using UnityEngine;
namespace Lean.Transition.Method
{
/// This allows you to change where in the game loop transitions after this will update.
/// NOTE: Once you submit the previous transitions, this will be reset to default.
[HelpURL(LeanTransition.HelpUrlPrefix + "LeanJoinDelay")]
[AddComponentMenu(LeanTransition.MethodsMenuPrefix + "JoinDelay" + LeanTransition.MethodsMenuSuffix + "(LeanJoinDelay)")]
public class LeanJoinDelay : LeanMethod
{
public override void Register()
{
LeanTransition.CurrentQueue = LeanTransition.PreviousState; LeanDelay.Register(Duration); LeanTransition.CurrentQueue = LeanTransition.PreviousState;
}
public float Duration;
}
}
namespace Lean.Transition
{
public static partial class LeanExtensions
{
/// This allows you to connect the previous and next transitions, and insert a delay. This means the next transition will only begin when the previous one finishes.
public static T JoinDelayTransition(this T target, float delay)
where T : Component
{
LeanTransition.CurrentQueue = LeanTransition.PreviousState; Method.LeanDelay.Register(delay); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target;
}
/// This allows you to connect the previous and next transitions, and insert a delay. This means the next transition will only begin when the previous one finishes.
public static GameObject JoinDelayTransition(this GameObject target, float delay)
{
LeanTransition.CurrentQueue = LeanTransition.PreviousState; Method.LeanDelay.Register(delay); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target;
}
}
}