using UnityEngine; using System.Collections; namespace Fungus { public class FloatVariable : Variable { public float value; protected float startValue; public override void OnReset() { value = startValue; } public override string ToString() { return value.ToString(); } protected virtual void Start() { startValue = 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; } } } }