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using UnityEngine;
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using System.Collections;
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namespace Fungus
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{
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public class FloatVariable : Variable
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{
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public float value;
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protected float startValue;
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public override void OnReset()
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{
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value = startValue;
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}
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public override string ToString()
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{
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return value.ToString();
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}
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protected virtual void Start()
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{
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startValue = value;
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}
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}
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[System.Serializable]
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public struct FloatData
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{
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[SerializeField]
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public FloatVariable floatRef;
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[SerializeField]
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public float floatVal;
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public float Value
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{
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get { return (floatRef == null) ? floatVal : floatRef.value; }
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set { if (floatRef == null) { floatVal = value; } else { floatRef.value = value; } }
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}
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public string GetDescription()
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{
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if (floatRef == null)
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{
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return floatVal.ToString();
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}
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else
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{
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return floatRef.key;
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}
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}
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}
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}
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