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//namespace DentedPixel{
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
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<float> onUpdateFloat { get; set; }
public Action<float,float> onUpdateFloatRatio { get; set; }
public Action<float,object> onUpdateFloatObject { get; set; }
public Action<Vector2> onUpdateVector2 { get; set; }
public Action<Vector3> onUpdateVector3 { get; set; }
public Action<Vector3,object> onUpdateVector3Object { get; set; }
public Action<Color> onUpdateColor { get; set; }
public Action<Color,object> onUpdateColorObject { get; set; }
public Action onComplete { get; set; }
public Action<object> 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));
}
}
}
//}