/// <summary> /// Populate values from the base palette. /// </summary> public void PopulateFromBase() { // Populate only the designated styles OverrideDefault.PopulateFromBase(PaletteState.NormalDefaultOverride); OverrideFocus.PopulateFromBase(PaletteState.FocusOverride); StateDisabled.PopulateFromBase(PaletteState.Disabled); StateNormal.PopulateFromBase(PaletteState.Normal); StateTracking.PopulateFromBase(PaletteState.Tracking); StatePressed.PopulateFromBase(PaletteState.Pressed); StateCheckedNormal.PopulateFromBase(PaletteState.CheckedNormal); StateCheckedTracking.PopulateFromBase(PaletteState.CheckedTracking); StateCheckedPressed.PopulateFromBase(PaletteState.CheckedPressed); }
private float Normalize(float theTime) { float normal = (theTime - min) / (max - min); if (normal < min) { normal = min; } else if (normal > max) { normal = max; } StateIndex = StateNormal.GetIndex(stateNormals, normal); StateNormal stateNormal = stateNormals[StateIndex]; State.value = stateNormal.state; NormalInState = stateNormal.GetNormalInState(normal); return(normal); }
/// <summary> /// Populate values from the base palette. /// </summary> public void PopulateFromBase() { // Populate only the designated styles StateNormal.PopulateFromBase(PaletteState.Normal); StateDisabled.PopulateFromBase(PaletteState.Disabled); }
/// <summary> /// Populate values from the base palette. /// </summary> public void PopulateFromBase() { StateDisabled.PopulateFromBase(PaletteState.Disabled); StateNormal.PopulateFromBase(PaletteState.Normal); }
public void RemoveEnterEventBeforeExit <C>(Action a) where C : StateNormal <C>, new() { processEnterEvent <C>(a, StateNormal <C> .GetExitEvents(), ee => ee.RemoveEnterEvent); }
public void AddEnterEventBeforeExit <C>(Action a, MonoBehaviourHasDestroyEvent mb) where C : StateNormal <C>, new() { processEnterEvent <C>(a, StateNormal <C> .GetExitEvents(), ee => ee.AddEnterEvent, mb); }
public void AddEnterEventBeforeExcute <C>(Action a) where C : StateNormal <C>, new() { processEnterEvent <C>(a, StateNormal <C> .GetExcuteEvents(), ee => ee.AddEnterEvent); }
public Player(string name) { this.playerName = name; this.currentState = StateNormal.GetInstance(); }