SamsonGame/Assets/Sources/Lean/Transition/Editor/Templates/Vector2.asset

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m_Name: Vector2
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Body: "using TARGET = {COMPONENT_FULL};\r\n\r\nnamespace Lean.Transition.Method\r\n{\r\n\t///
<summary>This component allows you to transition the {COMPONENT}'s {PROPERTY}
value.</summary>\r\n\t[UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + \"Lean{TITLE}\")]\r\n\t[UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix
+ \"{COMPONENT}/{COMPONENT}.{PROPERTY}\" + LeanTransition.MethodsMenuSuffix +
\"(Lean{TITLE})\")]\r\n\tpublic class Lean{TITLE} : LeanMethodWithStateAndTarget\r\n\t{\r\n\t\tpublic
override System.Type GetTargetType()\r\n\t\t{\r\n\t\t\treturn typeof(TARGET);\r\n\t\t}\r\n\r\n\t\tpublic
override void Register()\r\n\t\t{\r\n\t\t\tPreviousState = Register(GetAliasedTarget(Data.Target),
Data.Value, Data.Duration, Data.Ease);\r\n\t\t}\r\n\r\n\t\tpublic static LeanState
Register(TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease
= LeanEase.Smooth)\r\n\t\t{\r\n\t\t\tvar state = LeanTransition.SpawnWithTarget(State.Pool,
target);\r\n\r\n\t\t\tstate.Value = value;\r\n\t\t\t\r\n\t\t\tstate.Ease = ease;\r\n\r\n\t\t\treturn
LeanTransition.Register(state, duration);\r\n\t\t}\r\n\r\n\t\t[System.Serializable]\r\n\t\tpublic
class State : LeanStateWithTarget<TARGET>\r\n\t\t{\r\n\t\t\t[UnityEngine.Tooltip(\"The
{PROPERTY} value will transition to this.\")]\r\n\t\t\t{FSA}{ATTRIBUTE}public
UnityEngine.Vector2 Value{DEFAULT};\r\n\r\n\t\t\t[UnityEngine.Tooltip(\"This
allows you to control how the transition will look.\")]\r\n\t\t\tpublic LeanEase
Ease = LeanEase.Smooth;\r\n\r\n\t\t\t[System.NonSerialized] private UnityEngine.Vector2
oldValue;\r\n\r\n\t\t\tpublic override int CanFill\r\n\t\t\t{\r\n\t\t\t\tget\r\n\t\t\t\t{\r\n\t\t\t\t\treturn
Target != null && Target.{PROPERTY} != Value ? 1 : 0;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n\t\t\tpublic
override void FillWithTarget()\r\n\t\t\t{\r\n\t\t\t\tValue = Target.{PROPERTY};\r\n\t\t\t}\r\n\r\n\t\t\tpublic
override void BeginWithTarget()\r\n\t\t\t{\r\n\t\t\t\toldValue = Target.{PROPERTY};\r\n\t\t\t}\r\n\r\n\t\t\tpublic
override void UpdateWithTarget(float progress)\r\n\t\t\t{\r\n\t\t\t\tTarget.{PROPERTY}
= UnityEngine.Vector2.LerpUnclamped(oldValue, Value, Smooth(Ease, progress));\r\n\t\t\t}\r\n\r\n\t\t\tpublic
static System.Collections.Generic.Stack<State> Pool = new System.Collections.Generic.Stack<State>();
public override void Despawn() { Pool.Push(this); }\r\n\t\t}\r\n\r\n\t\tpublic
State Data;\r\n\t}\r\n}\r\n\r\nnamespace Lean.Transition\r\n{\r\n\tpublic static
partial class LeanExtensions\r\n\t{\r\n\t\tpublic static TARGET {PROPERTY}Transition(this
TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease = LeanEase.Smooth)\r\n\t\t{\r\n\t\t\tMethod.Lean{TITLE}.Register(target,
value, duration, ease); return target;\r\n\t\t}\r\n\t}\r\n}"