public static void LockScaling(Axis a, ScalingDirection td, float d) { if (!lockScaling) { return; } switch (a) { case Axis.x: xScalingLock.delay = d; xScalingLock.direction = td; break; case Axis.y: yScalingLock.delay = d; yScalingLock.direction = td; break; case Axis.z: zScalingLock.delay = d; zScalingLock.direction = td; break; default: break; } }
/// <summary> /// Updates Resolution, by changing RenderViewPortScale /// </summary> /// <param name="dir">Direction to move in</param> private void ChangeResolution(ScalingDirection dir) { float curr = scale; if (dir == ScalingDirection.Increase) { curr += SCALE_STEP; } else { curr -= SCALE_STEP; } curr = Mathf.Clamp(curr, MIN_SCALE, MAX_SCALE); scale = curr; }
public static bool ScalingUnlocked(Axis a, ScalingDirection td) { bool result; switch (a) { case Axis.x: result = xScalingLock.direction != td || xScalingLock.delay == 0; break; case Axis.y: result = yScalingLock.direction != td || yScalingLock.delay == 0; break; case Axis.z: result = zScalingLock.direction != td || zScalingLock.delay == 0; break; default: result = true; break; } return(result); }
public ScalingLock(ScalingDirection sd, float d) : base(d) { direction = sd; }