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using System;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.Events;
[Serializable]
public class CurveAnimationInstance
{
[FoldoutGroup("$animationUse", 0)]
public CurveAnimationType animationType;
[FoldoutGroup("$animationUse", 0)]
public CurveAnimationUse animationUse;
[ShowIf("animationUse", CurveAnimationUse.In, true)]
[FoldoutGroup("$animationUse", 0)]
public AnimationCurve inCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
[ShowIf("animationUse", CurveAnimationUse.Out, true)]
[FoldoutGroup("$animationUse", 0)]
public AnimationCurve outCurve = AnimationCurve.Linear(0f, 1f, 1f, 0f);
[ShowIf("animationUse", CurveAnimationUse.Boop, true)]
[FoldoutGroup("$animationUse", 0)]
public AnimationCurve boopCurve = AnimationCurve.Linear(0f, 1f, 1f, 1f);
[HideIf("animationType", CurveAnimationType.Scale, true)]
[FoldoutGroup("$animationUse", 0)]
public Vector3 animDirection;
[FoldoutGroup("$animationUse/Settings", 0)]
public bool loop;
[FoldoutGroup("$animationUse/Settings", 0)]
public bool playOnAwake;
[FoldoutGroup("$animationUse/Settings", 0)]
public float speed = 1f;
[FoldoutGroup("$animationUse/Settings", 0)]
public float multiplier = 1f;
[FoldoutGroup("$animationUse/Events", 0)]
public UnityEvent statEvent;
[FoldoutGroup("$animationUse/Events", 0)]
public UnityEvent endEvent;
[FoldoutGroup("$animationUse/Events", 0)]
public UnityEvent delayedEvent;
[FoldoutGroup("$animationUse/Events", 0)]
public float delay;
[FoldoutGroup("$animationUse/Debug", 0, Order = 0, Expanded = false)]
public bool isPlaying;
[HideInInspector]
public Coroutine animation;
public AnimationCurve Curve()
{
if (animationUse == CurveAnimationUse.Boop)
{
return boopCurve;
}
if (animationUse != 0)
{
return outCurve;
}
return inCurve;
}
}
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