// Add delay object. public void AddDelayObject(DelayObject delayObj) { if (LogAction) { LogMsg("Add delay object : " + delayObj.LogName); } delayObjects.Add(delayObj); }
public SyngeneticDelayGameObject(DelayObject delayObject) { this.delayObject = delayObject; }
void OnGUI() { GUILayout.Label("动画" + m_uAnimCount + "个,时间(秒):" + m_fTime + "/" + m_fMaxTime); float fTime = GUILayout.HorizontalSlider(m_fTime, 0.0f, m_fMaxTime); string strTime = fTime.ToString(); if (!strTime.Contains(".")) { strTime += ".0"; } strTime = GUILayout.TextField(strTime); float.TryParse(strTime, out fTime); if (Mathf.Abs(fTime - m_fTime) > 0.001f) { m_bPlaying = false; m_fTime = fTime; m_bNeedUpdate = true; } if (m_bPlaying) { if (GUILayout.Button("停止")) { m_bPlaying = false; } } else { if (GUILayout.Button("播放")) { m_bPlaying = true; } } if (GUILayout.Button("选中物体延迟到当前时间播放")) { UnityEngine.Object[] selectobj = Selection.objects; foreach (UnityEngine.Object obj in selectobj) { if (obj is GameObject) { GameObject gameObject = (GameObject)obj; bool bFind = false; foreach (DelayObject exist in m_ListDelayObject) { if (exist.m_GameObject == gameObject) { exist.m_fDelayTime = m_fTime; bFind = true; break; } } if (!bFind) { DelayObject delay = new DelayObject(); delay.m_GameObject = gameObject; delay.m_fDelayTime = m_fTime; m_ListDelayObject.Add(delay); } m_bNeedUpdate = true; } } } }