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TestFunctionContainer.cs
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using UnityEngine;
using System.Collections;
using ws.winx.unity;
using ws.winx.unity.attributes;
public class TestFunctionContainer : MonoBehaviour {
public AnimationCurve curve;
public Quaternion quat;
public GameObject g;
[MinMaxRange(0f,1f)]
public MinMaxRange range;
// [UnityVariablePropertyAttribute(typeof(string))]
// public UnityVariable variable;
//
// [UnityVariablePropertyAttribute(typeof(Color))]
// public UnityVariable variable1;
//
//
//
// [UnityVariablePropertyAttribute(typeof(Bounds))]
// public UnityVariable variable2;
//
// [UnityVariablePropertyAttribute(typeof(Quaternion))]
// public UnityVariable variable3;
//
// [UnityVariablePropertyAttribute(typeof(AnimationCurve))]
// public UnityVariable variable4;
// [UnityVariablePropertyAttribute(typeof(Light))]
// public UnityVariable variable5;
[UnityVariablePropertyAttribute(typeof(float))]
public UnityVariable variable6;
[Range(1f,10f)]
public float changer;
public AnimationClip motion;
public Rigidbody rigidBody;
void OnEnable(){
UnityEngine.Debug.Log("Enable");
}
// void Update(){
//
//
// }
void Reset(){
// variable = UnityVariable.CreateInstanceOf (typeof(string));
// variable1 = UnityVariable.CreateInstanceOf (typeof(Color));
// variable2 = UnityVariable.CreateInstanceOf (typeof(Bounds));
// variable3 = UnityVariable.CreateInstanceOf (typeof(Quaternion));
// variable4 = UnityVariable.CreateInstanceOf (typeof(AnimationCurve));
// variable5 = UnityVariable.CreateInstanceOf (typeof(Light));
variable6 = UnityVariable.CreateInstanceOf (typeof(float));
}
public void Debug(string message){
UnityEngine.Debug.Log (message);
}
}