using UnityEngine;
using System.Collections.Generic;
namespace Lean.Transition.Method
{
/// This component allows you to transition the specified Material's vector to the target value.
[HelpURL(LeanTransition.HelpUrlPrefix + "LeanMaterialVector")]
[AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Material/Material vector" + LeanTransition.MethodsMenuSuffix + "(LeanMaterialVector)")]
public class LeanMaterialVector : LeanMethodWithStateAndTarget
{
public override System.Type GetTargetType()
{
return typeof(Material);
}
public override void Register()
{
PreviousState = Register(GetAliasedTarget(Data.Target), Data.Property, Data.Value, Data.Duration, Data.Ease);
}
public static LeanState Register(Material target, string property, Vector4 value, float duration, LeanEase ease = LeanEase.Smooth)
{
var state = LeanTransition.SpawnWithTarget(State.Pool, target);
state.Property = property;
state.Value = value;
state.Ease = ease;
return LeanTransition.Register(state, duration);
}
[System.Serializable]
public class State : LeanStateWithTarget
{
[Tooltip("The name of the vector property in the shader.")]
public string Property;
[Tooltip("The value we will transition to.")]
public Vector4 Value;
[Tooltip("The ease method that will be used for the transition.")]
public LeanEase Ease = LeanEase.Smooth;
[System.NonSerialized] private Vector4 oldValue;
public override int CanFill
{
get
{
return Target != null && Target.GetVector(Property) != Value ? 1 : 0;
}
}
public override void FillWithTarget()
{
Value = Target.GetVector(Property);
}
public override void BeginWithTarget()
{
oldValue = Target.GetVector(Property);
}
public override void UpdateWithTarget(float progress)
{
Target.SetVector(Property, Vector4.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)));
}
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 Material vectorTransition(this Material target, string property, Vector4 value, float duration, LeanEase ease = LeanEase.Smooth)
{
Method.LeanMaterialVector.Register(target, property, value, duration, ease); return target;
}
}
}