690 lines
18 KiB
C#
690 lines
18 KiB
C#
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using UnityEngine;
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using System.Collections.Generic;
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using Lean.Common;
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namespace Lean.Transition
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{
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/// <summary>This component updates all active transition methods, both in game, and in the editor.</summary>
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[ExecuteInEditMode]
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[HelpURL(HelpUrlPrefix + "LeanTransition")]
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[AddComponentMenu(ComponentMenuPrefix + "Lean Transition")]
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public class LeanTransition : MonoBehaviour
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{
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public const string ComponentMenuPrefix = "Lean/Transition/";
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public const string MethodsMenuPrefix = "Lean/Transition/Methods/";
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public const string MethodsMenuSuffix = " Transition ";
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public const string HelpUrlPrefix = "https://carloswilkes.com/Documentation/LeanTransition#";
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/// <summary>This allows you to set where in the game loop animations are updated when timing = LeanTime.Default.</summary>
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public LeanTiming DefaultTiming { set { defaultTiming = value; } get { return defaultTiming; } } [SerializeField] [UnityEngine.Serialization.FormerlySerializedAs("Timing")] private LeanTiming defaultTiming = LeanTiming.UnscaledUpdate;
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/// <summary>This stores a list of all active and enabled <b>LeanTransition</b> instances in the scene.</summary>
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public static List<LeanTransition> Instances = new List<LeanTransition>();
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public static event System.Action<LeanState> OnRegistered;
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public static event System.Action<LeanState> OnFinished;
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private static List<LeanState> unscaledUpdateStates = new List<LeanState>();
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private static List<LeanState> unscaledLateUpdateStates = new List<LeanState>();
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private static List<LeanState> unscaledFixedUpdateStates = new List<LeanState>();
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private static List<LeanState> updateStates = new List<LeanState>();
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private static List<LeanState> lateUpdateStates = new List<LeanState>();
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private static List<LeanState> fixedUpdateStates = new List<LeanState>();
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private static List<LeanMethod> tempBaseMethods = new List<LeanMethod>();
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private static List<LeanMethod> baseMethodStack = new List<LeanMethod>();
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private static Dictionary<string, System.Type> aliasTypePairs = new Dictionary<string, System.Type>();
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private static LeanState previousState;
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private static LeanState currentQueue;
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private static LeanState defaultQueue;
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private static LeanTiming currentTiming;
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private static float currentSpeed = 1.0f;
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private static bool started;
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private static Dictionary<string, Object> currentAliases = new Dictionary<string, Object>();
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/// <summary>This property gives you the first <b>DefaultTiming</b> instance value.</summary>
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public static LeanTiming CurrentDefaultTiming
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{
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get
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{
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if (Instances.Count > 0)
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{
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return Instances[0].defaultTiming;
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}
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return default(LeanTiming);
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}
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}
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/// <summary>This tells you how many transitions are currently running.</summary>
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public static int Count
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{
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get
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{
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return unscaledUpdateStates.Count + unscaledLateUpdateStates.Count + unscaledFixedUpdateStates.Count + updateStates.Count + lateUpdateStates.Count + fixedUpdateStates.Count;
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}
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}
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/// <summary>After a transition state is registered, it will be stored here. This allows you to copy it out for later use.</summary>
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public static LeanState PreviousState
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{
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get
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{
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return previousState;
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}
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}
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/// <summary>If you want the next registered transition state to automatically begin after an existing transition state, then specify it here.</summary>
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public static LeanState CurrentQueue
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{
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set
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{
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currentQueue = value;
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}
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}
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/// <summary>This allows you to change where in the game loop all future transitions in the current animation will be updated.</summary>
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public static LeanTiming CurrentTiming
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{
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set
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{
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currentTiming = value;
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}
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}
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/// <summary>This allows you to change the transition speed multiplier of all future transitions in the current animation.</summary>
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public static float CurrentSpeed
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{
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set
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{
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currentSpeed = value;
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}
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get
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{
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return currentSpeed;
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}
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}
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/// <summary>This allows you to change the alias name to UnityEngine.Object association of all future transitions in the current animation.</summary>
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public static Dictionary<string, Object> CurrentAliases
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{
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get
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{
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return currentAliases;
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}
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}
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public static void AddAlias(string key, Object obj)
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{
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currentAliases.Remove(key);
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currentAliases.Add(key, obj);
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}
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/// <summary>This method will return the specified timing, unless it's set to <b>Default</b>, then it will return <b>UnscaledTime</b>.</summary>
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public static LeanTiming GetTiming(LeanTiming current = LeanTiming.Default)
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{
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if (current == LeanTiming.Default)
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{
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current = LeanTiming.UnscaledUpdate;
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}
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return current;
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}
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/// <summary>This method works like <b>GetTiming</b>, but it won't return any unscaled times.</summary>
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public static LeanTiming GetTimingAbs(LeanTiming current)
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{
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return (LeanTiming)System.Math.Abs((int)current);
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}
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/// <summary>If you failed to submit a previous transition then this will throw an error, and then submit them.</summary>
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public static void RequireSubmitted()
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{
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if (currentQueue != null)
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{
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Debug.LogError("You forgot to submit the last transition! " + currentQueue.GetType() + " - " + currentQueue.GetTarget());
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Submit();
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}
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if (baseMethodStack.Count > 0)
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{
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Debug.LogError("Failed to submit all methods.");
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Submit();
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}
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}
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/// <summary>This will reset any previously called <b>CurrentTiming</b> calls.</summary>
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public static void ResetTiming()
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{
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currentTiming = CurrentDefaultTiming;
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}
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/// <summary>This will reset any previously called <b>CurrentQueue</b> calls.</summary>
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public static void ResetQueue()
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{
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currentQueue = null;
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}
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/// <summary>This will reset any previously called <b>CurrentSpeed</b> calls.</summary>
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public static void ResetSpeed()
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{
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currentSpeed = 1.0f;
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}
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/// <summary>This will reset the <b>CurrentTiming</b>, <b>CurrentQueue</b>, and <b>CurrentSpeed</b> values.</summary>
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public static void ResetState()
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{
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defaultQueue = null;
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ResetTiming();
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ResetQueue();
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ResetSpeed();
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}
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/// <summary>This will submit any previously registered transitions, and reset the timing.</summary>
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public static void Submit()
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{
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ResetState();
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baseMethodStack.Clear();
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}
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/// <summary>This will begin all transitions on the specified GameObject, all its children, and then submit them.
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/// If you failed to submit a previous transition then this will also throw an error.</summary>
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public static void BeginAllTransitions(Transform root, float speed = 1.0f)
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{
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ResetState();
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if (root != null)
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{
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RequireSubmitted();
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InsertTransitions(root, speed);
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Submit();
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}
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}
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/// <summary>This will begin all transitions on the specified GameObject, and all its children.</summary>
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public static void InsertTransitions(GameObject root, float speed = 1.0f, LeanState parentHead = null)
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{
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if (root != null)
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{
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InsertTransitions(root.transform, speed);
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}
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}
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/// <summary>This will begin all transitions on the specified Transform, and all its children.</summary>
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public static void InsertTransitions(Transform root, float speed = 1.0f, LeanState parentHead = null)
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{
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if (root != null)
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{
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var spd = currentSpeed;
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var min = baseMethodStack.Count; root.GetComponents(tempBaseMethods); baseMethodStack.AddRange(tempBaseMethods); tempBaseMethods.Clear();
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var max = baseMethodStack.Count;
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currentSpeed *= speed;
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if (parentHead != null)
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{
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previousState = parentHead;
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currentQueue = parentHead;
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}
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defaultQueue = parentHead;
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for (var i = min; i < max; i++)
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{
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baseMethodStack[i].Register();
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}
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baseMethodStack.RemoveRange(min, max - min);
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var childParentHead = previousState;
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for (var i = 0; i < root.childCount; i++)
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{
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InsertTransitions(root.GetChild(i), 1.0f, childParentHead);
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}
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currentSpeed = spd;
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}
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}
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/// <summary>This method returns all TargetAliases on all transitions on the specified Transform.</summary>
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public static Dictionary<string,System.Type> FindAllAliasTypePairs(Transform root)
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{
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aliasTypePairs.Clear();
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AddAliasTypePairs(root);
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return aliasTypePairs;
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}
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private static void AddAliasTypePairs(Transform root)
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{
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if (root != null)
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{
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root.GetComponents(tempBaseMethods);
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for (var i = 0; i < tempBaseMethods.Count; i++)
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{
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var baseMethod = tempBaseMethods[i] as LeanMethodWithStateAndTarget;
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if (baseMethod != null)
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{
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var targetType = baseMethod.GetTargetType();
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var alias = baseMethod.Alias;
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if (string.IsNullOrEmpty(alias) == false)
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{
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var existingType = default(System.Type);
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// Exists?
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if (aliasTypePairs.TryGetValue(alias, out existingType) == true)
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{
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// Clashing types?
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if (existingType != targetType)
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{
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// If both are components then the clash can be resolved by using GameObject
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if (targetType.IsSubclassOf(typeof(Component)) == true)
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{
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// If it's already a GameObject, skip
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if (existingType == typeof(GameObject))
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{
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continue;
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}
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// Change existing type to GameObject?
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else if (existingType.IsSubclassOf(typeof(Component)) == true)
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{
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aliasTypePairs[alias] = typeof(GameObject);
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continue;
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}
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}
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// If the clash cannot be resolved, throw an error
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Debug.LogError("The (" + root.name + ") GameObject contains multiple transitions that define a target alias of (" + alias + "), but these transitions use different types (" + existingType + ") + (" + targetType + "). You must give them different aliases.", root);
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}
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}
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// Add new?
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else
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{
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aliasTypePairs.Add(alias, targetType);
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}
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}
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}
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}
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}
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}
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public static T SpawnWithTarget<T, U>(Stack<T> pool, U target)
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where T : LeanStateWithTarget<U>, new()
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where U : Object
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{
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var data = Spawn(pool);
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data.Target = target;
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return data;
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}
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public static T Spawn<T>(Stack<T> pool)
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where T : LeanState, new()
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{
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// Make sure the transition manager exists
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if (Instances.Count == 0)
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{
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new GameObject("LeanTransition").AddComponent<LeanTransition>();
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}
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// Setup initial data
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var state = pool.Count > 0 ? pool.Pop() : new T();
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state.Age = -1.0f;
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state.Ignore = false;
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state.Prev.Clear();
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state.Next.Clear();
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// Join to previous transition?
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if (currentQueue != null)
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{
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state.BeginAfter(currentQueue);
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currentQueue = defaultQueue;
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}
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// Make this the new head
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previousState = state;
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return state;
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}
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public static LeanState Register(LeanState state, float duration)
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{
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state.Duration = duration;
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// Execute immediately?
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if (duration == 0.0f && state.Prev.Count == 0)
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{
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FinishState(state);
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if (previousState == state)
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{
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previousState = null;
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}
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return null;
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}
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// Register for later execution?
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else
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{
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if (currentSpeed > 0.0f)
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{
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state.Duration /= currentSpeed;
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}
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// Convert currentTiming if it's set to default, then register the state in the correct list
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var finalUpdate = GetTiming(currentTiming);
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switch (finalUpdate)
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{
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case LeanTiming.UnscaledFixedUpdate: unscaledFixedUpdateStates.Add(state); break;
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case LeanTiming.UnscaledLateUpdate: unscaledLateUpdateStates.Add(state); break;
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case LeanTiming.UnscaledUpdate: unscaledUpdateStates.Add(state); break;
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case LeanTiming.Update: updateStates.Add(state); break;
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case LeanTiming.LateUpdate: lateUpdateStates.Add(state); break;
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case LeanTiming.FixedUpdate: fixedUpdateStates.Add(state); break;
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}
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}
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if (OnRegistered != null)
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{
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OnRegistered(state);
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}
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return state;
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}
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protected virtual void OnEnable()
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{
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Instances.Add(this);
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ResetState();
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.update -= HandleUpdateInEditor;
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UnityEditor.EditorApplication.update += HandleUpdateInEditor;
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#endif
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}
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protected virtual void OnDisable()
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{
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Instances.Remove(this);
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if (Instances.Count == 0)
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{
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unscaledFixedUpdateStates.Clear();
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unscaledLateUpdateStates.Clear();
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unscaledUpdateStates.Clear();
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updateStates.Clear();
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lateUpdateStates.Clear();
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fixedUpdateStates.Clear();
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}
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}
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#if UNITY_EDITOR
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private void HandleUpdateInEditor()
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{
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var delta = Time.deltaTime;
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if (Application.isPlaying == false)
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{
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UpdateAll(unscaledFixedUpdateStates, delta);
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UpdateAll( unscaledLateUpdateStates, delta);
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UpdateAll( unscaledUpdateStates, delta);
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UpdateAll( updateStates, delta);
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UpdateAll( lateUpdateStates, delta);
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UpdateAll( fixedUpdateStates, delta);
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}
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}
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#endif
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protected virtual void Update()
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{
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if (this == Instances[0] && Application.isPlaying == true && started == true)
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{
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UpdateAll(unscaledUpdateStates, Time.unscaledDeltaTime);
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UpdateAll( updateStates, Time.deltaTime );
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}
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}
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protected virtual void LateUpdate()
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{
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if (this == Instances[0] && Application.isPlaying == true)
|
||
|
{
|
||
|
if (started == true)
|
||
|
{
|
||
|
UpdateAll(unscaledLateUpdateStates, Time.unscaledDeltaTime);
|
||
|
UpdateAll( lateUpdateStates, Time.deltaTime );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
started = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected virtual void FixedUpdate()
|
||
|
{
|
||
|
if (this == Instances[0] && Application.isPlaying == true && started == true)
|
||
|
{
|
||
|
UpdateAll(unscaledFixedUpdateStates, Time.fixedUnscaledDeltaTime);
|
||
|
UpdateAll( fixedUpdateStates, Time.fixedDeltaTime );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>This method will mark all transitions as Skip = true if they match the transition type and target object of the specified transition.</summary>
|
||
|
private void RemoveConflictsBefore(List<LeanState> states, LeanState currentState, int currentIndex)
|
||
|
{
|
||
|
var currentConflict = currentState.Conflict;
|
||
|
|
||
|
if (currentConflict != LeanState.ConflictType.None)
|
||
|
{
|
||
|
var currentType = currentState.GetType();
|
||
|
var currentTarget = currentState.GetTarget();
|
||
|
|
||
|
for (var i = 0; i < currentIndex; i++)
|
||
|
{
|
||
|
var transition = states[i];
|
||
|
|
||
|
if (transition.Ignore == false && transition.GetType() == currentType && transition.GetTarget() == currentTarget)
|
||
|
{
|
||
|
transition.Ignore = true;
|
||
|
|
||
|
if (currentConflict == LeanState.ConflictType.Complete)
|
||
|
{
|
||
|
transition.Update(1.0f);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void UpdateAll(List<LeanState> states, float delta)
|
||
|
{
|
||
|
ResetState();
|
||
|
|
||
|
for (var i = states.Count - 1; i >= 0; i--)
|
||
|
{
|
||
|
var state = states[i];
|
||
|
|
||
|
// If we have a negative duration, skip ahead of time?
|
||
|
if (state.Prev.Count > 0 && state.Duration < 0.0f)
|
||
|
{
|
||
|
var skip = -state.Duration;
|
||
|
|
||
|
for (var j = state.Prev.Count - 1; j >= 0; j--)
|
||
|
{
|
||
|
var prev = state.Prev[j];
|
||
|
|
||
|
if (prev.Remaining <= skip)
|
||
|
{
|
||
|
prev.Next.Remove(state);
|
||
|
|
||
|
state.Prev.RemoveAt(j);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Only update if the previous transitions have finished
|
||
|
if (state.Prev.Count == 0)
|
||
|
{
|
||
|
// If the transition age is negative, it hasn't started yet
|
||
|
if (state.Age < 0.0f)
|
||
|
{
|
||
|
state.Age = 0.0f;
|
||
|
|
||
|
// If this newly beginning transition is identical to an already registered one, mark the existing one as conflicting so it doesn't get updated
|
||
|
RemoveConflictsBefore(states, state, i);
|
||
|
|
||
|
// Begin the transition (this will often copy the current state of the variable that is being transitioned)
|
||
|
state.Begin();
|
||
|
}
|
||
|
|
||
|
// Age
|
||
|
state.Age += delta;
|
||
|
|
||
|
// Finished?
|
||
|
if (state.Age >= state.Duration)
|
||
|
{
|
||
|
FinishState(state);
|
||
|
|
||
|
states.RemoveAt(i);
|
||
|
}
|
||
|
// Update
|
||
|
else
|
||
|
{
|
||
|
if (state.Ignore == false)
|
||
|
{
|
||
|
state.Update(state.Age / state.Duration);
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
DirtyTarget(state);
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static void FinishState(LeanState state)
|
||
|
{
|
||
|
// Activate all chained states and clear them
|
||
|
for (var j = state.Next.Count - 1; j >= 0; j--)
|
||
|
{
|
||
|
state.Next[j].Prev.Remove(state);
|
||
|
}
|
||
|
|
||
|
state.Next.Clear();
|
||
|
|
||
|
// Make sure we call update one final time with a progress value of exactly 1.0
|
||
|
if (state.Ignore == false)
|
||
|
{
|
||
|
state.Update(1.0f);
|
||
|
}
|
||
|
|
||
|
if (OnFinished != null)
|
||
|
{
|
||
|
OnFinished(state);
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
DirtyTarget(state);
|
||
|
#endif
|
||
|
|
||
|
state.Despawn();
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
/// <summary>If a transition is being animated in the editor, then the target object may not update, so this method will automatically dirty it so that it will.</summary>
|
||
|
private static void DirtyTarget(LeanState transition)
|
||
|
{
|
||
|
if (Application.isPlaying == false)
|
||
|
{
|
||
|
var targetField = transition.GetType().GetField("Target");
|
||
|
|
||
|
if (targetField != null)
|
||
|
{
|
||
|
var target = targetField.GetValue(transition) as Object;
|
||
|
|
||
|
if (target != null)
|
||
|
{
|
||
|
UnityEditor.EditorUtility.SetDirty(target);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
namespace Lean.Transition.Editor
|
||
|
{
|
||
|
using TARGET = LeanTransition;
|
||
|
|
||
|
[UnityEditor.CanEditMultipleObjects]
|
||
|
[UnityEditor.CustomEditor(typeof(TARGET))]
|
||
|
public class LeanTransition_Editor : LeanEditor
|
||
|
{
|
||
|
protected override void OnInspector()
|
||
|
{
|
||
|
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
|
||
|
|
||
|
Draw("defaultTiming", "This allows you to set where in the game loop animations are updated when timing = LeanTime.Default.");
|
||
|
|
||
|
Separator();
|
||
|
|
||
|
BeginDisabled(true);
|
||
|
UnityEditor.EditorGUILayout.IntField("Transition Count", LeanTransition.Count);
|
||
|
EndDisabled();
|
||
|
}
|
||
|
|
||
|
[UnityEditor.MenuItem("GameObject/Lean/Transition", false, 1)]
|
||
|
private static void CreateLocalization()
|
||
|
{
|
||
|
var gameObject = new GameObject(typeof(LeanTransition).Name);
|
||
|
|
||
|
UnityEditor.Undo.RegisterCreatedObjectUndo(gameObject, "Create LeanTransition");
|
||
|
|
||
|
gameObject.AddComponent<LeanTransition>();
|
||
|
|
||
|
UnityEditor.Selection.activeGameObject = gameObject;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|