hellbound/Assets/Sources/Lean/Transition/Methods/Transform/LeanTransformRotate.cs

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2021-11-26 11:16:25 +03:00
using UnityEngine;
using System.Collections.Generic;
namespace Lean.Transition.Method
{
/// <summary>This component allows you to rotate the specified Transform by the target value.</summary>
[HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformRotate")]
[AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.Rotate" + LeanTransition.MethodsMenuSuffix + "(LeanTransformRotate)")]
public class LeanTransformRotate : LeanMethodWithStateAndTarget
{
public override System.Type GetTargetType()
{
return typeof(Transform);
}
public override void Register()
{
PreviousState = Register(GetAliasedTarget(Data.Target), Data.EulerAngles, Data.Space, Data.Duration, Data.Ease);
}
public static LeanState Register(Transform target, Vector3 eulerAngles, Space space, float duration, LeanEase ease = LeanEase.Smooth)
{
var state = LeanTransition.SpawnWithTarget(State.Pool, target);
state.EulerAngles = eulerAngles;
state.Space = space;
state.Ease = ease;
return LeanTransition.Register(state, duration);
}
[System.Serializable]
public class State : LeanStateWithTarget<Transform>
{
[Tooltip("The amount we will rotate.")]
public Vector3 EulerAngles;
[Tooltip("The space we will transition in.")]
public Space Space = Space.Self;
[Tooltip("The ease method that will be used for the transition.")]
public LeanEase Ease = LeanEase.Smooth;
[System.NonSerialized] private Vector3 previousEulerAngles;
public override ConflictType Conflict
{
get
{
return ConflictType.None;
}
}
public override void BeginWithTarget()
{
previousEulerAngles = Vector3.zero;
}
public override void UpdateWithTarget(float progress)
{
var eulerAngles = EulerAngles * Smooth(Ease, progress);
Target.Rotate(eulerAngles - previousEulerAngles, Space);
previousEulerAngles = eulerAngles;
}
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 Transform RotateTransition(this Transform target, float x, float y, float z, float duration, LeanEase ease = LeanEase.Smooth)
{
Method.LeanTransformRotate.Register(target, new Vector3(x, y, z), Space.Self, duration, ease); return target;
}
public static Transform RotateTransition(this Transform target, Vector3 eulerAngles, float duration, LeanEase ease = LeanEase.Smooth)
{
Method.LeanTransformRotate.Register(target, eulerAngles, Space.Self, duration, ease); return target;
}
public static Transform RotateTransition(this Transform target, float x, float y, float z, Space space, float duration, LeanEase ease = LeanEase.Smooth)
{
Method.LeanTransformRotate.Register(target, new Vector3(x, y, z), space, duration, ease); return target;
}
public static Transform RotateTransition(this Transform target, Vector3 eulerAngles, Space space, float duration, LeanEase ease = LeanEase.Smooth)
{
Method.LeanTransformRotate.Register(target, eulerAngles, space, duration, ease); return target;
}
}
}