public override void Do() { if (overrideOrgionValue.Value(false) || PlayerPrefs.HasKey(key.value)) { value.value = PlayerPrefs.GetInt(key.value); } Condition = true; }
public override void Do() { float p = time.add / time.time; if (isInverse.Value(false)) { p = 1 - p; } process.value = p; Condition = true; }
public override void Do() { if (snake.Head != null) { //Debug.Log(offset.value); var dir = snake.Head.Get <Direction>(); //dir.value = (Vector3)offset.value * deltaTime * speed.value; dir.value = direction.value * deltaTime * speed.value; } Condition = boolen.Value(); }
public override void Do() { if (ue) { if (!isLocal.Value(false)) { ue.transform.position = position.value; } else { ue.transform.localPosition = position.value; } } Condition = true; }
System.Collections.IEnumerator LoadScene(int id) { var aop = SceneManager.LoadSceneAsync(identity.value); aop.allowSceneActivation = false; loadAsyncParam.operation = aop; var waitFrame = new WaitForEndOfFrame(); while (true) { process.value = aop.progress / 0.9f; //this.Log(process.value); if (process.value >= 1) { break; } yield return(waitFrame); } bool allow = allowAutoActive.Value(false); aop.allowSceneActivation = allow; Condition = true; }
public override void Do() { Condition = isInverse.Value(false) ^ value >= compared; }
public override void Do() { Condition = isDown.Value() ? Input.GetKeyDown(key.code) : Input.GetKeyUp(key.code); }
public override void Do() { //this.Log($"{value}::{value.value},{compare}::{compare.value}"); Condition = isInverse.Value(false) ^ value.value >= compare.value; //this.Log($" s {value.value},cmp {compare.value} c {Condition}"); }
public override void Do() { Condition = isInverse.Value(false) ^ string.IsNullOrEmpty(value); }
public override void Do() { Condition = (!isEnable.Value()) ^ enable.value; }
public override void Do() { Condition = isInverse.Value(false) ^ selected.value == compared.value; }
public override void Do() { //Debug.Log(this.debug(process.value)); Condition = inverse.Value(false) ^ process.value >= value.value; }
public override void Do() { Condition = anim.isIn ^ isOut.Value(); }
public override void Do() { enable.value = setter.Value(); Condition = true; }
public override void Do() { target.Get <Enable>().value = enable.Value(); Condition = true; }