public ActionPositionVector3Progression CloneThis() { ActionPositionVector3Progression progression = new ActionPositionVector3Progression(Vector3.zero); progression.m_progression = m_progression; progression.m_ease_type = m_ease_type; progression.m_from = m_from; progression.m_to = m_to; progression.m_to_to = m_to_to; progression.m_to_to_bool = m_to_to_bool; progression.m_is_offset_from_last = m_is_offset_from_last; progression.m_unique_randoms = m_unique_randoms; progression.m_force_position_override = m_force_position_override; progression.m_override_animate_per_option = m_override_animate_per_option; progression.m_animate_per = m_animate_per; return(progression); }
public float DrawPositionVector3EditorGUI(ActionPositionVector3Progression vec_prog, GUIContent label, Rect position, bool offset_legal, bool unique_random_legal = false, bool bold_label = true) { float x_offset = position.x + ACTION_INDENT_LEVEL_1; float y_offset = DrawProgressionEditorHeader(vec_prog, label, position, offset_legal, unique_random_legal, bold_label); if(vec_prog.m_progression != ValueProgression.Eased) { Rect toggle_pos = new Rect(); if(offset_legal) { toggle_pos = new Rect(x_offset + 190, y_offset - LINE_HEIGHT, 200, LINE_HEIGHT); } else { toggle_pos = new Rect(x_offset, y_offset, 200, LINE_HEIGHT); y_offset += LINE_HEIGHT; } vec_prog.m_force_position_override = EditorGUI.Toggle(toggle_pos, "Force This Position?", vec_prog.m_force_position_override); } vec_prog.m_from = EditorGUI.Vector3Field(new Rect(x_offset, y_offset, VECTOR_3_WIDTH, LINE_HEIGHT), vec_prog.m_progression == ValueProgression.Constant ? "Vector" : "Vector From", vec_prog.m_from); y_offset += LINE_HEIGHT*2; if(vec_prog.m_progression != ValueProgression.Constant) { vec_prog.m_to = EditorGUI.Vector3Field(new Rect(x_offset, y_offset, VECTOR_3_WIDTH, LINE_HEIGHT), "Vector To", vec_prog.m_to); y_offset += LINE_HEIGHT*2; if(vec_prog.m_progression == ValueProgression.Eased && vec_prog.m_to_to_bool) { vec_prog.m_to_to = EditorGUI.Vector3Field(new Rect(x_offset, y_offset, VECTOR_3_WIDTH, LINE_HEIGHT), "Vector Then", vec_prog.m_to_to); y_offset += LINE_HEIGHT*2; } } return (y_offset) - position.y; }
public ActionPositionVector3Progression CloneThis() { ActionPositionVector3Progression progression = new ActionPositionVector3Progression(Vector3.zero); progression.m_progression = m_progression; progression.m_ease_type = m_ease_type; progression.m_from = m_from; progression.m_to = m_to; progression.m_to_to = m_to_to; progression.m_to_to_bool = m_to_to_bool; progression.m_is_offset_from_last = m_is_offset_from_last; progression.m_unique_randoms = m_unique_randoms; progression.m_force_position_override = m_force_position_override; progression.m_override_animate_per_option = m_override_animate_per_option; progression.m_animate_per = m_animate_per; return progression; }
public ActionPositionVector3Progression CloneThis() { var progression = new ActionPositionVector3Progression(Vector3.zero); progression.m_progression_idx = Progression; progression.m_ease_type = m_ease_type; progression.m_from = m_from; progression.m_to = m_to; progression.m_to_to = m_to_to; progression.m_to_to_bool = m_to_to_bool; progression.m_is_offset_from_last = m_is_offset_from_last; progression.m_unique_randoms = m_unique_randoms; progression.m_force_position_override = m_force_position_override; progression.m_override_animate_per_option = m_override_animate_per_option; progression.m_animate_per = m_animate_per; progression.m_ease_curve_per_axis = m_ease_curve_per_axis; progression.m_custom_ease_curve = new AnimationCurve(m_custom_ease_curve.keys); progression.m_custom_ease_curve_y = new AnimationCurve(m_custom_ease_curve_y.keys); progression.m_custom_ease_curve_z = new AnimationCurve(m_custom_ease_curve_z.keys); progression.m_bezier_curve = new TextFxBezierCurve(progression.m_bezier_curve); return progression; }