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Draw("target","The GameObject that will be destroyed.\n\nNone/null = This GameObject.");
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Draw("execute","This allows you to control when the <b>Target</b> GameObject will be destroyed.\n\nOnFirstFrame = As soon as Update runs (this component must be enabled).\n\nAfterDelay = After the specified amount of <b>Seconds</b> has elapsed.\n\nAfterDelayUnscaled = The same as AfterDelay, but using unscaledDeltaTime.\n\nManually = You must manually call the <b>DestroyNow</b> method.");
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if(Any(tgts, t =>t.Execute==LeanDestroy.ExecuteType.AfterDelay||t.Execute==LeanDestroy.ExecuteType.AfterDelayUnscaled))
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{
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BeginIndent();
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Draw("seconds","The amount of seconds remaining until the GameObject is destroyed.");
/// <summary>This component allows you to convert values like ints and floats into formatted text that can be shown in the UI. To use this component, simply call one of the <b>SetString</b> methods, and it will output the formatted string to the <b>OnString</b> event, which can be connected to UI text, etc.</b></summary>
/// <summary>The final text will use this string formatting, where {0} is the first value, {1} is the second, etc. Formatting uses standard <b>string.Format</b> style.</summary>
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publicstringFormat{set{format=value;}get{returnformat;}}[SerializeField][Multiline]privatestringformat="Current Value = {0}";
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/// <summary>Based on the <b>Send</b> setting, this event will be invoked.
BeginError(Any(tgts, t =>string.IsNullOrEmpty(t.Format)));
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Draw("format","The final text will use this string formatting, where {0} is the first value, {1} is the second, etc. Formatting uses standard <b>string.Format</b> style.");
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