hellbound/Assets/Sources/Lean/Transition/Editor/Templates/VectorElement.asset

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m_Name: VectorElement
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Body: "using TARGET = {COMPONENT_FULL};\r\n\r\nnamespace Lean.Transition.Method\r\n{\r\n\t///
<summary>This component allows you to transition the {COMPONENT}'s {PROPERTY}.{ELEMENT}
value.</summary>\r\n\t[UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + \"Lean{TITLE}\")]\r\n\t[UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix
+ \"{COMPONENT}/{COMPONENT}.{PROPERTY}.{ELEMENT}\" + LeanTransition.MethodsMenuSuffix
+ \"(Lean{TITLE})\")]\r\n\tpublic class Lean{TITLE} : LeanMethodWithStateAndTarget\r\n\t{\r\n\t\tpublic
override System.Type GetTargetType()\r\n\t\t{\r\n\t\t\treturn typeof(TARGET);\r\n\t\t}\r\n\r\n\t\tpublic
override void Register()\r\n\t\t{\r\n\t\t\tPreviousState = Register(GetAliasedTarget(Data.Target),
Data.Value, Data.Duration, Data.Ease);\r\n\t\t}\r\n\r\n\t\tpublic static LeanState
Register(TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth)\r\n\t\t{\r\n\t\t\tvar
state = LeanTransition.SpawnWithTarget(State.Pool, target);\r\n\r\n\t\t\tstate.Value
= value;\r\n\t\t\t\r\n\t\t\tstate.Ease = ease;\r\n\r\n\t\t\treturn LeanTransition.Register(state,
duration);\r\n\t\t}\r\n\r\n\t\t[System.Serializable]\r\n\t\tpublic class State
: LeanStateWithTarget<TARGET>\r\n\t\t{\r\n\t\t\t[UnityEngine.Tooltip(\"The {PROPERTY}
value will transition to this.\")]\r\n\t\t\t{FSA}{ATTRIBUTE}public float Value{DEFAULT};\r\n\r\n\t\t\t[UnityEngine.Tooltip(\"This
allows you to control how the transition will look.\")]\r\n\t\t\tpublic LeanEase
Ease = LeanEase.Smooth;\r\n\r\n\t\t\t[System.NonSerialized] private float oldValue;\r\n\r\n\t\t\tpublic
override int CanFill\r\n\t\t\t{\r\n\t\t\t\tget\r\n\t\t\t\t{\r\n\t\t\t\t\treturn
Target != null && Target.{PROPERTY}.{ELEMENT} != Value ? 1 : 0;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n\t\t\tpublic
override void FillWithTarget()\r\n\t\t\t{\r\n\t\t\t\tValue = Target.{PROPERTY}.{ELEMENT};\r\n\t\t\t}\r\n\r\n\t\t\tpublic
override void BeginWithTarget()\r\n\t\t\t{\r\n\t\t\t\toldValue = Target.{PROPERTY}.{ELEMENT};\r\n\t\t\t}\r\n\r\n\t\t\tpublic
override void UpdateWithTarget(float progress)\r\n\t\t\t{\r\n\t\t\t\tvar vector
= Target.{PROPERTY};\r\n\t\t\t\t\r\n\t\t\t\tvector.{ELEMENT} = UnityEngine.Mathf.LerpUnclamped(oldValue,
Value, Smooth(Ease, progress));\r\n\t\t\t\t \r\n\t\t\t\tTarget.{PROPERTY} = vector;\r\n\t\t\t}\r\n\r\n\t\t\tpublic
static System.Collections.Generic.Stack<State> Pool = new System.Collections.Generic.Stack<State>();
public override void Despawn() { Pool.Push(this); }\r\n\t\t}\r\n\r\n\t\tpublic
State Data;\r\n\t}\r\n}\r\n\r\nnamespace Lean.Transition\r\n{\r\n\tpublic static
partial class LeanExtensions\r\n\t{\r\n\t\tpublic static TARGET {PROPERTY}Transition_{ELEMENT}(this
TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth)\r\n\t\t{\r\n\t\t\tMethod.Lean{TITLE}.Register(target,
value, duration, ease); return target;\r\n\t\t}\r\n\t}\r\n}"