37 lines
1.7 KiB
C#
37 lines
1.7 KiB
C#
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using UnityEngine;
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namespace Lean.Transition.Method
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{
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/// <summary>This allows you to change where in the game loop transitions after this will update.
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/// NOTE: Once you submit the previous transitions, this will be reset to default.</summary>
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[HelpURL(LeanTransition.HelpUrlPrefix + "LeanJoinDelay")]
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[AddComponentMenu(LeanTransition.MethodsMenuPrefix + "JoinDelay" + LeanTransition.MethodsMenuSuffix + "(LeanJoinDelay)")]
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public class LeanJoinDelay : LeanMethod
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{
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public override void Register()
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{
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LeanTransition.CurrentQueue = LeanTransition.PreviousState; LeanDelay.Register(Duration); LeanTransition.CurrentQueue = LeanTransition.PreviousState;
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}
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public float Duration;
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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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/// <summary>This allows you to connect the previous and next transitions, and insert a delay. This means the next transition will only begin when the previous one finishes.</summary>
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public static T JoinDelayTransition<T>(this T target, float delay)
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where T : Component
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{
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LeanTransition.CurrentQueue = LeanTransition.PreviousState; Method.LeanDelay.Register(delay); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target;
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}
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/// <summary>This allows you to connect the previous and next transitions, and insert a delay. This means the next transition will only begin when the previous one finishes.</summary>
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public static GameObject JoinDelayTransition(this GameObject target, float delay)
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{
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LeanTransition.CurrentQueue = LeanTransition.PreviousState; Method.LeanDelay.Register(delay); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target;
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}
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}
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}
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