using UnityEngine; using System.Collections; namespace Fungus { public class FloatVariable : Variable { protected float floatVal; public float Value { get { return (scope == VariableScope.Local) ? floatVal : GlobalVariables.GetFloat(key); } set { if (scope == VariableScope.Local) { floatVal = value; } else { GlobalVariables.SetFloat(key, value); } } } } [System.Serializable] public struct FloatData { [SerializeField] public FloatVariable floatRef; [SerializeField] public float floatVal; public float Value { get { return (floatRef == null) ? floatVal : floatRef.Value; } set { if (floatRef == null) { floatVal = value; } else { floatRef.Value = value; } } } public string GetDescription() { if (floatRef == null) { return floatVal.ToString(); } else { return floatRef.key; } } } }