public ActionVector3Progression Clone()
    {
        ActionVector3Progression vector3_progression = new ActionVector3Progression(Vector3.zero);

        vector3_progression.m_progression                 = m_progression;
        vector3_progression.m_ease_type                   = m_ease_type;
        vector3_progression.m_from                        = m_from;
        vector3_progression.m_to                          = m_to;
        vector3_progression.m_to_to                       = m_to_to;
        vector3_progression.m_to_to_bool                  = m_to_to_bool;
        vector3_progression.m_is_offset_from_last         = m_is_offset_from_last;
        vector3_progression.m_unique_randoms              = m_unique_randoms;
        vector3_progression.m_override_animate_per_option = m_override_animate_per_option;
        vector3_progression.m_animate_per                 = m_animate_per;

        return(vector3_progression);
    }
    public ActionVector3Progression Clone()
    {
        var vector3_progression = new ActionVector3Progression(Vector3.zero);

        vector3_progression.m_progression_idx = Progression;
        vector3_progression.m_ease_type = m_ease_type;
        vector3_progression.m_from = m_from;
        vector3_progression.m_to = m_to;
        vector3_progression.m_to_to = m_to_to;
        vector3_progression.m_to_to_bool = m_to_to_bool;
        vector3_progression.m_is_offset_from_last = m_is_offset_from_last;
        vector3_progression.m_unique_randoms = m_unique_randoms;
        vector3_progression.m_override_animate_per_option = m_override_animate_per_option;
        vector3_progression.m_animate_per = m_animate_per;
        vector3_progression.m_ease_curve_per_axis = m_ease_curve_per_axis;
        vector3_progression.m_custom_ease_curve = new AnimationCurve(m_custom_ease_curve.keys);
        vector3_progression.m_custom_ease_curve_y = new AnimationCurve(m_custom_ease_curve_y.keys);
        vector3_progression.m_custom_ease_curve_z = new AnimationCurve(m_custom_ease_curve_z.keys);

        return vector3_progression;
    }
Ejemplo n.º 3
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    public ActionVector3Progression Clone()
    {
        ActionVector3Progression vector3_progression = new ActionVector3Progression(Vector3.zero);

        vector3_progression.m_progression = m_progression;
        vector3_progression.m_ease_type = m_ease_type;
        vector3_progression.m_from = m_from;
        vector3_progression.m_to = m_to;
        vector3_progression.m_to_to = m_to_to;
        vector3_progression.m_to_to_bool = m_to_to_bool;
        vector3_progression.m_is_offset_from_last = m_is_offset_from_last;
        vector3_progression.m_unique_randoms = m_unique_randoms;
        vector3_progression.m_override_animate_per_option = m_override_animate_per_option;
        vector3_progression.m_animate_per = m_animate_per;

        return vector3_progression;
    }
Ejemplo n.º 4
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    public float DrawVector3EditorGUI(ActionVector3Progression vec_prog, GUIContent label, Rect position, bool offset_legal, bool unique_random_legal = false, bool bold_label = true)
    {
        float x_offset = position.x + ACTION_INDENT_LEVEL_1;
        float y_offset = DrawProgressionEditorHeader(vec_prog, label, position, offset_legal, unique_random_legal, bold_label);

        vec_prog.m_from = EditorGUI.Vector3Field(new Rect(x_offset, y_offset, VECTOR_3_WIDTH, LINE_HEIGHT), vec_prog.m_progression == ValueProgression.Constant ? "Vector" : "Vector From", vec_prog.m_from);
        y_offset += LINE_HEIGHT*2;

        if(vec_prog.m_progression != ValueProgression.Constant)
        {
            vec_prog.m_to = EditorGUI.Vector3Field(new Rect(x_offset, y_offset, VECTOR_3_WIDTH, LINE_HEIGHT), "Vector To", vec_prog.m_to);
            y_offset += LINE_HEIGHT*2;

            if(vec_prog.m_progression == ValueProgression.Eased && vec_prog.m_to_to_bool)
            {
                vec_prog.m_to_to = EditorGUI.Vector3Field(new Rect(x_offset, y_offset, VECTOR_3_WIDTH, LINE_HEIGHT), "Vector Then", vec_prog.m_to_to);
                y_offset += LINE_HEIGHT*2;
            }
        }

        return (y_offset) - position.y;
    }