hellbound/Assets/Sources/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupBlocksRaycas...

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2021-11-26 11:16:25 +03:00
using TARGET = UnityEngine.CanvasGroup;
namespace Lean.Transition.Method
{
/// <summary>This component allows you to transition the CanvasGroup's blocksRaycasts value.</summary>
[UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanCanvasGroupBlocksRaycasts")]
[UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "CanvasGroup/CanvasGroup.blocksRaycasts" + LeanTransition.MethodsMenuSuffix + "(LeanCanvasGroupBlocksRaycasts)")]
public class LeanCanvasGroupBlocksRaycasts : LeanMethodWithStateAndTarget
{
public override System.Type GetTargetType()
{
return typeof(TARGET);
}
public override void Register()
{
PreviousState = Register(GetAliasedTarget(Data.Target), Data.Value, Data.Duration);
}
public static LeanState Register(TARGET target, bool value, float duration)
{
var state = LeanTransition.SpawnWithTarget(State.Pool, target);
state.Value = value;
return LeanTransition.Register(state, duration);
}
[System.Serializable]
public class State : LeanStateWithTarget<TARGET>
{
[UnityEngine.Tooltip("The blocksRaycasts value will transition to this.")]
[UnityEngine.Serialization.FormerlySerializedAs("BlocksRaycasts")]public bool Value = true;
public override int CanFill
{
get
{
return Target != null && Target.blocksRaycasts != Value ? 1 : 0;
}
}
public override void FillWithTarget()
{
Value = Target.blocksRaycasts;
}
public override void BeginWithTarget()
{
}
public override void UpdateWithTarget(float progress)
{
if (progress == 1.0f)
{
Target.blocksRaycasts = Value;
}
}
public static System.Collections.Generic.Stack<State> Pool = new System.Collections.Generic.Stack<State>(); public override void Despawn() { Pool.Push(this); }
}
public State Data;
}
}
namespace Lean.Transition
{
public static partial class LeanExtensions
{
public static TARGET blocksRaycastsTransition(this TARGET target, bool value, float duration)
{
Method.LeanCanvasGroupBlocksRaycasts.Register(target, value, duration); return target;
}
}
}