public static void SetControl(FlowSystemEditorWindow rootWindow, FlowWindow window, System.Action <float> onProgress) { if (EditorApplication.SaveCurrentSceneIfUserWantsTo() == true) { FlowSceneView.editAnimation = new UnityEditor.AnimatedValues.AnimFloat(0f, () => { onProgress(FlowSceneView.editAnimation.value); }); FlowSceneView.editAnimation.value = 0f; FlowSceneView.editAnimation.speed = 2f; FlowSceneView.editAnimation.target = 1f; FlowSceneView.currentItem = new FlowSceneItem(rootWindow, window, FlowSceneView.editAnimation); FlowSceneView.isActive = true; } }
public static void Reset(System.Action <float> onProgress, bool onDestroy = false) { FlowSceneView.editAnimation = new UnityEditor.AnimatedValues.AnimFloat(1f, () => { onProgress(FlowSceneView.editAnimation.value); }); FlowSceneView.editAnimation.value = 1f; FlowSceneView.editAnimation.speed = 2f; FlowSceneView.editAnimation.target = 0f; if (FlowSceneView.currentItem != null) { FlowSceneView.currentItem.Dispose(onDestroy, FlowSceneView.editAnimation); } FlowSceneView.currentItem = null; FlowSceneView.isActive = false; }
public static void SetControl(FlowSystemEditorWindow rootWindow, FD.FlowWindow window, System.Action <float> onProgress) { #if UNITY_5_2 if (EditorApplication.SaveCurrentSceneIfUserWantsTo() == true) { #else if (UnityEditor.SceneManagement.EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo() == true) { #endif FlowSceneView.editAnimation = new UnityEditor.AnimatedValues.AnimFloat(0f, () => { onProgress(FlowSceneView.editAnimation.value); }); FlowSceneView.editAnimation.value = 0f; FlowSceneView.editAnimation.speed = 2f; FlowSceneView.editAnimation.target = 1f; FlowSceneView.currentItem = new FlowSceneItem(rootWindow, window, FlowSceneView.editAnimation); FlowSceneView.isActive = true; } }
public static void Reset(System.Action<float> onProgress, bool onDestroy = false) { FlowSceneView.editAnimation = new UnityEditor.AnimatedValues.AnimFloat(1f, () => { onProgress(FlowSceneView.editAnimation.value); }); FlowSceneView.editAnimation.value = 1f; FlowSceneView.editAnimation.speed = 2f; FlowSceneView.editAnimation.target = 0f; if (FlowSceneView.currentItem != null) FlowSceneView.currentItem.Dispose(onDestroy, FlowSceneView.editAnimation); FlowSceneView.currentItem = null; FlowSceneView.isActive = false; }
public static void SetControl(FlowSystemEditorWindow rootWindow, FlowWindow window, System.Action<float> onProgress) { if (EditorApplication.SaveCurrentSceneIfUserWantsTo() == true) { FlowSceneView.editAnimation = new UnityEditor.AnimatedValues.AnimFloat(0f, () => { onProgress(FlowSceneView.editAnimation.value); }); FlowSceneView.editAnimation.value = 0f; FlowSceneView.editAnimation.speed = 2f; FlowSceneView.editAnimation.target = 1f; FlowSceneView.currentItem = new FlowSceneItem(rootWindow, window, FlowSceneView.editAnimation); FlowSceneView.isActive = true; } }
public static void SetControl(FlowSystemEditorWindow rootWindow, FD.FlowWindow window, System.Action<float> onProgress) { #if UNITY_5_2 if (EditorApplication.SaveCurrentSceneIfUserWantsTo() == true) { #else if (UnityEditor.SceneManagement.EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo() == true) { #endif FlowSceneView.editAnimation = new UnityEditor.AnimatedValues.AnimFloat(0f, () => { onProgress(FlowSceneView.editAnimation.value); }); FlowSceneView.editAnimation.value = 0f; FlowSceneView.editAnimation.speed = 2f; FlowSceneView.editAnimation.target = 1f; FlowSceneView.currentItem = new FlowSceneItem(rootWindow, window, FlowSceneView.editAnimation); FlowSceneView.isActive = true; } }