63 lines
2.7 KiB
C#
63 lines
2.7 KiB
C#
using MoreMountains.Tools;
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using UnityEngine;
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namespace MoreMountains.Feedbacks
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{
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/// <summary>
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/// This feedback lets you control the position of a RectTransform's pivot over time
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback lets you control the position of a RectTransform's pivot over time")]
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[FeedbackPath("UI/RectTransform Pivot")]
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public class MMFeedbackRectTransformPivot : MMFeedbackBase
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{
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/// sets the inspector color for this feedback
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#if UNITY_EDITOR
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public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.UIColor; } }
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#endif
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[Header("Target")]
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/// the RectTransform whose position you want to control over time
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[Tooltip("the RectTransform whose position you want to control over time")]
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public RectTransform TargetRectTransform;
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[Header("Pivot")]
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/// The curve along which to evaluate the position of the RectTransform's pivot
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[Tooltip("The curve along which to evaluate the position of the RectTransform's pivot")]
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[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
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public MMTweenType SpeedCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1)));
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/// the position to remap the curve's 0 to
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[Tooltip("the position to remap the curve's 0 to")]
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[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
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public Vector2 RemapZero = Vector2.zero;
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/// the position to remap the curve's 1 to
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[Tooltip("the position to remap the curve's 1 to")]
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[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime, (int)MMFeedbackBase.Modes.Instant)]
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public Vector2 RemapOne = Vector2.one;
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protected override void FillTargets()
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{
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if (TargetRectTransform == null)
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{
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return;
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}
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MMFeedbackBaseTarget target = new MMFeedbackBaseTarget();
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MMPropertyReceiver receiver = new MMPropertyReceiver();
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receiver.TargetObject = TargetRectTransform.gameObject;
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receiver.TargetComponent = TargetRectTransform;
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receiver.TargetPropertyName = "pivot";
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receiver.RelativeValue = RelativeValues;
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receiver.Vector2RemapZero = RemapZero;
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receiver.Vector2RemapOne = RemapOne;
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target.Target = receiver;
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target.LevelCurve = SpeedCurve;
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target.RemapLevelZero = 0f;
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target.RemapLevelOne = 1f;
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target.InstantLevel = 1f;
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_targets.Add(target);
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}
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}
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}
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