Files
Robii Aragon fd87a6ffd5 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

965 lines
25 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class actionSystem : MonoBehaviour
{
public bool useMinDistanceToActivateAction;
public float minDistanceToActivateAction;
public bool useMinAngleToActivateAction;
public float minAngleToActivateAction;
public bool checkOppositeAngle;
public bool canStopPreviousAction;
public bool canForceToPlayCustomAction;
public int currentActionInfoIndex;
public List<actionInfo> actionInfoList = new List<actionInfo> ();
public List<GameObject> playerList = new List<GameObject> ();
public bool useEventsOnPlayerInsideOutside;
public UnityEvent eventOnPlayerInside;
public UnityEvent eventOnPlayerOutside;
public bool useEventsOnStartEndAction;
public UnityEvent eventOnStartAction;
public UnityEvent eventOnEndAction;
public bool useEventAfterResumePlayer;
public UnityEvent eventAfterResumePlayer;
public Transform actionTransform;
public bool sendCurrentPlayerOnEvent;
public eventParameters.eventToCallWithGameObject eventToSendCurrentPlayer;
public bool useEventBeforeStartAction;
public UnityEvent eventBeforeStartAction;
public Collider mainTrigger;
public bool activateCustomActionAfterActionComplete;
public string customActionToActiveAfterActionComplete;
public bool addActionToListStoredToPlay;
public bool playActionAutomaticallyIfStoredAtEnd;
public bool clearAddActionToListStoredToPlay;
public bool useEventsToEnableDisableActionObject;
public UnityEvent eventToEnableActionObject;
public UnityEvent eventToDisableActionObject;
public string categoryName;
public bool canInterruptOtherActionActive;
public List<string> actionListToInterrupt = new List<string> ();
public bool useCategoryToCheckInterrupt;
public List<string> actionCategoryListToInterrupt;
public UnityEvent eventOnInterrupOtherActionActive;
public bool useEventOnInterruptedAction;
public UnityEvent eventOnInterruptedAction;
public bool useProbabilityToActivateAction;
public float probablityToActivateAction;
public bool animationUsedOnUpperBody;
public bool disableRegularActionActiveState;
public bool disableRegularActionActiveStateOnEnd;
public bool changeCameraViewToThirdPersonOnAction;
public bool changeCameraViewToThirdPersonOnActionOnFullBodyAwareness;
public bool keepCameraRotationToHeadOnFullBodyAwareness;
public bool actionsCanBeUsedOnFirstPerson;
public bool ignoreChangeToThirdPerson;
public bool disableIgnorePlayerListChange;
public bool showDebugPrint;
public bool showGizmo;
public bool showAllGizmo;
bool ignorePlayerList;
public Animator mainAnimator;
public AnimationClip newAnimationClip;
public bool enableAnimatorLayerOnAction;
public string animatorLayerToEnableName;
public string actionNameToReplace;
public string animationLayerName = "Base Layer";
public float newAnimationSpeed = 1;
public bool activateAnimationReplace;
public bool newAnimationIsMirror;
int numberOfLoops;
public bool setPlayerParentDuringActionActive;
public Transform playerParentDuringAction;
public void setPlayerParentDuringActionActiveValues (bool state, Transform newParent)
{
setPlayerParentDuringActionActive = state;
playerParentDuringAction = newParent;
}
public void setUseMovingPlayerToPositionTargetValues (bool state, float newSpeed, float newDelay)
{
if (actionInfoList.Count > 0) {
actionInfo currentactionInfo = actionInfoList [0];
currentactionInfo.useMovingPlayerToPositionTarget = state;
if (state) {
currentactionInfo.movingPlayerToPositionTargetSpeed = newSpeed;
currentactionInfo.movingPlayerToPositionTargetDelay = newDelay;
}
}
}
public void activateCustomAction (GameObject playerDetected)
{
if (!disableIgnorePlayerListChange) {
ignorePlayerList = true;
}
setPlayerActionActive (playerDetected);
}
public void setIgnorePlayerListValue (bool state)
{
ignorePlayerList = state;
}
public void setPlayerActionActive (GameObject playerDetected)
{
if (ignorePlayerList || !playerList.Contains (playerDetected)) {
if (!ignorePlayerList) {
if (useEventsOnPlayerInsideOutside) {
if (playerList.Count == 0) {
eventOnPlayerInside.Invoke ();
}
}
playerList.Add (playerDetected);
}
playerComponentsManager currentPlayerComponentsManager = playerDetected.GetComponent<playerComponentsManager> ();
if (currentPlayerComponentsManager != null) {
playerActionSystem currentPlayerActionSystem = currentPlayerComponentsManager.getPlayerActionSystem ();
if (actionTransform == null) {
actionTransform = transform;
}
if (currentPlayerActionSystem != null) {
if (showDebugPrint) {
print ("Sending action to player action system " + actionInfoList [0].Name);
}
currentPlayerActionSystem.setPlayerActionActive (this);
}
}
}
}
public void setPlayerActionDeactivate (GameObject playerDetected)
{
if (ignorePlayerList || playerList.Contains (playerDetected)) {
if (!ignorePlayerList) {
playerList.Remove (playerDetected);
}
playerComponentsManager currentPlayerComponentsManager = playerDetected.GetComponent<playerComponentsManager> ();
if (currentPlayerComponentsManager != null) {
playerActionSystem currentPlayerActionSystem = currentPlayerComponentsManager.getPlayerActionSystem ();
if (currentPlayerActionSystem != null) {
currentPlayerActionSystem.setPlayerActionDeactivate (this);
}
}
if (!ignorePlayerList) {
if (useEventsOnPlayerInsideOutside) {
if (playerList.Count == 0) {
eventOnPlayerOutside.Invoke ();
}
}
}
}
}
public void checkSendCurrentPlayerOnEvent (GameObject currentPlayer)
{
if (sendCurrentPlayerOnEvent) {
eventToSendCurrentPlayer.Invoke (currentPlayer);
}
}
public void checkEventBeforeStartAction ()
{
if (useEventBeforeStartAction) {
eventBeforeStartAction.Invoke ();
}
}
public void setCustomActionTransform (Transform newTransform)
{
actionTransform = newTransform;
}
public actionInfo getCurrentactionInfo ()
{
return actionInfoList [currentActionInfoIndex];
}
public void increaseCurrentActionInfoIndex ()
{
currentActionInfoIndex++;
if (currentActionInfoIndex >= actionInfoList.Count - 1) {
currentActionInfoIndex = actionInfoList.Count - 1;
}
}
public void decreaseCurrentActionInfoIndex ()
{
currentActionInfoIndex--;
if (currentActionInfoIndex < 0) {
currentActionInfoIndex = 0;
}
}
public void setCurrentActionInfoIndex (int newIndex)
{
currentActionInfoIndex = newIndex;
if (currentActionInfoIndex >= actionInfoList.Count - 1) {
currentActionInfoIndex = actionInfoList.Count - 1;
}
if (currentActionInfoIndex < 0) {
currentActionInfoIndex = 0;
}
}
public void resetCurrentActionInfoIndex ()
{
currentActionInfoIndex = 0;
}
public int getCurrentActionInfoIndex ()
{
return currentActionInfoIndex;
}
public void destroyAction ()
{
for (int i = 0; i < actionInfoList.Count; i++) {
if (actionInfoList [i].setObjectParent) {
Destroy (actionInfoList [i].objectToSetParent.gameObject);
}
}
Destroy (gameObject);
}
public void checkEventOnStartAction ()
{
if (useEventsOnStartEndAction) {
eventOnStartAction.Invoke ();
}
}
public void checkEventOnEndAction ()
{
if (useEventsOnStartEndAction) {
eventOnEndAction.Invoke ();
}
}
public void checkEventAfterResumePlayer ()
{
if (useEventAfterResumePlayer) {
eventAfterResumePlayer.Invoke ();
}
}
public void checkEventOnEnableActionObject ()
{
if (useEventsToEnableDisableActionObject) {
if (showDebugPrint) {
print ("checkEventOnEnableActionObject " + gameObject.name);
}
eventToEnableActionObject.Invoke ();
}
}
public void checkEventOnDisableActionObject ()
{
if (useEventsToEnableDisableActionObject) {
eventToDisableActionObject.Invoke ();
}
}
public void clearPlayerList ()
{
playerList.Clear ();
}
public void removePlayerFromList (GameObject playerToRemove)
{
if (playerList.Contains (playerToRemove)) {
playerList.Remove (playerToRemove);
}
}
public void disableAction ()
{
for (int i = 0; i < playerList.Count; i++) {
usingDevicesSystem currentUsingDevicesSystem = playerList [i].GetComponent<usingDevicesSystem> ();
if (currentUsingDevicesSystem != null) {
currentUsingDevicesSystem.removeDeviceFromList (gameObject);
}
setPlayerActionDeactivate (playerList [i]);
}
if (mainTrigger == null) {
mainTrigger = GetComponent<Collider> ();
}
if (mainTrigger != null) {
mainTrigger.enabled = false;
}
}
public void inputPlayCurrentAnimation ()
{
inputPlayCurrentAnimation (true);
}
public void inputPlayCurrentAnimationWithoutCheckingIfExistsOnaDeviceList ()
{
inputPlayCurrentAnimation (false);
}
void inputPlayCurrentAnimation (bool checkIfObjectOnDeviceList)
{
if (showDebugPrint) {
print ("players detected " + playerList.Count);
}
for (int i = 0; i < playerList.Count; i++) {
playerComponentsManager currentPlayerComponentsManager = playerList [i].GetComponent<playerComponentsManager> ();
if (currentPlayerComponentsManager != null) {
playerActionSystem currentPlayerActionSystem = currentPlayerComponentsManager.getPlayerActionSystem ();
if (currentPlayerActionSystem != null) {
usingDevicesSystem currentUsingDevicesSystem = currentPlayerComponentsManager.getUsingDevicesSystem ();
currentUsingDevicesSystem.updateClosestDeviceList ();
if (currentPlayerActionSystem.getCurrentActionSystem () == this) {
if (showDebugPrint) {
print ("player with this action as current");
}
if (checkIfObjectOnDeviceList) {
currentPlayerActionSystem.inputPlayCurrentAnimation ();
} else {
currentPlayerActionSystem.inputPlayCurrentAnimationWithoutCheckingIfExistsOnaDeviceList ();
}
}
}
}
}
}
public void addNewAction ()
{
actionInfo newActionInfo = new actionInfo ();
newActionInfo.Name = "New Action";
actionInfoList.Add (newActionInfo);
updateComponent ();
}
public void addNewActionFromEditor (string actionSystemName, float actionSystemDuration, float actionSystemSpeed,
bool useActionSystemID, int actionSystemID, string actionSystemAnimationName)
{
actionInfo currentactionInfo = actionInfoList [0];
currentactionInfo.Name = actionSystemName;
currentactionInfo.animationDuration = actionSystemDuration;
currentactionInfo.animationSpeed = actionSystemSpeed;
currentactionInfo.useActionID = useActionSystemID;
currentactionInfo.actionID = actionSystemID;
currentactionInfo.useActionName = !useActionSystemID;
currentactionInfo.actionName = actionSystemAnimationName;
updateComponent ();
}
public void addNewEvent (int actionInfoIndex)
{
actionInfo currentActionInfo = actionInfoList [actionInfoIndex];
eventInfo newEventInfo = new eventInfo ();
currentActionInfo.eventInfoList.Add (newEventInfo);
updateComponent ();
}
public void addNewEventFirstPerson (int actionInfoIndex)
{
actionInfo currentActionInfo = actionInfoList [actionInfoIndex];
eventInfo newEventInfo = new eventInfo ();
currentActionInfo.firstPersonEventInfoList.Add (newEventInfo);
updateComponent ();
}
public void duplicateThirdPersonEventsOnFirstPerson (int actionInfoIndex)
{
actionInfo currentActionInfo = actionInfoList [actionInfoIndex];
currentActionInfo.firstPersonEventInfoList.Clear ();
for (int i = 0; i < currentActionInfo.eventInfoList.Count; i++) {
eventInfo newEventInfo = new eventInfo (currentActionInfo.eventInfoList [i]);
currentActionInfo.firstPersonEventInfoList.Add (newEventInfo);
}
updateComponent ();
}
public void replaceAnimationAction ()
{
#if UNITY_EDITOR
if (actionInfoList.Count > 0) {
if (newAnimationClip == null) {
print ("No new animation clip has been assigned to replace the previous animation, make sure to configure the settings properly");
return;
}
if (mainAnimator == null) {
GameObject mainPlayer = GameObject.FindGameObjectWithTag ("Player");
if (mainPlayer == null) {
print ("No animator or main player found in the scene, make sure to drop it on the hierarchy or assign an animator into " +
" the proper field of the Action System Component");
return;
} else {
mainAnimator = mainPlayer.GetComponent<Animator> ();
if (mainAnimator == null) {
print ("No animator found on scene");
return;
}
}
}
actionInfo currentactionInfo = actionInfoList [0];
if (actionNameToReplace != "") {
bool actionFound = false;
for (int i = 0; i < actionInfoList.Count; i++) {
if (!actionFound && actionInfoList [i].actionName.Equals (actionNameToReplace)) {
actionFound = true;
currentactionInfo = actionInfoList [i];
if (actionInfoList [i].useActionID) {
actionNameToReplace = currentactionInfo.Name;
} else {
actionNameToReplace = currentactionInfo.actionName;
}
}
}
}
bool animationStateFound = false;
UnityEditor.Animations.AnimatorController ac = mainAnimator.runtimeAnimatorController as UnityEditor.Animations.AnimatorController;
foreach (var layer in ac.layers) {
if (layer.name == animationLayerName) {
print ("Animator Layer to check: " + layer.name);
print ("\n\n\n");
getChildAnimatorState (actionNameToReplace, layer.stateMachine);
print ("\n\n\n");
if (animatorStateToReplace.state != null) {
print ("\n\n\n");
print ("STATE FOUND ############################################################################################");
print ("Last animator state found " + animatorStateToReplace.state.name + " " + numberOfLoops);
if (animatorStateToReplace.state.name == actionNameToReplace) {
animationStateFound = true;
animatorStateToReplace.state.speed = newAnimationSpeed;
animatorStateToReplace.state.motion = newAnimationClip;
animatorStateToReplace.state.mirror = newAnimationIsMirror;
}
}
}
}
if (animationStateFound) {
currentactionInfo.animationSpeed = newAnimationSpeed;
currentactionInfo.animationDuration = newAnimationClip.length;
updateComponent ();
print ("Animation State found and replaced properly");
} else {
print ("Animation State not found");
}
newAnimationIsMirror = false;
activateAnimationReplace = false;
}
#endif
}
#if UNITY_EDITOR
UnityEditor.Animations.ChildAnimatorState animatorStateToReplace;
public void getChildAnimatorState (string stateName, UnityEditor.Animations.AnimatorStateMachine stateMachine)
{
print ("State Machine to check: " + stateMachine.name + " " + stateMachine.stateMachines.Length);
if (stateMachine.stateMachines.Length > 0) {
foreach (var currentStateMachine in stateMachine.stateMachines) {
numberOfLoops++;
if (numberOfLoops > 3000) {
print ("number of loops too big");
return;
}
getChildAnimatorState (stateName, currentStateMachine.stateMachine);
}
} else {
foreach (var currentState in stateMachine.states) {
if (currentState.state.name == stateName) {
animatorStateToReplace = currentState;
}
}
}
}
#endif
public void updateComponent ()
{
GKC_Utils.updateComponent (this);
GKC_Utils.updateDirtyScene ("Update Action System " + gameObject.name, gameObject);
}
void OnDrawGizmos ()
{
if (!showGizmo) {
return;
}
if (GKC_Utils.isCurrentSelectionActiveGameObject (gameObject)) {
DrawGizmos ();
}
}
void OnDrawGizmosSelected ()
{
DrawGizmos ();
}
void DrawGizmos ()
{
if (showGizmo) {
for (int i = 0; i < actionInfoList.Count; i++) {
if (showAllGizmo || actionInfoList [i].showGizmo) {
if (actionInfoList [i].usePlayerWalkTarget && actionInfoList [i].playerWalkTarget != null) {
Gizmos.color = Color.red;
Gizmos.DrawSphere (actionInfoList [i].playerWalkTarget.position, 0.1f);
}
if (actionInfoList [i].setPlayerFacingDirection && actionInfoList [i].facingDirectionPositionTransform != null) {
Gizmos.color = Color.green;
Gizmos.DrawSphere (actionInfoList [i].facingDirectionPositionTransform.position, 0.1f);
}
if (actionInfoList [i].usePositionToAdjustPlayer && actionInfoList [i].positionToAdjustPlayer != null) {
Gizmos.color = Color.yellow;
Gizmos.DrawSphere (actionInfoList [i].positionToAdjustPlayer.position, 0.1f);
if (actionInfoList [i].matchTargetTransform) {
Gizmos.color = Color.grey;
Gizmos.DrawSphere (actionInfoList [i].matchTargetTransform.position, 0.1f);
}
}
}
}
}
}
[System.Serializable]
public class actionInfo
{
public string Name;
public bool useActionName;
public string actionName;
public bool useActionID;
public int actionID;
public bool removeActionIDValueImmediately;
public bool useCrossFadeAnimation = true;
public bool pausePlayerActionsInput;
public bool pausePlayerMovementInput = true;
public bool resetPlayerMovementInput;
public bool resetPlayerMovementInputSmoothly;
public bool removePlayerMovementInputValues;
public bool enablePlayerCanMoveAfterAction;
public bool allowDownVelocityDuringAction;
public bool pauseInteractionButton;
public bool pauseInputListDuringActionActive;
public bool ignorePauseInputListDuringAction;
public bool pausePlayerCameraRotationInput;
public bool pausePlayerCameraActionsInput;
public bool pausePlayerCameraViewChange = true;
public bool pausePlayerCameraMouseWheel = true;
public bool disableHeadBob = true;
public bool pauseHeadBob = true;
public bool ignoreCameraDirectionOnMovement;
public bool ignoreCameraDirectionOnStrafeMovement;
public bool pauseStrafeState;
public bool useNewCameraStateOnActionStart;
public string newCameraStateNameOnActionStart;
public bool setPreviousCameraStateOnActionEnd;
public bool useNewCameraStateOnActionEnd;
public string newCameraStateNameOnActionEnd;
public bool ignorePivotCameraCollision;
public bool useExtraFollowTransformPositionOffsetActiveFBA;
public Vector3 currentExtraFollowTransformPositionOffsetFBA;
public bool ignorePlayerRotationToCameraOnFBA;
public bool ignoreHorizontalCameraRotationOnFBA;
public bool ignoreVerticalCameraRotationOnFBA;
public bool resetCameraRotationForwardOnFBA;
public bool disablePlayerGravity;
public bool disablePlayerOnGroundState;
public bool disablePlayerCollider;
public bool disablePlayerColliderComponent;
public bool enablePlayerColliderComponentOnActionEnd;
public bool ignoreSetLastTimeFallingOnActionEnd;
public bool reloadMainColliderOnCharacterOnActionEnd;
public bool changePlayerColliderScale;
public bool disableIKOnHands = true;
public bool disableIKOnFeet = true;
public bool pauseHeadTrack = true;
public bool usCustomPauseHeadTrackOnFBA;
public bool customPauseHeadTrackOnFBA;
public bool setNoFrictionOnCollider = true;
public bool forceRootMotionDuringAction = true;
public bool actionCanHappenOnAir;
public bool jumpCanResumePlayer;
public bool useMovementInput;
public bool useInteractionButtonToActivateAnimation = true;
public bool animationTriggeredByExternalEvent;
public bool resumePlayerAfterAction;
public bool increaseActionIndexAfterComplete;
public bool waitForNextPlayerInteractionButtonPress;
public bool stayInState;
public bool resetActionIndexAfterComplete;
public float animationDuration;
public float animationSpeed = 1;
public float actionDurationOnFirstPerson = 1;
public bool actionUsesMovement;
public bool adjustRotationDuringMovement;
public float delayToPlayAnimation;
public bool usePositionToAdjustPlayer;
public Transform positionToAdjustPlayer;
public float adjustPlayerPositionSpeed;
public bool movePlayerOnDirection;
public float movePlayerOnDirectionRaycastDistance;
public float movePlayerOnDirectionSpeed;
public Vector3 movePlayerDirection;
public LayerMask movePlayerOnDirectionLayermask;
public bool usePhysicsForceOnMovePlayer;
public float physicsForceOnMovePlayer;
public float physicsForceOnMovePlayerDuration;
public bool checkIfPositionReachedOnPhysicsForceOnMovePlayer;
public AvatarTarget mainAvatarTarget;
public Transform matchTargetTransform;
public Vector3 matchTargetPositionWeightMask;
public float matchTargetRotationWeightMask;
public bool matchPlayerRotation;
public float matchPlayerRotationSpeed;
public Transform playerTargetTransform;
public bool adjustPlayerPositionRotationDuring;
public float matchStartValue;
public float matchEndValue;
public bool usePlayerWalkTarget;
public bool useWalkAtTheEndOfAction;
public Transform playerWalkTarget;
public bool pausePlayerInputDuringWalk;
public float maxWalkSpeed = 1;
public bool activateDynamicObstacleDetection;
public bool setPlayerFacingDirection;
public Transform playerFacingDirectionTransform;
public float maxRotationAmount = 1;
public float minRotationAmount = 0.3f;
public float minRotationAngle = 5;
public bool adjustFacingDirectionBasedOnPlayerPosition;
public Transform facingDirectionPositionTransform;
public bool adjustRotationAtOnce;
public bool useMovingPlayerToPositionTarget;
public float movingPlayerToPositionTargetSpeed = 5;
public float movingPlayerToPositionTargetDelay;
public bool destroyActionOnEnd;
public bool removeActionOnEnd;
public bool setActionState;
public string actionStateName;
public bool actionStateToConfigure;
public bool setObjectParent;
public HumanBodyBones boneParent;
public Transform objectToSetParent;
public Transform bonePositionReference;
public float waitTimeToParentObject;
public float setObjectParentSpeed;
public bool useMountPoint;
public string mountPointName;
public bool useEventInfoList;
public bool useAccumulativeDelay;
public Coroutine eventInfoListCoroutine;
public List<eventInfo> eventInfoList = new List<eventInfo> ();
public List<eventInfo> firstPersonEventInfoList = new List<eventInfo> ();
public bool disableHUDOnAction;
public bool showGizmo;
public bool keepWeaponsDuringAction;
public bool drawWeaponsAfterAction;
public bool disableIKWeaponsDuringAction;
public bool stopAimOnFireWeapons;
public bool stopShootOnFireWeapons;
public bool hideMeleWeaponMeshOnAction;
public bool setInvincibilityStateActive;
public float invincibilityStateDuration;
public bool checkEventsOnTemporalInvincibilityActive;
public bool disableDamageReactionDuringAction;
public bool addHealthAmountOnAction;
public float healthAmountToAdd;
public bool removeHealthAmountOnAction;
public float healthAmountToRemove;
public bool checkIfPlayerOnGround = true;
public bool checkConditionsToStartActionOnUpdate;
public bool playerMovingToStartAction;
public bool checkPlayerToNotCrouch;
public bool stopActionIfPlayerIsOnAir;
public float delayToStopActionIfPlayerIsOnAir;
public bool getUpIfPlayerCrouching = true;
public bool crouchOnActionEnd;
public bool setPreviousCrouchStateOnActionEnd;
public bool checkIfPlayerCanGetUpFromCrouch;
public bool dropGrabbedObjectsOnAction = true;
public bool dropOnlyIfNotGrabbedPhysically = true;
public bool dropIfGrabbedPhysicallyWithIK = true;
public bool keepGrabbedObjectOnActionIfNotDropped;
public bool keepMeleeWeaponGrabbed;
public bool drawMeleeWeaponGrabbedOnActionEnd;
public bool stopCurrentMeleeAttackInProcess;
public bool useEventIfActionStopped;
public UnityEvent eventIfActionStopped;
public bool pauseCustomInputListDuringActionActive;
public List<playerActionSystem.inputToPauseOnActionIfo> customInputToPauseOnActionInfoList = new List<playerActionSystem.inputToPauseOnActionIfo> ();
public bool useRaycastToAdjustMatchTransform;
public bool useRaycastToAdjustTargetTransform;
public bool useRaycastToAdjustPositionToAdjustPlayer;
public LayerMask layerForRaycast;
public bool pauseAIOnActionStart;
public bool resumeAIOnActionEnd;
public bool assignPartnerOnActionEnd;
public bool checkUseMinAngleToActivateAction;
public bool ignoreAnimationTransitionCheck;
public bool pauseActivationOfOtherCustomActions;
public bool disableAnyStateConfiguredWithExitTime;
}
[System.Serializable]
public class eventInfo
{
public float delayToActivate;
public UnityEvent eventToUse;
public bool useRemoteEvent;
public string remoteEventName;
public bool eventTriggered;
public bool sendCurrentPlayerOnEvent;
public eventParameters.eventToCallWithGameObject eventToSendCurrentPlayer;
public bool callThisEventIfActionStopped;
public eventInfo ()
{
}
public eventInfo (eventInfo newState)
{
delayToActivate = newState.delayToActivate;
eventToUse = newState.eventToUse;
useRemoteEvent = newState.useRemoteEvent;
remoteEventName = newState.remoteEventName;
eventTriggered = newState.eventTriggered;
sendCurrentPlayerOnEvent = newState.sendCurrentPlayerOnEvent;
eventToSendCurrentPlayer = newState.eventToSendCurrentPlayer;
callThisEventIfActionStopped = newState.callThisEventIfActionStopped;
}
}
}