public override void CopyNode(Node original) { base.CopyNode(original); var node = (WaitNode)original; GetSceneBy = node.GetSceneBy; WaitFor = node.WaitFor; AnyValue = node.AnyValue; IgnoreUnityTimescale = node.IgnoreUnityTimescale; RandomDuration = node.RandomDuration; Duration = node.Duration; DurationMax = node.DurationMax; DurationMin = node.DurationMin; SceneBuildIndex = node.SceneBuildIndex; GameEvent = node.GameEvent; SceneName = node.SceneName; UIViewTriggerAction = node.UIViewTriggerAction; ViewCategory = node.ViewCategory; ViewName = node.ViewName; UIButtonTriggerAction = node.UIButtonTriggerAction; ButtonCategory = node.ButtonCategory; ButtonName = node.ButtonName; UIDrawerTriggerAction = node.UIDrawerTriggerAction; DrawerName = node.DrawerName; CustomDrawerName = node.CustomDrawerName; }
public override void CopyNode(Node original) { base.CopyNode(original); var node = (UnloadSceneNode)original; GetSceneBy = node.GetSceneBy; SceneBuildIndex = node.SceneBuildIndex; SceneName = node.SceneName; WaitForSceneToUnload = node.WaitForSceneToUnload; }
private void Reset() { SceneName = DEFAULT_SCENE_NAME; SceneBuildIndex = DEFAULT_BUILD_INDEX; GetSceneBy = DEFAULT_GET_SCENE_BY; LoadSceneMode = DEFAULT_LOAD_SCENE_MODE; SceneActivationDelay = DEFAULT_SCENE_ACTIVATION_DELAY; LoadBehavior = new SceneLoadBehavior(); OnProgressChanged = new ProgressEvent(); OnInverseProgressChanged = new ProgressEvent(); ResetProgress(); }
public override void CopyNode(Node original) { base.CopyNode(original); var node = (LoadSceneNode)original; AllowSceneActivation = node.AllowSceneActivation; GetSceneBy = node.GetSceneBy; LoadSceneMode = node.LoadSceneMode; SceneActivationDelay = node.SceneActivationDelay; SceneBuildIndex = node.SceneBuildIndex; SceneName = node.SceneName; }
public override void Reset() { DebugMode = new FsmBool { UseVariable = false, Value = false }; GetSceneBy = SceneLoader.DEFAULT_GET_SCENE_BY; SceneBuildIndex = new FsmInt { UseVariable = false, Value = SceneLoader.DEFAULT_BUILD_INDEX }; SceneName = new FsmString { UseVariable = false, Value = SceneLoader.DEFAULT_SCENE_NAME }; FinishImmediately = new FsmBool { UseVariable = false, Value = true }; }
public override void CopyNode(Node original) { base.CopyNode(original); var node = (WaitNode)original; GetSceneBy = node.GetSceneBy; WaitFor = node.WaitFor; AnyValue = node.AnyValue; IgnoreUnityTimescale = node.IgnoreUnityTimescale; RandomDuration = node.RandomDuration; Duration = node.Duration; DurationMax = node.DurationMax; DurationMin = node.DurationMin; SceneBuildIndex = node.SceneBuildIndex; GameEvent = node.GameEvent; SceneName = node.SceneName; }
public override void Reset() { DebugMode = new FsmBool { UseVariable = false, Value = false }; GetSceneBy = SceneLoader.DEFAULT_GET_SCENE_BY; LoadSceneMode = SceneLoader.DEFAULT_LOAD_SCENE_MODE; AllowSceneActivation = new FsmBool { UseVariable = false, Value = SceneLoader.DEFAULT_AUTO_SCENE_ACTIVATION }; SceneActivationDelay = new FsmFloat { UseVariable = false, Value = SceneLoader.DEFAULT_SCENE_ACTIVATION_DELAY }; SceneBuildIndex = new FsmInt { UseVariable = false, Value = SceneLoader.DEFAULT_BUILD_INDEX }; SceneName = new FsmString { UseVariable = false, Value = SceneLoader.DEFAULT_SCENE_NAME }; FinishImmediately = new FsmBool { UseVariable = false, Value = true }; }
/// <summary> Set the GetSceneBy value, that determines what load method this SceneLoader will use by default </summary> /// <param name="getSceneBy"> Load method this SceneLoader will use if the load scene method is called without any parameters </param> public SceneLoader SetLoadSceneBy(GetSceneBy getSceneBy) { GetSceneBy = getSceneBy; return(this); }