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