Exemple #1
0
        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;
        }
Exemple #3
0
 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
     };
 }
Exemple #6
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        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;
        }
Exemple #7
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 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
     };
 }
Exemple #8
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 /// <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);
 }