public ActionPositionVector3Progression CloneThis()
    {
        ActionPositionVector3Progression progression = new ActionPositionVector3Progression(Vector3.zero);

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

        return(progression);
    }
Example #2
0
    public float DrawPositionVector3EditorGUI(ActionPositionVector3Progression 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);

        if(vec_prog.m_progression != ValueProgression.Eased)
        {
            Rect toggle_pos = new Rect();
            if(offset_legal)
            {
                toggle_pos = new Rect(x_offset + 190, y_offset - LINE_HEIGHT, 200, LINE_HEIGHT);
            }
            else
            {
                toggle_pos = new Rect(x_offset, y_offset, 200, LINE_HEIGHT);

                y_offset += LINE_HEIGHT;
            }
            vec_prog.m_force_position_override = EditorGUI.Toggle(toggle_pos, "Force This Position?", vec_prog.m_force_position_override);
        }

        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;
    }
    public ActionPositionVector3Progression CloneThis()
    {
        ActionPositionVector3Progression progression = new ActionPositionVector3Progression(Vector3.zero);

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

        return progression;
    }
    public ActionPositionVector3Progression CloneThis()
    {
        var progression = new ActionPositionVector3Progression(Vector3.zero);

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

        return progression;
    }