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

52 lines
2.5 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 + "LeanJoinInsert")]
[AddComponentMenu(LeanTransition.MethodsMenuPrefix + "JoinInsert" + LeanTransition.MethodsMenuSuffix + "(LeanJoinInsert)")]
public class LeanJoinInsert : LeanMethod
{
public Transform Target;
public float Speed = 1.0f;
public override void Register()
{
LeanTransition.CurrentQueue = LeanTransition.PreviousState; LeanTransition.InsertTransitions(Target); LeanTransition.CurrentQueue = LeanTransition.PreviousState;
}
}
}
namespace Lean.Transition
{
public static partial class LeanExtensions
{
/// <summary>This will insert all transitions inside the specified GameObject, as if they were added manually.</summary>
public static T JoinInsertTransition<T>(this T target, GameObject root, float speed = 1.0f)
where T : Component
{
LeanTransition.CurrentQueue = LeanTransition.PreviousState; LeanTransition.InsertTransitions(root, speed); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target;
}
/// <summary>This will insert all transitions inside the specified GameObject, as if they were added manually.</summary>
public static T JoinInsertTransition<T>(this T target, Transform root, float speed = 1.0f)
where T : Component
{
LeanTransition.CurrentQueue = LeanTransition.PreviousState; LeanTransition.InsertTransitions(root, speed); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target;
}
/// <summary>This will insert all transitions inside the specified GameObject, as if they were added manually.</summary>
public static GameObject JoinInsertTransition(this GameObject target, GameObject root, float speed = 1.0f)
{
LeanTransition.CurrentQueue = LeanTransition.PreviousState; LeanTransition.InsertTransitions(root, speed); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target;
}
/// <summary>This will insert all transitions inside the specified GameObject, as if they were added manually.</summary>
public static GameObject JoinInsertTransition(this GameObject target, Transform root, float speed = 1.0f)
{
LeanTransition.CurrentQueue = LeanTransition.PreviousState; LeanTransition.InsertTransitions(root, speed); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target;
}
}
}