/// <summary> /// This function is used to call into sub classes of /// VisBasePropertyTrigger, in order for them to set their /// target property to the new value specified. /// </summary> /// <param name="propertyValue">The new value to set the property to.</param> public override void SetProperty(float propertyValue) { if (GetComponent <Animation>() != null && GetComponent <Animation>().IsPlaying(targetAnimation)) { VisPropertyHelper.SetAnimationStateProperty(GetComponent <Animation>()[targetAnimation], targetProperty, propertyValue); } }
/// <summary> /// This function is used to call into sub classes of /// VisBasePropertyModifer, in order for them to set their /// target property to the new value specified. /// </summary> /// <param name="propertyValue">The new value to set the property to.</param> public override void SetProperty(float propertyValue) { if (animation != null && animation.IsPlaying(targetAnimation)) { VisPropertyHelper.SetAnimationStateProperty(animation[targetAnimation], targetProperty, propertyValue); } }
/// <summary> /// This function is used to call into sub classes of /// VisBasePropertyModifer, in order for them to set their /// target property to the new value specified. /// </summary> /// <param name="propertyValue">The new value to set the property to.</param> public override void SetProperty(float propertyValue) { VisPropertyHelper.SetGameObjectProperty(gameObject, targetProperty, propertyValue); returnedValue = propertyValue; brutValue = brutValue; //Debug.Log(returnedValue); }
/// <summary> /// This function is used to call into sub classes of /// VisBasePropertyModifer, in order for them to set their /// target property to the new value specified. /// </summary> /// <param name="propertyValue">The new value to set the property to.</param> public override void SetProperty(float propertyValue) { Animation animationComp = GetComponent <Animation>(); if (animationComp != null && animationComp.IsPlaying(targetAnimation)) { VisPropertyHelper.SetAnimationStateProperty(animationComp[targetAnimation], targetProperty, propertyValue); } }
/// <summary> /// This function is used to call into sub classes of /// VisBasePropertyModifer, in order for them to set their /// target property to the new value specified. /// </summary> /// <param name="propertyValue">The new value to set the property to.</param> public override void SetProperty(float propertyValue) { VisPropertyHelper.SetEmitterProperty(particleEmitter, targetProperty, propertyValue); }
/// <summary> /// This function is used to call into sub classes of /// VisBasePropertyTrigger, in order for them to set their /// target property to the new value specified. /// </summary> /// <param name="propertyValue">The new value to set the property to.</param> public override void SetProperty(float propertyValue) { VisPropertyHelper.SetLightProperty(GetComponent <Light>(), targetProperty, propertyValue); }
/// <summary> /// This function is used to call into sub classes of /// VisBasePropertyModifer, in order for them to set their /// target property to the new value specified. /// </summary> /// <param name="propertyValue">The new value to set the property to.</param> public override void SetProperty(float propertyValue) { VisPropertyHelper.SetLightProperty(light, targetProperty, propertyValue); }
/// <summary> /// This function is used to call into sub classes of /// VisBasePropertyModifer, in order for them to set their /// target property to the new value specified. /// </summary> /// <param name="propertyValue">The new value to set the property to.</param> public override void SetProperty(float propertyValue) { VisPropertyHelper.SetEmitterProperty(GetComponent <ParticleEmitter>(), targetProperty, propertyValue); }
/// <summary> /// This function is used to call into sub classes of /// VisBasePropertyModifer, in order for them to set their /// target property to the new value specified. /// </summary> /// <param name="propertyValue">The new value to set the property to.</param> public override void SetProperty(float propertyValue) { VisPropertyHelper.SetGameObjectProperty(gameObject, targetProperty, propertyValue); }