public void ConvertFromFlatColourProg(ActionColorProgression flat_colour_progression) { m_progression = flat_colour_progression.m_progression; m_ease_type = flat_colour_progression.m_ease_type; m_from = new VertexColour(flat_colour_progression.m_from); m_to = new VertexColour(flat_colour_progression.m_to); m_to_to = new VertexColour(flat_colour_progression.m_to_to); m_to_to_bool = flat_colour_progression.m_to_to_bool; m_is_offset_from_last = flat_colour_progression.m_is_offset_from_last; m_unique_randoms = flat_colour_progression.m_unique_randoms; }
public ActionColorProgression Clone() { ActionColorProgression color_progression = new ActionColorProgression(Color.white); color_progression.m_progression = m_progression; color_progression.m_ease_type = m_ease_type; color_progression.m_from = m_from; color_progression.m_to = m_to; color_progression.m_to_to = m_to_to; color_progression.m_to_to_bool = m_to_to_bool; color_progression.m_is_offset_from_last = m_is_offset_from_last; color_progression.m_unique_randoms = m_unique_randoms; color_progression.m_override_animate_per_option = m_override_animate_per_option; color_progression.m_animate_per = m_animate_per; return(color_progression); }
public ActionColorProgression Clone() { ActionColorProgression color_progression = new ActionColorProgression(Color.white); color_progression.m_progression = m_progression; color_progression.m_ease_type = m_ease_type; color_progression.m_from = m_from; color_progression.m_to = m_to; color_progression.m_to_to = m_to_to; color_progression.m_to_to_bool = m_to_to_bool; color_progression.m_is_offset_from_last = m_is_offset_from_last; color_progression.m_unique_randoms = m_unique_randoms; color_progression.m_override_animate_per_option = m_override_animate_per_option; color_progression.m_animate_per = m_animate_per; return color_progression; }
public void ConvertFromFlatColourProg(ActionColorProgression flat_colour_progression) { m_progression_idx = flat_colour_progression.Progression; m_ease_type = flat_colour_progression.EaseType; m_from = new VertexColour(flat_colour_progression.ValueFrom); m_to = new VertexColour(flat_colour_progression.ValueTo); m_to_to = new VertexColour(flat_colour_progression.ValueThen); m_to_to_bool = flat_colour_progression.UsingThirdValue; m_is_offset_from_last = flat_colour_progression.IsOffsetFromLast; m_unique_randoms = flat_colour_progression.UniqueRandom; }
public float DrawColourEditorGUI(ActionColorProgression colour_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(colour_prog, label, position, offset_legal, unique_random_legal, bold_label); EditorGUI.LabelField(new Rect(x_offset, y_offset, 50, LINE_HEIGHT * 2), colour_prog.m_progression == ValueProgression.Constant ? "Colour" : "Colour\nFrom", EditorStyles.miniLabel); x_offset += 60; colour_prog.m_from = EditorGUI.ColorField(new Rect(x_offset, y_offset, LINE_HEIGHT*2, LINE_HEIGHT), colour_prog.m_from); if(colour_prog.m_progression != ValueProgression.Constant) { x_offset += 65; EditorGUI.LabelField(new Rect(x_offset, y_offset, 50, LINE_HEIGHT*2), "Colour\nTo", EditorStyles.miniBoldLabel); x_offset += 60; colour_prog.m_to = EditorGUI.ColorField(new Rect(x_offset, y_offset, LINE_HEIGHT*2, LINE_HEIGHT), colour_prog.m_to); if(colour_prog.m_progression == ValueProgression.Eased && colour_prog.m_to_to_bool) { x_offset += 65; EditorGUI.LabelField(new Rect(x_offset, y_offset, 50, LINE_HEIGHT*2), "Colour\nThen To", EditorStyles.miniBoldLabel); x_offset += 60; colour_prog.m_to_to = EditorGUI.ColorField(new Rect(x_offset, y_offset, LINE_HEIGHT*2, LINE_HEIGHT), colour_prog.m_to_to); } } return (y_offset + LINE_HEIGHT + 10) - position.y; }