public ActionFloatProgression Clone() { ActionFloatProgression float_progression = new ActionFloatProgression(0); float_progression.m_progression = m_progression; float_progression.m_ease_type = m_ease_type; float_progression.m_from = m_from; float_progression.m_to = m_to; float_progression.m_to_to = m_to_to; float_progression.m_to_to_bool = m_to_to_bool; float_progression.m_unique_randoms = m_unique_randoms; float_progression.m_override_animate_per_option = m_override_animate_per_option; float_progression.m_animate_per = m_animate_per; return(float_progression); }
public ActionFloatProgression Clone() { ActionFloatProgression float_progression = new ActionFloatProgression(0); float_progression.m_progression = m_progression; float_progression.m_ease_type = m_ease_type; float_progression.m_from = m_from; float_progression.m_to = m_to; float_progression.m_to_to = m_to_to; float_progression.m_to_to_bool = m_to_to_bool; float_progression.m_unique_randoms = m_unique_randoms; float_progression.m_override_animate_per_option = m_override_animate_per_option; float_progression.m_animate_per = m_animate_per; return float_progression; }
public float DrawFloatEditorGUI(ActionFloatProgression float_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(float_prog, label, position, offset_legal, unique_random_legal, bold_label); float_prog.m_from = EditorGUI.FloatField(new Rect(x_offset, y_offset, VECTOR_3_WIDTH, LINE_HEIGHT), float_prog.m_progression == ValueProgression.Constant ? "Value" : "Value From", float_prog.m_from); y_offset += LINE_HEIGHT; if(float_prog.m_progression != ValueProgression.Constant) { float_prog.m_to = EditorGUI.FloatField(new Rect(x_offset, y_offset, VECTOR_3_WIDTH, LINE_HEIGHT), "Value To", float_prog.m_to); y_offset += LINE_HEIGHT; if(float_prog.m_progression == ValueProgression.Eased && float_prog.m_to_to_bool) { float_prog.m_to_to = EditorGUI.FloatField(new Rect(x_offset, y_offset, VECTOR_3_WIDTH, LINE_HEIGHT), "Value Then", float_prog.m_to_to); y_offset += LINE_HEIGHT; } } return (y_offset) - position.y; }