public static SkillColor FsmColorPopup(GUIContent label, Skill fsm, SkillColor fsmColor)
 {
     EditorGUILayout.BeginHorizontal(new GUILayoutOption[0]);
     fsmColor = VariableEditor.DoFsmColorPopup(label, fsm, fsmColor);
     VariableEditor.EndVariableEditor(fsmColor);
     return(fsmColor);
 }
 public static SkillColor FsmColorField(GUIContent label, Skill fsm, SkillColor fsmColor)
 {
     EditorGUILayout.BeginHorizontal(new GUILayoutOption[0]);
     if (fsmColor.get_UseVariable())
     {
         fsmColor = VariableEditor.DoFsmColorPopup(label, fsm, fsmColor);
     }
     else
     {
         fsmColor.set_Value(EditorGUILayout.ColorField(label, fsmColor.get_Value(), new GUILayoutOption[0]));
     }
     fsmColor = (SkillColor)VariableEditor.VariableToggle(fsmColor, label.get_text());
     VariableEditor.EndVariableEditor(fsmColor);
     return(fsmColor);
 }
 private static SkillColor DoFsmColorPopup(GUIContent label, Skill fsm, SkillColor fsmColor)
 {
     ActionEditor.DoVariableSelector(label, fsm, 7, fsmColor, -1, null);
     fsmColor.set_UseVariable(true);
     return(fsmColor);
 }
Esempio n. 4
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 private static void NetworkSyncVariables(BitStream stream, SkillVariables variables)
 {
     SkillInt[]        intVariables;
     SkillQuaternion[] quaternionVariables;
     SkillVector3[]    vector3Variables;
     SkillColor[]      colorVariables;
     SkillVector2[]    vector2Variables;
     if (stream.get_isWriting())
     {
         SkillString[] stringVariables = variables.StringVariables;
         for (int i = 0; i < stringVariables.Length; i++)
         {
             SkillString fsmString = stringVariables[i];
             if (fsmString.NetworkSync)
             {
                 char[] array = fsmString.Value.ToCharArray();
                 int    num   = array.Length;
                 stream.Serialize(ref num);
                 for (int j = 0; j < num; j++)
                 {
                     stream.Serialize(ref array[j]);
                 }
             }
         }
         SkillBool[] boolVariables = variables.BoolVariables;
         for (int k = 0; k < boolVariables.Length; k++)
         {
             SkillBool fsmBool = boolVariables[k];
             if (fsmBool.NetworkSync)
             {
                 bool value = fsmBool.Value;
                 stream.Serialize(ref value);
             }
         }
         SkillFloat[] floatVariables = variables.FloatVariables;
         for (int l = 0; l < floatVariables.Length; l++)
         {
             SkillFloat fsmFloat = floatVariables[l];
             if (fsmFloat.NetworkSync)
             {
                 float value2 = fsmFloat.Value;
                 stream.Serialize(ref value2);
             }
         }
         intVariables = variables.IntVariables;
         for (int m = 0; m < intVariables.Length; m++)
         {
             SkillInt fsmInt = intVariables[m];
             if (fsmInt.NetworkSync)
             {
                 int value3 = fsmInt.Value;
                 stream.Serialize(ref value3);
             }
         }
         quaternionVariables = variables.QuaternionVariables;
         for (int n = 0; n < quaternionVariables.Length; n++)
         {
             SkillQuaternion fsmQuaternion = quaternionVariables[n];
             if (fsmQuaternion.NetworkSync)
             {
                 Quaternion value4 = fsmQuaternion.Value;
                 stream.Serialize(ref value4);
             }
         }
         vector3Variables = variables.Vector3Variables;
         for (int num2 = 0; num2 < vector3Variables.Length; num2++)
         {
             SkillVector3 fsmVector = vector3Variables[num2];
             if (fsmVector.NetworkSync)
             {
                 Vector3 value5 = fsmVector.Value;
                 stream.Serialize(ref value5);
             }
         }
         colorVariables = variables.ColorVariables;
         for (int num3 = 0; num3 < colorVariables.Length; num3++)
         {
             SkillColor fsmColor = colorVariables[num3];
             if (fsmColor.NetworkSync)
             {
                 Color value6 = fsmColor.Value;
                 stream.Serialize(ref value6.r);
                 stream.Serialize(ref value6.g);
                 stream.Serialize(ref value6.b);
                 stream.Serialize(ref value6.a);
             }
         }
         vector2Variables = variables.Vector2Variables;
         for (int num4 = 0; num4 < vector2Variables.Length; num4++)
         {
             SkillVector2 fsmVector2 = vector2Variables[num4];
             if (fsmVector2.NetworkSync)
             {
                 Vector2 value7 = fsmVector2.Value;
                 stream.Serialize(ref value7.x);
                 stream.Serialize(ref value7.y);
             }
         }
         return;
     }
     SkillString[] stringVariables2 = variables.StringVariables;
     for (int num5 = 0; num5 < stringVariables2.Length; num5++)
     {
         SkillString fsmString2 = stringVariables2[num5];
         if (fsmString2.NetworkSync)
         {
             int num6 = 0;
             stream.Serialize(ref num6);
             char[] array2 = new char[num6];
             for (int num7 = 0; num7 < num6; num7++)
             {
                 stream.Serialize(ref array2[num7]);
             }
             fsmString2.Value = new string(array2);
         }
     }
     SkillBool[] boolVariables2 = variables.BoolVariables;
     for (int num8 = 0; num8 < boolVariables2.Length; num8++)
     {
         SkillBool fsmBool2 = boolVariables2[num8];
         if (fsmBool2.NetworkSync)
         {
             bool value8 = false;
             stream.Serialize(ref value8);
             fsmBool2.Value = value8;
         }
     }
     SkillFloat[] floatVariables2 = variables.FloatVariables;
     for (int i = 0; i < floatVariables2.Length; i++)
     {
         SkillFloat fsmFloat2 = floatVariables2[i];
         if (fsmFloat2.NetworkSync)
         {
             float value9 = 0f;
             stream.Serialize(ref value9);
             fsmFloat2.Value = value9;
         }
     }
     intVariables = variables.IntVariables;
     for (int i = 0; i < intVariables.Length; i++)
     {
         SkillInt fsmInt2 = intVariables[i];
         if (fsmInt2.NetworkSync)
         {
             int value10 = 0;
             stream.Serialize(ref value10);
             fsmInt2.Value = value10;
         }
     }
     quaternionVariables = variables.QuaternionVariables;
     for (int i = 0; i < quaternionVariables.Length; i++)
     {
         SkillQuaternion fsmQuaternion2 = quaternionVariables[i];
         if (fsmQuaternion2.NetworkSync)
         {
             Quaternion identity = Quaternion.get_identity();
             stream.Serialize(ref identity);
             fsmQuaternion2.Value = identity;
         }
     }
     vector3Variables = variables.Vector3Variables;
     for (int i = 0; i < vector3Variables.Length; i++)
     {
         SkillVector3 fsmVector3 = vector3Variables[i];
         if (fsmVector3.NetworkSync)
         {
             Vector3 zero = Vector3.get_zero();
             stream.Serialize(ref zero);
             fsmVector3.Value = zero;
         }
     }
     colorVariables = variables.ColorVariables;
     for (int i = 0; i < colorVariables.Length; i++)
     {
         SkillColor fsmColor2 = colorVariables[i];
         if (fsmColor2.NetworkSync)
         {
             float num9 = 0f;
             stream.Serialize(ref num9);
             float num10 = 0f;
             stream.Serialize(ref num10);
             float num11 = 0f;
             stream.Serialize(ref num11);
             float num12 = 0f;
             stream.Serialize(ref num12);
             fsmColor2.Value = new Color(num9, num10, num11, num12);
         }
     }
     vector2Variables = variables.Vector2Variables;
     for (int i = 0; i < vector2Variables.Length; i++)
     {
         SkillVector2 fsmVector4 = vector2Variables[i];
         if (fsmVector4.NetworkSync)
         {
             float num13 = 0f;
             stream.Serialize(ref num13);
             float num14 = 0f;
             stream.Serialize(ref num14);
             fsmVector4.Value = new Vector2(num13, num14);
         }
     }
 }