52 lines
2.5 KiB
C#
52 lines
2.5 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 + "LeanJoinInsert")]
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[AddComponentMenu(LeanTransition.MethodsMenuPrefix + "JoinInsert" + LeanTransition.MethodsMenuSuffix + "(LeanJoinInsert)")]
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public class LeanJoinInsert : LeanMethod
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{
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public Transform Target;
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public float Speed = 1.0f;
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public override void Register()
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{
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LeanTransition.CurrentQueue = LeanTransition.PreviousState; LeanTransition.InsertTransitions(Target); LeanTransition.CurrentQueue = LeanTransition.PreviousState;
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}
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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 will insert all transitions inside the specified GameObject, as if they were added manually.</summary>
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public static T JoinInsertTransition<T>(this T target, GameObject root, float speed = 1.0f)
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where T : Component
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{
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LeanTransition.CurrentQueue = LeanTransition.PreviousState; LeanTransition.InsertTransitions(root, speed); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target;
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}
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/// <summary>This will insert all transitions inside the specified GameObject, as if they were added manually.</summary>
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public static T JoinInsertTransition<T>(this T target, Transform root, float speed = 1.0f)
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where T : Component
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{
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LeanTransition.CurrentQueue = LeanTransition.PreviousState; LeanTransition.InsertTransitions(root, speed); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target;
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}
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/// <summary>This will insert all transitions inside the specified GameObject, as if they were added manually.</summary>
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public static GameObject JoinInsertTransition(this GameObject target, GameObject root, float speed = 1.0f)
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{
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LeanTransition.CurrentQueue = LeanTransition.PreviousState; LeanTransition.InsertTransitions(root, speed); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target;
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}
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/// <summary>This will insert all transitions inside the specified GameObject, as if they were added manually.</summary>
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public static GameObject JoinInsertTransition(this GameObject target, Transform root, float speed = 1.0f)
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{
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LeanTransition.CurrentQueue = LeanTransition.PreviousState; LeanTransition.InsertTransitions(root, speed); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target;
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}
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}
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}
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