using TARGET = UnityEngine.RectTransform;
namespace Lean.Transition.Method
{
/// This component allows you to transition the RectTransform's offsetMax value.
[UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformOffsetMax")]
[UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.offsetMax" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformOffsetMax)")]
public class LeanRectTransformOffsetMax : LeanMethodWithStateAndTarget
{
public override System.Type GetTargetType()
{
return typeof(TARGET);
}
public override void Register()
{
PreviousState = Register(GetAliasedTarget(Data.Target), Data.Value, Data.Duration, Data.Ease);
}
public static LeanState Register(TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease = LeanEase.Smooth)
{
var state = LeanTransition.SpawnWithTarget(State.Pool, target);
state.Value = value;
state.Ease = ease;
return LeanTransition.Register(state, duration);
}
[System.Serializable]
public class State : LeanStateWithTarget
{
[UnityEngine.Tooltip("The offsetMax value will transition to this.")]
[UnityEngine.Serialization.FormerlySerializedAs("OffsetMax")]public UnityEngine.Vector2 Value;
[UnityEngine.Tooltip("This allows you to control how the transition will look.")]
public LeanEase Ease = LeanEase.Smooth;
[System.NonSerialized] private UnityEngine.Vector2 oldValue;
public override int CanFill
{
get
{
return Target != null && Target.offsetMax != Value ? 1 : 0;
}
}
public override void FillWithTarget()
{
Value = Target.offsetMax;
}
public override void BeginWithTarget()
{
oldValue = Target.offsetMax;
}
public override void UpdateWithTarget(float progress)
{
Target.offsetMax = UnityEngine.Vector2.LerpUnclamped(oldValue, Value, Smooth(Ease, progress));
}
public static System.Collections.Generic.Stack Pool = new System.Collections.Generic.Stack(); public override void Despawn() { Pool.Push(this); }
}
public State Data;
}
}
namespace Lean.Transition
{
public static partial class LeanExtensions
{
public static TARGET offsetMaxTransition(this TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease = LeanEase.Smooth)
{
Method.LeanRectTransformOffsetMax.Register(target, value, duration, ease); return target;
}
}
}