85 lines
2.4 KiB
C#
85 lines
2.4 KiB
C#
|
using UnityEngine;
|
|||
|
using System.Collections.Generic;
|
|||
|
|
|||
|
namespace Lean.Transition.Method
|
|||
|
{
|
|||
|
/// <summary>This component allows you to transition the specified <b>Material</b>'s <b>float</b> to the target value.</summary>
|
|||
|
[HelpURL(LeanTransition.HelpUrlPrefix + "LeanMaterialFloat")]
|
|||
|
[AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Material/Material float" + LeanTransition.MethodsMenuSuffix + "(LeanMaterialFloat)")]
|
|||
|
public class LeanMaterialFloat : LeanMethodWithStateAndTarget
|
|||
|
{
|
|||
|
public override System.Type GetTargetType()
|
|||
|
{
|
|||
|
return typeof(Material);
|
|||
|
}
|
|||
|
|
|||
|
public override void Register()
|
|||
|
{
|
|||
|
PreviousState = Register(GetAliasedTarget(Data.Target), Data.Property, Data.Value, Data.Duration, Data.Ease);
|
|||
|
}
|
|||
|
|
|||
|
public static LeanState Register(Material target, string property, float value, float duration, LeanEase ease = LeanEase.Smooth)
|
|||
|
{
|
|||
|
var state = LeanTransition.SpawnWithTarget(State.Pool, target);
|
|||
|
|
|||
|
state.Property = property;
|
|||
|
state.Value = value;
|
|||
|
state.Ease = ease;
|
|||
|
|
|||
|
return LeanTransition.Register(state, duration);
|
|||
|
}
|
|||
|
|
|||
|
[System.Serializable]
|
|||
|
public class State : LeanStateWithTarget<Material>
|
|||
|
{
|
|||
|
[Tooltip("The name of the float property in the shader.")]
|
|||
|
public string Property;
|
|||
|
|
|||
|
[Tooltip("The value we will transition to.")]
|
|||
|
public float Value;
|
|||
|
|
|||
|
[Tooltip("The ease method that will be used for the transition.")]
|
|||
|
public LeanEase Ease = LeanEase.Smooth;
|
|||
|
|
|||
|
[System.NonSerialized] private float oldValue;
|
|||
|
|
|||
|
public override int CanFill
|
|||
|
{
|
|||
|
get
|
|||
|
{
|
|||
|
return Target != null && Target.GetFloat(Property) != Value ? 1 : 0;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public override void FillWithTarget()
|
|||
|
{
|
|||
|
Value = Target.GetFloat(Property);
|
|||
|
}
|
|||
|
|
|||
|
public override void BeginWithTarget()
|
|||
|
{
|
|||
|
oldValue = Target.GetFloat(Property);
|
|||
|
}
|
|||
|
|
|||
|
public override void UpdateWithTarget(float progress)
|
|||
|
{
|
|||
|
Target.SetFloat(Property, Mathf.LerpUnclamped(oldValue, Value, 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 Material floatTransition(this Material target, string property, float value, float duration, LeanEase ease = LeanEase.Smooth)
|
|||
|
{
|
|||
|
Method.LeanMaterialFloat.Register(target, property, value, duration, ease); return target;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|