public MTShowState(MTShow action, GameObject target) : base(action, target) { var render = target.GetComponent<Renderer> (); if (render) { render.enabled = true; } }
public MTShowState(MTShow action, GameObject target) : base(action, target) { var render = target.GetComponent <Renderer> (); if (render) { render.enabled = true; } }
void OnGUI() { if (GUILayout.Button ("MoveTo")) { resetObject (); var moveBy = new MTMoveBy(1,new Vector3(0,10,0)); this.RunAction (moveBy); } if (GUILayout.Button("FadeOut")) { resetObject(); var fadeOut = new MTFadeOut(2); this.RunActions(fadeOut); } if (GUILayout.Button ("FadeIn")) { resetObject (); var fadeIn = new MTFadeIn (2); this.RunAction (fadeIn); } if (GUILayout.Button("ScaleTo")) { resetObject(); var scaleTo = new MTScaleTo(2,2,3,4); this.RunActions(scaleTo); } if(GUILayout.Button("JumpTo")){ resetObject(); var jumpTo = new MTJumpTo(2,new Vector3(0,0,0),2,3); this.RunAction(jumpTo); } if (GUILayout.Button ("Tint to")) { resetObject (); var TintTo = new MTTintTo (3f, 0.2f, 1f, 3f); this.RunAction (TintTo); } // if (GUILayout.Button ("RotateTo")) { // resetObject (); //// var roTo = new MTRotateTo (2, 3,2,3); //// this.RunAction (roTo); // // } if (GUILayout.Button ("Sequence")) { resetObject (); var moveTo = new MTMoveTo (2, new Vector3 (10, 10, 10)); var moveBy = new MTMoveBy(1,new Vector3(-1,1,-3)); var jumpTo = new MTJumpTo(2,new Vector3(0,0,0),2,3); var TintTo = new MTTintTo (3f, 0.2f, 1f, 3f); this.RunActions(moveTo,moveBy,jumpTo,TintTo); } if (GUILayout.Button ("Spawn")) { resetObject (); var jumpTo = new MTJumpTo(2,new Vector3(0,0,0),2,3); var TintTo = new MTTintTo (3f, 0.2f, 1f, 3f); // var roTo = new MTRotateTo (2, 3,2,3); var spawn = new MTSpawn(jumpTo,TintTo); this.RunActions(spawn); } if (GUILayout.Button("Hide")) { resetObject(); var hide = new MTHide(); this.RunActions(hide); } if (GUILayout.Button("Show")) { resetObject(); var show = new MTShow(); this.RunActions(show); } }