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