using UnityEngine; using UnityEngine.Events; using System.Collections.Generic; namespace Lean.Transition.Method { /// This component allows you to invoke a custom action after the specified duration. [HelpURL(LeanTransition.HelpUrlPrefix + "LeanEvent")] [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Event" + LeanTransition.MethodsMenuSuffix + "(LeanEvent)")] public class LeanEvent : LeanMethodWithState { public override void Register() { PreviousState = Register(Data.Event, Data.Duration); } public static LeanState Register(System.Action action, float duration) { var state = LeanTransition.Spawn(State.Pool); state.Action = action; state.Event = null; return LeanTransition.Register(state, duration); } public static LeanState Register(UnityEvent action, float duration) { var state = LeanTransition.Spawn(State.Pool); state.Action = null; state.Event = action; return LeanTransition.Register(state, duration); } [System.Serializable] public class State : LeanState { [Tooltip("The event that will be invoked.")] public UnityEvent Event; [System.NonSerialized] public System.Action Action; public override ConflictType Conflict { get { return ConflictType.None; } } public override void Begin() { // No state to begin from } public override void Update(float progress) { if (progress == 1.0f) { if (Event != null) { Event.Invoke(); } if (Action != null) { Action.Invoke(); } } } public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } } public State Data; } } namespace Lean.Transition { public static partial class LeanExtensions { public static T EventTransition(this T target, System.Action action, float duration = 0.0f) where T : Component { Method.LeanEvent.Register(action, duration); return target; } public static GameObject EventTransition(this GameObject target, System.Action action, float duration = 0.0f) { Method.LeanEvent.Register(action, duration); return target; } } }