Nextrek
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/*
*
* Adventure Creator
* by Chris Burton, 2013-2014
*
* "ActionVisible.cs"
*
* This action controls the visibilty of a GameObject and it's children.
*
*/
using UnityEngine;
using System.Collections;
using AC;
#if UNITY_EDITOR
using UnityEditor;
#endif
[System.Serializable]
public class ActionVisible : Action
{
public int constantID = 0;
public enum VisState { Visible, Invisible };
public GameObject obToAffect;
public bool affectChildren;
public VisState visState = 0;
public ActionVisible ()
{
this.isDisplayed = true;
title = "Object: Visibility";
}
override public float Run ()
{
if (isAssetFile && constantID != 0)
{
// Attempt to find the correct scene object
ConstantID idObject = Serializer.returnComponent <ConstantID> (constantID);
if (idObject != null)
{
obToAffect = idObject.gameObject;
}
else
{
obToAffect = null;
}
}
bool state = false;
if (visState == VisState.Visible)
{
state = true;
}
if (obToAffect)
{
if (obToAffect.renderer)
{
obToAffect.renderer.enabled = state;
}
if (affectChildren)
{
foreach (Transform child in obToAffect.transform)
{
if (child.gameObject.renderer)
{
child.gameObject.renderer.enabled = state;
}
}
}
}
return 0f;
}
#if UNITY_EDITOR
override public void ShowGUI ()
{
if (isAssetFile)
{
constantID = EditorGUILayout.IntField ("Object to affect (ID):", constantID);
}
else
{
obToAffect = (GameObject) EditorGUILayout.ObjectField ("Object to affect:", obToAffect, typeof (GameObject), true);
}
visState = (VisState) EditorGUILayout.EnumPopup ("Visibility:", visState);
affectChildren = EditorGUILayout.Toggle ("Affect children?", affectChildren);
AfterRunningOption ();
}
override public string SetLabel ()
{
string labelAdd = "";
if (obToAffect)
labelAdd = " (" + obToAffect.name + ")";
return labelAdd;
}
#endif
}
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Revision |
Author |
Commited |
Message |
83
|
FMMortaroli
|
Tue 13 May, 2014 11:32:51 +0000 |
|