public MTSpawn(params MTFiniteTimeAction[] actions) { MTFiniteTimeAction prev = actions [0]; MTFiniteTimeAction next = null; if (actions.Length == 1) { next = new MTExtraAction(); } else { // We create a nested set of MTSpawnActions out of all of the actions for (int i = 1; i < actions.Length - 1; i++) { prev = new MTSpawn(prev, actions [i]); } next = actions [actions.Length - 1]; } // Can't call base(duration) because we need to determine max duration // Instead call base's init method here if (prev != null && next != null) { Duration = Math.Max(prev.Duration, next.Duration); InitMTSpawn(prev, next); } }
public MTSpawn(params MTFiniteTimeAction[] actions) { MTFiniteTimeAction prev = actions [0]; MTFiniteTimeAction next = null; if (actions.Length == 1) { next = new MTExtraAction (); } else { // We create a nested set of MTSpawnActions out of all of the actions for (int i = 1; i < actions.Length - 1; i++) { prev = new MTSpawn (prev, actions [i]); } next = actions [actions.Length - 1]; } // Can't call base(duration) because we need to determine max duration // Instead call base's init method here if (prev != null && next != null) { Duration = Math.Max (prev.Duration, next.Duration); InitMTSpawn (prev, next); } }
public MTSpawnState(MTSpawn action, GameObject target) : base(action, target) { ActionOne = action.ActionOne; ActionTwo = action.ActionTwo; ActionStateOne = (MTFiniteTimeActionState)ActionOne.StartAction(target); ActionStateTwo = (MTFiniteTimeActionState)ActionTwo.StartAction(target); }
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); } }
public MTSpawnState(MTSpawn action, GameObject target) : base(action, target) { ActionOne = action.ActionOne; ActionTwo = action.ActionTwo; ActionStateOne = (MTFiniteTimeActionState)ActionOne.StartAction (target); ActionStateTwo = (MTFiniteTimeActionState)ActionTwo.StartAction (target); }