using UnityEngine; using System.Collections.Generic; namespace Lean.Transition.Method { /// This component allows you to transition the specified Transform.rotation to the target value. [HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformRotation")] [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.rotation" + LeanTransition.MethodsMenuSuffix + "(LeanTransformRotation)")] public class LeanTransformRotation : LeanMethodWithStateAndTarget { public override System.Type GetTargetType() { return typeof(Transform); } public override void Register() { PreviousState = Register(GetAliasedTarget(Data.Target), Data.Rotation, Data.Duration, Data.Ease); } public static LeanState Register(Transform target, Quaternion rotation, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Rotation = rotation; state.Ease = ease; return LeanTransition.Register(state, duration); } [System.Serializable] public class State : LeanStateWithTarget { [Tooltip("The rotation we will transition to.")] public Quaternion Rotation = Quaternion.identity; [Tooltip("The ease method that will be used for the transition.")] public LeanEase Ease = LeanEase.Smooth; [System.NonSerialized] private Quaternion oldRotation; public override int CanFill { get { return Target != null && Target.rotation != Rotation ? 1 : 0; } } public override void FillWithTarget() { Rotation = Target.rotation; } public override void BeginWithTarget() { oldRotation = Target.rotation; } public override void UpdateWithTarget(float progress) { Target.rotation = Quaternion.SlerpUnclamped(oldRotation, Rotation, Smooth(Ease, progress)); } 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 Transform rotationTransition(this Transform target, Quaternion rotation, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanTransformRotation.Register(target, rotation, duration, ease); return target; } } }