMask.value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; cullingMask = -1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetCullingMask.cs.meta ================================================ fileFormatVersion: 2 guid: 3f67673818b7e914ebf088b3752d716b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetIntensity.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Sets the intensity of the light.")] public class SetIntensity : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The intensity to set")] public SharedFloat intensity; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } light.intensity = intensity.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; intensity = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetIntensity.cs.meta ================================================ fileFormatVersion: 2 guid: 1f32aa9b9681f0a4285bd60ac0607d00 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetRange.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Sets the range of the light.")] public class SetRange : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The range to set")] public SharedFloat range; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } light.range = range.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; range = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetRange.cs.meta ================================================ fileFormatVersion: 2 guid: f0b5d0c0a07806244a3c5b15e29cf90c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadowBias.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Sets the shadow bias of the light.")] public class SetShadowBias : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The shadow bias to set")] public SharedFloat shadowBias; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } light.shadowBias = shadowBias.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; shadowBias = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadowBias.cs.meta ================================================ fileFormatVersion: 2 guid: f2b374e3c2e26e94ba76dd68290ff538 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadowSoftness.cs ================================================ #if UNITY_4_6 || UNITY_4_7 using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Sets the shadow softness of the light.")] public class SetShadowSoftness : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The shadow softness to set")] public SharedFloat shadowSoftness; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } light.shadowSoftness = shadowSoftness.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; shadowSoftness = 0; } } } #endif ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadowSoftness.cs.meta ================================================ fileFormatVersion: 2 guid: ca82eb780880d17499dc6de132631073 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadowSoftnessFade.cs ================================================ #if UNITY_4_6 || UNITY_4_7 using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Sets the shadow softness fade value of the light.")] public class SetShadowSoftnessFade : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The shadow softness fade to set")] public SharedFloat shadowSoftnessFade; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } light.shadowSoftnessFade = shadowSoftnessFade.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; shadowSoftnessFade = 0; } } } #endif ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadowSoftnessFade.cs.meta ================================================ fileFormatVersion: 2 guid: 5e7db120bd152164eb6d586a39e53175 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadowStrength.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Sets the shadow strength of the light.")] public class SetShadowSoftnessStrength : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The shadow strength to set")] public SharedFloat shadowStrength; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } light.shadowStrength = shadowStrength.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; shadowStrength = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadowStrength.cs.meta ================================================ fileFormatVersion: 2 guid: 611e5846c0413be46bbc44fbd256b4e9 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadows.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Sets the shadow type of the light.")] public class SetShadows : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The shadow type to set")] public LightShadows shadows; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } light.shadows = shadows; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetShadows.cs.meta ================================================ fileFormatVersion: 2 guid: b6226eb03ad729445bc7ccfb1f0cd89d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetSpotAngle.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Sets the spot angle of the light.")] public class SetSpotAngle : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The spot angle to set")] public SharedFloat spotAngle; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } light.spotAngle = spotAngle.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; spotAngle = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetSpotAngle.cs.meta ================================================ fileFormatVersion: 2 guid: 9a8b9b0654618fe48953e059d4aa5ee3 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetType.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight { [TaskCategory("Unity/Light")] [TaskDescription("Sets the type of the light.")] public class SetType : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The type to set")] public LightType type; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } light.type = type; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light/SetType.cs.meta ================================================ fileFormatVersion: 2 guid: 85cae5f82bfcbfb41ac7c66464eef85f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Light.meta ================================================ fileFormatVersion: 2 guid: e3bc3ae90caf3694f9e1bf4630b8c9bb folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/BoolComparison.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Performs a comparison between two bools.")] public class BoolComparison : Conditional { [Tooltip("The first bool")] public SharedBool bool1; [Tooltip("The second bool")] public SharedBool bool2; public override TaskStatus OnUpdate() { return bool1.Value == bool2.Value ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { bool1.Value = false; bool2.Value = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/BoolComparison.cs.meta ================================================ fileFormatVersion: 2 guid: abaa3d78e68f249428f3be7acae86b0d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/BoolFlip.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Flips the value of the bool.")] public class BoolFlip : Action { [Tooltip("The bool to flip the value of")] public SharedBool boolVariable; public override TaskStatus OnUpdate() { boolVariable.Value = !boolVariable.Value; return TaskStatus.Success; } public override void OnReset() { boolVariable.Value = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/BoolFlip.cs.meta ================================================ fileFormatVersion: 2 guid: 54aae1e47fe3be6458751bf1f9defe8f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/BoolOperator.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Performs a math operation on two bools: AND, OR, NAND, or XOR.")] public class BoolOperator : Action { public enum Operation { AND, OR, NAND, XOR } [Tooltip("The operation to perform")] public Operation operation; [Tooltip("The first bool")] public SharedBool bool1; [Tooltip("The second bool")] public SharedBool bool2; [Tooltip("The variable to store the result")] public SharedBool storeResult; public override TaskStatus OnUpdate() { switch (operation) { case Operation.AND: storeResult.Value = bool1.Value && bool2.Value; break; case Operation.OR: storeResult.Value = bool1.Value || bool2.Value; break; case Operation.NAND: storeResult.Value = !(bool1.Value && bool2.Value); break; case Operation.XOR: storeResult.Value = bool1.Value ^ bool2.Value; break; } return TaskStatus.Success; } public override void OnReset() { operation = Operation.AND; bool1.Value = false; bool2.Value = false; storeResult.Value = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/BoolOperator.cs.meta ================================================ fileFormatVersion: 2 guid: bd7b9dfddd114be4a8c8a8521262970d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/FloatAbs.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Stores the absolute value of the float.")] public class FloatAbs : Action { [Tooltip("The float to return the absolute value of")] public SharedFloat floatVariable; public override TaskStatus OnUpdate() { floatVariable.Value = Mathf.Abs(floatVariable.Value); return TaskStatus.Success; } public override void OnReset() { floatVariable = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/FloatAbs.cs.meta ================================================ fileFormatVersion: 2 guid: ab5531c4ed335b643a6f310c048a6b00 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/FloatClamp.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Clamps the float between two values.")] public class FloatClamp : Action { [Tooltip("The float to clamp")] public SharedFloat floatVariable; [Tooltip("The maximum value of the float")] public SharedFloat minValue; [Tooltip("The maximum value of the float")] public SharedFloat maxValue; public override TaskStatus OnUpdate() { floatVariable.Value = Mathf.Clamp(floatVariable.Value, minValue.Value, maxValue.Value); return TaskStatus.Success; } public override void OnReset() { floatVariable = minValue = maxValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/FloatClamp.cs.meta ================================================ fileFormatVersion: 2 guid: 75c3634f2c8f1dd49b826a7ac0c7bdbe MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/FloatComparison.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Performs comparison between two floats: less than, less than or equal to, equal to, not equal to, greater than or equal to, or greater than.")] public class FloatComparison : Conditional { public enum Operation { LessThan, LessThanOrEqualTo, EqualTo, NotEqualTo, GreaterThanOrEqualTo, GreaterThan } [Tooltip("The operation to perform")] public Operation operation; [Tooltip("The first float")] public SharedFloat float1; [Tooltip("The second float")] public SharedFloat float2; public override TaskStatus OnUpdate() { switch (operation) { case Operation.LessThan: return float1.Value < float2.Value ? TaskStatus.Success : TaskStatus.Failure; case Operation.LessThanOrEqualTo: return float1.Value <= float2.Value ? TaskStatus.Success : TaskStatus.Failure; case Operation.EqualTo: return UnityEngine.Mathf.Approximately(float1.Value, float2.Value) ? TaskStatus.Success : TaskStatus.Failure; case Operation.NotEqualTo: return !UnityEngine.Mathf.Approximately(float1.Value, float2.Value) ? TaskStatus.Success : TaskStatus.Failure; case Operation.GreaterThanOrEqualTo: return float1.Value >= float2.Value ? TaskStatus.Success : TaskStatus.Failure; case Operation.GreaterThan: return float1.Value > float2.Value ? TaskStatus.Success : TaskStatus.Failure; } return TaskStatus.Failure; } public override void OnReset() { operation = Operation.LessThan; float1.Value = 0; float2.Value = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/FloatComparison.cs.meta ================================================ fileFormatVersion: 2 guid: 79c81f4e67dbdc44880734e78153117c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/FloatOperator.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Performs a math operation on two floats: Add, Subtract, Multiply, Divide, Min, or Max.")] public class FloatOperator : Action { public enum Operation { Add, Subtract, Multiply, Divide, Min, Max, Modulo } [Tooltip("The operation to perform")] public Operation operation; [Tooltip("The first float")] public SharedFloat float1; [Tooltip("The second float")] public SharedFloat float2; [Tooltip("The variable to store the result")] public SharedFloat storeResult; public override TaskStatus OnUpdate() { switch (operation) { case Operation.Add: storeResult.Value = float1.Value + float2.Value; break; case Operation.Subtract: storeResult.Value = float1.Value - float2.Value; break; case Operation.Multiply: storeResult.Value = float1.Value * float2.Value; break; case Operation.Divide: storeResult.Value = float1.Value / float2.Value; break; case Operation.Min: storeResult.Value = Mathf.Min(float1.Value, float2.Value); break; case Operation.Max: storeResult.Value = Mathf.Max(float1.Value, float2.Value); break; case Operation.Modulo: storeResult.Value = float1.Value % float2.Value; break; } return TaskStatus.Success; } public override void OnReset() { operation = Operation.Add; float1.Value = 0; float2.Value = 0; storeResult.Value = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/FloatOperator.cs.meta ================================================ fileFormatVersion: 2 guid: 9144ac2a8b796c941aeb3d6a4bc2cf7c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IntAbs.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Stores the absolute value of the int.")] public class IntAbs : Action { [Tooltip("The int to return the absolute value of")] public SharedInt intVariable; public override TaskStatus OnUpdate() { intVariable.Value = Mathf.Abs(intVariable.Value); return TaskStatus.Success; } public override void OnReset() { intVariable = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IntAbs.cs.meta ================================================ fileFormatVersion: 2 guid: 8edcbab77068fe044842381cfe0acc19 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IntClamp.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Clamps the int between two values.")] public class IntClamp : Action { [Tooltip("The int to clamp")] public SharedInt intVariable; [Tooltip("The maximum value of the int")] public SharedInt minValue; [Tooltip("The maximum value of the int")] public SharedInt maxValue; public override TaskStatus OnUpdate() { intVariable.Value = Mathf.Clamp(intVariable.Value, minValue.Value, maxValue.Value); return TaskStatus.Success; } public override void OnReset() { intVariable = minValue = maxValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IntClamp.cs.meta ================================================ fileFormatVersion: 2 guid: 67cbe30015f2b4940a069cbbee22d888 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IntComparison.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Performs comparison between two integers: less than, less than or equal to, equal to, not equal to, greater than or equal to, or greater than.")] public class IntComparison : Conditional { public enum Operation { LessThan, LessThanOrEqualTo, EqualTo, NotEqualTo, GreaterThanOrEqualTo, GreaterThan } [Tooltip("The operation to perform")] public Operation operation; [Tooltip("The first integer")] public SharedInt integer1; [Tooltip("The second integer")] public SharedInt integer2; public override TaskStatus OnUpdate() { switch (operation) { case Operation.LessThan: return integer1.Value < integer2.Value ? TaskStatus.Success : TaskStatus.Failure; case Operation.LessThanOrEqualTo: return integer1.Value <= integer2.Value ? TaskStatus.Success : TaskStatus.Failure; case Operation.EqualTo: return integer1.Value == integer2.Value ? TaskStatus.Success : TaskStatus.Failure; case Operation.NotEqualTo: return integer1.Value != integer2.Value ? TaskStatus.Success : TaskStatus.Failure; case Operation.GreaterThanOrEqualTo: return integer1.Value >= integer2.Value ? TaskStatus.Success : TaskStatus.Failure; case Operation.GreaterThan: return integer1.Value > integer2.Value ? TaskStatus.Success : TaskStatus.Failure; } return TaskStatus.Failure; } public override void OnReset() { operation = Operation.LessThan; integer1.Value = 0; integer2.Value = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IntComparison.cs.meta ================================================ fileFormatVersion: 2 guid: 99108c35b6d8e9942b8cf441a63f97b5 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IntOperator.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Performs a math operation on two integers: Add, Subtract, Multiply, Divide, Min, or Max.")] public class IntOperator : Action { public enum Operation { Add, Subtract, Multiply, Divide, Min, Max, Modulo } [Tooltip("The operation to perform")] public Operation operation; [Tooltip("The first integer")] public SharedInt integer1; [Tooltip("The second integer")] public SharedInt integer2; [RequiredField] [Tooltip("The variable to store the result")] public SharedInt storeResult; public override TaskStatus OnUpdate() { switch (operation) { case Operation.Add: storeResult.Value = integer1.Value + integer2.Value; break; case Operation.Subtract: storeResult.Value = integer1.Value - integer2.Value; break; case Operation.Multiply: storeResult.Value = integer1.Value * integer2.Value; break; case Operation.Divide: storeResult.Value = integer1.Value / integer2.Value; break; case Operation.Min: storeResult.Value = Mathf.Min(integer1.Value, integer2.Value); break; case Operation.Max: storeResult.Value = Mathf.Max(integer1.Value, integer2.Value); break; case Operation.Modulo: storeResult.Value = integer1.Value % integer2.Value; break; } return TaskStatus.Success; } public override void OnReset() { operation = Operation.Add; integer1.Value = 0; integer2.Value = 0; storeResult.Value = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IntOperator.cs.meta ================================================ fileFormatVersion: 2 guid: 84208004fb80c0945acc5685aa0a2681 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IsFloatPositive.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Is the float a positive value?")] public class IsFloatPositive : Conditional { [Tooltip("The float to check if positive")] public SharedFloat floatVariable; public override TaskStatus OnUpdate() { return floatVariable.Value > 0 ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { floatVariable = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IsFloatPositive.cs.meta ================================================ fileFormatVersion: 2 guid: db01d0da1f282134ca0ff7332eb19208 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IsIntPositive.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Is the int a positive value?")] public class IsIntPositive : Conditional { [Tooltip("The int to check if positive")] public SharedInt intVariable; public override TaskStatus OnUpdate() { return intVariable.Value > 0 ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { intVariable = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/IsIntPositive.cs.meta ================================================ fileFormatVersion: 2 guid: 0caff63c23ae17343a455fcbe6eab40a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/Lerp.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Lerp the float by an amount.")] public class Lerp : Action { [Tooltip("The from value")] public SharedFloat fromValue; [Tooltip("The to value")] public SharedFloat toValue; [Tooltip("The amount to lerp")] public SharedFloat lerpAmount; [Tooltip("The lerp resut")] [RequiredField] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Mathf.Lerp(fromValue.Value, toValue.Value, lerpAmount.Value); return TaskStatus.Success; } public override void OnReset() { fromValue = toValue = lerpAmount = storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/Lerp.cs.meta ================================================ fileFormatVersion: 2 guid: 355f3f83182cc434cb3a1bfb66862e29 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/LerpAngle.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Lerp the angle by an amount.")] public class LerpAngle : Action { [Tooltip("The from value")] public SharedFloat fromValue; [Tooltip("The to value")] public SharedFloat toValue; [Tooltip("The amount to lerp")] public SharedFloat lerpAmount; [Tooltip("The lerp resut")] [RequiredField] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Mathf.LerpAngle(fromValue.Value, toValue.Value, lerpAmount.Value); return TaskStatus.Success; } public override void OnReset() { fromValue = toValue = lerpAmount = storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/LerpAngle.cs.meta ================================================ fileFormatVersion: 2 guid: c3b148edcb926b744a2bb789f7967e24 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/RandomBool.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Sets a random bool value")] public class RandomBool : Action { [Tooltip("The variable to store the result")] public SharedBool storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Random.value < 0.5f; return TaskStatus.Success; } public override void OnReset() { storeResult.Value = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/RandomBool.cs.meta ================================================ fileFormatVersion: 2 guid: 76d2565ca99ca26459dbefb44dcac109 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/RandomFloat.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Sets a random float value")] public class RandomFloat : Action { [Tooltip("The minimum amount")] public SharedFloat min; [Tooltip("The maximum amount")] public SharedFloat max; [Tooltip("Is the maximum value inclusive?")] public bool inclusive; [Tooltip("The variable to store the result")] public SharedFloat storeResult; public override TaskStatus OnUpdate() { if (inclusive) { storeResult.Value = Random.Range(min.Value, max.Value); } else { storeResult.Value = Random.Range(min.Value, max.Value - 0.00001f); } return TaskStatus.Success; } public override void OnReset() { min.Value = 0; max.Value = 0; inclusive = false; storeResult.Value = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/RandomFloat.cs.meta ================================================ fileFormatVersion: 2 guid: 9f81e111c77731b418178f1226975c3f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/RandomInt.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Sets a random int value")] public class RandomInt : Action { [Tooltip("The minimum amount")] public SharedInt min; [Tooltip("The maximum amount")] public SharedInt max; [Tooltip("Is the maximum value inclusive?")] public bool inclusive; [Tooltip("The variable to store the result")] public SharedInt storeResult; public override TaskStatus OnUpdate() { if (inclusive) { storeResult.Value = Random.Range(min.Value, max.Value + 1); } else { storeResult.Value = Random.Range(min.Value, max.Value); } return TaskStatus.Success; } public override void OnReset() { min.Value = 0; max.Value = 0; inclusive = false; storeResult.Value = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/RandomInt.cs.meta ================================================ fileFormatVersion: 2 guid: 067384c41f33cff49bcdf6adec9da049 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/SetBool.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Sets a bool value")] public class SetBool : Action { [Tooltip("The bool value to set")] public SharedBool boolValue; [Tooltip("The variable to store the result")] public SharedBool storeResult; public override TaskStatus OnUpdate() { storeResult.Value = boolValue.Value; return TaskStatus.Success; } public override void OnReset() { boolValue.Value = false; storeResult.Value = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/SetBool.cs.meta ================================================ fileFormatVersion: 2 guid: 55f244424a532d24bba59542e2f0fc59 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/SetFloat.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Sets a float value")] public class SetFloat : Action { [Tooltip("The float value to set")] public SharedFloat floatValue; [Tooltip("The variable to store the result")] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = floatValue.Value; return TaskStatus.Success; } public override void OnReset() { floatValue.Value = 0; storeResult.Value = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/SetFloat.cs.meta ================================================ fileFormatVersion: 2 guid: 4d915065ba447c64ba05f8e2841c6efd MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/SetInt.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.Math { [TaskCategory("Unity/Math")] [TaskDescription("Sets an int value")] public class SetInt : Action { [Tooltip("The int value to set")] public SharedInt intValue; [Tooltip("The variable to store the result")] public SharedInt storeResult; public override TaskStatus OnUpdate() { storeResult.Value = intValue.Value; return TaskStatus.Success; } public override void OnReset() { intValue.Value = 0; storeResult.Value = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math/SetInt.cs.meta ================================================ fileFormatVersion: 2 guid: da57a0a43f227e445b9311bae043401f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Math.meta ================================================ fileFormatVersion: 2 guid: 221e29500e0961146bb5a515041e5f08 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetAcceleration.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Gets the maximum acceleration of an agent as it follows a path, given in units / sec^2.. Returns Success.")] public class GetAcceleration : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [SharedRequired] [Tooltip("The NavMeshAgent acceleration")] public SharedFloat storeValue; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } storeValue.Value = navMeshAgent.acceleration; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetAcceleration.cs.meta ================================================ fileFormatVersion: 2 guid: 7e00211632663cc43bc88ab068ab5d44 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetAngularSpeed.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Gets the maximum turning speed in (deg/s) while following a path.. Returns Success.")] public class GetAngularSpeed : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [SharedRequired] [Tooltip("The NavMeshAgent angular speed")] public SharedFloat storeValue; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } storeValue.Value = navMeshAgent.angularSpeed; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetAngularSpeed.cs.meta ================================================ fileFormatVersion: 2 guid: 110bcd7b4d1baae4096b5da6737c1e16 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetDestination.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Gets the destination of the agent in world-space units. Returns Success.")] public class GetDestination : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [SharedRequired] [Tooltip("The NavMeshAgent destination")] public SharedVector3 storeValue; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } storeValue.Value = navMeshAgent.destination; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetDestination.cs.meta ================================================ fileFormatVersion: 2 guid: 4368ae3e22d36604697d420dff004cbe MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetIsStopped.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Gets the stop status. Returns Success.")] public class GetIsStopped : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [SharedRequired] [Tooltip("The stop status")] public SharedBool storeValue; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } storeValue.Value = navMeshAgent.isStopped; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetIsStopped.cs.meta ================================================ fileFormatVersion: 2 guid: 16a58d9763ce6c34690e0946a64c4176 timeCreated: 1507381813 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetRemainingDistance.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Gets the distance between the agent's position and the destination on the current path. Returns Success.")] public class GetRemainingDistance : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [SharedRequired] [Tooltip("The remaining distance")] public SharedFloat storeValue; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } storeValue.Value = navMeshAgent.remainingDistance; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetRemainingDistance.cs.meta ================================================ fileFormatVersion: 2 guid: ab046b37543b6744aa440cd708a93b81 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetSpeed.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Gets the maximum movement speed when following a path. Returns Success.")] public class GetSpeed : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [SharedRequired] [Tooltip("The NavMeshAgent speed")] public SharedFloat storeValue; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } storeValue.Value = navMeshAgent.speed; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/GetSpeed.cs.meta ================================================ fileFormatVersion: 2 guid: b6397854a3aea4b44a5ab4ccf98d082d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/IsStopped.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Is the agent stopped?")] public class IsStopped : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } return navMeshAgent.isStopped ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/IsStopped.cs.meta ================================================ fileFormatVersion: 2 guid: 1b7f86ab194623f4997c385d2cce0caf timeCreated: 1507329647 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/Move.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Apply relative movement to the current position. Returns Success.")] public class Move : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The relative movement vector")] public SharedVector3 offset; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } navMeshAgent.Move(offset.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; offset = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/Move.cs.meta ================================================ fileFormatVersion: 2 guid: 55ea16e678f6fae47a46affd3d22b883 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/ResetPath.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Clears the current path. Returns Success.")] public class ResetPath : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } navMeshAgent.ResetPath(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/ResetPath.cs.meta ================================================ fileFormatVersion: 2 guid: e90973887b9e7d04aafc5d13ecdfc8b9 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/Resume.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Resumes the movement along the current path after a pause. Returns Success.")] public class Resume : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } navMeshAgent.isStopped = false; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/Resume.cs.meta ================================================ fileFormatVersion: 2 guid: 2c87e343e0ec23041b0cf7d8090d4814 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetAcceleration.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Sets the maximum acceleration of an agent as it follows a path, given in units / sec^2. Returns Success.")] public class SetAcceleration : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The NavMeshAgent acceleration")] public SharedFloat acceleration; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } navMeshAgent.acceleration = acceleration.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; acceleration = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetAcceleration.cs.meta ================================================ fileFormatVersion: 2 guid: a8357209bccc16442b549c580872bb05 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetAngularSpeed.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Sets the maximum turning speed in (deg/s) while following a path. Returns Success.")] public class SetAngularSpeed : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The NavMeshAgent angular speed")] public SharedFloat angularSpeed; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } navMeshAgent.angularSpeed = angularSpeed.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; angularSpeed = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetAngularSpeed.cs.meta ================================================ fileFormatVersion: 2 guid: 0d8e213aa17540848b83b17ba1609c74 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetDestination.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Sets the destination of the agent in world-space units. Returns Success if the destination is valid.")] public class SetDestination: Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [SharedRequired] [Tooltip("The NavMeshAgent destination")] public SharedVector3 destination; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } return navMeshAgent.SetDestination(destination.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; destination = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetDestination.cs.meta ================================================ fileFormatVersion: 2 guid: 55d9c2d20e895104181ae1b484868ead MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetIsStopped.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Sets the stop status. Returns Success.")] public class SetIsStopped : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The stop status")] public SharedBool isStopped; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } navMeshAgent.isStopped = isStopped.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetIsStopped.cs.meta ================================================ fileFormatVersion: 2 guid: 8b7446e67db5ff34a88b8fbc7899e5e9 timeCreated: 1507381999 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetSpeed.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Sets the maximum movement speed when following a path. Returns Success.")] public class SetSpeed : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The NavMeshAgent speed")] public SharedFloat speed; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } navMeshAgent.speed = speed.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; speed = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/SetSpeed.cs.meta ================================================ fileFormatVersion: 2 guid: 34372b45870504b419f34165fb1fa4fb MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/Stop.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Stop movement of this agent along its current path. Returns Success.")] public class Stop : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } navMeshAgent.isStopped = true; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/Stop.cs.meta ================================================ fileFormatVersion: 2 guid: b20958b8b92e47f40ba3178c99576182 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/Warp.cs ================================================ using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Warps agent to the provided position. Returns Success.")] public class Warp : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The position to warp to")] public SharedVector3 newPosition; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } navMeshAgent.Warp(newPosition.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; newPosition = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent/Warp.cs.meta ================================================ fileFormatVersion: 2 guid: 9d2356bfaf0a64b4d9d65d32708630db MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/NavMeshAgent.meta ================================================ fileFormatVersion: 2 guid: 6c22272f055a4244381a15a2f0d89c8d folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Network/IsClient.cs ================================================ #if UNITY_2017_1 || UNITY_2017_2 || UNITY_2017_3 || UNITY_2017_4 || UNITY_2018_1 || UNITY_2018_2 using UnityEngine.Networking; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNetwork { public class IsClient : Conditional { public override TaskStatus OnUpdate() { return NetworkClient.active ? TaskStatus.Success : TaskStatus.Failure; } } } #endif ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Network/IsClient.cs.meta ================================================ fileFormatVersion: 2 guid: 0762b2157086f9f43a3345a2afec412f timeCreated: 1433120444 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Network/IsServer.cs ================================================ #if UNITY_2017_1 || UNITY_2017_2 || UNITY_2017_3 || UNITY_2017_4 || UNITY_2018_1 || UNITY_2018_2 using UnityEngine.Networking; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNetwork { public class IsServer : Conditional { public override TaskStatus OnUpdate() { return NetworkServer.active ? TaskStatus.Success : TaskStatus.Failure; } } } #endif ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Network/IsServer.cs.meta ================================================ fileFormatVersion: 2 guid: b7cf87bcdeb87b54698789a35a4b8ff0 timeCreated: 1433120429 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Network.meta ================================================ fileFormatVersion: 2 guid: 4dbd12cae8e0c8241baf4d5a47d46470 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Clear.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Clear the Particle System.")] public class Clear : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } particleSystem.Clear(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Clear.cs.meta ================================================ fileFormatVersion: 2 guid: de273e542591d5946a8728190438ae27 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetDuration.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Stores the duration of the Particle System.")] public class GetDuration : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The duration of the ParticleSystem")] [RequiredField] public SharedFloat storeResult; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } storeResult.Value = particleSystem.main.duration; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetDuration.cs.meta ================================================ fileFormatVersion: 2 guid: 02a4d610e82f1854c87701c4d51957fb MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetEmissionRate.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Stores the emission rate of the Particle System.")] public class GetEmissionRate : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The emission rate of the ParticleSystem")] [RequiredField] public SharedFloat storeResult; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } #if !(UNITY_5_1 || UNITY_5_2) Debug.Log("Warning: GetEmissionRate is not used in Unity 5.3 or later."); #else storeResult.Value = particleSystem.emissionRate; #endif return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetEmissionRate.cs.meta ================================================ fileFormatVersion: 2 guid: 3adb98115d27ec64da9b5f56391570be MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetEnableEmission.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Stores if the Particle System is emitting particles.")] public class GetEnableEmission : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Is the Particle System emitting particles?")] [RequiredField] public SharedBool storeResult; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } storeResult.Value = particleSystem.emission.enabled; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeResult = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetEnableEmission.cs.meta ================================================ fileFormatVersion: 2 guid: 81dc1a241a2c872409a7919742df7581 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetLoop.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Stores if the Particle System should loop.")] public class GetLoop : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Should the ParticleSystem loop?")] [RequiredField] public SharedBool storeResult; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } storeResult.Value = particleSystem.main.loop; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeResult = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetLoop.cs.meta ================================================ fileFormatVersion: 2 guid: 82f4ee8cf50887a4488fe6d0da18afc0 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetMaxParticles.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Stores the max particles of the Particle System.")] public class GetMaxParticles : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The max particles of the ParticleSystem")] [RequiredField] public SharedFloat storeResult; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } storeResult.Value = particleSystem.main.maxParticles; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetMaxParticles.cs.meta ================================================ fileFormatVersion: 2 guid: 429771af65df81c49aaf4b34630473fe MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetParticleCount.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Stores the particle count of the Particle System.")] public class GetParticleCount : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The particle count of the ParticleSystem")] [RequiredField] public SharedFloat storeResult; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } storeResult.Value = particleSystem.particleCount; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetParticleCount.cs.meta ================================================ fileFormatVersion: 2 guid: f32e2ff9de4ff7b47a256ac3b51123c6 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetPlaybackSpeed.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Stores the playback speed of the Particle System.")] public class GetPlaybackSpeed : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The playback speed of the ParticleSystem")] [RequiredField] public SharedFloat storeResult; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } ParticleSystem.MainModule mainParticleSystem = particleSystem.main; storeResult.Value = mainParticleSystem.simulationSpeed; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetPlaybackSpeed.cs.meta ================================================ fileFormatVersion: 2 guid: f8f29f170ac706b498e7c933136d8036 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetTime.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Stores the time of the Particle System.")] public class GetTime : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The time of the ParticleSystem")] [RequiredField] public SharedFloat storeResult; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } storeResult.Value = particleSystem.time; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/GetTime.cs.meta ================================================ fileFormatVersion: 2 guid: 9b15c7efbf98f7649adf8dd4474b0579 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/IsAlive.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Is the Particle System alive?")] public class IsAlive : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } return particleSystem.IsAlive() ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/IsAlive.cs.meta ================================================ fileFormatVersion: 2 guid: 3d554784e9a9fa040a2446402ba3f10e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/IsPaused.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Is the Particle System paused?")] public class IsPaused : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } return particleSystem.isPaused ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/IsPaused.cs.meta ================================================ fileFormatVersion: 2 guid: e4e9ab132f20dfa4095b3c90303ebf74 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/IsPlaying.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Is the Particle System playing?")] public class IsPlaying : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } return particleSystem.isPlaying ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/IsPlaying.cs.meta ================================================ fileFormatVersion: 2 guid: 654b51e99f64bfb489e12866a569f00e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/IsStopped.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Is the Particle System stopped?")] public class IsStopped : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } return particleSystem.isStopped ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/IsStopped.cs.meta ================================================ fileFormatVersion: 2 guid: c719a7379c22b184380b4e63ccdfd064 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Pause.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Pause the Particle System.")] public class Pause : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } particleSystem.Pause(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Pause.cs.meta ================================================ fileFormatVersion: 2 guid: c9c9cc56691817b49af4fd1cfbc3e363 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Play.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Play the Particle System.")] public class Play : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } particleSystem.Play(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Play.cs.meta ================================================ fileFormatVersion: 2 guid: a8ffb889d35074d4fb08d8502155c0b2 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetEmissionRate.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Sets the emission rate of the Particle System.")] public class SetEmissionRate : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The emission rate of the ParticleSystem")] public SharedFloat emissionRate; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } #if !(UNITY_5_1 || UNITY_5_2) Debug.Log("Warning: SetEmissionRate is not used in Unity 5.3 or later."); #else particleSystem.emissionRate = emissionRate.Value; #endif return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; emissionRate = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetEmissionRate.cs.meta ================================================ fileFormatVersion: 2 guid: a8300eee629ad77419f2eb91477a0b62 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetEnableEmission.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Enables or disables the Particle System emission.")] public class SetEnableEmission : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Enable the ParticleSystem emissions?")] public SharedBool enable; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } var emission = particleSystem.emission; emission.enabled = enable.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; enable = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetEnableEmission.cs.meta ================================================ fileFormatVersion: 2 guid: f7c295b4d24628146a885d21bf699993 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetLoop.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Sets if the Particle System should loop.")] public class SetLoop : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Should the ParticleSystem loop?")] public SharedBool loop; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } ParticleSystem.MainModule mainParticleSystem = particleSystem.main; mainParticleSystem.loop = loop.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; loop = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetLoop.cs.meta ================================================ fileFormatVersion: 2 guid: b9fa90adc0377cc4592de00e410a4060 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetMaxParticles.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Sets the max particles of the Particle System.")] public class SetMaxParticles : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The max particles of the ParticleSystem")] public SharedInt maxParticles; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } ParticleSystem.MainModule mainParticleSystem = particleSystem.main; mainParticleSystem.maxParticles = maxParticles.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; maxParticles = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetMaxParticles.cs.meta ================================================ fileFormatVersion: 2 guid: eadca930ad32a404886060ee43e4d802 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetPlaybackSpeed.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Sets the playback speed of the Particle System.")] public class SetPlaybackSpeed : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The playback speed of the ParticleSystem")] public SharedFloat playbackSpeed = 1; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } ParticleSystem.MainModule mainParticleSystem = particleSystem.main; mainParticleSystem.simulationSpeed = playbackSpeed.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; playbackSpeed = 1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetPlaybackSpeed.cs.meta ================================================ fileFormatVersion: 2 guid: 8f4d79e34ac8820458a2813895d3962d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartColor.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Sets the start color of the Particle System.")] public class SetStartColor : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The start color of the ParticleSystem")] public SharedColor startColor; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } ParticleSystem.MainModule mainParticleSystem = particleSystem.main; mainParticleSystem.startColor = startColor.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; startColor = Color.white; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartColor.cs.meta ================================================ fileFormatVersion: 2 guid: f91be163d0c01ec42bf120c267dcceea MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartDelay.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Sets the start delay of the Particle System.")] public class SetStartDelay : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The start delay of the ParticleSystem")] public SharedFloat startDelay; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } ParticleSystem.MainModule mainParticleSystem = particleSystem.main; mainParticleSystem.startDelay = startDelay.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; startDelay = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartDelay.cs.meta ================================================ fileFormatVersion: 2 guid: 532026cf3b430c840897e66bdde5006e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartLifetime.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Sets the start lifetime of the Particle System.")] public class SetStartLifetime : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The start lifetime of the ParticleSystem")] public SharedFloat startLifetime; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } ParticleSystem.MainModule mainParticleSystem = particleSystem.main; mainParticleSystem.startLifetime = startLifetime.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; startLifetime = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartLifetime.cs.meta ================================================ fileFormatVersion: 2 guid: 311b9ed850b4e2243ae44487b9ece819 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartRotation.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Sets the start rotation of the Particle System.")] public class SetStartRotation : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The start rotation of the ParticleSystem")] public SharedFloat startRotation; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } ParticleSystem.MainModule mainParticleSystem = particleSystem.main; mainParticleSystem.startRotation = startRotation.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; startRotation = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartRotation.cs.meta ================================================ fileFormatVersion: 2 guid: ae611ab09913de6438aeb81d7a621c51 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartSize.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Sets the start size of the Particle System.")] public class SetStartSize : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The start size of the ParticleSystem")] public SharedFloat startSize; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } ParticleSystem.MainModule mainParticleSystem = particleSystem.main; mainParticleSystem.startSize = startSize.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; startSize = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartSize.cs.meta ================================================ fileFormatVersion: 2 guid: d7be6a1da3f4f7a418e5739a6cc6e78e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartSpeed.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Sets the start speed of the Particle System.")] public class SetStartSpeed : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The start speed of the ParticleSystem")] public SharedFloat startSpeed; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } ParticleSystem.MainModule mainParticleSystem = particleSystem.main; mainParticleSystem.startSpeed = startSpeed.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; startSpeed = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetStartSpeed.cs.meta ================================================ fileFormatVersion: 2 guid: b7716318475d3854a96729d1a7540d4a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetTime.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Sets the time of the Particle System.")] public class SetTime : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The time of the ParticleSystem")] public SharedFloat time; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } particleSystem.time = time.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; time = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/SetTime.cs.meta ================================================ fileFormatVersion: 2 guid: 103e78e9c755fe3469e63115eb1c0d80 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Simulate.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Simulate the Particle System.")] public class Simulate : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Time to fastfoward the Particle System to")] public SharedFloat time; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } particleSystem.Simulate(time.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; time = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Simulate.cs.meta ================================================ fileFormatVersion: 2 guid: 24d79d661acf61e44918320624b49dd5 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Stop.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem { [TaskCategory("Unity/ParticleSystem")] [TaskDescription("Stop the Particle System.")] public class Stop : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } particleSystem.Stop(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem/Stop.cs.meta ================================================ fileFormatVersion: 2 guid: fd83617024d6bff44824a83b472db8e6 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/ParticleSystem.meta ================================================ fileFormatVersion: 2 guid: 35d3ffd6bd35b4e4496820a00f09b0e3 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics/Linecast.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPhysics { [TaskCategory("Unity/Physics")] [TaskDescription("Returns success if there is any collider intersecting the line between start and end")] public class Linecast : Action { [Tooltip("The starting position of the linecast")] public SharedVector3 startPosition; [Tooltip("The ending position of the linecast")] public SharedVector3 endPosition; [Tooltip("Selectively ignore colliders.")] public LayerMask layerMask = -1; public override TaskStatus OnUpdate() { return Physics.Linecast(startPosition.Value, endPosition.Value, layerMask) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { startPosition = Vector3.zero; endPosition = Vector3.zero; layerMask = -1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics/Linecast.cs.meta ================================================ fileFormatVersion: 2 guid: 163f5567b8906cd45adf138c3c022152 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics/Raycast.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPhysics { [TaskCategory("Unity/Physics")] [TaskDescription("Casts a ray against all colliders in the scene. Returns success if a collider was hit.")] public class Raycast : Action { [Tooltip("Starts the ray at the GameObject's position. If null the originPosition will be used")] public SharedGameObject originGameObject; [Tooltip("Starts the ray at the position. Only used if originGameObject is null")] public SharedVector3 originPosition; [Tooltip("The direction of the ray")] public SharedVector3 direction; [Tooltip("The length of the ray. Set to -1 for infinity")] public SharedFloat distance = -1; [Tooltip("Selectively ignore colliders")] public LayerMask layerMask = -1; [Tooltip("Cast the ray in world or local space. The direction is in world space if no GameObject is specified")] public Space space = Space.Self; [SharedRequired] [Tooltip("Stores the hit object of the raycast")] public SharedGameObject storeHitObject; [SharedRequired] [Tooltip("Stores the hit point of the raycast")] public SharedVector3 storeHitPoint; [SharedRequired] [Tooltip("Stores the hit normal of the raycast")] public SharedVector3 storeHitNormal; [SharedRequired] [Tooltip("Stores the hit distance of the raycast")] public SharedFloat storeHitDistance; public override TaskStatus OnUpdate() { Vector3 position; Vector3 dir = direction.Value; if (originGameObject.Value != null) { position = originGameObject.Value.transform.position; if (space == Space.Self) { dir = originGameObject.Value.transform.TransformDirection(direction.Value); } } else { position = originPosition.Value; } RaycastHit hit; if (Physics.Raycast(position, dir, out hit, distance.Value == -1 ? Mathf.Infinity : distance.Value, layerMask)) { storeHitObject.Value = hit.collider.gameObject; storeHitPoint.Value = hit.point; storeHitNormal.Value = hit.normal; storeHitDistance.Value = hit.distance; return TaskStatus.Success; } return TaskStatus.Failure; } public override void OnReset() { originGameObject = null; originPosition = Vector3.zero; direction = Vector3.zero; distance = -1; layerMask = -1; space = Space.Self; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics/Raycast.cs.meta ================================================ fileFormatVersion: 2 guid: afcf9d39edef45146ad7a043b8bfa76e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics/Spherecast.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPhysics { [TaskCategory("Unity/Physics")] [TaskDescription("Casts a sphere against all colliders in the scene. Returns success if a collider was hit.")] public class SphereCast : Action { [Tooltip("Starts the spherecast at the GameObject's position. If null the originPosition will be used")] public SharedGameObject originGameObject; [Tooltip("Starts the sherecast at the position. Only used if originGameObject is null")] public SharedVector3 originPosition; [Tooltip("The radius of the spherecast")] public SharedFloat radius; [Tooltip("The direction of the spherecast")] public SharedVector3 direction; [Tooltip("The length of the spherecast. Set to -1 for infinity")] public SharedFloat distance = -1; [Tooltip("Selectively ignore colliders")] public LayerMask layerMask = -1; [Tooltip("Use world or local space. The direction is in world space if no GameObject is specified")] public Space space = Space.Self; [SharedRequired] [Tooltip("Stores the hit object of the spherecast")] public SharedGameObject storeHitObject; [SharedRequired] [Tooltip("Stores the hit point of the spherecast")] public SharedVector3 storeHitPoint; [SharedRequired] [Tooltip("Stores the hit normal of the spherecast")] public SharedVector3 storeHitNormal; [SharedRequired] [Tooltip("Stores the hit distance of the spherecast")] public SharedFloat storeHitDistance; public override TaskStatus OnUpdate() { Vector3 position; Vector3 dir = direction.Value; if (originGameObject.Value != null) { position = originGameObject.Value.transform.position; if (space == Space.Self) { dir = originGameObject.Value.transform.TransformDirection(direction.Value); } } else { position = originPosition.Value; } RaycastHit hit; if (Physics.SphereCast(position, radius.Value, dir, out hit, distance.Value == -1 ? Mathf.Infinity : distance.Value, layerMask)) { storeHitObject.Value = hit.collider.gameObject; storeHitPoint.Value = hit.point; storeHitNormal.Value = hit.normal; storeHitDistance.Value = hit.distance; return TaskStatus.Success; } return TaskStatus.Failure; } public override void OnReset() { originGameObject = null; originPosition = Vector3.zero; radius = 0; direction = Vector3.zero; distance = -1; layerMask = -1; space = Space.Self; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics/Spherecast.cs.meta ================================================ fileFormatVersion: 2 guid: 2058f3f94c5bdf5409f9ff80ea61d44a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics.meta ================================================ fileFormatVersion: 2 guid: a4155315d2d2eb0428d51a43f1cbfe6b folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics2D/Circlecast.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPhysics2D { [TaskCategory("Unity/Physics2D")] [TaskDescription("Casts a circle against all colliders in the scene. Returns success if a collider was hit.")] public class Circlecast : Action { [Tooltip("Starts the circlecast at the GameObject's position. If null the originPosition will be used.")] public SharedGameObject originGameObject; [Tooltip("Starts the circlecast at the position. Only used if originGameObject is null.")] public SharedVector2 originPosition; [Tooltip("The radius of the circlecast")] public SharedFloat radius; [Tooltip("The direction of the circlecast")] public SharedVector2 direction; [Tooltip("The length of the ray. Set to -1 for infinity.")] public SharedFloat distance = -1; [Tooltip("Selectively ignore colliders.")] public LayerMask layerMask = -1; [Tooltip("Use world or local space. The direction is in world space if no GameObject is specified.")] public Space space = Space.Self; [SharedRequired] [Tooltip("Stores the hit object of the circlecast.")] public SharedGameObject storeHitObject; [SharedRequired] [Tooltip("Stores the hit point of the circlecast.")] public SharedVector2 storeHitPoint; [SharedRequired] [Tooltip("Stores the hit normal of the circlecast.")] public SharedVector2 storeHitNormal; [SharedRequired] [Tooltip("Stores the hit distance of the circlecast.")] public SharedFloat storeHitDistance; public override TaskStatus OnUpdate() { Vector2 position; Vector2 dir = direction.Value; if (originGameObject.Value != null) { position = originGameObject.Value.transform.position; if (space == Space.Self) { dir = originGameObject.Value.transform.TransformDirection(direction.Value); } } else { position = originPosition.Value; } var hit = Physics2D.CircleCast(position, radius.Value, dir, distance.Value == -1 ? Mathf.Infinity : distance.Value, layerMask); if (hit.collider != null) { storeHitObject.Value = hit.collider.gameObject; storeHitPoint.Value = hit.point; storeHitNormal.Value = hit.normal; storeHitDistance.Value = hit.distance; return TaskStatus.Success; } return TaskStatus.Failure; } public override void OnReset() { originGameObject = null; originPosition = Vector2.zero; direction = Vector2.zero; radius = 0; distance = -1; layerMask = -1; space = Space.Self; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics2D/Circlecast.cs.meta ================================================ fileFormatVersion: 2 guid: 6989aa8730764ee459a07f88d84302e0 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics2D/Linecast.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPhysics2D { [TaskCategory("Unity/Physics2D")] [TaskDescription("Returns success if there is any collider intersecting the line between start and end")] public class Linecast : Action { [Tooltip("The starting position of the linecast.")] public SharedVector2 startPosition; [Tooltip("The ending position of the linecast.")] public SharedVector2 endPosition; [Tooltip("Selectively ignore colliders.")] public LayerMask layerMask = -1; public override TaskStatus OnUpdate() { return Physics2D.Linecast(startPosition.Value, endPosition.Value, layerMask) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { startPosition = Vector2.zero; endPosition = Vector2.zero; layerMask = -1; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics2D/Linecast.cs.meta ================================================ fileFormatVersion: 2 guid: a402dbfe872764f49b3a03d7048e866e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics2D/Raycast.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPhysics2D { [TaskCategory("Unity/Physics2D")] [TaskDescription("Casts a ray against all colliders in the scene. Returns success if a collider was hit.")] public class Raycast : Action { [Tooltip("Starts the ray at the GameObject's position. If null the originPosition will be used.")] public SharedGameObject originGameObject; [Tooltip("Starts the ray at the position. Only used if originGameObject is null.")] public SharedVector2 originPosition; [Tooltip("The direction of the ray")] public SharedVector2 direction; [Tooltip("The length of the ray. Set to -1 for infinity.")] public SharedFloat distance = -1; [Tooltip("Selectively ignore colliders.")] public LayerMask layerMask = -1; [Tooltip("Cast the ray in world or local space. The direction is in world space if no GameObject is specified.")] public Space space = Space.Self; [SharedRequired] [Tooltip("Stores the hit object of the raycast.")] public SharedGameObject storeHitObject; [SharedRequired] [Tooltip("Stores the hit point of the raycast.")] public SharedVector2 storeHitPoint; [SharedRequired] [Tooltip("Stores the hit normal of the raycast.")] public SharedVector2 storeHitNormal; [SharedRequired] [Tooltip("Stores the hit distance of the raycast.")] public SharedFloat storeHitDistance; public override TaskStatus OnUpdate() { Vector2 position; Vector2 dir = direction.Value; if (originGameObject.Value != null) { position = originGameObject.Value.transform.position; if (space == Space.Self) { dir = originGameObject.Value.transform.TransformDirection(direction.Value); } } else { position = originPosition.Value; } var hit = Physics2D.Raycast(position, dir, distance.Value == -1 ? Mathf.Infinity : distance.Value, layerMask); if (hit.collider != null) { storeHitObject.Value = hit.collider.gameObject; storeHitPoint.Value = hit.point; storeHitNormal.Value = hit.normal; #if !UNITY_4_3 storeHitDistance.Value = hit.distance; #endif return TaskStatus.Success; } return TaskStatus.Failure; } public override void OnReset() { originGameObject = null; originPosition = Vector2.zero; direction = Vector2.zero; distance = -1; layerMask = -1; space = Space.Self; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics2D/Raycast.cs.meta ================================================ fileFormatVersion: 2 guid: 513dc641bb68bcc4d9c3bdfb1ccc57b6 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Physics2D.meta ================================================ fileFormatVersion: 2 guid: 2720e2f47ea553a4280956b929181938 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/DeleteAll.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs { [TaskCategory("Unity/PlayerPrefs")] [TaskDescription("Deletes all entries from the PlayerPrefs.")] public class DeleteAll : Action { public override TaskStatus OnUpdate() { PlayerPrefs.DeleteAll(); return TaskStatus.Success; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/DeleteAll.cs.meta ================================================ fileFormatVersion: 2 guid: 0c6d6b2dabc08ac42875cdbe1f86642b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/DeleteKey.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs { [TaskCategory("Unity/PlayerPrefs")] [TaskDescription("Deletes the specified key from the PlayerPrefs.")] public class DeleteKey : Action { [Tooltip("The key to delete")] public SharedString key; public override TaskStatus OnUpdate() { PlayerPrefs.DeleteKey(key.Value); return TaskStatus.Success; } public override void OnReset() { key = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/DeleteKey.cs.meta ================================================ fileFormatVersion: 2 guid: ed24098bd046f724e90474d47e1677d3 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/GetFloat.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs { [TaskCategory("Unity/PlayerPrefs")] [TaskDescription("Stores the value with the specified key from the PlayerPrefs.")] public class GetFloat : Action { [Tooltip("The key to store")] public SharedString key; [Tooltip("The default value")] public SharedFloat defaultValue; [Tooltip("The value retrieved from the PlayerPrefs")] [RequiredField] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = PlayerPrefs.GetFloat(key.Value, defaultValue.Value); return TaskStatus.Success; } public override void OnReset() { key = ""; defaultValue = 0; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/GetFloat.cs.meta ================================================ fileFormatVersion: 2 guid: 14752e1987d17d546838a32459045c67 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/GetInt.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs { [TaskCategory("Unity/PlayerPrefs")] [TaskDescription("Stores the value with the specified key from the PlayerPrefs.")] public class GetInt : Action { [Tooltip("The key to store")] public SharedString key; [Tooltip("The default value")] public SharedInt defaultValue; [Tooltip("The value retrieved from the PlayerPrefs")] [RequiredField] public SharedInt storeResult; public override TaskStatus OnUpdate() { storeResult.Value = PlayerPrefs.GetInt(key.Value, defaultValue.Value); return TaskStatus.Success; } public override void OnReset() { key = ""; defaultValue = 0; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/GetInt.cs.meta ================================================ fileFormatVersion: 2 guid: 66c5c9cfd0fb52344875db0cefc5d6f8 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/GetString.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs { [TaskCategory("Unity/PlayerPrefs")] [TaskDescription("Stores the value with the specified key from the PlayerPrefs.")] public class GetString : Action { [Tooltip("The key to store")] public SharedString key; [Tooltip("The default value")] public SharedString defaultValue; [Tooltip("The value retrieved from the PlayerPrefs")] [RequiredField] public SharedString storeResult; public override TaskStatus OnUpdate() { storeResult.Value = PlayerPrefs.GetString(key.Value, defaultValue.Value); return TaskStatus.Success; } public override void OnReset() { key = ""; defaultValue = ""; storeResult = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/GetString.cs.meta ================================================ fileFormatVersion: 2 guid: 418066da4d19f1742a6435c0ee7aa01b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/HasKey.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs { [TaskCategory("Unity/PlayerPrefs")] [TaskDescription("Retruns success if the specified key exists.")] public class HasKey : Conditional { [Tooltip("The key to check")] public SharedString key; public override TaskStatus OnUpdate() { return PlayerPrefs.HasKey(key.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { key = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/HasKey.cs.meta ================================================ fileFormatVersion: 2 guid: 3b16fab74ec9f364f911696814716ca2 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/Save.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs { [TaskCategory("Unity/PlayerPrefs")] [TaskDescription("Saves the PlayerPrefs.")] public class Save : Action { public override TaskStatus OnUpdate() { PlayerPrefs.Save(); return TaskStatus.Success; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/Save.cs.meta ================================================ fileFormatVersion: 2 guid: 898765f1bc90e154e9cab895a814221e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/SetFloat.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs { [TaskCategory("Unity/PlayerPrefs")] [TaskDescription("Sets the value with the specified key from the PlayerPrefs.")] public class SetFloat : Action { [Tooltip("The key to store")] public SharedString key; [Tooltip("The value to set")] public SharedFloat value; public override TaskStatus OnUpdate() { PlayerPrefs.SetFloat(key.Value, value.Value); return TaskStatus.Success; } public override void OnReset() { key = ""; value = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/SetFloat.cs.meta ================================================ fileFormatVersion: 2 guid: 88feec854545b9b428ed714fbebe872f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/SetInt.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs { [TaskCategory("Unity/PlayerPrefs")] [TaskDescription("Sets the value with the specified key from the PlayerPrefs.")] public class SetInt : Action { [Tooltip("The key to store")] public SharedString key; [Tooltip("The value to set")] public SharedInt value; public override TaskStatus OnUpdate() { PlayerPrefs.SetInt(key.Value, value.Value); return TaskStatus.Success; } public override void OnReset() { key = ""; value = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/SetInt.cs.meta ================================================ fileFormatVersion: 2 guid: ad23859aa9f9e68468891ba9600b9828 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/SetString.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPlayerPrefs { [TaskCategory("Unity/PlayerPrefs")] [TaskDescription("Sets the value with the specified key from the PlayerPrefs.")] public class SetString : Action { [Tooltip("The key to store")] public SharedString key; [Tooltip("The value to set")] public SharedString value; public override TaskStatus OnUpdate() { PlayerPrefs.SetString(key.Value, value.Value); return TaskStatus.Success; } public override void OnReset() { key = ""; value = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs/SetString.cs.meta ================================================ fileFormatVersion: 2 guid: 923ae6162a2661e47be9af80a19e48b6 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/PlayerPrefs.meta ================================================ fileFormatVersion: 2 guid: 440b2971edabd7d48bf19095e90bf5c3 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Angle.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion { [TaskCategory("Unity/Quaternion")] [TaskDescription("Stores the angle in degrees between two rotations.")] public class Angle : Action { [Tooltip("The first rotation")] public SharedQuaternion firstRotation; [Tooltip("The second rotation")] public SharedQuaternion secondRotation; [Tooltip("The stored result")] [RequiredField] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Quaternion.Angle(firstRotation.Value, secondRotation.Value); return TaskStatus.Success; } public override void OnReset() { firstRotation = secondRotation = Quaternion.identity; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Angle.cs.meta ================================================ fileFormatVersion: 2 guid: 0d316a25dcddd6f4a981df05a1eeaf7c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/AngleAxis.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion { [TaskCategory("Unity/Quaternion")] [TaskDescription("Stores the rotation which rotates the specified degrees around the specified axis.")] public class AngleAxis : Action { [Tooltip("The number of degrees")] public SharedFloat degrees; [Tooltip("The axis direction")] public SharedVector3 axis; [Tooltip("The stored result")] [RequiredField] public SharedQuaternion storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Quaternion.AngleAxis(degrees.Value, axis.Value); return TaskStatus.Success; } public override void OnReset() { degrees = 0; axis = Vector3.zero; storeResult = Quaternion.identity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/AngleAxis.cs.meta ================================================ fileFormatVersion: 2 guid: 82152b844829f8f43ab44f35bf7d786f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Dot.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion { [TaskCategory("Unity/Quaternion")] [TaskDescription("Stores the dot product between two rotations.")] public class Dot : Action { [Tooltip("The first rotation")] public SharedQuaternion leftRotation; [Tooltip("The second rotation")] public SharedQuaternion rightRotation; [Tooltip("The stored result")] [RequiredField] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Quaternion.Dot(leftRotation.Value, rightRotation.Value); return TaskStatus.Success; } public override void OnReset() { leftRotation = rightRotation = Quaternion.identity; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Dot.cs.meta ================================================ fileFormatVersion: 2 guid: fa9235523569d574aa7d22ce89423eca MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Euler.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion { [TaskCategory("Unity/Quaternion")] [TaskDescription("Stores the quaternion of a euler vector.")] public class Euler : Action { [Tooltip("The euler vector")] public SharedVector3 eulerVector; [Tooltip("The stored quaternion")] [RequiredField] public SharedQuaternion storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Quaternion.Euler(eulerVector.Value); return TaskStatus.Success; } public override void OnReset() { eulerVector = Vector3.zero; storeResult = Quaternion.identity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Euler.cs.meta ================================================ fileFormatVersion: 2 guid: b4d275b4450a324409ace385a718d9ee MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/FromToRotation.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion { [TaskCategory("Unity/Quaternion")] [TaskDescription("Stores a rotation which rotates from the first direction to the second.")] public class FromToRotation : Action { [Tooltip("The from rotation")] public SharedVector3 fromDirection; [Tooltip("The to rotation")] public SharedVector3 toDirection; [Tooltip("The stored result")] [RequiredField] public SharedQuaternion storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Quaternion.FromToRotation(fromDirection.Value, toDirection.Value); return TaskStatus.Success; } public override void OnReset() { fromDirection = toDirection = Vector3.zero; storeResult = Quaternion.identity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/FromToRotation.cs.meta ================================================ fileFormatVersion: 2 guid: 56740b2c218d500408dd75c6c15006ec MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Identity.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion { [TaskCategory("Unity/Quaternion")] [TaskDescription("Stores the quaternion identity.")] public class Identity : Action { [Tooltip("The identity")] [RequiredField] public SharedQuaternion storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Quaternion.identity; return TaskStatus.Success; } public override void OnReset() { storeResult = Quaternion.identity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Identity.cs.meta ================================================ fileFormatVersion: 2 guid: f4eefb6e25898904688a422ca79d763c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Inverse.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion { [TaskCategory("Unity/Quaternion")] [TaskDescription("Stores the inverse of the specified quaternion.")] public class Inverse : Action { [Tooltip("The target quaternion")] public SharedQuaternion targetQuaternion; [Tooltip("The stored quaternion")] [RequiredField] public SharedQuaternion storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Quaternion.Inverse(targetQuaternion.Value); return TaskStatus.Success; } public override void OnReset() { targetQuaternion = storeResult = Quaternion.identity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Inverse.cs.meta ================================================ fileFormatVersion: 2 guid: ab8f5048bc0e5ce409bf3408c60bc3eb MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Lerp.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion { [TaskCategory("Unity/Quaternion")] [TaskDescription("Lerps between two quaternions.")] public class Lerp : Action { [Tooltip("The from rotation")] public SharedQuaternion fromQuaternion; [Tooltip("The to rotation")] public SharedQuaternion toQuaternion; [Tooltip("The amount to lerp")] public SharedFloat amount; [Tooltip("The stored result")] [RequiredField] public SharedQuaternion storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Quaternion.Lerp(fromQuaternion.Value, toQuaternion.Value, amount.Value); return TaskStatus.Success; } public override void OnReset() { fromQuaternion = toQuaternion = storeResult = Quaternion.identity; amount = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Lerp.cs.meta ================================================ fileFormatVersion: 2 guid: fb19d83a245337542a5c0f02593e8dab MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/LookRotation.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion { [TaskCategory("Unity/Quaternion")] [TaskDescription("Stores the quaternion of a forward vector.")] public class LookRotation : Action { [Tooltip("The forward vector")] public SharedVector3 forwardVector; [Tooltip("The second Vector3")] public SharedVector3 secondVector3; [Tooltip("The stored quaternion")] [RequiredField] public SharedQuaternion storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Quaternion.LookRotation(forwardVector.Value); return TaskStatus.Success; } public override void OnReset() { forwardVector = Vector3.zero; storeResult = Quaternion.identity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/LookRotation.cs.meta ================================================ fileFormatVersion: 2 guid: e006fb91f87854448b9bd6cb1d20b2f1 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/RotateTowards.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion { [TaskCategory("Unity/Quaternion")] [TaskDescription("Stores the quaternion after a rotation.")] public class RotateTowards : Action { [Tooltip("The from rotation")] public SharedQuaternion fromQuaternion; [Tooltip("The to rotation")] public SharedQuaternion toQuaternion; [Tooltip("The maximum degrees delta")] public SharedFloat maxDeltaDegrees; [Tooltip("The stored result")] [RequiredField] public SharedQuaternion storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Quaternion.RotateTowards(fromQuaternion.Value, toQuaternion.Value, maxDeltaDegrees.Value); return TaskStatus.Success; } public override void OnReset() { fromQuaternion = toQuaternion = storeResult = Quaternion.identity; maxDeltaDegrees = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/RotateTowards.cs.meta ================================================ fileFormatVersion: 2 guid: b5e043a106ab4784aab997fa0e27f972 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Slerp.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion { [TaskCategory("Unity/Quaternion")] [TaskDescription("Spherically lerp between two quaternions.")] public class Slerp : Action { [Tooltip("The from rotation")] public SharedQuaternion fromQuaternion; [Tooltip("The to rotation")] public SharedQuaternion toQuaternion; [Tooltip("The amount to lerp")] public SharedFloat amount; [Tooltip("The stored result")] [RequiredField] public SharedQuaternion storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Quaternion.Slerp(fromQuaternion.Value, toQuaternion.Value, amount.Value); return TaskStatus.Success; } public override void OnReset() { fromQuaternion = toQuaternion = storeResult = Quaternion.identity; amount = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion/Slerp.cs.meta ================================================ fileFormatVersion: 2 guid: b36eacb0f1a46624193a622ef50979ff MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Quaternion.meta ================================================ fileFormatVersion: 2 guid: 9690a813f3dd5e44ab883f944d71cb8e folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Renderer/IsVisible.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRenderer { [TaskCategory("Unity/Renderer")] [TaskDescription("Returns Success if the Renderer is visible, otherwise Failure.")] public class IsVisible : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; // cache the renderer component private Renderer renderer; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { renderer = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (renderer == null) { Debug.LogWarning("Renderer is null"); return TaskStatus.Failure; } return renderer.isVisible ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Renderer/IsVisible.cs.meta ================================================ fileFormatVersion: 2 guid: 3b6ba7f7e8884c14c9ef4a74b50b0a8e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Renderer/SetMaterial.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRenderer { [TaskCategory("Unity/Renderer")] [TaskDescription("Sets the material on the Renderer.")] public class SetMaterial : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The material to set")] public SharedMaterial material; // cache the renderer component private Renderer renderer; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { renderer = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (renderer == null) { Debug.LogWarning("Renderer is null"); return TaskStatus.Failure; } renderer.material = material.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; material = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Renderer/SetMaterial.cs.meta ================================================ fileFormatVersion: 2 guid: bf71e4b9292cad342877356107f76d39 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Renderer.meta ================================================ fileFormatVersion: 2 guid: 28495acb4ccb2c74d8b7dbbd3ebb81cf folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddExplosionForce.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Applies a force to the rigidbody that simulates explosion effects. Returns Success.")] public class AddExplosionForce : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The force of the explosion")] public SharedFloat explosionForce; [Tooltip("The position of the explosion")] public SharedVector3 explosionPosition; [Tooltip("The radius of the explosion")] public SharedFloat explosionRadius; [Tooltip("Applies the force as if it was applied from beneath the object")] public float upwardsModifier = 0; [Tooltip("The type of force")] public ForceMode forceMode = ForceMode.Force; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.AddExplosionForce(explosionForce.Value, explosionPosition.Value, explosionRadius.Value, upwardsModifier, forceMode); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; explosionForce = 0; explosionPosition = Vector3.zero; explosionRadius = 0; upwardsModifier = 0; forceMode = ForceMode.Force; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddExplosionForce.cs.meta ================================================ fileFormatVersion: 2 guid: ccb592e850d4c734995a2a1c3f930b62 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddForce.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [RequiredComponent(typeof(Rigidbody))] [TaskCategory("Unity/Rigidbody")] [TaskDescription("Applies a force to the rigidbody. Returns Success.")] public class AddForce : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The amount of force to apply")] public SharedVector3 force; [Tooltip("The type of force")] public ForceMode forceMode = ForceMode.Force; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.AddForce(force.Value, forceMode); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; if (force != null) { force.Value = Vector3.zero; } forceMode = ForceMode.Force; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddForce.cs.meta ================================================ fileFormatVersion: 2 guid: 5748d4214b99b8c49ba67902a8495a30 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddForceAtPosition.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Applies a force at the specified position to the rigidbody. Returns Success.")] public class AddForceAtPosition : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The amount of force to apply")] public SharedVector3 force; [Tooltip("The position of the force")] public SharedVector3 position; [Tooltip("The type of force")] public ForceMode forceMode = ForceMode.Force; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.AddForceAtPosition(force.Value, position.Value, forceMode); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; force = Vector3.zero; position = Vector3.zero; forceMode = ForceMode.Force; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddForceAtPosition.cs.meta ================================================ fileFormatVersion: 2 guid: c3938bcd4e88b45419aa86adee51a2c2 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddRelativeForce.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Applies a force to the rigidbody relative to its coordinate system. Returns Success.")] public class AddRelativeForce : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The amount of force to apply")] public SharedVector3 force; [Tooltip("The type of force")] public ForceMode forceMode = ForceMode.Force; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.AddRelativeForce(force.Value, forceMode); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; force = Vector3.zero; forceMode = ForceMode.Force; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddRelativeForce.cs.meta ================================================ fileFormatVersion: 2 guid: 1de05a2b6197b2d4b9da1c36bf382649 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddRelativeTorque.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Applies a torque to the rigidbody relative to its coordinate system. Returns Success.")] public class AddRelativeTorque : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The amount of torque to apply")] public SharedVector3 torque; [Tooltip("The type of torque")] public ForceMode forceMode = ForceMode.Force; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { rigidbody.AddRelativeTorque(torque.Value, forceMode); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; torque = Vector3.zero; forceMode = ForceMode.Force; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddRelativeTorque.cs.meta ================================================ fileFormatVersion: 2 guid: 71136c1193309b24c93d450b5f2e47be MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddTorque.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Applies a torque to the rigidbody. Returns Success.")] public class AddTorque : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The amount of torque to apply")] public SharedVector3 torque; [Tooltip("The type of torque")] public ForceMode forceMode = ForceMode.Force; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.AddTorque(torque.Value, forceMode); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; torque = Vector3.zero; forceMode = ForceMode.Force; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/AddTorque.cs.meta ================================================ fileFormatVersion: 2 guid: 88c726c1cb324e6429637f55d36c3d01 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetAngularDrag.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Stores the angular drag of the Rigidbody. Returns Success.")] public class GetAngularDrag : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The angular drag of the Rigidbody")] [RequiredField] public SharedFloat storeValue; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody.angularDrag; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetAngularDrag.cs.meta ================================================ fileFormatVersion: 2 guid: 5fb34b334a02db64db2d6a2fb2448be5 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetAngularVelocity.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Stores the angular velocity of the Rigidbody. Returns Success.")] public class GetAngularVelocity : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The angular velocity of the Rigidbody")] [RequiredField] public SharedVector3 storeValue; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody.angularVelocity; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetAngularVelocity.cs.meta ================================================ fileFormatVersion: 2 guid: 492dc3a13d07ed149bcd19d36e2f7ee7 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetCenterOfMass.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Stores the center of mass of the Rigidbody. Returns Success.")] public class GetCenterOfMass : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The center of mass of the Rigidbody")] [RequiredField] public SharedVector3 storeValue; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody.centerOfMass; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetCenterOfMass.cs.meta ================================================ fileFormatVersion: 2 guid: b993020e1d60f5242a7e3618501f871e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetDrag.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Stores the drag of the Rigidbody. Returns Success.")] public class GetDrag : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The drag of the Rigidbody")] [RequiredField] public SharedFloat storeValue; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody.drag; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetDrag.cs.meta ================================================ fileFormatVersion: 2 guid: 69bd087f6899c604f82441b108ead2a8 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetFreezeRotation.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Stores the freeze rotation value of the Rigidbody. Returns Success.")] public class GetFreezeRotation : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The freeze rotation value of the Rigidbody")] [RequiredField] public SharedBool storeValue; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody.freezeRotation; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetFreezeRotation.cs.meta ================================================ fileFormatVersion: 2 guid: 889065cfad95df04a802761fcccb8359 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetIsKinematic.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Stores the is kinematic value of the Rigidbody. Returns Success.")] public class GetIsKinematic : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The is kinematic value of the Rigidbody")] [RequiredField] public SharedBool storeValue; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody.isKinematic; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetIsKinematic.cs.meta ================================================ fileFormatVersion: 2 guid: a531151d14b8a9640be8d499d9db4538 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetMass.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Stores the mass of the Rigidbody. Returns Success.")] public class GetMass : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The mass of the Rigidbody")] [RequiredField] public SharedFloat storeValue; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody.mass; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetMass.cs.meta ================================================ fileFormatVersion: 2 guid: 2638ca749ba5a404f84fd72811b16c81 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetPosition.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Stores the position of the Rigidbody. Returns Success.")] public class GetPosition : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The position of the Rigidbody")] [RequiredField] public SharedVector3 storeValue; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody.position; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetPosition.cs.meta ================================================ fileFormatVersion: 2 guid: 25f9090c180831b4daaa1a24894681ac MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetRotation.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Stores the rotation of the Rigidbody. Returns Success.")] public class GetRotation : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The rotation of the Rigidbody")] [RequiredField] public SharedQuaternion storeValue; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody.rotation; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Quaternion.identity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetRotation.cs.meta ================================================ fileFormatVersion: 2 guid: 937400bc82220b543aa9b3074f17f4d6 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetUseGravity.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Stores the use gravity value of the Rigidbody. Returns Success.")] public class GetUseGravity : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The use gravity value of the Rigidbody")] [RequiredField] public SharedBool storeValue; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody.useGravity; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetUseGravity.cs.meta ================================================ fileFormatVersion: 2 guid: 1d7358afc7810ca4aa2ae8a2cd4b9e6e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetVelocity.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Stores the velocity of the Rigidbody. Returns Success.")] public class GetVelocity : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The velocity of the Rigidbody")] [RequiredField] public SharedVector3 storeValue; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody.velocity; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/GetVelocity.cs.meta ================================================ fileFormatVersion: 2 guid: 9c18365eb6865164ebb5b0057dcc6bb4 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/IsKinematic.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Returns Success if the Rigidbody is kinematic, otherwise Failure.")] public class IsKinematic : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } return rigidbody.isKinematic ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/IsKinematic.cs.meta ================================================ fileFormatVersion: 2 guid: 30be28b36412643418c2e61640147eac MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/IsSleeping.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Returns Success if the Rigidbody is sleeping, otherwise Failure.")] public class IsSleeping : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } return rigidbody.IsSleeping() ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/IsSleeping.cs.meta ================================================ fileFormatVersion: 2 guid: 37e8153613f519240a11c3f6583d1030 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/MovePosition.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Moves the Rigidbody to the specified position. Returns Success.")] public class MovePosition : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The new position of the Rigidbody")] public SharedVector3 position; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.MovePosition(position.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; position = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/MovePosition.cs.meta ================================================ fileFormatVersion: 2 guid: 87176662744aee049b8af51b01bcb526 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/MoveRotation.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Rotates the Rigidbody to the specified rotation. Returns Success.")] public class MoveRotation : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The new rotation of the Rigidbody")] public SharedQuaternion rotation; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.MoveRotation(rotation.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; rotation = Quaternion.identity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/MoveRotation.cs.meta ================================================ fileFormatVersion: 2 guid: f1ba2e66d5ca98a4ba4020b4eff4da6e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetAngularDrag.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Sets the angular drag of the Rigidbody. Returns Success.")] public class SetAngularDrag : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The angular drag of the Rigidbody")] public SharedFloat angularDrag; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.angularDrag = angularDrag.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; angularDrag = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetAngularDrag.cs.meta ================================================ fileFormatVersion: 2 guid: 2883595af7ee1c649ae45353482beed8 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetAngularVelocity.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Sets the angular velocity of the Rigidbody. Returns Success.")] public class SetAngularVelocity : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The angular velocity of the Rigidbody")] public SharedVector3 angularVelocity; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.angularVelocity = angularVelocity.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; angularVelocity = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetAngularVelocity.cs.meta ================================================ fileFormatVersion: 2 guid: 8652396368a6dad4eb6e1259e680595c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetCenterOfMass.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Sets the center of mass of the Rigidbody. Returns Success.")] public class SetCenterOfMass : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The center of mass of the Rigidbody")] public SharedVector3 centerOfMass; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.centerOfMass = centerOfMass.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; centerOfMass = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetCenterOfMass.cs.meta ================================================ fileFormatVersion: 2 guid: 594f2d37fbfc0d545a0377cf63543f41 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetConstraints.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Sets the constraints of the Rigidbody. Returns Success.")] public class SetConstraints : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The constraints of the Rigidbody")] public RigidbodyConstraints constraints = RigidbodyConstraints.None; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.constraints = constraints; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; constraints = RigidbodyConstraints.None; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetConstraints.cs.meta ================================================ fileFormatVersion: 2 guid: dd098240974b0184ca8c66cb6e450753 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetDrag.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Sets the drag of the Rigidbody. Returns Success.")] public class SetDrag : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The drag of the Rigidbody")] public SharedFloat drag; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.drag = drag.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; drag = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetDrag.cs.meta ================================================ fileFormatVersion: 2 guid: 8984a684f33e6644abbb9cfe6c9068d9 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetFreezeRotation.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Sets the freeze rotation value of the Rigidbody. Returns Success.")] public class SetFreezeRotation : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The freeze rotation value of the Rigidbody")] public SharedBool freezeRotation; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.freezeRotation = freezeRotation.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; freezeRotation = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetFreezeRotation.cs.meta ================================================ fileFormatVersion: 2 guid: 4160755a1f5174546b6ccbabff469187 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetIsKinematic.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Sets the is kinematic value of the Rigidbody. Returns Success.")] public class SetIsKinematic : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The is kinematic value of the Rigidbody")] public SharedBool isKinematic; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.isKinematic = isKinematic.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; isKinematic = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetIsKinematic.cs.meta ================================================ fileFormatVersion: 2 guid: 6d93194d82815024cadf3f4f842666d0 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetMass.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Sets the mass of the Rigidbody. Returns Success.")] public class SetMass : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The mass of the Rigidbody")] public SharedFloat mass; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.mass = mass.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; mass = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetMass.cs.meta ================================================ fileFormatVersion: 2 guid: 82f7a92bee3553d49bbb1ebabfaffc12 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetPosition.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Sets the position of the Rigidbody. Returns Success.")] public class SetPosition : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The position of the Rigidbody")] public SharedVector3 position; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.position = position.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; position = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetPosition.cs.meta ================================================ fileFormatVersion: 2 guid: 8a33b86eb94a87c449e1f3344973cc50 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetRotation.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Stores the rotation of the Rigidbody. Returns Success.")] public class SetRotation : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The rotation of the Rigidbody")] public SharedQuaternion rotation; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.rotation = rotation.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; rotation = Quaternion.identity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetRotation.cs.meta ================================================ fileFormatVersion: 2 guid: c5ac2e84278f4a845ba47d1e4469e869 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetUseGravity.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Sets the use gravity value of the Rigidbody. Returns Success.")] public class SetUseGravity : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The use gravity value of the Rigidbody")] public SharedBool isKinematic; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.useGravity = isKinematic.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; isKinematic = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetUseGravity.cs.meta ================================================ fileFormatVersion: 2 guid: 19548f438ad1c684180d41713cbdeb76 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetVelocity.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Sets the velocity of the Rigidbody. Returns Success.")] public class SetVelocity : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The velocity of the Rigidbody")] public SharedVector3 velocity; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.velocity = velocity.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; velocity = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/SetVelocity.cs.meta ================================================ fileFormatVersion: 2 guid: 3e3fc3ca798c87644a42b1c930fff3f0 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/Sleep.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Forces the Rigidbody to sleep at least one frame. Returns Success.")] public class Sleep : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.Sleep(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/Sleep.cs.meta ================================================ fileFormatVersion: 2 guid: 1683ca7168c4ce74db4396c4d3cb65ce MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/UseGravity.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Returns Success if the Rigidbody is using gravity, otherwise Failure.")] public class UseGravity : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } return rigidbody.useGravity ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/UseGravity.cs.meta ================================================ fileFormatVersion: 2 guid: a0d11b67c4ae058469e7f7b00db7103f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/WakeUp.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody { [TaskCategory("Unity/Rigidbody")] [TaskDescription("Forces the Rigidbody to wake up. Returns Success.")] public class WakeUp : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; // cache the rigidbody component private Rigidbody rigidbody; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.WakeUp(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody/WakeUp.cs.meta ================================================ fileFormatVersion: 2 guid: d4314af88b4d86046bdac1f10f6f9a47 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody.meta ================================================ fileFormatVersion: 2 guid: 7386abd588fbf344cb7e3ebda1c28d87 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/AddForce.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Applies a force to the Rigidbody2D. Returns Success.")] public class AddForce : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The amount of force to apply")] public SharedVector2 force; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } rigidbody2D.AddForce(force.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; force = Vector2.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/AddForce.cs.meta ================================================ fileFormatVersion: 2 guid: 9ea79154ee01cf441a9744c877542a1f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/AddForceAtPosition.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Applies a force at the specified position to the Rigidbody2D. Returns Success.")] public class AddForceAtPosition : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The amount of force to apply")] public SharedVector2 force; [Tooltip("The position of the force")] public SharedVector2 position; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } rigidbody2D.AddForceAtPosition(force.Value, position.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; force = Vector2.zero; position = Vector2.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/AddForceAtPosition.cs.meta ================================================ fileFormatVersion: 2 guid: dd82f0f77306bad46bae7944a5c66664 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/AddTorque.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Applies a torque to the Rigidbody2D. Returns Success.")] public class AddTorque : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The amount of torque to apply")] public SharedFloat torque; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } rigidbody2D.AddTorque(torque.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; torque = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/AddTorque.cs.meta ================================================ fileFormatVersion: 2 guid: cc561d806d4518044becff628e148424 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetAngularDrag.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Stores the angular drag of the Rigidbody2D. Returns Success.")] public class GetAngularDrag : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The angular drag of the Rigidbody2D")] [RequiredField] public SharedFloat storeValue; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody2D.angularDrag; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetAngularDrag.cs.meta ================================================ fileFormatVersion: 2 guid: 10833270578d69041b561c5126bb31f2 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetAngularVelocity.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Stores the angular velocity of the Rigidbody2D. Returns Success.")] public class GetAngularVelocity : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The angular velocity of the Rigidbody2D")] [RequiredField] public SharedFloat storeValue; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody2D.angularVelocity; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetAngularVelocity.cs.meta ================================================ fileFormatVersion: 2 guid: 68ac62a9384c11245a850220f1bc72b8 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetDrag.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Stores the drag of the Rigidbody2D. Returns Success.")] public class GetDrag : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The drag of the Rigidbody2D")] [RequiredField] public SharedFloat storeValue; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody2D.drag; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetDrag.cs.meta ================================================ fileFormatVersion: 2 guid: 6e39198e5d65d514185f2816cced7c7b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetGravtyScale.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Stores the gravity scale of the Rigidbody2D. Returns Success.")] public class GetGravityScale : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The gravity scale of the Rigidbody2D")] [RequiredField] public SharedFloat storeValue; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody2D.gravityScale; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetGravtyScale.cs.meta ================================================ fileFormatVersion: 2 guid: e2d17fb9baea6554082f2edc46483e8c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetIsKinematic.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Stores the is kinematic value of the Rigidbody2D. Returns Success.")] public class GetIsKinematic : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The is kinematic value of the Rigidbody2D")] [RequiredField] public SharedBool storeValue; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody2D.isKinematic; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetIsKinematic.cs.meta ================================================ fileFormatVersion: 2 guid: 66c6175d42bd49e48be458378e0a7875 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetMass.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Stores the mass of the Rigidbody2D. Returns Success.")] public class GetMass : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The mass of the Rigidbody2D")] [RequiredField] public SharedFloat storeValue; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody2D.mass; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetMass.cs.meta ================================================ fileFormatVersion: 2 guid: 72d52ef5efe5e974994c91279536555e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetPosition.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Stores the position of the Rigidbody2D. Returns Success.")] public class GetPosition : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The velocity of the Rigidbody2D")] [RequiredField] public SharedVector2 storeValue; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody2D.position; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector2.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetPosition.cs.meta ================================================ fileFormatVersion: 2 guid: 98dff23734f3a834cbf5ccf87c9904f7 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetRotation.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Stores the rotation of the Rigidbody2D. Returns Success.")] public class GetRotation : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The rotation of the Rigidbody2D")] [RequiredField] public SharedFloat storeValue; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody2D.rotation; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetRotation.cs.meta ================================================ fileFormatVersion: 2 guid: a7d82ab7ef780f34cb5df06366b0bdbf MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetVelocity.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Stores the velocity of the Rigidbody2D. Returns Success.")] public class GetVelocity : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The velocity of the Rigidbody2D")] [RequiredField] public SharedVector2 storeValue; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } storeValue.Value = rigidbody2D.velocity; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector2.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/GetVelocity.cs.meta ================================================ fileFormatVersion: 2 guid: 13009f7b6ee1bc04884442484a065cc3 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/IsKinematic.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Returns Success if the Rigidbody2D is kinematic, otherwise Failure.")] public class IsKinematic : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } return rigidbody2D.isKinematic ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/IsKinematic.cs.meta ================================================ fileFormatVersion: 2 guid: 47d2e6e60a2251c41a2c548dc9a8c922 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/IsSleeping.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Returns Success if the Rigidbody2D is sleeping, otherwise Failure.")] public class IsSleeping : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } return rigidbody2D.IsSleeping() ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/IsSleeping.cs.meta ================================================ fileFormatVersion: 2 guid: 52859810158277a4a917e70a834a82a5 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/MovePosition.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Moves the Rigidbody2D to the specified position. Returns Success.")] public class MovePosition : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The new position of the Rigidbody")] public SharedVector2 position; // cache the rigidbody component private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody2D.MovePosition(position.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; position = Vector2.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/MovePosition.cs.meta ================================================ fileFormatVersion: 2 guid: 3e72fab171287194ea2d8eb2aa239cd4 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/MoveRotation.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Rotates the Rigidbody2D to the specified rotation. Returns Success.")] public class MoveRotation : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The new rotation of the Rigidbody")] public SharedFloat rotation; // cache the rigidbody component private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody2D.MoveRotation(rotation.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; rotation = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/MoveRotation.cs.meta ================================================ fileFormatVersion: 2 guid: 38b0095c420511f4b9ed263b1b5c6054 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetAngularDrag.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Sets the angular drag of the Rigidbody2D. Returns Success.")] public class SetAngularDrag : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The angular drag of the Rigidbody2D")] public SharedFloat angularDrag; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } rigidbody2D.angularDrag = angularDrag.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; angularDrag = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetAngularDrag.cs.meta ================================================ fileFormatVersion: 2 guid: 1717a737318274e4caa244f86c908851 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetAngularVelocity.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Sets the angular velocity of the Rigidbody2D. Returns Success.")] public class SetAngularVelocity : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The angular velocity of the Rigidbody2D")] public SharedFloat angularVelocity; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } rigidbody2D.angularVelocity = angularVelocity.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; angularVelocity = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetAngularVelocity.cs.meta ================================================ fileFormatVersion: 2 guid: c73dfb332d90cbe4280c21fafa59e2fa MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetDrag.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Sets the drag of the Rigidbody2D. Returns Success.")] public class SetDrag : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The drag of the Rigidbody2D")] public SharedFloat drag; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } rigidbody2D.drag = drag.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; drag = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetDrag.cs.meta ================================================ fileFormatVersion: 2 guid: 3148efd94c23d634a9f02cc9c808de80 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetGravityScale.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Sets the gravity scale of the Rigidbody2D. Returns Success.")] public class SetGravityScale : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The gravity scale of the Rigidbody2D")] public SharedFloat gravityScale; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } rigidbody2D.gravityScale = gravityScale.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; gravityScale = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetGravityScale.cs.meta ================================================ fileFormatVersion: 2 guid: ac896135858701649bcaffc7ef00637f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetIsKinematic.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Sets the is kinematic value of the Rigidbody2D. Returns Success.")] public class SetIsKinematic : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The is kinematic value of the Rigidbody2D")] public SharedBool isKinematic; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } rigidbody2D.isKinematic = isKinematic.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; isKinematic = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetIsKinematic.cs.meta ================================================ fileFormatVersion: 2 guid: b7c96d64d821e304a8c67c031565d902 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetMass.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Sets the mass of the Rigidbody2D. Returns Success.")] public class SetMass : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The mass of the Rigidbody2D")] public SharedFloat mass; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } rigidbody2D.mass = mass.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; mass = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetMass.cs.meta ================================================ fileFormatVersion: 2 guid: facbfd14ece02214889d587f06215105 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetVelocity.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Sets the velocity of the Rigidbody2D. Returns Success.")] public class SetVelocity : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The velocity of the Rigidbody2D")] public SharedVector2 velocity; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } rigidbody2D.velocity = velocity.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; velocity = Vector2.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/SetVelocity.cs.meta ================================================ fileFormatVersion: 2 guid: 5830960da4f9a3148ba5d8cd87228748 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/Sleep.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Forces the Rigidbody2D to sleep at least one frame. Returns Success.")] public class Sleep : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } rigidbody2D.Sleep(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/Sleep.cs.meta ================================================ fileFormatVersion: 2 guid: 7e24fd00ca72fda48a132dc9bfa71070 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/WakeUp.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D { [TaskCategory("Unity/Rigidbody2D")] [TaskDescription("Forces the Rigidbody2D to wake up. Returns Success.")] public class WakeUp : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } rigidbody2D.WakeUp(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/WakeUp.cs.meta ================================================ fileFormatVersion: 2 guid: 954f1f9c196c39345b2fd389516ad613 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D.meta ================================================ fileFormatVersion: 2 guid: f6210d6e494a9ca42971ebd758c1f116 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedBool.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Returns success if the variable value is equal to the compareTo value.")] public class CompareSharedBool : Conditional { [Tooltip("The first variable to compare")] public SharedBool variable; [Tooltip("The variable to compare to")] public SharedBool compareTo; public override TaskStatus OnUpdate() { return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { variable = false; compareTo = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedBool.cs.meta ================================================ fileFormatVersion: 2 guid: ba0766a97c2e5c94fbc49d8cb1dea8e3 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedColor.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Returns success if the variable value is equal to the compareTo value.")] public class CompareSharedColor : Conditional { [Tooltip("The first variable to compare")] public SharedColor variable; [Tooltip("The variable to compare to")] public SharedColor compareTo; public override TaskStatus OnUpdate() { return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { variable = Color.black; compareTo = Color.black; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedColor.cs.meta ================================================ fileFormatVersion: 2 guid: c9e83747d98bd064b9a5ad62b36d7657 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedFloat.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Returns success if the variable value is equal to the compareTo value.")] public class CompareSharedFloat : Conditional { [Tooltip("The first variable to compare")] public SharedFloat variable; [Tooltip("The variable to compare to")] public SharedFloat compareTo; public override TaskStatus OnUpdate() { return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { variable = 0; compareTo = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedFloat.cs.meta ================================================ fileFormatVersion: 2 guid: 6925a99e92b6d804db1f4b607e7501d3 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedGameObject.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Returns success if the variable value is equal to the compareTo value.")] public class CompareSharedGameObject : Conditional { [Tooltip("The first variable to compare")] public SharedGameObject variable; [Tooltip("The variable to compare to")] public SharedGameObject compareTo; public override TaskStatus OnUpdate() { if (variable.Value == null && compareTo.Value != null) return TaskStatus.Failure; if (variable.Value == null && compareTo.Value == null) return TaskStatus.Success; return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { variable = null; compareTo = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedGameObject.cs.meta ================================================ fileFormatVersion: 2 guid: daa5c3b8a325bcd4bb3da10a6715f6d0 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedGameObjectList.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Returns success if the variable value is equal to the compareTo value.")] public class CompareSharedGameObjectList : Conditional { [Tooltip("The first variable to compare")] public SharedGameObjectList variable; [Tooltip("The variable to compare to")] public SharedGameObjectList compareTo; public override TaskStatus OnUpdate() { if (variable.Value == null && compareTo.Value != null) return TaskStatus.Failure; if (variable.Value == null && compareTo.Value == null) return TaskStatus.Success; if (variable.Value.Count != compareTo.Value.Count) return TaskStatus.Failure; for (int i = 0; i < variable.Value.Count; ++i) { if (variable.Value[i] != compareTo.Value[i]) { return TaskStatus.Failure; } } return TaskStatus.Success; } public override void OnReset() { variable = null; compareTo = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedGameObjectList.cs.meta ================================================ fileFormatVersion: 2 guid: a2b81932d36a0be4fba0868f7ed3e53c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedInt.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Returns success if the variable value is equal to the compareTo value.")] public class CompareSharedInt : Conditional { [Tooltip("The first variable to compare")] public SharedInt variable; [Tooltip("The variable to compare to")] public SharedInt compareTo; public override TaskStatus OnUpdate() { return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { variable = 0; compareTo = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedInt.cs.meta ================================================ fileFormatVersion: 2 guid: 40307a4117777b4479a1402fd67811ff MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedObject.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Returns success if the variable value is equal to the compareTo value.")] public class CompareSharedObject : Conditional { [Tooltip("The first variable to compare")] public SharedObject variable; [Tooltip("The variable to compare to")] public SharedObject compareTo; public override TaskStatus OnUpdate() { if (variable.Value == null && compareTo.Value != null) return TaskStatus.Failure; if (variable.Value == null && compareTo.Value == null) return TaskStatus.Success; return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { variable = null; compareTo = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedObject.cs.meta ================================================ fileFormatVersion: 2 guid: 66a9105498519ae4082d9ac7adcf5da4 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedObjectList.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Returns success if the variable value is equal to the compareTo value.")] public class CompareSharedObjectList : Conditional { [Tooltip("The first variable to compare")] public SharedObjectList variable; [Tooltip("The variable to compare to")] public SharedObjectList compareTo; public override TaskStatus OnUpdate() { if (variable.Value == null && compareTo.Value != null) return TaskStatus.Failure; if (variable.Value == null && compareTo.Value == null) return TaskStatus.Success; if (variable.Value.Count != compareTo.Value.Count) return TaskStatus.Failure; for (int i = 0; i < variable.Value.Count; ++i) { if (variable.Value[i] != compareTo.Value[i]) { return TaskStatus.Failure; } } return TaskStatus.Success; } public override void OnReset() { variable = null; compareTo = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedObjectList.cs.meta ================================================ fileFormatVersion: 2 guid: ac4cab9acc737904885d379388e83950 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedQuaternion.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Returns success if the variable value is equal to the compareTo value.")] public class CompareSharedQuaternion : Conditional { [Tooltip("The first variable to compare")] public SharedQuaternion variable; [Tooltip("The variable to compare to")] public SharedQuaternion compareTo; public override TaskStatus OnUpdate() { return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { variable = Quaternion.identity; compareTo = Quaternion.identity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedQuaternion.cs.meta ================================================ fileFormatVersion: 2 guid: 101b2ac215bf58149ab91be3b55d5145 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedRect.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Returns success if the variable value is equal to the compareTo value.")] public class CompareSharedRect : Conditional { [Tooltip("The first variable to compare")] public SharedRect variable; [Tooltip("The variable to compare to")] public SharedRect compareTo; public override TaskStatus OnUpdate() { return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { variable = new Rect(); compareTo = new Rect(); } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedRect.cs.meta ================================================ fileFormatVersion: 2 guid: d73d97622bbe61d4c91f9b4cacb3e0c2 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedString.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Returns success if the variable value is equal to the compareTo value.")] public class CompareSharedString : Conditional { [Tooltip("The first variable to compare")] public SharedString variable; [Tooltip("The variable to compare to")] public SharedString compareTo; public override TaskStatus OnUpdate() { return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { variable = ""; compareTo = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedString.cs.meta ================================================ fileFormatVersion: 2 guid: 8b1a3248c84732345914404e47a55fcc MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedTransform.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Returns success if the variable value is equal to the compareTo value.")] public class CompareSharedTransform : Conditional { [Tooltip("The first variable to compare")] public SharedTransform variable; [Tooltip("The variable to compare to")] public SharedTransform compareTo; public override TaskStatus OnUpdate() { if (variable.Value == null && compareTo.Value != null) return TaskStatus.Failure; if (variable.Value == null && compareTo.Value == null) return TaskStatus.Success; return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { variable = null; compareTo = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedTransform.cs.meta ================================================ fileFormatVersion: 2 guid: a21f70566ff2afc4e95454d3d658c1fa MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedTransformList.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Returns success if the variable value is equal to the compareTo value.")] public class CompareSharedTransformList : Conditional { [Tooltip("The first variable to compare")] public SharedTransformList variable; [Tooltip("The variable to compare to")] public SharedTransformList compareTo; public override TaskStatus OnUpdate() { if (variable.Value == null && compareTo.Value != null) return TaskStatus.Failure; if (variable.Value == null && compareTo.Value == null) return TaskStatus.Success; if (variable.Value.Count != compareTo.Value.Count) return TaskStatus.Failure; for (int i = 0; i < variable.Value.Count; ++i) { if (variable.Value[i] != compareTo.Value[i]) { return TaskStatus.Failure; } } return TaskStatus.Success; } public override void OnReset() { variable = null; compareTo = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedTransformList.cs.meta ================================================ fileFormatVersion: 2 guid: 8ea22243f4fc22946a0033142f3a2380 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedVector2.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Returns success if the variable value is equal to the compareTo value.")] public class CompareSharedVector2 : Conditional { [Tooltip("The first variable to compare")] public SharedVector2 variable; [Tooltip("The variable to compare to")] public SharedVector2 compareTo; public override TaskStatus OnUpdate() { return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { variable = Vector2.zero; compareTo = Vector2.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedVector2.cs.meta ================================================ fileFormatVersion: 2 guid: ce90fa6ac7a64b044936fa647e5f0e80 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedVector3.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Returns success if the variable value is equal to the compareTo value.")] public class CompareSharedVector3 : Conditional { [Tooltip("The first variable to compare")] public SharedVector3 variable; [Tooltip("The variable to compare to")] public SharedVector3 compareTo; public override TaskStatus OnUpdate() { return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { variable = Vector3.zero; compareTo = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedVector3.cs.meta ================================================ fileFormatVersion: 2 guid: 617192db87511d844940d400c960d13d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedVector4.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Returns success if the variable value is equal to the compareTo value.")] public class CompareSharedVector4 : Conditional { [Tooltip("The first variable to compare")] public SharedVector4 variable; [Tooltip("The variable to compare to")] public SharedVector4 compareTo; public override TaskStatus OnUpdate() { return variable.Value.Equals(compareTo.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { variable = Vector4.zero; compareTo = Vector4.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/CompareSharedVector4.cs.meta ================================================ fileFormatVersion: 2 guid: 9738be23ad39d2c4ba8adc018b545ece MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedBool.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedBool variable to the specified object. Returns Success.")] public class SetSharedBool : Action { [Tooltip("The value to set the SharedBool to")] public SharedBool targetValue; [RequiredField] [Tooltip("The SharedBool to set")] public SharedBool targetVariable; public override TaskStatus OnUpdate() { targetVariable.Value = targetValue.Value; return TaskStatus.Success; } public override void OnReset() { targetValue = false; targetVariable = false; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedBool.cs.meta ================================================ fileFormatVersion: 2 guid: 54f63c79d78692a4e84e502f7cd705a6 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedColor.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedColor variable to the specified object. Returns Success.")] public class SetSharedColor : Action { [Tooltip("The value to set the SharedColor to")] public SharedColor targetValue; [RequiredField] [Tooltip("The SharedColor to set")] public SharedColor targetVariable; public override TaskStatus OnUpdate() { targetVariable.Value = targetValue.Value; return TaskStatus.Success; } public override void OnReset() { targetValue = Color.black; targetVariable = Color.black; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedColor.cs.meta ================================================ fileFormatVersion: 2 guid: 48c49264be0e7244ba46b8c970027a20 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedFloat.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedFloat variable to the specified object. Returns Success.")] public class SetSharedFloat : Action { [Tooltip("The value to set the SharedFloat to")] public SharedFloat targetValue; [RequiredField] [Tooltip("The SharedFloat to set")] public SharedFloat targetVariable; public override TaskStatus OnUpdate() { targetVariable.Value = targetValue.Value; return TaskStatus.Success; } public override void OnReset() { targetValue = 0; targetVariable = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedFloat.cs.meta ================================================ fileFormatVersion: 2 guid: 4d5b15c88fb154446b9b1ad90cb3987f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedGameObject.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedGameObject variable to the specified object. Returns Success.")] public class SetSharedGameObject : Action { [Tooltip("The value to set the SharedGameObject to. If null the variable will be set to the current GameObject")] public SharedGameObject targetValue; [RequiredField] [Tooltip("The SharedGameObject to set")] public SharedGameObject targetVariable; [Tooltip("Can the target value be null?")] public SharedBool valueCanBeNull; public override TaskStatus OnUpdate() { targetVariable.Value = ((targetValue.Value != null || valueCanBeNull.Value) ? targetValue.Value : gameObject); return TaskStatus.Success; } public override void OnReset() { valueCanBeNull = false; targetValue = null; targetVariable = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedGameObject.cs.meta ================================================ fileFormatVersion: 2 guid: bf4af224a0ebd5946bc4f01f18d0627b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedGameObjectList.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedGameObjectList variable to the specified object. Returns Success.")] public class SetSharedGameObjectList : Action { [Tooltip("The value to set the SharedGameObjectList to.")] public SharedGameObjectList targetValue; [RequiredField] [Tooltip("The SharedGameObjectList to set")] public SharedGameObjectList targetVariable; public override TaskStatus OnUpdate() { targetVariable.Value = targetValue.Value; return TaskStatus.Success; } public override void OnReset() { targetValue = null; targetVariable = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedGameObjectList.cs.meta ================================================ fileFormatVersion: 2 guid: b02b163c1dc1b894ca53f80378e39b26 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedInt.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedInt variable to the specified object. Returns Success.")] public class SetSharedInt : Action { [Tooltip("The value to set the SharedInt to")] public SharedInt targetValue; [RequiredField] [Tooltip("The SharedInt to set")] public SharedInt targetVariable; public override TaskStatus OnUpdate() { targetVariable.Value = targetValue.Value; return TaskStatus.Success; } public override void OnReset() { targetValue = 0; targetVariable = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedInt.cs.meta ================================================ fileFormatVersion: 2 guid: 742d2b1426f291e45b03bcf845c53a67 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedObject.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedObject variable to the specified object. Returns Success.")] public class SetSharedObject : Action { [Tooltip("The value to set the SharedObject to")] public SharedObject targetValue; [RequiredField] [Tooltip("The SharedTransform to set")] public SharedObject targetVariable; public override TaskStatus OnUpdate() { targetVariable.Value = targetValue.Value; return TaskStatus.Success; } public override void OnReset() { targetValue = null; targetVariable = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedObject.cs.meta ================================================ fileFormatVersion: 2 guid: f80da138a03cfdd4e98af96ed5f6681b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedObjectList.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedObjectList variable to the specified object. Returns Success.")] public class SetSharedObjectList : Action { [Tooltip("The value to set the SharedObjectList to.")] public SharedObjectList targetValue; [RequiredField] [Tooltip("The SharedObjectList to set")] public SharedObjectList targetVariable; public override TaskStatus OnUpdate() { targetVariable.Value = targetValue.Value; return TaskStatus.Success; } public override void OnReset() { targetValue = null; targetVariable = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedObjectList.cs.meta ================================================ fileFormatVersion: 2 guid: b5c211b64a2cf364e99b99dab3ce3c87 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedQuaternion.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedQuaternion variable to the specified object. Returns Success.")] public class SetSharedQuaternion : Action { [Tooltip("The value to set the SharedQuaternion to")] public SharedQuaternion targetValue; [RequiredField] [Tooltip("The SharedQuaternion to set")] public SharedQuaternion targetVariable; public override TaskStatus OnUpdate() { targetVariable.Value = targetValue.Value; return TaskStatus.Success; } public override void OnReset() { targetValue = Quaternion.identity; targetVariable = Quaternion.identity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedQuaternion.cs.meta ================================================ fileFormatVersion: 2 guid: 42f84705fc5571e4088098d1239b5f46 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedRect.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedRect variable to the specified object. Returns Success.")] public class SetSharedRect : Action { [Tooltip("The value to set the SharedRect to")] public SharedRect targetValue; [RequiredField] [Tooltip("The SharedRect to set")] public SharedRect targetVariable; public override TaskStatus OnUpdate() { targetVariable.Value = targetValue.Value; return TaskStatus.Success; } public override void OnReset() { targetValue = new Rect(); targetVariable = new Rect(); } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedRect.cs.meta ================================================ fileFormatVersion: 2 guid: 7313c7640a9d92b4294a7702b3c5339b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedString.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedString variable to the specified object. Returns Success.")] public class SetSharedString : Action { [Tooltip("The value to set the SharedString to")] public SharedString targetValue; [RequiredField] [Tooltip("The SharedString to set")] public SharedString targetVariable; public override TaskStatus OnUpdate() { targetVariable.Value = targetValue.Value; return TaskStatus.Success; } public override void OnReset() { targetValue = ""; targetVariable = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedString.cs.meta ================================================ fileFormatVersion: 2 guid: 92060068b2f07c54f930e1b8a8976c11 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedTransform.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedTransform variable to the specified object. Returns Success.")] public class SetSharedTransform : Action { [Tooltip("The value to set the SharedTransform to. If null the variable will be set to the current Transform")] public SharedTransform targetValue; [RequiredField] [Tooltip("The SharedTransform to set")] public SharedTransform targetVariable; public override TaskStatus OnUpdate() { targetVariable.Value = (targetValue.Value != null ? targetValue.Value : transform); return TaskStatus.Success; } public override void OnReset() { targetValue = null; targetVariable = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedTransform.cs.meta ================================================ fileFormatVersion: 2 guid: 78e7da45e8b6c2e4cbbf4fdf474070e5 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedTransformList.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedTransformList variable to the specified object. Returns Success.")] public class SetSharedTransformList : Action { [Tooltip("The value to set the SharedTransformList to.")] public SharedTransformList targetValue; [RequiredField] [Tooltip("The SharedTransformList to set")] public SharedTransformList targetVariable; public override TaskStatus OnUpdate() { targetVariable.Value = targetValue.Value; return TaskStatus.Success; } public override void OnReset() { targetValue = null; targetVariable = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedTransformList.cs.meta ================================================ fileFormatVersion: 2 guid: fae9cd59e50283949a2cc8ec460ffafe MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedVector2.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedVector2 variable to the specified object. Returns Success.")] public class SetSharedVector2 : Action { [Tooltip("The value to set the SharedVector2 to")] public SharedVector2 targetValue; [RequiredField] [Tooltip("The SharedVector2 to set")] public SharedVector2 targetVariable; public override TaskStatus OnUpdate() { targetVariable.Value = targetValue.Value; return TaskStatus.Success; } public override void OnReset() { targetValue = Vector2.zero; targetVariable = Vector2.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedVector2.cs.meta ================================================ fileFormatVersion: 2 guid: c70cf248c723950409d74c11d0781c06 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedVector3.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedVector3 variable to the specified object. Returns Success.")] public class SetSharedVector3 : Action { [Tooltip("The value to set the SharedVector3 to")] public SharedVector3 targetValue; [RequiredField] [Tooltip("The SharedVector3 to set")] public SharedVector3 targetVariable; public override TaskStatus OnUpdate() { targetVariable.Value = targetValue.Value; return TaskStatus.Success; } public override void OnReset() { targetValue = Vector3.zero; targetVariable = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedVector3.cs.meta ================================================ fileFormatVersion: 2 guid: 281820e8b30038d48b4fa8f25728e6c3 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedVector4.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedVector4 variable to the specified object. Returns Success.")] public class SetSharedVector4 : Action { [Tooltip("The value to set the SharedVector4 to")] public SharedVector4 targetValue; [RequiredField] [Tooltip("The SharedVector4 to set")] public SharedVector4 targetVariable; public override TaskStatus OnUpdate() { targetVariable.Value = targetValue.Value; return TaskStatus.Success; } public override void OnReset() { targetValue = Vector4.zero; targetVariable = Vector4.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SetSharedVector4.cs.meta ================================================ fileFormatVersion: 2 guid: 5ca30d99da0685a4fa32d79624a5c0a0 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SharedGameObjectToTransform.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Gets the Transform from the GameObject. Returns Success.")] public class SharedGameObjectToTransform : Action { [Tooltip("The GameObject to get the Transform of")] public SharedGameObject sharedGameObject; [RequiredField] [Tooltip("The Transform to set")] public SharedTransform sharedTransform; public override TaskStatus OnUpdate() { if (sharedGameObject.Value == null) { return TaskStatus.Failure; } sharedTransform.Value = sharedGameObject.Value.GetComponent(); return TaskStatus.Success; } public override void OnReset() { sharedGameObject = null; sharedTransform = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SharedGameObjectToTransform.cs.meta ================================================ fileFormatVersion: 2 guid: c08dcd1e915bef6448649ffe4d3bef3d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SharedGameObjectsToGameObjectList.cs ================================================ using UnityEngine; using System.Collections.Generic; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedGameObjectList values from the GameObjects. Returns Success.")] public class SharedGameObjectsToGameObjectList : Action { [Tooltip("The GameObjects value")] public SharedGameObject[] gameObjects; [RequiredField] [Tooltip("The SharedTransformList to set")] public SharedGameObjectList storedGameObjectList; public override void OnAwake() { storedGameObjectList.Value = new List(); } public override TaskStatus OnUpdate() { if (gameObjects == null || gameObjects.Length == 0) { return TaskStatus.Failure; } storedGameObjectList.Value.Clear(); for (int i = 0; i < gameObjects.Length; ++i) { storedGameObjectList.Value.Add(gameObjects[i].Value); } return TaskStatus.Success; } public override void OnReset() { gameObjects = null; storedGameObjectList = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SharedGameObjectsToGameObjectList.cs.meta ================================================ fileFormatVersion: 2 guid: 4460871f1a9671343896ef9e56d9ceab MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SharedTransformToGameObject.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Gets the GameObject from the Transform component. Returns Success.")] public class SharedTransformToGameObject : Action { [Tooltip("The Transform component")] public SharedTransform sharedTransform; [RequiredField] [Tooltip("The GameObject to set")] public SharedGameObject sharedGameObject; public override TaskStatus OnUpdate() { if (sharedTransform.Value == null) { return TaskStatus.Failure; } sharedGameObject.Value = sharedTransform.Value.gameObject; return TaskStatus.Success; } public override void OnReset() { sharedTransform = null; sharedGameObject = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SharedTransformToGameObject.cs.meta ================================================ fileFormatVersion: 2 guid: f2fd208ea1a8e1642a32148186f9e077 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SharedTransformsToTransformList.cs ================================================ using UnityEngine; using System.Collections.Generic; namespace BehaviorDesigner.Runtime.Tasks.Unity.SharedVariables { [TaskCategory("Unity/SharedVariable")] [TaskDescription("Sets the SharedTransformList values from the Transforms. Returns Success.")] public class SharedTransformsToTransformList : Action { [Tooltip("The Transforms value")] public SharedTransform[] transforms; [RequiredField] [Tooltip("The SharedTransformList to set")] public SharedTransformList storedTransformList; public override void OnAwake() { storedTransformList.Value = new List(); } public override TaskStatus OnUpdate() { if (transforms == null || transforms.Length == 0) { return TaskStatus.Failure; } storedTransformList.Value.Clear(); for (int i = 0; i < transforms.Length; ++i) { storedTransformList.Value.Add(transforms[i].Value); } return TaskStatus.Success; } public override void OnReset() { transforms = null; storedTransformList = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables/SharedTransformsToTransformList.cs.meta ================================================ fileFormatVersion: 2 guid: 3533c6733499e9446b1eae98c8fcaeea MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SharedVariables.meta ================================================ fileFormatVersion: 2 guid: 6168e3d12bef52c4bb76bdbc44f8e33f folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider/GetCenter.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnitySphereCollider { [TaskCategory("Unity/SphereCollider")] [TaskDescription("Stores the center of the SphereCollider. Returns Success.")] public class GetCenter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The center of the SphereCollider")] [RequiredField] public SharedVector3 storeValue; private SphereCollider sphereCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { sphereCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (sphereCollider == null) { Debug.LogWarning("SphereCollider is null"); return TaskStatus.Failure; } storeValue.Value = sphereCollider.center; return TaskStatus.Success; } public override void OnReset() { storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider/GetCenter.cs.meta ================================================ fileFormatVersion: 2 guid: d95a2896b550c5b4382b7ed35860f504 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider/GetRadius.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnitySphereCollider { [TaskCategory("Unity/SphereCollider")] [TaskDescription("Stores the radius of the SphereCollider. Returns Success.")] public class GetRadius : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The radius of the SphereCollider")] [RequiredField] public SharedFloat storeValue; private SphereCollider sphereCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { sphereCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (sphereCollider == null) { Debug.LogWarning("SphereCollider is null"); return TaskStatus.Failure; } storeValue.Value = sphereCollider.radius; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider/GetRadius.cs.meta ================================================ fileFormatVersion: 2 guid: 2ff93bf538eee1444b3c51aadfc9bb7f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider/SetCenter.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnitySphereCollider { [TaskCategory("Unity/SphereCollider")] [TaskDescription("Sets the center of the SphereCollider. Returns Success.")] public class SetCenter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The center of the SphereCollider")] public SharedVector3 center; private SphereCollider sphereCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { sphereCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (sphereCollider == null) { Debug.LogWarning("SphereCollider is null"); return TaskStatus.Failure; } sphereCollider.center = center.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; center = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider/SetCenter.cs.meta ================================================ fileFormatVersion: 2 guid: dffebfe905e60814ab75e0d7c57432ec MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider/SetRadius.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnitySphereCollider { [TaskCategory("Unity/SphereCollider")] [TaskDescription("Sets the radius of the SphereCollider. Returns Success.")] public class SetRadius : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The radius of the SphereCollider")] public SharedFloat radius; private SphereCollider sphereCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { sphereCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (sphereCollider == null) { Debug.LogWarning("SphereCollider is null"); return TaskStatus.Failure; } sphereCollider.radius = radius.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; radius = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider/SetRadius.cs.meta ================================================ fileFormatVersion: 2 guid: 5f45a94e6b603f2498481f61218b1769 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/SphereCollider.meta ================================================ fileFormatVersion: 2 guid: 10713aa939caa6a4586a0c68f7a31ce6 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/BuildString.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString { [TaskCategory("Unity/String")] [TaskDescription("Creates a string from multiple other strings.")] public class BuildString : Action { [Tooltip("The array of strings")] public SharedString[] source; [Tooltip("The stored result")] [RequiredField] public SharedString storeResult; public override TaskStatus OnUpdate() { for (int i = 0; i < source.Length; ++i) { storeResult.Value += source[i]; } return TaskStatus.Success; } public override void OnReset() { source = null; storeResult = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/BuildString.cs.meta ================================================ fileFormatVersion: 2 guid: 9373af75c434e1a4784c2a165ad3ce3b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/CompareTo.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString { [TaskCategory("Unity/String")] [TaskDescription("Compares the first string to the second string. Returns an int which indicates whether the first string precedes, matches, or follows the second string.")] public class CompareTo : Action { [Tooltip("The string to compare")] public SharedString firstString; [Tooltip("The string to compare to")] public SharedString secondString; [Tooltip("The stored result")] [RequiredField] public SharedInt storeResult; public override TaskStatus OnUpdate() { storeResult.Value = firstString.Value.CompareTo(secondString.Value); return TaskStatus.Success; } public override void OnReset() { firstString = ""; secondString = ""; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/CompareTo.cs.meta ================================================ fileFormatVersion: 2 guid: c752378530d87cb4c98ba15e55936abf MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/Format.cs ================================================ using UnityEngine; using System; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString { [TaskCategory("Unity/String")] [TaskDescription("Stores a string with the specified format.")] public class Format : Action { [Tooltip("The format of the string")] public SharedString format; [Tooltip("Any variables to appear in the string")] public SharedGenericVariable[] variables; [Tooltip("The result of the format")] [RequiredField] public SharedString storeResult; private object[] variableValues; public override void OnAwake() { variableValues = new object[variables.Length]; } public override TaskStatus OnUpdate() { for (int i = 0; i < variableValues.Length; ++i) { variableValues[i] = variables[i].Value.value.GetValue(); } try { storeResult.Value = string.Format(format.Value, variableValues); } catch (Exception e) { Debug.LogError(e.Message); return TaskStatus.Failure; } return TaskStatus.Success; } public override void OnReset() { format = ""; variables = null; storeResult = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/Format.cs.meta ================================================ fileFormatVersion: 2 guid: d96c5da37483da346b96ef02fde824cb MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/GetLength.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString { [TaskCategory("Unity/String")] [TaskDescription("Stores the length of the string")] public class GetLength : Action { [Tooltip("The target string")] public SharedString targetString; [Tooltip("The stored result")] [RequiredField] public SharedInt storeResult; public override TaskStatus OnUpdate() { storeResult.Value = targetString.Value.Length; return TaskStatus.Success; } public override void OnReset() { targetString = ""; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/GetLength.cs.meta ================================================ fileFormatVersion: 2 guid: 5ab3e7e038a50c14f9fa0b019399f3be MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/GetRandomString.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString { [TaskCategory("Unity/String")] [TaskDescription("Randomly selects a string from the array of strings.")] public class GetRandomString : Action { [Tooltip("The array of strings")] public SharedString[] source; [Tooltip("The stored result")] [RequiredField] public SharedString storeResult; public override TaskStatus OnUpdate() { storeResult.Value = source[Random.Range(0, source.Length)].Value; return TaskStatus.Success; } public override void OnReset() { source = null; storeResult = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/GetRandomString.cs.meta ================================================ fileFormatVersion: 2 guid: 355abdec2d73d2545b16d5e0d5f4c589 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/GetSubstring.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString { [TaskCategory("Unity/String")] [TaskDescription("Stores a substring of the target string")] public class GetSubstring : Action { [Tooltip("The target string")] public SharedString targetString; [Tooltip("The start substring index")] public SharedInt startIndex = 0; [Tooltip("The length of the substring. Don't use if -1")] public SharedInt length = -1; [Tooltip("The stored result")] [RequiredField] public SharedString storeResult; public override TaskStatus OnUpdate() { if (length.Value != -1) { storeResult.Value = targetString.Value.Substring(startIndex.Value, length.Value); } else { storeResult.Value = targetString.Value.Substring(startIndex.Value); } return TaskStatus.Success; } public override void OnReset() { targetString = ""; startIndex = 0; length = -1; storeResult = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/GetSubstring.cs.meta ================================================ fileFormatVersion: 2 guid: 6ce20430f88c32b418f29b42531eca4a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/IsNullOrEmpty.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString { [TaskCategory("Unity/String")] [TaskDescription("Returns success if the string is null or empty")] public class IsNullOrEmpty : Conditional { [Tooltip("The target string")] public SharedString targetString; public override TaskStatus OnUpdate() { return string.IsNullOrEmpty(targetString.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetString = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/IsNullOrEmpty.cs.meta ================================================ fileFormatVersion: 2 guid: f6f4d4c690c09bb48a388f36f4e30245 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/Replace.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString { [TaskCategory("Unity/String")] [TaskDescription("Replaces a string with the new string")] public class Replace : Action { [Tooltip("The target string")] public SharedString targetString; [Tooltip("The old replace")] public SharedString oldString; [Tooltip("The new string")] public SharedString newString; [Tooltip("The stored result")] [RequiredField] public SharedString storeResult; public override TaskStatus OnUpdate() { storeResult.Value = targetString.Value.Replace(oldString.Value, newString.Value); return TaskStatus.Success; } public override void OnReset() { targetString = ""; oldString = ""; newString = ""; storeResult = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/Replace.cs.meta ================================================ fileFormatVersion: 2 guid: 30fc7adfdddc39245a433ea477c01adf MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/SetString.cs ================================================ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityString { [TaskCategory("Unity/String")] [TaskDescription("Sets the variable string to the value string.")] public class SetString : Action { [Tooltip("The target string")] [RequiredField] public SharedString variable; [Tooltip("The value string")] public SharedString value; public override TaskStatus OnUpdate() { variable.Value = value.Value; return TaskStatus.Success; } public override void OnReset() { variable = ""; value = ""; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String/SetString.cs.meta ================================================ fileFormatVersion: 2 guid: da59105cbc94b5d4da3c805897f4a099 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/String.meta ================================================ fileFormatVersion: 2 guid: 3b24816652f5bb7409ba8f4fa63dad1e folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/GetDeltaTime.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTime { [TaskCategory("Unity/Time")] [TaskDescription("Returns the time in seconds it took to complete the last frame.")] public class GetDeltaTime : Action { [Tooltip("The variable to store the result")] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Time.deltaTime; return TaskStatus.Success; } public override void OnReset() { storeResult.Value = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/GetDeltaTime.cs.meta ================================================ fileFormatVersion: 2 guid: d9d47b1b40fc1214298a3f6bfdc37e87 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/GetRealtimeSinceStartup.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTime { [TaskCategory("Unity/Time")] [TaskDescription("Returns the real time in seconds since the game started.")] public class GetRealtimeSinceStartup : Action { [Tooltip("The variable to store the result")] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Time.realtimeSinceStartup; return TaskStatus.Success; } public override void OnReset() { storeResult.Value = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/GetRealtimeSinceStartup.cs.meta ================================================ fileFormatVersion: 2 guid: c265b103d220b0e4fa45138fcd605f62 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/GetTime.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTime { [TaskCategory("Unity/Time")] [TaskDescription("Returns the time in second since the start of the game.")] public class GetTime : Action { [Tooltip("The variable to store the result")] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Time.time; return TaskStatus.Success; } public override void OnReset() { storeResult.Value = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/GetTime.cs.meta ================================================ fileFormatVersion: 2 guid: 5afd2ca3dda059243bf7a9156438475e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/GetTimeScale.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTime { [TaskCategory("Unity/Time")] [TaskDescription("Returns the scale at which time is passing.")] public class GetTimeScale : Action { [Tooltip("The variable to store the result")] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Time.timeScale; return TaskStatus.Success; } public override void OnReset() { storeResult.Value = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/GetTimeScale.cs.meta ================================================ fileFormatVersion: 2 guid: 79be8ba43b4c1db468d2476318e7e71a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/SetTimeScale.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTime { [TaskCategory("Unity/Time")] [TaskDescription("Sets the scale at which time is passing.")] public class SetTimeScale : Action { [Tooltip("The timescale")] public SharedFloat timeScale; public override TaskStatus OnUpdate() { Time.timeScale = timeScale.Value; return TaskStatus.Success; } public override void OnReset() { timeScale.Value = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time/SetTimeScale.cs.meta ================================================ fileFormatVersion: 2 guid: 6283d9f4bb690c64b9d986b6ff1271f0 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Time.meta ================================================ fileFormatVersion: 2 guid: 940c9ea79efa14847aeb54edbb21648f folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/IsPaused.cs ================================================ #if UNITY_2017_1_OR_NEWER using UnityEngine; using UnityEngine.Playables; namespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline { [TaskCategory("Unity/Timeline")] [TaskDescription("Is the timeline currently paused?")] public class IsPaused : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private PlayableDirector playableDirector; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { playableDirector = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (playableDirector == null) { Debug.LogWarning("PlayableDirector is null"); return TaskStatus.Failure; } return playableDirector.state == PlayState.Paused ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } #endif ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/IsPaused.cs.meta ================================================ fileFormatVersion: 2 guid: 52231614084966e4ea648e3293e3de67 timeCreated: 1519216674 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/IsPlaying.cs ================================================ #if UNITY_2017_1_OR_NEWER using UnityEngine; using UnityEngine.Playables; namespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline { [TaskCategory("Unity/Timeline")] [TaskDescription("Is the timeline currently playing?")] public class IsPlaying : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private PlayableDirector playableDirector; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { playableDirector = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (playableDirector == null) { Debug.LogWarning("PlayableDirector is null"); return TaskStatus.Failure; } return playableDirector.state == PlayState.Playing ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } } #endif ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/IsPlaying.cs.meta ================================================ fileFormatVersion: 2 guid: 61a5af2ddf414484cb4f4048f2342c4f timeCreated: 1519216674 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/Pause.cs ================================================ #if UNITY_2017_1_OR_NEWER using UnityEngine; using UnityEngine.Playables; namespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline { [TaskCategory("Unity/Timeline")] [TaskDescription("Pauses playback of the currently running playable.")] public class Pause : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private PlayableDirector playableDirector; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { playableDirector = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (playableDirector == null) { Debug.LogWarning("PlayableDirector is null"); return TaskStatus.Failure; } playableDirector.Pause(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } #endif ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/Pause.cs.meta ================================================ fileFormatVersion: 2 guid: 158fd9e1af5fac248913c0f749720737 timeCreated: 1519216674 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/Play.cs ================================================ #if UNITY_2017_1_OR_NEWER using UnityEngine; using UnityEngine.Playables; namespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline { [TaskCategory("Unity/Timeline")] [TaskDescription("Instatiates a Playable using the provided PlayableAsset and starts playback.")] public class Play : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("An asset to instantiate a playable from.")] public PlayableAsset playableAsset; [Tooltip("Should the task be stopped when the timeline has stopped playing?")] public SharedBool stopWhenComplete; private PlayableDirector playableDirector; private GameObject prevGameObject; private bool playbackStarted; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { playableDirector = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } playbackStarted = false; } public override TaskStatus OnUpdate() { if (playableDirector == null) { Debug.LogWarning("PlayableDirector is null"); return TaskStatus.Failure; } if (playbackStarted) { if (stopWhenComplete.Value && playableDirector.state == PlayState.Playing) { return TaskStatus.Running; } return TaskStatus.Success; } if (playableAsset == null) { playableDirector.Play(); } else { playableDirector.Play(playableAsset); } playbackStarted = true; return stopWhenComplete.Value ? TaskStatus.Running : TaskStatus.Success; } public override void OnReset() { targetGameObject = null; playableAsset = null; stopWhenComplete = false; } } } #endif ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/Play.cs.meta ================================================ fileFormatVersion: 2 guid: 3268be37f87a5134e8c90f65a338172e timeCreated: 1519216674 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/Resume.cs ================================================ #if UNITY_2017_1_OR_NEWER using UnityEngine; using UnityEngine.Playables; namespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline { [TaskCategory("Unity/Timeline")] [TaskDescription("Resume playing a paused playable.")] public class Resume : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Should the task be stopped when the timeline has stopped playing?")] public SharedBool stopWhenComplete; private PlayableDirector playableDirector; private GameObject prevGameObject; private bool playbackStarted; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { playableDirector = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } playbackStarted = false; } public override TaskStatus OnUpdate() { if (playableDirector == null) { Debug.LogWarning("PlayableDirector is null"); return TaskStatus.Failure; } if (playbackStarted) { if (stopWhenComplete.Value && playableDirector.state == PlayState.Playing) { return TaskStatus.Running; } return TaskStatus.Success; } playableDirector.Resume(); playbackStarted = true; return stopWhenComplete.Value ? TaskStatus.Running : TaskStatus.Success; } public override void OnReset() { targetGameObject = null; stopWhenComplete = false; } } } #endif ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/Resume.cs.meta ================================================ fileFormatVersion: 2 guid: 08ea323394eb79c48a2aa692cb4e82ac timeCreated: 1519216674 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/Stop.cs ================================================ #if UNITY_2017_1_OR_NEWER using UnityEngine; using UnityEngine.Playables; namespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline { [TaskCategory("Unity/Timeline")] [TaskDescription("Stops playback of the current Playable and destroys the corresponding graph.")] public class Stop : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private PlayableDirector playableDirector; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { playableDirector = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (playableDirector == null) { Debug.LogWarning("PlayableDirector is null"); return TaskStatus.Failure; } playableDirector.Stop(); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; } } } #endif ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline/Stop.cs.meta ================================================ fileFormatVersion: 2 guid: 7941758d54ddf364ca7b43af93da05ec timeCreated: 1519216674 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Timeline.meta ================================================ fileFormatVersion: 2 guid: 50e6b8a5d6bb9cb49957395165f737a7 folderAsset: yes timeCreated: 1519216643 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/Find.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Finds a transform by name. Returns Success.")] public class Find : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The transform name to find")] public SharedString transformName; [Tooltip("The object found by name")] [RequiredField] public SharedTransform storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } storeValue.Value = targetTransform.Find(transformName.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; transformName = null; storeValue = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/Find.cs.meta ================================================ fileFormatVersion: 2 guid: 387fd22087393ab4e91f0ad4fce4e77f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetAngleToTarget.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Gets the Angle between a GameObject's forward direction and a target. Returns Success.")] public class GetAngleToTarget : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The target object to measure the angle to. If null the targetPosition will be used.")] public SharedGameObject targetObject; [Tooltip("The world position to measure an angle to. If the targetObject is also not null, this value is used as an offset from that object's position.")] public SharedVector3 targetPosition; [Tooltip("Ignore height differences when calculating the angle?")] public SharedBool ignoreHeight = true; [Tooltip("The angle to the target")] [RequiredField] public SharedFloat storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } Vector3 targetPos; if (targetObject.Value != null) { targetPos = targetObject.Value.transform.InverseTransformPoint(targetPosition.Value); } else { targetPos = targetPosition.Value; } if (ignoreHeight.Value) { targetPos.y = targetTransform.position.y; } var targetDir = targetPos - targetTransform.position; storeValue.Value = Vector3.Angle(targetDir, targetTransform.forward); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; targetObject = null; targetPosition = Vector3.zero; ignoreHeight = true; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetAngleToTarget.cs.meta ================================================ fileFormatVersion: 2 guid: ae176a605fff9a2468198085313c26ad MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetChild.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Stores the transform child at the specified index. Returns Success.")] public class GetChild : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The index of the child")] public SharedInt index; [Tooltip("The child of the Transform")] [RequiredField] public SharedTransform storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } storeValue.Value = targetTransform.GetChild(index.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; index = 0; storeValue = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetChild.cs.meta ================================================ fileFormatVersion: 2 guid: 04ea225bb12181a4daf7f3d6a21eaa5d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetChildCount.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Stores the number of children a Transform has. Returns Success.")] public class GetChildCount : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The number of children")] [RequiredField] public SharedInt storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } storeValue.Value = targetTransform.childCount; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetChildCount.cs.meta ================================================ fileFormatVersion: 2 guid: 8e31c13112e4d334ab9d67feaac94d3f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetEulerAngles.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Stores the euler angles of the Transform. Returns Success.")] public class GetEulerAngles : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The euler angles of the Transform")] [RequiredField] public SharedVector3 storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } storeValue.Value = targetTransform.eulerAngles; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetEulerAngles.cs.meta ================================================ fileFormatVersion: 2 guid: 43295a23f5d9cb345ae408d5ac843b52 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetForwardVector.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Stores the forward vector of the Transform. Returns Success.")] public class GetForwardVector : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The position of the Transform")] [RequiredField] public SharedVector3 storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } storeValue.Value = targetTransform.forward; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetForwardVector.cs.meta ================================================ fileFormatVersion: 2 guid: a5748c07a5ebe54429eb3e9ae032b5e2 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetLocalEulerAngles.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Stores the local euler angles of the Transform. Returns Success.")] public class GetLocalEulerAngles : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The local euler angles of the Transform")] [RequiredField] public SharedVector3 storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } storeValue.Value = targetTransform.localEulerAngles; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetLocalEulerAngles.cs.meta ================================================ fileFormatVersion: 2 guid: 459c793e1b836104f901813471414ccc MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetLocalPosition.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Stores the local position of the Transform. Returns Success.")] public class GetLocalPosition : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The local position of the Transform")] [RequiredField] public SharedVector3 storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } storeValue.Value = targetTransform.localPosition; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetLocalPosition.cs.meta ================================================ fileFormatVersion: 2 guid: 4fdc0d751b2c91f438142cf65fcbba34 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetLocalRotation.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Stores the local rotation of the Transform. Returns Success.")] public class GetLocalRotation : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The local rotation of the Transform")] [RequiredField] public SharedQuaternion storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } storeValue.Value = targetTransform.localRotation; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Quaternion.identity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetLocalRotation.cs.meta ================================================ fileFormatVersion: 2 guid: 2334ddf0e58b67e40ad16e2f63dad8ee MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetLocalScale.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Stores the local scale of the Transform. Returns Success.")] public class GetLocalScale : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The local scale of the Transform")] [RequiredField] public SharedVector3 storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } storeValue.Value = targetTransform.localScale; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetLocalScale.cs.meta ================================================ fileFormatVersion: 2 guid: e0b10fe3fcda1914fbbdde4a860cd403 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetParent.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Stores the parent of the Transform. Returns Success.")] public class GetParent : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The parent of the Transform")] [RequiredField] public SharedTransform storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } storeValue.Value = targetTransform.parent; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetParent.cs.meta ================================================ fileFormatVersion: 2 guid: f149245d8fce789498c301657a7eaf88 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetPosition.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Stores the position of the Transform. Returns Success.")] public class GetPosition : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Can the target GameObject be empty?")] [RequiredField] public SharedVector3 storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } storeValue.Value = targetTransform.position; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetPosition.cs.meta ================================================ fileFormatVersion: 2 guid: 9ce1fdc3f652b3043b5116efba12cc48 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetRightVector.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Stores the right vector of the Transform. Returns Success.")] public class GetRightVector : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The position of the Transform")] [RequiredField] public SharedVector3 storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } storeValue.Value = targetTransform.right; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetRightVector.cs.meta ================================================ fileFormatVersion: 2 guid: 6b5147164f2674547888db24cba68770 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetRotation.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Stores the rotation of the Transform. Returns Success.")] public class GetRotation : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The rotation of the Transform")] [RequiredField] public SharedQuaternion storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } storeValue.Value = targetTransform.rotation; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Quaternion.identity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetRotation.cs.meta ================================================ fileFormatVersion: 2 guid: 5384b69809f40f5489ca7d7d345471d2 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetUpVector.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Stores the up vector of the Transform. Returns Success.")] public class GetUpVector : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The position of the Transform")] [RequiredField] public SharedVector3 storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } storeValue.Value = targetTransform.up; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/GetUpVector.cs.meta ================================================ fileFormatVersion: 2 guid: 605a7c93705031042be47bd4a4ab6079 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/IsChildOf.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Returns Success if the transform is a child of the specified GameObject.")] public class IsChildOf : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The interested transform")] public SharedTransform transformName; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } return targetTransform.IsChildOf(transformName.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; transformName = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/IsChildOf.cs.meta ================================================ fileFormatVersion: 2 guid: 304e488eb1caa4f45a8bd903292492ca MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/LookAt.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Rotates the transform so the forward vector points at worldPosition. Returns Success.")] public class LookAt : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The GameObject to look at. If null the world position will be used.")] public SharedGameObject targetLookAt; [Tooltip("Point to look at")] public SharedVector3 worldPosition; [Tooltip("Vector specifying the upward direction")] public Vector3 worldUp; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } if (targetLookAt.Value != null) { targetTransform.LookAt(targetLookAt.Value.transform); } else { targetTransform.LookAt(worldPosition.Value, worldUp); } return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; targetLookAt = null; worldPosition = Vector3.up; worldUp = Vector3.up; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/LookAt.cs.meta ================================================ fileFormatVersion: 2 guid: 64883614392671f438244b3aa5b91c6c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/Rotate.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Applies a rotation. Returns Success.")] public class Rotate : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Amount to rotate")] public SharedVector3 eulerAngles; [Tooltip("Specifies which axis the rotation is relative to")] public Space relativeTo = Space.Self; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } targetTransform.Rotate(eulerAngles.Value, relativeTo); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; eulerAngles = Vector3.zero; relativeTo = Space.Self; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/Rotate.cs.meta ================================================ fileFormatVersion: 2 guid: db0cba6372babb541a0da57412963760 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/RotateAround.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Applies a rotation. Returns Success.")] public class RotateAround : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Point to rotate around")] public SharedVector3 point; [Tooltip("Axis to rotate around")] public SharedVector3 axis; [Tooltip("Amount to rotate")] public SharedFloat angle; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } targetTransform.RotateAround(point.Value, axis.Value, angle.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; point = Vector3.zero; axis = Vector3.zero; angle = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/RotateAround.cs.meta ================================================ fileFormatVersion: 2 guid: 65cef920fcc4ec449a1e6a29fe79c024 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetEulerAngles.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Sets the euler angles of the Transform. Returns Success.")] public class SetEulerAngles : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The euler angles of the Transform")] public SharedVector3 eulerAngles; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } targetTransform.eulerAngles = eulerAngles.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; eulerAngles = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetEulerAngles.cs.meta ================================================ fileFormatVersion: 2 guid: edad3f12ad10ba14aac656b7f431ff31 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetForwardVector.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Sets the forward vector of the Transform. Returns Success.")] public class SetForwardVector : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The position of the Transform")] public SharedVector3 position; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } targetTransform.forward = position.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; position = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetForwardVector.cs.meta ================================================ fileFormatVersion: 2 guid: 4cf669b5419d7294cb72c90881267c0c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetLocalEulerAngles.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Sets the local euler angles of the Transform. Returns Success.")] public class SetLocalEulerAngles : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The local euler angles of the Transform")] public SharedVector3 localEulerAngles; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } targetTransform.localEulerAngles = localEulerAngles.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; localEulerAngles = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetLocalEulerAngles.cs.meta ================================================ fileFormatVersion: 2 guid: 2e1ed691ebf9f154e88bb8be7319baad MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetLocalPosition.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Sets the local position of the Transform. Returns Success.")] public class SetLocalPosition : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The local position of the Transform")] public SharedVector3 localPosition; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } targetTransform.localPosition = localPosition.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; localPosition = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetLocalPosition.cs.meta ================================================ fileFormatVersion: 2 guid: 5af08673c7a3bb54c974bb23094d4587 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetLocalRotation.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Sets the local rotation of the Transform. Returns Success.")] public class SetLocalRotation : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The local rotation of the Transform")] public SharedQuaternion localRotation; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } targetTransform.localRotation = localRotation.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; localRotation = Quaternion.identity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetLocalRotation.cs.meta ================================================ fileFormatVersion: 2 guid: de22c6e6826367540b2f25957757a1d4 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetLocalScale.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Sets the local scale of the Transform. Returns Success.")] public class SetLocalScale : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The local scale of the Transform")] public SharedVector3 localScale; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } targetTransform.localScale = localScale.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; localScale = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetLocalScale.cs.meta ================================================ fileFormatVersion: 2 guid: 354ce71974ea2b44ab820c8285f72421 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetParent.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Sets the parent of the Transform. Returns Success.")] public class SetParent : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The parent of the Transform")] public SharedTransform parent; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } targetTransform.parent = parent.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; parent = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetParent.cs.meta ================================================ fileFormatVersion: 2 guid: a19c91d6c31b48d45b2ea97efeae14aa MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetPosition.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Sets the position of the Transform. Returns Success.")] public class SetPosition : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The position of the Transform")] public SharedVector3 position; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } targetTransform.position = position.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; position = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetPosition.cs.meta ================================================ fileFormatVersion: 2 guid: d0586a5078618624398df51fd677a2e0 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetRightVector.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Sets the right vector of the Transform. Returns Success.")] public class SetRightVector : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The position of the Transform")] public SharedVector3 position; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } targetTransform.right = position.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; position = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetRightVector.cs.meta ================================================ fileFormatVersion: 2 guid: 4629bee77af22ca42a716dfa8ad3e669 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetRotation.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Sets the rotation of the Transform. Returns Success.")] public class SetRotation : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The rotation of the Transform")] public SharedQuaternion rotation; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } targetTransform.rotation = rotation.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; rotation = Quaternion.identity; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetRotation.cs.meta ================================================ fileFormatVersion: 2 guid: fb61cc6175ff14c4d84c3c72541bc30d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetUpVector.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Sets the up vector of the Transform. Returns Success.")] public class SetUpVector : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The position of the Transform")] public SharedVector3 position; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } targetTransform.up = position.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; position = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/SetUpVector.cs.meta ================================================ fileFormatVersion: 2 guid: 2e65dee462c24694a9835796a770af6e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/Translate.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Moves the transform in the direction and distance of translation. Returns Success.")] public class Translate : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Move direction and distance")] public SharedVector3 translation; [Tooltip("Specifies which axis the rotation is relative to")] public Space relativeTo = Space.Self; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } targetTransform.Translate(translation.Value, relativeTo); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; translation = Vector3.zero; relativeTo = Space.Self; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform/Translate.cs.meta ================================================ fileFormatVersion: 2 guid: d4a788705b79d3745a26867acf47a63a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Transform.meta ================================================ fileFormatVersion: 2 guid: 540cd14dc03ed0942a76964e3e443cb6 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/ClampMagnitude.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2 { [TaskCategory("Unity/Vector2")] [TaskDescription("Clamps the magnitude of the Vector2.")] public class ClampMagnitude : Action { [Tooltip("The Vector2 to clamp the magnitude of")] public SharedVector2 vector2Variable; [Tooltip("The max length of the magnitude")] public SharedFloat maxLength; [Tooltip("The clamp magnitude resut")] [RequiredField] public SharedVector2 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector2.ClampMagnitude(vector2Variable.Value, maxLength.Value); return TaskStatus.Success; } public override void OnReset() { vector2Variable = storeResult = Vector2.zero; maxLength = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/ClampMagnitude.cs.meta ================================================ fileFormatVersion: 2 guid: a2a5d2ecd681ef64ea5b5fbf81cc0b2d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Distance.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2 { [TaskCategory("Unity/Vector2")] [TaskDescription("Returns the distance between two Vector2s.")] public class Distance : Action { [Tooltip("The first Vector2")] public SharedVector2 firstVector2; [Tooltip("The second Vector2")] public SharedVector2 secondVector2; [Tooltip("The distance")] [RequiredField] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector2.Distance(firstVector2.Value, secondVector2.Value); return TaskStatus.Success; } public override void OnReset() { firstVector2 = secondVector2 = Vector2.zero; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Distance.cs.meta ================================================ fileFormatVersion: 2 guid: a35c2cb53a768894f8d81c2e8dc87b9b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Dot.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2 { [TaskCategory("Unity/Vector2")] [TaskDescription("Stores the dot product of two Vector2 values.")] public class Dot : Action { [Tooltip("The left hand side of the dot product")] public SharedVector2 leftHandSide; [Tooltip("The right hand side of the dot product")] public SharedVector2 rightHandSide; [Tooltip("The dot product result")] [RequiredField] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector2.Dot(leftHandSide.Value, rightHandSide.Value); return TaskStatus.Success; } public override void OnReset() { leftHandSide = rightHandSide = Vector2.zero; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Dot.cs.meta ================================================ fileFormatVersion: 2 guid: c9c233b5173aece4493146b736d4e65d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetMagnitude.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2 { [TaskCategory("Unity/Vector2")] [TaskDescription("Stores the magnitude of the Vector2.")] public class GetMagnitude : Action { [Tooltip("The Vector2 to get the magnitude of")] public SharedVector2 vector2Variable; [Tooltip("The magnitude of the vector")] [RequiredField] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = vector2Variable.Value.magnitude; return TaskStatus.Success; } public override void OnReset() { vector2Variable = Vector2.zero; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetMagnitude.cs.meta ================================================ fileFormatVersion: 2 guid: 64a63651c7294144197858c8b6387b49 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetRightVector.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2 { [TaskCategory("Unity/Vector2")] [TaskDescription("Stores the right vector value.")] public class GetRightVector : Action { [Tooltip("The stored result")] [RequiredField] public SharedVector2 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector2.right; return TaskStatus.Success; } public override void OnReset() { storeResult = Vector2.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetRightVector.cs.meta ================================================ fileFormatVersion: 2 guid: f46062197c393bb4a809f7faf8e9fc70 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetSqrMagnitude.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2 { [TaskCategory("Unity/Vector2")] [TaskDescription("Stores the square magnitude of the Vector2.")] public class GetSqrMagnitude : Action { [Tooltip("The Vector2 to get the square magnitude of")] public SharedVector2 vector2Variable; [Tooltip("The square magnitude of the vector")] [RequiredField] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = vector2Variable.Value.sqrMagnitude; return TaskStatus.Success; } public override void OnReset() { vector2Variable = Vector2.zero; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetSqrMagnitude.cs.meta ================================================ fileFormatVersion: 2 guid: 5366ccb4258ea7f49ae280d05d2a195c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetUpVector.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2 { [TaskCategory("Unity/Vector2")] [TaskDescription("Stores the up vector value.")] public class GetUpVector : Action { [Tooltip("The stored result")] [RequiredField] public SharedVector2 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector2.up; return TaskStatus.Success; } public override void OnReset() { storeResult = Vector2.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetUpVector.cs.meta ================================================ fileFormatVersion: 2 guid: 7ec54e34058d3a04dbd9ed27538731b0 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetVector3.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2 { [TaskCategory("Unity/Vector2")] [TaskDescription("Stores the Vector3 value of the Vector2.")] public class GetVector3 : Action { [Tooltip("The Vector2 to get the Vector3 value of")] public SharedVector2 vector3Variable; [Tooltip("The Vector3 value")] [RequiredField] public SharedVector3 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = vector3Variable.Value; return TaskStatus.Success; } public override void OnReset() { vector3Variable = Vector2.zero; storeResult = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetVector3.cs.meta ================================================ fileFormatVersion: 2 guid: 89ba2f45bfecb9c40a4de0394c8019e0 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetXY.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2 { [TaskCategory("Unity/Vector2")] [TaskDescription("Stores the X and Y values of the Vector2.")] public class GetXY : Action { [Tooltip("The Vector2 to get the values of")] public SharedVector2 vector2Variable; [Tooltip("The X value")] [RequiredField] public SharedFloat storeX; [Tooltip("The Y value")] [RequiredField] public SharedFloat storeY; public override TaskStatus OnUpdate() { storeX.Value = vector2Variable.Value.x; storeY.Value = vector2Variable.Value.y; return TaskStatus.Success; } public override void OnReset() { vector2Variable = Vector2.zero; storeX = storeY = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/GetXY.cs.meta ================================================ fileFormatVersion: 2 guid: e258a57c9873ecf4fb8a1432e418ecb4 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Lerp.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2 { [TaskCategory("Unity/Vector2")] [TaskDescription("Lerp the Vector2 by an amount.")] public class Lerp : Action { [Tooltip("The from value")] public SharedVector2 fromVector2; [Tooltip("The to value")] public SharedVector2 toVector2; [Tooltip("The amount to lerp")] public SharedFloat lerpAmount; [Tooltip("The lerp resut")] [RequiredField] public SharedVector2 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector2.Lerp(fromVector2.Value, toVector2.Value, lerpAmount.Value); return TaskStatus.Success; } public override void OnReset() { fromVector2 = toVector2 = storeResult = Vector2.zero; lerpAmount = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Lerp.cs.meta ================================================ fileFormatVersion: 2 guid: 6f709035ad060c04d9f758980ad7e2c3 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/MoveTowards.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2 { [TaskCategory("Unity/Vector2")] [TaskDescription("Move from the current position to the target position.")] public class MoveTowards : Action { [Tooltip("The current position")] public SharedVector2 currentPosition; [Tooltip("The target position")] public SharedVector2 targetPosition; [Tooltip("The movement speed")] public SharedFloat speed; [Tooltip("The move resut")] [RequiredField] public SharedVector2 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector2.MoveTowards(currentPosition.Value, targetPosition.Value, speed.Value * Time.deltaTime); return TaskStatus.Success; } public override void OnReset() { currentPosition = targetPosition = storeResult = Vector2.zero; speed = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/MoveTowards.cs.meta ================================================ fileFormatVersion: 2 guid: ab464382cafa087498bef68f6988dff7 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Multiply.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2 { [TaskCategory("Unity/Vector2")] [TaskDescription("Multiply the Vector2 by a float.")] public class Multiply : Action { [Tooltip("The Vector2 to multiply of")] public SharedVector2 vector2Variable; [Tooltip("The value to multiply the Vector2 of")] public SharedFloat multiplyBy; [Tooltip("The multiplication resut")] [RequiredField] public SharedVector2 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = vector2Variable.Value * multiplyBy.Value; return TaskStatus.Success; } public override void OnReset() { vector2Variable = storeResult = Vector2.zero; multiplyBy = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Multiply.cs.meta ================================================ fileFormatVersion: 2 guid: 7f21148eaa498684baa11ac8ac177599 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Normalize.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2 { [TaskCategory("Unity/Vector2")] [TaskDescription("Normalize the Vector2.")] public class Normalize : Action { [Tooltip("The Vector2 to normalize")] public SharedVector2 vector2Variable; [Tooltip("The normalized resut")] [RequiredField] public SharedVector2 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = vector2Variable.Value.normalized; return TaskStatus.Success; } public override void OnReset() { vector2Variable = storeResult = Vector2.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Normalize.cs.meta ================================================ fileFormatVersion: 2 guid: ed5b59611a512984f9755c358afc67d8 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Operator.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2 { [TaskCategory("Unity/Vector2")] [TaskDescription("Performs a math operation on two Vector2s: Add, Subtract, Multiply, Divide, Min, or Max.")] public class Operator : Action { public enum Operation { Add, Subtract, Scale } [Tooltip("The operation to perform")] public Operation operation; [Tooltip("The first Vector2")] public SharedVector2 firstVector2; [Tooltip("The second Vector2")] public SharedVector2 secondVector2; [Tooltip("The variable to store the result")] public SharedVector2 storeResult; public override TaskStatus OnUpdate() { switch (operation) { case Operation.Add: storeResult.Value = firstVector2.Value + secondVector2.Value; break; case Operation.Subtract: storeResult.Value = firstVector2.Value - secondVector2.Value; break; case Operation.Scale: storeResult.Value = Vector2.Scale(firstVector2.Value, secondVector2.Value); break; } return TaskStatus.Success; } public override void OnReset() { operation = Operation.Add; firstVector2 = secondVector2 = storeResult = Vector2.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/Operator.cs.meta ================================================ fileFormatVersion: 2 guid: 2ae8ac6f41714174fa63df41c7e32019 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/SetValue.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2 { [TaskCategory("Unity/Vector2")] [TaskDescription("Sets the value of the Vector2.")] public class SetValue : Action { [Tooltip("The Vector2 to get the values of")] public SharedVector2 vector2Value; [Tooltip("The Vector2 to set the values of")] public SharedVector2 vector2Variable; public override TaskStatus OnUpdate() { vector2Variable.Value = vector2Value.Value; return TaskStatus.Success; } public override void OnReset() { vector2Value = vector2Variable = Vector2.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/SetValue.cs.meta ================================================ fileFormatVersion: 2 guid: 61e3d384c43977148b829dab4090ab3b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/SetXY.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector2 { [TaskCategory("Unity/Vector2")] [TaskDescription("Sets the X and Y values of the Vector2.")] public class SetXY : Action { [Tooltip("The Vector2 to set the values of")] public SharedVector2 vector2Variable; [Tooltip("The X value. Set to None to have the value ignored")] public SharedFloat xValue; [Tooltip("The Y value. Set to None to have the value ignored")] public SharedFloat yValue; public override TaskStatus OnUpdate() { var vector2Value = vector2Variable.Value; if (!xValue.IsNone) { vector2Value.x = xValue.Value; } if (!yValue.IsNone) { vector2Value.y = yValue.Value; } vector2Variable.Value = vector2Value; return TaskStatus.Success; } public override void OnReset() { vector2Variable = Vector2.zero; xValue = yValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2/SetXY.cs.meta ================================================ fileFormatVersion: 2 guid: a24836a22bca9bd4ab701e35bf36f6a9 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector2.meta ================================================ fileFormatVersion: 2 guid: 22fe87f2c37225c4ca6d7dbad48b228f folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Angle.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Returns the angle between two Vector3s.")] public class Angle : Action { [Tooltip("The first Vector3")] public SharedVector3 firstVector3; [Tooltip("The second Vector3")] public SharedVector3 secondVector3; [Tooltip("The angle")] [RequiredField] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector3.Angle(firstVector3.Value, secondVector3.Value); return TaskStatus.Success; } public override void OnReset() { firstVector3 = secondVector3 = Vector3.zero; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Angle.cs.meta ================================================ fileFormatVersion: 2 guid: 1e3b18a7f2f7db54992b881f449091ad MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/ClampMagnitude.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Clamps the magnitude of the Vector3.")] public class ClampMagnitude : Action { [Tooltip("The Vector3 to clamp the magnitude of")] public SharedVector3 vector3Variable; [Tooltip("The max length of the magnitude")] public SharedFloat maxLength; [Tooltip("The clamp magnitude resut")] [RequiredField] public SharedVector3 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector3.ClampMagnitude(vector3Variable.Value, maxLength.Value); return TaskStatus.Success; } public override void OnReset() { vector3Variable = storeResult = Vector3.zero; maxLength = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/ClampMagnitude.cs.meta ================================================ fileFormatVersion: 2 guid: e3d2efd14a9499b47a17ea16bf45512f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Distance.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Returns the distance between two Vector3s.")] public class Distance : Action { [Tooltip("The first Vector3")] public SharedVector3 firstVector3; [Tooltip("The second Vector3")] public SharedVector3 secondVector3; [Tooltip("The distance")] [RequiredField] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector3.Distance(firstVector3.Value, secondVector3.Value); return TaskStatus.Success; } public override void OnReset() { firstVector3 = secondVector3 = Vector3.zero; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Distance.cs.meta ================================================ fileFormatVersion: 2 guid: 8c4522b996b52d040822fb808cfc9d97 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Dot.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Stores the dot product of two Vector3 values.")] public class Dot : Action { [Tooltip("The left hand side of the dot product")] public SharedVector3 leftHandSide; [Tooltip("The right hand side of the dot product")] public SharedVector3 rightHandSide; [Tooltip("The dot product result")] [RequiredField] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector3.Dot(leftHandSide.Value, rightHandSide.Value); return TaskStatus.Success; } public override void OnReset() { leftHandSide = rightHandSide = Vector3.zero; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Dot.cs.meta ================================================ fileFormatVersion: 2 guid: fe5e2655abffbe94eba3f6a0abd34b5c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetForwardVector.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Stores the forward vector value.")] public class GetForwardVector : Action { [Tooltip("The stored result")] [RequiredField] public SharedVector3 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector3.forward; return TaskStatus.Success; } public override void OnReset() { storeResult = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetForwardVector.cs.meta ================================================ fileFormatVersion: 2 guid: b09c11f987794eb45b65e0ef249cdb3f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetMagnitude.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Stores the magnitude of the Vector3.")] public class GetMagnitude : Action { [Tooltip("The Vector3 to get the magnitude of")] public SharedVector3 vector3Variable; [Tooltip("The magnitude of the vector")] [RequiredField] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = vector3Variable.Value.magnitude; return TaskStatus.Success; } public override void OnReset() { vector3Variable = Vector3.zero; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetMagnitude.cs.meta ================================================ fileFormatVersion: 2 guid: dcf2397966692fe4a819a0db18186778 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetRightVector.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Stores the right vector value.")] public class GetRightVector : Action { [Tooltip("The stored result")] [RequiredField] public SharedVector3 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector3.right; return TaskStatus.Success; } public override void OnReset() { storeResult = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetRightVector.cs.meta ================================================ fileFormatVersion: 2 guid: ca338b1189144fe47ab9b1fa6a54e970 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetSqrMagnitude.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Stores the square magnitude of the Vector3.")] public class GetSqrMagnitude : Action { [Tooltip("The Vector3 to get the square magnitude of")] public SharedVector3 vector3Variable; [Tooltip("The square magnitude of the vector")] [RequiredField] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = vector3Variable.Value.sqrMagnitude; return TaskStatus.Success; } public override void OnReset() { vector3Variable = Vector3.zero; storeResult = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetSqrMagnitude.cs.meta ================================================ fileFormatVersion: 2 guid: fb704714eacb92948bd59ddd38865b59 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetUpVector.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Stores the up vector value.")] public class GetUpVector : Action { [Tooltip("The stored result")] [RequiredField] public SharedVector3 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector3.up; return TaskStatus.Success; } public override void OnReset() { storeResult = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetUpVector.cs.meta ================================================ fileFormatVersion: 2 guid: 225a4566a02bdec4e82a2335b4e6c5fc MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetVector2.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Stores the Vector2 value of the Vector3.")] public class GetVector2 : Action { [Tooltip("The Vector3 to get the Vector2 value of")] public SharedVector3 vector3Variable; [Tooltip("The Vector2 value")] [RequiredField] public SharedVector2 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = vector3Variable.Value; return TaskStatus.Success; } public override void OnReset() { vector3Variable = Vector3.zero; storeResult = Vector2.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetVector2.cs.meta ================================================ fileFormatVersion: 2 guid: 959ed107c681b1c44af1b842ed7ca445 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetXYZ.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Stores the X, Y, and Z values of the Vector3.")] public class GetXYZ : Action { [Tooltip("The Vector3 to get the values of")] public SharedVector3 vector3Variable; [Tooltip("The X value")] [RequiredField] public SharedFloat storeX; [Tooltip("The Y value")] [RequiredField] public SharedFloat storeY; [Tooltip("The Z value")] [RequiredField] public SharedFloat storeZ; public override TaskStatus OnUpdate() { storeX.Value = vector3Variable.Value.x; storeY.Value = vector3Variable.Value.y; storeZ.Value = vector3Variable.Value.z; return TaskStatus.Success; } public override void OnReset() { vector3Variable = Vector3.zero; storeX = storeY = storeZ = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/GetXYZ.cs.meta ================================================ fileFormatVersion: 2 guid: fbab043af227fe14e8875a1df65cbae4 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Lerp.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Lerp the Vector3 by an amount.")] public class Lerp : Action { [Tooltip("The from value")] public SharedVector3 fromVector3; [Tooltip("The to value")] public SharedVector3 toVector3; [Tooltip("The amount to lerp")] public SharedFloat lerpAmount; [Tooltip("The lerp resut")] [RequiredField] public SharedVector3 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector3.Lerp(fromVector3.Value, toVector3.Value, lerpAmount.Value); return TaskStatus.Success; } public override void OnReset() { fromVector3 = toVector3 = storeResult = Vector3.zero; lerpAmount = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Lerp.cs.meta ================================================ fileFormatVersion: 2 guid: ef769062529820342a12a00e9cf8611d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/MoveTowards.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Move from the current position to the target position.")] public class MoveTowards : Action { [Tooltip("The current position")] public SharedVector3 currentPosition; [Tooltip("The target position")] public SharedVector3 targetPosition; [Tooltip("The movement speed")] public SharedFloat speed; [Tooltip("The move resut")] [RequiredField] public SharedVector3 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector3.MoveTowards(currentPosition.Value, targetPosition.Value, speed.Value * Time.deltaTime); return TaskStatus.Success; } public override void OnReset() { currentPosition = targetPosition = storeResult = Vector3.zero; speed = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/MoveTowards.cs.meta ================================================ fileFormatVersion: 2 guid: b6562a7b02f6ab1478612f41defc5299 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Multiply.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Multiply the Vector3 by a float.")] public class Multiply : Action { [Tooltip("The Vector3 to multiply of")] public SharedVector3 vector3Variable; [Tooltip("The value to multiply the Vector3 of")] public SharedFloat multiplyBy; [Tooltip("The multiplication resut")] [RequiredField] public SharedVector3 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = vector3Variable.Value * multiplyBy.Value; return TaskStatus.Success; } public override void OnReset() { vector3Variable = storeResult = Vector3.zero; multiplyBy = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Multiply.cs.meta ================================================ fileFormatVersion: 2 guid: 1d1d7bd2678e229468abd363ac4a3dd6 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Normalize.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Normalize the Vector3.")] public class Normalize : Action { [Tooltip("The Vector3 to normalize")] public SharedVector3 vector3Variable; [Tooltip("The normalized resut")] [RequiredField] public SharedVector3 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector3.Normalize(vector3Variable.Value); return TaskStatus.Success; } public override void OnReset() { vector3Variable = storeResult = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Normalize.cs.meta ================================================ fileFormatVersion: 2 guid: bc8d58dc29ef6ab49a11e77f517e30ca MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Operator.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Performs a math operation on two Vector3s: Add, Subtract, Multiply, Divide, Min, or Max.")] public class Operator : Action { public enum Operation { Add, Subtract, Scale } [Tooltip("The operation to perform")] public Operation operation; [Tooltip("The first Vector3")] public SharedVector3 firstVector3; [Tooltip("The second Vector3")] public SharedVector3 secondVector3; [Tooltip("The variable to store the result")] public SharedVector3 storeResult; public override TaskStatus OnUpdate() { switch (operation) { case Operation.Add: storeResult.Value = firstVector3.Value + secondVector3.Value; break; case Operation.Subtract: storeResult.Value = firstVector3.Value - secondVector3.Value; break; case Operation.Scale: storeResult.Value = Vector3.Scale(firstVector3.Value, secondVector3.Value); break; } return TaskStatus.Success; } public override void OnReset() { operation = Operation.Add; firstVector3 = secondVector3 = storeResult = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/Operator.cs.meta ================================================ fileFormatVersion: 2 guid: 606d84afee1cfbe4892d452884d36be8 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/RotateTowards.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Rotate the current rotation to the target rotation.")] public class RotateTowards : Action { [Tooltip("The current rotation in euler angles")] public SharedVector3 currentRotation; [Tooltip("The target rotation in euler angles")] public SharedVector3 targetRotation; [Tooltip("The maximum delta of the degrees")] public SharedFloat maxDegreesDelta; [Tooltip("The maximum delta of the magnitude")] public SharedFloat maxMagnitudeDelta; [Tooltip("The rotation resut")] [RequiredField] public SharedVector3 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Vector3.RotateTowards(currentRotation.Value, targetRotation.Value, maxDegreesDelta.Value * Mathf.Deg2Rad * Time.deltaTime, maxMagnitudeDelta.Value); return TaskStatus.Success; } public override void OnReset() { currentRotation = targetRotation = storeResult = Vector3.zero; maxDegreesDelta = maxMagnitudeDelta = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/RotateTowards.cs.meta ================================================ fileFormatVersion: 2 guid: 55175ed9420ee88429fbb91a9b433b9c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/SetValue.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Sets the value of the Vector3.")] public class SetValue : Action { [Tooltip("The Vector3 to get the values of")] public SharedVector3 vector3Value; [Tooltip("The Vector3 to set the values of")] public SharedVector3 vector3Variable; public override TaskStatus OnUpdate() { vector3Variable.Value = vector3Value.Value; return TaskStatus.Success; } public override void OnReset() { vector3Value = vector3Variable = Vector3.zero; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/SetValue.cs.meta ================================================ fileFormatVersion: 2 guid: d512a8eb2bde4ea49868fdd746dafb0d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/SetXYZ.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityVector3 { [TaskCategory("Unity/Vector3")] [TaskDescription("Sets the X, Y, and Z values of the Vector3.")] public class SetXYZ : Action { [Tooltip("The Vector3 to set the values of")] public SharedVector3 vector3Variable; [Tooltip("The X value. Set to None to have the value ignored")] public SharedFloat xValue; [Tooltip("The Y value. Set to None to have the value ignored")] public SharedFloat yValue; [Tooltip("The Z value. Set to None to have the value ignored")] public SharedFloat zValue; public override TaskStatus OnUpdate() { var vector3Value = vector3Variable.Value; if (!xValue.IsNone) { vector3Value.x = xValue.Value; } if (!yValue.IsNone) { vector3Value.y = yValue.Value; } if (!zValue.IsNone) { vector3Value.z = zValue.Value; } vector3Variable.Value = vector3Value; return TaskStatus.Success; } public override void OnReset() { vector3Variable = Vector3.zero; xValue = yValue = zValue = 0; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3/SetXYZ.cs.meta ================================================ fileFormatVersion: 2 guid: efcd4530935b0c445804e64d0820f27b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity/Vector3.meta ================================================ fileFormatVersion: 2 guid: ce20bbc68e3c9ca4ca7192a22a195968 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks/Unity.meta ================================================ fileFormatVersion: 2 guid: 64a07414f88a0b54cb6303a75c569e4a folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Tasks.meta ================================================ fileFormatVersion: 2 guid: 902fb303faad50e4283e64abd98452f6 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedAnimationCurve.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedAnimationCurve : SharedVariable { public static implicit operator SharedAnimationCurve(AnimationCurve value) { return new SharedAnimationCurve { mValue = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedAnimationCurve.cs.meta ================================================ fileFormatVersion: 2 guid: e30f25f7530f8424a997bd05af4ef4fd timeCreated: 1500510014 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedBool.cs ================================================ namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedBool : SharedVariable { public static implicit operator SharedBool(bool value) { return new SharedBool { mValue = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedBool.cs.meta ================================================ fileFormatVersion: 2 guid: c2f4e02925f3d454c8a49a9f9cc1d497 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedColor.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedColor : SharedVariable { public static implicit operator SharedColor(Color value) { return new SharedColor { mValue = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedColor.cs.meta ================================================ fileFormatVersion: 2 guid: 1aebb6343767438449d67bf4118aeefe MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedFloat.cs ================================================ namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedFloat : SharedVariable { public static implicit operator SharedFloat(float value) { return new SharedFloat { Value = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedFloat.cs.meta ================================================ fileFormatVersion: 2 guid: 954735ce9c49fd845add7abd7883211c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedGameObject.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedGameObject : SharedVariable { public static implicit operator SharedGameObject(GameObject value) { return new SharedGameObject { mValue = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedGameObject.cs.meta ================================================ fileFormatVersion: 2 guid: df84e4f8f0e526344a46be1b083e0218 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedGameObjectList.cs ================================================ using UnityEngine; using System.Collections.Generic; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedGameObjectList : SharedVariable> { public static implicit operator SharedGameObjectList(List value) { return new SharedGameObjectList { mValue = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedGameObjectList.cs.meta ================================================ fileFormatVersion: 2 guid: 70650d45c2fa6794a9fdd7d2a74bb59a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedInt.cs ================================================ namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedInt : SharedVariable { public static implicit operator SharedInt(int value) { return new SharedInt { mValue = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedInt.cs.meta ================================================ fileFormatVersion: 2 guid: 00de328b40e8ac84ebf75e48fe353f38 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedMaterial.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedMaterial : SharedVariable { public static implicit operator SharedMaterial(Material value) { return new SharedMaterial { mValue = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedMaterial.cs.meta ================================================ fileFormatVersion: 2 guid: 2e84514e0f685a64795ecdb776888407 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedObject.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedObject : SharedVariable { public static explicit operator SharedObject(Object value) { return new SharedObject { mValue = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedObject.cs.meta ================================================ fileFormatVersion: 2 guid: d5ffddfc2d65c6e4ca1dedda5afd6ccc MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedObjectList.cs ================================================ using UnityEngine; using System.Collections.Generic; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedObjectList : SharedVariable> { public static implicit operator SharedObjectList(List value) { return new SharedObjectList { mValue = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedObjectList.cs.meta ================================================ fileFormatVersion: 2 guid: c7644e981f746b5458fb6adbda412b2d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedQuaternion.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedQuaternion : SharedVariable { public static implicit operator SharedQuaternion(Quaternion value) { return new SharedQuaternion { mValue = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedQuaternion.cs.meta ================================================ fileFormatVersion: 2 guid: 1ec5ca504fe011b449506c42d3e5ac7f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedRect.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedRect : SharedVariable { public static implicit operator SharedRect(Rect value) { return new SharedRect { mValue = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedRect.cs.meta ================================================ fileFormatVersion: 2 guid: 23ef607e9df5ab742afbea152c79eed5 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedString.cs ================================================ namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedString : SharedVariable { public static implicit operator SharedString(string value) { return new SharedString { mValue = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedString.cs.meta ================================================ fileFormatVersion: 2 guid: 2b562573ea4266848bc3f78352dca3a5 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedTransform.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedTransform : SharedVariable { public static implicit operator SharedTransform(Transform value) { return new SharedTransform { mValue = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedTransform.cs.meta ================================================ fileFormatVersion: 2 guid: 3e084053b0dbe6541bc2408005c85606 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedTransformList.cs ================================================ using UnityEngine; using System.Collections.Generic; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedTransformList : SharedVariable> { public static implicit operator SharedTransformList(List value) { return new SharedTransformList { mValue = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedTransformList.cs.meta ================================================ fileFormatVersion: 2 guid: 11f38abc81b11804aabe69ae80011a60 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedVector2.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedVector2 : SharedVariable { public static implicit operator SharedVector2(Vector2 value) { return new SharedVector2 { mValue = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedVector2.cs.meta ================================================ fileFormatVersion: 2 guid: 2398d4531b638134384482dcac3e850c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedVector2Int.cs ================================================ #if !UNITY_2017_1 using UnityEngine; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedVector2Int : SharedVariable { public static implicit operator SharedVector2Int(Vector2Int value) { return new SharedVector2Int { mValue = value }; } } } #endif ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedVector2Int.cs.meta ================================================ fileFormatVersion: 2 guid: 2030317e0987d01489996e3719960b2d timeCreated: 1516763749 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedVector3.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedVector3 : SharedVariable { public static implicit operator SharedVector3(Vector3 value) { return new SharedVector3 { mValue = value }; } } } ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedVector3.cs.meta ================================================ fileFormatVersion: 2 guid: 2093670c041663d4096c217e7c790683 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedVector3Int.cs ================================================ #if !UNITY_2017_1 using UnityEngine; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedVector3Int : SharedVariable { public static implicit operator SharedVector3Int(Vector3Int value) { return new SharedVector3Int { mValue = value }; } } } #endif ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedVector3Int.cs.meta ================================================ fileFormatVersion: 2 guid: 6b50923655e14e64986162aa7f34d318 timeCreated: 1516763759 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer/Runtime/Variables/SharedVector4.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedVector4 : SharedVariable { public static implicit 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m_GameObject: {fileID: 2133735853} m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0} ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scene/Scene.unity.meta ================================================ fileFormatVersion: 2 guid: 814024599b28f50459412dc5aeaa3ba1 DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scene.meta ================================================ fileFormatVersion: 2 guid: 57244ac6fc68ef54ea42ce318cd0f0d1 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/BehaviorSelection.cs ================================================ using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Text.RegularExpressions; using BehaviorDesigner.Runtime; public class BehaviorSelection : MonoBehaviour { public GameObject marker; public GameObject mainBot; public GameObject flockGroup; public GameObject followGroup; public GameObject queueGroup; public GameObject[] waypoints; public GameObject[] waypointsA; public GUISkin descriptionGUISkin; private Vector3[] flockGroupPosition; private Vector3[] followGroupPosition; private Vector3[] queueGroupPosition; private Quaternion[] flockGroupRotation; private Quaternion[] followGroupRotation; private Quaternion[] queueGroupRotation; private Dictionary behaviorTreeGroup = new Dictionary(); private enum BehaviorSelectionType { MoveTowards, RotateTowards, Seek, Flee, Pursue, Evade, Patrol, Cover, Wander, Search, WithinDistance, CanSeeObject, CanHearObject, Flock, LeaderFollow, Queue, Last } private BehaviorSelectionType selectionType = BehaviorSelectionType.MoveTowards; private BehaviorSelectionType prevSelectionType = BehaviorSelectionType.MoveTowards; public void Start() { var behaviorTrees = mainBot.GetComponents(); for (int i = 0; i < behaviorTrees.Length; ++i) { behaviorTreeGroup.Add(behaviorTrees[i].Group, behaviorTrees[i]); } behaviorTrees = Camera.main.GetComponents(); for (int i = 0; i < behaviorTrees.Length; ++i) { behaviorTreeGroup.Add(behaviorTrees[i].Group, behaviorTrees[i]); } flockGroupPosition = new Vector3[flockGroup.transform.childCount]; flockGroupRotation = new Quaternion[flockGroup.transform.childCount]; for (int i = 0; i < flockGroup.transform.childCount; ++i) { flockGroup.transform.GetChild(i).gameObject.SetActive(false); flockGroupPosition[i] = flockGroup.transform.GetChild(i).transform.position; flockGroupRotation[i] = flockGroup.transform.GetChild(i).transform.rotation; } followGroupPosition = new Vector3[followGroup.transform.childCount]; followGroupRotation = new Quaternion[followGroup.transform.childCount]; for (int i = 0; i < followGroup.transform.childCount; ++i) { followGroup.transform.GetChild(i).gameObject.SetActive(false); followGroupPosition[i] = followGroup.transform.GetChild(i).transform.position; followGroupRotation[i] = followGroup.transform.GetChild(i).transform.rotation; } queueGroupPosition = new Vector3[queueGroup.transform.childCount]; queueGroupRotation = new Quaternion[queueGroup.transform.childCount]; for (int i = 0; i < queueGroup.transform.childCount; ++i) { queueGroup.transform.GetChild(i).gameObject.SetActive(false); queueGroupPosition[i] = queueGroup.transform.GetChild(i).transform.position; queueGroupRotation[i] = queueGroup.transform.GetChild(i).transform.rotation; } SelectionChanged(); } public void OnGUI() { GUILayout.BeginVertical(GUILayout.Width(300)); GUILayout.BeginHorizontal(); if (GUILayout.Button("<-")) { prevSelectionType = selectionType; selectionType = (BehaviorSelectionType)(((int)selectionType - 1) % (int)BehaviorSelectionType.Last); if ((int)selectionType < 0) selectionType = BehaviorSelectionType.Queue; SelectionChanged(); } GUILayout.Box(SplitCamelCase(selectionType.ToString()), GUILayout.Width(220)); if (GUILayout.Button("->")) { prevSelectionType = selectionType; selectionType = (BehaviorSelectionType)(((int)selectionType + 1) % (int)BehaviorSelectionType.Last); SelectionChanged(); } GUILayout.EndHorizontal(); GUILayout.Box(Description(), descriptionGUISkin.box); if (selectionType == BehaviorSelectionType.CanHearObject) { if (GUILayout.Button("Play Sound")) { marker.GetComponent().Play(); } } GUILayout.EndVertical(); } private string Description() { string desc = ""; switch (selectionType) { case BehaviorSelectionType.MoveTowards: desc = "The Move Towards task will move the agent towards the target (without pathfinding). In this example the green agent is moving towards the red dot."; break; case BehaviorSelectionType.RotateTowards: desc = "The Rotate Towards task rotate the agent towards the target. In this example the green agent is rotating towards the red dot."; break; case BehaviorSelectionType.Seek: desc = "The Seek task will move the agent towards the target with pathfinding. In this example the green agent is seeking the red dot (which moves)."; break; case BehaviorSelectionType.Flee: desc = "The Flee task will move the agent away from the target with pathfinding. In this example the green agent is fleeing from red dot (which moves)."; break; case BehaviorSelectionType.Pursue: desc = "The Pursue task is similar to the Seek task except the Pursue task predicts where the target is going to be in the future. This allows the agent to arrive at the target earlier than it would have with the Seek task."; break; case BehaviorSelectionType.Evade: desc = "The Evade task is similar to the Flee task except the Evade task predicts where the target is going to be in the future. This allows the agent to flee from the target earlier than it would have with the Flee task."; break; case BehaviorSelectionType.Patrol: desc = "The Patrol task moves from waypoint to waypint. In this example the green agent is patrolling with four different waypoints (the white dots)."; break; case BehaviorSelectionType.Cover: desc = "The Cover task will move the agent into cover from its current position. In this example the agent sees cover in front of it so takes cover behind the wall."; break; case BehaviorSelectionType.Wander: desc = "The Wander task moves the agent randomly throughout the map with pathfinding."; break; case BehaviorSelectionType.Search: desc = "The Search task will search the map by wandering until it finds the target. It can find the target by seeing or hearing the target. In this example the Search task is looking for the red dot."; break; case BehaviorSelectionType.WithinDistance: desc = "The Within Distance task is a conditional task that returns success when another object comes within distance of the current agent. In this example the Within Distance task is paired with the Seek task so the agent will move towards the target as soon as the target within distance."; break; case BehaviorSelectionType.CanSeeObject: desc = "The Can See Object task is a conditional task that returns success when it sees an object in front of the current agent. In this example the Can See Object task is paired with the Seek task so the agent will move towards the target as soon as the target is seen."; break; case BehaviorSelectionType.CanHearObject: desc = "The Can Hear Object task is a conditional task that returns success when it hears another object. Press the \"Play\" button to emit a sound from the red dot. If the red dot is within range of the agent when the sound is played then the agent will move towards the red dot with the Seek task."; break; case BehaviorSelectionType.Flock: desc = "The Flock task moves a group of objects together in a pattern (which can be adjusted). In this example the Flock task is controlling all 30 objects. There are no colliders on the objects - the Flock task is completing managing the position of all of the objects"; break; case BehaviorSelectionType.LeaderFollow: desc = "The Leader Follow task moves a group of objects behind a leader object. There are two behavior trees running in this example - one for the leader (who is patrolling the area) and one for the group of objects. Again, there is are no colliders on the objects."; break; case BehaviorSelectionType.Queue: desc = "The Queue task will move a group of objects through a small space in an organized way. In this example the Queue task is controlling all of the objects. Another way to move all of the objects through the doorway is with the seek task, however with this approach the objects would group up at the doorway."; break; } return desc; } private static string SplitCamelCase(string s) { var r = new Regex(@"(?<=[A-Z])(?=[A-Z][a-z])|(?<=[^A-Z])(?=[A-Z])|(?<=[A-Za-z])(?=[^A-Za-z])", RegexOptions.IgnorePatternWhitespace); s = r.Replace(s, " "); return (char.ToUpper(s[0]) + s.Substring(1)).Trim(); } private void SelectionChanged() { DisableAll(); switch (selectionType) { case BehaviorSelectionType.MoveTowards: marker.transform.position = new Vector3(20, 1, -20); marker.SetActive(true); mainBot.transform.position = new Vector3(-20, 1, -20); mainBot.transform.eulerAngles = new Vector3(0, 180, 0); mainBot.SetActive(true); break; case BehaviorSelectionType.RotateTowards: marker.transform.position = new Vector3(20, 1, 10); marker.SetActive(true); mainBot.transform.position = new Vector3(0, 1, -20); mainBot.transform.eulerAngles = new Vector3(0, 180, 0); mainBot.SetActive(true); break; case BehaviorSelectionType.Seek: marker.transform.position = new Vector3(20, 1, 20); marker.SetActive(true); marker.GetComponent()["MarkerSeek"].time = 0; marker.GetComponent()["MarkerSeek"].speed = 1; marker.GetComponent().Play("MarkerSeek"); mainBot.transform.position = new Vector3(-20, 1, -20); mainBot.transform.eulerAngles = new Vector3(0, 180, 0); mainBot.SetActive(true); break; case BehaviorSelectionType.Flee: marker.transform.position = new Vector3(20, 1, 20); marker.SetActive(true); marker.GetComponent()["MarkerFlee"].time = 0; marker.GetComponent()["MarkerFlee"].speed = 1; marker.GetComponent().Play("MarkerFlee"); mainBot.transform.position = new Vector3(10, 1, 18); mainBot.transform.eulerAngles = new Vector3(0, 180, 0); mainBot.SetActive(true); break; case BehaviorSelectionType.Pursue: marker.transform.position = new Vector3(20, 1, 20); marker.SetActive(true); marker.GetComponent()["MarkerPersue"].time = 0; marker.GetComponent()["MarkerPersue"].speed = 1; marker.GetComponent().Play("MarkerPersue"); mainBot.transform.position = new Vector3(-20, 1, 0); mainBot.transform.eulerAngles = new Vector3(0, 90, 0); mainBot.SetActive(true); break; case BehaviorSelectionType.Evade: marker.transform.position = new Vector3(20, 1, 20); marker.SetActive(true); marker.GetComponent()["MarkerEvade"].time = 0; marker.GetComponent()["MarkerEvade"].speed = 1; marker.GetComponent().Play("MarkerEvade"); mainBot.transform.position = new Vector3(0, 1, 18); mainBot.transform.eulerAngles = new Vector3(0, 180, 0); mainBot.SetActive(true); break; case BehaviorSelectionType.Patrol: for (int i = 0; i < waypoints.Length; ++i) { waypoints[i].SetActive(true); } mainBot.transform.position = new Vector3(-20, 1, 20); mainBot.transform.eulerAngles = new Vector3(0, 180, 0); mainBot.SetActive(true); break; case BehaviorSelectionType.Cover: mainBot.transform.position = new Vector3(-5, 1, -10); mainBot.transform.eulerAngles = new Vector3(0, 0, 0); mainBot.SetActive(true); break; case BehaviorSelectionType.Wander: mainBot.transform.position = new Vector3(-20, 1, -20); mainBot.transform.eulerAngles = new Vector3(0, 0, 0); mainBot.SetActive(true); break; case BehaviorSelectionType.Search: marker.transform.position = new Vector3(20, 1, 20); marker.SetActive(true); mainBot.transform.position = new Vector3(-20, 1, -20); mainBot.transform.eulerAngles = new Vector3(0, 0, 0); mainBot.SetActive(true); break; case BehaviorSelectionType.WithinDistance: marker.transform.position = new Vector3(20, 1, 20); marker.GetComponent()["MarkerPersue"].time = 0; marker.GetComponent()["MarkerPersue"].speed = 1; marker.GetComponent().Play("MarkerPersue"); marker.SetActive(true); mainBot.transform.position = new Vector3(-15, 1, 2); mainBot.transform.eulerAngles = new Vector3(0, 0, 0); mainBot.SetActive(true); break; case BehaviorSelectionType.CanSeeObject: marker.transform.position = new Vector3(20, 1, 20); marker.GetComponent()["MarkerPersue"].time = 0; marker.GetComponent()["MarkerPersue"].speed = 1; marker.GetComponent().Play("MarkerPersue"); marker.SetActive(true); mainBot.transform.position = new Vector3(-15, 1, -10); mainBot.transform.eulerAngles = new Vector3(0, 0, 0); mainBot.SetActive(true); break; case BehaviorSelectionType.CanHearObject: marker.transform.position = new Vector3(20, 1, 20); marker.GetComponent()["MarkerPersue"].time = 0; marker.GetComponent()["MarkerPersue"].speed = 1; marker.GetComponent().Play("MarkerPersue"); marker.SetActive(true); mainBot.transform.position = new Vector3(-15, 1, -10); mainBot.transform.eulerAngles = new Vector3(0, 0, 0); mainBot.SetActive(true); break; case BehaviorSelectionType.Flock: Camera.main.transform.position = new Vector3(0, 90, -150); for (int i = 0; i < flockGroup.transform.childCount; ++i) { flockGroup.transform.GetChild(i).gameObject.SetActive(true); } break; case BehaviorSelectionType.LeaderFollow: for (int i = 0; i < waypointsA.Length; ++i) { waypointsA[i].SetActive(true); } mainBot.transform.position = new Vector3(0, 1, -130); mainBot.SetActive(true); Camera.main.transform.position = new Vector3(0, 90, -150); for (int i = 0; i < followGroup.transform.childCount; ++i) { followGroup.transform.GetChild(i).gameObject.SetActive(true); } break; case BehaviorSelectionType.Queue: marker.transform.position = new Vector3(45, 1, 0); for (int i = 0; i < queueGroup.transform.childCount; ++i) { queueGroup.transform.GetChild(i).gameObject.SetActive(true); } break; } StartCoroutine("EnableBehavior"); } private void DisableAll() { StopCoroutine("EnableBehavior"); behaviorTreeGroup[(int)prevSelectionType].DisableBehavior(); // enable the leader as well if (prevSelectionType == BehaviorSelectionType.LeaderFollow) { behaviorTreeGroup[(int)BehaviorSelectionType.Last].DisableBehavior(); } marker.GetComponent().Stop(); marker.SetActive(false); mainBot.SetActive(false); Camera.main.transform.position = new Vector3(0, 90, 0); for (int i = 0; i < flockGroup.transform.childCount; ++i) { flockGroup.transform.GetChild(i).gameObject.SetActive(false); flockGroup.transform.GetChild(i).transform.position = flockGroupPosition[i]; flockGroup.transform.GetChild(i).transform.rotation = flockGroupRotation[i]; } for (int i = 0; i < followGroup.transform.childCount; ++i) { followGroup.transform.GetChild(i).gameObject.SetActive(false); followGroup.transform.GetChild(i).transform.position = followGroupPosition[i]; followGroup.transform.GetChild(i).transform.rotation = followGroupRotation[i]; } for (int i = 0; i < queueGroup.transform.childCount; ++i) { queueGroup.transform.GetChild(i).gameObject.SetActive(false); queueGroup.transform.GetChild(i).transform.position = queueGroupPosition[i]; queueGroup.transform.GetChild(i).transform.rotation = queueGroupRotation[i]; } for (int i = 0; i < waypoints.Length; ++i) { waypoints[i].SetActive(false); } for (int i = 0; i < waypointsA.Length; ++i) { waypointsA[i].SetActive(false); } } private IEnumerator EnableBehavior() { yield return new WaitForSeconds(0.5f); behaviorTreeGroup[(int)selectionType].EnableBehavior(); // enable the leader as well if (selectionType == BehaviorSelectionType.LeaderFollow) { behaviorTreeGroup[(int)BehaviorSelectionType.Last].EnableBehavior(); } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/BehaviorSelection.cs.meta ================================================ fileFormatVersion: 2 guid: 536f005415e86134c98218681c66ba3c MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/CanHearObject.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Check to see if the any objects are within hearing range of the current agent.")] [TaskCategory("Movement")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=12")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}CanHearObjectIcon.png")] public class CanHearObject : Conditional { #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) [Tooltip("Should the 2D version be used?")] public bool usePhysics2D; #endif [Tooltip("The object that we are searching for. If this value is null then the objectLayerMask will be used")] public SharedTransform targetObject; [Tooltip("The LayerMask of the objects that we are searching for")] public LayerMask objectLayerMask; [Tooltip("How far away the unit can hear")] public SharedFloat hearingRadius = 50; [Tooltip("The furtuer away a sound source is the less likely the agent will be able to hear it. " + "Set a threshold for the the minimum audibility level that the agent can hear")] public SharedFloat linearAudibilityThreshold = 0.05f; [Tooltip("The offset relative to the pivot position")] public SharedVector3 offset; [Tooltip("The returned object that is heard")] public SharedTransform objectHeard; // Returns success if an object was found otherwise failure public override TaskStatus OnUpdate() { // If the target object is null then determine if there are any objects within hearing range based on the layer mask if (targetObject.Value == null) { #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) if (usePhysics2D) { objectHeard.Value = MovementUtility.WithinHearingRange2D(transform, offset.Value, linearAudibilityThreshold.Value, hearingRadius.Value, objectLayerMask); } else { #endif objectHeard.Value = MovementUtility.WithinHearingRange(transform, offset.Value, linearAudibilityThreshold.Value, hearingRadius.Value, objectLayerMask); #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) } #endif } else { // If the target is not null then determine if that object is within sight objectHeard.Value = MovementUtility.WithinHearingRange(transform, offset.Value, linearAudibilityThreshold.Value, targetObject.Value); } if (objectHeard.Value != null) { // Return success if an object was heard return TaskStatus.Success; } // An object is not within heard so return failure return TaskStatus.Failure; } // Reset the public variables public override void OnReset() { hearingRadius = 50; linearAudibilityThreshold = 0.05f; } // Draw the hearing radius public override void OnDrawGizmos() { #if UNITY_EDITOR if (hearingRadius == null) { return; } var oldColor = UnityEditor.Handles.color; UnityEditor.Handles.color = Color.yellow; UnityEditor.Handles.DrawWireDisc(Owner.transform.position, Owner.transform.up, hearingRadius.Value); UnityEditor.Handles.color = oldColor; #endif } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/CanHearObject.cs.meta ================================================ fileFormatVersion: 2 guid: 634d2d6246879f74e8c8e4fe199fa82b MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/CanSeeObject.cs ================================================ using UnityEngine; using System.Collections.Generic; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Check to see if the any objects are within sight of the agent.")] [TaskCategory("Movement")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=11")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}CanSeeObjectIcon.png")] public class CanSeeObject : Conditional { #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) [Tooltip("Should the 2D version be used?")] public bool usePhysics2D; #endif [Tooltip("The object that we are searching for. If this value is null then the objectLayerMask will be used")] public SharedTransform targetObject; [Tooltip("The LayerMask of the objects that we are searching for")] public LayerMask objectLayerMask; [Tooltip("The field of view angle of the agent (in degrees)")] public SharedFloat fieldOfViewAngle = 90; [Tooltip("The distance that the agent can see ")] public SharedFloat viewDistance = 1000; [Tooltip("The offset relative to the pivot position")] public SharedVector3 offset; [Tooltip("The object that is within sight")] public SharedTransform objectInSight; // Returns success if an object was found otherwise failure public override TaskStatus OnUpdate() { #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) if (usePhysics2D) { // If the target object is null then determine if there are any objects within sight based on the layer mask if (targetObject.Value == null) { objectInSight.Value = MovementUtility.WithinSight2D(transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, objectLayerMask); } else { // If the target is not null then determine if that object is within sight objectInSight.Value = MovementUtility.WithinSight2D(transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, targetObject.Value); } } else { #endif // If the target object is null then determine if there are any objects within sight based on the layer mask if (targetObject.Value == null) { objectInSight.Value = MovementUtility.WithinSight(transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, objectLayerMask); } else { // If the target is not null then determine if that object is within sight objectInSight.Value = MovementUtility.WithinSight(transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, targetObject.Value); } #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) } #endif if (objectInSight.Value != null) { // Return success if an object was found return TaskStatus.Success; } // An object is not within sight so return failure return TaskStatus.Failure; } // Reset the public variables public override void OnReset() { fieldOfViewAngle = 90; viewDistance = 1000; offset = Vector3.zero; } // Draw the line of sight representation within the scene window public override void OnDrawGizmos() { if (fieldOfViewAngle == null || viewDistance == null) { return; } bool is2D = false; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) is2D = usePhysics2D; #endif MovementUtility.DrawLineOfSight(Owner.transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, is2D); } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/CanSeeObject.cs.meta ================================================ fileFormatVersion: 2 guid: 5534277ff5a25bd4abed31059ad7904c MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Cover.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Find a place to hide and move to it using the Unity NavMesh.")] [TaskCategory("Movement")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=8")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}CoverIcon.png")] public class Cover : Action { [Tooltip("The speed of the agent")] public SharedFloat speed; [Tooltip("Angular speed of the agent")] public SharedFloat angularSpeed; [Tooltip("The agent has arrived when the square magnitude is less than this value")] public SharedFloat arriveDistance = 0.1f; [Tooltip("The distance to search for cover")] public SharedFloat maxCoverDistance = 1000; [Tooltip("The layermask of the available cover positions")] public LayerMask availableLayerCovers; [Tooltip("The maximum number of raycasts that should be fired before the agent gives up looking for an agent to find cover behind")] public SharedInt maxRaycasts = 100; [Tooltip("How large the step should be between raycasts")] public SharedFloat rayStep = 1; [Tooltip("Once a cover point has been found, multiply this offset by the normal to prevent the agent from hugging the wall")] public SharedFloat coverOffset = 2; [Tooltip("Should the agent look at the cover point after it has arrived?")] public SharedBool lookAtCoverPoint = false; [Tooltip("The agent is done rotating to the cover point when the square magnitude is less than this value")] public SharedFloat rotationEpsilon = 0.5f; [Tooltip("Max rotation delta if lookAtCoverPoint")] public SharedFloat maxLookAtRotationDelta; // A cache of the NavMeshAgent private UnityEngine.AI.NavMeshAgent navMeshAgent; private Vector3 coverPoint; public override void OnAwake() { // cache for quick lookup navMeshAgent = gameObject.GetComponent(); } public override void OnStart() { // set the speed, angular speed, and destination then enable the agent navMeshAgent.speed = speed.Value; navMeshAgent.angularSpeed = angularSpeed.Value; navMeshAgent.enabled = true; navMeshAgent.destination = Target(); } // Seek to the cover point. Return success as soon as the location is reached or the agent is looking at the cover point public override TaskStatus OnUpdate() { if (!navMeshAgent.pathPending && navMeshAgent.remainingDistance < arriveDistance.Value) { var rotation = Quaternion.LookRotation(coverPoint - transform.position); // Return success if the agent isn't going to look at hte cover point or it has completely rotated to look at the cover point if (!lookAtCoverPoint.Value || Quaternion.Angle(transform.rotation, rotation) < rotationEpsilon.Value) { return TaskStatus.Success; } else { // Still needs to rotate towards the target transform.rotation = Quaternion.RotateTowards(transform.rotation, rotation, maxLookAtRotationDelta.Value); } } // Return running until the agent has arrived return TaskStatus.Running; } public override void OnEnd() { // Disable the nav mesh navMeshAgent.enabled = false; } // Find a place to hide by firing a ray private Vector3 Target() { RaycastHit hit; int raycastCount = 0; var direction = transform.forward; float step = 0; // Keep firing a ray until too many rays have been fired while (raycastCount < maxRaycasts.Value) { var ray = new Ray(transform.position, direction); if (Physics.Raycast(ray, out hit, maxCoverDistance.Value, availableLayerCovers)) { // A suitable agent has been found. Find the opposite side of that agent by shooting a ray in the opposite direction from a point far away if (hit.collider.Raycast(new Ray(hit.point - hit.normal * maxCoverDistance.Value, hit.normal), out hit, Mathf.Infinity)) { coverPoint = hit.point; return hit.point + hit.normal * coverOffset.Value; } } // Keep sweeiping along the y axis step += rayStep.Value; direction = Quaternion.Euler(0, transform.eulerAngles.y + step, 0) * Vector3.forward; raycastCount++; } // The agent wasn't found - return zero return Vector3.zero; } // Reset the public variables public override void OnReset() { arriveDistance = 0.1f; maxCoverDistance = 1000; maxRaycasts = 100; rayStep = 1; coverOffset = 2; lookAtCoverPoint = false; rotationEpsilon = 0.5f; } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Cover.cs.meta ================================================ fileFormatVersion: 2 guid: 4ce745e6d7861534aaaa58a6a60ecc75 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Evade.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Evade the target specified using the Unity NavMesh.")] [TaskCategory("Movement")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=6")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}EvadeIcon.png")] public class Evade : Action { [Tooltip("The speed of the agent")] public SharedFloat speed; [Tooltip("Angular speed of the agent")] public SharedFloat angularSpeed; [Tooltip("The agent has fleed when the square magnitude is greater than this value")] public SharedFloat fleedDistance = 10; [Tooltip("The distance to look ahead when fleeing")] public SharedFloat lookAheadDistance = 5; [Tooltip("How far to predict the distance ahead of the target. Lower values indicate less distance should be predicated")] public SharedFloat targetDistPrediction = 20; [Tooltip("Multiplier for predicting the look ahead distance")] public SharedFloat targetDistPredictionMult = 20; [Tooltip("The transform that the agent is evading")] public SharedTransform targetTransform; // The position of the target at the last frame private Vector3 targetPosition; // A cache of the NavMeshAgent private UnityEngine.AI.NavMeshAgent navMeshAgent; public override void OnAwake() { // cache for quick lookup navMeshAgent = gameObject.GetComponent(); } public override void OnStart() { targetPosition = targetTransform.Value.position; // set the speed, angular speed, and destination then enable the agent navMeshAgent.speed = speed.Value; navMeshAgent.angularSpeed = angularSpeed.Value; navMeshAgent.enabled = true; navMeshAgent.destination = Target(); } // Evade from the target. Return success once the agent has fleed the target by moving far enough away from it // Return running if the agent is still fleeing public override TaskStatus OnUpdate() { if (!navMeshAgent.pathPending && Vector3.SqrMagnitude(transform.position - targetTransform.Value.position) > fleedDistance.Value) { return TaskStatus.Success; } navMeshAgent.destination = FleePosition(); return TaskStatus.Running; } public override void OnEnd() { // Disable the nav mesh navMeshAgent.enabled = false; } private Vector3 Target() { // Calculate the current distance to the target and the current speed var distance = (targetTransform.Value.position - transform.position).magnitude; var speed = navMeshAgent.velocity.magnitude; float futurePrediction = 0; // Set the future prediction to max prediction if the speed is too small to give an accurate prediction if (speed <= distance / targetDistPrediction.Value) { futurePrediction = targetDistPrediction.Value; } else { futurePrediction = (distance / speed) * targetDistPredictionMult.Value; // the prediction should be accurate enough } // Predict the future by taking the velocity of the target and multiply it by the future prediction var prevTargetPosition = targetPosition; targetPosition = targetTransform.Value.position; return targetPosition + (targetPosition - prevTargetPosition) * futurePrediction; } // Evade in the opposite direction private Vector3 FleePosition() { return transform.position + (transform.position - Target()).normalized * lookAheadDistance.Value; } // Reset the public variables public override void OnReset() { fleedDistance = 10; lookAheadDistance = 5; targetDistPrediction = 20; targetDistPredictionMult = 20; } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Evade.cs.meta ================================================ fileFormatVersion: 2 guid: 4214d47e960a0444491973584f8d4f4a MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Flee.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Flee from the target specified using the Unity NavMesh.")] [TaskCategory("Movement")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=4")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}FleeIcon.png")] public class Flee : Action { [Tooltip("The speed of the agent")] public SharedFloat speed; [Tooltip("Angular speed of the agent")] public SharedFloat angularSpeed; [Tooltip("The agent has fleed when the square magnitude is greater than this value")] public SharedFloat fleedDistance = 20; [Tooltip("The distance to look ahead when fleeing")] public SharedFloat lookAheadDistance = 5; [Tooltip("The transform that the agent is fleeing from")] public SharedTransform targetTransform; [Tooltip("If target is null then use the target position")] public SharedVector3 targetPosition; // True if the target is a transform private bool dynamicTarget; // A cache of the NavMeshAgent private UnityEngine.AI.NavMeshAgent navMeshAgent; public override void OnAwake() { // cache for quick lookup navMeshAgent = gameObject.GetComponent(); } public override void OnStart() { // the target is dynamic if the target transform is not null and has a valid dynamicTarget = (targetTransform != null && targetTransform.Value != null); // set the speed, angular speed, and destination then enable the agent navMeshAgent.speed = speed.Value; navMeshAgent.angularSpeed = angularSpeed.Value; navMeshAgent.enabled = true; navMeshAgent.destination = Target(); } // Flee from the target. Return success once the agent has fleed the target by moving far enough away from it // Return running if the agent is still fleeing public override TaskStatus OnUpdate() { if (!navMeshAgent.pathPending && Vector3.SqrMagnitude(transform.position - Target()) > fleedDistance.Value) { return TaskStatus.Success; } navMeshAgent.destination = FleePosition(); return TaskStatus.Running; } public override void OnEnd() { // Disable the nav mesh navMeshAgent.enabled = false; } // return targetPosition if targetTransform is null private Vector3 Target() { if (dynamicTarget) { return targetTransform.Value.position; } return targetPosition.Value; } // Flee in the opposite direction private Vector3 FleePosition() { return transform.position + (transform.position - Target()).normalized * lookAheadDistance.Value; } // Reset the public variables public override void OnReset() { speed = 10; angularSpeed = 10; fleedDistance = 20; lookAheadDistance = 5; } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Flee.cs.meta ================================================ fileFormatVersion: 2 guid: e4bdc12b530491842b05403138b8425c MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Flock.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Flock around the scene using the Unity NavMesh.")] [TaskCategory("Movement")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=13")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}FlockIcon.png")] public class Flock : Action { [Tooltip("The speed of the agents")] public SharedFloat speed; [Tooltip("Angular speed of the agents")] public SharedFloat angularSpeed; [Tooltip("Agents less than this distance apart are neighbors")] public SharedFloat neighborDistance = 100; [Tooltip("How far the agent should look ahead when determine its pathfinding destination")] public SharedFloat lookAheadDistance = 5; [Tooltip("The greater the alignmentWeight is the more likely it is that the agents will be facing the same direction")] public SharedFloat alignmentWeight = 0.4f; [Tooltip("The greater the cohesionWeight is the more likely it is that the agents will be moving towards a common position")] public SharedFloat cohesionWeight = 0.5f; [Tooltip("The greater the separationWeight is the more likely it is that the agents will be separated")] public SharedFloat separationWeight = 0.6f; [Tooltip("All of the agents that should be flocking")] public UnityEngine.AI.NavMeshAgent[] agents; // The corresponding transforms of the agents private Transform[] agentTransforms; public override void OnAwake() { agentTransforms = new Transform[agents.Length]; // Cache the transform of the agents for (int i = 0; i < agents.Length; ++i) { agentTransforms[i] = agents[i].transform; } } public override void OnStart() { for (int i = 0; i < agents.Length; ++i) { agents[i].enabled = true; agents[i].speed = speed.Value; agents[i].angularSpeed = angularSpeed.Value; } } // The agents will always be flocking so always return running public override TaskStatus OnUpdate() { // Determine a destination for each agent for (int i = 0; i < agents.Length; ++i) { Vector3 alignment, cohesion, separation; // determineFlockAttributes will determine which direction to head, which common position to move toward, and how far apart each agent is from one another, DetermineFlockParameters(i, out alignment, out cohesion, out separation); // Weigh each parameter to give one more of an influence than another var velocity = alignment * alignmentWeight.Value + cohesion * cohesionWeight.Value + separation * separationWeight.Value; // Set the destination based on the velocity multiplied by the look ahead distance agents[i].destination = agentTransforms[i].position + velocity * lookAheadDistance.Value; } return TaskStatus.Running; } public override void OnEnd() { // Disable the nav mesh for (int i = 0; i < agents.Length; ++i) { if (agents[i] != null) agents[i].enabled = false; } } // Determine the three flock parameters: alignment, cohesion, and separation. // Alignment: determines which direction to move // Cohesion: Determines a common position to move towards // Separation: Determines how far apart the agent is from all other agents private void DetermineFlockParameters(int agentIndex, out Vector3 alignment, out Vector3 cohesion, out Vector3 separation) { alignment = cohesion = separation = Vector3.zero; int neighborCount = 0; var agentTransform = agentTransforms[agentIndex]; // Loop through each agent to determine the alignment, cohesion, and separation for (int i = 0; i < agents.Length; ++i) { // The agent can't compare against itself if (agentIndex != i) { // Only determine the parameters if the other agent is its neighbor if (Vector3.SqrMagnitude(agentTransforms[i].position - agentTransform.position) < neighborDistance.Value) { // This agent is the neighbor of the original agent so add the alignment, cohesion, and separation alignment += agents[i].velocity; cohesion += agentTransforms[i].position; separation += agentTransforms[i].position - agentTransform.position; neighborCount++; } } } // Don't move if there are no neighbors if (neighborCount == 0) { return; } // Normalize all of the values alignment = (alignment / neighborCount).normalized; cohesion = ((cohesion / neighborCount) - agentTransform.position).normalized; separation = ((separation / neighborCount) * -1).normalized; } // Reset the public variables public override void OnReset() { speed = 10; angularSpeed = 10; neighborDistance = 100; lookAheadDistance = 5; alignmentWeight = 0.4f; cohesionWeight = 0.5f; separationWeight = 0.6f; } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Flock.cs.meta ================================================ fileFormatVersion: 2 guid: 4c65234f4d5eeb440b84fe6a529ecbe3 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/LeaderFollow.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Follow the leader using the Unity NavMesh.")] [TaskCategory("Movement")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=14")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}LeaderFollowIcon.png")] public class LeaderFollow : Action { [Tooltip("The speed of the agents")] public SharedFloat speed; [Tooltip("Angular speed of the agents")] public SharedFloat angularSpeed; [Tooltip("Agents less than this distance apart are neighbors")] public SharedFloat neighborDistance = 10; [Tooltip("How far behind the leader the agents should follow the leader")] public SharedFloat leaderBehindDistance = 2; [Tooltip("The distance that the agents should be separated")] public SharedFloat separationDistance = 2; [Tooltip("The agent is getting too close to the front of the leader if they are within the aheadDistance")] public SharedFloat aheadDistance = 2; [Tooltip("The leader to follow")] public UnityEngine.AI.NavMeshAgent leader = null; [Tooltip("All of the agents that should be following")] public UnityEngine.AI.NavMeshAgent[] agents = null; // The transform of the leader private Transform leaderTransform; // The corresponding transforms of the agents private Transform[] agentTransforms; public override void OnAwake() { leaderTransform = leader.transform; agentTransforms = new Transform[agents.Length]; // Cache the transform of the agents for (int i = 0; i < agents.Length; ++i) { agentTransforms[i] = agents[i].transform; } } public override void OnStart() { // Enable the nav mesh for (int i = 0; i < agents.Length; ++i) { agents[i].enabled = true; agents[i].speed = speed.Value; agents[i].angularSpeed = angularSpeed.Value; } } // The agents will always be following the leader so always return running public override TaskStatus OnUpdate() { var behindPosition = LeaderBehindPosition(); // Determine a destination for each agent for (int i = 0; i < agents.Length; ++i) { // Get out of the way of the leader if the leader is currently looking at the agent and is getting close if (LeaderLookingAtAgent(i) && Vector3.SqrMagnitude(leaderTransform.position - agentTransforms[i].position) < aheadDistance.Value) { agents[i].destination = transform.position + (transform.position - leaderTransform.position).normalized * aheadDistance.Value; } else { // The destination is the behind position added to the separation vector agents[i].destination = behindPosition + DetermineSeparation(i); } } return TaskStatus.Running; } public override void OnEnd() { // Disable the nav mesh for (int i = 0; i < agents.Length; ++i) { if (agents[i] != null) agents[i].enabled = false; } } private Vector3 LeaderBehindPosition() { // The behind position is the normalized inverse of the leader's velocity multiplied by the leaderBehindDistance return leaderTransform.position + (-leader.velocity).normalized * leaderBehindDistance.Value; } // Determine the separation between the current agent and all of the other agents also following the leader private Vector3 DetermineSeparation(int agentIndex) { var separation = Vector3.zero; int neighborCount = 0; var agentTransform = agentTransforms[agentIndex]; // Loop through each agent to determine the separation for (int i = 0; i < agents.Length; ++i) { // The agent can't compare against itself if (agentIndex != i) { // Only determine the parameters if the other agent is its neighbor if (Vector3.SqrMagnitude(agentTransforms[i].position - agentTransform.position) < neighborDistance.Value) { // This agent is the neighbor of the original agent so add the separation separation += agentTransforms[i].position - agentTransform.position; neighborCount++; } } } // Don't move if there are no neighbors if (neighborCount == 0) { return Vector3.zero; } // Normalize the value return ((separation / neighborCount) * -1).normalized * separationDistance.Value; } // Use the dot product to determine if the leader is looking at the current agent public bool LeaderLookingAtAgent(int agentIndex) { return Vector3.Dot(leaderTransform.forward, agentTransforms[agentIndex].forward) < -0.5f; } // Reset the public variables public override void OnReset() { speed = 10; angularSpeed = 10; neighborDistance = 10; leaderBehindDistance = 2; separationDistance = 2; aheadDistance = 2; leader = null; agents = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/LeaderFollow.cs.meta ================================================ fileFormatVersion: 2 guid: 411aa6be7131cc047b9ec3191ba05ca4 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/MoveTowards.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Move towards the specified position. The position can either be specified by a transform or position. If the transform " + "is used then the position will not be used.")] [TaskCategory("Movement")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=1")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}MoveTowardsIcon.png")] public class MoveTowards : Action { [Tooltip("The speed of the agent")] public SharedFloat speed; [Tooltip("The agent has arrived when the square magnitude is less than this value")] public SharedFloat arriveDistance = 0.1f; [Tooltip("Should the agent be looking at the target position?")] public SharedBool lookAtTarget = true; [Tooltip("Max rotation delta if lookAtTarget is enabled")] public SharedFloat maxLookAtRotationDelta; [Tooltip("The transform that the agent is moving towards")] public SharedTransform targetTransform; [Tooltip("If target is null then use the target position")] public SharedVector3 targetPosition; public override void OnStart() { if ((targetTransform == null || targetTransform.Value == null) && targetPosition == null) { Debug.LogError("Error: A MoveTowards target value is not set."); targetPosition = new SharedVector3(); // create a new SharedVector3 to prevent repeated errors } } public override TaskStatus OnUpdate() { var position = Target(); // Return a task status of success once we've reached the target if (Vector3.SqrMagnitude(transform.position - position) < arriveDistance.Value) { return TaskStatus.Success; } // We haven't reached the target yet so keep moving towards it transform.position = Vector3.MoveTowards(transform.position, position, speed.Value * Time.deltaTime); if (lookAtTarget.Value) { transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(position - transform.position), maxLookAtRotationDelta.Value); } return TaskStatus.Running; } // Return targetPosition if targetTransform is null private Vector3 Target() { if (targetTransform == null || targetTransform.Value == null) { return targetPosition.Value; } return targetTransform.Value.position; } // Reset the public variables public override void OnReset() { arriveDistance = 0.1f; lookAtTarget = true; } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/MoveTowards.cs.meta ================================================ fileFormatVersion: 2 guid: 766729a6e22caf24aa69755a0af58804 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/MovementUtility.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { public static class MovementUtility { // Cast a sphere with the desired distance. Check each collider hit to see if it is within the field of view. Set objectFound // to the object that is most directly in front of the agent public static Transform WithinSight(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, LayerMask objectLayerMask) { Transform objectFound = null; var hitColliders = Physics.OverlapSphere(transform.position, viewDistance, objectLayerMask); if (hitColliders != null) { float minAngle = Mathf.Infinity; for (int i = 0; i < hitColliders.Length; ++i) { float angle; Transform obj; // Call the WithinSight function to determine if this specific object is within sight if ((obj = WithinSight(transform, positionOffset, fieldOfViewAngle, viewDistance, hitColliders[i].transform, false, out angle)) != null) { // This object is within sight. Set it to the objectFound GameObject if the angle is less than any of the other objects if (angle < minAngle) { minAngle = angle; objectFound = obj; } } } } return objectFound; } #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) // Cast a circle with the desired distance. Check each collider hit to see if it is within the field of view. Set objectFound // to the object that is most directly in front of the agent public static Transform WithinSight2D(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, LayerMask objectLayerMask) { Transform objectFound = null; var hitColliders = Physics2D.OverlapCircleAll(transform.position, viewDistance, objectLayerMask); if (hitColliders != null) { float minAngle = Mathf.Infinity; for (int i = 0; i < hitColliders.Length; ++i) { float angle; Transform obj; // Call the 2D WithinSight function to determine if this specific object is within sight if ((obj = WithinSight(transform, positionOffset, fieldOfViewAngle, viewDistance, hitColliders[i].transform, true, out angle)) != null) { // This object is within sight. Set it to the objectFound GameObject if the angle is less than any of the other objects if (angle < minAngle) { minAngle = angle; objectFound = obj; } } } } return objectFound; } #endif // Public helper function that will automatically create an angle variable that is not used. This function is useful if the calling call doesn't // care about the angle between transform and targetObject public static Transform WithinSight(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, Transform targetObject) { float angle; return WithinSight(transform, positionOffset, fieldOfViewAngle, viewDistance, targetObject, false, out angle); } // Public helper function that will automatically create an angle variable that is not used. This function is useful if the calling call doesn't // care about the angle between transform and targetObject public static Transform WithinSight2D(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, Transform targetObject) { float angle; return WithinSight(transform, positionOffset, fieldOfViewAngle, viewDistance, targetObject, true, out angle); } // Determines if the targetObject is within sight of the transform. It will set the angle regardless of whether or not the object is within sight private static Transform WithinSight(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, Transform targetObject, bool usePhysics2D, out float angle) { // The target object needs to be within the field of view of the current object var direction = targetObject.position - (transform.position + positionOffset); if (usePhysics2D) { angle = Vector3.Angle(direction, transform.up); } else { angle = Vector3.Angle(direction, transform.forward); } if (direction.magnitude < viewDistance && angle < fieldOfViewAngle * 0.5f) { // The hit agent needs to be within view of the current agent if (LineOfSight(transform, positionOffset, targetObject, usePhysics2D) != null) { return targetObject; // return the target object meaning it is within sight } else if (targetObject.GetComponent() == null) { // If the linecast doesn't hit anything then that the target object doesn't have a collider and there is nothing in the way if (targetObject.gameObject.activeSelf) return targetObject; } } // return null if the target object is not within sight return null; } public static Transform LineOfSight(Transform transform, Vector3 positionOffset, Transform targetObject, bool usePhysics2D) { #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) if (usePhysics2D) { RaycastHit2D hit; if ((hit = Physics2D.Linecast(transform.TransformPoint(positionOffset), targetObject.position))) { if (hit.transform.Equals(targetObject)) { return targetObject; // return the target object meaning it is within sight } } } else { #endif RaycastHit hit; if (Physics.Linecast(transform.TransformPoint(positionOffset), targetObject.position, out hit)) { if (hit.transform.Equals(targetObject)) { return targetObject; // return the target object meaning it is within sight } } #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) } #endif return null; } // Cast a sphere with the desired radius. Check each object's audio source to see if audio is playing. If audio is playing // and its audibility is greater than the audibility threshold then return the object heard public static Transform WithinHearingRange(Transform transform, Vector3 positionOffset, float linearAudibilityThreshold, float hearingRadius, LayerMask objectLayerMask) { Transform objectHeard = null; var hitColliders = Physics.OverlapSphere(transform.TransformPoint(positionOffset), hearingRadius, objectLayerMask); if (hitColliders != null) { float maxAudibility = 0; for (int i = 0; i < hitColliders.Length; ++i) { float audibility = 0; Transform obj; // Call the WithinHearingRange function to determine if this specific object is within hearing range if ((obj = WithinHearingRange(transform, positionOffset, linearAudibilityThreshold, hitColliders[i].transform, ref audibility)) != null) { // This object is within hearing range. Set it to the objectHeard GameObject if the audibility is less than any of the other objects if (audibility > maxAudibility) { maxAudibility = audibility; objectHeard = obj; } } } } return objectHeard; } #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) // Cast a circle with the desired radius. Check each object's audio source to see if audio is playing. If audio is playing // and its audibility is greater than the audibility threshold then return the object heard public static Transform WithinHearingRange2D(Transform transform, Vector3 positionOffset, float linearAudibilityThreshold, float hearingRadius, LayerMask objectLayerMask) { Transform objectHeard = null; var hitColliders = Physics2D.OverlapCircleAll(transform.TransformPoint(positionOffset), hearingRadius, objectLayerMask); if (hitColliders != null) { float maxAudibility = 0; for (int i = 0; i < hitColliders.Length; ++i) { float audibility = 0; Transform obj; // Call the WithinHearingRange function to determine if this specific object is within hearing range if ((obj = WithinHearingRange(transform, positionOffset, linearAudibilityThreshold, hitColliders[i].transform, ref audibility)) != null) { // This object is within hearing range. Set it to the objectHeard GameObject if the audibility is less than any of the other objects if (audibility > maxAudibility) { maxAudibility = audibility; objectHeard = obj; } } } } return objectHeard; } #endif // Public helper function that will automatically create an audibility variable that is not used. This function is useful if the calling call doesn't // care about the audibility value public static Transform WithinHearingRange(Transform transform, Vector3 positionOffset, float linearAudibilityThreshold, Transform targetObject) { float audibility = 0; return WithinHearingRange(transform, positionOffset, linearAudibilityThreshold, targetObject, ref audibility); } private static Transform WithinHearingRange(Transform transform, Vector3 positionOffset, float linearAudibilityThreshold, Transform targetObject, ref float audibility) { AudioSource colliderAudioSource; // Check to see if the hit agent has an audio source and that audio source is playing if ((colliderAudioSource = targetObject.GetComponent()) != null && colliderAudioSource.isPlaying) { // The audio source is playing. Make sure the sound can be heard from the agent's current position audibility = colliderAudioSource.volume / Vector3.Distance(transform.position, targetObject.position); if (audibility > linearAudibilityThreshold) { return targetObject; } } return null; } // Draws the line of sight representation public static void DrawLineOfSight(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, bool usePhysics2D) { #if UNITY_EDITOR var oldColor = UnityEditor.Handles.color; var color = Color.yellow; color.a = 0.1f; UnityEditor.Handles.color = color; var halfFOV = fieldOfViewAngle * 0.5f; var beginDirection = Quaternion.AngleAxis(-halfFOV, (usePhysics2D ? Vector3.right : Vector3.up)) * (usePhysics2D ? transform.up : transform.forward); UnityEditor.Handles.DrawSolidArc(transform.TransformPoint(positionOffset), (usePhysics2D ? transform.right : transform.up), beginDirection, fieldOfViewAngle, viewDistance); UnityEditor.Handles.color = oldColor; #endif } public static void DrawLineOfSightColor(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, bool usePhysics2D, Color color) { #if UNITY_EDITOR var oldColor = UnityEditor.Handles.color; color.a = 0.1f; UnityEditor.Handles.color = color; var halfFOV = fieldOfViewAngle * 0.5f; var beginDirection = Quaternion.AngleAxis(-halfFOV, (usePhysics2D ? Vector3.right : Vector3.up)) * (usePhysics2D ? transform.up : transform.forward); UnityEditor.Handles.DrawSolidArc(transform.TransformPoint(positionOffset), (usePhysics2D ? transform.right : transform.up), beginDirection, fieldOfViewAngle, viewDistance); UnityEditor.Handles.color = oldColor; #endif } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/MovementUtility.cs.meta ================================================ fileFormatVersion: 2 guid: 23cee7cf3a3935c40ab4acc084e400e7 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Patrol.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Patrol around the specified waypoints using the Unity NavMesh.")] [TaskCategory("Movement")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=7")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}PatrolIcon.png")] public class Patrol : Action { [Tooltip("The speed of the agent")] public SharedFloat speed; [Tooltip("Angular speed of the agent")] public SharedFloat angularSpeed; [Tooltip("The agent has arrived when the square magnitude is less than this value")] public SharedFloat arriveDistance = 0.1f; [Tooltip("Should the agent patrol the waypoints randomly?")] public SharedBool randomPatrol = false; [Tooltip("The waypoints to move to")] public SharedTransformList waypoints; // A cache of the NavMeshAgent private UnityEngine.AI.NavMeshAgent navMeshAgent; // The current index that we are heading towards within the waypoints array private int waypointIndex; public override void OnAwake() { // cache for quick lookup navMeshAgent = gameObject.GetComponent(); } public override void OnStart() { // initially move towards the closest waypoint float distance = Mathf.Infinity; float localDistance; for (int i = 0; i < waypoints.Value.Count; ++i) { if ((localDistance = Vector3.Magnitude(transform.position - waypoints.Value[i].position)) < distance) { distance = localDistance; waypointIndex = i; } } // set the speed, angular speed, and destination then enable the agent navMeshAgent.speed = speed.Value; navMeshAgent.angularSpeed = angularSpeed.Value; navMeshAgent.enabled = true; navMeshAgent.destination = Target(); } // Patrol around the different waypoints specified in the waypoint array. Always return a task status of running. public override TaskStatus OnUpdate() { if (!navMeshAgent.pathPending) { var thisPosition = transform.position; thisPosition.y = navMeshAgent.destination.y; // ignore y if (Vector3.SqrMagnitude(thisPosition - navMeshAgent.destination) < arriveDistance.Value) { if (randomPatrol.Value) { waypointIndex = Random.Range(0, waypoints.Value.Count); } else { waypointIndex = (waypointIndex + 1) % waypoints.Value.Count; } navMeshAgent.destination = Target(); } } return TaskStatus.Running; } public override void OnEnd() { // Disable the nav mesh navMeshAgent.enabled = false; } // Return the current waypoint index position private Vector3 Target() { return waypoints.Value[waypointIndex].position; } // Reset the public variables public override void OnReset() { arriveDistance = 0.1f; waypoints = null; randomPatrol = false; } // Draw a gizmo indicating a patrol public override void OnDrawGizmos() { #if UNITY_EDITOR if (waypoints == null) { return; } var oldColor = UnityEditor.Handles.color; UnityEditor.Handles.color = Color.yellow; for (int i = 0; i < waypoints.Value.Count; ++i) { UnityEditor.Handles.SphereCap(0, waypoints.Value[i].position, waypoints.Value[i].rotation, 1); } UnityEditor.Handles.color = oldColor; #endif } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Patrol.cs.meta ================================================ fileFormatVersion: 2 guid: eea43cbff87e7e0468c9e3ac2b949dd0 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Pursue.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Pursue the target specified using the Unity NavMesh.")] [TaskCategory("Movement")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=5")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}PursueIcon.png")] public class Pursue : Action { [Tooltip("The speed of the agent")] public SharedFloat speed; [Tooltip("Angular speed of the agent")] public SharedFloat angularSpeed; [Tooltip("The agent has arrived when the square magnitude is less than this value")] public SharedFloat arriveDistance = 0.1f; [Tooltip("How far to predict the distance ahead of the target. Lower values indicate less distance should be predicated")] public SharedFloat targetDistPrediction = 20; [Tooltip("Multiplier for predicting the look ahead distance")] public SharedFloat targetDistPredictionMult = 20; [Tooltip("The transform that the agent is pursuing")] public SharedTransform targetTransform; // The position of the target at the last frame private Vector3 targetPosition; // A cache of the NavMeshAgent private UnityEngine.AI.NavMeshAgent navMeshAgent; public override void OnAwake() { // cache for quick lookup navMeshAgent = gameObject.GetComponent(); } public override void OnStart() { targetPosition = targetTransform.Value.position; // set the speed, angular speed, and destination then enable the agent navMeshAgent.speed = speed.Value; navMeshAgent.angularSpeed = angularSpeed.Value; navMeshAgent.enabled = true; navMeshAgent.destination = Target(); } // Pursue the destination. Return success once the agent has reached the destination. // Return running if the agent hasn't reached the destination yet public override TaskStatus OnUpdate() { if (!navMeshAgent.pathPending && navMeshAgent.remainingDistance < arriveDistance.Value) { return TaskStatus.Success; } // Target will return the predicated position navMeshAgent.destination = Target(); return TaskStatus.Running; } public override void OnEnd() { // Disable the nav mesh navMeshAgent.enabled = false; } // Predict the position of the target private Vector3 Target() { // Calculate the current distance to the target and the current speed var distance = (targetTransform.Value.position - transform.position).magnitude; var speed = navMeshAgent.velocity.magnitude; float futurePrediction = 0; // Set the future prediction to max prediction if the speed is too small to give an accurate prediction if (speed <= distance / targetDistPrediction.Value) { futurePrediction = targetDistPrediction.Value; } else { futurePrediction = (distance / speed) * targetDistPredictionMult.Value; // the prediction should be accurate enough } // Predict the future by taking the velocity of the target and multiply it by the future prediction var prevTargetPosition = targetPosition; targetPosition = targetTransform.Value.position; return targetPosition + (targetPosition - prevTargetPosition) * futurePrediction; } // Reset the public variables public override void OnReset() { arriveDistance = 0.1f; targetDistPrediction = 20; targetDistPredictionMult = 20; } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Pursue.cs.meta ================================================ fileFormatVersion: 2 guid: 593ad61823a8b4644b5860eba9b695a9 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Queue.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Queue in a line using the Unity NavMesh.")] [TaskCategory("Movement")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=15")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}QueueIcon.png")] public class Queue : Action { [Tooltip("The speed of the agents")] public SharedFloat speed; [Tooltip("Angular speed of the agents")] public SharedFloat angularSpeed; [Tooltip("Agents less than this distance apart are neighbors")] public SharedFloat neighborDistance = 10; [Tooltip("The distance that the agents should be separated")] public SharedFloat separationDistance = 2; [Tooltip("The distance the the agent should look ahead to see if another agent is in the way")] public SharedFloat maxQueueAheadDistance = 2; [Tooltip("The radius that the agent should check to see if another agent is in the way")] public SharedFloat maxQueueRadius = 20; [Tooltip("The multiplier to slow down if an agent is in front of the current agent")] public SharedFloat slowDownSpeed = 0.15f; [Tooltip("The target to seek towards")] public SharedTransform seekPosition; [Tooltip("All of the agents that should be queuing")] public UnityEngine.AI.NavMeshAgent[] agents = null; // The corresponding transforms of the agents private Transform[] agentTransforms; public override void OnAwake() { agentTransforms = new Transform[agents.Length]; // Cache the transform of the agents for (int i = 0; i < agents.Length; ++i) { agentTransforms[i] = agents[i].transform; } } public override void OnStart() { for (int i = 0; i < agents.Length; ++i) { agents[i].enabled = true; agents[i].speed = speed.Value; agents[i].angularSpeed = angularSpeed.Value; } } // The agents will always be flocking so always return running public override TaskStatus OnUpdate() { // Determine a destination for each agent for (int i = 0; i < agents.Length; ++i) { if (AgentAhead(i)) { agents[i].destination = agentTransforms[i].position + agentTransforms[i].forward * slowDownSpeed.Value + DetermineSeparation(i); } else { agents[i].destination = seekPosition.Value.position; } } return TaskStatus.Running; } public override void OnEnd() { // Disable the nav mesh for (int i = 0; i < agents.Length; ++i) { if (agents[i] != null) agents[i].enabled = false; } } // Returns the agent that is ahead of the current agent private UnityEngine.AI.NavMeshAgent AgentAhead(int agentIndex) { // queueAhead is the distance in front of the current agent var queueAhead = agents[agentIndex].velocity * maxQueueAheadDistance.Value; for (int i = 0; i < agents.Length; ++i) { // Return the first agent that is ahead of the current agent if (agentIndex != i && Vector3.SqrMagnitude(queueAhead - agentTransforms[i].position) < maxQueueRadius.Value) { return agents[i]; } } return null; } // Determine the separation between the current agent and all of the other agents also queuing private Vector3 DetermineSeparation(int agentIndex) { var separation = Vector3.zero; int neighborCount = 0; var agentTransform = agentTransforms[agentIndex]; // Loop through each agent to determine the separation for (int i = 0; i < agents.Length; ++i) { // The agent can't compare against itself if (agentIndex != i) { // Only determine the parameters if the other agent is its neighbor if (Vector3.SqrMagnitude(agentTransforms[i].position - agentTransform.position) < neighborDistance.Value) { // This agent is the neighbor of the original agent so add the separation separation += agentTransforms[i].position - agentTransform.position; neighborCount++; } } } // Don't move if there are no neighbors if (neighborCount == 0) { return Vector3.zero; } // Normalize the value return ((separation / neighborCount) * -1).normalized * separationDistance.Value; } // Reset the public variables public override void OnReset() { speed = 10; angularSpeed = 10; neighborDistance = 10; separationDistance = 2; maxQueueAheadDistance = 2; maxQueueRadius = 20; slowDownSpeed = 0.15f; agents = null; } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Queue.cs.meta ================================================ fileFormatVersion: 2 guid: 13eacae67d74cfe4fba2cea104f65fbe MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/RotateTowards.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Rotates towards the specified rotation. The rotation can either be specified by a transform or rotation. If the transform "+ "is used then the rotation will not be used.")] [TaskCategory("Movement")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=2")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}RotateTowardsIcon.png")] public class RotateTowards : Action { [Tooltip("The agent is done rotating when the square magnitude is less than this value")] public SharedFloat rotationEpsilon = 0.5f; [Tooltip("Max rotation delta")] public SharedFloat maxLookAtRotationDelta; [Tooltip("Should the rotation only affect the Y axis?")] public SharedBool onlyY; [Tooltip("The transform that the agent is rotating towards")] public SharedTransform targetTransform; [Tooltip("If target is null then use the target rotation")] public SharedVector3 targetRotation; public override void OnStart() { if ((targetTransform == null || targetTransform.Value == null) && targetRotation == null) { Debug.LogError("Error: A RotateTowards target value is not set."); targetRotation = new SharedVector3(); // create a new SharedQuaternion to prevent repeated errors } } public override TaskStatus OnUpdate() { var rotation = Target(); // Return a task status of success once we are done rotating if (Quaternion.Angle(transform.rotation, rotation) < rotationEpsilon.Value) { return TaskStatus.Success; } // We haven't reached the target yet so keep rotating towards it transform.rotation = Quaternion.RotateTowards(transform.rotation, rotation, maxLookAtRotationDelta.Value); return TaskStatus.Running; } // Return targetPosition if targetTransform is null private Quaternion Target() { if (targetTransform == null || targetTransform.Value == null) { return Quaternion.Euler(targetRotation.Value); } var position = targetTransform.Value.position - transform.position; if (onlyY.Value) { position.y = 0; } return Quaternion.LookRotation(position); } // Reset the public variables public override void OnReset() { rotationEpsilon = 0.5f; } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/RotateTowards.cs.meta ================================================ fileFormatVersion: 2 guid: ed780f8831d042e48b4a83bcca7a3628 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Search.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Search for a target by combining the wander, within hearing range, and the within seeing range tasks using the Unity NavMesh.")] [TaskCategory("Movement")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=10")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}SearchIcon.png")] public class Search : Action { [Tooltip("The speed of the agent")] public SharedFloat speed; [Tooltip("Angular speed of the agent")] public SharedFloat angularSpeed; [Tooltip("How far ahead of the current position to look ahead for a wander")] public SharedFloat wanderDistance = 10; [Tooltip("The amount that the agent rotates direction")] public SharedFloat wanderRate = 1; [Tooltip("The field of view angle of the agent (in degrees)")] public SharedFloat fieldOfViewAngle = 90; [Tooltip("The distance that the agent can see")] public SharedFloat viewDistance = 30; [Tooltip("Should the search end if audio was heard?")] public SharedBool senseAudio = true; [Tooltip("How far away the unit can hear")] public SharedFloat hearingRadius = 30; [Tooltip("The offset relative to the pivot position")] public SharedVector3 offset; [Tooltip("The LayerMask of the objects that we are searching for")] public LayerMask objectLayerMask; [Tooltip("The furtuer away a sound source is the less likely the agent will be able to hear it. " + "Set a threshold for the the minimum audibility level that the agent can hear")] public SharedFloat linearAudibilityThreshold = 0.03f; [Tooltip("The object that is within sight")] public SharedTransform objectFound; // A cache of the NavMeshAgent private UnityEngine.AI.NavMeshAgent navMeshAgent; public override void OnAwake() { // cache for quick lookup navMeshAgent = gameObject.GetComponent(); } public override void OnStart() { // set the speed, angular speed, and destination then enable the agent navMeshAgent.speed = speed.Value; navMeshAgent.angularSpeed = angularSpeed.Value; navMeshAgent.enabled = true; navMeshAgent.destination = Target(); } // Keep searching until an object is seen or heard (if senseAudio is enabled) public override TaskStatus OnUpdate() { navMeshAgent.destination = Target(); // Detect if any objects are within sight objectFound.Value = MovementUtility.WithinSight(transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, objectLayerMask); // If an object was seen then return success if (objectFound.Value != null) { return TaskStatus.Success; } // Detect if any object are within audio range (if enabled) if (senseAudio.Value) { objectFound.Value = MovementUtility.WithinHearingRange(transform, offset.Value, linearAudibilityThreshold.Value, hearingRadius.Value, objectLayerMask); // If an object was heard then return success if (objectFound.Value != null) { return TaskStatus.Success; } } // No object has been seen or heard so keep searching return TaskStatus.Running; } public override void OnEnd() { // Disable the nav mesh navMeshAgent.enabled = false; } // Return targetPosition if targetTransform is null private Vector3 Target() { // point in a new random direction and then multiply that by the wander distance var direction = transform.forward + Random.insideUnitSphere * wanderRate.Value; return transform.position + direction.normalized * wanderDistance.Value; } // Reset the public variables public override void OnReset() { wanderDistance = 10; wanderRate = 1; fieldOfViewAngle = 90; viewDistance = 30; senseAudio = true; hearingRadius = 30; linearAudibilityThreshold = 0.03f; } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Search.cs.meta ================================================ fileFormatVersion: 2 guid: 0a9c0162fb2da7a419429f4f058dd12e MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Seek.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Seek the target specified using the Unity NavMesh.")] [TaskCategory("Movement")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=3")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}SeekIcon.png")] public class Seek : Action { [Tooltip("The speed of the agent")] public SharedFloat speed; [Tooltip("Angular speed of the agent")] public SharedFloat angularSpeed; [Tooltip("The agent has arrived when the magnitude is less than this value")] public SharedFloat arriveDistance = 0.1f; [Tooltip("The transform that the agent is moving towards")] public SharedTransform targetTransform; [Tooltip("If target is null then use the target position")] public SharedVector3 targetPosition; // True if the target is a transform private bool dynamicTarget; // A cache of the NavMeshAgent private UnityEngine.AI.NavMeshAgent navMeshAgent; public override void OnAwake() { // cache for quick lookup navMeshAgent = gameObject.GetComponent(); } public override void OnStart() { // the target is dynamic if the target transform is not null and has a valid dynamicTarget = (targetTransform != null && targetTransform.Value != null); // set the speed, angular speed, and destination then enable the agent navMeshAgent.speed = speed.Value; navMeshAgent.angularSpeed = angularSpeed.Value; navMeshAgent.enabled = true; navMeshAgent.destination = Target(); } // Seek the destination. Return success once the agent has reached the destination. // Return running if the agent hasn't reached the destination yet public override TaskStatus OnUpdate() { if (!navMeshAgent.pathPending && navMeshAgent.remainingDistance < arriveDistance.Value) { return TaskStatus.Success; } // Update the destination if the target is a transform because that agent could move if (dynamicTarget) { navMeshAgent.destination = Target(); } return TaskStatus.Running; } public override void OnEnd() { // Disable the nav mesh navMeshAgent.enabled = false; } // Return targetPosition if targetTransform is null private Vector3 Target() { if (dynamicTarget) { return targetTransform.Value.position; } return targetPosition.Value; } // Reset the public variables public override void OnReset() { arriveDistance = 0.1f; } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Seek.cs.meta ================================================ fileFormatVersion: 2 guid: d2a1c0efa4c24da42af5e47e0f82ab5c MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Wander.cs ================================================ using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Wander using the Unity NavMesh.")] [TaskCategory("Movement")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=9")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}WanderIcon.png")] public class Wander : Action { [Tooltip("The speed of the agent")] public SharedFloat speed; [Tooltip("Angular speed of the agent")] public SharedFloat angularSpeed; [Tooltip("How far ahead of the current position to look ahead for a wander")] public SharedFloat wanderDistance = 20; [Tooltip("The amount that the agent rotates direction")] public SharedFloat wanderRate = 2; // A cache of the NavMeshAgent private UnityEngine.AI.NavMeshAgent navMeshAgent; public override void OnAwake() { // cache for quick lookup navMeshAgent = gameObject.GetComponent(); } public override void OnStart() { // set the speed, angular speed, and destination then enable the agent navMeshAgent.speed = speed.Value; navMeshAgent.angularSpeed = angularSpeed.Value; navMeshAgent.enabled = true; navMeshAgent.destination = Target(); } // There is no success or fail state with wander - the agent will just keep wandering public override TaskStatus OnUpdate() { navMeshAgent.destination = Target(); return TaskStatus.Running; } public override void OnEnd() { // Disable the nav mesh navMeshAgent.enabled = false; } // Return targetPosition if targetTransform is null private Vector3 Target() { // point in a new random direction and then multiply that by the wander distance var direction = transform.forward + Random.insideUnitSphere * wanderRate.Value; return transform.position + direction.normalized * wanderDistance.Value; } // Reset the public variables public override void OnReset() { wanderDistance = 20; wanderRate = 2; } } } ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/Wander.cs.meta ================================================ fileFormatVersion: 2 guid: c16acf9e9d926314489b4fe6473fe118 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Plugins/Behavior Designer Movement/Scripts/Tasks/WithinDistance.cs ================================================ using UnityEngine; using System.Collections.Generic; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Check to see if the any object specified by the object list or tag is within the distance specified of the current agent.")] [TaskCategory("Movement")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=18")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}WithinDistanceIcon.png")] public class WithinDistance : Conditional { #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) [Tooltip("Should the 2D version be used?")] public bool usePhysics2D; #endif [Tooltip("The distance that the object needs to be within")] public SharedFloat magnitude; [Tooltip("If true, the object must be within line of sight to be within distance. For example, if this option is enabled then an object behind a wall will not be within distance even though it may " + "be physically close to the other object")] public SharedBool lineOfSight; [Tooltip("The offset relative to the pivot position")] public SharedVector3 offset; [Tooltip("An array of objects to check to see if they are within distance")] public SharedTransformList objects; [Tooltip("If the object list is null then find the potential objects based off of the tag")] public SharedString objectTag; [Tooltip("The object variable that will be set when a object is found what the object is")] public SharedTransform foundObject; // distance * distance, optimization so we don't have to take the square root private float sqrMagnitude; public override void OnAwake() { // initialize the variables sqrMagnitude = magnitude.Value * magnitude.Value; } public override void OnStart() { // if objects is null then find all of the objects using the objectTag if (!string.IsNullOrEmpty(objectTag.Value) && (objects.Value == null || objects.Value.Count == 0)) { var gameObjects = GameObject.FindGameObjectsWithTag(objectTag.Value); objects.Value = new List(); for (int i = 0; i < gameObjects.Length; ++i) { objects.Value.Add(gameObjects[i].transform); } } } // returns success if any object is within distance of the current object. Otherwise it will return failure public override TaskStatus OnUpdate() { if (transform == null || objects.Value == null) return TaskStatus.Failure; Vector3 direction; // check each object. All it takes is one object to be able to return success for (int i = 0; i < objects.Value.Count; ++i) { direction = objects.Value[i].position - (transform.position + offset.Value); // check to see if the square magnitude is less than what is specified if (Vector3.SqrMagnitude(direction) < sqrMagnitude) { // the magnitude is less. If lineOfSight is true do one more check if (lineOfSight.Value) { bool is2D = false; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) is2D = usePhysics2D; #endif if (MovementUtility.LineOfSight(transform, offset.Value, objects.Value[i], is2D)) { // the object has a magnitude less than the specified magnitude and is within sight. Set the object and return success foundObject.Value = objects.Value[i]; return TaskStatus.Success; } } else { // the object has a magnitude less than the specified magnitude. Set the object and return success foundObject.Value = objects.Value[i]; return TaskStatus.Success; } } } // no objects are within distance. 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