//namespace DentedPixel{ using UnityEngine; using System; using System.Collections; using System.Collections.Generic; namespace GameLogic { public class LTDescrOptional { public Transform toTrans { get; set; } public Vector3 point { get; set; } public Vector3 axis { get; set; } public float lastVal { get; set; } public Quaternion origRotation { get; set; } public LTBezierPath path { get; set; } public LTSpline spline { get; set; } public AnimationCurve animationCurve; public int initFrameCount; public LTRect ltRect { get; set; } // maybe get rid of this eventually public Action onUpdateFloat { get; set; } public Action onUpdateFloatRatio { get; set; } public Action onUpdateFloatObject { get; set; } public Action onUpdateVector2 { get; set; } public Action onUpdateVector3 { get; set; } public Action onUpdateVector3Object { get; set; } public Action onUpdateColor { get; set; } public Action onUpdateColorObject { get; set; } public Action onComplete { get; set; } public Action onCompleteObject { get; set; } public object onCompleteParam { get; set; } public object onUpdateParam { get; set; } public Action onStart { get; set; } // #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 // public SpriteRenderer spriteRen { get; set; } // #endif // // #if LEANTWEEN_1 // public Hashtable optional; // #endif // #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 // public RectTransform rectTransform; // public UnityEngine.UI.Text uiText; // public UnityEngine.UI.Image uiImage; // public UnityEngine.Sprite[] sprites; // #endif public void reset() { animationCurve = null; this.onUpdateFloat = null; this.onUpdateFloatRatio = null; this.onUpdateVector2 = null; this.onUpdateVector3 = null; this.onUpdateFloatObject = null; this.onUpdateVector3Object = null; this.onUpdateColor = null; this.onComplete = null; this.onCompleteObject = null; this.onCompleteParam = null; this.onStart = null; this.point = Vector3.zero; this.initFrameCount = 0; } public void callOnUpdate(float val, float ratioPassed) { if (this.onUpdateFloat != null) this.onUpdateFloat(val); if (this.onUpdateFloatRatio != null) { this.onUpdateFloatRatio(val, ratioPassed); } else if (this.onUpdateFloatObject != null) { this.onUpdateFloatObject(val, this.onUpdateParam); } else if (this.onUpdateVector3Object != null) { this.onUpdateVector3Object(LTDescr.newVect, this.onUpdateParam); } else if (this.onUpdateVector3 != null) { this.onUpdateVector3(LTDescr.newVect); } else if (this.onUpdateVector2 != null) { this.onUpdateVector2(new Vector2(LTDescr.newVect.x, LTDescr.newVect.y)); } } } } //}