public override void OnInspectorGUI() { if (_ItemsList.SelectedStyle == null) { _ItemsList.SelectedStyle = Resources.Styles.SelectedItem; } ApplyChanges(); _Frame.Update(); _Frame.OnInspectorGUI(FrameHeight); }
/// <summary> Update </summary> protected override void Update() { if (_MovieTW.IsEnabled) { if (_MovieTW.IsOver) { EndMovie(); } else if (_MovieTW.ElapsedTime > AllowEscapeAfter) { if (Escape())// if user press escape button { EndMovie(); } } } else if (_EndTW.IsEnabled) { if (_EndTW.IsOver) { #if SUPPORTMOVIE if (_LastMovie != null) { _LastMovie.Stop(); } #endif _MovieTW.End(); _ImgMovie.Texture = null; enabled = false; if (CutSceneEnable) { Global.CutSceneEnable = _SavedCutSceneEnable; } if (SceneFading != null) { SceneFading.FadeToZero(); } OnEnd(); #if SUPPORTMOVIE _LastMovie = null; #endif } } else { enabled = false; } _Frame.Update(); base.Update(); }
/// <summary> Update </summary> protected override void Update() { if (_CurrentSplashIndex >= Images.Length) // all splash showed { if (!_IsCompleted) { _IsCompleted = true; OnCompleted();// raise Completed event } } else { if (_NextSplashTW.IsEnabled) { if (_NextSplashTW.IsOver) // fadeout is complete and times to change splash { _NextSplashTW.End(); MoveNext();// show next and fadein } } else if (_SplashTW.IsEnabled) { if (_SplashTW.IsOver) // times to fadeout and prepare to show next splash { _SplashTW.End(); ShowNext(); } else if (_SplashTW.ElapsedTime > Images[_CurrentSplashIndex].MinDuration) { if (Escape())// if user press escape button { if (FastEscape) { MoveNext(); } else { ShowNext(); } } } } _Frame.Update(); } base.Update(); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); _Frame.Update(); _Frame.OnInspectorGUI(404); if (_PreSmoothAmount != _Path.SmoothAmount || _PreUseWorldSpace != _Path.UseWorldSpace) { if (_PreUseWorldSpace != _Path.UseWorldSpace) { TransformPoints(_Path.UseWorldSpace ? _Path.transform.localToWorldMatrix : _Path.transform.worldToLocalMatrix); } _PreUseWorldSpace = _Path.UseWorldSpace; _PreSmoothAmount = _Path.SmoothAmount = Mathf.Max(2, _Path.SmoothAmount); RebuildPath(); ReloadProperties(); } }