97 lines
2.1 KiB
C#
97 lines
2.1 KiB
C#
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using UnityEngine;
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using UnityEngine.Events;
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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 invoke a custom action after the specified duration.</summary>
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[HelpURL(LeanTransition.HelpUrlPrefix + "LeanEvent")]
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[AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Event" + LeanTransition.MethodsMenuSuffix + "(LeanEvent)")]
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public class LeanEvent : LeanMethodWithState
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{
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public override void Register()
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{
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PreviousState = Register(Data.Event, Data.Duration);
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}
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public static LeanState Register(System.Action action, float duration)
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{
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var state = LeanTransition.Spawn(State.Pool);
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state.Action = action;
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state.Event = null;
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return LeanTransition.Register(state, duration);
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}
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public static LeanState Register(UnityEvent action, float duration)
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{
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var state = LeanTransition.Spawn(State.Pool);
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state.Action = null;
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state.Event = action;
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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 event that will be invoked.")]
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public UnityEvent Event;
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[System.NonSerialized]
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public System.Action Action;
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public override ConflictType Conflict
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{
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get
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{
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return ConflictType.None;
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}
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}
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public override void Begin()
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{
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// No state to begin from
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}
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public override void Update(float progress)
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{
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if (progress == 1.0f)
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{
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if (Event != null)
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{
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Event.Invoke();
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}
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if (Action != null)
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{
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Action.Invoke();
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}
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}
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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 EventTransition<T>(this T target, System.Action action, float duration = 0.0f)
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where T : Component
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{
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Method.LeanEvent.Register(action, duration); return target;
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}
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public static GameObject EventTransition(this GameObject target, System.Action action, float duration = 0.0f)
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{
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Method.LeanEvent.Register(action, duration); return target;
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}
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}
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}
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