using UnityEngine;
using UnityEngine.Events;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Transition
{
/// This component executes the specified transitions at regular intervals.
[HelpURL(LeanTransition.HelpUrlPrefix + "LeanAnimationRepeater")]
[AddComponentMenu(LeanTransition.ComponentMenuPrefix + "Lean Animation Repeater")]
public class LeanAnimationRepeater : LeanManualAnimation
{
/// The amount of times this component can begin the specified transitions.
/// -1 = Unlimited.
public int RemainingCount { set { remainingCount = value; } get { return remainingCount; } } [SerializeField] protected int remainingCount = -1;
/// When this reaches 0, the transitions will begin.
public float RemainingTime { set { remainingTime = value; } get { return remainingTime; } } [SerializeField] [FSA("RemainingTime")] protected float remainingTime = 1.0f;
/// When RemainingTime reaches 0, it will bet set to this value.
public float TimeInterval { set { timeInterval = value; } get { return timeInterval; } } [SerializeField] [FSA("TimeInterval")] private float timeInterval = 3.0f;
/// The event will execute when the transitions begin.
public UnityEvent OnAnimation { get { if (onAnimation == null) onAnimation = new UnityEvent(); return onAnimation; } } [SerializeField] [FSA("OnAnimation")] protected UnityEvent onAnimation;
protected virtual void Start()
{
if (remainingTime <= 0.0f)
{
TryBegin();
}
}
protected virtual void Update()
{
remainingTime -= Time.deltaTime;
if (remainingTime <= 0.0f)
{
TryBegin();
}
}
private void TryBegin()
{
remainingTime = timeInterval + remainingTime % timeInterval;
if (remainingCount >= 0)
{
if (remainingCount == 0)
{
return;
}
remainingCount -= 1;
}
BeginTransitions();
if (onAnimation != null)
{
onAnimation.Invoke();
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Transition.Editor
{
using TARGET = LeanAnimationRepeater;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanAnimationRepeater_Editor : LeanManualAnimation_Editor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("remainingCount", "The amount of times this component can begin the specified transitions.\n\n-1 = Unlimited.");
Draw("remainingTime", "When this reaches 0, the transitions will begin.");
Draw("timeInterval", "When RemainingTime reaches 0, it will bet set to this value.");
Separator();
base.OnInspector();
Separator();
Draw("onAnimation");
}
}
}
#endif