hellbound/Assets/Sources/Lean/Transition/Methods/LeanJoinDelay.cs

37 lines
1.7 KiB
C#

using UnityEngine;
namespace Lean.Transition.Method
{
/// <summary>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.</summary>
[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
{
/// <summary>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.</summary>
public static T JoinDelayTransition<T>(this T target, float delay)
where T : Component
{
LeanTransition.CurrentQueue = LeanTransition.PreviousState; Method.LeanDelay.Register(delay); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target;
}
/// <summary>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.</summary>
public static GameObject JoinDelayTransition(this GameObject target, float delay)
{
LeanTransition.CurrentQueue = LeanTransition.PreviousState; Method.LeanDelay.Register(delay); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target;
}
}
}