using TARGET = UnityEngine.Transform; namespace Lean.Transition.Method { /// This component allows you to transition the Transform's position value. [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformPosition")] [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.position" + LeanTransition.MethodsMenuSuffix + "(LeanTransformPosition)")] public class LeanTransformPosition : LeanMethodWithStateAndTarget { public override System.Type GetTargetType() { return typeof(TARGET); } public override void Register() { PreviousState = Register(GetAliasedTarget(Data.Target), Data.Value, Data.Duration, Data.Ease); } public static LeanState Register(TARGET target, UnityEngine.Vector3 value, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Value = value; state.Ease = ease; return LeanTransition.Register(state, duration); } [System.Serializable] public class State : LeanStateWithTarget { [UnityEngine.Tooltip("The position value will transition to this.")] [UnityEngine.Serialization.FormerlySerializedAs("Position")]public UnityEngine.Vector3 Value; [UnityEngine.Tooltip("This allows you to control how the transition will look.")] public LeanEase Ease = LeanEase.Smooth; [System.NonSerialized] private UnityEngine.Vector3 oldValue; public override int CanFill { get { return Target != null && Target.position != Value ? 1 : 0; } } public override void FillWithTarget() { Value = Target.position; } public override void BeginWithTarget() { oldValue = Target.position; } public override void UpdateWithTarget(float progress) { Target.position = UnityEngine.Vector3.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); } public static System.Collections.Generic.Stack Pool = new System.Collections.Generic.Stack(); public override void Despawn() { Pool.Push(this); } } public State Data; } } namespace Lean.Transition { public static partial class LeanExtensions { public static TARGET positionTransition(this TARGET target, UnityEngine.Vector3 value, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanTransformPosition.Register(target, value, duration, ease); return target; } } }