SamsonGame/Assets/Sources/Lean/Transition/Methods/LeanTimeScale.cs

82 lines
2.2 KiB
C#

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