//애니메이션을 재생합니다. public void PlayAnimation(AnimationType anim) { m_current = anim; //초밥 종류에 따라서 애니메이션을 지정합니다. string animName = m_sushiType.ToString() + "_" + m_current.ToString(); m_animation.Play(animName); }
public void CharacterTouch() { //if (animator.runtimeAnimatorController == Idle && !isTouch) //{ AnimatorStateInfo animatorInfo = animator.GetCurrentAnimatorStateInfo(0); if (!isTouch && animatorInfo.IsTag("Idle")) { isTouch = true; AnimationType ani = (AnimationType)Enum.Parse(typeof(AnimationType), touchNum.ToString()); animator.SetTrigger(ani.ToString()); Message.Send <CharacterTouchMsg>(new CharacterTouchMsg(ani)); if (corTouchTimer != null) { StopCoroutine(TouchTimer()); corTouchTimer = null; } touchNum++; if (touchNum > (int)AnimationType.Touch4) { touchNum = (int)AnimationType.Touch0; } corTouchTimer = StartCoroutine(TouchTimer()); } }
public void setAnimBool(AnimationType type, bool result) { string strType = type.ToString(); if (anim.GetBool(strType) == result) // 같으면 return; { return; } anim.SetBool(strType, result); }
public Animation(AnimationType inType, int inputNumber, GameObject parent, Vector3 translation, Vector3 scale) { this.type = inType; this.animationObject = new GameObject("Ani Type: " + inType.ToString()); this.animationObject.transform.parent = parent.transform; this.animationObject.transform.localPosition = translation; this.animationObject.transform.localScale = scale; this.animationRunner = this.animationObject.AddComponent <AnimationRunner>(); }
public void ChangeAnimation(AnimationHolder animationHolder) { AnimationType type = animationHolder.animationType; if (!spriteMeshes.ContainsKey(type)) { Debug.Log("Animation type change not implemented:" + type.ToString()); return; } animationHolders[animationHolder.animationType] = animationHolder; spriteMeshes[animationHolder.animationType].spriteMesh = animationHolder.front; }
/// <summary> /// Cunstructor for normal storyboard commands /// </summary> /// <param name="easing"></param> /// <param name="startTime"></param> /// <param name="endTime"></param> /// <param name="startParams"></param> /// <param name="endParams"></param> public Animation(AnimationType animationType, int easing, int startTime, int endTime, double[] startParams, double[] endParams) : base(startTime) { this.animationType = animationType; this.easing = easing; this.endTime = endTime; this.startParams = startParams; this.endParams = endParams; if (endTime < startTime) throw new CompilerException(-1, 404, animationType.ToString(), startTime.ToString(), endTime.ToString()); }
// Sets the animation type and subtype that will be used whenever showing or hiding a view controller public static void setAnimationTypeAndSubtype( AnimationType type, AnimationSubtype subtype ) { if( Application.platform != RuntimePlatform.OSXEditor ) { // convert the types to strings and lowercase the first letter string aType = type.ToString(); aType = aType.Substring( 0, 1 ).ToLower() + aType.Substring( 1 ); string aSubtype = subtype.ToString(); aSubtype = aSubtype.Substring( 0, 1 ).ToLower() + aSubtype.Substring( 1 ); _nativeToolkitSetAnimationTypeAndSubtype( aType, aSubtype ); } }
public void PlayAnimation(AnimationType type) { if (_animator == null) { CrossFade(type.ToString().ToLower()); } AnimatorParam para = AnimatorConfig.GetAnimatorParam(type); if (para != null) { para.ExecuteParam(_animator); } }
public void SetAnimation(AnimationType type, bool state) { switch (type) { case AnimationType.Order: _anim.SetBool(type.ToString(), state); break; case AnimationType.MoveVertical: _skinAnimator.SetFloat("MoveVertical", state == true ? 1 : 0); break; } }
public override JObject SaveToJsonObject(StiJsonSaveMode mode) { var jObject = base.SaveToJsonObject(mode); if (Pen != null) { jObject.Add(new JProperty("Pen", Pen.SaveToJsonObject(mode))); } jObject.Add(new JProperty("Points", SavePointFArrayToJsonObject(Points))); jObject.Add(new JProperty("AnimationType", AnimationType.ToString())); return(jObject); }
private void PlayAnimation(AnimationType type) { Sprite[] animationSprites = Animations[type.ToString("g")]; if (currentAnimationPlayed == type) { this.DisplayNextSprite(animationSprites); } else { // Set the animation to new type and display it from the beginning currentAnimationPlayed = type; this.DisplayFirstSprite(animationSprites); } }
/// <summary> /// Cunstructor for normal storyboard commands /// </summary> /// <param name="easing"></param> /// <param name="startTime"></param> /// <param name="endTime"></param> /// <param name="startParams"></param> /// <param name="endParams"></param> public Animation(AnimationType animationType, int easing, int startTime, int endTime, double[] startParams, double[] endParams) : base(startTime) { this.animationType = animationType; this.easing = easing; this.endTime = endTime; this.startParams = startParams; this.endParams = endParams; if (endTime < startTime) { throw new CompilerException(-1, 404, animationType.ToString(), startTime.ToString(), endTime.ToString()); } }
public void DeletePreset(string presetName, AnimationType animationType, ButtonLoopType buttonLoopType = ButtonLoopType.None) { if (presetName.Equals(DEFAULT_PRESET_NAME)) { Debug.Log("[DoozyUI] You cannot (and should not) delete the default preset '" + DEFAULT_PRESET_NAME + "'."); return; } //Get the full path to the file string adjustedFolderPath = GetUIAnimationsFolderPath + animationType.ToString(); string presetFileName = presetName + "_" + animationType.ToString() + fileNameExtension; string filePath = adjustedFolderPath + "/" + presetFileName; //Load the default preset settings LoadPreset(DEFAULT_PRESET_NAME, animationType, buttonLoopType); //Delete the preset file QuickEngine.IO.File.Delete(filePath); //Debug.Log("[DoozyUI] the '" + presetName + "' preset has been DELETED!"); //Reload the preset list for the animation patch LoadPresetList(animationType); }
public static string BuildStateInfo(AnimationType type, string actionID, string stance, InteractionAnimationType interactionType = InteractionAnimationType.Null, bool mirror = false) //skeleton for later missdeads { string state = type.ToString() + stance + "." + actionID; if (interactionType != InteractionAnimationType.Null) { state += "_" + interactionType.ToString().ToLower(); } if (mirror) { state += "_mirror"; } return(state); }
IEnumerator PlayAnimationIn(AnimationType type, Action cb) { var name = type.ToString().ToCharArray(); name[0] = Char.ToLower(name[0]); animator.Play(new string(name)); yield return(null); yield return(new WaitForAnimation(animator, 0)); coroutine = null; if (cb != null) { cb(); } }
public override JObject SaveToJsonObject(StiJsonSaveMode mode) { var jObject = base.SaveToJsonObject(mode); if (Background != null) { jObject.Add(new JProperty("Background", SaveBrushToJsonObject(Background, mode))); } if (BorderPen != null) { jObject.Add(new JProperty("BorderPen", BorderPen.SaveToJsonObject(mode))); } jObject.Add(new JProperty("Rect", SaveRectToJsonObject(Rect))); jObject.Add(new JProperty("AnimationType", AnimationType.ToString())); return(jObject); }
// public AnimationArray2d(AnimationType animationType, int[] shape, GameObject parent) { this.shape = shape; this.animationType = animationType; this.animationArray2dObject = new GameObject("Ani. Type: " + animationType.ToString() + " sh: " + shape[0].ToString() + ", " + shape[1].ToString()); this.animationArray2dObject.transform.parent = parent.transform; this.animationArray2dObject.transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f); this.animations = new Animation[shape[0]][]; for (int i = 0; i < shape[0]; i++) { this.animations[i] = new Animation[shape[1]]; for (int j = 0; j < shape[1]; j++) { this.animations[i][j] = new Animation(animationType, 2, this.animationArray2dObject, translationOffset(j, i, shape[1], shape[0]), scaleOffset(shape[1], shape[0])); } } }
public AnimationParams GetAnimationParamsFromType(AnimationType type) { switch (type) { case AnimationType.Walk: return(WalkParams); case AnimationType.Run: return(RunParams); case AnimationType.SwimSlow: return(SwimSlowParams); case AnimationType.SwimFast: return(SwimFastParams); default: throw new NotImplementedException(type.ToString()); } }
/// <summary> /// Load an animation from the a <see cref="AnimationType"/> enum /// </summary> /// /// <param name="element">Element to load the animation</param> /// <param name="animationType">Animation type, search for an <see cref="Storyboard"/> in the ressource</param> /// <param name="fromValue">Start value of the animation</param> /// <param name="toValue">End value of the animation</param> /// <param name="animationTime">Time of the animation in milliseconds</param> /// /// <returns> /// </returns> public static async Task LoadAnimation(FrameworkElement element, AnimationType animationType, double fromValue = 0, double toValue = 1, int animationTime = 150) { // Get the storyboard Storyboard storyboard = XUiTheme.XUiDictionaries[$"XUi_Animation{animationType.ToString()}"] as Storyboard; DoubleAnimationUsingKeyFrames animationKeyFrames = ((DoubleAnimationUsingKeyFrames)storyboard.Children[0]); // Get the start key frame EasingDoubleKeyFrame startKeyFrame = ((EasingDoubleKeyFrame)animationKeyFrames.KeyFrames[0]); startKeyFrame.Value = fromValue; // Get the end key frame EasingDoubleKeyFrame endKeyFrame = ((EasingDoubleKeyFrame)animationKeyFrames.KeyFrames[1]); endKeyFrame.Value = toValue; endKeyFrame.KeyTime = KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(animationTime)); // Apply the storyboard storyboard.Begin(element); await Task.Delay(animationTime); }
private void OnDrawGizmosSelected() { if (path == null) { return; } var points = path.CopyOfWorldPointsAsF2; Gizmos.color = Color.green; Gizmos.DrawLine(points[0].ToV3(), points[1].ToV3()); Gizmos.DrawLine(points[1].ToV3(), points[2].ToV3()); Gizmos.DrawLine(points[2].ToV3(), points[3].ToV3()); Gizmos.DrawLine(points[3].ToV3(), points[0].ToV3()); Handles.Label(points[0].ToV3(), "left_up"); Handles.Label(points[1].ToV3(), "right_up"); Handles.Label(points[2].ToV3(), "right_bot"); Handles.Label(points[3].ToV3(), "left_bot"); Handles.Label(transform.position, animation.ToString()); }
void Start() { animator = GetComponent <Animator>(); if (GameManager.Instance.difficulty == GameDifficulty.easy) { indicator.SetActive(true); } else { indicator.SetActive(false); } if (maskPosition != null) { if (maskPosition.npcController.hasMask) { maskPosition.mask.SetActive(true); } else { maskPosition.mask.SetActive(false); } } animator.SetBool(animation.ToString(), true); if (animation == AnimationType.Sitting) { animator.SetLayerWeight(1, 1); } else { animator.SetLayerWeight(2, 1); } }
public static CutSceneTest Show(AnimationType type) { var widget = Create <CutSceneTest>(true); widget.skeletonAnimator = new SkeletonAnimator(widget.gameObject); widget.skeletonAnimator.TimeScale = 1f; widget.skeletonAnimator.ResetTarget(widget.gameObject); if (!widget.skeletonAnimator.ValidateAnimator()) { Destroy(widget.gameObject); return(null); } var animationName = type.ToString().Remove(0, 4); var baseLayerIndex = widget.Animator.GetLayerIndex("Base Layer"); widget.Animator.Play(animationName, baseLayerIndex, 0f); Destroy(widget.gameObject, DestroyDelay); return(widget); }
// Use this for initialization public virtual void Start() { Application.runInBackground = true; Manus.ManusInit(out session); Manus.ManusSetCoordinateSystem(session, coor_up_t.COOR_Y_UP, coor_handed_t.COOR_LEFT_HANDED); Manus.ManusSelectProfile(session, (uint)BoneFormat); uint amountOfProfiles = Manus.ManusGetProfileCount(session); if (BoneFormat == AnimationType.UE4 && amountOfProfiles == 1) { Debug.LogError("Body.json does not contain data for the " + BoneFormat.ToString() + " bone format. Replace body.json Check the documentation for more information: https://goo.gl/dfUh66"); } for (int i = 0; i < 2; i++) { _handValues[i].CloseValue = CloseValue.Open; _handValues[i].OnValueChanged = new ToggleEvent(); } Manus.ManusGetHand(session, (device_type_t)0, out _leftHand); Manus.ManusGetHand(session, (device_type_t)1, out _rightHand); }
public static BaseObject CreateStaticObject(AnimationType type, int xPos, int yPos) { BaseObject result = null; switch (type) { case AnimationType.MazeBlue: result = new BaseObject() { Animation = AnimationFactory.CreateAnimation(AnimationType.MazeBlue) }; break; case AnimationType.BigCoin: result = new BaseObject() { Animation = AnimationFactory.CreateAnimation(AnimationType.BigCoin) }; break; case AnimationType.SmallCoin: result = new BaseObject() { Animation = AnimationFactory.CreateAnimation(AnimationType.SmallCoin), }; break; } if (result != null) { result.Name = type.ToString(); result.Animation.Location = new Coordinate(xPos, yPos); } return(result); }
private static object GetAnimationResource(AnimationType animationType) { return(Application.Current.TryFindResource(animationType.ToString())); }
/// <summary> Creates a new UIAnimationDatabase of the given type and preset category name. Returns a reference to the newly created UIAnimationDatabase </summary> /// <param name="databaseType"> Database animations type </param> /// <param name="newPresetCategory"> Database (preset category) name </param> /// <param name="saveAssets"> Write all unsaved asset changes to disk? </param> public UIAnimationDatabase CreateDatabase(AnimationType databaseType, string newPresetCategory, bool saveAssets = false) { #if UNITY_EDITOR var database = AssetUtils.CreateAsset <UIAnimationDatabase>(Path.Combine(DoozyPath.UIANIMATIONS_RESOURCES_PATH, databaseType.ToString()), newPresetCategory, ".asset", false, false); #else var database = CreateInstance <UIAnimationDatabase>(); #endif database.DatabaseName = newPresetCategory; database.name = database.DatabaseName; database.DataType = databaseType; database.RefreshDatabase(false); Get(databaseType).AddUIAnimationDatabase(database); SetDirty(saveAssets); return(database); }
public bool IsOnState(AnimationType animationType) { return(m_animator.GetCurrentAnimatorStateInfo(0).IsName(animationType.ToString())); }
void SetAnimation(AnimationType animType) { _animation.CrossFade(animType.ToString()); }
public bool TryGet(AnimationType animationType, out AnimationData animationData) { return TryGet(animationType.ToString().ToLower(), out animationData); }
public void Request(AnimationType animationType) { Request(animationType.ToString().ToLower()); }
public void SavePreset(string presetName, AnimationType animationType, ButtonLoopType buttonLoopType = ButtonLoopType.None) { if (presetName.Equals(DEFAULT_PRESET_NAME)) { Debug.Log("[DoozyUI] You cannot save a preset with the name '" + DEFAULT_PRESET_NAME + "'."); //return; } if (string.IsNullOrEmpty(presetName)) { Debug.Log("[DoozyUI] You cannot save a preset with no name."); return; } string adjustedFolderPath = GetUIAnimationsFolderPath + animationType.ToString(); string presetFileName = presetName + "_" + animationType.ToString() + fileNameExtension; string filePath = adjustedFolderPath + "/" + presetFileName; /* * switch (animationType) * { * case AnimationType.IN: * InAnimations inAnimations = new InAnimations(); * inAnimations = GetUIElement.GetInAnimations; * inAnimations.inAnimationsPresetName = presetName; * FileHelper.writeObjectToFile(filePath, inAnimations, FileHelper.SerializeXML); * //Debug.Log("[DoozyUI] [UIElement] the '" + presetName + "' IN Animations preset has been SAVED!"); * break; * * case AnimationType.LOOP: * LoopAnimations loopAnimations = new LoopAnimations(); * loopAnimations = GetUIElement.GetLoopAnimations; * loopAnimations.loopAnimationsPresetName = presetName; * FileHelper.writeObjectToFile(filePath, loopAnimations, FileHelper.SerializeXML); * //Debug.Log("[DoozyUI] [UIElement] the '" + presetName + "' LOOP Animations preset has been SAVED!"); * break; * * case AnimationType.OUT: * OutAnimations outAnimations = new OutAnimations(); * outAnimations = GetUIElement.GetOutAnimations; * outAnimations.outAnimationsPresetName = presetName; * FileHelper.writeObjectToFile(filePath, outAnimations, FileHelper.SerializeXML); * //Debug.Log("[DoozyUI] [UIElement] the '" + presetName + "' OUT Animations preset has been SAVED!"); * break; * * case AnimationType.OnClick: * OnClickAnimations onClickAnimationSettings = new OnClickAnimations(); * onClickAnimationSettings = GetUIButton.onClickAnimationSettings; * onClickAnimationSettings.onClickAnimationsPresetName = presetName; * FileHelper.writeObjectToFile(filePath, onClickAnimationSettings, FileHelper.SerializeXML); * //Debug.Log("[DoozyUI] [UIButton] the '" + presetName + "' OnClick Animations preset has been SAVED!"); * break; * * case AnimationType.ButtonLoops: * switch (buttonLoopType) * { * case ButtonLoopType.Normal: * ButtonLoopsAnimations normalAnimationSettings = new ButtonLoopsAnimations(); * normalAnimationSettings = GetUIButton.normalAnimationSettings; * normalAnimationSettings.animationsPresetName = presetName; * FileHelper.writeObjectToFile(filePath, normalAnimationSettings, FileHelper.SerializeXML); * //Debug.Log("[DoozyUI] [UIButton] the '" + presetName + "' Normal Animations preset has been SAVED!"); * break; * * case ButtonLoopType.Highlighted: * ButtonLoopsAnimations highlightedAnimationSettings = new ButtonLoopsAnimations(); * highlightedAnimationSettings = GetUIButton.highlightedAnimationSettings; * highlightedAnimationSettings.animationsPresetName = presetName; * FileHelper.writeObjectToFile(filePath, highlightedAnimationSettings, FileHelper.SerializeXML); * //Debug.Log("[DoozyUI] [UIButton] the '" + presetName + "' Highlighted Animations preset has been SAVED!"); * break; * * case ButtonLoopType.None: //we should not be able to get here * Debug.Log("[DoozyUI] [UIButton] You are trying to save a preset named '" + presetName + "'. Something went wrong and the preset was not saved. This should not happen."); * break; * * default: * Debug.Log("[DoozyUI] [UIButton] You are trying to save a preset named '" + presetName + "'. Something went wrong and the preset was not saved. This should not happen."); * break; * } * break; * } */ LoadPresetList(animationType); LoadPreset(presetName, animationType, buttonLoopType); }
protected override void WriteDataXML(XElement ele, ElderScrollsPlugin master) { XElement subEle; ele.TryPathTo("AnimationType", true, out subEle); subEle.Value = AnimationType.ToString(); ele.TryPathTo("AnimationMultiplier", true, out subEle); subEle.Value = AnimationMultiplier.ToString("G15"); ele.TryPathTo("Reach", true, out subEle); subEle.Value = Reach.ToString("G15"); ele.TryPathTo("Flags1", true, out subEle); subEle.Value = Flags1.ToString(); ele.TryPathTo("GripAnimation", true, out subEle); subEle.Value = GripAnimation.ToString(); ele.TryPathTo("AmmoUse", true, out subEle); subEle.Value = AmmoUse.ToString(); ele.TryPathTo("ReloadAnimation", true, out subEle); subEle.Value = ReloadAnimation.ToString(); ele.TryPathTo("MinSpread", true, out subEle); subEle.Value = MinSpread.ToString("G15"); ele.TryPathTo("Spread", true, out subEle); subEle.Value = Spread.ToString("G15"); ele.TryPathTo("Unknown", true, out subEle); subEle.Value = Unknown.ToHex(); ele.TryPathTo("SightFOV", true, out subEle); subEle.Value = SightFOV.ToString("G15"); ele.TryPathTo("Unknown2", true, out subEle); subEle.Value = Unknown2.ToString("G15"); ele.TryPathTo("Projectile", true, out subEle); Projectile.WriteXML(subEle, master); ele.TryPathTo("BaseVATSToHitChance", true, out subEle); subEle.Value = BaseVATSToHitChance.ToString(); ele.TryPathTo("AttackAnimation", true, out subEle); subEle.Value = AttackAnimation.ToString(); ele.TryPathTo("ProjectileCount", true, out subEle); subEle.Value = ProjectileCount.ToString(); ele.TryPathTo("EmbeddedWeaponActorValue", true, out subEle); subEle.Value = EmbeddedWeaponActorValue.ToString(); ele.TryPathTo("Range/Min", true, out subEle); subEle.Value = MinRange.ToString("G15"); ele.TryPathTo("Range/Max", true, out subEle); subEle.Value = MaxRange.ToString("G15"); ele.TryPathTo("LimbKillBehavior", true, out subEle); subEle.Value = LimbKillBehavior.ToString(); ele.TryPathTo("Flags2", true, out subEle); subEle.Value = Flags2.ToString(); ele.TryPathTo("AttackAnimationMultiplier", true, out subEle); subEle.Value = AttackAnimationMultiplier.ToString("G15"); ele.TryPathTo("FireRate", true, out subEle); subEle.Value = FireRate.ToString("G15"); ele.TryPathTo("ActionPointCost", true, out subEle); subEle.Value = ActionPointCost.ToString("G15"); ele.TryPathTo("Rumble/LeftMotorStrength", true, out subEle); subEle.Value = RumbleLeftMotorStrength.ToString("G15"); ele.TryPathTo("Rumble/RightMotorStrength", true, out subEle); subEle.Value = RumbleRightMotorStrength.ToString("G15"); ele.TryPathTo("Rumble/Duration", true, out subEle); subEle.Value = RumbleDuration.ToString("G15"); ele.TryPathTo("DamageToWeaponMult", true, out subEle); subEle.Value = DamageToWeaponMult.ToString("G15"); ele.TryPathTo("AttackShotsPerSecond", true, out subEle); subEle.Value = AttackShotsPerSecond.ToString("G15"); ele.TryPathTo("ReloadTime", true, out subEle); subEle.Value = ReloadTime.ToString("G15"); ele.TryPathTo("JamTime", true, out subEle); subEle.Value = JamTime.ToString("G15"); ele.TryPathTo("AimArc", true, out subEle); subEle.Value = AimArc.ToString("G15"); ele.TryPathTo("Skill", true, out subEle); subEle.Value = Skill.ToString(); ele.TryPathTo("Rumble/Pattern", true, out subEle); subEle.Value = RumblePattern.ToString(); ele.TryPathTo("Rumble/Wavelength", true, out subEle); subEle.Value = RumbleWavelength.ToString("G15"); ele.TryPathTo("LimbDamageMult", true, out subEle); subEle.Value = LimbDamageMult.ToString("G15"); ele.TryPathTo("ResistanceType", true, out subEle); subEle.Value = ResistanceType.ToString(); ele.TryPathTo("SightUsage", true, out subEle); subEle.Value = SightUsage.ToString("G15"); ele.TryPathTo("SemiAutomaticFireDelay/Min", true, out subEle); subEle.Value = SemiAutomaticFireDelayMin.ToString("G15"); ele.TryPathTo("SemiAutomaticFireDelay/Max", true, out subEle); subEle.Value = SemiAutomaticFireDelayMax.ToString("G15"); ele.TryPathTo("Unknown3", true, out subEle); subEle.Value = Unknown3.ToString("G15"); ele.TryPathTo("Mods/Mod1/Effect", true, out subEle); subEle.Value = Mod1Effect.ToString(); ele.TryPathTo("Mods/Mod2/Effect", true, out subEle); subEle.Value = Mod2Effect.ToString(); ele.TryPathTo("Mods/Mod3/Effect", true, out subEle); subEle.Value = Mod3Effect.ToString(); ele.TryPathTo("Mods/Mod1/ValueA", true, out subEle); subEle.Value = Mod1ValueA.ToString("G15"); ele.TryPathTo("Mods/Mod2/ValueA", true, out subEle); subEle.Value = Mod2ValueA.ToString("G15"); ele.TryPathTo("Mods/Mod3/ValueA", true, out subEle); subEle.Value = Mod3ValueA.ToString("G15"); ele.TryPathTo("PowerAttackAnimation", true, out subEle); subEle.Value = PowerAttackAnimation.ToString(); ele.TryPathTo("StrengthRequirement", true, out subEle); subEle.Value = StrengthRequirement.ToString(); ele.TryPathTo("Unknown4", true, out subEle); subEle.Value = Unknown4.ToString(); ele.TryPathTo("Mods/Mod1/ReloadAnimation", true, out subEle); subEle.Value = Mod1ReloadAnimation.ToString(); ele.TryPathTo("Unknown5", true, out subEle); subEle.Value = Unknown5.ToHex(); ele.TryPathTo("AmmoRegenRate", true, out subEle); subEle.Value = AmmoRegenRate.ToString("G15"); ele.TryPathTo("KillImpulse", true, out subEle); subEle.Value = KillImpulse.ToString("G15"); ele.TryPathTo("Mods/Mod1/ValueB", true, out subEle); subEle.Value = Mod1ValueB.ToString("G15"); ele.TryPathTo("Mods/Mod2/ValueB", true, out subEle); subEle.Value = Mod2ValueB.ToString("G15"); ele.TryPathTo("Mods/Mod3/ValueB", true, out subEle); subEle.Value = Mod3ValueB.ToString("G15"); ele.TryPathTo("ImpulseDistance", true, out subEle); subEle.Value = ImpulseDistance.ToString("G15"); ele.TryPathTo("SkillRequirement", true, out subEle); subEle.Value = SkillRequirement.ToString(); }
/// <summary> [Editor Only] Adds the 'Uncategorized' database if it's missing </summary> private void AddTheDefaultUIAnimationDatabase() { if (Contains(UIAnimations.DEFAULT_DATABASE_NAME)) { return; } #if UNITY_EDITOR var asset = AssetDatabase.LoadAssetAtPath <UIAnimationDatabase>(Path.Combine(Path.Combine(DoozyPath.UIANIMATIONS_RESOURCES_PATH, DatabaseType.ToString()), UIAnimations.DEFAULT_DATABASE_NAME + ".asset")); if (asset != null) { Databases.Add(asset); UpdateDatabaseNames(); return; } UIAnimationDatabase database = AssetUtils.CreateAsset <UIAnimationDatabase>(Path.Combine(DoozyPath.UIANIMATIONS_RESOURCES_PATH, DatabaseType.ToString()), UIAnimations.DEFAULT_DATABASE_NAME); #else UIAnimationDatabase database = ScriptableObject.CreateInstance <UIAnimationDatabase>(); #endif if (database == null) { return; } database.DatabaseName = UIAnimations.DEFAULT_DATABASE_NAME; database.name = database.DatabaseName; database.DataType = DatabaseType; database.RefreshDatabase(false); Databases.Add(database); }
/// <summary> /// /// </summary> /// <returns></returns> public override string ToString() { return(AnimationType.ToString()); }