public ActionVector3Progression Clone() { ActionVector3Progression vector3_progression = new ActionVector3Progression(Vector3.zero); vector3_progression.m_progression = m_progression; vector3_progression.m_ease_type = m_ease_type; vector3_progression.m_from = m_from; vector3_progression.m_to = m_to; vector3_progression.m_to_to = m_to_to; vector3_progression.m_to_to_bool = m_to_to_bool; vector3_progression.m_is_offset_from_last = m_is_offset_from_last; vector3_progression.m_unique_randoms = m_unique_randoms; vector3_progression.m_override_animate_per_option = m_override_animate_per_option; vector3_progression.m_animate_per = m_animate_per; return(vector3_progression); }
public ActionVector3Progression Clone() { var vector3_progression = new ActionVector3Progression(Vector3.zero); vector3_progression.m_progression_idx = Progression; vector3_progression.m_ease_type = m_ease_type; vector3_progression.m_from = m_from; vector3_progression.m_to = m_to; vector3_progression.m_to_to = m_to_to; vector3_progression.m_to_to_bool = m_to_to_bool; vector3_progression.m_is_offset_from_last = m_is_offset_from_last; vector3_progression.m_unique_randoms = m_unique_randoms; vector3_progression.m_override_animate_per_option = m_override_animate_per_option; vector3_progression.m_animate_per = m_animate_per; vector3_progression.m_ease_curve_per_axis = m_ease_curve_per_axis; vector3_progression.m_custom_ease_curve = new AnimationCurve(m_custom_ease_curve.keys); vector3_progression.m_custom_ease_curve_y = new AnimationCurve(m_custom_ease_curve_y.keys); vector3_progression.m_custom_ease_curve_z = new AnimationCurve(m_custom_ease_curve_z.keys); return vector3_progression; }
public ActionVector3Progression Clone() { ActionVector3Progression vector3_progression = new ActionVector3Progression(Vector3.zero); vector3_progression.m_progression = m_progression; vector3_progression.m_ease_type = m_ease_type; vector3_progression.m_from = m_from; vector3_progression.m_to = m_to; vector3_progression.m_to_to = m_to_to; vector3_progression.m_to_to_bool = m_to_to_bool; vector3_progression.m_is_offset_from_last = m_is_offset_from_last; vector3_progression.m_unique_randoms = m_unique_randoms; vector3_progression.m_override_animate_per_option = m_override_animate_per_option; vector3_progression.m_animate_per = m_animate_per; return vector3_progression; }
public float DrawVector3EditorGUI(ActionVector3Progression 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); 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; }