82 lines
2.2 KiB
C#
82 lines
2.2 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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namespace Lean.Transition.Method
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{
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/// <summary>This component allows you to transition <b>Time.timeScale</b> to the target value.</summary>
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[HelpURL(LeanTransition.HelpUrlPrefix + "LeanTimeScale")]
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[AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Time.timeScale" + LeanTransition.MethodsMenuSuffix + "(LeanTimeScale)")]
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public class LeanTimeScale : LeanMethodWithState
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{
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public override void Register()
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{
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PreviousState = Register(Data.TimeScale, Data.Duration, Data.Ease);
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}
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public static LeanState Register(float fillAmount, float duration, LeanEase ease = LeanEase.Smooth)
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{
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var state = LeanTransition.Spawn(State.Pool);
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state.TimeScale = fillAmount;
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state.Ease = ease;
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return LeanTransition.Register(state, duration);
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}
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[System.Serializable]
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public class State : LeanState
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{
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[Tooltip("The timeScale we will transition to.")]
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public float TimeScale = 1.0f;
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[Tooltip("The ease method that will be used for the transition.")]
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public LeanEase Ease = LeanEase.Smooth;
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[System.NonSerialized] private float oldTimeScale;
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public override int CanFill
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{
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get
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{
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return Time.timeScale != TimeScale ? 1 : 0;
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}
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}
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public override void Fill()
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{
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TimeScale = Time.timeScale;
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}
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public override void Begin()
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{
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oldTimeScale = Time.timeScale;
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}
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public override void Update(float progress)
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{
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Time.timeScale = Mathf.LerpUnclamped(oldTimeScale, TimeScale, Smooth(Ease, progress));
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}
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public static Stack<State> Pool = new Stack<State>(); public override void Despawn() { Pool.Push(this); }
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}
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public State Data;
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}
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}
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namespace Lean.Transition
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{
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public static partial class LeanExtensions
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{
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public static T timeScaleTransition<T>(this T target, float timeScale, float duration, LeanEase ease = LeanEase.Smooth)
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where T : Component
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{
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Method.LeanTimeScale.Register(timeScale, duration, ease); return target;
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}
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public static GameObject timeScaleTransition(this GameObject target, float timeScale, float duration, LeanEase ease = LeanEase.Smooth)
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{
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Method.LeanTimeScale.Register(timeScale, duration, ease); return target;
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}
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}
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} |