Esempio n. 1
0
    public override float ActionCharRenderRun(ActionCharRender action)
    {
        if (action.renderLock_scale == RenderLock.Set)
        {
            action._char.lockScale = true;

            if (action._char.spriteChild != null)
            {
                action._char.spriteScale = (float)action.scale / 100f;
            }
            else
            {
                float _scale = (float)action.scale;
                action._char.transform.localScale = new Vector3(_scale, _scale, _scale);
            }
        }
        else if (action.renderLock_scale == RenderLock.Release)
        {
            action._char.lockScale = false;
        }

        return(0f);
    }
    public override void ActionCharRenderGUI(ActionCharRender action)
    {
                #if UNITY_EDITOR
        EditorGUILayout.Space();
        action.renderLock_scale = (RenderLock)EditorGUILayout.EnumPopup("Sprite scale:", action.renderLock_scale);
        if (action.renderLock_scale == RenderLock.Set)
        {
            action.scale = EditorGUILayout.IntField("New scale (%):", action.scale);
        }

        EditorGUILayout.Space();
        action.renderLock_direction = (RenderLock)EditorGUILayout.EnumPopup("Sprite direction:", action.renderLock_direction);
        if (action.renderLock_direction == RenderLock.Set)
        {
            action.direction = (CharDirection)EditorGUILayout.EnumPopup("New direction:", action.direction);
        }

        if (GUI.changed)
        {
            EditorUtility.SetDirty(action);
        }
                #endif
    }
Esempio n. 3
0
    public override float ActionCharRenderRun(ActionCharRender action)
    {
        if (action.renderLock_scale == RenderLock.Set)
        {
            action._char.lockScale   = true;
            action._char.spriteScale = (float)action.scale / 100f;
        }
        else if (action.renderLock_scale == RenderLock.Release)
        {
            action._char.lockScale = false;
        }

        if (action.renderLock_direction == RenderLock.Set)
        {
            action._char.lockDirection = true;
            action._char.SetSpriteDirection(action.direction);
        }
        else if (action.renderLock_direction == RenderLock.Release)
        {
            action._char.lockDirection = false;
        }

        return(0f);
    }
Esempio n. 4
0
 public virtual float ActionCharRenderRun(ActionCharRender action)
 {
     return(0f);
 }
Esempio n. 5
0
 public virtual void ActionCharRenderGUI(ActionCharRender action)
 {
 }