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Fixed iTween.cs warnings on compilation #644

master
Chris Gregan 7 years ago
parent
commit
849fc90385
  1. 131
      Assets/Fungus/Thirdparty/iTween/iTween.cs

131
Assets/Fungus/Thirdparty/iTween/iTween.cs vendored

@ -225,6 +225,7 @@ public class iTween : MonoBehaviour{
/// </param>
public static void Init(GameObject target){
MoveBy(target,Vector3.zero,0);
cameraFade = null;
}
/// <summary>
@ -705,11 +706,7 @@ public class iTween : MonoBehaviour{
}
//set tempColor and base fromColor:
if(target.GetComponent<GUITexture>()){
tempColor=fromColor=target.GetComponent<GUITexture>().color;
}else if(target.GetComponent<GUIText>()){
tempColor=fromColor=target.GetComponent<GUIText>().material.color;
}else if(target.GetComponent<Renderer>()){
if(target.GetComponent<Renderer>()){
tempColor=fromColor=target.GetComponent<Renderer>().material.color;
}else if(target.GetComponent<Light>()){
tempColor=fromColor=target.GetComponent<Light>().color;
@ -743,11 +740,7 @@ public class iTween : MonoBehaviour{
}
//apply fromColor:
if(target.GetComponent<GUITexture>()){
target.GetComponent<GUITexture>().color=fromColor;
}else if(target.GetComponent<GUIText>()){
target.GetComponent<GUIText>().material.color=fromColor;
}else if(target.GetComponent<Renderer>()){
if(target.GetComponent<Renderer>()){
target.GetComponent<Renderer>().material.color=fromColor;
}else if(target.GetComponent<Light>()){
target.GetComponent<Light>().color=fromColor;
@ -3332,13 +3325,7 @@ public class iTween : MonoBehaviour{
//colors = new Color[3];
//from and init to values:
if(GetComponent<GUITexture>()){
colors = new Color[1,3];
colors[0,0] = colors[0,1] = GetComponent<GUITexture>().color;
}else if(GetComponent<GUIText>()){
colors = new Color[1,3];
colors[0,0] = colors[0,1] = GetComponent<GUIText>().material.color;
}else if(GetComponent<Renderer>()){
if(GetComponent<Renderer>()){
colors = new Color[GetComponent<Renderer>().materials.Length,3];
for (int i = 0; i < GetComponent<Renderer>().materials.Length; i++) {
colors[i,0]=GetComponent<Renderer>().materials[i].GetColor(namedcolorvalue.ToString());
@ -4108,13 +4095,7 @@ public class iTween : MonoBehaviour{
*/
//apply:
if(GetComponent<GUITexture>()){
//guiTexture.color=colors[2];
GetComponent<GUITexture>().color=colors[0,2];
}else if(GetComponent<GUIText>()){
//guiText.material.color=colors[2];
GetComponent<GUIText>().material.color=colors[0,2];
}else if(GetComponent<Renderer>()){
if(GetComponent<Renderer>()){
//renderer.material.color=colors[2];
for (int i = 0; i < colors.GetLength(0); i++) {
GetComponent<Renderer>().materials[i].SetColor(namedcolorvalue.ToString(),colors[i,2]);
@ -4126,13 +4107,7 @@ public class iTween : MonoBehaviour{
//dial in:
if(percentage==1){
if(GetComponent<GUITexture>()){
//guiTexture.color=colors[1];
GetComponent<GUITexture>().color=colors[0,1];
}else if(GetComponent<GUIText>()){
//guiText.material.color=colors[1];
GetComponent<GUIText>().material.color=colors[0,1];
}else if(GetComponent<Renderer>()){
if(GetComponent<Renderer>()){
//renderer.material.color=colors[1];
for (int i = 0; i < colors.GetLength(0); i++) {
GetComponent<Renderer>().materials[i].SetColor(namedcolorvalue.ToString(),colors[i,1]);
@ -4854,11 +4829,7 @@ public class iTween : MonoBehaviour{
}
//init values:
if(target.GetComponent<GUITexture>()){
colors[0] = colors[1] = target.GetComponent<GUITexture>().color;
}else if(target.GetComponent<GUIText>()){
colors[0] = colors[1] = target.GetComponent<GUIText>().material.color;
}else if(target.GetComponent<Renderer>()){
if(target.GetComponent<Renderer>()){
colors[0] = colors[1] = target.GetComponent<Renderer>().material.color;
}else if(target.GetComponent<Light>()){
colors[0] = colors[1] = target.GetComponent<Light>().color;
@ -4889,11 +4860,7 @@ public class iTween : MonoBehaviour{
colors[3].a=Mathf.SmoothDamp(colors[0].a,colors[1].a,ref colors[2].a,time);
//apply:
if(target.GetComponent<GUITexture>()){
target.GetComponent<GUITexture>().color=colors[3];
}else if(target.GetComponent<GUIText>()){
target.GetComponent<GUIText>().material.color=colors[3];
}else if(target.GetComponent<Renderer>()){
if(target.GetComponent<Renderer>()){
target.GetComponent<Renderer>().material.color=colors[3];
}else if(target.GetComponent<Light>()){
target.GetComponent<Light>().color=colors[3];
@ -6008,90 +5975,8 @@ public class iTween : MonoBehaviour{
if(cameraFade){
Destroy(cameraFade);
}
}
/// <summary>
/// Changes a camera fade's texture.
/// </summary>
/// <param name='texture'>
/// A <see cref="Texture2D"/>
/// </param>
public static void CameraFadeSwap(Texture2D texture){
if(cameraFade){
cameraFade.GetComponent<GUITexture>().texture=texture;
}
}
/// <summary>
/// Creates a GameObject (if it doesn't exist) at the supplied depth that can be used to simulate a camera fade.
/// </summary>
/// <param name='texture'>
/// A <see cref="Texture2D"/>
/// </param>
/// <param name='depth'>
/// A <see cref="System.Int32"/>
/// </param>
/// <returns>
/// A <see cref="GameObject"/> for a reference to the CameraFade.
/// </returns>
public static GameObject CameraFadeAdd(Texture2D texture, int depth){
if(cameraFade){
return null;
}else{
//establish colorFade object:
cameraFade = new GameObject("iTween Camera Fade");
cameraFade.transform.position= new Vector3(.5f,.5f,depth);
cameraFade.AddComponent<GUITexture>();
cameraFade.GetComponent<GUITexture>().texture=texture;
cameraFade.GetComponent<GUITexture>().color = new Color(.5f,.5f,.5f,0);
return cameraFade;
}
}
/// <summary>
/// Creates a GameObject (if it doesn't exist) at the default depth that can be used to simulate a camera fade.
/// </summary>
/// <param name='texture'>
/// A <see cref="Texture2D"/>
/// </param>
/// <returns>
/// A <see cref="GameObject"/> for a reference to the CameraFade.
/// </returns>
public static GameObject CameraFadeAdd(Texture2D texture){
if(cameraFade){
return null;
}else{
//establish colorFade object:
cameraFade = new GameObject("iTween Camera Fade");
cameraFade.transform.position= new Vector3(.5f,.5f,Defaults.cameraFadeDepth);
cameraFade.AddComponent<GUITexture>();
cameraFade.GetComponent<GUITexture>().texture=texture;
cameraFade.GetComponent<GUITexture>().color = new Color(.5f,.5f,.5f,0);
return cameraFade;
}
}
/// <summary>
/// Creates a GameObject (if it doesn't exist) at the default depth filled with black that can be used to simulate a camera fade.
/// </summary>
/// <returns>
/// A <see cref="GameObject"/> for a reference to the CameraFade.
/// </returns>
public static GameObject CameraFadeAdd(){
if(cameraFade){
return null;
}else{
//establish colorFade object:
cameraFade = new GameObject("iTween Camera Fade");
cameraFade.transform.position= new Vector3(.5f,.5f,Defaults.cameraFadeDepth);
cameraFade.AddComponent<GUITexture>();
cameraFade.GetComponent<GUITexture>().texture=CameraTexture(Color.black);
cameraFade.GetComponent<GUITexture>().color = new Color(.5f,.5f,.5f,0);
return cameraFade;
}
}
//#################################
//# RESUME UTILITIES AND OVERLOADS #
//#################################

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