73 lines
2.2 KiB
C#
73 lines
2.2 KiB
C#
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using UnityEngine;
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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 transition the specified Transform.localRotation to the target value.</summary>
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[HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformLocalRotation")]
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[AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.localRotation" + LeanTransition.MethodsMenuSuffix + "(LeanTransformLocalRotation)")]
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public class LeanTransformLocalRotation : LeanMethodWithStateAndTarget
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{
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public override System.Type GetTargetType()
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{
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return typeof(Transform);
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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.Rotation, Data.Duration, Data.Ease);
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}
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public static LeanState Register(Transform target, Quaternion rotation, float duration, LeanEase ease = LeanEase.Smooth)
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{
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var state = LeanTransition.SpawnWithTarget(State.Pool, target);
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state.Rotation = rotation;
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state.Ease = ease;
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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<Transform>
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{
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[Tooltip("The rotation we will transition to.")]
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public Quaternion Rotation = Quaternion.identity;
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[Tooltip("The ease method that will be used for the transition.")]
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public LeanEase Ease = LeanEase.Smooth;
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[System.NonSerialized] private Quaternion oldRotation;
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public override void FillWithTarget()
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{
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Rotation = Target.localRotation;
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}
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public override void BeginWithTarget()
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{
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oldRotation = Target.localRotation;
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}
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public override void UpdateWithTarget(float progress)
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{
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Target.localRotation = Quaternion.SlerpUnclamped(oldRotation, Rotation, Smooth(Ease, progress));
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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 Transform localRotationTransition(this Transform target, Quaternion rotation, float duration, LeanEase ease = LeanEase.Smooth)
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{
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Method.LeanTransformLocalRotation.Register(target, rotation, duration, ease); return target;
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}
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}
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}
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