using UnityEngine;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Common
{
/// This component allows you to constrain the current transform.localPosition or transform.anchoredPosition3D to the specified min/max values.
[DefaultExecutionOrder(200)]
[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanConstrainLocalPosition")]
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Constrain LocalPosition")]
public class LeanConstrainLocalPosition : MonoBehaviour
{
/// Clamp the X axis?
public bool X { set { x = value; } get { return x; } } [FSA("X")] [SerializeField] private bool x;
public float XMin { set { xMin = value; } get { return xMin; } } [FSA("XMin")] [SerializeField] private float xMin = -1.0f;
public float XMax { set { xMax = value; } get { return xMax; } } [FSA("XMax")] [SerializeField] private float xMax = 1.0f;
/// Clamp the Y axis?
public bool Y { set { y = value; } get { return y; } } [FSA("Y")] [SerializeField] private bool y;
public float YMin { set { yMin = value; } get { return yMin; } } [FSA("YMin")] [SerializeField] private float yMin = -1.0f;
public float YMax { set { yMax = value; } get { return yMax; } } [FSA("YMax")] [SerializeField] private float yMax = 1.0f;
/// Clamp the Z axis?
public bool Z { set { z = value; } get { return z; } } [FSA("Z")] [SerializeField] private bool z;
public float ZMin { set { zMin = value; } get { return zMin; } } [FSA("ZMin")] [SerializeField] private float zMin = -1.0f;
public float ZMax { set { zMax = value; } get { return zMax; } } [FSA("ZMax")] [SerializeField] private float zMax = 1.0f;
protected virtual void LateUpdate()
{
var rectTransform = transform as RectTransform;
if (rectTransform != null)
{
var position = rectTransform.anchoredPosition3D;
if (DoClamp(ref position) == true)
{
rectTransform.anchoredPosition3D = position;
}
}
else
{
var position = transform.position;
if (DoClamp(ref position) == true)
{
transform.position = position;
}
}
}
private bool DoClamp(ref Vector3 value)
{
var modified = false;
if (x == true)
{
if (value.x < xMin)
{
value.x = xMin; modified = true;
}
else if (value.x > xMax)
{
value.x = xMax; modified = true;
}
}
if (y == true)
{
if (value.y < yMin)
{
value.y = yMin; modified = true;
}
else if (value.y > yMax)
{
value.y = yMax; modified = true;
}
}
if (z == true)
{
if (value.z < zMin)
{
value.z = zMin; modified = true;
}
else if (value.z > zMax)
{
value.z = zMax; modified = true;
}
}
return modified;
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using TARGET = LeanConstrainLocalPosition;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanConstrainLocalPosition_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("x", "Clamp the X axis?");
if (Any(tgts, t => t.X == true))
{
BeginIndent();
Draw("xMin", "", "Min");
Draw("xMax", "", "Max");
EndIndent();
}
Draw("y", "Clamp the Y axis?");
if (Any(tgts, t => t.Y == true))
{
BeginIndent();
Draw("yMin", "", "Min");
Draw("yMax", "", "Max");
EndIndent();
}
Draw("z", "Clamp the Z axis?");
if (Any(tgts, t => t.Z == true))
{
BeginIndent();
Draw("zMin", "", "Min");
Draw("zMax", "", "Max");
EndIndent();
}
}
}
}
#endif