private void OnValidate() { var col = GetComponent <Collider>(); if (!col) { ManagedLog.LogError($"{Internal_GameObject.name} doesn't have any Collider component!", gameObject); } if (col && !col.isTrigger #region Editor && UnityEditor.EditorUtility.DisplayDialog("TriggerEvent", "TriggerEvent collider is not set as trigger, set it now?", "OK", "Cancel") #endregion ) { col.isTrigger = true; } if (!_PhysicsObject) { _PhysicsObject = GetComponent <PhysicsObject>(); } if (!_PhysicsObject) { _PhysicsObject = Internal_GameObject.AddComponent <PhysicsObject>(); } }
public UniformScale( Transform transform, float duration, float targetScale, float delay = 0f, EaseCurve?ease = null, string name = null, OperationSkipCondition skipCondition = null) { _targetScale = targetScale; _transform = transform; _duration = duration; Delay = delay; _skipCondition = skipCondition; _ease = ease; _updateAction = UpdateAction; Name = name ?? $"{(_transform ? _transform.name + " " : "")} {nameof(UniformScale)}"; BindTo(transform); #if UNITY_EDITOR // Check if initial scale is uniform. if (Math.Abs(_transform.localScale.x - _transform.localScale.y) > Mathf.Epsilon || Math.Abs(_transform.localScale.x - _transform.localScale.z) > Mathf.Epsilon) { ManagedLog.LogError($"{transform.name} is scale is not uniform."); } #endif }
public void SetIsVisible(bool isVisible) { Internal_GameObject.SetActive(isVisible); #if UNITY_EDITOR if (!Internal_GameObject.activeInHierarchy) { var firstDisabledParent = FindDisabledParent(Internal_Transform); ManagedLog.LogError($"{gameObject.GetScenePath()} will not be visible because one of it's parents ({firstDisabledParent.gameObject.GetScenePath()} is disabled. "); } Transform FindDisabledParent(Transform t) { while (true) { if (!t.parent.gameObject.activeSelf) { return(t.parent); } if (t.parent == null) { return(null); } t = t.parent; } } #endif }
public static void Stop(Coroutine coroutine) { if (coroutine == null) { ManagedLog.LogError($"Tried to stop a null coroutine."); return; } Runner.StopCoroutine(coroutine); }