hellbound/Assets/Sources/Lean/Transition/Scripts/LeanState.cs

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2021-11-26 11:16:25 +03:00
using UnityEngine;
using System.Collections.Generic;
namespace Lean.Transition
{
/// <summary>This is the base class for all transition states. When you register a transition (e.g. LeanTransformLocalPosition), it will return an instance of this class, allowing it to be updated by the transition manager.</summary>
public abstract class LeanState
{
public enum ConflictType
{
None,
Ignore,
Complete
}
/// <summary>The transition will complete after this many seconds.</summary>
public float Duration = 1.0f;
/// <summary>The current amount of seconds this transition has been running (-1 for pending Begin call).</summary>
[System.NonSerialized]
public float Age;
/// <summary>If this transition is chained to another, then this tells you which must finish before this can begin.</summary>
[System.NonSerialized]
public List<LeanState> Prev = new List<LeanState>();
/// <summary>If this transition is chained to another, then this tells you which will begin after this finishes.</summary>
[System.NonSerialized]
public List<LeanState> Next = new List<LeanState>();
/// <summary>If this is enabled then the current transition will no longer update, but will otherwise act as normal and not be removed. This is so any transition chain can still work as expected.</summary>
[System.NonSerialized]
public bool Ignore;
/// <summary>This tells you how many seconds remain until this state completes.</summary>
public float Remaining
{
get
{
// Not started yet?
if (Age < 0.0f)
{
return float.PositiveInfinity;
}
return Duration - Age;
}
}
/// <summary>If you want this transition to begin after another completes, then call this method.</summary>
public void BeginAfter(LeanState previousState)
{
Prev.Add(previousState);
previousState.Next.Add(this);
}
/// <summary>This will instantly skip this transition to its final state.</summary>
public void Skip()
{
if (Age < Duration && Ignore == false)
{
Stop();
Update(1.0f);
}
}
/// <summary>This will instantly skip this transition to its final state, and all others joined to it.</summary>
public void SkipAll()
{
Skip();
foreach (var state in Next)
{
state.SkipAll();
}
}
/// <summary>This will stop this transition at its current position.</summary>
public void Stop()
{
Ignore = true;
}
/// <summary>This will stop this transition at its current position, and all others joined to it.</summary>
public void StopAll()
{
Stop();
foreach (var state in Next)
{
state.StopAll();
}
}
public virtual Object GetTarget()
{
return default(Object);
}
public virtual ConflictType Conflict
{
get
{
return ConflictType.Ignore;
}
}
public virtual int CanFill
{
get
{
return -1;
}
}
public virtual void Fill()
{
}
public abstract void Begin();
public abstract void Update(float progress);
public virtual void Despawn()
{
}
}
}