hellbound/Assets/Sources/Lean/Transition/Extras/Scripts/LeanManualAnimation.cs

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2021-11-26 11:16:25 +03:00
using UnityEngine;
using System.Collections.Generic;
using Lean.Common;
namespace Lean.Transition
{
/// <summary>This component allows you to manually begin transitions from UI button events and other sources.</summary>
[HelpURL(LeanTransition.HelpUrlPrefix + "LeanManualAnimation")]
[AddComponentMenu(LeanTransition.ComponentMenuPrefix + "Lean Manual Animation")]
public class LeanManualAnimation : MonoBehaviour
{
/// <summary>This allows you to specify the transitions this component will begin.
/// You can create a new transition GameObject by right clicking the transition name, and selecting <b>Create</b>.
/// For example, the <b>Graphic.color Transition (LeanGraphicColor)</b> component can be used to change the color back to normal.</summary>
public LeanPlayer Transitions { get { if (transitions == null) transitions = new LeanPlayer(); return transitions; } } [SerializeField] [UnityEngine.Serialization.FormerlySerializedAs("Transitions")] private LeanPlayer transitions;
[System.NonSerialized]
private HashSet<LeanState> states = new HashSet<LeanState>();
[System.NonSerialized]
private bool registered;
/// <summary>This method will execute all transitions on the <b>Transform</b> specified in the <b>Transitions</b> setting.</summary>
[ContextMenu("Begin Transitions")]
public void BeginTransitions()
{
if (transitions != null)
{
if (registered == false)
{
registered = true;
LeanTransition.OnFinished += HandleFinished;
}
LeanTransition.OnRegistered += HandleRegistered;
transitions.Begin();
LeanTransition.OnRegistered -= HandleRegistered;
}
}
/// <summary>This method will stop all transitions that were begun from this component.</summary>
[ContextMenu("Stop Transitions")]
public void StopTransitions()
{
foreach (var state in states)
{
state.Stop();
}
}
/// <summary>This method will skip all transitions that were begun from this component.</summary>
[ContextMenu("Skip Transitions")]
public void SkipTransitions()
{
foreach (var state in states)
{
state.Skip();
}
}
protected virtual void OnDestroy()
{
if (registered == true)
{
// Comment this out in case you call BeginTransitions after destruction?
//registered = false;
LeanTransition.OnFinished -= HandleFinished;
}
}
private void HandleRegistered(LeanState state)
{
states.Add(state);
}
private void HandleFinished(LeanState state)
{
states.Remove(state);
}
}
}
#if UNITY_EDITOR
namespace Lean.Transition.Editor
{
using TARGET = LeanManualAnimation;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanManualAnimation_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("transitions", "This stores the Transforms containing all the transitions that will be performed.");
}
}
}
#endif