Пример #1
0
 void Update()
 {
     //Update strength and speed values if they have changed. Don't need to update twice since the sliders update each other.
     if (sliders.GetSpeed() != move.GetSpeed() || sliders.GetStrength() != move.GetStrength())
     {
         updateStrengthAndSpeed(sliders.GetSpeed(), sliders.GetStrength());
         UpdateShieldScale();
     }
     //Update active bodypart.
     if (activeBodypartSelector.GetActiveBodypart() != null)
     {
         if (!activeBodypartSelector.GetActiveBodypart().Equals(move.GetActiveBodypart()))
         {
             move.SetActiveBodypart(activeBodypartSelector.GetActiveBodypart());
             UpdateShieldScale();
         }
     }
     if (recorder != null)
     {
         if (!doneRecordingFrames && recorder.IsDoneRecording())
         {
             doneRecordingFrames = true;
             foreach (GameObject dragPoint in UnityUtils.RecursiveContains(character.transform, "DragPoint"))
             {
                 dragPoint.SetActive(false);
             }
             foreach (GameObject marker in twistLimitMarkers)
             {
                 marker.SetActive(false);
             }
             editorGuiManager.NextState();
         }
         //All frames recorded and a new, non-empty, move name has been entered.
         if (recorder.IsDoneRecording() && nameValidator.IsNameValid())
         {
             move.SetName(nameValidator.GetName());
             saveButton.interactable = true;
         }
         else
         {
             saveButton.interactable = false;                 //hide button again if name is no longer valid.
         }
     }
 }