void Update() { //Update strength and speed values if they have changed. Don't need to update twice since the sliders update each other. if (sliders.GetSpeed() != move.GetSpeed() || sliders.GetStrength() != move.GetStrength()) { updateStrengthAndSpeed(sliders.GetSpeed(), sliders.GetStrength()); UpdateShieldScale(); } //Update active bodypart. if (activeBodypartSelector.GetActiveBodypart() != null) { if (!activeBodypartSelector.GetActiveBodypart().Equals(move.GetActiveBodypart())) { move.SetActiveBodypart(activeBodypartSelector.GetActiveBodypart()); UpdateShieldScale(); } } if (recorder != null) { if (!doneRecordingFrames && recorder.IsDoneRecording()) { doneRecordingFrames = true; foreach (GameObject dragPoint in UnityUtils.RecursiveContains(character.transform, "DragPoint")) { dragPoint.SetActive(false); } foreach (GameObject marker in twistLimitMarkers) { marker.SetActive(false); } editorGuiManager.NextState(); } //All frames recorded and a new, non-empty, move name has been entered. if (recorder.IsDoneRecording() && nameValidator.IsNameValid()) { move.SetName(nameValidator.GetName()); saveButton.interactable = true; } else { saveButton.interactable = false; //hide button again if name is no longer valid. } } }