diff --git a/Assets/scripts/coa4u/ActionsBase/Action.cs b/Assets/scripts/coa4u/ActionsBase/Action.cs
index 997157f..47adcff 100644
--- a/Assets/scripts/coa4u/ActionsBase/Action.cs
+++ b/Assets/scripts/coa4u/ActionsBase/Action.cs
@@ -37,7 +37,7 @@ namespace coa4u
///
/// Returns a copy of the action.
///
- public virtual ActionInstant clone()
+ public virtual ActionInstant Clone()
{
return new ActionInstant();
}
@@ -45,7 +45,7 @@ namespace coa4u
///
/// Returns the reversed version of the action, if it is possible.
///
- public virtual ActionInstant reverse()
+ public virtual ActionInstant Reverse()
{
throw new Exception("Can reverse only the reversable interval actions");
}
@@ -53,7 +53,7 @@ namespace coa4u
///
/// This method is called at the action start. Usable for instant and interval actions.
///
- public virtual void start()
+ public virtual void Start()
{
if (target == null)
throw new Exception("Can start the action only after it's atached to the actor");
@@ -64,7 +64,7 @@ namespace coa4u
///
/// This method is called at every frame update. Not usable for instant actions.
///
- public virtual void step(float dt)
+ public virtual void StepTimer(float dt)
{
if (target == null)
throw new Exception("Can update the action only after it's atached to the actor");
@@ -73,7 +73,7 @@ namespace coa4u
///
/// This method is called after the interval action is stopped. Not usable for instant actions.
///
- public virtual void stop()
+ public virtual void Stop()
{
if (target == null)
throw new Exception("Can stop the action only after it's atached to the actor");
@@ -82,7 +82,7 @@ namespace coa4u
///
/// This method sets the actor for the action.
///
- public void setActor(Actor actor)
+ public void SetActor(Actor actor)
{
target = actor;
}
@@ -90,7 +90,7 @@ namespace coa4u
///
/// This method modifies the given vector to keep the locked axises untouched.
///
- protected void lockAxises(ref Vector3 point)
+ protected void LockAxises(ref Vector3 point)
{
{
if (target == null)
diff --git a/Assets/scripts/coa4u/ActionsBase/ActionInterval.cs b/Assets/scripts/coa4u/ActionsBase/ActionInterval.cs
index 0c03791..d4e5c91 100644
--- a/Assets/scripts/coa4u/ActionsBase/ActionInterval.cs
+++ b/Assets/scripts/coa4u/ActionsBase/ActionInterval.cs
@@ -13,10 +13,10 @@ namespace coa4u
protected float timeScale;
private float dtrdata;
- public ActionInterval(float tgtDuration)
+ public ActionInterval(float targetDuration)
: base()
{
- duration = tgtDuration;
+ duration = targetDuration;
timeScale = 1F;
dtr = 0;
}
@@ -24,7 +24,7 @@ namespace coa4u
///
/// Returns a copy of the action.
///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionInterval(duration);
}
@@ -32,7 +32,7 @@ namespace coa4u
///
/// Returns the reversed version of the action, if it is possible.
///
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
throw new Exception("Can reverse only the reversable interval actions");
}
@@ -40,9 +40,9 @@ namespace coa4u
///
/// This method is called at the action start.
///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
running = true;
timer = 0F;
}
@@ -50,19 +50,19 @@ namespace coa4u
///
/// This method is called after the interval action is stopped.
///
- public override void stop()
+ public override void Stop()
{
- base.stop();
+ base.Stop();
running = false;
}
///
- /// This method is called every frame update. Don't override this method, when inheriting, put your code in stepInterval instead.
+ /// This method is called every frame update. Don't override this method, when inheriting, put your code in Step() instead.
///
- public override void step(float dt)
+ public override void StepTimer(float dt)
{
dt *= timeScale;
- base.step(dt);
+ base.StepTimer(dt);
if (timer + dt > duration)
{
float odt = dt;
@@ -73,10 +73,10 @@ namespace coa4u
{
timer += dt;
}
- stepInterval(dt);
+ Step(dt);
if (timer > duration)
{
- stop();
+ Stop();
dtr = timer - duration;
}
}
@@ -84,14 +84,14 @@ namespace coa4u
///
/// This method is called every frame update. Put your code here.
///
- public virtual void stepInterval(float dt)
+ public virtual void Step(float dt)
{
}
///
/// Immediately changes the time scale for this action and all nested ones.
///
- public void setTimeScale(float ts)
+ public void SetTimeScale(float ts)
{
timeScale = ts;
}
diff --git a/Assets/scripts/coa4u/ActionsBase/ActionParallel.cs b/Assets/scripts/coa4u/ActionsBase/ActionParallel.cs
index fda09d8..309144e 100644
--- a/Assets/scripts/coa4u/ActionsBase/ActionParallel.cs
+++ b/Assets/scripts/coa4u/ActionsBase/ActionParallel.cs
@@ -24,55 +24,43 @@ namespace coa4u
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
ActionInstant[] aList = new ActionInstant[actions.Length];
for (int i = 0; i < actions.Length; i++)
{
- aList[i] = actions[i].clone();
+ aList[i] = actions[i].Clone();
}
return new ActionSequence(aList);
}
- ///
- /// Returns the reversed version of the action, if it is possible.
- ///
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
ActionInstant[] aList = new ActionInstant[actions.Length];
for (int i = 0; i < actions.Length; i++)
{
- aList[i] = actions[i].reverse();
+ aList[i] = actions[i].Reverse();
}
return new ActionSequence(aList);
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
for (int i = 0; i < actions.Length; i++)
{
- actions[i].setActor(target);
- actions[i].start();
+ actions[i].SetActor(target);
+ actions[i].Start();
}
}
- ///
- /// This method is called every frame update.
- ///
- public override void step(float dt)
+ public override void StepTimer(float dt)
{
dt *= timeScale;
for (int i = 0; i < actions.Length; i++)
{
if (actions[i].running)
- actions[i].step(dt);
+ actions[i].StepTimer(dt);
}
bool canStopNow = true;
float dtrdata = 0;
@@ -86,7 +74,7 @@ namespace coa4u
}
if (canStopNow)
{
- stop();
+ Stop();
dtr = dtrdata;
}
}
@@ -94,12 +82,12 @@ namespace coa4u
///
/// This method is called after the interval action is stopped.
///
- public override void stop()
+ public override void Stop()
{
- base.stop();
+ base.Stop();
for (int i = 0; i < actions.Length; i++)
{
- actions[i].stop();
+ actions[i].Stop();
}
}
}
diff --git a/Assets/scripts/coa4u/ActionsBase/ActionRandom.cs b/Assets/scripts/coa4u/ActionsBase/ActionRandom.cs
index f8fa8b6..4534d34 100644
--- a/Assets/scripts/coa4u/ActionsBase/ActionRandom.cs
+++ b/Assets/scripts/coa4u/ActionsBase/ActionRandom.cs
@@ -26,54 +26,42 @@ namespace coa4u
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
ActionInstant[] aList = new ActionInstant[actions.Length];
for (int i = 0; i < actions.Length; i++)
{
- aList[i] = actions[i].clone();
+ aList[i] = actions[i].Clone();
}
return new ActionRandom(aList);
}
- ///
- /// Returns the reversed version of the action, if it is possible.
- ///
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
ActionInstant[] aList = new ActionInstant[actions.Length];
for (int i = 0; i < actions.Length; i++)
{
- aList[i] = actions[i].reverse();
+ aList[i] = actions[i].Reverse();
}
return new ActionRandom(aList);
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
index = UnityEngine.Random.Range(0, actions.Length);
- actions[index].setActor(target);
- actions[index].start();
+ actions[index].SetActor(target);
+ actions[index].Start();
}
- ///
- /// This method is called every frame update.
- ///
- public override void step(float dt)
+ public override void StepTimer(float dt)
{
dt *= timeScale;
if (actions[index].running)
- actions[index].step(dt);
+ actions[index].StepTimer(dt);
if (!actions[index].running)
{
- stop();
+ Stop();
dtr = actions[index].dtr;
}
}
@@ -81,10 +69,10 @@ namespace coa4u
///
/// This method is called after the interval action is stopped.
///
- public override void stop()
+ public override void Stop()
{
- base.stop();
- actions[index].stop();
+ base.Stop();
+ actions[index].Stop();
}
}
}
\ No newline at end of file
diff --git a/Assets/scripts/coa4u/ActionsBase/ActionRepeat.cs b/Assets/scripts/coa4u/ActionsBase/ActionRepeat.cs
index 2fe321a..383ba00 100644
--- a/Assets/scripts/coa4u/ActionsBase/ActionRepeat.cs
+++ b/Assets/scripts/coa4u/ActionsBase/ActionRepeat.cs
@@ -14,73 +14,61 @@ namespace coa4u
protected int counter;
protected bool forever;
- public ActionRepeat(ActionInterval tgtAction, int tgtCount)
+ public ActionRepeat(ActionInterval targetAction, int targetCount)
: base(0)
{
- action = tgtAction;
- count = tgtCount;
+ action = targetAction;
+ count = targetCount;
counter = 0;
forever = false;
}
- public ActionRepeat(ActionInterval tgtAction)
+ public ActionRepeat(ActionInterval targetAction)
: base(0)
{
- action = tgtAction;
+ action = targetAction;
count = 0;
counter = 0;
forever = true;
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
- return new ActionRepeat((ActionInterval)action.clone(), count);
+ return new ActionRepeat((ActionInterval)action.Clone(), count);
}
- ///
- /// Returns the reversed version of the action, if it is possible.
- ///
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
- return new ActionRepeat((ActionInterval)action.reverse(), count);
+ return new ActionRepeat((ActionInterval)action.Reverse(), count);
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
- action.setActor(target);
- action.start();
+ base.Start();
+ action.SetActor(target);
+ action.Start();
counter = 0;
}
- ///
- /// This method is called every frame update.
- ///
- public override void step(float dt)
+ public override void StepTimer(float dt)
{
dt *= timeScale;
if (action.running)
{
- action.step(dt);
+ action.StepTimer(dt);
}
if (!action.running && (forever || counter < count - 1))
{
float dtrdata = action.dtr;
- action.start();
+ action.Start();
if (dtrdata > 0)
- action.step(dtrdata);
+ action.StepTimer(dtrdata);
counter += 1;
}
else if (!action.running && counter >= count - 1)
{
dtr = action.dtr;
- stop();
+ Stop();
}
}
}
diff --git a/Assets/scripts/coa4u/ActionsBase/ActionSequence.cs b/Assets/scripts/coa4u/ActionsBase/ActionSequence.cs
index 2d361a7..1c1e766 100644
--- a/Assets/scripts/coa4u/ActionsBase/ActionSequence.cs
+++ b/Assets/scripts/coa4u/ActionsBase/ActionSequence.cs
@@ -25,73 +25,61 @@ namespace coa4u
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
ActionInstant[] aList = new ActionInstant[actions.Length];
for (int i = 0; i < actions.Length; i++)
{
- aList[i] = actions[i].clone();
+ aList[i] = actions[i].Clone();
}
return new ActionSequence(aList);
}
- ///
- /// Returns the reversed version of the action, if it is possible.
- ///
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
ActionInstant[] aList = new ActionInstant[actions.Length];
for (int i = 0; i < actions.Length; i++)
{
- aList[actions.Length - 1 - i] = actions[i].reverse();
+ aList[actions.Length - 1 - i] = actions[i].Reverse();
}
return new ActionSequence(aList);
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
index = 0;
- actions[0].setActor(target);
- actions[0].start();
+ actions[0].SetActor(target);
+ actions[0].Start();
while (!actions[index].running && index < actions.Length)
{
index += 1;
- actions[index].setActor(target);
- actions[index].start();
+ actions[index].SetActor(target);
+ actions[index].Start();
}
}
- ///
- /// This method is called every frame update.
- ///
- public override void step(float dt)
+ public override void StepTimer(float dt)
{
dt *= timeScale;
float dtrdata = 0;
if (actions[index].running)
{
- actions[index].step(dt);
+ actions[index].StepTimer(dt);
if (!actions[index].running)
dtrdata = actions[index].dtr;
}
while (!actions[index].running && index < actions.Length - 1)
{
index += 1;
- actions[index].setActor(target);
- actions[index].start();
+ actions[index].SetActor(target);
+ actions[index].Start();
if (actions[index].running && dtrdata > 0)
- actions[index].step(dtrdata);
+ actions[index].StepTimer(dtrdata);
}
if (!actions[index].running)
{
- stop();
+ Stop();
dtr = dtrdata;
}
}
@@ -99,12 +87,12 @@ namespace coa4u
///
/// This method is called after the interval action is stopped.
///
- public override void stop()
+ public override void Stop()
{
- base.stop();
+ base.Stop();
for (int i = 0; i < actions.Length; i++)
{
- actions[i].stop();
+ actions[i].Stop();
}
}
}
diff --git a/Assets/scripts/coa4u/ActionsBase/ActionStop.cs b/Assets/scripts/coa4u/ActionsBase/ActionStop.cs
index 2e1b770..9a8cc36 100644
--- a/Assets/scripts/coa4u/ActionsBase/ActionStop.cs
+++ b/Assets/scripts/coa4u/ActionsBase/ActionStop.cs
@@ -14,20 +14,14 @@ namespace coa4u
{
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionStop();
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
target.StopAction();
}
}
diff --git a/Assets/scripts/coa4u/ActionsInstant/ActionHide.cs b/Assets/scripts/coa4u/ActionsInstant/ActionHide.cs
index 662265f..e2896e4 100644
--- a/Assets/scripts/coa4u/ActionsInstant/ActionHide.cs
+++ b/Assets/scripts/coa4u/ActionsInstant/ActionHide.cs
@@ -15,28 +15,19 @@ namespace coa4u
{
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionHide();
}
- ///
- /// Returns the reversed version of the action, if it is possible.
- ///
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionShow();
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
renderer.enabled = false;
}
}
diff --git a/Assets/scripts/coa4u/ActionsInstant/ActionLog.cs b/Assets/scripts/coa4u/ActionsInstant/ActionLog.cs
index 61cef4f..a76e69d 100644
--- a/Assets/scripts/coa4u/ActionsInstant/ActionLog.cs
+++ b/Assets/scripts/coa4u/ActionsInstant/ActionLog.cs
@@ -11,16 +11,13 @@ namespace coa4u
{
string message;
- public ActionLog(string tgtMessage)
+ public ActionLog(string targetMessage)
: base()
{
- message = tgtMessage;
+ message = targetMessage;
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionLog(message);
}
@@ -28,17 +25,14 @@ namespace coa4u
///
/// Returns the reversed version of the action, if it is possible.
///
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionLog(message);
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
Debug.Log(message);
}
}
diff --git a/Assets/scripts/coa4u/ActionsInstant/ActionSendMessage.cs b/Assets/scripts/coa4u/ActionsInstant/ActionSendMessage.cs
index e09ed61..bb94c72 100644
--- a/Assets/scripts/coa4u/ActionsInstant/ActionSendMessage.cs
+++ b/Assets/scripts/coa4u/ActionsInstant/ActionSendMessage.cs
@@ -15,49 +15,40 @@ namespace coa4u
protected object param;
protected SendMessageOptions options = SendMessageOptions.DontRequireReceiver;
- public ActionSendMessage(string tgtMessage)
+ public ActionSendMessage(string targetMessage)
: base()
{
- message = tgtMessage;
+ message = targetMessage;
}
- public ActionSendMessage(string tgtMessage, object tgtParam)
+ public ActionSendMessage(string targetMessage, object targetParam)
: base()
{
- message = tgtMessage;
- param = tgtParam;
+ message = targetMessage;
+ param = targetParam;
}
- public ActionSendMessage(string tgtMessage, object tgtParam, SendMessageOptions tgtOptions)
+ public ActionSendMessage(string targetMessage, object targetParam, SendMessageOptions targetOptions)
: base()
{
- message = tgtMessage;
- param = tgtParam;
- options = tgtOptions;
+ message = targetMessage;
+ param = targetParam;
+ options = targetOptions;
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionSendMessage(message, param, options);
}
- ///
- /// Returns the reversed version of the action, if it is possible.
- ///
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionSendMessage(message, param, options);
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
if (param != null)
{
target.ReceiveMessage(message, param, options);
diff --git a/Assets/scripts/coa4u/ActionsInstant/ActionSetDirection.cs b/Assets/scripts/coa4u/ActionsInstant/ActionSetDirection.cs
index 8a1f75b..814f8f3 100644
--- a/Assets/scripts/coa4u/ActionsInstant/ActionSetDirection.cs
+++ b/Assets/scripts/coa4u/ActionsInstant/ActionSetDirection.cs
@@ -12,38 +12,32 @@ namespace coa4u
protected Vector3 value;
protected Actor other;
- public ActionSetDirection(Vector3 tgtValue)
+ public ActionSetDirection(Vector3 targetValue)
: base()
{
- value = tgtValue;
+ value = targetValue;
}
- public ActionSetDirection(Vector2 tgtValue)
- : this((Vector3)tgtValue)
+ public ActionSetDirection(Vector2 targetValue)
+ : this((Vector3)targetValue)
{
locks = Axises.z;
}
- public ActionSetDirection(Actor tgtActor)
+ public ActionSetDirection(Actor targetActor)
: base()
{
- other = tgtActor;
+ other = targetActor;
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionSetDirection(value);
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
if (other != null)
{
value = other.transform.position;
diff --git a/Assets/scripts/coa4u/ActionsInstant/ActionSetPlace.cs b/Assets/scripts/coa4u/ActionsInstant/ActionSetPlace.cs
index d84ddc4..822ac18 100644
--- a/Assets/scripts/coa4u/ActionsInstant/ActionSetPlace.cs
+++ b/Assets/scripts/coa4u/ActionsInstant/ActionSetPlace.cs
@@ -11,34 +11,28 @@ namespace coa4u
{
protected Vector3 value;
- public ActionSetPlace(Vector3 tgtPlace)
+ public ActionSetPlace(Vector3 targetPlace)
: base()
{
- value = tgtPlace;
+ value = targetPlace;
}
- public ActionSetPlace(Vector2 tgtPlace)
- : this((Vector3)tgtPlace)
+ public ActionSetPlace(Vector2 targetPlace)
+ : this((Vector3)targetPlace)
{
locks = Axises.z;
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionSetPlace(value);
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
if (locks != Axises.none)
- lockAxises(ref value);
+ LockAxises(ref value);
transform.position = value;
}
}
diff --git a/Assets/scripts/coa4u/ActionsInstant/ActionSetRotation.cs b/Assets/scripts/coa4u/ActionsInstant/ActionSetRotation.cs
index 49e6c64..a11a7f6 100644
--- a/Assets/scripts/coa4u/ActionsInstant/ActionSetRotation.cs
+++ b/Assets/scripts/coa4u/ActionsInstant/ActionSetRotation.cs
@@ -11,10 +11,10 @@ namespace coa4u
{
protected Vector3 value;
- public ActionSetRotation(Vector3 tgtValue)
+ public ActionSetRotation(Vector3 targetValue)
: base()
{
- value = tgtValue;
+ value = targetValue;
}
public ActionSetRotation(float angle)
@@ -23,22 +23,16 @@ namespace coa4u
locks = Axises.xy;
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionSetRotation(value);
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
if (locks != Axises.none)
- lockAxises(ref value);
+ LockAxises(ref value);
transform.rotation = Quaternion.Euler(value);
}
}
diff --git a/Assets/scripts/coa4u/ActionsInstant/ActionSetTint.cs b/Assets/scripts/coa4u/ActionsInstant/ActionSetTint.cs
index d9160b1..613516d 100644
--- a/Assets/scripts/coa4u/ActionsInstant/ActionSetTint.cs
+++ b/Assets/scripts/coa4u/ActionsInstant/ActionSetTint.cs
@@ -12,26 +12,20 @@ namespace coa4u
public Vector4 color;
protected const float coeff = 1F / 255F;
- public ActionSetTint(Vector4 tgtColor)
+ public ActionSetTint(Vector4 targetColor)
: base()
{
- color = tgtColor * coeff;
+ color = targetColor * coeff;
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionSetTint(color * 255F);
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
renderer.material.color = new Color(color[0], color[1], color[2], color[3]);
}
}
diff --git a/Assets/scripts/coa4u/ActionsInstant/ActionShow.cs b/Assets/scripts/coa4u/ActionsInstant/ActionShow.cs
index e5285b7..7123989 100644
--- a/Assets/scripts/coa4u/ActionsInstant/ActionShow.cs
+++ b/Assets/scripts/coa4u/ActionsInstant/ActionShow.cs
@@ -15,28 +15,19 @@ namespace coa4u
{
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionShow();
}
- ///
- /// Returns the reversed version of the action, if it is possible.
- ///
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionHide();
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
renderer.enabled = true;
}
}
diff --git a/Assets/scripts/coa4u/ActionsInstant/ActionToggleVisibility.cs b/Assets/scripts/coa4u/ActionsInstant/ActionToggleVisibility.cs
index 5c283a3..c05af9e 100644
--- a/Assets/scripts/coa4u/ActionsInstant/ActionToggleVisibility.cs
+++ b/Assets/scripts/coa4u/ActionsInstant/ActionToggleVisibility.cs
@@ -15,28 +15,19 @@ namespace coa4u
{
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionToggleVisibility();
}
- ///
- /// Returns the reversed version of the action, if it is possible.
- ///
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionToggleVisibility();
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
renderer.enabled = !renderer.enabled;
}
}
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionBezierAbs.cs b/Assets/scripts/coa4u/ActionsInterval/ActionBezierAbs.cs
index 4253b4c..31f2e97 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionBezierAbs.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionBezierAbs.cs
@@ -14,57 +14,45 @@ namespace coa4u
protected Vector3 startControlPoint;
protected Vector3 endControlPoint;
- public ActionBezierAbs(Vector3 tgtStart, Vector3 tgtSCP, Vector3 tgtECP, Vector3 tgtEnd, float tgtDuration)
- : base(tgtDuration)
+ public ActionBezierAbs(Vector3 targetStart, Vector3 targetSCP, Vector3 targetECP, Vector3 targetEnd, float targetDuration)
+ : base(targetDuration)
{
- startPoint = tgtStart;
- endPoint = tgtEnd;
- startControlPoint = tgtSCP;
- endControlPoint = tgtECP;
+ startPoint = targetStart;
+ endPoint = targetEnd;
+ startControlPoint = targetSCP;
+ endControlPoint = targetECP;
}
- public ActionBezierAbs(Vector2 tgtStart, Vector2 tgtSCP, Vector2 tgtECP, Vector2 tgtEnd, float tgtDuration)
- : this((Vector3)tgtStart, (Vector3)tgtSCP, (Vector3)tgtECP, (Vector3)tgtEnd, tgtDuration)
+ public ActionBezierAbs(Vector2 targetStart, Vector2 targetSCP, Vector2 targetECP, Vector2 targetEnd, float targetDuration)
+ : this((Vector3)targetStart, (Vector3)targetSCP, (Vector3)targetECP, (Vector3)targetEnd, targetDuration)
{
locks = Axises.z;
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionBezierAbs(startPoint, startControlPoint, endControlPoint, endPoint, duration);
}
- ///
- /// Returns the reversed version of the action, if it is possible.
- ///
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionBezierAbs(endPoint, endControlPoint, startControlPoint, startPoint, duration);
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
float z = transform.position.z;
if (locks != Axises.none)
{
- lockAxises(ref startPoint);
- lockAxises(ref endPoint);
- lockAxises(ref startControlPoint);
- lockAxises(ref endControlPoint);
+ LockAxises(ref startPoint);
+ LockAxises(ref endPoint);
+ LockAxises(ref startControlPoint);
+ LockAxises(ref endControlPoint);
}
}
- ///
- /// This method is called every frame update.
- ///
- public override void stepInterval(float dt)
+ public override void Step(float dt)
{
float t = timer / duration;
Vector3 newPosition = (((-startPoint
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionBezierRel.cs b/Assets/scripts/coa4u/ActionsInterval/ActionBezierRel.cs
index 140d245..2b6eaba 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionBezierRel.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionBezierRel.cs
@@ -17,51 +17,39 @@ namespace coa4u
protected Vector3 startControlPoint;
protected Vector3 endControlPoint;
- public ActionBezierRel(Vector3 tgtSCP, Vector3 tgtECP, Vector3 tgtEnd, float tgtDuration)
- : base(tgtDuration)
+ public ActionBezierRel(Vector3 targetSCP, Vector3 targetECP, Vector3 targetEnd, float targetDuration)
+ : base(targetDuration)
{
- ep = tgtEnd;
- cp1 = tgtSCP;
- cp2 = tgtECP;
+ ep = targetEnd;
+ cp1 = targetSCP;
+ cp2 = targetECP;
}
- public ActionBezierRel(Vector2 tgtSCP, Vector2 tgtECP, Vector2 tgtEnd, float tgtDuration)
- : this((Vector3)tgtSCP, (Vector3)tgtECP, (Vector3)tgtEnd, tgtDuration)
+ public ActionBezierRel(Vector2 targetSCP, Vector2 targetECP, Vector2 targetEnd, float targetDuration)
+ : this((Vector3)targetSCP, (Vector3)targetECP, (Vector3)targetEnd, targetDuration)
{
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionBezierRel(startControlPoint, endControlPoint, endPoint, duration);
}
- ///
- /// Returns the reversed version of the action, if it is possible.
- ///
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionBezierRel(-startControlPoint, -endControlPoint, -endPoint, duration);
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
startPoint = target.transform.position;
endPoint = startPoint + ep;
startControlPoint = startPoint + cp1;
endControlPoint = startControlPoint + cp2;
}
- ///
- /// This method is called every frame update.
- ///
- public override void stepInterval(float dt)
+ public override void Step(float dt)
{
float t = timer / duration;
Vector3 newPosition = (((-startPoint
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionBlink.cs b/Assets/scripts/coa4u/ActionsInterval/ActionBlink.cs
index e8310b6..bb8822d 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionBlink.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionBlink.cs
@@ -15,46 +15,40 @@ namespace coa4u
protected float durationMin;
protected float durationMax;
- public ActionBlink(int tgtBlinks, float tgtDuration)
+ public ActionBlink(int targetBlinks, float targetDuration)
: base(null, 0)
{
- durationMin = tgtDuration;
- durationMax = tgtDuration;
- count = (tgtBlinks) * 2;
+ durationMin = targetDuration;
+ durationMax = targetDuration;
+ count = (targetBlinks) * 2;
blinkSeq = new ActionInstant[]
{
new ActionToggleVisibility(),
- new ActionDelay(tgtDuration / tgtBlinks)
+ new ActionDelay(targetDuration / targetBlinks)
};
action = new ActionSequence(blinkSeq);
}
- public ActionBlink(int tgtBlinks, float tgtDurationMin, float tgtDurationMax)
+ public ActionBlink(int targetBlinks, float targetDurationMin, float targetDurationMax)
: base(null, 0)
{
- durationMin = tgtDurationMin;
- durationMax = tgtDurationMax;
- count = (tgtBlinks) * 2;
+ durationMin = targetDurationMin;
+ durationMax = targetDurationMax;
+ count = (targetBlinks) * 2;
blinkSeq = new ActionInstant[]
{
new ActionToggleVisibility(),
- new ActionDelay(tgtDurationMin / tgtBlinks, tgtDurationMax / tgtBlinks)
+ new ActionDelay(targetDurationMin / targetBlinks, targetDurationMax / targetBlinks)
};
action = new ActionSequence(blinkSeq);
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionBlink(count / 2 - 1, durationMin, durationMax);
}
- ///
- /// Returns the reversed version of the action, if it is possible.
- ///
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionBlink(count / 2 - 1, durationMin, durationMax);
}
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionDelay.cs b/Assets/scripts/coa4u/ActionsInterval/ActionDelay.cs
index ec2d09f..0acf462 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionDelay.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionDelay.cs
@@ -12,26 +12,23 @@ namespace coa4u
protected float durationMin;
protected float durationMax;
- public ActionDelay(float tgtDuration)
- : base(tgtDuration)
+ public ActionDelay(float targetDuration)
+ : base(targetDuration)
{
- durationMin = tgtDuration;
- durationMax = tgtDuration;
+ durationMin = targetDuration;
+ durationMax = targetDuration;
}
- public ActionDelay(float tgtDuration, float tgtDurationMax)
- : base(tgtDuration)
+ public ActionDelay(float targetDuration, float targetDurationMax)
+ : base(targetDuration)
{
- durationMin = tgtDuration;
- durationMax = tgtDurationMax;
+ durationMin = targetDuration;
+ durationMax = targetDurationMax;
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
if (durationMax != null)
{
duration = UnityEngine.Random.Range(durationMin, durationMax);
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionFadeBy.cs b/Assets/scripts/coa4u/ActionsInterval/ActionFadeBy.cs
index 77611b4..83ff49c 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionFadeBy.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionFadeBy.cs
@@ -11,37 +11,28 @@ namespace coa4u
{
protected float delta;
- public ActionFadeBy(float tgtDelta, float tgtDuration)
- : base(tgtDuration)
+ public ActionFadeBy(float targetDelta, float targetDuration)
+ : base(targetDuration)
{
- delta = tgtDelta;
+ delta = targetDelta;
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionFadeBy(delta, duration);
}
- ///
- /// Returns the reversed version of the action, if it is possible.
- ///
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionFadeBy(-delta, duration);
}
- ///
- /// This method is called every frame update.
- ///
- public override void stepInterval(float dt)
+ public override void Step(float dt)
{
float d = dt / duration;
- Color tgtColor = renderer.material.color;
- tgtColor[3] += delta * d;
- renderer.material.color = tgtColor;
+ Color targetColor = renderer.material.color;
+ targetColor[3] += delta * d;
+ renderer.material.color = targetColor;
}
}
}
\ No newline at end of file
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionFadeIn.cs b/Assets/scripts/coa4u/ActionsInterval/ActionFadeIn.cs
index 8ec09d4..8469234 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionFadeIn.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionFadeIn.cs
@@ -10,23 +10,17 @@ namespace coa4u
class ActionFadeIn : ActionFadeTo
{
- public ActionFadeIn(float tgtDuration)
- : base(1, tgtDuration)
+ public ActionFadeIn(float targetDuration)
+ : base(1, targetDuration)
{
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionFadeIn(duration);
}
- ///
- /// Returns the reversed version of the action, if it is possible.
- ///
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionFadeOut(duration);
}
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionFadeOut.cs b/Assets/scripts/coa4u/ActionsInterval/ActionFadeOut.cs
index 5b3adcd..677544c 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionFadeOut.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionFadeOut.cs
@@ -10,23 +10,17 @@ namespace coa4u
class ActionFadeOut : ActionFadeTo
{
- public ActionFadeOut(float tgtDuration)
- : base(0, tgtDuration)
+ public ActionFadeOut(float targetDuration)
+ : base(0, targetDuration)
{
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionFadeOut(duration);
}
- ///
- /// Returns the reversed version of the action, if it is possible.
- ///
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionFadeIn(duration);
}
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionFadeTo.cs b/Assets/scripts/coa4u/ActionsInterval/ActionFadeTo.cs
index 320f70b..ed69306 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionFadeTo.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionFadeTo.cs
@@ -12,38 +12,29 @@ namespace coa4u
protected float value;
protected float delta;
- public ActionFadeTo(float tgtValue, float tgtDuration)
- : base(tgtDuration)
+ public ActionFadeTo(float targetValue, float targetDuration)
+ : base(targetDuration)
{
- value = tgtValue;
+ value = targetValue;
}
- ///
- /// Returns a copy of the action.
- ///
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionFadeTo(value, duration);
}
- ///
- /// This method is called at the action start.
- ///
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
delta = value - renderer.material.color.a;
}
- ///
- /// This method is called every frame update.
- ///
- public override void stepInterval(float dt)
+ public override void Step(float dt)
{
float d = dt / duration;
- Color tgtColor = renderer.material.color;
- tgtColor[3] += delta * d;
- renderer.material.color = tgtColor;
+ Color targetColor = renderer.material.color;
+ targetColor[3] += delta * d;
+ renderer.material.color = targetColor;
}
}
}
\ No newline at end of file
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionJumpBy.cs b/Assets/scripts/coa4u/ActionsInterval/ActionJumpBy.cs
index 64e2cfc..177b6d6 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionJumpBy.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionJumpBy.cs
@@ -4,37 +4,40 @@ using UnityEngine;
namespace coa4u
{
+ ///
+ /// Jumps given number of times in the given direction for the given amount of seconds.
+ ///
class ActionJumpBy : ActionSequence
{
protected Vector3 point;
float height;
int jumps;
- public ActionJumpBy(Vector3 tgtPoint, float tgtHeight, int tgtJumps, float tgtDuration)
- : base(new ActionInstant[tgtJumps])
+ public ActionJumpBy(Vector3 targetPoint, float targetHeight, int targetJumps, float targetDuration)
+ : base(new ActionInstant[targetJumps])
{
- point = tgtPoint;
- jumps = tgtJumps;
- height = tgtHeight;
- duration = tgtDuration;
+ point = targetPoint;
+ jumps = targetJumps;
+ height = targetHeight;
+ duration = targetDuration;
}
- public ActionJumpBy(Vector2 tgtPoint, float tgtHeight, int tgtJumps, float tgtDuration)
- : this((Vector3)tgtPoint, tgtHeight, tgtJumps, tgtDuration)
+ public ActionJumpBy(Vector2 targetPoint, float targetHeight, int targetJumps, float targetDuration)
+ : this((Vector3)targetPoint, targetHeight, targetJumps, targetDuration)
{
}
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionJumpBy(point, height, jumps, duration);
}
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionJumpBy(-point, height, jumps, duration);
}
- public override void start()
+ public override void Start()
{
float coeff = 1F / jumps;
Vector3 end = point * coeff;
@@ -45,7 +48,7 @@ namespace coa4u
{
actions[i] = singleJump;
}
- base.start();
+ base.Start();
}
}
}
\ No newline at end of file
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionJumpTo.cs b/Assets/scripts/coa4u/ActionsInterval/ActionJumpTo.cs
index 8531089..af17d5f 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionJumpTo.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionJumpTo.cs
@@ -4,37 +4,40 @@ using UnityEngine;
namespace coa4u
{
+ ///
+ /// Jumps to the given point for the given amount of seconds in the given amounts of jumps.
+ ///
class ActionJumpTo : ActionSequence
{
protected Vector3 point;
float height;
int jumps;
- public ActionJumpTo(Vector3 tgtPoint, float tgtHeight, int tgtJumps, float tgtDuration)
- : base(new ActionInstant[tgtJumps])
+ public ActionJumpTo(Vector3 targetPoint, float targetHeight, int targetJumps, float targetDuration)
+ : base(new ActionInstant[targetJumps])
{
- point = tgtPoint;
- jumps = tgtJumps;
- height = tgtHeight;
- duration = tgtDuration;
+ point = targetPoint;
+ jumps = targetJumps;
+ height = targetHeight;
+ duration = targetDuration;
}
- public ActionJumpTo(Vector2 tgtPoint, float tgtHeight, int tgtJumps, float tgtDuration)
- : this((Vector3)tgtPoint, tgtHeight, tgtJumps, tgtDuration)
+ public ActionJumpTo(Vector2 targetPoint, float targetHeight, int targetJumps, float targetDuration)
+ : this((Vector3)targetPoint, targetHeight, targetJumps, targetDuration)
{
locks = Axises.z;
}
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionJumpTo(point, height, jumps, duration);
}
- public override void start()
+ public override void Start()
{
float coeff = 1F / jumps;
if (locks != Axises.none)
- lockAxises(ref point);
+ LockAxises(ref point);
Vector3 start = target.gameObject.transform.position;
Vector3 end = (point - start) * coeff;
Vector3 cp1 = Vector3.up * height;
@@ -44,7 +47,7 @@ namespace coa4u
{
actions[i] = singleJump;
}
- base.start();
+ base.Start();
}
}
}
\ No newline at end of file
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionMoveBy.cs b/Assets/scripts/coa4u/ActionsInterval/ActionMoveBy.cs
index 0f63512..5f8855b 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionMoveBy.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionMoveBy.cs
@@ -4,36 +4,55 @@ using UnityEngine;
namespace coa4u
{
+ ///
+ /// Moves in the given direction for the given amount of seconds.
+ ///
class ActionMoveBy : ActionInterval
{
protected Vector3 delta;
+ protected Vector3 referencePoint;
- public ActionMoveBy(Vector3 tgtDelta, float tgtDuration)
- : base(tgtDuration)
+ public ActionMoveBy(Vector3 targetDelta, float targetDuration)
+ : base(targetDuration)
{
- delta = tgtDelta;
+ delta = targetDelta;
}
- public ActionMoveBy(Vector2 tgtValue, float tgtDuration)
- : this((Vector3)tgtValue, tgtDuration)
+ public ActionMoveBy(Vector2 targetValue, float targetDuration)
+ : this((Vector3)targetValue, targetDuration)
{
}
- public override ActionInstant clone()
+ public ActionMoveBy(ref Vector3 refPoint, float targetDuration)
+ : this(Vector3.zero, targetDuration)
+ {
+ referencePoint = refPoint;
+ }
+
+ public override ActionInstant Clone()
{
return new ActionMoveBy(delta, duration);
}
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionMoveBy(delta * -1F, duration);
}
- public override void stepInterval(float dt)
+ public override void Start()
+ {
+ base.Start();
+ if (referencePoint != null)
+ {
+ delta = referencePoint;
+ }
+ }
+
+ public override void Step(float dt)
{
float d = dt / duration;
- Vector3 tgt = delta * d;
- transform.Translate(tgt, Space.World);
+ Vector3 target = delta * d;
+ transform.Translate(target, Space.World);
}
}
}
\ No newline at end of file
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionMoveTo.cs b/Assets/scripts/coa4u/ActionsInterval/ActionMoveTo.cs
index bf42ad4..959c49c 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionMoveTo.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionMoveTo.cs
@@ -4,41 +4,44 @@ using UnityEngine;
namespace coa4u
{
+ ///
+ /// Moves to the given point for the given amount of seconds.
+ ///
class ActionMoveTo : ActionInterval
{
protected Vector3 value;
protected Vector3 path;
- public ActionMoveTo(Vector3 tgtValue, float tgtDuration)
- : base(tgtDuration)
+ public ActionMoveTo(Vector3 targetValue, float targetDuration)
+ : base(targetDuration)
{
- value = tgtValue;
+ value = targetValue;
}
- public ActionMoveTo(Vector2 tgtValue, float tgtDuration)
- : this((Vector3)tgtValue, tgtDuration)
+ public ActionMoveTo(Vector2 targetValue, float targetDuration)
+ : this((Vector3)targetValue, targetDuration)
{
locks = Axises.z;
}
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionMoveBy(value, duration);
}
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
if (locks != Axises.none)
- lockAxises(ref value);
+ LockAxises(ref value);
path = value - transform.position;
}
- public override void stepInterval(float dt)
+ public override void Step(float dt)
{
float d = dt / duration;
- Vector3 tgt = path * d;
- transform.Translate(tgt, Space.World);
+ Vector3 target = path * d;
+ transform.Translate(target, Space.World);
}
}
}
\ No newline at end of file
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionRotateBy.cs b/Assets/scripts/coa4u/ActionsInterval/ActionRotateBy.cs
index f75e177..a8793f8 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionRotateBy.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionRotateBy.cs
@@ -4,36 +4,39 @@ using UnityEngine;
namespace coa4u
{
+ ///
+ /// Rotates by the given euler angles.
+ ///
class ActionRotateBy : ActionInterval
{
protected Vector3 delta;
- public ActionRotateBy(Vector3 tgtDelta, float tgtDuration)
- : base(tgtDuration)
+ public ActionRotateBy(Vector3 targetDelta, float targetDuration)
+ : base(targetDuration)
{
- delta = tgtDelta;
+ delta = targetDelta;
}
- public ActionRotateBy(float angle, float tgtDuration)
- : this(new Vector3(0, 0, angle), tgtDuration)
+ public ActionRotateBy(float angle, float targetDuration)
+ : this(new Vector3(0, 0, angle), targetDuration)
{
}
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionRotateBy(delta, duration);
}
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionRotateBy(delta * -1F, duration);
}
- public override void stepInterval(float dt)
+ public override void Step(float dt)
{
float d = dt / duration;
- Vector3 tgt = delta * d;
- transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + tgt);
+ Vector3 target = delta * d;
+ transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + target);
}
}
}
\ No newline at end of file
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionRotateTo.cs b/Assets/scripts/coa4u/ActionsInterval/ActionRotateTo.cs
index 9667e61..18d8fa9 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionRotateTo.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionRotateTo.cs
@@ -4,31 +4,34 @@ using UnityEngine;
namespace coa4u
{
+ ///
+ /// Rotates to the given euler angles.
+ ///
class ActionRotateTo : ActionInterval
{
protected Vector3 value;
protected Vector3 path;
- public ActionRotateTo(Vector3 tgtValue, float tgtDuration)
- : base(tgtDuration)
+ public ActionRotateTo(Vector3 targetValue, float targetDuration)
+ : base(targetDuration)
{
- value = tgtValue;
+ value = targetValue;
}
- public ActionRotateTo(float angle, float tgtDuration)
- : this(new Vector3(0, 0, angle), tgtDuration)
+ public ActionRotateTo(float angle, float targetDuration)
+ : this(new Vector3(0, 0, angle), targetDuration)
{
locks = Axises.xy;
}
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionRotateTo(value, duration);
}
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
path = new Vector3();
for (int i = 0; i < 3; i++)
{
@@ -40,13 +43,13 @@ namespace coa4u
path[i] = t + 360 - f;
}
if (locks != Axises.none)
- lockAxises(ref path);
+ LockAxises(ref path);
}
- public override void stepInterval(float dt)
+ public override void Step(float dt)
{
float d = dt / duration;
- Vector3 tgt = path * d;
- transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + tgt);
+ Vector3 target = path * d;
+ transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + target);
}
}
}
\ No newline at end of file
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionScaleBy.cs b/Assets/scripts/coa4u/ActionsInterval/ActionScaleBy.cs
index 90d573f..b4811f7 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionScaleBy.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionScaleBy.cs
@@ -4,35 +4,38 @@ using UnityEngine;
namespace coa4u
{
+ ///
+ /// Scales the object by the given multiplier.
+ ///
class ActionScaleBy : ActionInterval
{
protected Vector3 delta;
protected Vector3 path;
- public ActionScaleBy(Vector3 tgtDelta, float tgtDuration)
- : base(tgtDuration)
+ public ActionScaleBy(Vector3 targetDelta, float targetDuration)
+ : base(targetDuration)
{
- delta = tgtDelta;
+ delta = targetDelta;
}
- public ActionScaleBy(Vector2 tgtValue, float tgtDuration)
- : this((Vector3)tgtValue, tgtDuration)
+ public ActionScaleBy(Vector2 targetValue, float targetDuration)
+ : this((Vector3)targetValue, targetDuration)
{
}
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionScaleBy(delta, duration);
}
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionScaleBy(delta * -1F, duration);
}
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
Vector3 scale = transform.localScale;
scale.x *= delta.x;
scale.y *= delta.y;
@@ -40,16 +43,16 @@ namespace coa4u
path = scale - transform.localScale;
}
- public override void stepInterval(float dt)
+ public override void Step(float dt)
{
float d = dt / duration;
- Vector3 tgt = path * d;
- transform.localScale += tgt;
+ Vector3 target = path * d;
+ transform.localScale += target;
}
- public override void stop()
+ public override void Stop()
{
- base.stop();
+ base.Stop();
}
}
}
\ No newline at end of file
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionScaleTo.cs b/Assets/scripts/coa4u/ActionsInterval/ActionScaleTo.cs
index de8140c..dd07121 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionScaleTo.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionScaleTo.cs
@@ -4,41 +4,44 @@ using UnityEngine;
namespace coa4u
{
+ ///
+ /// Rotates to the given value.
+ ///
class ActionScaleTo : ActionInterval
{
protected Vector3 value;
protected Vector3 path;
- public ActionScaleTo(Vector3 tgtValue, float tgtDuration)
- : base(tgtDuration)
+ public ActionScaleTo(Vector3 targetValue, float targetDuration)
+ : base(targetDuration)
{
- value = tgtValue;
+ value = targetValue;
}
- public ActionScaleTo(Vector2 tgtValue, float tgtDuration)
- : this((Vector3)tgtValue, tgtDuration)
+ public ActionScaleTo(Vector2 targetValue, float targetDuration)
+ : this((Vector3)targetValue, targetDuration)
{
locks = Axises.z;
}
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionScaleTo(value, duration);
}
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
if (locks != Axises.none)
- lockAxises(ref value);
+ LockAxises(ref value);
path = value - transform.localScale;
}
- public override void stepInterval(float dt)
+ public override void Step(float dt)
{
float d = dt / duration;
- Vector3 tgt = path * d;
- transform.localScale += tgt;
+ Vector3 target = path * d;
+ transform.localScale += target;
}
}
}
\ No newline at end of file
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionSkewBy.cs b/Assets/scripts/coa4u/ActionsInterval/ActionSkewBy.cs
index 2dd6e8d..d78a3f9 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionSkewBy.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionSkewBy.cs
@@ -4,45 +4,48 @@ using UnityEngine;
namespace coa4u
{
+ ///
+ /// Skews the object by the given angles.
+ ///
class ActionSkewBy : ActionInterval
{
protected Vector3 skewAngles1;
protected Vector3 skewAngles2;
protected Mesh mesh;
- public ActionSkewBy(Vector3 tgtAngles1, Vector3 tgtAngles2, float tgtDuration)
- : base(tgtDuration)
+ public ActionSkewBy(Vector3 targetAngles1, Vector3 targetAngles2, float targetDuration)
+ : base(targetDuration)
{
- skewAngles1 = tgtAngles1;
- skewAngles2 = tgtAngles2;
+ skewAngles1 = targetAngles1;
+ skewAngles2 = targetAngles2;
}
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionSkewBy(skewAngles1, skewAngles2, duration);
}
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionSkewBy(-skewAngles1, -skewAngles2, duration);
}
- public override void start()
+ public override void Start()
{
- base.start();
+ base.Start();
if (!(target is Actor))
{
throw new Exception("You should use Actor class instead of Actor, if you want to skew your object.");
}
}
- public override void stepInterval(float dt)
+ public override void Step(float dt)
{
float d = dt / duration;
- Vector3 tgt = skewAngles1 * d;
- ((Actor)target).skewAngles1 += tgt;
- tgt = skewAngles2 * d;
- ((Actor)target).skewAngles2 += tgt;
+ Vector3 target = skewAngles1 * d;
+ ((Actor)target).skewAngles1 += target;
+ target = skewAngles2 * d;
+ ((Actor)target).skewAngles2 += target;
}
}
}
\ No newline at end of file
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionTintBy.cs b/Assets/scripts/coa4u/ActionsInterval/ActionTintBy.cs
index 954e8ab..74060ea 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionTintBy.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionTintBy.cs
@@ -4,42 +4,45 @@ using UnityEngine;
namespace coa4u
{
+ ///
+ /// Tints the target by the given color value. If you're going to change alpha, target shaders should support transparency.
+ ///
class ActionTintBy : ActionInterval
{
protected Vector4 color;
protected const float coeff = 1F / 255F;
- public ActionTintBy(Vector4 tgtColor, float tgtDuration)
- : base(tgtDuration)
+ public ActionTintBy(Vector4 targetColor, float targetDuration)
+ : base(targetDuration)
{
- color = tgtColor * coeff;
+ color = targetColor * coeff;
}
- public ActionTintBy(Vector3 tgtColor, float tgtDuration)
- : this(new Vector4(tgtColor.x, tgtColor.y, tgtColor.z), tgtDuration)
+ public ActionTintBy(Vector3 targetColor, float targetDuration)
+ : this(new Vector4(targetColor.x, targetColor.y, targetColor.z), targetDuration)
{
}
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionTintBy(color / coeff, duration);
}
- public override ActionInstant reverse()
+ public override ActionInstant Reverse()
{
return new ActionTintBy(-color / coeff, duration);
}
- public override void stepInterval(float dt)
+ public override void Step(float dt)
{
float d = dt / duration;
- Vector4 tgt = color * d;
- Color tgtColor = renderer.material.color;
- tgtColor[0] += tgt[0];
- tgtColor[1] += tgt[1];
- tgtColor[2] += tgt[2];
- tgtColor[3] += tgt[3];
- renderer.material.color = tgtColor;
+ Vector4 target = color * d;
+ Color targetColor = renderer.material.color;
+ targetColor[0] += target[0];
+ targetColor[1] += target[1];
+ targetColor[2] += target[2];
+ targetColor[3] += target[3];
+ renderer.material.color = targetColor;
}
}
}
\ No newline at end of file
diff --git a/Assets/scripts/coa4u/ActionsInterval/ActionTintTo.cs b/Assets/scripts/coa4u/ActionsInterval/ActionTintTo.cs
index c7cf1ad..39a5991 100644
--- a/Assets/scripts/coa4u/ActionsInterval/ActionTintTo.cs
+++ b/Assets/scripts/coa4u/ActionsInterval/ActionTintTo.cs
@@ -4,49 +4,52 @@ using UnityEngine;
namespace coa4u
{
+ ///
+ /// Tints the target to the given color value. If you're going to change alpha, target shaders should support transparency.
+ ///
class ActionTintTo : ActionInterval
{
protected Vector4 color;
protected Vector4 path;
protected const float coeff = 1F / 255F;
- public ActionTintTo(Vector4 tgtColor, float tgtDuration)
- : base(tgtDuration)
+ public ActionTintTo(Vector4 targetColor, float targetDuration)
+ : base(targetDuration)
{
- color = tgtColor * coeff;
+ color = targetColor * coeff;
path = Vector4.zero;
}
- public ActionTintTo(Vector3 tgtColor, float tgtDuration)
- : this(new Vector4(tgtColor.x, tgtColor.y, tgtColor.z), tgtDuration)
+ public ActionTintTo(Vector3 targetColor, float targetDuration)
+ : this(new Vector4(targetColor.x, targetColor.y, targetColor.z), targetDuration)
{
}
- public override ActionInstant clone()
+ public override ActionInstant Clone()
{
return new ActionTintTo(color / coeff, duration);
}
- public override void start()
+ public override void Start()
{
- base.start();
- Color tgtColor = renderer.material.color;
- path[0] = color[0] - tgtColor[0];
- path[1] = color[1] - tgtColor[1];
- path[2] = color[2] - tgtColor[2];
- path[3] = color[3] - tgtColor[3];
+ base.Start();
+ Color targetColor = renderer.material.color;
+ path[0] = color[0] - targetColor[0];
+ path[1] = color[1] - targetColor[1];
+ path[2] = color[2] - targetColor[2];
+ path[3] = color[3] - targetColor[3];
}
- public override void stepInterval(float dt)
+ public override void Step(float dt)
{
float d = dt / duration;
- Vector4 tgt = path * d;
- Color tgtColor = renderer.material.color;
- tgtColor[0] += tgt[0];
- tgtColor[1] += tgt[1];
- tgtColor[2] += tgt[2];
- tgtColor[3] += tgt[3];
- renderer.material.color = tgtColor;
+ Vector4 target = path * d;
+ Color targetColor = renderer.material.color;
+ targetColor[0] += target[0];
+ targetColor[1] += target[1];
+ targetColor[2] += target[2];
+ targetColor[3] += target[3];
+ renderer.material.color = targetColor;
}
}
}
\ No newline at end of file
diff --git a/Assets/scripts/coa4u/CoreClasses/MethodHolder.cs b/Assets/scripts/coa4u/CoreClasses/MethodHolder.cs
index 0c48716..7bb1e76 100644
--- a/Assets/scripts/coa4u/CoreClasses/MethodHolder.cs
+++ b/Assets/scripts/coa4u/CoreClasses/MethodHolder.cs
@@ -4,6 +4,9 @@ using UnityEngine;
namespace coa4u
{
+ ///
+ /// The holder class for the Methods Caching. Use MethodHolder if your method requires the argument of type T.
+ ///
public class MethodHolder
{
protected Action method;
@@ -13,13 +16,13 @@ namespace coa4u
{
}
- public MethodHolder(Action tgtMethod)
+ public MethodHolder(Action targetMethod)
{
- method = tgtMethod;
- methodName = tgtMethod.Method.Name;
+ method = targetMethod;
+ methodName = targetMethod.Method.Name;
}
- public virtual void run(object param = null)
+ public virtual void Run(object param = null)
{
if (method != null)
method.Invoke();
@@ -34,17 +37,20 @@ namespace coa4u
}
}
+ ///
+ /// The holder class for the Methods Caching. Use MethodHolder if your method requires the argument of type T.
+ ///
public class MethodHolder : MethodHolder
{
protected Action methodParam;
- public MethodHolder(Action tgtMethod)
+ public MethodHolder(Action targetMethod)
{
- methodParam = tgtMethod;
- methodName = tgtMethod.Method.Name;
+ methodParam = targetMethod;
+ methodName = targetMethod.Method.Name;
}
- public override void run(object param)
+ public override void Run(object param)
{
if (methodParam != null)
methodParam.Invoke((T)param);
diff --git a/Assets/scripts/coa4u/UnityComponents/Actor.cs b/Assets/scripts/coa4u/UnityComponents/Actor.cs
index 3fbeb3d..6dc305a 100644
--- a/Assets/scripts/coa4u/UnityComponents/Actor.cs
+++ b/Assets/scripts/coa4u/UnityComponents/Actor.cs
@@ -51,15 +51,15 @@ public class Actor : MonoBehaviour
if (paused || action == null)
return;
if (action.running)
- action.step(Time.deltaTime);
+ action.StepTimer(Time.deltaTime);
if (skewAngles1 != angles1prev || skewAngles2 != angles2prev)
- updateSkew();
+ UpdateSkew();
}
///
/// Updates the skew for the mesh.
///
- void updateSkew()
+ void UpdateSkew()
{
if (meshCached == null)
return;
@@ -92,15 +92,15 @@ public class Actor : MonoBehaviour
///
/// Attaches and starts the action.
///
- public void AttachAction(ActionInstant tgtAction)
+ public void AttachAction(ActionInstant targetAction)
{
if (action != null)
{
- action.stop();
+ action.Stop();
}
- action = tgtAction;
- action.setActor(this);
- action.start();
+ action = targetAction;
+ action.SetActor(this);
+ action.Start();
}
///
@@ -111,7 +111,7 @@ public class Actor : MonoBehaviour
if (action == null)
return;
if (action.running)
- action.stop();
+ action.Stop();
action = null;
}
@@ -138,7 +138,7 @@ public class Actor : MonoBehaviour
{
if (action is ActionInterval)
{
- ((ActionInterval)action).setTimeScale(ts);
+ ((ActionInterval)action).SetTimeScale(ts);
}
}
@@ -170,15 +170,14 @@ public class Actor : MonoBehaviour
}
}
-
public void ReceiveMessage(string key, object param = null, SendMessageOptions options = SendMessageOptions.DontRequireReceiver)
{
if (methodsCache.ContainsKey(key))
{
if (param == null)
- methodsCache[key].run();
+ methodsCache[key].Run();
else
- methodsCache[key].run(param);
+ methodsCache[key].Run(param);
}
else
{
diff --git a/Assets/scripts/coa4u/UnityComponents/ActorSampleActions.cs b/Assets/scripts/coa4u/UnityComponents/ActorSampleActions.cs
index 001a940..cc84611 100644
--- a/Assets/scripts/coa4u/UnityComponents/ActorSampleActions.cs
+++ b/Assets/scripts/coa4u/UnityComponents/ActorSampleActions.cs
@@ -34,21 +34,21 @@ public class ActorSampleActions : Actor
new ActionRotateTo(new Vector3(0, 0, 0), 1),
new ActionFadeOut(2),
new ActionSetTint(new Vector4(67, 105, 181)),
- new ActionSendMessage("msgHello"),
- new ActionSendMessage("msgHelloTo", "world"),
+ new ActionSendMessage("MessageHello"),
+ new ActionSendMessage("MessageHelloTo", "world"),
}), 5);
this.AttachAction(seq);
- AddMethodToCache(msgHello);
- AddMethodToCache(msgHelloTo);
+ AddMethodToCache(MessageHello);
+ AddMethodToCache(MessageHelloTo);
}
- void msgHello()
+ void MessageHello()
{
Debug.Log("Hello!");
}
- void msgHelloTo(string who)
+ void MessageHelloTo(string who)
{
Debug.Log("Hello " + who.ToString() + "!");
}