73 lines
1.9 KiB
C#
73 lines
1.9 KiB
C#
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using UnityEngine;
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using System.Collections.Generic;
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namespace Lean.Transition.Method
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{
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/// <summary>This component will call <b>GameObject.SetActive</b> with the specified <b>Active</b> state when this transition completes.</summary>
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[HelpURL(LeanTransition.HelpUrlPrefix + "LeanGameObjectSetActive")]
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[AddComponentMenu(LeanTransition.MethodsMenuPrefix + "GameObject/GameObject.SetActive" + LeanTransition.MethodsMenuSuffix + "(LeanGameObjectSetActive)")]
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public class LeanGameObjectSetActive : LeanMethodWithStateAndTarget
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{
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public override System.Type GetTargetType()
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{
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return typeof(GameObject);
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}
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public override void Register()
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{
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PreviousState = Register(GetAliasedTarget(Data.Target), Data.Active, Data.Duration);
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}
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public static LeanState Register(GameObject target, bool active, float duration)
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{
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var state = LeanTransition.SpawnWithTarget(State.Pool, target);
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state.Active = active;
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return LeanTransition.Register(state, duration);
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}
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[System.Serializable]
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public class State : LeanStateWithTarget<GameObject>
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{
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[Tooltip("The state we will transition to.")]
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public bool Active;
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public override int CanFill
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{
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get
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{
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return Target != null && Target.activeSelf != Active ? 1 : 0;
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}
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}
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public override void FillWithTarget()
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{
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Active = Target.activeSelf;
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}
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public override void UpdateWithTarget(float progress)
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{
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if (progress == 1.0f)
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{
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Target.SetActive(Active);
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}
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}
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public static Stack<State> Pool = new Stack<State>(); public override void Despawn() { Pool.Push(this); }
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}
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public State Data;
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}
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}
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namespace Lean.Transition
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{
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public static partial class LeanExtensions
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{
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public static GameObject SetActiveTransition(this GameObject target, bool active, float duration)
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{
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Method.LeanGameObjectSetActive.Register(target, active, duration); return target;
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}
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}
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}
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