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