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- /*
- *
- * Adventure Creator
- * by Chris Burton, 2013-2016
- *
- * "ActionTemplate.cs"
- *
- * This is a blank action template.
- *
- */
- using UnityEngine;
- using System.Collections;
- #if UNITY_EDITOR
- using UnityEditor;
- #endif
- namespace AC
- {
- [System.Serializable]
- public class ActionChangeMenuIcon : Action
- {
- // Declare variables here
- [TextArea(1,1)]
- public string MenuName = "";
- [TextArea(1,1)]
- public string ElementName = "";
- public Texture myNewTexture;
- public ActionChangeMenuIcon ()
- {
- this.isDisplayed = true;
- category = ActionCategory.Custom;
- title = "Change Menu Icon";
- description = "Change menu icon.";
- }
- override public float Run ()
- {
- /*
- * This function is called when the action is performed.
- *
- * The float to return is the time that the game
- * should wait before moving on to the next action.
- * Return 0f to make the action instantenous.
- *
- * For actions that take longer than one frame,
- * you can return "defaultPauseTime" to make the game
- * re-run this function a short time later. You can
- * use the isRunning boolean to check if the action is
- * being run for the first time, eg:
- */
- if (!isRunning)
- {
- MenuElement myElement = AC.PlayerMenus.GetElementWithName (MenuName, ElementName);
- MenuGraphic myGraphic = (MenuGraphic) myElement;
- myGraphic.graphic.texture = myNewTexture;
- KickStarter.playerMenus.RecalculateAll ();
- }
- return 0f;
- }
- #if UNITY_EDITOR
- override public void ShowGUI ()
- {
- // Action-specific Inspector GUI code here
- MenuName = EditorGUILayout.TextField ("Menu name:", MenuName);
- ElementName = EditorGUILayout.TextField ("Element name:", ElementName);
- myNewTexture = (Texture2D) EditorGUILayout.ObjectField ("Texture:", myNewTexture, typeof (Texture2D), false);
- AfterRunningOption ();
- }
- public override string SetLabel ()
- {
- // Return a string used to describe the specific action's job.
- string labelAdd = "";
- return labelAdd;
- }
- #endif
- }
- }
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