hellbound/Assets/Sources/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/MMFeedbackRectTransformPivo...

63 lines
2.7 KiB
C#

using MoreMountains.Tools;
using UnityEngine;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback lets you control the position of a RectTransform's pivot over time
/// </summary>
[AddComponentMenu("")]
[FeedbackHelp("This feedback lets you control the position of a RectTransform's pivot over time")]
[FeedbackPath("UI/RectTransform Pivot")]
public class MMFeedbackRectTransformPivot : MMFeedbackBase
{
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.UIColor; } }
#endif
[Header("Target")]
/// the RectTransform whose position you want to control over time
[Tooltip("the RectTransform whose position you want to control over time")]
public RectTransform TargetRectTransform;
[Header("Pivot")]
/// The curve along which to evaluate the position of the RectTransform's pivot
[Tooltip("The curve along which to evaluate the position of the RectTransform's pivot")]
[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
public MMTweenType SpeedCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1)));
/// the position to remap the curve's 0 to
[Tooltip("the position to remap the curve's 0 to")]
[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
public Vector2 RemapZero = Vector2.zero;
/// the position to remap the curve's 1 to
[Tooltip("the position to remap the curve's 1 to")]
[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime, (int)MMFeedbackBase.Modes.Instant)]
public Vector2 RemapOne = Vector2.one;
protected override void FillTargets()
{
if (TargetRectTransform == null)
{
return;
}
MMFeedbackBaseTarget target = new MMFeedbackBaseTarget();
MMPropertyReceiver receiver = new MMPropertyReceiver();
receiver.TargetObject = TargetRectTransform.gameObject;
receiver.TargetComponent = TargetRectTransform;
receiver.TargetPropertyName = "pivot";
receiver.RelativeValue = RelativeValues;
receiver.Vector2RemapZero = RemapZero;
receiver.Vector2RemapOne = RemapOne;
target.Target = receiver;
target.LevelCurve = SpeedCurve;
target.RemapLevelZero = 0f;
target.RemapLevelOne = 1f;
target.InstantLevel = 1f;
_targets.Add(target);
}
}
}