/// <summary> /// Draws the AudioStateSet element. /// </summary> private void OnImpactAnimatorAudioStateListDraw(Rect rect, int index, bool isActive, bool isFocused) { AnimatorAudioStateSetInspector.OnAnimatorAudioStateElementDraw(m_ReorderableImpactAnimatorAudioStateSetList, m_Shield.ImpactAnimatorAudioStateSet, rect, index, isActive, isFocused, target); }
/// <summary> /// Draws the AudioStateSet element. /// </summary> private void OnUnequipAnimatorAudioStateListDraw(Rect rect, int index, bool isActive, bool isFocused) { AnimatorAudioStateSetInspector.OnAnimatorAudioStateElementDraw(m_ReorderableUnequipAnimatorAudioStateSetList, m_Item.UnequipAnimatorAudioStateSet, rect, index, isActive, isFocused, target); }
/// <summary> /// Draws the AudioStateSet element. /// </summary> private void OnRecoilAnimatorAudioStateListDraw(Rect rect, int index, bool isActive, bool isFocused) { AnimatorAudioStateSetInspector.OnAnimatorAudioStateElementDraw(m_ReorderableRecoilAnimatorAudioStateSetList, m_MeleeWeapon.RecoilAnimatorAudioStateSet, rect, index, isActive, isFocused, target); }