SamsonGame/Assets/Sources/Lean/Transition/Methods/Transform/LeanTransformTranslate.cs

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2021-12-29 20:50:11 +03:00
using UnityEngine;
using System.Collections.Generic;
namespace Lean.Transition.Method
{
/// <summary>This component allows you to transition the specified Transform.Translate to the target value.</summary>
[HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformTranslate")]
[AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.Translate" + LeanTransition.MethodsMenuSuffix + "(LeanTransformTranslate)")]
public class LeanTransformTranslate : LeanMethodWithStateAndTarget
{
public override System.Type GetTargetType()
{
return typeof(Transform);
}
public override void Register()
{
if (Data.RelativeTo != null)
{
PreviousState = Register(GetAliasedTarget(Data.Target), Data.Translation, Data.RelativeTo, Data.Duration, Data.Ease);
}
else
{
PreviousState = Register(GetAliasedTarget(Data.Target), Data.Translation, Data.Space, Data.Duration, Data.Ease);
}
}
public static LeanState Register(Transform target, Vector3 translation, Transform relativeTo, float duration, LeanEase ease = LeanEase.Smooth)
{
var state = LeanTransition.SpawnWithTarget(State.Pool, target);
state.Translation = translation;
state.Space = Space.Self;
state.RelativeTo = relativeTo;
state.Ease = ease;
return LeanTransition.Register(state, duration);
}
public static LeanState Register(Transform target, Vector3 translation, Space space, float duration, LeanEase ease = LeanEase.Smooth)
{
var state = LeanTransition.SpawnWithTarget(State.Pool, target);
state.Translation = translation;
state.Space = space;
state.RelativeTo = null;
state.Ease = ease;
return LeanTransition.Register(state, duration);
}
[System.Serializable]
public class State : LeanStateWithTarget<Transform>
{
[Tooltip("The amount we will translate.")]
public Vector3 Translation;
[Tooltip("The space we will transition in.")]
public Space Space = Space.Self;
[Tooltip("The space we will transition in.")]
public Transform RelativeTo;
[Tooltip("The ease method that will be used for the transition.")]
public LeanEase Ease = LeanEase.Smooth;
[System.NonSerialized] private Vector3 oldTranslation;
public override ConflictType Conflict
{
get
{
return ConflictType.None;
}
}
public override void BeginWithTarget()
{
oldTranslation = Vector3.zero;
}
public override void UpdateWithTarget(float progress)
{
var newTranslation = Translation * Smooth(Ease, progress);
if (RelativeTo != null)
{
Target.Translate(newTranslation - oldTranslation, RelativeTo);
}
else
{
Target.Translate(newTranslation - oldTranslation, Space);
}
oldTranslation = newTranslation;
}
public static Stack<State> Pool = new Stack<State>(); public override void Despawn() { Pool.Push(this); }
}
public State Data;
}
}
namespace Lean.Transition
{
public static partial class LeanExtensions
{
public static Transform TranslateTransition(this Transform target, float x, float y, float z, float duration, LeanEase ease = LeanEase.Smooth)
{
Method.LeanTransformTranslate.Register(target, new Vector3(x, y, z), Space.Self, duration, ease); return target;
}
public static Transform TranslateTransition(this Transform target, Vector3 translation, float duration, LeanEase ease = LeanEase.Smooth)
{
Method.LeanTransformTranslate.Register(target, translation, Space.Self, duration, ease); return target;
}
public static Transform TranslateTransition(this Transform target, float x, float y, float z, Space space, float duration, LeanEase ease = LeanEase.Smooth)
{
Method.LeanTransformTranslate.Register(target, new Vector3(x, y, z), space, duration, ease); return target;
}
public static Transform TranslateTransition(this Transform target, Vector3 translation, Space space, float duration, LeanEase ease = LeanEase.Smooth)
{
Method.LeanTransformTranslate.Register(target, translation, space, duration, ease); return target;
}
public static Transform TranslateTransition(this Transform target, float x, float y, float z, Transform relativeTo, float duration, LeanEase ease = LeanEase.Smooth)
{
Method.LeanTransformTranslate.Register(target, new Vector3(x, y, z), relativeTo, duration, ease); return target;
}
public static Transform TranslateTransition(this Transform target, Vector3 translation, Transform relativeTo, float duration, LeanEase ease = LeanEase.Smooth)
{
Method.LeanTransformTranslate.Register(target, translation, relativeTo, duration, ease); return target;
}
}
}