public bool GetItemDelayTime(int i, ref float delayTime) { if (i < 0 && i >= realSpe.elems.Count) { return(false); } delayTime = SpecialEffectEditorUtility.GetElemDelayTime(realSpe.elems[i]); return(true); }
public bool SetItemDelayTime(int i, float startTime) { if (i < 0 && i >= realSpe.elems.Count) { return(false); } //realSpe.elems[i].DelayTime = realSpe.elems[i].DelayTime + startTime - realSpe.elems[i].StartTime; float newDelayTime = SpecialEffectEditorUtility.GetElemDelayTime(realSpe.elems[i]) + startTime - realSpe.elems[i].startTime; SpecialEffectEditorUtility.FixElemDelayTime(realSpe.elems[i], newDelayTime); //realSpe.elems[i].DelayTime = delayTime; if (SpecialEffectEditorUtility.GetElemDelayTime(realSpe.elems[i]) < 0f) { //realSpe.elems[i].DelayTime = 0f; SpecialEffectEditorUtility.FixElemDelayTime(realSpe.elems[i], 0f); } _RecalcTotalTime(); IsDirty = true; return(true); }