public void ConvertFromFlatColourProg(ActionColorProgression flat_colour_progression)
 {
     m_progression         = flat_colour_progression.m_progression;
     m_ease_type           = flat_colour_progression.m_ease_type;
     m_from                = new VertexColour(flat_colour_progression.m_from);
     m_to                  = new VertexColour(flat_colour_progression.m_to);
     m_to_to               = new VertexColour(flat_colour_progression.m_to_to);
     m_to_to_bool          = flat_colour_progression.m_to_to_bool;
     m_is_offset_from_last = flat_colour_progression.m_is_offset_from_last;
     m_unique_randoms      = flat_colour_progression.m_unique_randoms;
 }
    public ActionColorProgression Clone()
    {
        ActionColorProgression color_progression = new ActionColorProgression(Color.white);

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

        return(color_progression);
    }
 public void ConvertFromFlatColourProg(ActionColorProgression flat_colour_progression)
 {
     m_progression = flat_colour_progression.m_progression;
     m_ease_type = flat_colour_progression.m_ease_type;
     m_from = new VertexColour(flat_colour_progression.m_from);
     m_to = new VertexColour(flat_colour_progression.m_to);
     m_to_to = new VertexColour(flat_colour_progression.m_to_to);
     m_to_to_bool = flat_colour_progression.m_to_to_bool;
     m_is_offset_from_last = flat_colour_progression.m_is_offset_from_last;
     m_unique_randoms = flat_colour_progression.m_unique_randoms;
 }
    public ActionColorProgression Clone()
    {
        ActionColorProgression color_progression = new ActionColorProgression(Color.white);

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

        return color_progression;
    }
 public void ConvertFromFlatColourProg(ActionColorProgression flat_colour_progression)
 {
     m_progression_idx = flat_colour_progression.Progression;
     m_ease_type = flat_colour_progression.EaseType;
     m_from = new VertexColour(flat_colour_progression.ValueFrom);
     m_to = new VertexColour(flat_colour_progression.ValueTo);
     m_to_to = new VertexColour(flat_colour_progression.ValueThen);
     m_to_to_bool = flat_colour_progression.UsingThirdValue;
     m_is_offset_from_last = flat_colour_progression.IsOffsetFromLast;
     m_unique_randoms = flat_colour_progression.UniqueRandom;
 }
Example #6
0
    public float DrawColourEditorGUI(ActionColorProgression colour_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(colour_prog, label, position, offset_legal, unique_random_legal, bold_label);

        EditorGUI.LabelField(new Rect(x_offset, y_offset, 50, LINE_HEIGHT * 2), colour_prog.m_progression == ValueProgression.Constant ? "Colour" : "Colour\nFrom", EditorStyles.miniLabel);
        x_offset += 60;

        colour_prog.m_from = EditorGUI.ColorField(new Rect(x_offset, y_offset, LINE_HEIGHT*2, LINE_HEIGHT), colour_prog.m_from);

        if(colour_prog.m_progression != ValueProgression.Constant)
        {
            x_offset += 65;

            EditorGUI.LabelField(new Rect(x_offset, y_offset, 50, LINE_HEIGHT*2), "Colour\nTo", EditorStyles.miniBoldLabel);
            x_offset += 60;

            colour_prog.m_to = EditorGUI.ColorField(new Rect(x_offset, y_offset, LINE_HEIGHT*2, LINE_HEIGHT), colour_prog.m_to);

            if(colour_prog.m_progression == ValueProgression.Eased && colour_prog.m_to_to_bool)
            {
                x_offset += 65;

                EditorGUI.LabelField(new Rect(x_offset, y_offset, 50, LINE_HEIGHT*2), "Colour\nThen To", EditorStyles.miniBoldLabel);
                x_offset += 60;

                colour_prog.m_to_to = EditorGUI.ColorField(new Rect(x_offset, y_offset, LINE_HEIGHT*2, LINE_HEIGHT), colour_prog.m_to_to);
            }
        }

        return (y_offset + LINE_HEIGHT + 10) - position.y;
    }