/// <summary>
 /// This function is used to call into sub classes of
 /// VisBasePropertyTrigger, in order for them to set their
 /// target property to the new value specified.
 /// </summary>
 /// <param name="propertyValue">The new value to set the property to.</param>
 public override void SetProperty(float propertyValue)
 {
     if (GetComponent <Animation>() != null && GetComponent <Animation>().IsPlaying(targetAnimation))
     {
         VisPropertyHelper.SetAnimationStateProperty(GetComponent <Animation>()[targetAnimation], targetProperty, propertyValue);
     }
 }
Esempio n. 2
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 /// <summary>
 /// This function is used to call into sub classes of
 /// VisBasePropertyModifer, in order for them to set their
 /// target property to the new value specified.
 /// </summary>
 /// <param name="propertyValue">The new value to set the property to.</param>
 public override void SetProperty(float propertyValue)
 {
     if (animation != null && animation.IsPlaying(targetAnimation))
     {
         VisPropertyHelper.SetAnimationStateProperty(animation[targetAnimation], targetProperty, propertyValue);
     }
 }
Esempio n. 3
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 /// <summary>
 /// This function is used to call into sub classes of
 /// VisBasePropertyModifer, in order for them to set their
 /// target property to the new value specified.
 /// </summary>
 /// <param name="propertyValue">The new value to set the property to.</param>
 public override void SetProperty(float propertyValue)
 {
     VisPropertyHelper.SetGameObjectProperty(gameObject, targetProperty, propertyValue);
     returnedValue = propertyValue;
     brutValue     = brutValue;
     //Debug.Log(returnedValue);
 }
    /// <summary>
    /// This function is used to call into sub classes of
    /// VisBasePropertyModifer, in order for them to set their
    /// target property to the new value specified.
    /// </summary>
    /// <param name="propertyValue">The new value to set the property to.</param>
    public override void SetProperty(float propertyValue)
    {
        Animation animationComp = GetComponent <Animation>();

        if (animationComp != null && animationComp.IsPlaying(targetAnimation))
        {
            VisPropertyHelper.SetAnimationStateProperty(animationComp[targetAnimation], targetProperty, propertyValue);
        }
    }
 /// <summary>
 /// This function is used to call into sub classes of
 /// VisBasePropertyModifer, in order for them to set their
 /// target property to the new value specified.
 /// </summary>
 /// <param name="propertyValue">The new value to set the property to.</param>
 public override void SetProperty(float propertyValue)
 {
     VisPropertyHelper.SetEmitterProperty(particleEmitter, targetProperty, propertyValue);
 }
 /// <summary>
 /// This function is used to call into sub classes of
 /// VisBasePropertyTrigger, in order for them to set their
 /// target property to the new value specified.
 /// </summary>
 /// <param name="propertyValue">The new value to set the property to.</param>
 public override void SetProperty(float propertyValue)
 {
     VisPropertyHelper.SetLightProperty(GetComponent <Light>(), targetProperty, propertyValue);
 }
Esempio n. 7
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 /// <summary>
 /// This function is used to call into sub classes of
 /// VisBasePropertyModifer, in order for them to set their
 /// target property to the new value specified.
 /// </summary>
 /// <param name="propertyValue">The new value to set the property to.</param>
 public override void SetProperty(float propertyValue)
 {
     VisPropertyHelper.SetLightProperty(light, targetProperty, propertyValue);
 }
Esempio n. 8
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 /// <summary>
 /// This function is used to call into sub classes of
 /// VisBasePropertyModifer, in order for them to set their
 /// target property to the new value specified.
 /// </summary>
 /// <param name="propertyValue">The new value to set the property to.</param>
 public override void SetProperty(float propertyValue)
 {
     VisPropertyHelper.SetEmitterProperty(GetComponent <ParticleEmitter>(), targetProperty, propertyValue);
 }
Esempio n. 9
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 /// <summary>
 /// This function is used to call into sub classes of
 /// VisBasePropertyModifer, in order for them to set their
 /// target property to the new value specified.
 /// </summary>
 /// <param name="propertyValue">The new value to set the property to.</param>
 public override void SetProperty(float propertyValue)
 {
     VisPropertyHelper.SetGameObjectProperty(gameObject, targetProperty, propertyValue);
 }