public LStateTrigger(LState f, LState t, float ft, bool te, LSwitchCondition sc) { conditions = new List <LSwitchCondition>(); from = f; to = t; fadeTime = ft; triggerOnEnd = te; conditions.Add(sc); }
public bool Match(LSwitchCondition c) { if (isLoop) { data++; } switch (c.c) { case Condition.EQUAL: if (data == (int)c.target) { return(true); } break; case Condition.NOT_EQUAL: if (data != (int)c.target) { return(true); } break; case Condition.LESS: if (data < (int)c.target) { return(true); } break; case Condition.LESS_EQUAL: if (data <= (int)c.target) { return(true); } break; case Condition.GREATER: if (data > (int)c.target) { return(true); } break; case Condition.GREATER_EQUAL: if (data >= (int)c.target) { return(true); } break; default: break; } return(false); }
public bool Match(LSwitchCondition c) { switch (c.c) { case Condition.EQUAL: if (data == (bool)c.target) { return(true); } break; case Condition.NOT_EQUAL: if (data != (bool)c.target) { return(true); } break; default: break; } return(false); }