Пример #1
0
        public void EditorSetVariableData(QuaternionVariable global, QuaternionVariableInstanced instanced, Quaternion constant,
                                          AssignmentType type, IDTokenHolder tokenHolder)
        {
            _assignmentType = type;
            EditorSetTokenHolder(tokenHolder);

            switch (type)
            {
            case AssignmentType.Constant:
                _constantValue = constant;
                break;

            case AssignmentType.GlobalVariable:
                _globalVariable = global;
                break;

            case AssignmentType.PersonalVariable:
                _instancedVariable = instanced;
                break;
            }
        }
Пример #2
0
 public void SetValue(QuaternionVariable value)
 {
     CurrentValue = value.CurrentValue;
 }
 public void ApplyChange(QuaternionVariable amount)
 {
     Value *= amount.Value;
 }
Пример #4
0
    public void PopulateContainer()
    {
        TriggerVariables.Clear();
        BoolVariables.Clear();
        IntVariables.Clear();
        FloatVariables.Clear();
        Vector2Variables.Clear();
        Vector3Variables.Clear();
        QuaternionVariables.Clear();
        TimerVariables.Clear();

        foreach (var propertyPath in AssetDatabaseUtils.GetAssetRelativePaths(FolderPath, IncludeSubdirectories))
        {
            TriggerVariable assetAsTrigger =
                AssetDatabase.LoadAssetAtPath(propertyPath, typeof(TriggerVariable)) as TriggerVariable;
            if (assetAsTrigger != null)
            {
                TriggerVariables.Add(assetAsTrigger);
                continue;
            }

            BoolVariable assetAsBool =
                AssetDatabase.LoadAssetAtPath(propertyPath, typeof(BoolVariable)) as BoolVariable;
            if (assetAsBool != null)
            {
                BoolVariables.Add(assetAsBool);
                continue;
            }

            IntVariable assetAsInt =
                AssetDatabase.LoadAssetAtPath(propertyPath, typeof(IntVariable)) as IntVariable;
            if (assetAsInt != null)
            {
                IntVariables.Add(assetAsInt);
                continue;
            }

            FloatVariable assetAsFloat =
                AssetDatabase.LoadAssetAtPath(propertyPath, typeof(FloatVariable)) as FloatVariable;
            if (assetAsFloat != null)
            {
                FloatVariables.Add(assetAsFloat);
                continue;
            }

            Vector2Variable assetAsVector2 =
                AssetDatabase.LoadAssetAtPath(propertyPath, typeof(Vector2Variable)) as Vector2Variable;
            if (assetAsVector2 != null)
            {
                Vector2Variables.Add(assetAsVector2);
                continue;
            }

            Vector3Variable assetAsVector3 =
                AssetDatabase.LoadAssetAtPath(propertyPath, typeof(Vector3Variable)) as Vector3Variable;
            if (assetAsVector3 != null)
            {
                Vector3Variables.Add(assetAsVector3);
                continue;
            }

            QuaternionVariable assetAsQuaternion =
                AssetDatabase.LoadAssetAtPath(propertyPath, typeof(QuaternionVariable)) as QuaternionVariable;
            if (assetAsQuaternion != null)
            {
                QuaternionVariables.Add(assetAsQuaternion);
                continue;
            }

            TimerVariable assetAsTimer =
                AssetDatabase.LoadAssetAtPath(propertyPath, typeof(TimerVariable)) as TimerVariable;
            if (assetAsTimer != null)
            {
                TimerVariables.Add(assetAsTimer);
                continue;
            }

            FunctionVariable assetAsFunction =
                AssetDatabase.LoadAssetAtPath(propertyPath, typeof(TimerVariable)) as FunctionVariable;
            if (assetAsFunction != null)
            {
                FunctionVariables.Add(assetAsFunction);
                continue;
            }
        }
        Debug.Log($"{TriggerVariables.Count} Triggers" +
                  $" | {BoolVariables.Count} Bools" +
                  $" | {IntVariables.Count} Ints" +
                  $" | {FloatVariables.Count} Floats" +
                  $" | {Vector2Variables.Count} Vector2s" +
                  $" | {Vector3Variables.Count} Vector3s" +
                  $" | {QuaternionVariables.Count} Quaternions" +
                  $" | {TimerVariables.Count} Timers" +
                  $" | {FunctionVariables.Count} Functions");
    }
 public void SetValue(QuaternionVariable value)
 {
     Value = value.Value;
 }