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public class DemoPanelViewController : PanelViewControllerBehaviour + { + [Multiline] + public string infoText = "Some info text from the panel view controller"; + + protected override void ViewDidLoad() + { + base.ViewDidLoad(); + LogEvent($"ViewDidLoad [active{gameObject.activeSelf}]"); + } + + protected override void ViewWillAppear() + { + base.ViewWillAppear(); + LogEvent($"ViewWillAppear [active{gameObject.activeSelf}]"); + View.infoLabel.text = infoText; + } + + protected override void ViewDidAppear() + { + base.ViewDidAppear(); + LogEvent($"ViewDidAppear [active:{gameObject.activeSelf}]"); + } + + protected override void ViewWillDisappear() + { + base.ViewWillDisappear(); + LogEvent($"ViewWillDisappear [active:{gameObject.activeSelf}]"); + } + + protected override void ViewDidDisappear() + { + base.ViewDidAppear(); + LogEvent($"ViewDidDisappear [active:{gameObject.activeSelf}]"); + } + + private void LogEvent(string msg) + { + Debug.LogFormat("DemoPanelViewController: {0}",msg); 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+using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler +{ + public float Horizontal { get { return (snapX) ? SnapFloat(input.x, AxisOptions.Horizontal) : input.x; } } + public float Vertical { get { return (snapY) ? SnapFloat(input.y, AxisOptions.Vertical) : input.y; } } + public Vector2 Direction { get { return new Vector2(Horizontal, Vertical); } } + + public float HandleRange + { + get { return handleRange; } + set { handleRange = Mathf.Abs(value); } + } + + public float DeadZone + { + get { return deadZone; } + set { deadZone = Mathf.Abs(value); } + } + + public AxisOptions AxisOptions { get { return AxisOptions; } set { axisOptions = value; } } + public bool SnapX { get { return snapX; } set { snapX = value; } } + public bool SnapY { get { return snapY; } set { snapY = value; } } + + [SerializeField] private float handleRange = 1; + [SerializeField] private float deadZone = 0; + [SerializeField] private AxisOptions axisOptions = AxisOptions.Both; + [SerializeField] private bool snapX = false; + [SerializeField] private bool snapY = false; + + [SerializeField] protected RectTransform background = null; + [SerializeField] private RectTransform handle = null; + private RectTransform baseRect = null; + + private Canvas canvas; + private Camera cam; + + private Vector2 input = Vector2.zero; + + protected virtual void Start() + { + HandleRange = handleRange; + DeadZone = deadZone; + baseRect = GetComponent(); + canvas = GetComponentInParent(); + if (canvas == null) + Debug.LogError("The Joystick is not placed inside a canvas"); + + Vector2 center = new Vector2(0.5f, 0.5f); + background.pivot = center; + handle.anchorMin = center; + handle.anchorMax = center; + handle.pivot = center; + handle.anchoredPosition = Vector2.zero; + } + + public virtual void OnPointerDown(PointerEventData eventData) + { + OnDrag(eventData); + } + + public void OnDrag(PointerEventData eventData) + { + cam = null; + if (canvas.renderMode == RenderMode.ScreenSpaceCamera) + cam = canvas.worldCamera; + + Vector2 position = RectTransformUtility.WorldToScreenPoint(cam, background.position); + Vector2 radius = background.sizeDelta / 2; + input = (eventData.position - position) / (radius * canvas.scaleFactor); + FormatInput(); + HandleInput(input.magnitude, input.normalized, radius, cam); + handle.anchoredPosition = input * radius * handleRange; + } + + protected virtual void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam) + { + if (magnitude > deadZone) + { + if (magnitude > 1) + input = normalised; + } + else + input = Vector2.zero; + } + + private void FormatInput() + { + if (axisOptions == AxisOptions.Horizontal) + input = new Vector2(input.x, 0f); + else if (axisOptions == AxisOptions.Vertical) + input = new Vector2(0f, input.y); + } + + private float SnapFloat(float value, AxisOptions snapAxis) + { + if (value == 0) + return value; + + if (axisOptions == AxisOptions.Both) + { + float angle = Vector2.Angle(input, Vector2.up); + if (snapAxis == AxisOptions.Horizontal) + { + if (angle < 22.5f || angle > 157.5f) + return 0; + else + return (value > 0) ? 1 : -1; + } + else if (snapAxis == AxisOptions.Vertical) + { + if (angle > 67.5f && angle < 112.5f) + return 0; + else + return (value > 0) ? 1 : -1; + } + return value; + } + else + { + if (value > 0) + return 1; + if (value < 0) + return -1; + } + return 0; + } + + public virtual void OnPointerUp(PointerEventData eventData) + { + input = Vector2.zero; + handle.anchoredPosition = Vector2.zero; + } + + protected Vector2 ScreenPointToAnchoredPosition(Vector2 screenPosition) + { + Vector2 localPoint = Vector2.zero; + if (RectTransformUtility.ScreenPointToLocalPointInRectangle(baseRect, screenPosition, cam, out localPoint)) + { + Vector2 pivotOffset = baseRect.pivot * baseRect.sizeDelta; + return localPoint - (background.anchorMax * baseRect.sizeDelta) + pivotOffset; + } + return Vector2.zero; + } +} + +public enum AxisOptions { Both, Horizontal, Vertical } \ No newline at end of file diff --git a/Assets/Joystick Pack/Scripts/Base/Joystick.cs.meta b/Assets/Joystick Pack/Scripts/Base/Joystick.cs.meta new file mode 100644 index 0000000..40806d8 --- /dev/null +++ b/Assets/Joystick 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System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +[CustomEditor(typeof(DynamicJoystick))] +public class DynamicJoystickEditor : JoystickEditor +{ + private SerializedProperty moveThreshold; + + protected override void OnEnable() + { + base.OnEnable(); + moveThreshold = serializedObject.FindProperty("moveThreshold"); + } + + public override void OnInspectorGUI() + { + base.OnInspectorGUI(); + + if (background != null) + { + RectTransform backgroundRect = (RectTransform)background.objectReferenceValue; + backgroundRect.anchorMax = Vector2.zero; + backgroundRect.anchorMin = Vector2.zero; + backgroundRect.pivot = center; + } + } + + protected override void DrawValues() + { + base.DrawValues(); + EditorGUILayout.PropertyField(moveThreshold, new GUIContent("Move Threshold", "The distance away from the center input has to be before the joystick begins to move.")); + } +} \ No newline at end of file diff --git a/Assets/Joystick Pack/Scripts/Editor/DynamicJoystickEditor.cs.meta b/Assets/Joystick Pack/Scripts/Editor/DynamicJoystickEditor.cs.meta new file mode 100644 index 0000000..bb13db0 --- /dev/null +++ b/Assets/Joystick Pack/Scripts/Editor/DynamicJoystickEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 52071c88a467b46438b3cbf159bf988b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Joystick Pack/Scripts/Editor/FloatingJoystickEditor.cs b/Assets/Joystick Pack/Scripts/Editor/FloatingJoystickEditor.cs new file mode 100644 index 0000000..a9b079c --- /dev/null +++ b/Assets/Joystick Pack/Scripts/Editor/FloatingJoystickEditor.cs @@ -0,0 +1,21 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +[CustomEditor(typeof(FloatingJoystick))] +public class FloatingJoystickEditor : JoystickEditor +{ + public override void OnInspectorGUI() + { + base.OnInspectorGUI(); + + if (background != null) + { + RectTransform backgroundRect = (RectTransform)background.objectReferenceValue; + backgroundRect.anchorMax = Vector2.zero; + backgroundRect.anchorMin = Vector2.zero; + backgroundRect.pivot = center; + } + } +} \ No newline at end of file diff --git a/Assets/Joystick Pack/Scripts/Editor/FloatingJoystickEditor.cs.meta b/Assets/Joystick Pack/Scripts/Editor/FloatingJoystickEditor.cs.meta new file mode 100644 index 0000000..1026f94 --- /dev/null +++ b/Assets/Joystick Pack/Scripts/Editor/FloatingJoystickEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 614d06243900d764f9c50b4da2c950a3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Joystick Pack/Scripts/Editor/JoystickEditor.cs b/Assets/Joystick Pack/Scripts/Editor/JoystickEditor.cs new file mode 100644 index 0000000..de94efd --- /dev/null +++ b/Assets/Joystick Pack/Scripts/Editor/JoystickEditor.cs @@ -0,0 +1,64 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +[CustomEditor(typeof(Joystick), true)] +public class JoystickEditor : Editor +{ + private SerializedProperty handleRange; + private SerializedProperty deadZone; + private SerializedProperty axisOptions; + private SerializedProperty snapX; + private SerializedProperty snapY; + protected SerializedProperty background; + private SerializedProperty handle; + + protected Vector2 center = new Vector2(0.5f, 0.5f); + + protected virtual void OnEnable() + { + handleRange = serializedObject.FindProperty("handleRange"); + deadZone = serializedObject.FindProperty("deadZone"); + axisOptions = serializedObject.FindProperty("axisOptions"); + snapX = serializedObject.FindProperty("snapX"); + snapY = serializedObject.FindProperty("snapY"); + background = serializedObject.FindProperty("background"); + handle = serializedObject.FindProperty("handle"); + } + + public override void OnInspectorGUI() + { + serializedObject.Update(); + + DrawValues(); + EditorGUILayout.Space(); + DrawComponents(); + + serializedObject.ApplyModifiedProperties(); + + if(handle != null) + { + RectTransform handleRect = (RectTransform)handle.objectReferenceValue; + handleRect.anchorMax = center; + handleRect.anchorMin = center; + handleRect.pivot = center; + handleRect.anchoredPosition = Vector2.zero; + } + } + + protected virtual void DrawValues() + { + EditorGUILayout.PropertyField(handleRange, new GUIContent("Handle Range", "The distance the visual handle can move from the center of the joystick.")); + EditorGUILayout.PropertyField(deadZone, new GUIContent("Dead Zone", "The distance away from the center input has to be before registering.")); + EditorGUILayout.PropertyField(axisOptions, new GUIContent("Axis Options", "Which axes the joystick uses.")); + EditorGUILayout.PropertyField(snapX, new GUIContent("Snap X", "Snap the horizontal input to a whole value.")); + EditorGUILayout.PropertyField(snapY, new GUIContent("Snap Y", "Snap the vertical input to a whole value.")); + } + + protected virtual void DrawComponents() + { + EditorGUILayout.ObjectField(background, new GUIContent("Background", "The background's RectTransform component.")); + EditorGUILayout.ObjectField(handle, new GUIContent("Handle", "The handle's RectTransform component.")); + } +} \ No newline at end of file diff --git a/Assets/Joystick Pack/Scripts/Editor/JoystickEditor.cs.meta b/Assets/Joystick Pack/Scripts/Editor/JoystickEditor.cs.meta new file mode 100644 index 0000000..59d5e45 --- /dev/null +++ b/Assets/Joystick Pack/Scripts/Editor/JoystickEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d4b2b0d911a01a64ebfca9918e2b90b4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Joystick Pack/Scripts/Editor/VariableJoystickEditor.cs b/Assets/Joystick Pack/Scripts/Editor/VariableJoystickEditor.cs new file mode 100644 index 0000000..888e020 --- /dev/null +++ b/Assets/Joystick Pack/Scripts/Editor/VariableJoystickEditor.cs @@ -0,0 +1,37 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using UnityEditor; + +[CustomEditor(typeof(VariableJoystick))] +public class VariableJoystickEditor : JoystickEditor +{ + private SerializedProperty moveThreshold; + private SerializedProperty joystickType; + + protected override void OnEnable() + { + base.OnEnable(); + moveThreshold = serializedObject.FindProperty("moveThreshold"); + joystickType = serializedObject.FindProperty("joystickType"); + } + + public override void OnInspectorGUI() + { + base.OnInspectorGUI(); + + if (background != null) + { + RectTransform backgroundRect = (RectTransform)background.objectReferenceValue; + backgroundRect.pivot = center; + } + } + + protected override void DrawValues() + { + base.DrawValues(); + EditorGUILayout.PropertyField(moveThreshold, new GUIContent("Move Threshold", "The distance away from the center input has to be before the joystick begins to move.")); + EditorGUILayout.PropertyField(joystickType, new GUIContent("Joystick Type", "The type of joystick the variable joystick is current using.")); + } +} \ No newline at end of file diff --git a/Assets/Joystick Pack/Scripts/Editor/VariableJoystickEditor.cs.meta b/Assets/Joystick Pack/Scripts/Editor/VariableJoystickEditor.cs.meta new file mode 100644 index 0000000..881d524 --- /dev/null +++ b/Assets/Joystick Pack/Scripts/Editor/VariableJoystickEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 58b5a2db95af76c4c9d4116a09ec3697 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Joystick Pack/Scripts/Joysticks.meta b/Assets/Joystick Pack/Scripts/Joysticks.meta new file mode 100644 index 0000000..06db9f1 --- /dev/null +++ b/Assets/Joystick Pack/Scripts/Joysticks.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 30f674d88470a814e8648e216b61b9ef +folderAsset: yes +timeCreated: 1513537874 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Joystick Pack/Scripts/Joysticks/DynamicJoystick.cs b/Assets/Joystick Pack/Scripts/Joysticks/DynamicJoystick.cs new file mode 100644 index 0000000..3ca48c9 --- /dev/null +++ b/Assets/Joystick Pack/Scripts/Joysticks/DynamicJoystick.cs @@ -0,0 +1,41 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +public class DynamicJoystick : Joystick +{ + public float MoveThreshold { get { return moveThreshold; } set { moveThreshold = Mathf.Abs(value); } } + + [SerializeField] private float moveThreshold = 1; + + protected override void Start() + { + MoveThreshold = moveThreshold; + base.Start(); + background.gameObject.SetActive(false); + } + + public override void OnPointerDown(PointerEventData eventData) + { + background.anchoredPosition = ScreenPointToAnchoredPosition(eventData.position); + background.gameObject.SetActive(true); + base.OnPointerDown(eventData); + } + + public override void OnPointerUp(PointerEventData eventData) + { + background.gameObject.SetActive(false); + base.OnPointerUp(eventData); + } + + protected override void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam) + { + if (magnitude > moveThreshold) + { + Vector2 difference = normalised * (magnitude - moveThreshold) * radius; + background.anchoredPosition += difference; + } + base.HandleInput(magnitude, normalised, radius, cam); + } +} \ No newline at end of file diff --git a/Assets/Joystick Pack/Scripts/Joysticks/DynamicJoystick.cs.meta b/Assets/Joystick Pack/Scripts/Joysticks/DynamicJoystick.cs.meta new file mode 100644 index 0000000..a236f7c --- /dev/null +++ b/Assets/Joystick Pack/Scripts/Joysticks/DynamicJoystick.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ba0d0e7a039f526499c356a3c5cd6d3f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Joystick Pack/Scripts/Joysticks/FixedJoystick.cs b/Assets/Joystick Pack/Scripts/Joysticks/FixedJoystick.cs new file mode 100644 index 0000000..34ffec0 --- /dev/null +++ b/Assets/Joystick Pack/Scripts/Joysticks/FixedJoystick.cs @@ -0,0 +1,8 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FixedJoystick : Joystick +{ + +} \ No newline at end of file diff --git a/Assets/Joystick Pack/Scripts/Joysticks/FixedJoystick.cs.meta b/Assets/Joystick Pack/Scripts/Joysticks/FixedJoystick.cs.meta new file mode 100644 index 0000000..a5643e1 --- /dev/null +++ b/Assets/Joystick Pack/Scripts/Joysticks/FixedJoystick.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 45977bbae16431c46a013576a1aea384 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Joystick Pack/Scripts/Joysticks/FloatingJoystick.cs b/Assets/Joystick Pack/Scripts/Joysticks/FloatingJoystick.cs new file mode 100644 index 0000000..602d56d --- /dev/null +++ b/Assets/Joystick Pack/Scripts/Joysticks/FloatingJoystick.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +public class FloatingJoystick : Joystick +{ + protected override void Start() + { + base.Start(); + background.gameObject.SetActive(false); + } + + public override void OnPointerDown(PointerEventData eventData) + { + background.anchoredPosition = ScreenPointToAnchoredPosition(eventData.position); + background.gameObject.SetActive(true); + base.OnPointerDown(eventData); + } + + public override void OnPointerUp(PointerEventData eventData) + { + background.gameObject.SetActive(false); + base.OnPointerUp(eventData); + } +} \ No newline at end of file diff --git a/Assets/Joystick Pack/Scripts/Joysticks/FloatingJoystick.cs.meta b/Assets/Joystick Pack/Scripts/Joysticks/FloatingJoystick.cs.meta new file mode 100644 index 0000000..9667e61 --- /dev/null +++ b/Assets/Joystick Pack/Scripts/Joysticks/FloatingJoystick.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a47f546fc70ec8428172694e78e4288 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Joystick Pack/Scripts/Joysticks/VariableJoystick.cs b/Assets/Joystick Pack/Scripts/Joysticks/VariableJoystick.cs new file mode 100644 index 0000000..fdd2315 --- /dev/null +++ b/Assets/Joystick Pack/Scripts/Joysticks/VariableJoystick.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +public class VariableJoystick : Joystick +{ + public float MoveThreshold { get { return moveThreshold; } set { moveThreshold = Mathf.Abs(value); } } + + [SerializeField] private float moveThreshold = 1; + [SerializeField] private JoystickType joystickType = JoystickType.Fixed; + + private Vector2 fixedPosition = Vector2.zero; + + public void SetMode(JoystickType joystickType) + { + this.joystickType = joystickType; + if(joystickType == JoystickType.Fixed) + { + background.anchoredPosition = fixedPosition; + background.gameObject.SetActive(true); + } + else + background.gameObject.SetActive(false); + } + + protected override void Start() + { + base.Start(); + fixedPosition = background.anchoredPosition; + SetMode(joystickType); + } + + public override void OnPointerDown(PointerEventData eventData) + { + if(joystickType != JoystickType.Fixed) + { + background.anchoredPosition = ScreenPointToAnchoredPosition(eventData.position); + background.gameObject.SetActive(true); + } + base.OnPointerDown(eventData); + } + + public override void OnPointerUp(PointerEventData eventData) + { + if(joystickType != JoystickType.Fixed) + background.gameObject.SetActive(false); + + base.OnPointerUp(eventData); + } + + protected override void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam) + { + if (joystickType == JoystickType.Dynamic && magnitude > moveThreshold) + { + Vector2 difference = normalised * (magnitude - moveThreshold) * radius; + background.anchoredPosition += difference; + } + base.HandleInput(magnitude, normalised, radius, cam); + } +} + +public enum JoystickType { Fixed, Floating, Dynamic } \ No newline at end of file diff --git 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spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Plain_Arrows.png b/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Plain_Arrows.png new file mode 100644 index 0000000..a7dbfe1 Binary files /dev/null and b/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Plain_Arrows.png differ diff --git a/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Plain_Arrows.png.meta b/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Plain_Arrows.png.meta new file mode 100644 index 0000000..9d16759 --- /dev/null +++ b/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Plain_Arrows.png.meta @@ -0,0 +1,144 @@ +fileFormatVersion: 2 +guid: 3bf6d9f920f7458448a390f80318ebe6 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: -1 + mipBias: -100 + wrapU: 1 + wrapV: 1 + wrapW: -1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 1 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + - serializedVersion: 3 + buildTarget: iPhone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + - serializedVersion: 3 + buildTarget: Android + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + - serializedVersion: 3 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Ridged.png b/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Ridged.png new file mode 100644 index 0000000..f1c37c7 Binary files /dev/null and b/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Ridged.png differ diff --git a/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Ridged.png.meta b/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Ridged.png.meta new file mode 100644 index 0000000..c8784b3 --- /dev/null +++ b/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Ridged.png.meta @@ -0,0 +1,144 @@ +fileFormatVersion: 2 +guid: 08c1fa6351174a9439d97cfc9d3307cc +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: -1 + mipBias: -100 + wrapU: 1 + wrapV: 1 + wrapW: -1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 1 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + - serializedVersion: 3 + buildTarget: iPhone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + - serializedVersion: 3 + buildTarget: Android + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + - serializedVersion: 3 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Ridged_Arrows.png b/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Ridged_Arrows.png new file mode 100644 index 0000000..fb33ab8 Binary files /dev/null and b/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Ridged_Arrows.png differ diff --git a/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Ridged_Arrows.png.meta b/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Ridged_Arrows.png.meta new file mode 100644 index 0000000..4221d3c --- /dev/null +++ b/Assets/Joystick Pack/Sprites/Vertical Backgrounds/Vertical_Ridged_Arrows.png.meta @@ -0,0 +1,144 @@ +fileFormatVersion: 2 +guid: 9332cf0d233636a40a024382720294a3 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: -1 + mipBias: -100 + wrapU: 1 + wrapV: 1 + wrapW: -1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 1 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + - serializedVersion: 3 + buildTarget: iPhone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + - serializedVersion: 3 + buildTarget: Android + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + - serializedVersion: 3 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean.meta b/Assets/Lean.meta new file mode 100644 index 0000000..251c59e --- /dev/null +++ b/Assets/Lean.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d4da3e6544b0f8a469f3895fc9097685 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common.meta b/Assets/Lean/Common.meta new file mode 100644 index 0000000..9b88fdd --- /dev/null +++ b/Assets/Lean/Common.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8ce410272d5666e44812e63d103bfaa6 +folderAsset: yes +timeCreated: 1553119366 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Documentation.meta b/Assets/Lean/Common/Documentation.meta new file mode 100644 index 0000000..10bd7ce --- /dev/null +++ b/Assets/Lean/Common/Documentation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: eca036dcb74c24e4687c45ba0c2d2983 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Documentation/Documentation.html b/Assets/Lean/Common/Documentation/Documentation.html new file mode 100644 index 0000000..265e2fe --- /dev/null +++ b/Assets/Lean/Common/Documentation/Documentation.html @@ -0,0 +1,376 @@ + + + +Lean Common - Documentation - 1.0.0 + + + +
+
+
+
+

Lean Common

+
+

DOCUMENTATION

+
+

What is Lean Common?

Lean Common is a lightweight collection of scripts and media used by all Lean assets.



+

+

+

Assets

+

Here's a list of all my other assets, please check them out!

You can also view this list on my Asset Store page.

+
+
Lean GUI
+

Lean GUI

+

Lean GUI is a colllection of components that extend Unity's GUI system, allowing you to rapidly enhance the user experience (UX) of your game's UI.

+
+
+
Lean Transition
+

Lean Transition

+

Quickly polish your games using Lean Transition. This asset allows you to easily tween or animate almost anything in your game, making it transition smoothly.

+
+
+
Paint in 3D
+

Paint in 3D

+

Paint all your objects using Paint in 3D - both in game, and in editor. All features are optimized with GPU accelerated texture painting, so you can enjoy consistent performance, even if you paint your objects one million times!

+
+
+
Lean Pool
+

Lean Pool

+

Quickly optimize the performance of your games using Lean Pool. Within minutes you can use this lightweight asset to preload, recycle, and limit the spawning of your prefabs.

+
+
+
Space Graphics Toolkit
+

Space Graphics Toolkit

+

Quickly make the space scene of your dreams using Space Graphics Toolkit. This huge collection of space effects can be customized and combined in any way you like, allowing you to quickly make realistic or fantasy worlds. Each feature has been heavily optimized to run on almost any device and platform.

+
+
+
Lean Touch
+

Lean Touch

+

Rapidly develop your game with consistent input across desktop & mobile using Lean Touch. This lightweight asset comes with many modular components, allowing you to customize them to your exact project needs!

+
+
+
Lean Localization
+

Lean Localization

+

Lean Localization is a localization library that's designed to be as simple to use as possible for both designers, and programmers.

+
+
+
Lean GUI Shapes
+

Lean GUI Shapes

+

Lean GUI Shapes allows you to quickly add lines, rounded boxes, polygons, and much more to your GUI!

+
+
+
Destructible 2D
+

Destructible 2D

+

Unlock the full potential of your 2D games using Destructible 2D, this asset allows you to quickly convert all your boring solid sprites into fully destructible ones!

+
+
+
Planet Pack - Space Graphics Toolkit
+

Planet Pack - Space Graphics Toolkit

+

This pack contains 26 high detail PBR planets, all finished using the powerful planet features of Space Graphics Toolkit (SGT). This is a standalone package, so SGT is not required. You can even use the included features to turn your own planets into beautiful worlds!

+
+
+
Lean Touch+
+

Lean Touch+

+

Lean Touch+ is an extension to the popular Lean Touch asset, adding many more example scenes.

+
+
+
Volumetric Audio
+

Volumetric Audio

+

Unity sounds only emanate from a single point source. This is great for explosions and footsteps, but quite often you need something more advanced. Volumetric Audio is an easy to use package that allows you to define boxes, spheres, capsules, paths, or meshes that sounds can emanate from.

+
+
+

+

+

Versions

+

1.0.0

Initial version.



+

+

+

Components

+

LeanHelper

This class contains useful methods used in almost all LeanTouch code.


+

+static GameObject +
+CreateAsset +
+string name +

+

This method creates an empty GameObject prefab at the current asset folder

+


+

+static T +
+CreateElement<T> +
+Transform parent +

+

This method allows you to create a UI element with the specified component and specified parent, with behavior consistent with Unity's built-in UI element creation.

+


+

+static float +
+GetDampenFactor +
+float damping, float elapsed +

+

This method gives you the time-independent 't' value for lerp when used for dampening. This returns 1 in edit mode, or if dampening is less than 0.

+


+

+static T +
+Destroy<T> +
+T o +

+

This method allows you to destroy the target object in game and in edit mode, and it returns null.

+


+

+static T +
+GetObjectFromSerializedProperty<T> +
+object target, SerializedProperty property +

+

This method gives you the actual object behind a SerializedProperty given to you by a property drawer.

+



LeanInput

This class wraps UnityEngine.Input and UnityEngine.InputSystem so they can both be used from the same interface.



LeanInspector<T>

This class allows you to quickly make custom inspectors with common features.



LeanDestroy

This component will automatically destroy a GameObject after the specified amount of time.

NOTE  If Seconds is set to -1, then you must manually call the DestroyNow method from somewhere.

+

+GameObject +
+Target +

+

The GameObject that will be destroyed.

None/null = This GameObject.

+


+

+float +
+Seconds +

+

The amount of seconds remaining before this GameObject gets destroyed.

-1 = You must manually call the DestroyNow method.

+


+

+void +
+DestroyNow +
+ +

+

You can manually call this method to destroy the current GameObject now.

+



LeanPath

This component stores a list of points that form a path.


+

+List<Vector3> +
+Points +

+

The points along the path.

+


+

+bool +
+Loop +

+

Do these points loop back to the start?

+


+

+Space +
+Space +

+

The coordinate system for the points.

+


+

+int +
+Smoothing +

+

The amount of lines between each path point when read from LeanScreenDepth.

+


+

+LineRenderer +
+Visual +

+

This allows you to draw a visual of the path using a LineRenderer.

+



LeanPlane

This component stores information about a 3D plane. By default this plane lays on the XY axis, or faces the Z axis.


+

+bool +
+ClampX +

+

Should the plane be clamped on the x axis?

+


+

+bool +
+ClampY +

+

Should the plane be clamped on the y axis?

+


+

+float +
+SnapX +

+

The distance between each position snap on the x axis.

+


+

+float +
+SnapY +

+

The distance between each position snap on the x axis.

+



LeanRoll

This component rotates the current GameObject based on the current Angle value.

NOTE  This component overrides and takes over the rotation of this GameObject, so you can no longer externally influence it.

+

+float +
+Angle +

+

The current angle in degrees.

+


+

+bool +
+Clamp +

+

Should the Angle value be clamped?

+


+

+float +
+ClampMin +

+

The minimum Angle value.

+


+

+float +
+ClampMax +

+

The maximum Angle value.

+


+

+float +
+Damping +

+

If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.

-1 = Instantly change.

1 = Slowly change.

10 = Quickly change.

+


+

+void +
+IncrementAngle +
+float delta +

+

The Angle value will be incremented by the specified angle in degrees.

+


+

+void +
+DecrementAngle +
+float delta +

+

The Angle value will be decremented by the specified angle in degrees.

+


+

+void +
+RotateToDelta +
+Vector2 delta +

+

This method will update the Angle value based on the specified vector.

+


+

+void +
+SnapToTarget +
+ +

+

This method will immediately snap the current angle to its target value.

+



LeanSpawn

This component allows you to spawn a prefab at the specified world point.

NOTE  For this component to work you must manually call the Spawn method from somewhere.

+

+Transform +
+Prefab +

+

The prefab that this component can spawn.

+


+

+SourceType +
+DefaultPosition +

+

If you call Spawn(), where should the position come from?

+


+

+SourceType +
+DefaultRotation +

+

If you call Spawn(), where should the rotation come from?

+


+

+void +
+Spawn +
+ +

+

This will spawn Prefab at the current Transform.position.

+


+

+void +
+Spawn +
+Vector3 position +

+

This will spawn Prefab at the specified position in world space.

+



LeanLinkTo

This component allows you to open a URL using Unity events (e.g. a button).


+

+LinkType +
+Link +

+

The URL that will be opened.

+



LeanUpgradeEventSystem

This component will automatically update the event system if you switch to using the new InputSystem.



+
+
+

Index

+

What is Lean Common?

+

+

Assets

+

Lean GUI

Lean Transition

Paint in 3D

Lean Pool

Space Graphics Toolkit

Lean Touch

Lean Localization

Lean GUI Shapes

Destructible 2D

Planet Pack - Space Graphics Toolkit

Lean Touch+

Volumetric Audio

+

+

Versions

+

1.0.0

+

+

Components

+

LeanHelper

LeanInput

LeanInspector<T>

LeanDestroy

LeanPath

LeanPlane

LeanRoll

LeanSpawn

LeanLinkTo

LeanUpgradeEventSystem

+

+
+
+
+ + diff --git a/Assets/Lean/Common/Documentation/Documentation.html.meta b/Assets/Lean/Common/Documentation/Documentation.html.meta new file mode 100644 index 0000000..d40207a --- /dev/null +++ b/Assets/Lean/Common/Documentation/Documentation.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 343b9ec9f5c2b3a43b6e4cd68f5286ca +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Documentation/LeanGuide.cs b/Assets/Lean/Common/Documentation/LeanGuide.cs new file mode 100644 index 0000000..a283121 --- /dev/null +++ b/Assets/Lean/Common/Documentation/LeanGuide.cs @@ -0,0 +1,191 @@ +using UnityEngine; + +namespace Lean.Common +{ + /// This class defines documentation data that can be viewed in the inspector. + public class LeanGuide : ScriptableObject + { + public string LongName; + + public string ShortName; + + public TextAsset Documentation; + + [System.NonSerialized] + private Texture2D icon; + + [System.NonSerialized] + private string version; + + public Texture2D Icon + { + get + { + if (icon == null) + { + icon = new Texture2D(1, 1); + + icon.LoadImage(System.Convert.FromBase64String("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")); + } + + return icon; + } + } + + public string Version + { + get + { + if (version == null && Documentation != null) + { + var text = Documentation.text; + var a = text.IndexOf("Documentation - "); + var b = text.IndexOf(""); + + if (a > 0 && b > 0) + { + version = text.Substring(a + 16, b - a - 16); + } + } + + return version; + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Common.Editor +{ + using UnityEditor; + + [CustomEditor(typeof(LeanGuide))] + public class LeanGuide_Editor : UnityEditor.Editor + { + private static GUIStyle titleStyle; + + private static GUIStyle headerStyle; + + private static GUIStyle bodyStyle; + + private static GUIStyle rateStyle; + + public static void UpdateStyles() + { + if (bodyStyle == null) + { + bodyStyle = new GUIStyle(EditorStyles.label); + bodyStyle.wordWrap = true; + bodyStyle.fontSize = 14; + + titleStyle = new GUIStyle(bodyStyle); + titleStyle.fontSize = 26; + titleStyle.alignment = TextAnchor.MiddleCenter; + + headerStyle = new GUIStyle(bodyStyle); + headerStyle.fontSize = 18 ; + + rateStyle = new GUIStyle(EditorStyles.toolbarButton); + + rateStyle.fontSize = 20; + } + } + + public override void OnInspectorGUI() + { + var tgt = (LeanGuide)target; + + UpdateStyles(); + + EditorGUILayout.LabelField("Thank You For Using " + tgt.LongName + "!", headerStyle); + EditorGUILayout.LabelField("The documentation can be opened below. To understand how this asset works I also recommend you run the example scenes, and read their description text.", bodyStyle); + + if (GUILayout.Button(new GUIContent("Local Documentation", "Open In Web Browser")) == true) + { + System.Diagnostics.Process.Start(Application.dataPath + AssetDatabase.GetAssetPath(tgt.Documentation).Remove(0, "Assets".Length)); + } + + if (GUILayout.Button(new GUIContent("Online Documentation", "Open In Web Browser")) == true) + { + Application.OpenURL("https://CarlosWilkes.com/Documentation/" + tgt.ShortName); + } + + EditorGUILayout.Separator(); + EditorGUILayout.Separator(); + + EditorGUILayout.LabelField("Need Help?", headerStyle); + EditorGUILayout.LabelField("If you have questions, feel free to ask!", bodyStyle); + + if (GUILayout.Button(new GUIContent("Forum Thread", "Unity Forums")) == true) + { + Application.OpenURL("https://CarlosWilkes.com/Forum/" + tgt.ShortName); + } + + if (GUILayout.Button(new GUIContent("E-Mail Me", "carlos.wilkes@gmail.com")) == true) + { + Application.OpenURL("mailto:carlos.wilkes@gmail.com"); + } + + if (GUILayout.Button(new GUIContent("Private Message", "Unity Forum Profile")) == true) + { + Application.OpenURL("https://forum.unity.com/members/41960"); + } + + EditorGUILayout.Separator(); + EditorGUILayout.Separator(); + + EditorGUILayout.LabelField("You're Awesome!", headerStyle); + EditorGUILayout.LabelField("If you haven't already, consider rating this asset. It really helps me out!", bodyStyle); + + if (GUILayout.Button(new GUIContent("Rate This Asset", tgt.LongName + " Asset Page")) == true) + { + Application.OpenURL("https://CarlosWilkes.com/Get/" + tgt.ShortName); + } + + EditorGUILayout.Separator(); + EditorGUILayout.Separator(); + + EditorGUILayout.LabelField("Made Something Cool?", headerStyle); + EditorGUILayout.LabelField("Let me know so I can shout your project out!", bodyStyle); + + if (GUILayout.Button(new GUIContent("E-Mail Me", "carlos.wilkes@gmail.com")) == true) + { + Application.OpenURL("mailto:carlos.wilkes@gmail.com"); + } + + EditorGUILayout.Separator(); + EditorGUILayout.Separator(); + + EditorGUILayout.LabelField("Want More?", headerStyle); + EditorGUILayout.LabelField("I've released a range of assets to speed up your project development, check them out:", bodyStyle); + + if (GUILayout.Button(new GUIContent("My Website", "CarlosWilkes.com")) == true) + { + Application.OpenURL("https://CarlosWilkes.com"); + } + } + + protected override void OnHeaderGUI() + { + var tgt = (LeanGuide)target; + + UpdateStyles(); + + GUILayout.BeginHorizontal("In BigTitle"); + { + var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f); + var content = new GUIContent("Version\n" + tgt.Version); + var height = Mathf.Max(titleStyle.CalcHeight(content, EditorGUIUtility.currentViewWidth - iconWidth), iconWidth); + + if (tgt.Icon != null) + { + GUILayout.Label(tgt.Icon, EditorStyles.centeredGreyMiniLabel, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); + } + + GUILayout.Label(content, titleStyle, GUILayout.Height(height)); + } + GUILayout.EndHorizontal(); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Common/Documentation/LeanGuide.cs.meta b/Assets/Lean/Common/Documentation/LeanGuide.cs.meta new file mode 100644 index 0000000..c512636 --- /dev/null +++ b/Assets/Lean/Common/Documentation/LeanGuide.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 65f14352023e7024bbd09d26a3e8379e +timeCreated: 1547108494 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Examples.meta b/Assets/Lean/Common/Examples.meta new file mode 100644 index 0000000..79a4758 --- /dev/null +++ b/Assets/Lean/Common/Examples.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9c1d7701028ce91439544a5d3930a883 +folderAsset: yes +timeCreated: 1553119434 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Examples/Fonts.meta b/Assets/Lean/Common/Examples/Fonts.meta new file mode 100644 index 0000000..332d8eb --- /dev/null +++ b/Assets/Lean/Common/Examples/Fonts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fc019970f49b6944d8006b096b2fc9f6 +folderAsset: yes +timeCreated: 1474715825 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Examples/Fonts/OFL.txt b/Assets/Lean/Common/Examples/Fonts/OFL.txt new file mode 100644 index 0000000..84fe06c --- /dev/null +++ b/Assets/Lean/Common/Examples/Fonts/OFL.txt @@ -0,0 +1,93 @@ +Copyright 2011-2016 The Varela Round Project Authors (https://github.com/alefalefalef/Varela-Round-Hebrew/), with Reserved Font Names 'Varela' and ‘Varela Round’. + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide +development of collaborative font projects, to support the font creation +efforts of academic and linguistic communities, and to provide a free and +open framework in which fonts may be shared and improved in partnership +with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. This may +include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, +or substituting -- in part or in whole -- any of the components of the +Original Version, by changing formats or by porting the Font Software to a +new environment. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Font Software, to use, study, copy, merge, embed, modify, +redistribute, and sell modified and unmodified copies of the Font +Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy +contains the above copyright notice and this license. 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a/Assets/Lean/Common/Examples/Scripts/LeanDemo.cs b/Assets/Lean/Common/Examples/Scripts/LeanDemo.cs new file mode 100644 index 0000000..7d8e12e --- /dev/null +++ b/Assets/Lean/Common/Examples/Scripts/LeanDemo.cs @@ -0,0 +1,71 @@ +using UnityEngine; + +namespace Lean.Common.Examples +{ + /// This component is used by all the demo scenes to perform common tasks. Including modifying the current scene to make it look consistent between different rendering pipelines. + [ExecuteInEditMode] + [AddComponentMenu("")] + public class LeanDemo : MonoBehaviour + { + /// If you enable this setting and your project is running with the new InputSystem then the EventSystem's InputModule component will be upgraded. + public bool UpgradeInputModule { set { upgradeInputModule = value; } get { return upgradeInputModule; } } [SerializeField] private bool upgradeInputModule = true; + + /// If you set this then the specified skybox will be placed on top of the main camera. + public Transform SkyboxRoot { set { skyboxRoot = value; } get { return skyboxRoot; } } [SerializeField] private Transform skyboxRoot; + + protected virtual void OnEnable() + { + if (upgradeInputModule == true) + { + TryUpgradeEventSystem(); + } + } + + protected virtual void LateUpdate() + { + if (skyboxRoot != null) + { + var camera = Camera.main; + + if (camera != null) + { + skyboxRoot.position = camera.transform.position; + } + } + } + + private void TryUpgradeEventSystem() + { +#if UNITY_EDITOR && ENABLE_INPUT_SYSTEM + var module = FindObjectOfType(); + + if (module != null) + { + module.gameObject.AddComponent(); + + DestroyImmediate(module); + } +#endif + } + } +} + +#if UNITY_EDITOR +namespace Lean.Common.Examples.Editor +{ + using UnityEditor; + using TARGET = LeanDemo; + + [CustomEditor(typeof(TARGET))] + public class LeanDemo_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("upgradeInputModule", "If you enable this setting and your project is running with the new InputSystem then the EventSystem's InputModule component will be upgraded."); + Draw("skyboxRoot", "If you set this then the specified skybox will be placed on top of the main camera."); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Common/Examples/Scripts/LeanDemo.cs.meta b/Assets/Lean/Common/Examples/Scripts/LeanDemo.cs.meta new file mode 100644 index 0000000..3a8eb84 --- /dev/null +++ b/Assets/Lean/Common/Examples/Scripts/LeanDemo.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a65dba056618ef244aa5f7a41138f642 +timeCreated: 1474724095 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Examples/Scripts/LeanLinkTo.cs b/Assets/Lean/Common/Examples/Scripts/LeanLinkTo.cs new file mode 100644 index 0000000..9a001b7 --- /dev/null +++ b/Assets/Lean/Common/Examples/Scripts/LeanLinkTo.cs @@ -0,0 +1,133 @@ +using UnityEngine; +using UnityEngine.EventSystems; + +namespace Lean.Common.Examples +{ + /// This component turns the current UI element into a button that will perform a common action you specify. + [ExecuteInEditMode] + [HelpURL(LeanHelper.HelpUrlPrefix + "LeanLinkTo")] + [AddComponentMenu(LeanHelper.ComponentPathPrefix + "Link To")] + public class LeanLinkTo : MonoBehaviour, IPointerClickHandler + { + public enum LinkType + { + Publisher, + PreviousScene, + NextScene + } + + /// The action that will be performed when clicked. + public LinkType Link { set { link = value; } get { return link; } } [SerializeField] private LinkType link; + + protected virtual void Update() + { + switch (link) + { + case LinkType.PreviousScene: + case LinkType.NextScene: + { + var group = GetComponent(); + + if (group != null) + { + var show = GetCurrentLevel() >= 0 && GetLevelCount() > 1; + + group.alpha = show == true ? 1.0f : 0.0f; + group.blocksRaycasts = show; + group.interactable = show; + } + } + break; + } + } + + public void OnPointerClick(PointerEventData eventData) + { + switch (link) + { + case LinkType.Publisher: + { + Application.OpenURL("https://carloswilkes.com"); + } + break; + + case LinkType.PreviousScene: + { + var index = GetCurrentLevel(); + + if (index >= 0) + { + if (--index < 0) + { + index = GetLevelCount() - 1; + } + + LoadLevel(index); + } + } + break; + + case LinkType.NextScene: + { + var index = GetCurrentLevel(); + + if (index >= 0) + { + if (++index >= GetLevelCount()) + { + index = 0; + } + + LoadLevel(index); + } + } + break; + } + } + + private static int GetCurrentLevel() + { + var scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene(); + var index = scene.buildIndex; + + if (index >= 0) + { + if (UnityEngine.SceneManagement.SceneManager.GetSceneByBuildIndex(index).path != scene.path) + { + return -1; + } + } + + return index; + } + + private static int GetLevelCount() + { + return UnityEngine.SceneManagement.SceneManager.sceneCountInBuildSettings; + } + + private static void LoadLevel(int index) + { + UnityEngine.SceneManagement.SceneManager.LoadScene(index); + } + } +} + +#if UNITY_EDITOR +namespace Lean.Common.Examples.Editor +{ + using TARGET = LeanLinkTo; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanLinkTo_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("link", "The action that will be performed when clicked."); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Common/Examples/Scripts/LeanLinkTo.cs.meta b/Assets/Lean/Common/Examples/Scripts/LeanLinkTo.cs.meta new file mode 100644 index 0000000..a0cd11e --- /dev/null +++ b/Assets/Lean/Common/Examples/Scripts/LeanLinkTo.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ae8f233b40abd2c4f9deab4ffe64baad +timeCreated: 1474724095 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Examples/Scripts/LeanUpgradeEventSystem.cs b/Assets/Lean/Common/Examples/Scripts/LeanUpgradeEventSystem.cs new file mode 100644 index 0000000..cac63b8 --- /dev/null +++ b/Assets/Lean/Common/Examples/Scripts/LeanUpgradeEventSystem.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Common/Examples/Scripts/LeanUpgradeEventSystem.cs.meta b/Assets/Lean/Common/Examples/Scripts/LeanUpgradeEventSystem.cs.meta new file mode 100644 index 0000000..5261386 --- /dev/null +++ b/Assets/Lean/Common/Examples/Scripts/LeanUpgradeEventSystem.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8e751784a72fb1d4b896441ac1dbee98 +timeCreated: 1474724095 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Examples/Shaders.meta b/Assets/Lean/Common/Examples/Shaders.meta new file mode 100644 index 0000000..e149792 --- /dev/null +++ b/Assets/Lean/Common/Examples/Shaders.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 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{ + float4 vertex : SV_POSITION; + float2 uv : TEXCOORD0; + float4 color : COLOR; + }; + + struct f2g + { + float4 color : SV_TARGET; + }; + + void Vert(a2v i, out v2f o) + { + o.vertex = UnityObjectToClipPos(i.vertex); + o.uv = TRANSFORM_TEX(i.texcoord0, _MainTex); + o.color = i.color * _Color; + } + + void Frag(v2f i, out f2g o) + { + o.color = tex2D(_MainTex, i.uv) * i.color; + } + ENDCG + } // Pass + } // SubShader +} // Shader \ No newline at end of file diff --git a/Assets/Lean/Common/Examples/Shaders/Alpha.shader.meta b/Assets/Lean/Common/Examples/Shaders/Alpha.shader.meta new file mode 100644 index 0000000..adcf6a0 --- /dev/null +++ b/Assets/Lean/Common/Examples/Shaders/Alpha.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0d949f33aae55df4d92d64ec31581556 +timeCreated: 1474810484 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Examples/Shaders/Object.shader b/Assets/Lean/Common/Examples/Shaders/Object.shader new file mode 100644 index 0000000..436f9ce --- /dev/null +++ b/Assets/Lean/Common/Examples/Shaders/Object.shader @@ -0,0 +1,73 @@ +Shader "Lean/Common/Object" +{ + Properties + { + _MainTex("Main Tex", 2D) = "white" {} + _Color("Color", Color) = (1.0, 1.0, 1.0, 1.0) + _Color1("Color 1", Color) = (1.0, 0.5, 0.5, 1.0) + _Color2("Color 2", Color) = (0.5, 0.5, 1.0, 1.0) + _Rim("Rim", Float) = 1.0 + _Shift("Shift", Float) = 1.0 + } + + SubShader + { + Tags + { + "Queue" = "Geometry" + "PreviewType" = "Sphere" + "DisableBatching" = "True" + } + + Pass + { + CGPROGRAM + #pragma vertex Vert + #pragma fragment Frag + + sampler2D _MainTex; + float4 _Color; + float4 _Color1; + float4 _Color2; + float _Rim; + float _Shift; + + struct a2v + { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float3 normal : NORMAL; + float4 color : COLOR; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + float2 uv : TEXCOORD0; + float3 normal : TEXCOORD1; + float4 color : COLOR; + }; + + struct f2g + { + float4 color : SV_TARGET; + }; + + void Vert(a2v i, out v2f o) + { + o.vertex = UnityObjectToClipPos(i.vertex); + o.uv = i.texcoord0; + o.normal = mul((float3x3)UNITY_MATRIX_IT_MV, i.normal); + o.color = i.color * _Color; + } + + void Frag(v2f i, out f2g o) + { + float rim = _Shift - pow(saturate(1.0f - normalize(i.normal).z), _Rim); + + o.color = tex2D(_MainTex, i.uv) * lerp(_Color1, _Color2, rim) * i.color; + } + ENDCG + } // Pass + } // SubShader +} // Shader \ No newline at end of file diff --git a/Assets/Lean/Common/Examples/Shaders/Object.shader.meta b/Assets/Lean/Common/Examples/Shaders/Object.shader.meta new file mode 100644 index 0000000..a732f34 --- /dev/null +++ b/Assets/Lean/Common/Examples/Shaders/Object.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c499d6dd2ed58ca40a1377bae53ec0ee +timeCreated: 1474810484 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Examples/Shaders/Skybox.shader b/Assets/Lean/Common/Examples/Shaders/Skybox.shader new file mode 100644 index 0000000..2cdec12 --- /dev/null +++ b/Assets/Lean/Common/Examples/Shaders/Skybox.shader @@ -0,0 +1,59 @@ +Shader "Lean/Common/Skybox" +{ + Properties + { + _Color1("Color 1", Color) = (1.0, 0.5, 0.5, 1.0) + _Color2("Color 2", Color) = (0.5, 0.5, 1.0, 1.0) + _Scale("Scale", Float) = 1.0 + } + + SubShader + { + Cull Off + ZWrite Off + + Tags + { + "Queue" = "Geometry" + "PreviewType" = "Skybox" + } + + Pass + { + CGPROGRAM + #pragma vertex Vert + #pragma fragment Frag + + float4 _Color1; + float4 _Color2; + float _Scale; + + struct a2v + { + float4 vertex : POSITION; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + float4 position : TEXCOORD0; + }; + + struct f2g + { + float4 color : SV_TARGET; + }; + + void Vert(a2v i, out v2f o) + { + o.vertex = o.position = UnityObjectToClipPos(i.vertex); + } + + void Frag(v2f i, out f2g o) + { + o.color = lerp(_Color1, _Color2, length(i.position.xy / i.position.w) * _Scale); + } + ENDCG + } // Pass + } // SubShader +} // Shader \ No newline at end of file diff --git a/Assets/Lean/Common/Examples/Shaders/Skybox.shader.meta b/Assets/Lean/Common/Examples/Shaders/Skybox.shader.meta new file mode 100644 index 0000000..397c98e --- /dev/null +++ b/Assets/Lean/Common/Examples/Shaders/Skybox.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 960aca9aa5d48ad4b8b522dbbab26d8a +timeCreated: 1474763809 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Examples/Textures.meta b/Assets/Lean/Common/Examples/Textures.meta new file mode 100644 index 0000000..177d707 --- /dev/null +++ b/Assets/Lean/Common/Examples/Textures.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8e027981c69a3b843b2e700aca187daa +folderAsset: yes +timeCreated: 1553135481 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Examples/Textures/Description.png b/Assets/Lean/Common/Examples/Textures/Description.png new file mode 100644 index 0000000..0110c09 Binary files /dev/null and b/Assets/Lean/Common/Examples/Textures/Description.png differ diff --git a/Assets/Lean/Common/Examples/Textures/Description.png.meta b/Assets/Lean/Common/Examples/Textures/Description.png.meta new file mode 100644 index 0000000..f6de51c --- /dev/null +++ b/Assets/Lean/Common/Examples/Textures/Description.png.meta @@ -0,0 +1,99 @@ +fileFormatVersion: 2 +guid: e3c3aac37d6032c408e6fb79c8b30f96 +TextureImporter: + fileIDToRecycleName: {} + externalObjects: {} + serializedVersion: 9 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 2 + aniso: 8 + mipBias: -100 + wrapU: 1 + wrapV: 1 + wrapW: 1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 150, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - serializedVersion: 2 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 4fc509702b41bf645aeba57dcc1161f2 + vertices: [] + indices: + edges: [] + weights: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Examples/Textures/Grid.png b/Assets/Lean/Common/Examples/Textures/Grid.png new file mode 100644 index 0000000..1fff286 Binary files /dev/null and b/Assets/Lean/Common/Examples/Textures/Grid.png differ diff --git a/Assets/Lean/Common/Examples/Textures/Grid.png.meta b/Assets/Lean/Common/Examples/Textures/Grid.png.meta new file mode 100644 index 0000000..65603fa --- /dev/null +++ b/Assets/Lean/Common/Examples/Textures/Grid.png.meta @@ -0,0 +1,76 @@ +fileFormatVersion: 2 +guid: 026cfa8e99aa0914faa770f5d4c58a23 +timeCreated: 1554521128 +licenseType: Store +TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 4 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + filterMode: 2 + aniso: 8 + mipBias: -1 + wrapMode: 0 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 128 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + - buildTarget: Standalone + maxTextureSize: 2048 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Examples/Textures/Heart.png b/Assets/Lean/Common/Examples/Textures/Heart.png new file mode 100644 index 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textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 2 + aniso: 8 + mipBias: -100 + wrapU: 1 + wrapV: 1 + wrapW: 1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - serializedVersion: 2 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5b1308ad533398f4cacbd6e74cf65870 + vertices: [] + indices: + edges: [] + weights: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Examples/Textures/Left.png b/Assets/Lean/Common/Examples/Textures/Left.png new file mode 100644 index 0000000..bb5a93d Binary files /dev/null and b/Assets/Lean/Common/Examples/Textures/Left.png differ diff --git a/Assets/Lean/Common/Examples/Textures/Left.png.meta b/Assets/Lean/Common/Examples/Textures/Left.png.meta new file mode 100644 index 0000000..ef7c744 --- /dev/null +++ b/Assets/Lean/Common/Examples/Textures/Left.png.meta @@ -0,0 +1,99 @@ 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y: 20, z: 21, w: 20} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - serializedVersion: 2 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: a3eaf35dd2392604aae3d8c3eae112bb + vertices: [] + indices: + edges: [] + weights: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Examples/Textures/Right.png b/Assets/Lean/Common/Examples/Textures/Right.png new file mode 100644 index 0000000..59e0f32 Binary files /dev/null and b/Assets/Lean/Common/Examples/Textures/Right.png differ diff --git a/Assets/Lean/Common/Examples/Textures/Right.png.meta b/Assets/Lean/Common/Examples/Textures/Right.png.meta new file mode 100644 index 0000000..e341ea9 --- /dev/null +++ b/Assets/Lean/Common/Examples/Textures/Right.png.meta @@ -0,0 +1,99 @@ +fileFormatVersion: 2 +guid: 873b489a73575b14fa7f49597735beaa +TextureImporter: + fileIDToRecycleName: {} + externalObjects: {} + serializedVersion: 9 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 2 + aniso: 8 + mipBias: -100 + wrapU: 1 + wrapV: 1 + wrapW: 1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 21, y: 20, z: 0, w: 20} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - serializedVersion: 2 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: a9a0d2cbd7735514a85086cb89845fc6 + vertices: [] + indices: + edges: [] + weights: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Extras.meta b/Assets/Lean/Common/Extras.meta new file mode 100644 index 0000000..0e78f50 --- /dev/null +++ b/Assets/Lean/Common/Extras.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 66710c84ec8f26843ab0236b80499b22 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Extras/LeanDestroy.cs b/Assets/Lean/Common/Extras/LeanDestroy.cs new file mode 100644 index 0000000..9e923e3 --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanDestroy.cs @@ -0,0 +1,101 @@ +using UnityEngine; +using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; + +namespace Lean.Common +{ + /// This component allows you to destroy a GameObject. + [HelpURL(LeanHelper.HelpUrlPrefix + "LeanDestroy")] + [AddComponentMenu(LeanHelper.ComponentPathPrefix + "Destroy")] + public class LeanDestroy : MonoBehaviour + { + public enum ExecuteType + { + OnFirstFrame, + AfterDelay, + AfterDelayUnscaled, + Manually + } + + /// This allows you to control when the Target GameObject will be destroyed. + /// OnFirstFrame = As soon as Update runs (this component must be enabled). + /// AfterDelay = After the specified amount of Seconds has elapsed. + /// AfterDelayUnscaled = The same as AfterDelay, but using unscaledDeltaTime. + /// Manually = You must manually call the DestroyNow method. + public ExecuteType Execute { set { execute = value; } get { return execute; } } [SerializeField] private ExecuteType execute = ExecuteType.Manually; + + /// The GameObject that will be destroyed. + /// None/null = This GameObject. + public GameObject Target { set { target = value; } get { return target; } } [FSA("Target")] [SerializeField] private GameObject target; + + /// The amount of seconds remaining until the GameObject is destroyed. + public float Seconds { set { seconds = value; } get { return seconds; } } [FSA("Seconds")] [SerializeField] private float seconds = -1.0f; + + protected virtual void Update() + { + switch (execute) + { + case ExecuteType.OnFirstFrame: + { + DestroyNow(); + } + break; + + case ExecuteType.AfterDelay: + { + seconds -= Time.deltaTime; + + if (seconds <= 0.0f) + { + DestroyNow(); + } + } + break; + + case ExecuteType.AfterDelayUnscaled: + { + seconds -= Time.unscaledDeltaTime; + + if (seconds <= 0.0f) + { + DestroyNow(); + } + } + break; + } + } + + /// You can manually call this method to destroy the specified GameObject immediately. + public void DestroyNow() + { + execute = ExecuteType.Manually; + + Destroy(target != null ? target : gameObject); + } + } +} + +#if UNITY_EDITOR +namespace Lean.Common.Editor +{ + using TARGET = LeanDestroy; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanDestroy_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("target", "The GameObject that will be destroyed.\n\nNone/null = This GameObject."); + Draw("execute", "This allows you to control when the Target GameObject will be destroyed.\n\nOnFirstFrame = As soon as Update runs (this component must be enabled).\n\nAfterDelay = After the specified amount of Seconds has elapsed.\n\nAfterDelayUnscaled = The same as AfterDelay, but using unscaledDeltaTime.\n\nManually = You must manually call the DestroyNow method."); + if (Any(tgts, t => t.Execute == LeanDestroy.ExecuteType.AfterDelay || t.Execute == LeanDestroy.ExecuteType.AfterDelayUnscaled)) + { + BeginIndent(); + Draw("seconds", "The amount of seconds remaining until the GameObject is destroyed."); + EndIndent(); + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Common/Extras/LeanDestroy.cs.meta b/Assets/Lean/Common/Extras/LeanDestroy.cs.meta new file mode 100644 index 0000000..6cb0abd --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanDestroy.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 683e90f239f8a2b42b3533e9316fd5f3 +timeCreated: 1480377129 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Extras/LeanFormatString.cs b/Assets/Lean/Common/Extras/LeanFormatString.cs new file mode 100644 index 0000000..96ab72f --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanFormatString.cs @@ -0,0 +1,145 @@ +using UnityEngine; +using UnityEngine.Events; + +namespace Lean.Common +{ + /// This component allows you to convert values like ints and floats into formatted text that can be shown in the UI. To use this component, simply call one of the SetString methods, and it will output the formatted string to the OnString event, which can be connected to UI text, etc. + [HelpURL(LeanHelper.HelpUrlPrefix + "LeanFormatString")] + [AddComponentMenu(LeanHelper.ComponentPathPrefix + "Format String")] + public class LeanFormatString : MonoBehaviour + { + [System.Serializable] public class StringEvent : UnityEvent {} + + /// The final text will use this string formatting, where {0} is the first value, {1} is the second, etc. Formatting uses standard string.Format style. + public string Format { set { format = value; } get { return format; } } [SerializeField] [Multiline] private string format = "Current Value = {0}"; + + /// Based on the Send setting, this event will be invoked. + /// String = The . + public StringEvent OnString { get { if (onString == null) onString = new StringEvent(); return onString; } } [SerializeField] private StringEvent onString; + + /// This method will convert the input arguments into a formatted string, and output it to the OnString event. + public void SetString(string a) + { + SendString(a); + } + + /// This method will convert the input arguments into a formatted string, and output it to the OnString event. + public void SetString(string a, string b) + { + SendString(a, b); + } + + /// This method will convert the input arguments into a formatted string, and output it to the OnString event. + public void SetString(int a) + { + SendString(a); + } + + /// This method will convert the input arguments into a formatted string, and output it to the OnString event. + public void SetString(int a, int b) + { + SendString(a, b); + } + + /// This method will convert the input arguments into a formatted string, and output it to the OnString event. + public void SetString(float a) + { + SendString(a); + } + + /// This method will convert the input arguments into a formatted string, and output it to the OnString event. + public void SetString(float a, float b) + { + SendString(a, b); + } + + /// This method will convert the input arguments into a formatted string, and output it to the OnString event. + public void SetString(Vector2 a) + { + SendString(a); + } + + /// This method will convert the input arguments into a formatted string, and output it to the OnString event. + public void SetString(Vector2 a, Vector2 b) + { + SendString(a, b); + } + + /// This method will convert the input arguments into a formatted string, and output it to the OnString event. + public void SetString(Vector3 a) + { + SendString(a); + } + + /// This method will convert the input arguments into a formatted string, and output it to the OnString event. + public void SetString(Vector3 a, Vector3 b) + { + SendString(a, b); + } + + /// This method will convert the input arguments into a formatted string, and output it to the OnString event. + public void SetString(Vector4 a) + { + SendString(a); + } + + /// This method will convert the input arguments into a formatted string, and output it to the OnString event. + public void SetString(Vector4 a, Vector4 b) + { + SendString(a, b); + } + + /// This method will convert the input arguments into a formatted string, and output it to the OnString event. + public void SetString(float a, int b) + { + SendString(a, b); + } + + /// This method will convert the input arguments into a formatted string, and output it to the OnString event. + public void SetString(int a, float b) + { + SendString(a, b); + } + + private void SendString(object a) + { + if (onString != null) + { + onString.Invoke(string.Format(format, a)); + } + } + + private void SendString(object a, object b) + { + if (onString != null) + { + onString.Invoke(string.Format(format, a, b)); + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Common.Editor +{ + using TARGET = LeanFormatString; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanFormatString_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + BeginError(Any(tgts, t => string.IsNullOrEmpty(t.Format))); + Draw("format", "The final text will use this string formatting, where {0} is the first value, {1} is the second, etc. Formatting uses standard string.Format style."); + EndError(); + + Separator(); + + Draw("onString"); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Common/Extras/LeanFormatString.cs.meta b/Assets/Lean/Common/Extras/LeanFormatString.cs.meta new file mode 100644 index 0000000..55fd1d0 --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanFormatString.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b7efa857135ee3242bb57cd8a91087c8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Lean/Common/Extras/LeanPath.cs b/Assets/Lean/Common/Extras/LeanPath.cs new file mode 100644 index 0000000..d68fe54 --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanPath.cs @@ -0,0 +1,404 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Lean.Common +{ + /// This component stores a list of points that form a path. + [ExecuteInEditMode] + [HelpURL(LeanHelper.HelpUrlPrefix + "LeanPath")] + [AddComponentMenu(LeanHelper.ComponentPathPrefix + "Path")] + public class LeanPath : MonoBehaviour + { + /// The points along the path. + [Tooltip("The points along the path.")] + public List Points; + + /// Do these points loop back to the start? + [Tooltip("Do these points loop back to the start?")] + public bool Loop; + + /// The coordinate system for the points. + [Tooltip("The coordinate system for the points.")] + public Space Space = Space.Self; + + /// The amount of lines between each path point when read from LeanScreenDepth. + [Tooltip("The amount of lines between each path point when read from LeanScreenDepth.")] + public int Smoothing = 1; + + /// This allows you to draw a visual of the path using a LineRenderer. + [Tooltip("This allows you to draw a visual of the path using a LineRenderer.")] + public LineRenderer Visual; + + public static Vector3 LastWorldNormal = Vector3.forward; + + public int PointCount + { + get + { + if (Points != null) + { + var count = Points.Count; + + if (count >= 2) + { + if (Loop == true) + { + return count + 1; + } + else + { + return count; + } + } + } + + return 0; + } + } + + public int GetPointCount(int smoothing = -1) + { + if (Points != null) + { + if (smoothing < 0) + { + smoothing = Smoothing; + } + + var count = Points.Count; + + if (count >= 2 && smoothing >= 1) + { + if (Loop == true) + { + return count * smoothing + 1; + } + else + { + return (count - 1) * smoothing + 1; + } + } + } + + return 0; + } + + public Vector3 GetSmoothedPoint(float index) + { + if (Points == null) + { + throw new System.IndexOutOfRangeException(); + } + + var count = Points.Count; + + if (count < 2) + { + throw new System.Exception(); + } + + // Get int and fractional part of float index + var i = (int)index; + var t = Mathf.Abs(index - i); + + // Get 4 control points + var a = GetPointRaw(i - 1, count); + var b = GetPointRaw(i , count); + var c = GetPointRaw(i + 1, count); + var d = GetPointRaw(i + 2, count); + + // Interpolate and return + var p = default(Vector3); + + p.x = CubicInterpolate(a.x, b.x, c.x, d.x, t); + p.y = CubicInterpolate(a.y, b.y, c.y, d.y, t); + p.z = CubicInterpolate(a.z, b.z, c.z, d.z, t); + + return p; + } + + public Vector3 GetPoint(int index, int smoothing = -1) + { + if (Points == null) + { + throw new System.IndexOutOfRangeException(); + } + + if (smoothing < 0) + { + smoothing = Smoothing; + } + + if (smoothing < 1) + { + throw new System.ArgumentOutOfRangeException(); + } + + var count = Points.Count; + + if (count < 2) + { + throw new System.Exception(); + } + + if (smoothing > 0) + { + return GetSmoothedPoint(index / (float)smoothing); + } + + return GetPointRaw(index, count); + } + + private Vector3 GetPointRaw(int index, int count) + { + if (Loop == true) + { + index = Mod(index, count); + } + else + { + index = Mathf.Clamp(index, 0, count - 1); + } + + var point = Points[index]; + + if (Space == Space.Self) + { + point = transform.TransformPoint(point); + } + + return point; + } + + public void SetLine(Vector3 a, Vector3 b) + { + if (Points == null) + { + Points = new List(); + } + else + { + Points.Clear(); + } + + Points.Add(a); + Points.Add(b); + } + + public bool TryGetClosest(Vector3 position, ref Vector3 closestPoint, ref int closestIndexA, ref int closestIndexB, int smoothing = -1) + { + var count = GetPointCount(smoothing); + + if (count >= 2) + { + var indexA = 0; + var pointA = GetPoint(indexA, smoothing); + var closestDistance = float.PositiveInfinity; + + for (var i = 1; i < count; i++) + { + var indexB = i; + var pointB = GetPoint(indexB, smoothing); + var point = GetClosestPoint(position, pointA, pointB - pointA); + var distance = Vector3.Distance(position, point); + + if (distance < closestDistance) + { + closestIndexA = indexA; + closestIndexB = i; + closestPoint = point; + closestDistance = distance; + + LastWorldNormal = Vector3.Normalize(point - pointB); + } + + pointA = pointB; + indexA = indexB; + } + + return true; + } + + return false; + } + + public bool TryGetClosest(Vector3 position, ref Vector3 closestPoint, int smoothing = -1) + { + var closestIndexA = default(int); + var closestIndexB = default(int); + + return TryGetClosest(position, ref closestPoint, ref closestIndexA, ref closestIndexB, smoothing); + } + + public bool TryGetClosest(Ray ray, ref Vector3 closestPoint, ref int closestIndexA, ref int closestIndexB, int smoothing = -1) + { + var count = GetPointCount(smoothing); + + if (count >= 2) + { + var indexA = 0; + var pointA = GetPoint(0, smoothing); + var closestDistance = float.PositiveInfinity; + + for (var i = 1; i < count; i++) + { + var pointB = GetPoint(i, smoothing); + var point = GetClosestPoint(ray, pointA, pointB - pointA); + var distance = GetClosestDistance(ray, point); + + if (distance < closestDistance) + { + closestIndexA = indexA; + closestIndexB = i; + closestPoint = point; + closestDistance = distance; + + LastWorldNormal = Vector3.Normalize(point - pointB); + } + + pointA = pointB; + indexA = i; + } + + return true; + } + + return false; + } + + public bool TryGetClosest(Ray ray, ref Vector3 currentPoint, int smoothing = -1) + { + var closestIndexA = default(int); + var closestIndexB = default(int); + + return TryGetClosest(ray, ref currentPoint, ref closestIndexA, ref closestIndexB, smoothing); + } + + public bool TryGetClosest(Ray ray, ref Vector3 currentPoint, int smoothing = -1, float maximumDelta = -1.0f) + { + if (maximumDelta > 0.0f) + { + var closestPoint = currentPoint; + + if (TryGetClosest(ray, ref closestPoint, smoothing) == true) + { + // Move toward closest point + var targetPoint = Vector3.MoveTowards(currentPoint, closestPoint, maximumDelta); + + return TryGetClosest(targetPoint, ref currentPoint, smoothing); + } + + return false; + } + + return TryGetClosest(ray, ref currentPoint, smoothing); + } + + private Vector3 GetClosestPoint(Vector3 position, Vector3 origin, Vector3 direction) + { + var denom = Vector3.Dot(direction, direction); + + // If the line doesn't point anywhere, return origin + if (denom == 0.0f) + { + return origin; + } + + var dist01 = Vector3.Dot(position - origin, direction) / denom; + + return origin + direction * Mathf.Clamp01(dist01); + } + + private Vector3 GetClosestPoint(Ray ray, Vector3 origin, Vector3 direction) + { + var crossA = Vector3.Cross(ray.direction, direction); + var denom = Vector3.Dot(crossA, crossA); + + // If lines are parallel, we can return any point on line + if (denom == 0.0f) + { + return origin; + } + + var crossB = Vector3.Cross(ray.direction, ray.origin - origin); + var dist01 = Vector3.Dot(crossA, crossB) / denom; + + return origin + direction * Mathf.Clamp01(dist01); + } + + private float GetClosestDistance(Ray ray, Vector3 point) + { + var denom = Vector3.Dot(ray.direction, ray.direction); + + // If the ray doesn't point anywhere, return distance from origin to point + if (denom == 0.0f) + { + return Vector3.Distance(ray.origin, point); + } + + var dist01 = Vector3.Dot(point - ray.origin, ray.direction) / denom; + + return Vector3.Distance(point, ray.GetPoint(dist01)); + } + + private int Mod(int a, int b) + { + a %= b; return a < 0 ? a + b : a; + } + + private float CubicInterpolate(float a, float b, float c, float d, float t) + { + var tt = t * t; + var ttt = tt * t; + + var e = a - b; + var f = d - c; + var g = f - e; + var h = e - g; + var i = c - a; + + return g * ttt + h * tt + i * t + b; + } + + public void UpdateVisual() + { + if (Visual != null) + { + var count = GetPointCount(); + + Visual.positionCount = count; + + for (var i = 0; i < count; i++) + { + Visual.SetPosition(i, GetPoint(i)); + } + } + } + + protected virtual void Update() + { + UpdateVisual(); + } + +#if UNITY_EDITOR + protected virtual void OnDrawGizmosSelected() + { + var count = GetPointCount(); + + if (count >= 2) + { + var pointA = GetPoint(0); + + for (var i = 1; i < count; i++) + { + var pointB = GetPoint(i); + + Gizmos.DrawLine(pointA, pointB); + + pointA = pointB; + } + } + } +#endif + } +} \ No newline at end of file diff --git a/Assets/Lean/Common/Extras/LeanPath.cs.meta b/Assets/Lean/Common/Extras/LeanPath.cs.meta new file mode 100644 index 0000000..34cd01f --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanPath.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f3b515ca1c988ce43853bd6120e9b94b +timeCreated: 1512088730 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Extras/LeanPlane.cs b/Assets/Lean/Common/Extras/LeanPlane.cs new file mode 100644 index 0000000..57e6570 --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanPlane.cs @@ -0,0 +1,198 @@ +using UnityEngine; + +namespace Lean.Common +{ + /// This component stores information about a 3D plane. By default this plane lays on the XY axis, or faces the Z axis. + [HelpURL(LeanHelper.HelpUrlPrefix + "LeanPlane")] + [AddComponentMenu(LeanHelper.ComponentPathPrefix + "Plane")] + public class LeanPlane : MonoBehaviour + { + /// Should the plane be clamped on the x axis? + public bool ClampX; + + public float MinX; + + public float MaxX; + + /// Should the plane be clamped on the y axis? + public bool ClampY; + + public float MinY; + + public float MaxY; + + /// The distance between each position snap on the x axis. + public float SnapX; + + /// The distance between each position snap on the x axis. + public float SnapY; + + public Vector3 GetClosest(Vector3 position, float offset = 0.0f) + { + // Transform point to plane space + var point = transform.InverseTransformPoint(position); + + // Clamp values? + if (ClampX == true) + { + point.x = Mathf.Clamp(point.x, MinX, MaxX); + } + + if (ClampY == true) + { + point.y = Mathf.Clamp(point.y, MinY, MaxY); + } + + // Snap values? + if (SnapX != 0.0f) + { + point.x = Mathf.Round(point.x / SnapX) * SnapX; + } + + if (SnapY != 0.0f) + { + point.y = Mathf.Round(point.y / SnapY) * SnapY; + } + + // Reset Z to plane + point.z = 0.0f; + + // Transform back into world space + return transform.TransformPoint(point) + transform.forward * offset; + } + + public bool TryRaycast(Ray ray, ref Vector3 hit, float offset = 0.0f, bool getClosest = true) + { + var normal = transform.forward; + var point = transform.position + normal * offset; + var distance = default(float); + + if (RayToPlane(point, normal, ray, ref distance) == true) + { + hit = ray.GetPoint(distance); + + if (getClosest == true) + { + hit = GetClosest(hit, offset); + } + + return true; + } + + return false; + } + + public Vector3 GetClosest(Ray ray, float offset = 0.0f) + { + var normal = transform.forward; + var point = transform.position + normal * offset; + var distance = default(float); + + if (RayToPlane(point, normal, ray, ref distance) == true) + { + return GetClosest(ray.GetPoint(distance), offset); + } + + return point; + } + +#if UNITY_EDITOR + protected virtual void OnDrawGizmosSelected() + { + Gizmos.matrix = transform.localToWorldMatrix; + + var x1 = MinX; + var x2 = MaxX; + var y1 = MinY; + var y2 = MaxY; + + if (ClampX == false) + { + x1 = -1000.0f; + x2 = 1000.0f; + } + + if (ClampY == false) + { + y1 = -1000.0f; + y2 = 1000.0f; + } + + if (ClampX == false && ClampY == false) + { + Gizmos.DrawLine(new Vector3( x1, 0.0f), new Vector3( x2, 0.0f)); + Gizmos.DrawLine(new Vector3(0.0f, y1), new Vector3(0.0f, y2)); + } + else + { + Gizmos.DrawLine(new Vector3(x1, y1), new Vector3(x2, y1)); + Gizmos.DrawLine(new Vector3(x1, y2), new Vector3(x2, y2)); + + Gizmos.DrawLine(new Vector3(x1, y1), new Vector3(x1, y2)); + Gizmos.DrawLine(new Vector3(x2, y1), new Vector3(x2, y2)); + } + } +#endif + + private static bool RayToPlane(Vector3 point, Vector3 normal, Ray ray, ref float distance) + { + var b = Vector3.Dot(ray.direction, normal); + + if (Mathf.Approximately(b, 0.0f) == true) + { + return false; + } + + var d = -Vector3.Dot(normal, point); + var a = -Vector3.Dot(ray.origin, normal) - d; + + distance = a / b; + + return distance > 0.0f; + } + } +} + +#if UNITY_EDITOR +namespace Lean.Common.Editor +{ + using TARGET = LeanPlane; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanPlane_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("ClampX", "Should the plane be clamped on the x axis?"); + + if (Any(tgts, t => t.ClampX == true)) + { + BeginIndent(); + Draw("MinX", "", "Min"); + Draw("MaxX", "", "Max"); + EndIndent(); + + Separator(); + } + + Draw("ClampY", "Should the plane be clamped on the y axis?"); + + if (Any(tgts, t => t.ClampX == true)) + { + BeginIndent(); + Draw("MinY", "", "Min"); + Draw("MaxY", "", "Max"); + EndIndent(); + + Separator(); + } + + Draw("SnapX", "The distance between each position snap on the x axis."); + Draw("SnapY", "The distance between each position snap on the y axis."); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Common/Extras/LeanPlane.cs.meta b/Assets/Lean/Common/Extras/LeanPlane.cs.meta new file mode 100644 index 0000000..d577350 --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanPlane.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e167f5141e8fbbb429990fdd6dca01c5 +timeCreated: 1512104139 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Extras/LeanRoll.cs b/Assets/Lean/Common/Extras/LeanRoll.cs new file mode 100644 index 0000000..330f1a0 --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanRoll.cs @@ -0,0 +1,118 @@ +using UnityEngine; +using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; + +namespace Lean.Common +{ + /// This component rotates the current GameObject based on the current Angle value. + /// NOTE: This component overrides and takes over the rotation of this GameObject, so you can no longer externally influence it. + [ExecuteInEditMode] + [HelpURL(LeanHelper.HelpUrlPrefix + "LeanRoll")] + [AddComponentMenu(LeanHelper.ComponentPathPrefix + "Roll")] + public class LeanRoll : MonoBehaviour + { + /// The current angle in degrees. + public float Angle { set { angle = value; } get { return angle; } } [FSA("Angle")] [SerializeField] private float angle; + + /// Should the Angle value be clamped? + public bool Clamp { set { clamp = value; } get { return clamp; } } [FSA("Clamp")] [SerializeField] private bool clamp; + + /// The minimum Angle value. + public float ClampMin { set { clampMin = value; } get { return clampMin; } } [FSA("ClampMin")] [SerializeField] private float clampMin; + + /// The maximum Angle value. + public float ClampMax { set { clampMax = value; } get { return clampMax; } } [FSA("ClampMax")] [SerializeField] private float clampMax; + + /// If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value. + /// -1 = Instantly change. + /// 1 = Slowly change. + /// 10 = Quickly change. + public float Damping { set { damping = value; } get { return damping; } } [FSA("Damping")] [FSA("Dampening")] [SerializeField] private float damping = -1.0f; + + [SerializeField] + private float currentAngle; + + /// The Angle value will be incremented by the specified angle in degrees. + public void IncrementAngle(float delta) + { + angle += delta; + } + + /// The Angle value will be decremented by the specified angle in degrees. + public void DecrementAngle(float delta) + { + angle -= delta; + } + + /// This method will update the Angle value based on the specified vector. + public void RotateToDelta(Vector2 delta) + { + if (delta.sqrMagnitude > 0.0f) + { + angle = Mathf.Atan2(delta.x, delta.y) * Mathf.Rad2Deg; + } + } + + /// This method will immediately snap the current angle to its target value. + [ContextMenu("Snap To Target")] + public void SnapToTarget() + { + currentAngle = angle; + } + + protected virtual void Start() + { + currentAngle = angle; + } + + protected virtual void Update() + { + // Get t value + var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime); + + if (clamp == true) + { + angle = Mathf.Clamp(angle, clampMin, clampMax); + } + + // Lerp angle + currentAngle = Mathf.LerpAngle(currentAngle, angle, factor); + + // Update rotation + transform.rotation = Quaternion.Euler(0.0f, 0.0f, -currentAngle); + } + } +} + +#if UNITY_EDITOR +namespace Lean.Common.Editor +{ + using TARGET = LeanRoll; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanRoll_Editor : LeanEditor + { + private bool showUnusedEvents; + + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("angle", "The current angle in degrees."); + Draw("clamp", "Should the Angle value be clamped?"); + + if (Any(tgts, t => t.Clamp == true)) + { + BeginIndent(); + Draw("clampMin", "The minimum Angle value.", "Min"); + Draw("clampMax", "The maximum Angle value.", "Max"); + EndIndent(); + + Separator(); + } + + Draw("damping", "If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.\n\n-1 = Instantly change.\n\n1 = Slowly change.\n\n10 = Quickly change."); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Common/Extras/LeanRoll.cs.meta b/Assets/Lean/Common/Extras/LeanRoll.cs.meta new file mode 100644 index 0000000..d56b712 --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanRoll.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 44eecfd2f8136f94caff1a3e1238c023 +timeCreated: 1523842237 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Extras/LeanSelect.cs b/Assets/Lean/Common/Extras/LeanSelect.cs new file mode 100644 index 0000000..5371182 --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanSelect.cs @@ -0,0 +1,360 @@ +using UnityEngine; +using UnityEngine.Events; +using System.Collections.Generic; +using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; + +namespace Lean.Common +{ + /// This is the base class for all object selectors. + [HelpURL(LeanHelper.HelpUrlPrefix + "LeanSelect")] + public class LeanSelect : MonoBehaviour + { + [System.Serializable] public class LeanSelectableEvent : UnityEvent {} + + public enum ReselectType + { + KeepSelected, + Deselect, + DeselectAndSelect, + SelectAgain + } + + public enum LimitType + { + Unlimited, + StopAtMax, + DeselectFirst + } + + public static LinkedList Instances = new LinkedList(); [System.NonSerialized] private LinkedListNode instancesNode; + + /// If you attempt to select a point that has no objects underneath, should all currently selected objects be deselected? + public bool DeselectWithNothing { set { deselectWithNothing = value; } get { return deselectWithNothing; } } [FSA("AutoDeselect")] [SerializeField] private bool deselectWithNothing; + + /// If you have selected the maximum number of objects, what should happen? + /// Unlimited = Always allow selection. + /// StopAtMax = Allow selection up to the MaxSelectables count, then do nothing. + /// DeselectFirst = Always allow selection, but deselect the first object when the MaxSelectables count is reached. + public LimitType Limit { set { limit = value; } get { return limit; } } [SerializeField] private LimitType limit; + + /// The maximum number of selectables that can be selected at the same time. + /// 0 = Unlimited. + public int MaxSelectables { set { maxSelectables = value; } get { return maxSelectables; } } [FSA("MaxSelectables")] [SerializeField] private int maxSelectables = 5; + + /// If you select an already selected selectable, what should happen? + public ReselectType Reselect { set { reselect = value; } get { return reselect; } } [FSA("Reselect")] [SerializeField] private ReselectType reselect = ReselectType.SelectAgain; + + /// This stores all objects selected by this component. + public List Selectables { get { if (selectables == null) selectables = new List(); return selectables; } } [SerializeField] protected List selectables; + + /// This is invoked when an object is selected. + public LeanSelectableEvent OnSelected { get { if (onSelected == null) onSelected = new LeanSelectableEvent(); return onSelected; } } [SerializeField] private LeanSelectableEvent onSelected; + + /// This is invoked when an object is deselected. + public LeanSelectableEvent OnDeselected { get { if (onDeselected == null) onDeselected = new LeanSelectableEvent(); return onDeselected; } } [SerializeField] private LeanSelectableEvent onDeselected; + + /// This is invoked when you try to select, but nothing is found. + public UnityEvent OnNothing { get { if (onNothing == null) onNothing = new UnityEvent(); return onNothing; } } [SerializeField] private UnityEvent onNothing; + + public static event System.Action OnAnySelected; + + public static event System.Action OnAnyDeselected; + + public bool IsSelected(LeanSelectable selectable) + { + return selectables != null && selectables.Contains(selectable); + } + + /// This will select the specified object and add it to this component's Selectables list, if it isn't already there. + public void Select(LeanSelectable selectable) + { + TrySelect(selectable); + } + + /// This remove the specified object from this component's Selectables list if present, and deselect it. + public void Deselect(LeanSelectable selectable) + { + if (selectable != null && selectables != null) + { + TryDeselect(selectable); + } + } + + protected bool TrySelect(LeanSelectable selectable) + { + if (selectable != null && selectable.isActiveAndEnabled == true) + { + if (TryReselect(selectable) == true) + { + if (Selectables.Contains(selectable) == false) // NOTE: Property + { + switch (limit) + { + case LimitType.Unlimited: + { + } + break; + + case LimitType.StopAtMax: + { + if (selectables.Count >= maxSelectables) + { + return false; + } + } + break; + + case LimitType.DeselectFirst: + { + if (selectables.Count > 0 && selectables.Count >= maxSelectables) + { + TryDeselect(selectables[0]); + } + } + break; + } + } + + selectables.Add(selectable); + + if (onSelected != null) onSelected.Invoke(selectable); + + if (OnAnySelected != null) OnAnySelected.Invoke(this, selectable); + + selectable.InvokeOnSelected(this); + + return true; + } + } + // Nothing was selected? + else + { + if (onNothing != null) onNothing.Invoke(); + + if (deselectWithNothing == true) + { + DeselectAll(); + } + } + + return false; + } + + private bool TryReselect(LeanSelectable selectable) + { + switch (reselect) + { + case ReselectType.KeepSelected: + { + if (Selectables.Contains(selectable) == false) // NOTE: Property + { + return true; + } + } + break; + + case ReselectType.Deselect: + { + if (Selectables.Contains(selectable) == false) // NOTE: Property + { + return true; + } + else + { + Deselect(selectable); + } + } + break; + + case ReselectType.DeselectAndSelect: + { + if (Selectables.Contains(selectable) == true) // NOTE: Property + { + Deselect(selectable); + } + } + return true; + + case ReselectType.SelectAgain: + { + } + return true; + } + + return false; + } + + protected bool TryDeselect(LeanSelectable selectable) + { + if (selectables != null) + { + var index = selectables.IndexOf(selectable); + + if (index >= 0) + { + return TryDeselect(index); + } + } + + return false; + } + + protected bool TryDeselect(int index) + { + var success = false; + + if (selectables != null && index >= 0 && index < selectables.Count) + { + var selectable = selectables[index]; + + selectables.RemoveAt(index); + + if (selectable != null) + { + selectable.InvokeOnDeslected(this); + + if (onDeselected != null) + { + onDeselected.Invoke(selectable); + } + + if (OnAnyDeselected != null) + { + OnAnyDeselected.Invoke(this, selectable); + } + } + + success = true; + } + + return success; + } + + /// This will deselect all objects that were selected by this component. + [ContextMenu("Deselect All")] + public void DeselectAll() + { + if (selectables != null) + { + while (selectables.Count > 0) + { + var index = selectables.Count - 1; + var selectable = selectables[index]; + + selectables.RemoveAt(index); + + selectable.InvokeOnDeslected(this); + } + } + } + + /// This will deselect objects in chronological order until the selected object count reaches the specified amount. + public void Cull(int maxCount) + { + if (selectables != null) + { + while (selectables.Count > 0 && selectables.Count > maxCount) + { + var selectable = selectables[0]; + + selectables.RemoveAt(0); + + if (selectable != null) + { + if (selectable != null) + { + Deselect(selectable); + } + } + } + } + } + + protected virtual void OnEnable() + { + instancesNode = Instances.AddLast(this); + } + + protected virtual void OnDisable() + { + Instances.Remove(instancesNode); instancesNode = null; + } + + protected virtual void OnDestroy() + { + DeselectAll(); + } + } +} + +#if UNITY_EDITOR +namespace Lean.Common.Editor +{ + using TARGET = LeanSelect; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanSelect_Editor : LeanEditor + { + [System.NonSerialized] TARGET tgt; [System.NonSerialized] TARGET[] tgts; + + protected override void OnInspector() + { + GetTargets(out tgt, out tgts); + + Draw("deselectWithNothing", "If you attempt to select a point that has no objects underneath, should all currently selected objects be deselected?"); + Draw("limit", "If you have selected the maximum number of objects, what should happen?\n\nUnlimited = Always allow selection.\n\nStopAtMax = Allow selection up to the MaxSelectables count, then do nothing.\n\nDeselectFirst = Always allow selection, but deselect the first object when the MaxSelectables count is reached."); + if (Any(tgts, t => t.Limit != LeanSelect.LimitType.Unlimited)) + { + BeginIndent(); + Draw("maxSelectables", "The maximum number of selectables that can be selected at the same time.\n\n0 = Unlimited."); + EndIndent(); + } + Draw("reselect", "If you select an already selected selectable, what should happen?"); + + Separator(); + + var select = (LeanSelectable)UnityEditor.EditorGUILayout.ObjectField(new GUIContent("Select", "Drop a selectable object here to select it."), null, typeof(LeanSelectable), true); + var deselect = (LeanSelectable)UnityEditor.EditorGUILayout.ObjectField(new GUIContent("Deselect", "Drop a selectable object here to deselect it."), null, typeof(LeanSelectable), true); + + BeginDisabled(); + Draw("selectables", "This stores all objects selected by this component."); + EndDisabled(); + + Separator(); + + var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?"); + + DrawEvents(showUnusedEvents); + + if (select != null) + { + Each(tgts, t => t.Select(select), true); + } + + if (deselect != null) + { + Each(tgts, t => t.Deselect(deselect), true); + } + } + + protected virtual void DrawEvents(bool showUnusedEvents) + { + if (Any(tgts, t => t.OnSelected.GetPersistentEventCount() > 0) == true || showUnusedEvents == true) + { + Draw("onSelected"); + } + + if (Any(tgts, t => t.OnDeselected.GetPersistentEventCount() > 0) == true || showUnusedEvents == true) + { + Draw("onDeselected"); + } + + if (Any(tgts, t => t.OnNothing.GetPersistentEventCount() > 0) == true || showUnusedEvents == true) + { + Draw("onNothing"); + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Common/Extras/LeanSelect.cs.meta b/Assets/Lean/Common/Extras/LeanSelect.cs.meta new file mode 100644 index 0000000..33e2ea7 --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanSelect.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d63d4be4bed5744479160ea1148b5821 +timeCreated: 1480141605 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Extras/LeanSelectable.cs b/Assets/Lean/Common/Extras/LeanSelectable.cs new file mode 100644 index 0000000..b44f85a --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanSelectable.cs @@ -0,0 +1,251 @@ +using UnityEngine; +using UnityEngine.Events; +using System.Collections.Generic; +using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; + +namespace Lean.Common +{ + /// This component allows you make the current GameObject selectable. + [HelpURL(LeanHelper.HelpUrlPrefix + "LeanSelectable")] + public class LeanSelectable : MonoBehaviour + { + [System.Serializable] public class LeanSelectEvent : UnityEvent {} + + public static LinkedList Instances = new LinkedList(); [System.NonSerialized] private LinkedListNode instancesNode; + + public bool SelfSelected { set { if (selfSelected != value) { selfSelected = value; if (value == true) InvokeOnSelected(null); else InvokeOnDeslected(null); } } get { return selfSelected; } } [SerializeField] private bool selfSelected; + + /// This is invoked every time this object is selected. + /// NOTE: This may occur multiple times. + public UnityEvent OnSelected { get { if (onSelected == null) onSelected = new UnityEvent(); return onSelected; } } [SerializeField] private UnityEvent onSelected; + + /// This is invoked every time this object is deselected. + /// NOTE: This may occur multiple times. + public UnityEvent OnDeselected { get { if (onDeselected == null) onDeselected = new UnityEvent(); return onDeselected; } } [FSA("OnDeselect")] [SerializeField] private UnityEvent onDeselected; + + public static event System.Action OnAnyEnabled; + + public static event System.Action OnAnyDisabled; + + public static event System.Action OnAnySelected; + + public static event System.Action OnAnyDeselected; + + protected static List tempSelectables = new List(); + + /// This will tell you how many LeanSelect components in the scene currently have this object selected. + public int SelectedCount + { + get + { + var count = 0; + + if (selfSelected == true) + { + count += 1; + } + + foreach (var select in LeanSelect.Instances) + { + if (select.IsSelected(this) == true) + { + count += 1; + } + } + + return count; + } + } + + /// This will tell you if this object is self selected, or selected by any LeanSelect components in the scene. + public bool IsSelected + { + get + { + if (selfSelected == true) + { + return true; + } + + foreach (var select in LeanSelect.Instances) + { + if (select.IsSelected(this) == true) + { + return true; + } + } + + return false; + } + } + + public static int IsSelectedCount + { + get + { + var count = 0; + + foreach (var selectable in Instances) + { + if (selectable.IsSelected == true) + { + count += 1; + } + } + + return count; + } + } + + [ContextMenu("Deselect")] + public void Deselect() + { + SelfSelected = false; + + foreach (var select in LeanSelect.Instances) + { + select.Deselect(this); + } + } + + /// This deselects all objects in the scene. + public static void DeselectAll() + { + foreach (var select in LeanSelect.Instances) + { + select.DeselectAll(); + } + + foreach (var selectable in LeanSelectable.Instances) + { + selectable.SelfSelected = false; + } + } + + public void InvokeOnSelected(LeanSelect select) + { + if (onSelected != null) + { + onSelected.Invoke(); + } + + if (OnAnySelected != null) + { + OnAnySelected.Invoke(select, this); + } + } + + public void InvokeOnDeslected(LeanSelect select) + { + if (onDeselected != null) + { + onDeselected.Invoke(); + } + + if (OnAnyDeselected != null) + { + OnAnyDeselected.Invoke(select, this); + } + } + + protected virtual void OnEnable() + { + instancesNode = Instances.AddLast(this); + + if (OnAnyEnabled != null) + { + OnAnyEnabled.Invoke(this); + } + } + + protected virtual void OnDisable() + { + Instances.Remove(instancesNode); instancesNode = null; + + if (OnAnyDisabled != null) + { + OnAnyDisabled.Invoke(this); + } + } + + protected virtual void OnDestroy() + { + Deselect(); + } + } +} + +#if UNITY_EDITOR +namespace Lean.Common.Editor +{ + using TARGET = LeanSelectable; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanSelectable_Editor : LeanEditor + { + [System.NonSerialized] TARGET tgt; [System.NonSerialized] TARGET[] tgts; + + protected override void OnInspector() + { + GetTargets(out tgt, out tgts); + + DrawSelected(); + + Separator(); + + var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?"); + + DrawEvents(showUnusedEvents); + } + + private void DrawSelected() + { + BeginDisabled(); + UnityEditor.EditorGUILayout.Toggle(new GUIContent("Is Selected", "This will tell you if this object is self selected, or selected by any LeanSelect components in the scene."), tgt.IsSelected); + EndDisabled(); + BeginIndent(); + if (Draw("selfSelected") == true) + { + Each(tgts, t => t.SelfSelected = serializedObject.FindProperty("selfSelected").boolValue, true); + } + BeginDisabled(); + foreach (var select in LeanSelect.Instances) + { + if (IsSelectedByAnyTgt(select) == true) + { + UnityEditor.EditorGUILayout.ObjectField(new GUIContent("selectedBy"), select, typeof(LeanSelect), true); + } + } + EndDisabled(); + EndIndent(); + } + + private bool IsSelectedByAnyTgt(LeanSelect select) + { + foreach (var tgt in tgts) + { + if (select.IsSelected(tgt) == true) + { + return true; + } + } + + return false; + } + + protected virtual void DrawEvents(bool showUnusedEvents) + { + if (showUnusedEvents == true || Any(tgts, t => t.OnSelected.GetPersistentEventCount() > 0)) + { + Draw("onSelected"); + } + + if (showUnusedEvents == true || Any(tgts, t => t.OnDeselected.GetPersistentEventCount() > 0)) + { + Draw("onDeselected"); + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Common/Extras/LeanSelectable.cs.meta b/Assets/Lean/Common/Extras/LeanSelectable.cs.meta new file mode 100644 index 0000000..20977b2 --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanSelectable.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 02e37bf9d23704849b6d4bb2fae198be +timeCreated: 1480141605 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Extras/LeanSelectableBehaviour.cs b/Assets/Lean/Common/Extras/LeanSelectableBehaviour.cs new file mode 100644 index 0000000..7d49a93 --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanSelectableBehaviour.cs @@ -0,0 +1,93 @@ +using UnityEngine; + +namespace Lean.Common +{ + /// This is the base class for all components that need to implement some kind of special logic when selected. You can do this manually without this class, but this makes it much easier. + /// NOTE: This component will register and unregister the associated LeanSelectable in OnEnable and OnDisable. + public abstract class LeanSelectableBehaviour : MonoBehaviour + { + [System.NonSerialized] + private LeanSelectable selectable; + + /// This tells you which LeanSelectable is currently associated with this component. + public LeanSelectable Selectable + { + get + { + if (selectable == null) + { + Register(); + } + + return selectable; + } + } + + /// This method allows you to manually register the LeanSelectable this component is associated with. This is useful if you're manually spawning and attaching children from code. + [ContextMenu("Register")] + public void Register() + { + Register(GetComponentInParent()); + } + + /// This method allows you to manually register the LeanSelectable this component is associated with. + public void Register(LeanSelectable newSelectable) + { + if (newSelectable != selectable) + { + // Unregister existing + Unregister(); + + // Register a new one? + if (newSelectable != null) + { + selectable = newSelectable; + + selectable.OnSelected.AddListener(OnSelected); + selectable.OnDeselected.AddListener(OnDeselected); + } + } + } + + /// This method allows you to manually register the LeanSelectable this component is associated with. This is useful if you're changing the associated LeanSelectable. + [ContextMenu("Unregister")] + public void Unregister() + { + if (selectable != null) + { + selectable.OnSelected.RemoveListener(OnSelected); + selectable.OnDeselected.RemoveListener(OnDeselected); + + selectable = null; + } + } + + protected virtual void OnEnable() + { + Register(); + } + + protected virtual void Start() + { + if (selectable == null) + { + Register(); + } + } + + protected virtual void OnDisable() + { + Unregister(); + } + + /// Called when selection begins. + protected virtual void OnSelected() + { + } + + /// Called when this is deselected. + protected virtual void OnDeselected() + { + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Common/Extras/LeanSelectableBehaviour.cs.meta b/Assets/Lean/Common/Extras/LeanSelectableBehaviour.cs.meta new file mode 100644 index 0000000..4085a1b --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanSelectableBehaviour.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e79fdb2e0edc7c244ae6ee18c7f7cba7 +timeCreated: 1480394982 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Extras/LeanSelectableGraphicColor.cs b/Assets/Lean/Common/Extras/LeanSelectableGraphicColor.cs new file mode 100644 index 0000000..a2fdb6b --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanSelectableGraphicColor.cs @@ -0,0 +1,69 @@ +using UnityEngine; +using UnityEngine.UI; +using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; + +namespace Lean.Common +{ + /// This component allows you to change the color of the Graphic (e.g. Image) attached to the current GameObject when selected. + [ExecuteInEditMode] + [RequireComponent(typeof(Graphic))] + [HelpURL(LeanHelper.HelpUrlPrefix + "LeanSelectableGraphicColor")] + [AddComponentMenu(LeanHelper.ComponentPathPrefix + "Selectable Graphic Color")] + public class LeanSelectableGraphicColor : LeanSelectableBehaviour + { + /// The default color given to the SpriteRenderer. + public Color DefaultColor { set { defaultColor = value; UpdateColor(); } get { return defaultColor; } } [FSA("DefaultColor")] [SerializeField] private Color defaultColor = Color.white; + + /// The color given to the SpriteRenderer when selected. + public Color SelectedColor { set { selectedColor = value; UpdateColor(); } get { return selectedColor; } } [FSA("SelectedColor")] [SerializeField] private Color selectedColor = Color.green; + + [System.NonSerialized] + private Graphic cachedGraphic; + + protected override void OnSelected() + { + UpdateColor(); + } + + protected override void OnDeselected() + { + UpdateColor(); + } + + public void UpdateColor() + { + if (cachedGraphic == null) cachedGraphic = GetComponent(); + + var color = Selectable != null && Selectable.IsSelected == true ? selectedColor : defaultColor; + + cachedGraphic.color = color; + } + } +} + +#if UNITY_EDITOR +namespace Lean.Common.Editor +{ + using TARGET = LeanSelectableGraphicColor; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanSelectableGraphicColor_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + var updateColor = false; + + Draw("defaultColor", ref updateColor, "The default color given to the SpriteRenderer."); + Draw("selectedColor", ref updateColor, "The color given to the SpriteRenderer when selected."); + + if (updateColor == true) + { + Each(tgts, t => t.UpdateColor(), true); + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Common/Extras/LeanSelectableGraphicColor.cs.meta b/Assets/Lean/Common/Extras/LeanSelectableGraphicColor.cs.meta new file mode 100644 index 0000000..cbd14be --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanSelectableGraphicColor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0e3837cd44482a8459c76be5c56a41d3 +timeCreated: 1511189620 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Extras/LeanSelectableRendererColor.cs b/Assets/Lean/Common/Extras/LeanSelectableRendererColor.cs new file mode 100644 index 0000000..950517c --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanSelectableRendererColor.cs @@ -0,0 +1,87 @@ +using UnityEngine; +using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; + +namespace Lean.Common +{ + /// This component allows you to change the color of the Renderer (e.g. MeshRenderer) attached to the current GameObject when selected. + [ExecuteInEditMode] + [RequireComponent(typeof(Renderer))] + [HelpURL(LeanHelper.HelpUrlPrefix + "LeanSelectableRendererColor")] + [AddComponentMenu(LeanHelper.ComponentPathPrefix + "Selectable Renderer Color")] + public class LeanSelectableRendererColor : LeanSelectableBehaviour + { + /// The default color given to the SpriteRenderer. + public Color DefaultColor { set { defaultColor = value; UpdateColor(); } get { return defaultColor; } } [FSA("DefaultColor")] [SerializeField] private Color defaultColor = Color.white; + + /// The color given to the SpriteRenderer when selected. + public Color SelectedColor { set { selectedColor = value; UpdateColor(); } get { return selectedColor; } } [FSA("SelectedColor")] [SerializeField] private Color selectedColor = Color.green; + + [System.NonSerialized] + private Renderer cachedRenderer; + + [System.NonSerialized] + private MaterialPropertyBlock properties; + + protected override void OnSelected() + { + UpdateColor(); + } + + protected override void OnDeselected() + { + UpdateColor(); + } + + protected override void Start() + { + base.Start(); + + UpdateColor(); + } + + public void UpdateColor() + { + if (cachedRenderer == null) cachedRenderer = GetComponent(); + + var color = Selectable != null && Selectable.IsSelected == true ? selectedColor : defaultColor; + + if (properties == null) + { + properties = new MaterialPropertyBlock(); + } + + cachedRenderer.GetPropertyBlock(properties); + + properties.SetColor("_Color", color); + + cachedRenderer.SetPropertyBlock(properties); + } + } +} + +#if UNITY_EDITOR +namespace Lean.Common.Editor +{ + using TARGET = LeanSelectableRendererColor; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanSelectableRendererColor_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + var updateColor = false; + + Draw("defaultColor", ref updateColor, "The default color given to the SpriteRenderer."); + Draw("selectedColor", ref updateColor, "The color given to the SpriteRenderer when selected."); + + if (updateColor == true) + { + Each(tgts, t => t.UpdateColor(), true); + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Common/Extras/LeanSelectableRendererColor.cs.meta b/Assets/Lean/Common/Extras/LeanSelectableRendererColor.cs.meta new file mode 100644 index 0000000..25d4e94 --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanSelectableRendererColor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2baa936f016a9a14e86ac8ea42211f4a +timeCreated: 1480381136 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Extras/LeanSelectableSpriteRendererColor.cs b/Assets/Lean/Common/Extras/LeanSelectableSpriteRendererColor.cs new file mode 100644 index 0000000..cf5d692 --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanSelectableSpriteRendererColor.cs @@ -0,0 +1,68 @@ +using UnityEngine; +using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; + +namespace Lean.Common +{ + /// This component allows you to change the color of the SpriteRenderer attached to the current GameObject when selected. + [ExecuteInEditMode] + [RequireComponent(typeof(SpriteRenderer))] + [HelpURL(LeanHelper.HelpUrlPrefix + "LeanSelectableSpriteRendererColor")] + [AddComponentMenu(LeanHelper.ComponentPathPrefix + "Selectable SpriteRenderer Color")] + public class LeanSelectableSpriteRendererColor : LeanSelectableBehaviour + { + /// The default color given to the SpriteRenderer. + public Color DefaultColor { set { defaultColor = value; UpdateColor(); } get { return defaultColor; } } [FSA("DefaultColor")] [SerializeField] private Color defaultColor = Color.white; + + /// The color given to the SpriteRenderer when selected. + public Color SelectedColor { set { selectedColor = value; UpdateColor(); } get { return selectedColor; } } [FSA("SelectedColor")] [SerializeField] private Color selectedColor = Color.green; + + [System.NonSerialized] + private SpriteRenderer cachedSpriteRenderer; + + protected override void OnSelected() + { + UpdateColor(); + } + + protected override void OnDeselected() + { + UpdateColor(); + } + + public void UpdateColor() + { + if (cachedSpriteRenderer == null) cachedSpriteRenderer = GetComponent(); + + var color = Selectable != null && Selectable.IsSelected == true ? selectedColor : defaultColor; + + cachedSpriteRenderer.color = color; + } + } +} + +#if UNITY_EDITOR +namespace Lean.Common.Editor +{ + using TARGET = LeanSelectableSpriteRendererColor; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanSelectableSpriteRendererColor_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + var updateColor = false; + + Draw("defaultColor", ref updateColor, "The default color given to the SpriteRenderer."); + Draw("selectedColor", ref updateColor, "The color given to the SpriteRenderer when selected."); + + if (updateColor == true) + { + Each(tgts, t => t.UpdateColor(), true); + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Common/Extras/LeanSelectableSpriteRendererColor.cs.meta b/Assets/Lean/Common/Extras/LeanSelectableSpriteRendererColor.cs.meta new file mode 100644 index 0000000..183493f --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanSelectableSpriteRendererColor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a45146ec471801c4dbce44f8dd62608f +timeCreated: 1480379101 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Extras/LeanSpawn.cs b/Assets/Lean/Common/Extras/LeanSpawn.cs new file mode 100644 index 0000000..2aaeb15 --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanSpawn.cs @@ -0,0 +1,74 @@ +using UnityEngine; + +namespace Lean.Common +{ + /// This component allows you to spawn a prefab at the specified world point. + /// NOTE: For this component to work you must manually call the Spawn method from somewhere. + [HelpURL(LeanHelper.HelpUrlPrefix + "LeanSpawn")] + [AddComponentMenu(LeanHelper.ComponentPathPrefix + "Spawn")] + public class LeanSpawn : MonoBehaviour + { + public enum SourceType + { + ThisTransform, + Prefab + } + + /// The prefab that this component can spawn. + public Transform Prefab; + + /// If you call Spawn(), where should the position come from? + public SourceType DefaultPosition; + + /// If you call Spawn(), where should the rotation come from? + public SourceType DefaultRotation; + + /// This will spawn Prefab at the current Transform.position. + public void Spawn() + { + if (Prefab != null) + { + var position = DefaultPosition == SourceType.Prefab ? Prefab.position : transform.position; + var rotation = DefaultRotation == SourceType.Prefab ? Prefab.rotation : transform.rotation; + var clone = Instantiate(Prefab, position, rotation); + + clone.gameObject.SetActive(true); + } + } + + /// This will spawn Prefab at the specified position in world space. + public void Spawn(Vector3 position) + { + if (Prefab != null) + { + var rotation = DefaultRotation == SourceType.Prefab ? Prefab.rotation : transform.rotation; + var clone = Instantiate(Prefab, position, rotation); + + clone.gameObject.SetActive(true); + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Common.Editor +{ + using TARGET = LeanSpawn; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanSpawn_Editor : LeanEditor + { + private bool showUnusedEvents; + + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("Prefab", "The prefab that this component can spawn."); + Draw("DefaultPosition", "If you call Spawn(), where should the position come from?"); + Draw("DefaultRotation", "If you call Spawn(), where should the rotation come from?"); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Common/Extras/LeanSpawn.cs.meta b/Assets/Lean/Common/Extras/LeanSpawn.cs.meta new file mode 100644 index 0000000..661dd87 --- /dev/null +++ b/Assets/Lean/Common/Extras/LeanSpawn.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3bb775feca211c748b48cd3f9b59a4cf +timeCreated: 1480141605 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/GUIDE.asset b/Assets/Lean/Common/GUIDE.asset new file mode 100644 index 0000000..7a7a061 --- /dev/null +++ b/Assets/Lean/Common/GUIDE.asset @@ -0,0 +1,17 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 65f14352023e7024bbd09d26a3e8379e, type: 3} + m_Name: GUIDE + m_EditorClassIdentifier: + LongName: Lean Common + ShortName: LeanCommon + Documentation: {fileID: 4900000, guid: 343b9ec9f5c2b3a43b6e4cd68f5286ca, type: 3} diff --git a/Assets/Lean/Common/GUIDE.asset.meta b/Assets/Lean/Common/GUIDE.asset.meta new file mode 100644 index 0000000..b0e099c --- /dev/null +++ b/Assets/Lean/Common/GUIDE.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fee5243b4c3305f4393657b324b1a5c4 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/LeanCommon.asmdef b/Assets/Lean/Common/LeanCommon.asmdef new file mode 100644 index 0000000..7476eac --- /dev/null +++ b/Assets/Lean/Common/LeanCommon.asmdef @@ -0,0 +1,8 @@ +{ + "name": "LeanCommon", + "references": [ + "Unity.InputSystem" + ], + "includePlatforms": [], + "excludePlatforms": [] +} diff --git a/Assets/Lean/Common/LeanCommon.asmdef.meta b/Assets/Lean/Common/LeanCommon.asmdef.meta new file mode 100644 index 0000000..e620778 --- /dev/null +++ b/Assets/Lean/Common/LeanCommon.asmdef.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 82c7e6eac44d7e048b22ad98800dcfc7 +timeCreated: 1589775064 +licenseType: Store +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Scripts.meta b/Assets/Lean/Common/Scripts.meta new file mode 100644 index 0000000..16dfaf3 --- /dev/null +++ b/Assets/Lean/Common/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 92c538c3bdab43f4aa57df79fec603d5 +folderAsset: yes +timeCreated: 1553119957 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Scripts/LeanEditor.cs b/Assets/Lean/Common/Scripts/LeanEditor.cs new file mode 100644 index 0000000..fc604b6 --- /dev/null +++ b/Assets/Lean/Common/Scripts/LeanEditor.cs @@ -0,0 +1,431 @@ +#if UNITY_EDITOR +using UnityEngine; +using UnityEditor; +using System.Collections.Generic; + +namespace Lean.Common +{ + /// This is the base class for all inspectors. + public abstract class LeanEditor : UnityEditor.Editor + { + private static SerializedObject data; + + private static GUIContent customContent = new GUIContent(); + + private static List colors = new List(); + + private static List labelWidths = new List(); + + private static List mixedValues = new List(); + + public void GetTargets(out T tgt, out T[] tgts) + where T : Object + { + tgt = (T)target; + tgts = System.Array.ConvertAll(targets, item => (T)item); + } + + public static void SetData(SerializedObject newData) + { + data = newData; + } + + public override void OnInspectorGUI() + { + SetData(serializedObject); + + ClearStacks(); + + Separator(); + + OnInspector(); + + Separator(); + + serializedObject.ApplyModifiedProperties(); + + data = null; + } + + public virtual void OnSceneGUI() + { + OnScene(); + + if (GUI.changed == true) + { + EditorUtility.SetDirty(target); + } + } + + protected void Each(T[] tgts, System.Action update, bool dirty = false) + where T : Object + { + foreach (var t in tgts) + { + update(t); + + if (dirty == true) + { + EditorUtility.SetDirty(t); + } + } + } + + protected bool Any(T[] tgts, System.Func check) + where T : Object + { + foreach (var t in tgts) + { + if (check(t) == true) + { + return true; + } + } + + return false; + } + + protected bool All(T[] tgts, System.Func check) + where T : Object + { + foreach (var t in tgts) + { + if (check(t) == false) + { + return false; + } + } + + return true; + } + + public static Rect Reserve(float height = 19.0f) + { + var rect = + EditorGUILayout.BeginVertical(); + EditorGUILayout.LabelField(string.Empty, GUILayout.Height(height), GUILayout.ExpandWidth(true), GUILayout.MinWidth(0.0f)); + EditorGUILayout.EndVertical(); + + return rect; + } + + public static void Info(string message) + { + EditorGUILayout.HelpBox(StripRichText(message), MessageType.Info); // Help boxes can't display rich text for some reason, so strip it + } + + public static void Warning(string message) + { + EditorGUILayout.HelpBox(StripRichText(message), MessageType.Warning); // Help boxes can't display rich text for some reason, so strip it + } + + public static void Error(string message) + { + EditorGUILayout.HelpBox(StripRichText(message), MessageType.Error); // Help boxes can't display rich text for some reason, so strip it + } + + public static void Separator() + { + EditorGUILayout.Separator(); + } + + public static void BeginIndent() + { + EditorGUI.indentLevel += 1; + } + + public static void EndIndent() + { + EditorGUI.indentLevel -= 1; + } + + public static bool Button(string text) + { + return GUILayout.Button(text); + } + + public static bool HelpButton(string helpText, UnityEditor.MessageType type, string buttonText, float buttonWidth) + { + var clicked = false; + + EditorGUILayout.BeginHorizontal(); + { + EditorGUILayout.HelpBox(helpText, type); + + var style = new GUIStyle(GUI.skin.button); style.wordWrap = true; + + clicked = GUILayout.Button(buttonText, style, GUILayout.ExpandHeight(true), GUILayout.Width(buttonWidth)); + } + EditorGUILayout.EndHorizontal(); + + return clicked; + } + + public static void ClearStacks() + { + while (colors.Count > 0) + { + EndColor(); + } + + while (labelWidths.Count > 0) + { + EndLabelWidth(); + } + + while (mixedValues.Count > 0) + { + EndMixedValue(); + } + } + + public static void BeginMixedValue(bool mixed = true) + { + mixedValues.Add(EditorGUI.showMixedValue); + + EditorGUI.showMixedValue = mixed; + } + + public static void EndMixedValue() + { + if (mixedValues.Count > 0) + { + var index = mixedValues.Count - 1; + + EditorGUI.showMixedValue = mixedValues[index]; + + mixedValues.RemoveAt(index); + } + } + + public static void BeginDisabled(bool disabled = true) + { + EditorGUI.BeginDisabledGroup(disabled); + } + + public static void EndDisabled() + { + EditorGUI.EndDisabledGroup(); + } + + public static void BeginError(bool error = true) + { + BeginColor(Color.red, error); + } + + public static void EndError() + { + EndColor(); + } + + public static void BeginColor(Color color, bool show = true) + { + colors.Add(GUI.color); + + GUI.color = show == true ? color : colors[0]; + } + + public static void EndColor() + { + if (colors.Count > 0) + { + var index = colors.Count - 1; + + GUI.color = colors[index]; + + colors.RemoveAt(index); + } + } + + public static void BeginLabelWidth(float width) + { + labelWidths.Add(EditorGUIUtility.labelWidth); + + EditorGUIUtility.labelWidth = width; + } + + public static void EndLabelWidth() + { + if (labelWidths.Count > 0) + { + var index = labelWidths.Count - 1; + + EditorGUIUtility.labelWidth = labelWidths[index]; + + labelWidths.RemoveAt(index); + } + } + + public static bool DrawFoldout(string overrideText, string overrideTooltip, string propertyPath = "m_Name") + { + var property = GetPropertyAndSetCustomContent(propertyPath, overrideTooltip, overrideText); + + property.isExpanded = EditorGUILayout.Foldout(property.isExpanded, customContent); + + return property.isExpanded; + } + + public static bool DrawExpand(string propertyPath, ref bool modified, string overrideTooltip = null, string overrideText = null) + { + var property = GetPropertyAndSetCustomContent(propertyPath, overrideTooltip, overrideText); + var rect = EditorGUILayout.BeginVertical(); EditorGUILayout.LabelField(string.Empty, GUILayout.Height(EditorGUI.GetPropertyHeight(property))); EditorGUILayout.EndVertical(); + var rectF = rect; rectF.height = 16; + + property.isExpanded = EditorGUI.Foldout(rectF, property.isExpanded, GUIContent.none); + + EditorGUI.BeginChangeCheck(); + + EditorGUI.PropertyField(rect, property, customContent, true); + + modified = EditorGUI.EndChangeCheck(); + + return property.isExpanded; + } + + public static bool DrawExpand(string propertyPath, string overrideTooltip = null, string overrideText = null) + { + var modified = false; return DrawExpand(propertyPath, ref modified, overrideTooltip, overrideText); + } + + public static bool Draw(string propertyPath, string overrideTooltip = null, string overrideText = null) + { + var property = GetPropertyAndSetCustomContent(propertyPath, overrideTooltip, overrideText); + + EditorGUI.BeginChangeCheck(); + + EditorGUILayout.PropertyField(property, customContent, true); + + return EditorGUI.EndChangeCheck(); + } + + public static void Draw(string propertyPath, ref bool dirty, string overrideTooltip = null, string overrideText = null) + { + if (Draw(propertyPath, overrideTooltip, overrideText) == true) + { + dirty = true; + } + } + + public static void Draw(string propertyPath, ref bool dirty1, ref bool dirty2, string overrideTooltip = null, string overrideText = null) + { + if (Draw(propertyPath, overrideTooltip, overrideText) == true) + { + dirty1 = true; + dirty2 = true; + } + } + + public static bool DrawMinMax(string propertyPath, float min, float max, string overrideTooltip = null, string overrideText = null) + { + var property = GetPropertyAndSetCustomContent(propertyPath, overrideTooltip, overrideText); + var value = property.vector2Value; + + EditorGUI.BeginChangeCheck(); + + EditorGUILayout.MinMaxSlider(customContent, ref value.x, ref value.y, min, max); + + if (EditorGUI.EndChangeCheck() == true) + { + property.vector2Value = value; + + return true; + } + + return false; + } + + public static bool DrawIntPopup(int[] values, GUIContent[] contents, string propertyPath, string overrideTooltip = null, string overrideText = null) + { + var property = GetPropertyAndSetCustomContent(propertyPath, overrideTooltip, overrideText); + + EditorGUI.BeginChangeCheck(); + + EditorGUILayout.IntPopup(property, contents, values, customContent); + + return EditorGUI.EndChangeCheck(); + } + + public static void DrawIntPopup(int[] values, GUIContent[] contents, string propertyPath, ref bool modified, string overrideTooltip = null, string overrideText = null) + { + if (DrawIntPopup(values, contents, propertyPath, overrideTooltip, overrideText) == true) + { + modified = true; + } + } + + public static bool DrawLayer(string propertyPath, string overrideTooltip = null, string overrideText = null) + { + var property = GetPropertyAndSetCustomContent(propertyPath, overrideTooltip, overrideText); + var value = property.intValue; + + EditorGUI.BeginChangeCheck(); + + value = EditorGUILayout.LayerField(customContent, value); + + if (EditorGUI.EndChangeCheck() == true) + { + property.intValue = value; + + return true; + } + + return false; + } + + public static bool DrawEulerAngles(string propertyPath, string overrideTooltip = null, string overrideText = null) + { + var property = GetPropertyAndSetCustomContent(propertyPath, overrideTooltip, overrideText); + var value = property.quaternionValue.eulerAngles; + + EditorGUI.BeginChangeCheck(); + + BeginMixedValue(property.hasMultipleDifferentValues); + value = EditorGUILayout.Vector3Field(customContent, value); + EndMixedValue(); + + if (EditorGUI.EndChangeCheck() == true) + { + property.quaternionValue = Quaternion.Euler(value); + + return true; + } + + return false; + } + + protected void DirtyAndUpdate() + { + for (var i = targets.Length - 1; i >= 0; i--) + { + EditorUtility.SetDirty(targets[i]); + } + + serializedObject.Update(); + } + + private static SerializedProperty GetPropertyAndSetCustomContent(string propertyPath, string overrideTooltip, string overrideText) + { + var property = data.FindProperty(propertyPath); + + customContent.text = string.IsNullOrEmpty(overrideText ) == false ? overrideText : property.displayName; + customContent.tooltip = string.IsNullOrEmpty(overrideTooltip) == false ? overrideTooltip : property.tooltip; + customContent.tooltip = StripRichText(customContent.tooltip); // Tooltips can't display rich text for some reason, so strip it + + return property; + } + + private static string StripRichText(string s) + { + return s.Replace("", "").Replace("", ""); + } + + protected virtual void OnInspector() + { + } + + protected virtual void OnScene() + { + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Common/Scripts/LeanEditor.cs.meta b/Assets/Lean/Common/Scripts/LeanEditor.cs.meta new file mode 100644 index 0000000..c65fb73 --- /dev/null +++ b/Assets/Lean/Common/Scripts/LeanEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fc6189dcde966f543aa85cf5cdbe0cca +timeCreated: 1480552189 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Scripts/LeanHelper.cs b/Assets/Lean/Common/Scripts/LeanHelper.cs new file mode 100644 index 0000000..5d8eedd --- /dev/null +++ b/Assets/Lean/Common/Scripts/LeanHelper.cs @@ -0,0 +1,214 @@ +using System.Collections; +using UnityEngine.UI; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif +using EventSystem = UnityEngine.EventSystems.EventSystem; + +namespace Lean.Common +{ + /// This class contains useful methods used in almost all LeanTouch code. + public static class LeanHelper + { + public const string HelpUrlPrefix = "https://carloswilkes.github.io/Documentation/LeanCommon#"; + + public const string PlusHelpUrlPrefix = "https://carloswilkes.github.io/Documentation/LeanCommonPlus#"; + + public const string ComponentPathPrefix = "Lean/Common/Lean "; + +#if UNITY_EDITOR + /// This method creates an empty GameObject prefab at the current asset folder + public static GameObject CreateAsset(string name) + { + var gameObject = new GameObject(name); + var path = AssetDatabase.GetAssetPath(Selection.activeObject); + + if (string.IsNullOrEmpty(path) == true) + { + path = "Assets"; + } + + path = AssetDatabase.GenerateUniqueAssetPath(path + "/" + name + ".prefab"); + #if UNITY_2018_3_OR_NEWER + var prefab = PrefabUtility.SaveAsPrefabAsset(gameObject, path); + #else + var prefab = PrefabUtility.CreatePrefab(path, gameObject); + #endif + Object.DestroyImmediate(gameObject); + + Selection.activeObject = prefab; + + return prefab; + } +#endif + + /// This method allows you to create a UI element with the specified component and specified parent, with behavior consistent with Unity's built-in UI element creation. + public static T CreateElement(Transform parent) + where T : Component + { + var gameObject = new GameObject(typeof(T).Name); + +#if UNITY_EDITOR + Undo.RegisterCreatedObjectUndo(gameObject, "Create " + typeof(T).Name); +#endif + + var component = gameObject.AddComponent(); + + // Auto attach to canvas? + if (parent == null || parent.GetComponentInParent() == null) + { + var canvas = Object.FindObjectOfType(); + + if (canvas == null) + { + canvas = new GameObject("Canvas", typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster)).GetComponent(); + + canvas.gameObject.layer = LayerMask.NameToLayer("UI"); + + canvas.renderMode = RenderMode.ScreenSpaceOverlay; + + // Make event system? + if (EventSystem.current == null) + { +#if ENABLE_INPUT_SYSTEM + new GameObject("EventSystem", typeof(EventSystem), typeof(UnityEngine.InputSystem.UI.InputSystemUIInputModule)); +#else + new GameObject("EventSystem", typeof(EventSystem), typeof(UnityEngine.EventSystems.StandaloneInputModule)); +#endif + } + } + + parent = canvas.transform; + } + + gameObject.layer = parent.gameObject.layer; + + component.transform.SetParent(parent, false); + + return component; + } + + /// This method gives you the time-independent 't' value for lerp when used for dampening. This returns 1 in edit mode, or if dampening is less than 0. + public static float GetDampenFactor(float damping, float elapsed) + { + if (damping < 0.0f) + { + return 1.0f; + } + +#if UNITY_EDITOR + if (Application.isPlaying == false) + { + return 1.0f; + } +#endif + + return 1.0f - Mathf.Exp(-damping * elapsed); + } + + /// This method allows you to destroy the target object in game and in edit mode, and it returns null. + public static T Destroy(T o) + where T : Object + { + if (o != null) + { +#if UNITY_EDITOR + if (Application.isPlaying == true) + { + Object.Destroy(o); + } + else + { + Object.DestroyImmediate(o); + } +#else + Object.Destroy(o); +#endif + } + + return null; + } + + // If currentCamera is null, this will return the camera attached to gameObject, or return Camera.main + public static Camera GetCamera(Camera currentCamera, GameObject gameObject = null) + { + if (currentCamera == null) + { + if (gameObject != null) + { + currentCamera = gameObject.GetComponent(); + } + + if (currentCamera == null) + { + currentCamera = Camera.main; + } + } + + return currentCamera; + } + +#if UNITY_EDITOR + /// This method gives you the actual object behind a SerializedProperty given to you by a property drawer. + public static T GetObjectFromSerializedProperty(object target, SerializedProperty property) + { + var tokens = property.propertyPath.Replace(".Array.data[", ".[").Split('.'); + + for (var i = 0; i < tokens.Length; i++) + { + var token = tokens[i]; + var type = target.GetType(); + + if (target is IList) + { + var list = (IList)target; + var index = int.Parse(token.Substring(1, token.Length - 2)); + + target = list[index]; + } + else + { + while (type != null) + { + var field = type.GetField(token, System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic); + + if (field != null) + { + target = field.GetValue(target); + + break; + } + + type = type.BaseType; + } + } + } + + return (T)target; + } +#endif + + public static Vector2 Hermite(Vector2 a, Vector2 b, Vector2 c, Vector2 d, float t) + { + var mu2 = t * t; + var mu3 = mu2 * t; + var x = HermiteInterpolate(a.x, b.x, c.x, d.x, t, mu2, mu3); + var y = HermiteInterpolate(a.y, b.y, c.y, d.y, t, mu2, mu3); + + return new Vector2(x, y); + } + + private static float HermiteInterpolate(float y0, float y1, float y2,float y3, float mu, float mu2, float mu3) + { + var m0 = (y1 - y0) * 0.5f + (y2 - y1) * 0.5f; + var m1 = (y2 - y1) * 0.5f + (y3 - y2) * 0.5f; + var a0 = 2.0f * mu3 - 3.0f * mu2 + 1.0f; + var a1 = mu3 - 2.0f * mu2 + mu; + var a2 = mu3 - mu2; + var a3 = -2.0f * mu3 + 3.0f * mu2; + + return a0 * y1 + a1 * m0 + a2 * m1 + a3 * y2; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Common/Scripts/LeanHelper.cs.meta b/Assets/Lean/Common/Scripts/LeanHelper.cs.meta new file mode 100644 index 0000000..0307ed5 --- /dev/null +++ b/Assets/Lean/Common/Scripts/LeanHelper.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 74ff7c06330793042a1bb0a7fc0accb5 +timeCreated: 1553135089 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Scripts/LeanInput.cs b/Assets/Lean/Common/Scripts/LeanInput.cs new file mode 100644 index 0000000..61db52f --- /dev/null +++ b/Assets/Lean/Common/Scripts/LeanInput.cs @@ -0,0 +1,328 @@ +using KeyCode = UnityEngine.KeyCode; +#if ENABLE_INPUT_SYSTEM +using NewCode = UnityEngine.InputSystem.Key; +#endif + +namespace Lean.Common +{ + /// This class wraps UnityEngine.Input and UnityEngine.InputSystem so they can both be used from the same interface. + public static class LeanInput + { +#if ENABLE_INPUT_SYSTEM + private static System.Collections.Generic.Dictionary keyMapping = new System.Collections.Generic.Dictionary() + { + { KeyCode.None, NewCode.None }, + { KeyCode.Backspace, NewCode.Backspace }, + { KeyCode.Tab, NewCode.Tab }, + { KeyCode.Clear, NewCode.None }, + { KeyCode.Return, NewCode.Enter }, + { KeyCode.Pause, NewCode.Pause }, + { KeyCode.Escape, NewCode.Escape }, + { KeyCode.Space, NewCode.Space }, + { KeyCode.Exclaim, NewCode.None }, + { KeyCode.DoubleQuote, NewCode.None }, + { KeyCode.Hash, NewCode.None }, + { KeyCode.Dollar, NewCode.None }, + { KeyCode.Percent, NewCode.None }, + { KeyCode.Ampersand, NewCode.None }, + { KeyCode.Quote, NewCode.Quote }, + { KeyCode.LeftParen, NewCode.None }, + { KeyCode.RightParen, NewCode.None }, + { KeyCode.Asterisk, NewCode.None }, + { KeyCode.Plus, NewCode.None }, + { KeyCode.Comma, NewCode.Comma }, + { KeyCode.Minus, NewCode.Minus }, + { KeyCode.Period, NewCode.Period }, + { KeyCode.Slash, NewCode.Slash }, + { KeyCode.Alpha1, NewCode.Digit1 }, + { KeyCode.Alpha2, NewCode.Digit2 }, + { KeyCode.Alpha3, NewCode.Digit3 }, + { KeyCode.Alpha4, NewCode.Digit4 }, + { KeyCode.Alpha5, NewCode.Digit5 }, + { KeyCode.Alpha6, NewCode.Digit6 }, + { KeyCode.Alpha7, NewCode.Digit7 }, + { KeyCode.Alpha8, NewCode.Digit8 }, + { KeyCode.Alpha9, NewCode.Digit9 }, + { KeyCode.Alpha0, NewCode.Digit0 }, + { KeyCode.Colon, NewCode.None }, + { KeyCode.Semicolon, NewCode.Semicolon }, + { KeyCode.Less, NewCode.None }, + { KeyCode.Equals, NewCode.Equals }, + { KeyCode.Greater, NewCode.None }, + { KeyCode.Question, NewCode.None }, + { KeyCode.At, NewCode.None }, + { KeyCode.LeftBracket, NewCode.LeftBracket }, + { KeyCode.Backslash, NewCode.Backslash }, + { KeyCode.RightBracket, NewCode.RightBracket }, + { KeyCode.Caret, NewCode.None }, + { KeyCode.Underscore, NewCode.None }, + { KeyCode.BackQuote, NewCode.Backquote }, + { KeyCode.A, NewCode.A }, + { KeyCode.B, NewCode.B }, + { KeyCode.C, NewCode.C }, + { KeyCode.D, NewCode.D }, + { KeyCode.E, NewCode.E }, + { KeyCode.F, NewCode.F }, + { KeyCode.G, NewCode.G }, + { KeyCode.H, NewCode.H }, + { KeyCode.I, NewCode.I }, + { KeyCode.J, NewCode.J }, + { KeyCode.K, NewCode.K }, + { KeyCode.L, NewCode.L }, + { KeyCode.M, NewCode.M }, + { KeyCode.N, NewCode.N }, + { KeyCode.O, NewCode.O }, + { KeyCode.P, NewCode.P }, + { KeyCode.Q, NewCode.Q }, + { KeyCode.R, NewCode.R }, + { KeyCode.S, NewCode.S }, + { KeyCode.T, NewCode.T }, + { KeyCode.U, NewCode.U }, + { KeyCode.V, NewCode.V }, + { KeyCode.W, NewCode.W }, + { KeyCode.X, NewCode.X }, + { KeyCode.Y, NewCode.Y }, + { KeyCode.Z, NewCode.Z }, + { KeyCode.LeftCurlyBracket, NewCode.None }, + { KeyCode.Pipe, NewCode.None }, + { KeyCode.RightCurlyBracket, NewCode.None }, + { KeyCode.Tilde, NewCode.None }, + { KeyCode.Delete, NewCode.Delete }, + { KeyCode.Keypad0, NewCode.Numpad0 }, + { KeyCode.Keypad1, NewCode.Numpad1 }, + { KeyCode.Keypad2, NewCode.Numpad2 }, + { KeyCode.Keypad3, NewCode.Numpad3 }, + { KeyCode.Keypad4, NewCode.Numpad4 }, + { KeyCode.Keypad5, NewCode.Numpad5 }, + { KeyCode.Keypad6, NewCode.Numpad6 }, + { KeyCode.Keypad7, NewCode.Numpad7 }, + { KeyCode.Keypad8, NewCode.Numpad8 }, + { KeyCode.Keypad9, NewCode.Numpad9 }, + { KeyCode.KeypadPeriod, NewCode.NumpadPeriod }, + { KeyCode.KeypadDivide, NewCode.NumpadDivide }, + { KeyCode.KeypadMultiply, NewCode.NumpadMultiply }, + { KeyCode.KeypadMinus, NewCode.NumpadMinus }, + { KeyCode.KeypadPlus, NewCode.NumpadPlus }, + { KeyCode.KeypadEnter, NewCode.NumpadEnter }, + { KeyCode.KeypadEquals, NewCode.NumpadEquals }, + { KeyCode.UpArrow, NewCode.UpArrow }, + { KeyCode.DownArrow, NewCode.DownArrow }, + { KeyCode.RightArrow, NewCode.RightArrow }, + { KeyCode.LeftArrow, NewCode.LeftArrow }, + { KeyCode.Insert, NewCode.Insert }, + { KeyCode.Home, NewCode.Home }, + { KeyCode.End, NewCode.End }, + { KeyCode.PageUp, NewCode.PageUp }, + { KeyCode.PageDown, NewCode.PageDown }, + { KeyCode.F1, NewCode.F1 }, + { KeyCode.F2, NewCode.F2 }, + { KeyCode.F3, NewCode.F3 }, + { KeyCode.F4, NewCode.F4 }, + { KeyCode.F5, NewCode.F5 }, + { KeyCode.F6, NewCode.F6 }, + { KeyCode.F7, NewCode.F7 }, + { KeyCode.F8, NewCode.F8 }, + { KeyCode.F9, NewCode.F9 }, + { KeyCode.F10, NewCode.F10 }, + { KeyCode.F11, NewCode.F11 }, + { KeyCode.F12, NewCode.F12 }, + { KeyCode.F13, NewCode.None }, + { KeyCode.F14, NewCode.None }, + { KeyCode.F15, NewCode.None }, + { KeyCode.Numlock, NewCode.NumLock }, + { KeyCode.CapsLock, NewCode.CapsLock }, + { KeyCode.ScrollLock, NewCode.ScrollLock }, + { KeyCode.RightShift, NewCode.RightShift }, + { KeyCode.LeftShift, NewCode.LeftShift }, + { KeyCode.RightControl, NewCode.RightCtrl }, + { KeyCode.LeftControl, NewCode.LeftCtrl }, + { KeyCode.RightAlt, NewCode.RightAlt }, + { KeyCode.LeftAlt, NewCode.LeftAlt }, + { KeyCode.RightCommand, NewCode.RightCommand }, + //{ KeyCode.RightApple, NewCode.RightApple }, + { KeyCode.LeftCommand, NewCode.LeftCommand }, + //{ KeyCode.LeftApple, NewCode.LeftApple }, + { KeyCode.LeftWindows, NewCode.LeftWindows }, + { KeyCode.RightWindows, NewCode.RightWindows }, + { KeyCode.AltGr, NewCode.AltGr }, + { KeyCode.Help, NewCode.None }, + { KeyCode.Print, NewCode.PrintScreen }, + { KeyCode.SysReq, NewCode.None }, + { KeyCode.Break, NewCode.None }, + { KeyCode.Menu, NewCode.ContextMenu }, + }; + + private static UnityEngine.InputSystem.Controls.ButtonControl GetMouseButtonControl(int index) + { + if (UnityEngine.InputSystem.Mouse.current != null) + { + switch (index) + { + case 0: return UnityEngine.InputSystem.Mouse.current.leftButton; + case 1: return UnityEngine.InputSystem.Mouse.current.rightButton; + case 2: return UnityEngine.InputSystem.Mouse.current.middleButton; + case 3: return UnityEngine.InputSystem.Mouse.current.forwardButton; + case 4: return UnityEngine.InputSystem.Mouse.current.backButton; + } + } + + return null; + } + + private static UnityEngine.InputSystem.Controls.ButtonControl GetButtonControl(KeyCode oldKey) + { + if (UnityEngine.InputSystem.Mouse.current != null) + { + switch (oldKey) + { + case KeyCode.Mouse0: return UnityEngine.InputSystem.Mouse.current.leftButton; + case KeyCode.Mouse1: return UnityEngine.InputSystem.Mouse.current.rightButton; + case KeyCode.Mouse2: return UnityEngine.InputSystem.Mouse.current.middleButton; + case KeyCode.Mouse3: return UnityEngine.InputSystem.Mouse.current.forwardButton; + case KeyCode.Mouse4: return UnityEngine.InputSystem.Mouse.current.backButton; + } + } + + if (UnityEngine.InputSystem.Keyboard.current != null) + { + var newKey = default(UnityEngine.InputSystem.Key); + + if (keyMapping.TryGetValue(oldKey, out newKey) == true) + { + return UnityEngine.InputSystem.Keyboard.current[newKey]; + } + } + + return null; + } +#endif + public static int GetTouchCount() + { +#if ENABLE_INPUT_SYSTEM + if (UnityEngine.InputSystem.EnhancedTouch.EnhancedTouchSupport.enabled == false) + { + UnityEngine.InputSystem.EnhancedTouch.EnhancedTouchSupport.Enable(); + } + + return UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches.Count; +#else + return UnityEngine.Input.touchCount; +#endif + } + + public static void GetTouch(int index, out int id, out UnityEngine.Vector2 position, out float pressure, out bool set) + { +#if ENABLE_INPUT_SYSTEM + var touch = UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches[index]; + + id = touch.finger.index; + position = touch.screenPosition; + pressure = touch.pressure; + set = + touch.phase == UnityEngine.InputSystem.TouchPhase.Began || + touch.phase == UnityEngine.InputSystem.TouchPhase.Stationary || + touch.phase == UnityEngine.InputSystem.TouchPhase.Moved; +#else + var touch = UnityEngine.Input.GetTouch(index); + + id = touch.fingerId; + position = touch.position; + pressure = touch.pressure; + set = + touch.phase == UnityEngine.TouchPhase.Began || + touch.phase == UnityEngine.TouchPhase.Stationary || + touch.phase == UnityEngine.TouchPhase.Moved; +#endif + } + + public static UnityEngine.Vector2 GetMousePosition() + { +#if ENABLE_INPUT_SYSTEM + return UnityEngine.InputSystem.Mouse.current != null ? UnityEngine.InputSystem.Mouse.current.position.ReadValue() : default(UnityEngine.Vector2); +#else + return UnityEngine.Input.mousePosition; +#endif + } + + public static bool GetDown(KeyCode oldKey) + { +#if ENABLE_INPUT_SYSTEM + var buttonControl = GetButtonControl(oldKey); return buttonControl != null ? buttonControl.wasPressedThisFrame : false; +#else + return UnityEngine.Input.GetKeyDown(oldKey); +#endif + } + + public static bool GetPressed(KeyCode oldKey) + { +#if ENABLE_INPUT_SYSTEM + var buttonControl = GetButtonControl(oldKey); return buttonControl != null ? buttonControl.isPressed : false; +#else + return UnityEngine.Input.GetKey(oldKey); +#endif + } + + public static bool GetUp(KeyCode oldKey) + { +#if ENABLE_INPUT_SYSTEM + var buttonControl = GetButtonControl(oldKey); return buttonControl != null ? buttonControl.wasReleasedThisFrame : false; +#else + return UnityEngine.Input.GetKeyUp(oldKey); +#endif + } + + public static bool GetMouseDown(int index) + { +#if ENABLE_INPUT_SYSTEM + var buttonControl = GetMouseButtonControl(index); return buttonControl != null ? buttonControl.wasPressedThisFrame : false; +#else + return UnityEngine.Input.GetMouseButtonDown(index); +#endif + } + + public static bool GetMousePressed(int index) + { +#if ENABLE_INPUT_SYSTEM + var buttonControl = GetMouseButtonControl(index); return buttonControl != null ? buttonControl.isPressed : false; +#else + return UnityEngine.Input.GetMouseButton(index); +#endif + } + + public static bool GetMouseUp(int index) + { +#if ENABLE_INPUT_SYSTEM + var buttonControl = GetMouseButtonControl(index); return buttonControl != null ? buttonControl.wasReleasedThisFrame : false; +#else + return UnityEngine.Input.GetMouseButtonUp(index); +#endif + } + + public static float GetMouseWheelDelta() + { +#if ENABLE_INPUT_SYSTEM + return UnityEngine.InputSystem.Mouse.current.scroll != null ? UnityEngine.InputSystem.Mouse.current.scroll.ReadValue().y : 0.0f; +#else + return UnityEngine.Input.mouseScrollDelta.y; +#endif + } + + public static bool GetMouseExists() + { +#if ENABLE_INPUT_SYSTEM + return UnityEngine.InputSystem.Mouse.current != null; +#else + return UnityEngine.Input.mousePresent; +#endif + } + + public static bool GetKeyboardExists() + { +#if ENABLE_INPUT_SYSTEM + return UnityEngine.InputSystem.Keyboard.current != null; +#else + return true; +#endif + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Common/Scripts/LeanInput.cs.meta b/Assets/Lean/Common/Scripts/LeanInput.cs.meta new file mode 100644 index 0000000..fad66b2 --- /dev/null +++ b/Assets/Lean/Common/Scripts/LeanInput.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5d7cb908f09132640b4ef9497b45e0c0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/Scripts/LeanInspector.cs b/Assets/Lean/Common/Scripts/LeanInspector.cs new file mode 100644 index 0000000..cac63b8 --- /dev/null +++ b/Assets/Lean/Common/Scripts/LeanInspector.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Common/Scripts/LeanInspector.cs.meta b/Assets/Lean/Common/Scripts/LeanInspector.cs.meta new file mode 100644 index 0000000..7656035 --- /dev/null +++ b/Assets/Lean/Common/Scripts/LeanInspector.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c51842c9aba23b548a212740fe66b48c +timeCreated: 1480552189 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Common/package.json b/Assets/Lean/Common/package.json new file mode 100644 index 0000000..c13bf14 --- /dev/null +++ b/Assets/Lean/Common/package.json @@ -0,0 +1,12 @@ +{ + "displayName": "Lean Common", + "description": "Lightweight extensions for all projects.", + "name": "com.cwilkes.lean.common", + "version": "1.0.0", + "unity": "2019.4", + "author": { + "name": "Carlos Wilkes", + "email": "carlos.wilkes@gmail.com", + "url": "https://carloswilkes.com" + } +} \ No newline at end of file diff --git a/Assets/Lean/Common/package.json.meta b/Assets/Lean/Common/package.json.meta new file mode 100644 index 0000000..cbbdb40 --- /dev/null +++ b/Assets/Lean/Common/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5b161f7eaaf64aa40ba67688774eb06f +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI.meta b/Assets/Lean/GUI.meta new file mode 100644 index 0000000..0414196 --- /dev/null +++ b/Assets/Lean/GUI.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 66b41c0e03271a34fa731e3fbc0952e0 +folderAsset: yes +timeCreated: 1548057392 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Documentation.meta b/Assets/Lean/GUI/Documentation.meta new file mode 100644 index 0000000..3e20a2a --- /dev/null +++ b/Assets/Lean/GUI/Documentation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 30a48e3337675ee4fbb27b6745b46c51 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Documentation/Documentation.html b/Assets/Lean/GUI/Documentation/Documentation.html new file mode 100644 index 0000000..2b1552a --- /dev/null +++ b/Assets/Lean/GUI/Documentation/Documentation.html @@ -0,0 +1,1632 @@ + + + +Lean GUI - Documentation - 1.2.0 + + + +
+
+
+
+

Lean GUI

+
+

DOCUMENTATION

+
+

What is Lean GUI?

Lean GUI is an extension to Unity's UI system, adding many useful components.

The new components are also designed to be very flexible, so you can combine them in any way you like.



How do I get started?

Simply go through all the demo scenes in the Lean/GUI/Examples folder!

Most of the demo scenes introduce one new feature at a time, allowing you to clearly understand what is being done.

The description at the bottom also tells you in detail which components or settings were added/changed to achieve the effects seen.

To understand what a specific component setting does, just hover your mouse over it to see the tooltip. You can also click the documentation button at the top right of the component.



+

+

+

Assets

+

Here's a list of all my other assets, please check them out!

You can also view this list on my Asset Store page.

+
+
Lean GUI
+

Lean GUI

+

Lean GUI is a colllection of components that extend Unity's GUI system, allowing you to rapidly enhance the user experience (UX) of your game's UI.

+
+
+
Lean Transition
+

Lean Transition

+

Quickly polish your games using Lean Transition. This asset allows you to easily tween or animate almost anything in your game, making it transition smoothly.

+
+
+
Paint in 3D
+

Paint in 3D

+

Paint all your objects using Paint in 3D - both in game, and in editor. All features are optimized with GPU accelerated texture painting, so you can enjoy consistent performance, even if you paint your objects one million times!

+
+
+
Lean Pool
+

Lean Pool

+

Quickly optimize the performance of your games using Lean Pool. Within minutes you can use this lightweight asset to preload, recycle, and limit the spawning of your prefabs.

+
+
+
Space Graphics Toolkit
+

Space Graphics Toolkit

+

Quickly make the space scene of your dreams using Space Graphics Toolkit. This huge collection of space effects can be customized and combined in any way you like, allowing you to quickly make realistic or fantasy worlds. Each feature has been heavily optimized to run on almost any device and platform.

+
+
+
Lean Touch
+

Lean Touch

+

Rapidly develop your game with consistent input across desktop & mobile using Lean Touch. This lightweight asset comes with many modular components, allowing you to customize them to your exact project needs!

+
+
+
Lean Localization
+

Lean Localization

+

Lean Localization is a localization library that's designed to be as simple to use as possible for both designers, and programmers.

+
+
+
Lean GUI Shapes
+

Lean GUI Shapes

+

Lean GUI Shapes allows you to quickly add lines, rounded boxes, polygons, and much more to your GUI!

+
+
+
Destructible 2D
+

Destructible 2D

+

Unlock the full potential of your 2D games using Destructible 2D, this asset allows you to quickly convert all your boring solid sprites into fully destructible ones!

+
+
+
Planet Pack - Space Graphics Toolkit
+

Planet Pack - Space Graphics Toolkit

+

This pack contains 26 high detail PBR planets, all finished using the powerful planet features of Space Graphics Toolkit (SGT). This is a standalone package, so SGT is not required. You can even use the included features to turn your own planets into beautiful worlds!

+
+
+
Lean Touch+
+

Lean Touch+

+

Lean Touch+ is an extension to the popular Lean Touch asset, adding many more example scenes.

+
+
+
Volumetric Audio
+

Volumetric Audio

+

Unity sounds only emanate from a single point source. This is great for explosions and footsteps, but quite often you need something more advanced. Volumetric Audio is an easy to use package that allows you to define boxes, spheres, capsules, paths, or meshes that sounds can emanate from.

+
+
+

+

+

Versions

+

1.2.0

Added Non/Interactable events and transitions to LeanButton.
Added Non/Interactable events and transitions to LeanDrag.
Added Non/Interactable events and transitions to LeanResize.
Added Non/Interactable events and transitions to LeanJoystick.



1.1.9

Fixed LeanJoystick inspector error.
Fixed LeanShake inspector error.



1.1.8

Added LeanSnap.Position value.
Added LeanSnap.OnPositionChanged event.
Added LeanSnapEvent component.
Added LeanTooltip.Move setting.
Improved Tooltip demo scenes.



1.1.7

Added Swipe Screens demo scene.
Added LeanSnap.HorizontalIntervalRect setting.
Added LeanSnap.VerticalIntervalRect setting.
Added LeanSnap.HorizontalIntervalParent setting.
Added LeanSnap.VerticalIntervalParent setting.
Added LeanConstrainAnchoredPosition.HorizontalRectMin/Max settings.
Added LeanConstrainAnchoredPosition.HorizontalParentMin/Max settings.
Added all legacy transition options back to LeanButton.
Added all legacy transition options back to LeanJoystick.
Added all legacy transition options back to LeanResize.
Added all legacy transition options back to LeanDrag.



1.1.6

Moved main build to Unity 2018.4.13f1.
Added LeanMoveToTop.Move setting.
Added LeanConstrainToParent.Horizontal setting.
Added LeanConstrainToParent.Vertical setting.
Added LeanConstrainAnchoredPosition component.



1.1.5

Moved main build to Unity 2018.4.0f1.
Updated documentation.
Added asmdef.
Fixed LeanJoystick bug with screen space camera UI.



1.1.4

Fixed LeanDrag bug.



1.1.3

Updated common library code.



1.1.2

Added LeanConstrainToParent component.
Added Constrain demo scene.
Fixed LeanDrag when using rotated elements.
Fixed inspector expand buttons in UI Elements.



1.1.1

Fixed bug in LeanHelper.cs that prevents making builds.



1.1.0

Updated Common library code.



1.0.9

Fixed LeanSwipe.SwipeTransitions not being called.
Fixed LeanTooltip.OnHide not being called.
Updated Common library code.
Updated demo scene design.



1.0.8

Fixed LeanJoystick.OnDown event.
Fixed LeanJoystick.OnUp event.
Improved all component tooltips and comments.



1.0.7

Added LeanButton.DragThreshold setting.



1.0.6

Updated Common library code.



1.0.5

Updated documentation.



1.0.4

Fixed tooltip rendering.



1.0.3

Added "Interactable" to LeanJoystick.



1.0.2

Included LeanTransition again.
Added Horizontal + Vertical joysticks to "14 Joystick" demo scene.



1.0.1

Fixed LeanSelectionManager error in 2019.1.5f1~.
Added "Safe Area" demo scene.



1.0.0

Initial release.



+

+

+

Components

+

LeanButton

This component provides an alternative to Unity's UI button, allowing you to easily add custom transitions, as well as add an OnDown event.


+

+bool +
+MultiDown +

+

If you enable this then OnDown + DownTransition be invoked once for each finger that begins touching the button.

If you disable this then OnDown + DownTransition will only be invoked for the first finger that begins touching the button.

+


+

+float +
+DragThreshold +

+

If your finger presses down on the button and drags more than this many pixels, then selection will be canceled.

-1 = Unlimited drag distance.

0 = Until the finger exits the button graphic.

+


+

+LeanPlayer +
+NormalTransitions +

+

This allows you to perform a transition when there are no longer any fingers touching the button.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color back to normal.

+


+

+LeanPlayer +
+DownTransitions +

+

This allows you to perform a transition when a finger begins touching the button.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

NOTE  Any transitions you perform here must be reverted in the Normal Transitions setting using a matching transition component.
+


+

+LeanPlayer +
+ClickTransitions +

+

This allows you to perform a transition when you click or tap on this button.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Play Sound Transition (LeanPlaySound) component can be used to play a click sound.

+


+

+UnityEvent +
+OnDown +

+

This allows you to perform an action when a finger begins touching the button.

+


+

+UnityEvent +
+OnClick +

+

This allows you to perform an action when you click or tap on this button.

+



LeanConstrainAnchoredPosition

This component will automatically constrain the current RectTransform.anchoredPosition to the specified range.


+

+bool +
+Horizontal +

+

Constrain horizontally?

+


+

+float +
+HorizontalPixelMin +

+

The minimum value in pixels.

+


+

+float +
+HorizontalPixelMax +

+

The maximum value in pixels.

+


+

+float +
+HorizontalRectMin +

+

The minimum value in 0..1 percent of the current RectTransform size.

+


+

+float +
+HorizontalRectMax +

+

The maximum value in 0..1 percent of the current RectTransform size.

+


+

+float +
+HorizontalParentMin +

+

The minimum value in 0..1 percent of the parent RectTransform size.

+


+

+float +
+HorizontalParentMax +

+

The maximum value in 0..1 percent of the parent RectTransform size.

+


+

+bool +
+Vertical +

+

Constrain vertically?

+


+

+float +
+VerticalPixelMin +

+

The minimum value in pixels.

+


+

+float +
+VerticalPixelMax +

+

The maximum value in pixels.

+


+

+float +
+VerticalRectMin +

+

The minimum value in 0..1 percent of the current RectTransform size.

+


+

+float +
+VerticalRectMax +

+

The maximum value in 0..1 percent of the current RectTransform size.

+


+

+float +
+VerticalParentMin +

+

The minimum value in 0..1 percent of the parent RectTransform size.

+


+

+float +
+VerticalParentMax +

+

The maximum value in 0..1 percent of the parent RectTransform size.

+


+

+Vector2 +
+HorizontalRange +

+

This tells you the minimum and maximum values of the current RectTransform based on this component's horizontal anchor settings.

+


+

+Vector2 +
+VerticalRange +

+

This tells you the minimum and maximum values of the current RectTransform based on this component's vertical anchor settings.

+



LeanConstrainToParent

This component will automatically constrain the current RectTransform to its parent.


+

+bool +
+Horizontal +

+

Constrain horizontally?

+


+

+bool +
+Vertical +

+

Constrain vertically?

+



LeanDrag

This component allows you to drag the specified RectTransform when you drag on this UI element.


+

+RectTransform +
+Target +

+

If you want a different RectTransform to be moved while dragging on this UI element, then specify it here. This allows you to turn the current UI element into a drag handle.

+


+

+bool +
+Horizontal +

+

Should you be able to drag horizontally?

+


+

+bool +
+Vertical +

+

Should you be able to drag vertically?

+


+

+LeanPlayer +
+BeginTransitions +

+

This allows you to perform a transition when this element begins being dragged.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

NOTE  Any transitions you perform here must be reverted in the Normal Transitions setting using a matching transition component.
+


+

+LeanPlayer +
+EndTransitions +

+

This allows you to perform a transition when this element ends being dragged.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

+


+

+UnityEvent +
+OnBegin +

+

This allows you to perform an actions when this element begins being dragged.

+


+

+UnityEvent +
+OnEnd +

+

This allows you to perform an actions when this element ends being dragged.

+


+

+bool +
+Dragging +

+

This will return true if the mouse/finger is currently dragging this UI element.

+



LeanGui

This class contains useful data specific to Lean GUI.


+

+static List<RaycastResult> +
+RaycastGui +
+Vector2 screenPosition, LayerMask layerMask +

+

This will return all the RaycastResults under the specified screen point using the specified layerMask.

NOTE  The first result (0) will be the top UI element that was first hit.
+



LeanHitbox

This component allows you to change a UI element's hitbox to use its graphic Image opacity/alpha.


+

+float +
+Threshold +

+

The alpha threshold specifies the minimum alpha a pixel must have for the event to be considered a "hit" on the Image.

+



LeanHover

This component allows you to perform an action as long as the mouse is hovering over the current UI element, or a finger is on top.


+

+bool +
+MultiEnter +

+

Enable this if you want EnterTransitions + OnEnter to be invoked once for each mouse/finger that enters this element.

+


+

+bool +
+MultiExit +

+

Enable this if you want ExitTransitions + OnExit to be invoked once for each mouse/finger that exits this element.

+


+

+LeanPlayer +
+EnterTransitions +

+

This allows you to perform a transition when the mouse/finger enters this UI element.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

NOTE  Any transitions you perform here must be reverted in the Exit Transitions setting using a matching transition component.
+


+

+LeanPlayer +
+ExitTransitions +

+

This allows you to perform a transition when the mouse/finger exits this UI element.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

+


+

+UnityEvent +
+OnEnter +

+

This allows you to perform an action when the mouse/finger enters this UI element.

+


+

+UnityEvent +
+OnExit +

+

This allows you to perform an action when the mouse/finger exits this UI element.

+



LeanJoystick

This component turns the current UI element into a joystick.


+

+ShapeType +
+Shape +

+

This allows you to control the shape of the joystick movement.

Box = -Size to +Size on x and y axes.

Circle = Within Radius on x and y axes.

+


+

+Vector2 +
+Size +

+

This allows you to control the size of the joystick handle movement across the x and y axes.

+


+

+float +
+Radius +

+

The allows you to control the maximum distance the joystick handle can move across the x and y axes.

+


+

+RectTransform +
+Handle +

+

If you want to see where the joystick handle is, then make a child UI element, and set its RectTransform here.

+


+

+float +
+Damping +

+

This allows you to control how quickly the joystick handle position updates

-1 = instant.

NOTE  This is for visual purposes only, the actual joystick ScaledValue will instantly update.
+


+

+bool +
+SnapWhileHeld +

+

If you only want the smooth Dampening to apply when the joystick is returning to the center, then you can enable this.

+


+

+bool +
+RelativeToOrigin +

+

By default, the joystick will be placed relative to the center of this UI element.

If you enable this, then the joystick will be placed relative to the place you first touch this UI element.

+


+

+RectTransform +
+RelativeRect +

+

If you want to show the boundary of the joystick relative to the origin, then you can make a new child GameObject graphic, and set its RectTransform here.

+


+

+Vector2 +
+ScaledValue +

+

The -1..1 x/y position of the joystick relative to the Size or Radius.

NOTE  When using a circle joystick, these values are normalized, and thus will never reach 1,1 on both axes. This prevents faster diagonal movement.
+


+

+LeanPlayer +
+DownTransitions +

+

This allows you to perform a transition when a finger begins touching the joystick.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

NOTE  Any transitions you perform here must be reverted in the Up Transitions setting using a matching transition component.
+


+

+LeanPlayer +
+UpTransitions +

+

This allows you to perform a transition when a finger stops touching the joystick.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

+


+

+UnityEvent +
+OnDown +

+

This allows you to perform an action when a finger begins touching the joystick.

+


+

+Vector2Event +
+OnSet +

+

This event is invoked each frame with the ScaledValue.

+


+

+UnityEvent +
+OnUp +

+

This allows you to perform an action when a finger stops touching the joystick.

+



LeanMoveToTop

This component will automatically move the specified transform to be the first sibling when you press down on this UI element.


+

+MoveType +
+Move +

+

This allows you to choose which component to perform the action on.

ThisTransform = transform.SetAsLastSibling().

TargetTransform = Target.SetAsLastSibling().

ParentComponents = Invoke all LeanMoveToTop ancestor components.

+


+

+Transform +
+Target +

+

If you want a different transform to be moved when pressing down on this UI element, then specify it here.

None = The current GameObject's transform.

+



LeanOrientation

This component allows you make a UI element based on the current device orientation.


+

+bool +
+AnchoredPosition +

+

Should the RectTransform.anchoredPosition setting change based on device orientation?

+


+

+Vector2 +
+AnchoredPositionL +

+

The RectTransform.anchoredPosition value when in landscape mode.

+


+

+Vector2 +
+AnchoredPositionP +

+

The RectTransform.anchoredPosition value when in portrait mode.

+


+

+bool +
+SizeDelta +

+

Should the RectTransform.sizeDelta setting change based on device orientation?

+


+

+Vector2 +
+SizeDeltaL +

+

The RectTransform.sizeDelta value when in landscape mode.

+


+

+Vector2 +
+SizeDeltaP +

+

The RectTransform.sizeDelta value when in portrait mode.

+


+

+bool +
+AnchorMin +

+

Should the RectTransform.anchorMin setting change based on device orientation?

+


+

+Vector2 +
+AnchorMinL +

+

The RectTransform.anchorMin value when in landscape mode.

+


+

+Vector2 +
+AnchorMinP +

+

The RectTransform.anchorMin value when in portrait mode.

+


+

+bool +
+AnchorMax +

+

Should the RectTransform.anchorMax setting change based on device orientation?

+


+

+Vector2 +
+AnchorMaxL +

+

The RectTransform.anchorMax value when in landscape mode.

+


+

+Vector2 +
+AnchorMaxP +

+

The RectTransform.anchorMax value when in portrait mode.

+


+

+bool +
+OffsetMin +

+

Should the RectTransform.offsetMin setting change based on device orientation?

+


+

+Vector2 +
+OffsetMinL +

+

The RectTransform.offsetMin value when in landscape mode.

+


+

+Vector2 +
+OffsetMinP +

+

The RectTransform.offsetMin value when in portrait mode.

+


+

+bool +
+OffsetMax +

+

Should the RectTransform.offsetMax setting change based on device orientation?

+


+

+Vector2 +
+OffsetMaxL +

+

The RectTransform.offsetMax value when in landscape mode.

+


+

+Vector2 +
+OffsetMaxP +

+

The RectTransform.offsetMax value when in portrait mode.

+


+

+bool +
+Pivot +

+

Should the RectTransform.pivot setting change based on device orientation?

+


+

+Vector2 +
+PivotL +

+

The RectTransform.pivot value when in landscape mode.

+


+

+Vector2 +
+PivotP +

+

The RectTransform.pivot value when in portrait mode.

+


+

+bool +
+LocalRotation +

+

Should the RectTransform.localRotation setting change based on device orientation?

+


+

+Quaternion +
+LocalRotationL +

+

The RectTransform.localRotation value when in landscape mode.

+


+

+Quaternion +
+LocalRotationP +

+

The RectTransform.localRotation value when in portrait mode.

+


+

+bool +
+LocalScale +

+

Should the RectTransform.localScale setting change based on device orientation?

+


+

+Vector3 +
+LocalScaleL +

+

The RectTransform.localScale value when in landscape mode.

+


+

+Vector3 +
+LocalScaleP +

+

The RectTransform.localScale value when in portrait mode.

+


+

+LeanPlayer +
+LandscapeTransitions +

+

This allows you to perform a transition when the orientation changes to landscape.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

NOTE  Any transitions you perform here must be reverted in the Portrait Transitions setting using a matching transition component.
+


+

+LeanPlayer +
+PortraitTransitions +

+

This allows you to perform a transition when the orientation changes to portrait.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

NOTE  Any transitions you perform here must be reverted in the Landscape Transitions setting using a matching transition component.
+


+

+UnityEvent +
+OnLandscape +

+

This event will be invoked when the orientation changes to landscape.

+


+

+UnityEvent +
+OnPortrait +

+

This event will be invoked when the orientation changes to portrait.

+


+

+void +
+CopyToLandscape +
+ +

+

This will copy the current RectTransform settings to the Landscape settings.

+


+

+void +
+CopyToPortrait +
+ +

+

This will copy the current RectTransform settings to the Portrait settings.

+


+

+void +
+UpdateOrientation +
+ +

+

This forces the orientation to update now.

NOTE  This will call OnLandscape/OnPortrait again.
+



LeanPulse

This component allows you to trigger a transition and/or event at regular intervals.


+

+static LinkedList<LeanPulse> +
+Instances +

+

This stores all active and enabled LeanPulse instances, so you can manually pulse them by name from anywhere.

+


+

+int +
+RemainingPulses +

+

This tells you how many pulses remain until this component stops.

-1 = unlimited

+


+

+float +
+RemainingTime +

+

When this reaches 0, and RemainingPulses is not 0, this component will pulse.

+


+

+float +
+TimeInterval +

+

This allows you to control the amount of seconds between each pulse.

-1 = Manual Pulses Only

+


+

+LeanTiming +
+Timing +

+

This allows you to choose where in the game loop this pulse will update.

+


+

+LeanPlayer +
+PulseTransitions +

+

This allows you to perform an animation when this UI element pulses.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the LeanPlaySound (Play Sound Transition) component can be used to play a pulse sound.

+


+

+UnityEvent +
+OnPulse +

+

This allows you to perform an action when this UI element pulses.

+


+

+void +
+TryPulse +
+ +

+

This will pulse, as long as you have remaining pulses.

+


+

+void +
+Pulse +
+ +

+

This allows you to manually force this component to pulse right now.

+


+

+static void +
+TryPulseAll +
+string name +

+

This method calls TryPulse on all active and enabled LeanPulse instances with the specified GameObject name.

+


+

+static void +
+PulseAll +
+string name +

+

This method calls Pulse on all active and enabled LeanPulse instances with the specified GameObject name.

+



LeanResize

This component allows you to resize the specified RectTransform when you drag on this UI element.


+

+RectTransform +
+Target +

+

If you want this GameObject to act as a resize handle, and for a different object to actually be resized then specify the target object here.

+


+

+bool +
+Horizontal +

+

Should you be able to drag horizontally?

+


+

+float +
+HorizontalScale +

+

Horizontal resize strength.

0 = none

1 = normal

-1 = inverted

2 = centered

+


+

+bool +
+HorizontalClamp +

+

Should the horizontal size value be clamped?

+


+

+float +
+HorizontalMin +

+

The minimum size value.

+


+

+float +
+HorizontalMax +

+

The maximum size value.

+


+

+bool +
+Vertical +

+

Should you be able to drag vertically?

+


+

+float +
+VerticalScale +

+

Vertical resize strength.

0 = none

1 = normal

-1 = inverted

2 = centered

+


+

+bool +
+VerticalClamp +

+

Should the vertical size value be clamped?

+


+

+float +
+VerticalMin +

+

The minimum size value.

+


+

+float +
+VerticalMax +

+

The maximum size value.

+


+

+LeanPlayer +
+BeginTransitions +

+

This allows you to perform a transition when this element begins being resized.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

NOTE  Any transitions you perform here must be reverted in the Normal Transitions setting using a matching transition component.
+


+

+LeanPlayer +
+EndTransitions +

+

This allows you to perform a transition when this element ends being resized.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

+


+

+UnityEvent +
+OnBegin +

+

This allows you to perform an actions when this element begins being resized.

+


+

+UnityEvent +
+OnEnd +

+

This allows you to perform an actions when this element ends being resized.

+



LeanSafeArea

This component adds a safe area to your UI. This is mainly used to prevent UI elements from going through notches on mobile devices.

This component should be added to a GameObject that is a child of your Canvas root.


+

+bool +
+Horizontal +

+

Should you be able to drag horizontally?

+


+

+bool +
+Vertical +

+

Should you be able to drag vertically?

+


+

+void +
+UpdateSafeArea +
+ +

+

This method will instantly update the safe area RectTransform.

+



LeanSelectable

This component provides an alternative to Unity's UI button, allowing you to easily add custom transitions, as well as add an OnDown event.


+

+LeanPlayer +
+InteractableTransitions +

+

This allows you to perform a transition when this element becomes interactable.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

NOTE  Any transitions you perform here must be reverted in the Landscape Transitions setting using a matching transition component.
+


+

+LeanPlayer +
+NonInteractableTransitions +

+

This allows you to perform a transition when this element becomes non-interactable.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

NOTE  Any transitions you perform here must be reverted in the Landscape Transitions setting using a matching transition component.
+



LeanSelection

This component allows you to perform a transition when this UI element is selected.


+

+LeanPlayer +
+SelectTransitions +

+

This allows you to perform a transition when this UI element is selected.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

NOTE  Any transitions you perform here must be reverted in the Deselect Transitions setting using a matching transition component.
+


+

+LeanPlayer +
+DeselectTransitions +

+

This allows you to perform a transition when this UI element is deselected.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

NOTE  Any transitions you perform here must be reverted in the Select Transitions setting using a matching transition component.
+



LeanSelectionHighlight

This component will place the current RectTransform above the currently selected object.


+

+Camera +
+WorldCamera +

+

The camera rendering the target transform/position.

None = MainCamera.

+


+

+LeanPlayer +
+ShowTransitions +

+

This allows you to perform a transition when the highlight begins.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

NOTE  Any transitions you perform here must be reverted in the Hide Transitions setting using a matching transition component.
+


+

+LeanPlayer +
+HideTransitions +

+

This allows you to perform a transition when the highlight ends.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

NOTE  Any transitions you perform here must be reverted in the Show Transitions setting using a matching transition component.
+


+

+UnityEvent +
+OnShow +

+

This allows you to perform an action when the highlight starts.

+


+

+UnityEvent +
+OnHide +

+

This allows you to perform an action when the highlight ends.

+



LeanSelectionManager

This component allows you to force selection of a selectable, or select a previously selected object.


+

+bool +
+ForceSelection +

+

If the scene contains at least one selectable, and there is currently no selected object, should it be selected?

NOTE  If there are multiple selectables in the scene, then one will be chosen based on the LeanSelectionPriority component setting.
+


+

+List<Selectable> +
+SelectionHistory +

+

This stores a list of all selectables in the order they were selected. This allows selection to revert to a previous one if the current selectable becomes unselectable.

+



LeanSelectionPriority

This component marks the current GameObject as being high priority for selection.

This setting is used by the LeanSelectionManager when decided what to select.


+

+float +
+Priority +

+

This allows you to set the priority of this GameObject among others when being automatically selected.

+



LeanShake

This component allows you to shake the specified Transform, with various controls for shake axes, strength, dampening, etc.

NOTE  This component works with normal Transforms as well as UI RectTranforms.

+

+float +
+Speed +

+

This allows you to set the speed of the shake animation.

+


+

+float +
+Strength +

+

This allows you to set the current strength of the shake. This value can automatically decay based on the Dampening and Reduction settings.

+


+

+float +
+Multiplier +

+

This allows you to set the final shake strength multiplier. This remains constant.

+


+

+float +
+Damping +

+

This allows you to set the dampening of the Strength value. This decay slows down as it approaches 0.

+


+

+float +
+Reduction +

+

This allows you to set the reduction of the Strength value. This decay slows down at a constant rate per second.

+


+

+Vector3 +
+ShakePosition +

+

This allows you to set the position axes you want to shake in local units.

+


+

+Vector3 +
+ShakeRotation +

+

This allows you to set the rotation axes you want to shake in degrees.

+



LeanSizer

This component allows you to change the size of the Target RectTransform based on the size of this one.

This is very useful for text that needs to be inside a parent container, but you don't know how big that container should be.


+

+RectTransform +
+Target +

+

The RectTransform whose size we want to modify.

+


+

+bool +
+Scale +

+

Factor in scale when reading the size of the target?

+


+

+bool +
+Horizontal +

+

Match the scale horizontally?

+


+

+bool +
+Vertical +

+

Match the scale vertically?

+



LeanSnap

This component will automatically snap RectTransform.anchoredPosition to the specified interval.


+

+bool +
+Horizontal +

+

Snap horizontally?

+


+

+float +
+HorizontalOffset +

+

The snap points will be offset by this many pixels.

+


+

+float +
+HorizontalIntervalPixel +

+

The spacing between each snap point in pixels.

+


+

+float +
+HorizontalIntervalRect +

+

The spacing between each snap point in 0..1 percent of the current RectTransform size.

+


+

+float +
+HorizontalIntervalParent +

+

The spacing between each snap point in 0..1 percent of the parent.

+


+

+float +
+HorizontalSpeed +

+

The snap speed.

-1 = Instant.

1 = Slow.

10 = Fast.

+


+

+bool +
+Vertical +

+

Snap vertically?

+


+

+float +
+VerticalOffset +

+

The snap points will be offset by this many pixels.

+


+

+float +
+VerticalIntervalPixel +

+

The spacing between each snap point in pixels.

+


+

+float +
+VerticalIntervalRect +

+

The spacing between each snap point in 0..1 percent of the current RectTransform size.

+


+

+float +
+VerticalIntervalParent +

+

The spacing between each snap point in 0..1 percent of the parent.

+


+

+float +
+VerticalSpeed +

+

The snap speed.

-1 = Instant.

1 = Slow.

10 = Fast.

+


+

+LeanDrag +
+DisableWith +

+

To prevent UI element dragging from conflicting with snapping, you can specify the drag component here.

+


+

+Vector2Int +
+Position +

+

This tells you the snap position as integers.

+


+

+Vector2IntEvent +
+OnPositionChanged +

+

This event will be invoked when the snap position changes.

+



LeanSnapEvent

This component allows you to fire an events when the LeanSnap component's Position is at specific values.


+

+Vector2Int +
+Position +

+

The LeanSnap.Position you want to listen for.

+


+

+UnityEvent +
+OnAction +

+

The action that will be invoked.

+



LeanSwipe

This component allows you to detect when a finger swipes over the current RectTransform.


+

+float +
+MinimumDistance +

+

The swiping finger must move at least this many pixels.

+


+

+float +
+MaximumTime +

+

The swiping finger must move MinimumDistance within this amount of seconds.

+


+

+bool +
+CheckAngle +

+

If you need the swipe to be in a specific direction, then enable this.

+


+

+float +
+DesiredAngle +

+

0 = up

90 = right

180 = down

270 = left

+


+

+float +
+MaximumRange +

+

360 = full circle

180 = half circle

90 = quarter circle

+


+

+LeanPlayer +
+SwipeTransitions +

+

This allows you to perform a transition when you swipe this UI element.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the LeanPlaySound (Play Sound Transition) component can be used to play a click sound.

+


+

+UnityEvent +
+OnSwipe +

+

This allows you to perform an action when you swipe this UI element.

+



LeanSwitch

This component allows you to make an UI element that can switch between any number of states.


+

+static LinkedList<LeanSwitch> +
+Instances +

+

This stores all active and enabled LeanSwitch instances.

+


+

+int +
+State +

+

This is the currently active state of the switch.

For example, if this is 0 then the switch is currently in the first transition state.

+


+

+List<LeanPlayer> +
+States +

+

This stores a list of all switch transition states. This controls how many states can be switched between.

For example, if you want to be able to switch between 4 states, then make sure the size of this list = 4.

+


+

+LeanPlayer +
+ChangedStateTransitions +

+

This allows you to perform a transition when this switch changes to a different state.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the LeanPlaySound (Play Sound Transition) component can be used to play a switch sound.

+


+

+IntUnityEvent +
+OnChangedState +

+

This allows you to perform an action when this switch changes to a different state.

+


+

+void +
+Switch +
+int newState +

+

This allows you to switch to a different state, where 0 is the first state. The amount of states is defined by the size of the Transitions list.

+


+

+static void +
+SwitchAll +
+string name, int state +

+

This allows you to switch all active and enabled states with the specified name to the specified state.

+



LeanToggle

This component allows you to make a UI element that can switch between two states.

For example, you could create a panel that shows and hides using this component.

NOTE  If you want to create windows that toggle open and closed, then I recommend you instead use the Lean Window component. This works identically, but it also registers with the Lean Window Closer component, allowing you to close them in sequence.

+

+static LinkedList<LeanToggle> +
+Instances +

+

This stores all active and enabled LeanToggle instances.

+


+

+bool +
+On +

+

This lets you change the current toggle state of this UI element.

+


+

+bool +
+TurnOffSiblings +

+

If you enable this, then any sibling GameObjects (i.e. same parent GameObject) will automatically be turned off.

This allows you to make radio boxes, or force only one panel to show at a time, etc.

+


+

+LeanPlayer +
+OnTransitions +

+

This allows you to perform a transition when this toggle turns on.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

NOTE  Any transitions you perform here should be reverted in the Off Transitions setting using a matching transition component.
+


+

+LeanPlayer +
+OffTransitions +

+

This allows you to perform a transition when this toggle turns off.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

+


+

+UnityEvent +
+OnOn +

+

This allows you to perform an action when this toggle turns on.

+


+

+UnityEvent +
+OnOff +

+

This allows you to perform an action when this toggle turns off.

+


+

+void +
+Set +
+bool value +

+

This allows you to set the toggle on or off.

+


+

+void +
+Toggle +
+ +

+

This allows you to toggle the state of this toggle (i.e. if it's turned on, then this will turn it off).

+


+

+void +
+TurnOn +
+ +

+

If this toggle is turned off, then this will turn it on.

+


+

+void +
+TurnOffSiblingsNow +
+ +

+

This will search for any sibling toggles (i.e. they have the same parent GameObject), and turn them off.

+


+

+void +
+TurnOffOthersNow +
+ +

+

This will go through every toggle in the scene except this one, and turn them off.

+


+

+static bool +
+AllOn +
+string name +

+

This will return true if all the active and enabled toggle instances with the specified GameObject name are turned on.

+


+

+static bool +
+AllOff +
+string name +

+

This will return true if all the active and enabled toggle instances with the specified GameObject name are turned off.

+


+

+static void +
+SetAll +
+string name, bool on +

+

This allows you to set the On state of all the active and enabled toggle instances with the specified GameObject name.

+


+

+static void +
+ToggleAll +
+string name +

+

This allows you to toggle the state (i.e. if it's turned on, then this will turn it off) of all active and enabled toggle instances with the specified GameObject name.

+


+

+static void +
+TurnOnAll +
+string name +

+

This allows you to turn on every active and enabled toggle instance with the specified GameObject name.

+


+

+static void +
+TurnOffAll +
+string name +

+

This allows you to turn off each active and enabled LeanToggle instance with the specified GameObject name.

+



LeanTooltip

This component allows you to display a tooltip as long as the mouse is hovering over the current UI element, or a finger is on top.

Tooltips will display for any raycastable UI element that has the LeanTooltipData component.


+

+ActivationType +
+Activation +

+

This allows you to control when the tooltip will appear.

HoverOrPress = When the mouse is hovering, or when the mouse/finger is pressing.

Hover = Only when the mouse is hovering.

Press = Only when the mouse/finger is pressing.

+


+

+float +
+ShowDelay +

+

This allows you to delay how quickly the tooltip will appear or switch.

+


+

+bool +
+Move +

+

Move the attached Transform when the tooltip is open?

+


+

+BoundaryType +
+Boundary +

+

This allows you to control how the tooltip will behave when it goes outside the screen bounds.

+


+

+LeanPlayer +
+ShowTransitions +

+

This allows you to perform a transition when this tooltip appears.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

NOTE  Any transitions you perform here should be reverted in the Hide Transitions setting using a matching transition component.
+


+

+LeanPlayer +
+HideTransitions +

+

This allows you to perform a transition when this tooltip hides.

You can create a new transition GameObject by right clicking the transition name, and selecting Create.

For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.

+


+

+UnityEventString +
+OnShow +

+

This allows you to perform an action when this tooltip appears.

+


+

+UnityEvent +
+OnHide +

+

This allows you to perform an action when this tooltip hides.

+



LeanTooltipData

This component allows you to associate text with this GameObject, allowing it to be displayed from a tooltip.


+

+UnityEngine.UI.Selectable +
+Selectable +

+

If you want this tooltip to hide when a selectable (e.g. Button) is disabled or non-interactable, then specify it here.

+


+

+string +
+Text +

+

This allows you to set the tooltip text string that is associated with this object.

+



LeanWindow

This component works just like LeanToggle, but it registers itself with the LeanWindowCloser.

This allows the window to be automatically closed if you press the LeanWindowCloser.CloseKey.



LeanWindowCloser

This component allows you to automatically close the top-most LeanWindow when you press the specified key.


+

+static List<LeanWindowCloser> +
+Instances +

+

This stores all active and enabled LeanWindowCloser instances.

+


+

+KeyCode +
+CloseKey +

+

This allows you to set the key that must be pressed to close the window on top.

+


+

+LeanWindow +
+EmptyWindow +

+

If every window is closed and you press the close key, this window will be opened. This can be used to open an options menu.

+


+

+List<LeanWindow> +
+WindowOrder +

+

This stores a list of all opened windows, in order of opening, so they can be closed in reverse order.

+


+

+void +
+CloseAll +
+ +

+

This allows you to close all open LeanWindows.

+


+

+void +
+CloseTopMost +
+ +

+

This allows you to close the top most LeanWindow.

+



+
+ +
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component that + comes with Lean GUI
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This works + the same as LeanToggle, but allows you to close it using + the LeanWindowCloser component. 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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine + m_IntArgument: 0 + m_FloatArgument: 10 + m_StringArgument: + m_BoolArgument: 0 + m_CallState: 2 +--- !u!1001 &927714634 +PrefabInstance: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Modification: + m_TransformParent: {fileID: 0} + m_Modifications: + - target: {fileID: 11438438, guid: 298daca7decb9f846b5ff996ee97a495, type: 3} + propertyPath: m_Text + value: This shows you how the LeanShake component can be + added to a UI element. You can then trigger the LeanShake.Shake + function to apply some shake strength. 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This is done by adding the LeanSnap component to + them, and setting the desired Interval in pixels. The + DisableWith setting is used to prevent conflicts, because + LeanDrag also modifies the position. 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This component allows you to drag a UI element + to resize it. 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You can read the Scaled + Value setting to get the current joystick position. 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Change the Game + view aspect ratio to see it in action. 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This will automatically shrink the edges of the RectTransform + based on device safe areas, which are typically present on mobile devices + that feature a display "notch". 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[ + "LeanCommon", + "LeanTransition" + ], + "optionalUnityReferences": [], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [] +} \ No newline at end of file diff --git a/Assets/Lean/GUI/LeanGUI.asmdef.meta b/Assets/Lean/GUI/LeanGUI.asmdef.meta new file mode 100644 index 0000000..8b89496 --- /dev/null +++ b/Assets/Lean/GUI/LeanGUI.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 247a163e3cc6efb42bd22b9023b87ff3 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts.meta b/Assets/Lean/GUI/Scripts.meta new file mode 100644 index 0000000..00879c9 --- /dev/null +++ b/Assets/Lean/GUI/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 45307eafe98ab7e40b80f173e94af29a +folderAsset: yes +timeCreated: 1548058018 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanButton.cs b/Assets/Lean/GUI/Scripts/LeanButton.cs new file mode 100644 index 0000000..205e81d --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanButton.cs @@ -0,0 +1,251 @@ +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using System.Collections.Generic; +using Lean.Transition; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component provides an alternative to Unity's UI button, allowing you to easily add custom transitions, as well as add an OnDown event. + [HelpURL(LeanGui.HelpUrlPrefix + "LeanButton")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Button")] + public class LeanButton : LeanSelectable, IPointerDownHandler, IBeginDragHandler, IDragHandler, IEndDragHandler, ISubmitHandler + { + /// If you enable this then OnDown + DownTransition be invoked once for each finger that begins touching the button. + /// If you disable this then OnDown + DownTransition will only be invoked for the first finger that begins touching the button. + public bool MultiDown { set { multiDown = value; } get { return multiDown; } } [SerializeField] private bool multiDown; + + /// If your finger presses down on the button and drags more than this many pixels, then selection will be canceled. + /// -1 = Unlimited drag distance. + /// 0 = Until the finger exits the button graphic. + public float DragThreshold { set { dragThreshold = value; } get { return dragThreshold; } } [SerializeField] private float dragThreshold = 10.0f; + + /// This allows you to perform a transition when there are no longer any fingers touching the button. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color back to normal. + public LeanPlayer NormalTransitions { get { if (normalTransitions == null) normalTransitions = new LeanPlayer(); return normalTransitions; } } [SerializeField] private LeanPlayer normalTransitions; + + /// This allows you to perform a transition when a finger begins touching the button. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + /// NOTE: Any transitions you perform here must be reverted in the Normal Transitions setting using a matching transition component. + public LeanPlayer DownTransitions { get { if (downTransitions == null) downTransitions = new LeanPlayer(); return downTransitions; } } [SerializeField] private LeanPlayer downTransitions; + + /// This allows you to perform a transition when you click or tap on this button. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Play Sound Transition (LeanPlaySound) component can be used to play a click sound. + public LeanPlayer ClickTransitions { get { if (clickTransitions == null) clickTransitions = new LeanPlayer(); return clickTransitions; } } [SerializeField] private LeanPlayer clickTransitions; + + /// This allows you to perform an action when a finger begins touching the button. + public UnityEvent OnDown { get { if (onDown == null) onDown = new UnityEvent(); return onDown; } } [SerializeField] private UnityEvent onDown; + + /// This allows you to perform an action when you click or tap on this button. + public UnityEvent OnClick { get { if (onClick == null) onClick = new UnityEvent(); return onClick; } } [SerializeField] private UnityEvent onClick; + + [System.NonSerialized] private Vector2 totalDelta; + + /// Track the currently down pointers so we can toggle the transition. + private List downPointers = new List(); + + [System.NonSerialized] + private ScrollRect parentScrollRect; + + [System.NonSerialized] + private LeanDrag parentDrag; + + public override void OnPointerDown(PointerEventData eventData) + { + base.OnPointerDown(eventData); + + if (IsInteractable() == true && eventData.button == PointerEventData.InputButton.Left) + { + totalDelta = Vector2.zero; + + downPointers.Add(eventData.pointerId); + + if (multiDown == true || downPointers.Count == 1) + { + if (downTransitions != null) + { + downTransitions.Begin(); + } + + if (onDown != null) + { + onDown.Invoke(); + } + } + } + } + + public override void OnPointerUp(PointerEventData eventData) + { + base.OnPointerUp(eventData); + + if (downPointers.Remove(eventData.pointerId) == true) + { + TryNormal(); + DoClick(); + } + } + + public void OnBeginDrag(PointerEventData eventData) + { + parentScrollRect = GetComponentInParent(); + parentDrag = GetComponentInParent(); + + if (parentScrollRect != null) + { + parentScrollRect.OnBeginDrag(eventData); + } + + if (parentDrag != null) + { + parentDrag.OnBeginDrag(eventData); + } + } + + public void OnDrag(PointerEventData eventData) + { + if (downPointers.Contains(eventData.pointerId) == true) + { + totalDelta += eventData.delta; + + if (dragThreshold > 0.0f && totalDelta.magnitude > dragThreshold) + { + downPointers.Remove(eventData.pointerId); + + TryNormal(); + } + } + + if (parentScrollRect != null) + { + parentScrollRect.OnDrag(eventData); + } + + if (parentDrag != null) + { + parentDrag.OnDrag(eventData); + } + } + + public void OnEndDrag(PointerEventData eventData) + { + if (parentScrollRect != null) + { + parentScrollRect.OnEndDrag(eventData); + } + + if (parentDrag != null) + { + parentDrag.OnEndDrag(eventData); + } + } + + public void OnSubmit(BaseEventData eventData) + { + if (enabled == true) + { + DoClick(); + } + } + + public override void OnPointerExit(PointerEventData eventData) + { + base.OnPointerExit(eventData); + + if (dragThreshold == 0.0f) + { + downPointers.Remove(eventData.pointerId); + + TryNormal(); + } + } + + private void TryNormal() + { + if (downPointers.Count == 0) + { + if (normalTransitions != null) + { + normalTransitions.Begin(); + } + } + } + + private void DoClick() + { + if (clickTransitions != null) + { + clickTransitions.Begin(); + } + + if (onClick != null) + { + onClick.Invoke(); + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanButton; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanButton_Editor : LeanSelectable_Editor + { + protected override void DrawSelectableSettings() + { + base.DrawSelectableSettings(); + + Draw("dragThreshold", "If your finger presses down on the button and drags more than this many pixels, then selection will be canceled.\n\n-1 = Unlimited drag distance.\n\n0 = Until the finger exits the button graphic."); + Draw("multiDown", "If you press multiple fingers on this button at the same time, should OnDown and DownTransition be invoked multiple times?"); + } + + protected override void DrawSelectableTransitions(bool showUnusedEvents) + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + if (showUnusedEvents == true || Any(tgts, t => t.NormalTransitions.IsUsed == true)) + { + Draw("normalTransitions"); + } + + if (showUnusedEvents == true || Any(tgts, t => t.DownTransitions.IsUsed == true)) + { + Draw("downTransitions"); + } + + if (showUnusedEvents == true || Any(tgts, t => t.ClickTransitions.IsUsed == true)) + { + Draw("clickTransitions"); + } + + base.DrawSelectableTransitions(showUnusedEvents); + } + + protected override void DrawSelectableEvents(bool showUnusedEvents) + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + if (showUnusedEvents == true || Any(tgts, t => t.OnDown.GetPersistentEventCount() > 0)) + { + Draw("onDown"); + } + + if (showUnusedEvents == true || Any(tgts, t => t.OnClick.GetPersistentEventCount() > 0)) + { + Draw("onClick"); + } + + base.DrawSelectableEvents(showUnusedEvents); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanButton.cs.meta b/Assets/Lean/GUI/Scripts/LeanButton.cs.meta new file mode 100644 index 0000000..5e7bc45 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanButton.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 81fef0563e898f74f87bcb68d10688aa +timeCreated: 1480552189 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanConstrainAnchoredPosition.cs b/Assets/Lean/GUI/Scripts/LeanConstrainAnchoredPosition.cs new file mode 100644 index 0000000..47c8f78 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanConstrainAnchoredPosition.cs @@ -0,0 +1,182 @@ +using UnityEngine; +using Lean.Common; +using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; + +namespace Lean.Gui +{ + /// This component will automatically constrain the current RectTransform.anchoredPosition to the specified range. + [ExecuteInEditMode] + [RequireComponent(typeof(RectTransform))] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanConstrainAnchoredPosition")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Constrain AnchoredPosition")] + public class LeanConstrainAnchoredPosition : MonoBehaviour + { + /// Constrain horizontally? + public bool Horizontal { set { horizontal = value; } get { return horizontal; } } [SerializeField] private bool horizontal; + + /// The minimum value in pixels. + public float HorizontalPixelMin { set { horizontalPixelMin = value; } get { return horizontalPixelMin; } } [FSA("horizontalMin")] [SerializeField] private float horizontalPixelMin = -100.0f; + + /// The maximum value in pixels. + public float HorizontalPixelMax { set { horizontalPixelMax = value; } get { return horizontalPixelMax; } } [FSA("horizontalMax")] [SerializeField] private float horizontalPixelMax = 100.0f; + + /// The minimum value in 0..1 percent of the current RectTransform size. + public float HorizontalRectMin { set { horizontalRectMin = value; } get { return horizontalRectMin; } } [SerializeField] private float horizontalRectMin; + + /// The maximum value in 0..1 percent of the current RectTransform size. + public float HorizontalRectMax { set { horizontalRectMax = value; } get { return horizontalRectMax; } } [SerializeField] private float horizontalRectMax; + + /// The minimum value in 0..1 percent of the parent RectTransform size. + public float HorizontalParentMin { set { horizontalParentMin = value; } get { return horizontalParentMin; } } [SerializeField] private float horizontalParentMin; + + /// The maximum value in 0..1 percent of the parent RectTransform size. + public float HorizontalParentMax { set { horizontalParentMax = value; } get { return horizontalParentMax; } } [SerializeField] private float horizontalParentMax; + + /// Constrain vertically? + public bool Vertical { set { vertical = value; } get { return vertical; } } [SerializeField] private bool vertical; + + /// The minimum value in pixels. + public float VerticalPixelMin { set { verticalPixelMin = value; } get { return verticalPixelMin; } } [FSA("verticalMin")] [SerializeField] private float verticalPixelMin = -100.0f; + + /// The maximum value in pixels. + public float VerticalPixelMax { set { verticalPixelMax = value; } get { return verticalPixelMax; } } [FSA("verticalMax")] [SerializeField] private float verticalPixelMax = 100.0f; + + /// The minimum value in 0..1 percent of the current RectTransform size. + public float VerticalRectMin { set { verticalRectMin = value; } get { return verticalRectMin; } } [SerializeField] private float verticalRectMin; + + /// The maximum value in 0..1 percent of the current RectTransform size. + public float VerticalRectMax { set { verticalRectMax = value; } get { return verticalRectMax; } } [SerializeField] private float verticalRectMax; + + /// The minimum value in 0..1 percent of the parent RectTransform size. + public float VerticalParentMin { set { verticalParentMin = value; } get { return verticalParentMin; } } [SerializeField] private float verticalParentMin; + + /// The maximum value in 0..1 percent of the parent RectTransform size. + public float VerticalParentMax { set { verticalParentMax = value; } get { return verticalParentMax; } } [SerializeField] private float verticalParentMax; + + [System.NonSerialized] + private RectTransform cachedRectTransform; + + [System.NonSerialized] + private bool cachedRectTransformSet; + + public RectTransform CachedRectTransform + { + get + { + if (cachedRectTransformSet == false) + { + cachedRectTransform = GetComponent(); + cachedRectTransformSet = true; + } + + return cachedRectTransform; + } + } + + /// This tells you the minimum and maximum values of the current RectTransform based on this component's horizontal anchor settings. + public Vector2 HorizontalRange + { + get + { + var sizes = Sizes; + var min = horizontalPixelMin + horizontalRectMin * sizes.x + horizontalParentMin * sizes.z; + var max = horizontalPixelMax + horizontalRectMax * sizes.x + horizontalParentMax * sizes.z; + + return new Vector2(min, max); + } + } + + /// This tells you the minimum and maximum values of the current RectTransform based on this component's vertical anchor settings. + public Vector2 VerticalRange + { + get + { + var sizes = Sizes; + var min = verticalPixelMin + verticalRectMin * sizes.y + verticalParentMin * sizes.w; + var max = verticalPixelMax + verticalRectMax * sizes.y + verticalParentMax * sizes.w; + + return new Vector2(min, max); + } + } + + private Vector4 Sizes + { + get + { + var rect = CachedRectTransform.rect; + var parent = cachedRectTransform.parent as RectTransform; + var parentRect = parent != null ? parent.rect : Rect.zero; + + return new Vector4(rect.width, rect.height, parentRect.width, parentRect.height); + } + } + + protected virtual void LateUpdate() + { + var anchoredPosition = CachedRectTransform.anchoredPosition; + + if (horizontal == true) + { + var range = HorizontalRange; + + anchoredPosition.x = Mathf.Clamp(anchoredPosition.x, range.x, range.y); + } + + if (vertical == true) + { + var range = VerticalRange; + + anchoredPosition.y = Mathf.Clamp(anchoredPosition.y, range.x, range.y); + } + + cachedRectTransform.anchoredPosition = anchoredPosition; + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanConstrainAnchoredPosition; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanConstrainAnchoredPosition_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("horizontal", "Constrain horizontally?"); + + if (Any(tgts, t => t.Horizontal == true)) + { + BeginIndent(); + Draw("horizontalPixelMin", "The minimum value in pixels.", "Pixel Min"); + Draw("horizontalPixelMax", "The maximum value in pixels.", "Pixel Max"); + Draw("horizontalRectMin", "The minimum value in 0..1 percent of the current RectTransform size.", "Rect Min"); + Draw("horizontalRectMax", "The maximum value in 0..1 percent of the current RectTransform size.", "Rect Max"); + Draw("horizontalParentMin", "The maximum value in 0..1 percent of the parent RectTransform size.", "Parent Min"); + Draw("horizontalParentMax", "The maximum value in 0..1 percent of the parent RectTransform size.", "Parent Min"); + EndIndent(); + } + + Separator(); + + Draw("vertical", "Constrain vertically?"); + + if (Any(tgts, t => t.Vertical == true)) + { + BeginIndent(); + Draw("verticalPixelMin", "The minimum value in pixels.", "Pixel Min"); + Draw("verticalPixelMax", "The maximum value in pixels.", "Pixel Max"); + Draw("verticalRectMin", "The maximum value in 0..1 percent of the current RectTransform size.", "Rect Min"); + Draw("verticalRectMax", "The maximum value in 0..1 percent of the current RectTransform size.", "Rect Max"); + Draw("verticalParentMin", "The maximum value in 0..1 percent of the parent RectTransform size.", "Parent Min"); + Draw("verticalParentMax", "The maximum value in 0..1 percent of the parent RectTransform size.", "Parent Min"); + EndIndent(); + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanConstrainAnchoredPosition.cs.meta b/Assets/Lean/GUI/Scripts/LeanConstrainAnchoredPosition.cs.meta new file mode 100644 index 0000000..13aab99 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanConstrainAnchoredPosition.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7df474a8f97f6414fb888ed3a540e50d +timeCreated: 1474724095 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanConstrainToParent.cs b/Assets/Lean/GUI/Scripts/LeanConstrainToParent.cs new file mode 100644 index 0000000..e9382f1 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanConstrainToParent.cs @@ -0,0 +1,81 @@ +using UnityEngine; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component will automatically constrain the current RectTransform to its parent. + [HelpURL(LeanGui.HelpUrlPrefix + "LeanConstrainToParent")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Constrain To Parent")] + public class LeanConstrainToParent : MonoBehaviour + { + /// Constrain horizontally? + public bool Horizontal { set { horizontal = value; } get { return horizontal; } } [SerializeField] private bool horizontal = true; + + /// Constrain vertically? + public bool Vertical { set { vertical = value; } get { return vertical; } } [SerializeField] private bool vertical = true; + + [System.NonSerialized] + private RectTransform cachedParentRectTransform; + + [System.NonSerialized] + private RectTransform cachedRectTransform; + + protected virtual void OnEnable() + { + cachedRectTransform = GetComponent(); + } + + protected virtual void LateUpdate() + { + if (cachedParentRectTransform != cachedRectTransform.parent) + { + cachedParentRectTransform = cachedRectTransform.parent as RectTransform; + } + + if (cachedParentRectTransform != null) + { + var anchoredPosition = cachedRectTransform.anchoredPosition; + var rect = cachedRectTransform.rect; + var boundary = cachedParentRectTransform.rect; + + if (horizontal == true) + { + boundary.xMin -= rect.xMin; + boundary.xMax -= rect.xMax; + + anchoredPosition.x = Mathf.Clamp(anchoredPosition.x, boundary.xMin, boundary.xMax); + } + + if (vertical == true) + { + boundary.yMin -= rect.yMin; + boundary.yMax -= rect.yMax; + + anchoredPosition.y = Mathf.Clamp(anchoredPosition.y, boundary.yMin, boundary.yMax); + } + + cachedRectTransform.anchoredPosition = anchoredPosition; + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanConstrainToParent; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanConstrainToParent_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("horizontal", "Constrain horizontally?"); + Draw("vertical", "Constrain vertically?"); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanConstrainToParent.cs.meta b/Assets/Lean/GUI/Scripts/LeanConstrainToParent.cs.meta new file mode 100644 index 0000000..422d705 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanConstrainToParent.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7c7a98e781356774db300f14898e7a55 +timeCreated: 1474724095 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanDrag.cs b/Assets/Lean/GUI/Scripts/LeanDrag.cs new file mode 100644 index 0000000..8f4be63 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanDrag.cs @@ -0,0 +1,262 @@ +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using Lean.Transition; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component allows you to drag the specified RectTransform when you drag on this UI element. + [RequireComponent(typeof(RectTransform))] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanDrag")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Drag")] + public class LeanDrag : LeanSelectable, IBeginDragHandler, IDragHandler, IEndDragHandler + { + /// If you want a different RectTransform to be moved while dragging on this UI element, then specify it here. This allows you to turn the current UI element into a drag handle. + public RectTransform Target { set { target = value; } get { return target; } } [SerializeField] private RectTransform target; + + /// Should you be able to drag horizontally? + public bool Horizontal { set { horizontal = value; } get { return horizontal; } } [SerializeField] private bool horizontal = true; + + /// Should you be able to drag vertically? + public bool Vertical { set { vertical = value; } get { return vertical; } } [SerializeField] private bool vertical = true; + + /// This allows you to perform a transition when this element begins being dragged. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + /// NOTE: Any transitions you perform here must be reverted in the Normal Transitions setting using a matching transition component. + public LeanPlayer BeginTransitions { get { if (beginTransitions == null) beginTransitions = new LeanPlayer(); return beginTransitions; } } [SerializeField] private LeanPlayer beginTransitions; + + /// This allows you to perform a transition when this element ends being dragged. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + public LeanPlayer EndTransitions { get { if (endTransitions == null) endTransitions = new LeanPlayer(); return endTransitions; } } [SerializeField] private LeanPlayer endTransitions; + + /// This allows you to perform an actions when this element begins being dragged. + public UnityEvent OnBegin { get { if (onBegin == null) { onBegin = new UnityEvent(); } return onBegin; } } [SerializeField] private UnityEvent onBegin; + + /// This allows you to perform an actions when this element ends being dragged. + public UnityEvent OnEnd { get { if (onEnd == null) { onEnd = new UnityEvent(); } return onEnd; } } [SerializeField] private UnityEvent onEnd; + + /// This will return true if the mouse/finger is currently dragging this UI element. + public bool Dragging + { + get + { + return dragging; + } + } + + // Is this element currently being dragged? + [System.NonSerialized] + protected bool dragging; + + [System.NonSerialized] + private Vector2 startOffset; + + [System.NonSerialized] + private Vector2 currentPosition; + + [System.NonSerialized] + private RectTransform cachedRectTransform; + + [System.NonSerialized] + private bool cachedRectTransformSet; + + public RectTransform TargetTransform + { + get + { + if (target != null) + { + return target; + } + + if (cachedRectTransformSet == false) + { + cachedRectTransform = GetComponent(); + cachedRectTransformSet = true; + } + + return cachedRectTransform; + } + } + + public void OnBeginDrag(PointerEventData eventData) + { + // Only allow dragging if certain conditions are met + if (MayDrag(eventData) == true) + { + var vector = default(Vector2); + var target = TargetTransform; + + // Is this pointer inside this rect transform? + if (RectTransformUtility.ScreenPointToLocalPointInRectangle(target, eventData.position, eventData.pressEventCamera, out vector) == true) + { + dragging = true; + currentPosition = target.anchoredPosition; + + if (beginTransitions != null) + { + beginTransitions.Begin(); + } + + if (onBegin != null) + { + onBegin.Invoke(); + } + } + } + } + + public virtual void OnDrag(PointerEventData eventData) + { + // Only drag if OnBeginDrag was successful + if (dragging == true) + { + // Only allow dragging if certain conditions are met + if (MayDrag(eventData) == true) + { + var oldVector = default(Vector2); + var target = TargetTransform; + + // Get the previous pointer position relative to this rect transform + if (RectTransformUtility.ScreenPointToLocalPointInRectangle(target, eventData.position - eventData.delta, eventData.pressEventCamera, out oldVector) == true) + { + var newVector = default(Vector2); + + // Get the current pointer position relative to this rect transform + if (RectTransformUtility.ScreenPointToLocalPointInRectangle(target, eventData.position, eventData.pressEventCamera, out newVector) == true) + { + var anchoredPosition = target.anchoredPosition; + + currentPosition += (Vector2)(target.localRotation * (newVector - oldVector)); + + if (horizontal == true) + { + anchoredPosition.x = currentPosition.x; + } + + if (vertical == true) + { + anchoredPosition.y = currentPosition.y; + } + + // Offset the anchored position by the difference + target.anchoredPosition = anchoredPosition; + } + } + } + } + } + + public void OnEndDrag(PointerEventData eventData) + { + dragging = false; + + if (endTransitions != null) + { + endTransitions.Begin(); + } + + if (onEnd != null) + { + onEnd.Invoke(); + } + } + + protected override void Start() + { + base.Start(); + + transition = Transition.None; + interactable = true; + } + + protected override void OnEnable() + { + base.OnEnable(); + + LeanGui.OnDraggingCheck += DraggingCheck; + } + + protected override void OnDisable() + { + base.OnDisable(); + + LeanGui.OnDraggingCheck -= DraggingCheck; + } + + private void DraggingCheck(ref bool check) + { + if (dragging == true) + { + check = true; + } + } + + private bool MayDrag(PointerEventData eventData) + { + return IsActive() && IsInteractable();// && eventData.button == PointerEventData.InputButton.Left; + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanDrag; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanDrag_Editor : LeanSelectable_Editor + { + protected override void DrawSelectableSettings() + { + base.DrawSelectableSettings(); + + Draw("target", "If you want a different RectTransform to be moved while dragging on this UI element, then specify it here. This allows you to turn the current UI element into a drag handle."); + + Separator(); + + Draw("horizontal", "Should you be able to drag horizontally?"); + Draw("vertical", "Should you be able to drag vertically?"); + } + + protected override void DrawSelectableTransitions(bool showUnusedEvents) + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + if (showUnusedEvents == true || Any(tgts, t => t.BeginTransitions.IsUsed == true)) + { + Draw("beginTransitions", "This allows you to perform a transition when this element begins being dragged. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.\n\nNOTE: Any transitions you perform here must be reverted in the Normal Transitions setting using a matching transition component."); + } + + if (showUnusedEvents == true || Any(tgts, t => t.EndTransitions.IsUsed == true)) + { + Draw("endTransitions", "This allows you to perform a transition when this element ends being dragged. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color."); + } + + base.DrawSelectableTransitions(showUnusedEvents); + } + + protected override void DrawSelectableEvents(bool showUnusedEvents) + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + if (showUnusedEvents == true || Any(tgts, t => t.OnBegin.GetPersistentEventCount() > 0)) + { + Draw("onBegin"); + } + + if (showUnusedEvents == true || Any(tgts, t => t.OnEnd.GetPersistentEventCount() > 0)) + { + Draw("onEnd"); + } + + base.DrawSelectableEvents(showUnusedEvents); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanDrag.cs.meta b/Assets/Lean/GUI/Scripts/LeanDrag.cs.meta new file mode 100644 index 0000000..66225aa --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanDrag.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 33acb5beccb76d843a0d65d291829334 +timeCreated: 1475403849 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanGui.cs b/Assets/Lean/GUI/Scripts/LeanGui.cs new file mode 100644 index 0000000..88572a5 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanGui.cs @@ -0,0 +1,107 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using System.Collections.Generic; +using Lean.Common; + +namespace Lean.Gui +{ + /// This class contains useful data specific to Lean GUI. + public static class LeanGui + { + public delegate void DraggingDelegate(ref bool dragging); + + public const string ComponentMenuPrefix = "Lean/GUI/Lean "; + + public const string HelpUrlPrefix = "http://carloswilkes.github.io/Documentation/LeanGUI#"; + + public static DraggingDelegate OnDraggingCheck; + + // Used by RaycastGui + private static List tempRaycastResults = new List(10); + + // Used by RaycastGui + private static PointerEventData tempPointerEventData; + + // Used by RaycastGui + private static EventSystem tempEventSystem; + + public static bool IsDragging + { + get + { + var dragging = false; + + if (OnDraggingCheck != null) + { + OnDraggingCheck(ref dragging); + } + + return dragging; + } + } + + /// This will return all the RaycastResults under the specified screen point using the specified layerMask. + /// NOTE: The first result (0) will be the top UI element that was first hit. + public static List RaycastGui(Vector2 screenPosition, LayerMask layerMask) + { + tempRaycastResults.Clear(); + + var currentEventSystem = EventSystem.current; + + if (currentEventSystem != null) + { + // Create point event data for this event system? + if (currentEventSystem != tempEventSystem) + { + tempEventSystem = currentEventSystem; + + if (tempPointerEventData == null) + { + tempPointerEventData = new PointerEventData(tempEventSystem); + } + else + { + tempPointerEventData.Reset(); + } + } + + // Raycast event system at the specified point + tempPointerEventData.position = screenPosition; + + currentEventSystem.RaycastAll(tempPointerEventData, tempRaycastResults); + + // Loop through all results and remove any that don't match the layer mask + if (tempRaycastResults.Count > 0) + { + for (var i = tempRaycastResults.Count - 1; i >= 0; i--) + { + var raycastResult = tempRaycastResults[i]; + var raycastLayer = 1 << raycastResult.gameObject.layer; + + if ((raycastLayer & layerMask) == 0) + { + tempRaycastResults.RemoveAt(i); + } + } + } + } + else + { + Debug.LogError("Failed to RaycastGui because your scene doesn't have an event system! To add one, go to: GameObject/UI/EventSystem"); + } + + return tempRaycastResults; + } + + public static bool InvaidViewportPoint(Camera camera, Vector3 point) + { + if (point.x < -10.0f) return true; + if (point.x > 10.0f) return true; + if (point.y < -10.0f) return true; + if (point.y > 10.0f) return true; + if (point.z < camera.nearClipPlane) return true; + + return false; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanGui.cs.meta b/Assets/Lean/GUI/Scripts/LeanGui.cs.meta new file mode 100644 index 0000000..eeccbe6 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanGui.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1f5dbc70e6fc9d743b3be1aeeb2ca618 +timeCreated: 1481181206 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanHitbox.cs b/Assets/Lean/GUI/Scripts/LeanHitbox.cs new file mode 100644 index 0000000..0c70921 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanHitbox.cs @@ -0,0 +1,69 @@ +using UnityEngine; +using UnityEngine.UI; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component allows you to change a UI element's hitbox to use its graphic Image opacity/alpha. + [ExecuteInEditMode] + [RequireComponent(typeof(Image))] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanHitbox")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Hitbox")] + public class LeanHitbox : MonoBehaviour + { + /// The alpha threshold specifies the minimum alpha a pixel must have for the event to be considered a "hit" on the Image. + public float Threshold { set { threshold = value; UpdateThreshold(); } get { return threshold; } } [SerializeField] private float threshold = 0.5f; + + [System.NonSerialized] + private Image cachedImage; + + [System.NonSerialized] + private bool cachedImageSet; + + public Image CachedImage + { + get + { + if (cachedImageSet == false) + { + cachedImage = GetComponent(); + cachedImageSet = true; + } + + return cachedImage; + } + } + + public void UpdateThreshold() + { + CachedImage.alphaHitTestMinimumThreshold = threshold; + } + + protected virtual void Start() + { + UpdateThreshold(); + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanHitbox; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanHitbox_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + if (Draw("threshold", "The alpha threshold specifies the minimum alpha a pixel must have for the event to be considered a 'hit' on the Image.") == true) + { + Each(tgts, t => t.UpdateThreshold(), true); + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanHitbox.cs.meta b/Assets/Lean/GUI/Scripts/LeanHitbox.cs.meta new file mode 100644 index 0000000..60c0be3 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanHitbox.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: adaafae7dd8b068499f146136f283183 +timeCreated: 1552361716 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanHover.cs b/Assets/Lean/GUI/Scripts/LeanHover.cs new file mode 100644 index 0000000..c1a0992 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanHover.cs @@ -0,0 +1,116 @@ +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using System.Collections.Generic; +using Lean.Transition; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component allows you to perform an action as long as the mouse is hovering over the current UI element, or a finger is on top. + [HelpURL(LeanGui.HelpUrlPrefix + "LeanHover")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Hover")] + public class LeanHover : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler + { + /// Enable this if you want EnterTransitions + OnEnter to be invoked once for each mouse/finger that enters this element. + public bool MultiEnter { set { multiEnter = value; } get { return multiEnter; } } [SerializeField] private bool multiEnter; + + /// Enable this if you want ExitTransitions + OnExit to be invoked once for each mouse/finger that exits this element. + public bool MultiExit { set { multiExit = value; } get { return multiExit; } } [SerializeField] private bool multiExit; + + /// This allows you to perform a transition when the mouse/finger enters this UI element. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + /// NOTE: Any transitions you perform here must be reverted in the Exit Transitions setting using a matching transition component. + public LeanPlayer EnterTransitions { get { if (enterTransitions == null) enterTransitions = new LeanPlayer(); return enterTransitions; } } [SerializeField] private LeanPlayer enterTransitions; + + /// This allows you to perform a transition when the mouse/finger exits this UI element. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + public LeanPlayer ExitTransitions { get { if (exitTransitions == null) exitTransitions = new LeanPlayer(); return exitTransitions; } } [SerializeField] private LeanPlayer exitTransitions; + + /// This allows you to perform an action when the mouse/finger enters this UI element. + public UnityEvent OnEnter { get { if (onEnter == null) onEnter = new UnityEvent(); return onEnter; } } [SerializeField] private UnityEvent onEnter; + + /// This allows you to perform an action when the mouse/finger exits this UI element. + public UnityEvent OnExit { get { if (onExit == null) onExit = new UnityEvent(); return onExit; } } [SerializeField] private UnityEvent onExit; + + /// Track the currently down pointers so we can toggle the transition. + [System.NonSerialized] + private List enteredPointers = new List(); + + public void OnPointerEnter(PointerEventData eventData) + { + if (eventData.button == PointerEventData.InputButton.Left) + { + enteredPointers.Add(eventData.pointerId); + + if (MultiEnter == false && enteredPointers.Count > 1) + { + return; + } + + if (enterTransitions != null) + { + enterTransitions.Begin(); + } + + if (onEnter != null) + { + onEnter.Invoke(); + } + } + } + + public void OnPointerExit(PointerEventData eventData) + { + if (enteredPointers.Remove(eventData.pointerId) == true) + { + if (MultiExit == false && enteredPointers.Count > 0) + { + return; + } + + if (exitTransitions != null) + { + exitTransitions.Begin(); + } + + if (onExit != null) + { + onExit.Invoke(); + } + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanHover; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanHover_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("multiEnter", "Enable this if you want EnterTransitions + OnEnter to be invoked once for each mouse/finger that enters this element."); + Draw("multiExit", "Enable this if you want ExitTransitions + OnExit to be invoked once for each mouse/finger that exits this element."); + + Separator(); + + Draw("enterTransitions", "This allows you to perform a transition when the mouse/finger enters this UI element. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.\n\nNOTE: Any transitions you perform here must be reverted in the Exit Transitions setting using a matching transition component."); + Draw("exitTransitions", "This allows you to perform a transition when the mouse/finger exits this UI element. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color."); + + Separator(); + + Draw("onEnter", "This allows you to perform an action when the mouse/finger enters this UI element."); + Draw("onExit", "This allows you to perform an action when the mouse/finger exits this UI element."); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanHover.cs.meta b/Assets/Lean/GUI/Scripts/LeanHover.cs.meta new file mode 100644 index 0000000..98e209c --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanHover.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 81251c8502f22ab44a181c96013eb610 +timeCreated: 1480552189 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanJoystick.cs b/Assets/Lean/GUI/Scripts/LeanJoystick.cs new file mode 100644 index 0000000..18d48f7 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanJoystick.cs @@ -0,0 +1,331 @@ +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using Lean.Transition; +using Lean.Common; +using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; + +namespace Lean.Gui +{ + /// This component turns the current UI element into a joystick. + [RequireComponent(typeof(RectTransform))] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanJoystick")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Joystick")] + public class LeanJoystick : LeanSelectable, IPointerDownHandler, IPointerUpHandler + { + [System.Serializable] public class Vector2Event : UnityEvent {} + + public enum ShapeType + { + Box, + Circle, + CircleEdge + } + + /// This allows you to control the shape of the joystick movement. + /// Box = -Size to +Size on x and y axes. + /// Circle = Within Radius on x and y axes. + public ShapeType Shape { set { shape = value; } get { return shape; } } [SerializeField] private ShapeType shape; + + /// This allows you to control the size of the joystick handle movement across the x and y axes. + public Vector2 Size { set { size = value; } get { return size; } } [SerializeField] private Vector2 size = new Vector2(25.0f, 25.0f); + + /// The allows you to control the maximum distance the joystick handle can move across the x and y axes. + public float Radius { set { radius = value; } get { return radius; } } [SerializeField] private float radius = 25.0f; + + /// If you want to see where the joystick handle is, then make a child UI element, and set its RectTransform here. + public RectTransform Handle { set { handle = value; } get { return handle; } } [SerializeField] private RectTransform handle; + + /// This allows you to control how quickly the joystick handle position updates + /// -1 = instant. + /// NOTE: This is for visual purposes only, the actual joystick ScaledValue will instantly update. + public float Damping { set { damping = value; } get { return damping; } } [FSA("Dampening")] [SerializeField] private float damping = 5.0f; + + /// If you only want the smooth Dampening to apply when the joystick is returning to the center, then you can enable this. + public bool SnapWhileHeld { set { snapWhileHeld = value; } get { return snapWhileHeld; } } [SerializeField] private bool snapWhileHeld = true; + + /// By default, the joystick will be placed relative to the center of this UI element. + /// If you enable this, then the joystick will be placed relative to the place you first touch this UI element. + public bool RelativeToOrigin { set { relativeToOrigin = value; } get { return relativeToOrigin; } } [SerializeField] private bool relativeToOrigin; + + /// If you want to show the boundary of the joystick relative to the origin, then you can make a new child GameObject graphic, and set its RectTransform here. + public RectTransform RelativeRect { set { relativeRect = value; } get { return relativeRect; } } [SerializeField] private RectTransform relativeRect; + + /// The -1..1 x/y position of the joystick relative to the Size or Radius. + /// NOTE: When using a circle joystick, these values are normalized, and thus will never reach 1,1 on both axes. This prevents faster diagonal movement. + public Vector2 ScaledValue { get { return scaledValue; } } [SerializeField] private Vector2 scaledValue; + + /// This allows you to perform a transition when a finger begins touching the joystick. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + /// NOTE: Any transitions you perform here must be reverted in the Up Transitions setting using a matching transition component. + public LeanPlayer DownTransitions { get { if (downTransitions == null) downTransitions = new LeanPlayer(); return downTransitions; } } [SerializeField] private LeanPlayer downTransitions; + + /// This allows you to perform a transition when a finger stops touching the joystick. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + public LeanPlayer UpTransitions { get { if (upTransitions == null) upTransitions = new LeanPlayer(); return upTransitions; } } [SerializeField] private LeanPlayer upTransitions; + + /// This allows you to perform an action when a finger begins touching the joystick. + public UnityEvent OnDown { get { if (onDown == null) onDown = new UnityEvent(); return onDown; } } [SerializeField] private UnityEvent onDown; + + /// This event is invoked each frame with the ScaledValue. + public Vector2Event OnSet { get { if (onSet == null) onSet = new Vector2Event(); return onSet; } } [SerializeField] private Vector2Event onSet; + + /// This allows you to perform an action when a finger stops touching the joystick. + public UnityEvent OnUp { get { if (onUp == null) onUp = new UnityEvent(); return onUp; } } [SerializeField] private UnityEvent onUp; + + [System.NonSerialized] + private PointerEventData pointer; + + [System.NonSerialized] + private Vector2 offset; + + [System.NonSerialized] + private RectTransform cachedRectTransform; + + [System.NonSerialized] + private bool cachedRectTransformSet; + + public RectTransform CachedRectTransform + { + get + { + if (cachedRectTransformSet == false) + { + cachedRectTransform = GetComponent(); + cachedRectTransformSet = true; + } + + return cachedRectTransform; + } + } + + protected virtual void Update() + { + var value = Vector2.zero; + + if (pointer != null) + { + if (IsInteractable() == true) + { + if (RectTransformUtility.ScreenPointToLocalPointInRectangle(CachedRectTransform, pointer.position, pointer.pressEventCamera, out value) == true) + { + value -= offset; + + // Clamp value + if (shape == ShapeType.Box) + { + value.x = Mathf.Clamp(value.x, -size.x, size.x); + value.y = Mathf.Clamp(value.y, -size.y, size.y); + } + else if (shape == ShapeType.Circle) + { + if (value.sqrMagnitude > radius * radius) + { + value = value.normalized * radius; + } + } + else if (shape == ShapeType.CircleEdge) + { + value = value.normalized * radius; + } + } + } + else + { + NullPointerNow(); + } + } + + // Update scaledValue + if (shape == ShapeType.Box) + { + scaledValue.x = size.x > 0.0f ? value.x / size.x : 0.0f; + scaledValue.y = size.y > 0.0f ? value.y / size.y : 0.0f; + } + else if (shape == ShapeType.Circle) + { + scaledValue = radius > 0.0f ? value / radius : Vector2.zero; + } + else if (shape == ShapeType.CircleEdge) + { + scaledValue = value.normalized; + } + + // Update handle position + if (handle != null) + { + var anchoredPosition = handle.anchoredPosition; + var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime); + + if (snapWhileHeld == true && pointer != null) + { + factor = 1.0f; + } + + anchoredPosition = Vector2.Lerp(anchoredPosition, value + offset, factor); + + handle.anchoredPosition = anchoredPosition; + } + + // Update relative position + if (relativeToOrigin == true && relativeRect != null) + { + relativeRect.anchoredPosition = offset; + } + + // Fire event + if (onSet != null) + { + onSet.Invoke(ScaledValue); + } + } + + public override void OnPointerDown(PointerEventData eventData) + { + if (pointer == null && IsInteractable() == true) + { + pointer = eventData; + + var origin = pointer.position; + + if (relativeToOrigin == false) + { + var worldPoint = transform.TransformPoint(CachedRectTransform.rect.center); + + origin = RectTransformUtility.WorldToScreenPoint(pointer.pressEventCamera, worldPoint); + } + + RectTransformUtility.ScreenPointToLocalPointInRectangle(CachedRectTransform, origin, pointer.pressEventCamera, out offset); + + if (downTransitions != null) + { + downTransitions.Begin(); + } + + if (onDown != null) onDown.Invoke(); + } + } + + public override void OnPointerUp(PointerEventData eventData) + { + if (pointer == eventData) + { + NullPointerNow(); + } + } + + private void NullPointerNow() + { + pointer = null; + + if (upTransitions != null) + { + upTransitions.Begin(); + } + + if (onUp != null) onUp.Invoke(); + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanJoystick; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(LeanJoystick))] + public class LeanJoystick_Editor : LeanSelectable_Editor + { + protected override void DrawSelectableSettings() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + base.DrawSelectableSettings(); + + Separator(); + + Draw("shape", "This allows you to control the shape of the joystick movement.\n\nBox = -Size to +Size on x and y axes.\n\nCircle = Within Radius on x and y axes."); + if (Any(tgts, t => t.Shape == LeanJoystick.ShapeType.Box)) + { + Draw("size", "This allows you to control the size of the joystick handle movement across the x and y axes."); + } + if (Any(tgts, t => t.Shape == LeanJoystick.ShapeType.Circle)) + { + Draw("radius", "The allows you to control the maximum distance the joystick handle can move across the x and y axes."); + } + if (Any(tgts, t => t.Shape == LeanJoystick.ShapeType.CircleEdge)) + { + Draw("radius", "The allows you to control the distance the joystick handle can move across the x and y axes."); + } + + Draw("scaledValue", "The -1..1 x/y position of the joystick relative to the Size or Radius.\n\nNOTE: When using a circle joystick, these values are normalized, and thus will never reach 1,1 on both axes. This prevents faster diagonal movement."); + + Separator(); + + Draw("relativeToOrigin", "By default, the joystick will be placed relative to the center of this UI element.\n\nIf you enable this, then the joystick will be placed relative to the place you first touch this UI element."); + + if (Any(tgts, t => t.RelativeToOrigin == true)) + { + BeginIndent(); + Draw("relativeRect", "If you want to show the boundary of the joystick relative to the origin, then you can make a new child GameObject graphic, and set its RectTransform here."); + EndIndent(); + } + + Separator(); + + Draw("handle", "If you want to see where the joystick handle is, then make a child UI element, and set its RectTransform here."); + + if (Any(tgts, t => t.Handle != null)) + { + BeginIndent(); + Draw("damping", "This allows you to control how quickly the joystick handle position updates\n\n-1 = instant.\n\nNOTE: This is for visual purposes only, the actual joystick ScaledValue will instantly update."); + Draw("snapWhileHeld", "If you only want the smooth Dampening to apply when the joystick is returning to the center, then you can enable this."); + EndIndent(); + } + } + + protected override void DrawSelectableTransitions(bool showUnusedEvents) + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + if (showUnusedEvents == true || Any(tgts, t => t.DownTransitions.IsUsed == true)) + { + Draw("downTransitions", "This allows you to perform a transition when a finger begins touching the joystick.\n\nYou can create a new transition GameObject by right clicking the transition name, and selecting Create.\n\nFor example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.\n\nNOTE: Any transitions you perform here must be reverted in the Up Transitions setting using a matching transition component."); + } + + if (showUnusedEvents == true || Any(tgts, t => t.UpTransitions.IsUsed == true)) + { + Draw("upTransitions", "This allows you to perform a transition when a finger stops touching the joystick.\n\nYou can create a new transition GameObject by right clicking the transition name, and selecting Create.\n\nFor example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color."); + } + + base.DrawSelectableTransitions(showUnusedEvents); + } + + protected override void DrawSelectableEvents(bool showUnusedEvents) + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + if (showUnusedEvents == true || Any(tgts, t => t.OnDown.GetPersistentEventCount() > 0)) + { + Draw("onDown"); + } + + if (showUnusedEvents == true || Any(tgts, t => t.OnSet.GetPersistentEventCount() > 0)) + { + Draw("onSet"); + } + + if (showUnusedEvents == true || Any(tgts, t => t.OnUp.GetPersistentEventCount() > 0)) + { + Draw("onUp"); + } + + base.DrawSelectableEvents(showUnusedEvents); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanJoystick.cs.meta b/Assets/Lean/GUI/Scripts/LeanJoystick.cs.meta new file mode 100644 index 0000000..6157dfb --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanJoystick.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c039d02e653dbb746abea71ba5c14eae +timeCreated: 1475459305 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanMoveToTop.cs b/Assets/Lean/GUI/Scripts/LeanMoveToTop.cs new file mode 100644 index 0000000..6206fff --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanMoveToTop.cs @@ -0,0 +1,95 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using System.Collections.Generic; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component will automatically move the specified transform to be the first sibling when you press down on this UI element. + [HelpURL(LeanGui.HelpUrlPrefix + "LeanMoveToTop")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Move To Top")] + public class LeanMoveToTop : MonoBehaviour, IPointerDownHandler + { + public enum MoveType + { + ThisTransform, + TargetTransform, + ParentComponents + } + + /// This allows you to choose which component to perform the action on. + /// ThisTransform = transform.SetAsLastSibling(). + /// TargetTransform = Target.SetAsLastSibling(). + /// ParentComponents = Invoke all LeanMoveToTop ancestor components. + public MoveType Move { set { move = value; } get { return move; } } [SerializeField] private MoveType move; + + /// If you want a different transform to be moved when pressing down on this UI element, then specify it here. + /// None = The current GameObject's transform. + public Transform Target { set { target = value; } get { return target; } } [SerializeField] private Transform target; + + private static List tempOthers = new List(); + + public void OnPointerDown(PointerEventData eventData) + { + switch (move) + { + case MoveType.ThisTransform: + { + transform.SetAsLastSibling(); + } + break; + + case MoveType.TargetTransform: + { + if (target != null) + { + target.SetAsLastSibling(); + } + } + break; + + case MoveType.ParentComponents: + { + GetComponentsInParent(false, tempOthers); + + foreach (var other in tempOthers) + { + if (other.move != MoveType.ParentComponents) + { + other.OnPointerDown(eventData); + } + } + } + break; + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanMoveToTop; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanMoveToTop_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("move", "This allows you to choose which component to perform the action on.\n\nThisTransform = transform.SetAsLastSibling().\n\nTargetTransform = Target.SetAsLastSibling().\n\nParentComponents = Invoke all LeanMoveToTop ancestor components."); + + if (Any(tgts, t => t.Move == LeanMoveToTop.MoveType.TargetTransform)) + { + BeginIndent(); + BeginError(Any(tgts, t => t.Target == null)); + Draw("target", "If you want a different transform to be moved when pressing down on this UI element, then specify it here.\n\nNone = The current GameObject's transform."); + EndError(); + EndIndent(); + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanMoveToTop.cs.meta b/Assets/Lean/GUI/Scripts/LeanMoveToTop.cs.meta new file mode 100644 index 0000000..fcef6ed --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanMoveToTop.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c7764d936b8cbcc459d106246765db0f +timeCreated: 1474724095 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanOrientation.cs b/Assets/Lean/GUI/Scripts/LeanOrientation.cs new file mode 100644 index 0000000..e18230d --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanOrientation.cs @@ -0,0 +1,341 @@ +using UnityEngine; +using UnityEngine.Events; +using Lean.Transition; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component allows you make a UI element based on the current device orientation. + [ExecuteInEditMode] + [RequireComponent(typeof(RectTransform))] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanOrientation")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Orientation")] + public class LeanOrientation : MonoBehaviour + { + /// Should the RectTransform.anchoredPosition setting change based on device orientation? + public bool AnchoredPosition { set { anchoredPosition = value; dirty = true; } get { return anchoredPosition; } } [SerializeField] private bool anchoredPosition; + + /// The RectTransform.anchoredPosition value when in landscape mode. + public Vector2 AnchoredPositionL { set { anchoredPositionL = value; dirty = true; } get { return anchoredPositionL; } } [SerializeField] private Vector2 anchoredPositionL; + + /// The RectTransform.anchoredPosition value when in portrait mode. + public Vector2 AnchoredPositionP { set { anchoredPositionP = value; dirty = true; } get { return anchoredPositionP; } } [SerializeField] private Vector2 anchoredPositionP; + + /// Should the RectTransform.sizeDelta setting change based on device orientation? + public bool SizeDelta { set { sizeDelta = value; dirty = true; } get { return sizeDelta; } } [SerializeField] private bool sizeDelta; + + /// The RectTransform.sizeDelta value when in landscape mode. + public Vector2 SizeDeltaL { set { sizeDeltaL = value; dirty = true; } get { return sizeDeltaL; } } [SerializeField] private Vector2 sizeDeltaL; + + /// The RectTransform.sizeDelta value when in portrait mode. + public Vector2 SizeDeltaP { set { sizeDeltaP = value; dirty = true; } get { return sizeDeltaP; } } [SerializeField] private Vector2 sizeDeltaP; + + /// Should the RectTransform.anchorMin setting change based on device orientation? + public bool AnchorMin { set { anchorMin = value; dirty = true; } get { return anchorMin; } } [SerializeField] private bool anchorMin; + + /// The RectTransform.anchorMin value when in landscape mode. + public Vector2 AnchorMinL { set { anchorMinL = value; dirty = true; } get { return anchorMinL; } } [SerializeField] private Vector2 anchorMinL; + + /// The RectTransform.anchorMin value when in portrait mode. + public Vector2 AnchorMinP { set { anchorMinP = value; dirty = true; } get { return anchorMinP; } } [SerializeField] private Vector2 anchorMinP; + + /// Should the RectTransform.anchorMax setting change based on device orientation? + public bool AnchorMax { set { anchorMax = value; dirty = true; } get { return anchorMax; } } [SerializeField] private bool anchorMax; + + /// The RectTransform.anchorMax value when in landscape mode. + public Vector2 AnchorMaxL { set { anchorMaxL = value; dirty = true; } get { return anchorMaxL; } } [SerializeField] private Vector2 anchorMaxL; + + /// The RectTransform.anchorMax value when in portrait mode. + public Vector2 AnchorMaxP { set { anchorMaxP = value; dirty = true; } get { return anchorMaxP; } } [SerializeField] private Vector2 anchorMaxP; + + /// Should the RectTransform.offsetMin setting change based on device orientation? + public bool OffsetMin { set { offsetMin = value; dirty = true; } get { return offsetMin; } } [SerializeField] private bool offsetMin; + + /// The RectTransform.offsetMin value when in landscape mode. + public Vector2 OffsetMinL { set { offsetMinL = value; dirty = true; } get { return offsetMinL; } } [SerializeField] private Vector2 offsetMinL; + + /// The RectTransform.offsetMin value when in portrait mode. + public Vector2 OffsetMinP { set { offsetMinP = value; dirty = true; } get { return offsetMinP; } } [SerializeField] private Vector2 offsetMinP; + + /// Should the RectTransform.offsetMax setting change based on device orientation? + public bool OffsetMax { set { offsetMax = value; dirty = true; } get { return offsetMax; } } [SerializeField] private bool offsetMax; + + /// The RectTransform.offsetMax value when in landscape mode. + public Vector2 OffsetMaxL { set { offsetMaxL = value; dirty = true; } get { return offsetMaxL; } } [SerializeField] private Vector2 offsetMaxL; + + /// The RectTransform.offsetMax value when in portrait mode. + public Vector2 OffsetMaxP { set { offsetMaxP = value; dirty = true; } get { return offsetMaxP; } } [SerializeField] private Vector2 offsetMaxP; + + /// Should the RectTransform.pivot setting change based on device orientation? + public bool Pivot { set { pivot = value; dirty = true; } get { return pivot; } } [SerializeField] private bool pivot; + + /// The RectTransform.pivot value when in landscape mode. + public Vector2 PivotL { set { pivotL = value; dirty = true; } get { return pivotL; } } [SerializeField] private Vector2 pivotL; + + /// The RectTransform.pivot value when in portrait mode. + public Vector2 PivotP { set { pivotP = value; dirty = true; } get { return pivotP; } } [SerializeField] private Vector2 pivotP; + + /// Should the RectTransform.localRotation setting change based on device orientation? + public bool LocalRotation { set { localRotation = value; dirty = true; } get { return localRotation; } } [SerializeField] private bool localRotation; + + /// The RectTransform.localRotation value when in landscape mode. + public Quaternion LocalRotationL { set { localRotationL = value; dirty = true; } get { return localRotationL; } } [SerializeField] private Quaternion localRotationL = Quaternion.identity; + + /// The RectTransform.localRotation value when in portrait mode. + public Quaternion LocalRotationP { set { localRotationP = value; dirty = true; } get { return localRotationP; } } [SerializeField] private Quaternion localRotationP = Quaternion.identity; + + /// Should the RectTransform.localScale setting change based on device orientation? + public bool LocalScale { set { localScale = value; dirty = true; } get { return localScale; } } [SerializeField] private bool localScale; + + /// The RectTransform.localScale value when in landscape mode. + public Vector3 LocalScaleL { set { localScaleL = value; dirty = true; } get { return localScaleL; } } [SerializeField] private Vector3 localScaleL; + + /// The RectTransform.localScale value when in portrait mode. + public Vector3 LocalScaleP { set { localScaleP = value; dirty = true; } get { return localScaleP; } } [SerializeField] private Vector3 localScaleP; + + /// This allows you to perform a transition when the orientation changes to landscape. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + /// NOTE: Any transitions you perform here must be reverted in the Portrait Transitions setting using a matching transition component. + public LeanPlayer LandscapeTransitions { get { if (landscapeTransitions == null) landscapeTransitions = new LeanPlayer(); return landscapeTransitions; } } [SerializeField] private LeanPlayer landscapeTransitions; + + /// This allows you to perform a transition when the orientation changes to portrait. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + /// NOTE: Any transitions you perform here must be reverted in the Landscape Transitions setting using a matching transition component. + public LeanPlayer PortraitTransitions { get { if (portraitTransitions == null) portraitTransitions = new LeanPlayer(); return portraitTransitions; } } [SerializeField] private LeanPlayer portraitTransitions; + + /// This event will be invoked when the orientation changes to landscape. + public UnityEvent OnLandscape { get { if (onLandscape == null) onLandscape = new UnityEvent(); return onLandscape; } } [SerializeField] private UnityEvent onLandscape; + + /// This event will be invoked when the orientation changes to portrait. + public UnityEvent OnPortrait { get { if (onPortrait == null) onPortrait = new UnityEvent(); return onPortrait; } } [SerializeField] private UnityEvent onPortrait; + + [SerializeField] + private bool landscape; + + [System.NonSerialized] + private bool dirty; + + [System.NonSerialized] + private RectTransform cachedRectTransform; + + [System.NonSerialized] + private bool cachedRectTransformSet; + + /// This will copy the current RectTransform settings to the Landscape settings. + [ContextMenu("Copy To Landscape")] + public void CopyToLandscape() + { + UpdateCachedRectTransform(); + + anchoredPositionL = cachedRectTransform.anchoredPosition; + sizeDeltaL = cachedRectTransform.sizeDelta; + anchorMinL = cachedRectTransform.anchorMin; + anchorMaxL = cachedRectTransform.anchorMax; + offsetMinL = cachedRectTransform.offsetMin; + offsetMaxL = cachedRectTransform.offsetMax; + pivotL = cachedRectTransform.pivot; + localRotationL = cachedRectTransform.localRotation; + localScaleL = cachedRectTransform.localScale; + } + + /// This will copy the current RectTransform settings to the Portrait settings. + [ContextMenu("Copy To Portrait")] + public void CopyToPortrait() + { + UpdateCachedRectTransform(); + + anchoredPositionP = cachedRectTransform.anchoredPosition; + sizeDeltaP = cachedRectTransform.sizeDelta; + anchorMinP = cachedRectTransform.anchorMin; + anchorMaxP = cachedRectTransform.anchorMax; + offsetMinP = cachedRectTransform.offsetMin; + offsetMaxP = cachedRectTransform.offsetMax; + pivotP = cachedRectTransform.pivot; + localRotationP = cachedRectTransform.localRotation; + localScaleP = cachedRectTransform.localScale; + } + + /// This forces the orientation to update now. + /// NOTE: This will call OnLandscape/OnPortrait again. + [ContextMenu("Update Orientation")] + public void UpdateOrientation() + { + dirty = false; + landscape = Screen.width > Screen.height; + + UpdateCachedRectTransform(); + + if (anchoredPosition == true) cachedRectTransform.anchoredPosition = landscape == true ? anchoredPositionL : anchoredPositionP; + if (sizeDelta == true) cachedRectTransform.sizeDelta = landscape == true ? sizeDeltaL : sizeDeltaP; + if (anchorMin == true) cachedRectTransform.anchorMin = landscape == true ? anchorMinL : anchorMinP; + if (anchorMax == true) cachedRectTransform.anchorMax = landscape == true ? anchorMaxL : anchorMaxP; + if (offsetMin == true) cachedRectTransform.offsetMin = landscape == true ? offsetMinL : offsetMinP; + if (offsetMax == true) cachedRectTransform.offsetMax = landscape == true ? offsetMaxL : offsetMaxP; + if (pivot == true) cachedRectTransform.pivot = landscape == true ? pivotL : pivotP; + if (localRotation == true) cachedRectTransform.localRotation = landscape == true ? localRotationL : localRotationP; + if (localScale == true)cachedRectTransform.localScale = landscape == true ? localScaleL : localScaleP; + + if (landscape == true) + { + if (landscapeTransitions != null) + { + landscapeTransitions.Begin(); + } + + if (onLandscape != null) + { + onLandscape.Invoke(); + } + } + else + { + if (portraitTransitions != null) + { + portraitTransitions.Begin(); + } + + if (onPortrait != null) + { + onPortrait.Invoke(); + } + } + } + + protected virtual void Update() + { + if (dirty == true || landscape != Screen.width > Screen.height) + { + UpdateOrientation(); + } + } + + private void UpdateCachedRectTransform() + { + if (cachedRectTransformSet == false) + { + cachedRectTransform = GetComponent(); + cachedRectTransformSet = true; + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using UnityEditor; + using TARGET = LeanOrientation; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanOrientation_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button("Copy To Landscape") == true) + { + Each(tgts, t => t.CopyToLandscape(), true); + } + if (GUILayout.Button("Copy To Portrait") == true) + { + Each(tgts, t => t.CopyToPortrait(), true); + } + EditorGUILayout.EndHorizontal(); + if (GUILayout.Button("Update Orientation") == true) + { + Each(tgts, t => t.UpdateOrientation(), true); + } + + Separator(); + + Draw("anchoredPosition", "Should the RectTransform.AnchoredPosition setting change based on device orientation?"); + if (Any(tgts, t => t.AnchoredPosition == true)) + { + BeginIndent(); + Draw("anchoredPositionL", "The RectTransform.anchoredPosition value when in landscape mode.", "Landscape"); + Draw("anchoredPositionP", "The RectTransform.anchoredPosition value when in portrait mode.", "Portrait"); + EndIndent(); + } + Draw("sizeDelta", "Should the RectTransform.SizeDelta setting change based on device orientation?"); + if (Any(tgts, t => t.SizeDelta == true)) + { + BeginIndent(); + Draw("sizeDeltaL", "The RectTransform.sizeDelta value when in landscape mode.", "Landscape"); + Draw("sizeDeltaP", "The RectTransform.sizeDelta value when in portrait mode.", "Portrait"); + EndIndent(); + } + Draw("anchorMin", "Should the RectTransform.anchorMin setting change based on device orientation?"); + if (Any(tgts, t => t.AnchorMin == true)) + { + BeginIndent(); + Draw("anchorMinL", "The RectTransform.anchorMin value when in landscape mode.", "Landscape"); + Draw("anchorMinP", "The RectTransform.anchorMin value when in portrait mode.", "Portrait"); + EndIndent(); + } + Draw("anchorMax", "Should the RectTransform.anchorMax setting change based on device orientation?"); + if (Any(tgts, t => t.AnchorMax == true)) + { + BeginIndent(); + Draw("anchorMaxL", "The RectTransform.anchorMax value when in landscape mode.", "Landscape"); + Draw("anchorMaxP", "The RectTransform.anchorMax value when in portrait mode.", "Portrait"); + EndIndent(); + } + Draw("offsetMin", "Should the RectTransform.offsetMin setting change based on device orientation?"); + if (Any(tgts, t => t.OffsetMin == true)) + { + BeginIndent(); + Draw("offsetMinL", "The RectTransform.offsetMin value when in landscape mode.", "Landscape"); + Draw("offsetMinP", "The RectTransform.offsetMin value when in portrait mode.", "Portrait"); + EndIndent(); + } + Draw("offsetMax", "Should the RectTransform.offsetMax setting change based on device orientation?"); + if (Any(tgts, t => t.OffsetMax == true)) + { + BeginIndent(); + Draw("offsetMaxL", "The RectTransform.offsetMax value when in landscape mode.", "Landscape"); + Draw("offsetMaxP", "The RectTransform.offsetMax value when in portrait mode.", "Portrait"); + EndIndent(); + } + Draw("pivot", "Should the RectTransform.pivot setting change based on device orientation?"); + if (Any(tgts, t => t.Pivot == true)) + { + BeginIndent(); + Draw("pivotL", "The RectTransform.pivot value when in landscape mode.", "Landscape"); + Draw("pivotP", "The RectTransform.pivot value when in portrait mode.", "Portrait"); + EndIndent(); + } + Draw("localRotation", "Should the RectTransform.localRotation setting change based on device orientation?"); + if (Any(tgts, t => t.LocalRotation == true)) + { + BeginIndent(); + DrawEulerAngles("localRotationL", "The RectTransform.localRotation value when in landscape mode.", "Landscape"); + DrawEulerAngles("localRotationP", "The RectTransform.localRotation value when in portrait mode.", "Portrait"); + EndIndent(); + } + Draw("localScale", "Should the RectTransform.localScale setting change based on device orientation?"); + if (Any(tgts, t => t.LocalScale == true)) + { + BeginIndent(); + Draw("localScaleL", "The RectTransform.localScale value when in landscape mode.", "Landscape"); + Draw("localScaleP", "The RectTransform.localScale value when in portrait mode.", "Portrait"); + EndIndent(); + } + + Separator(); + + Draw("landscapeTransitions", "This allows you to perform a transition when the orientation changes to landscape. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.\n\nNOTE: Any transitions you perform here must be reverted in the Portrait Transitions setting using a matching transition component."); + Draw("portraitTransitions", "This allows you to perform a transition when the orientation changes to portrait. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.\n\nNOTE: Any transitions you perform here must be reverted in the Landscape Transitions setting using a matching transition component."); + + Separator(); + + Draw("onLandscape"); + Draw("onPortrait"); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanOrientation.cs.meta b/Assets/Lean/GUI/Scripts/LeanOrientation.cs.meta new file mode 100644 index 0000000..a9fc7a9 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanOrientation.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 70267be151ab8134894a195db0d4accc +timeCreated: 1475403849 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanPulse.cs b/Assets/Lean/GUI/Scripts/LeanPulse.cs new file mode 100644 index 0000000..4f87cc0 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanPulse.cs @@ -0,0 +1,196 @@ +using UnityEngine; +using UnityEngine.Events; +using System.Collections.Generic; +using Lean.Transition; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component allows you to trigger a transition and/or event at regular intervals. + [HelpURL(LeanGui.HelpUrlPrefix + "LeanPulse")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Pulse")] + public class LeanPulse : MonoBehaviour + { + /// This stores all active and enabled LeanPulse instances, so you can manually pulse them by name from anywhere. + public static LinkedList Instances = new LinkedList(); + + /// This tells you how many pulses remain until this component stops. + /// -1 = unlimited + public int RemainingPulses { set { remainingPulses = value; } get { return remainingPulses; } } [SerializeField] private int remainingPulses = -1; + + /// When this reaches 0, and RemainingPulses is not 0, this component will pulse. + public float RemainingTime { set { remainingTime = value; } get { return remainingTime; } } [SerializeField] private float remainingTime; + + /// This allows you to control the amount of seconds between each pulse. + /// -1 = Manual Pulses Only + public float TimeInterval { set { timeInterval = value; } get { return timeInterval; } } [SerializeField] private float timeInterval = 1.0f; + + /// This allows you to choose where in the game loop this pulse will update. + public LeanTiming Timing { set { timing = value; } get { return timing; } } [SerializeField] private LeanTiming timing; + + /// This allows you to perform an animation when this UI element pulses. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the LeanPlaySound (Play Sound Transition) component can be used to play a pulse sound. + public LeanPlayer PulseTransitions { get { if (pulseTransitions == null) pulseTransitions = new LeanPlayer(); return pulseTransitions; } } [SerializeField] private LeanPlayer pulseTransitions; + + /// This allows you to perform an action when this UI element pulses. + public UnityEvent OnPulse { get { if (onPulse == null) onPulse = new UnityEvent(); return onPulse; } } [SerializeField] private UnityEvent onPulse; + + [System.NonSerialized] + private LinkedListNode link; + + /// This will pulse, as long as you have remaining pulses. + [ContextMenu("Try Pulse")] + public void TryPulse() + { + if (remainingPulses >= 0) + { + if (remainingPulses > 0) + { + remainingPulses--; + } + else + { + return; + } + } + + Pulse(); + } + + /// This allows you to manually force this component to pulse right now. + [ContextMenu("Pulse")] + public void Pulse() + { + if (pulseTransitions != null) + { + pulseTransitions.Begin(); + } + + if (onPulse != null) + { + onPulse.Invoke(); + } + } + + /// This method calls TryPulse on all active and enabled LeanPulse instances with the specified GameObject name. + public static void TryPulseAll(string name) + { + var node = Instances.First; + + for (var i = Instances.Count - 1; i >= 0; i--) + { + var instance = node.Value; + + if (instance.name == name) + { + instance.TryPulse(); + } + + node = node.Next; + } + } + + /// This method calls Pulse on all active and enabled LeanPulse instances with the specified GameObject name. + public static void PulseAll(string name) + { + var node = Instances.First; + + for (var i = Instances.Count - 1; i >= 0; i--) + { + var instance = node.Value; + + if (instance.name == name) + { + instance.Pulse(); + } + + node = node.Next; + } + } + + protected virtual void OnEnable() + { + link = Instances.AddLast(this); + } + + protected virtual void OnDisable() + { + Instances.Remove(link); + + link = null; + } + + protected virtual void Update() + { + var finalUpdate = LeanTransition.GetTiming(timing); + + if (LeanTransition.GetTimingAbs(finalUpdate) == LeanTiming.Update) + { + UpdatePulse(finalUpdate > 0 ? Time.deltaTime : Time.unscaledDeltaTime); + } + } + + protected virtual void LateUpdate() + { + var finalUpdate = LeanTransition.GetTiming(timing); + + if (LeanTransition.GetTimingAbs(finalUpdate) == LeanTiming.LateUpdate) + { + UpdatePulse(finalUpdate > 0 ? Time.deltaTime : Time.unscaledDeltaTime); + } + } + + protected virtual void FixedUpdate() + { + var finalUpdate = LeanTransition.GetTiming(timing); + + if (LeanTransition.GetTimingAbs(finalUpdate) == LeanTiming.FixedUpdate) + { + UpdatePulse(finalUpdate > 0 ? Time.fixedDeltaTime : Time.fixedUnscaledDeltaTime); + } + } + + private void UpdatePulse(float delta) + { + remainingTime -= delta; + + if (remainingTime <= 0.0f) + { + remainingTime = timeInterval; + + TryPulse(); + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanPulse; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanPulse_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("remainingPulses", "This tells you how many pulses remain until this component stops.\n\n-1 = unlimited"); + Draw("remainingTime", "When this reaches 0, and RemainingPulses is not 0, this component will pulse."); + Draw("timeInterval", "This allows you to control the amount of seconds between each pulse.\n\n-1 = Manual Pulses Only"); + Draw("timing", "This allows you to choose where in the game loop this pulse will update."); + + Separator(); + + Draw("pulseTransitions", "This allows you to perform an animation when this UI element pulses."); + + Separator(); + + Draw("onPulse"); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanPulse.cs.meta b/Assets/Lean/GUI/Scripts/LeanPulse.cs.meta new file mode 100644 index 0000000..b38083e --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanPulse.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7fdf9a6ea50fc2c4496205af91d278e8 +timeCreated: 1552612531 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanResize.cs b/Assets/Lean/GUI/Scripts/LeanResize.cs new file mode 100644 index 0000000..be824c6 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanResize.cs @@ -0,0 +1,317 @@ +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using Lean.Transition; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component allows you to resize the specified RectTransform when you drag on this UI element. + [RequireComponent(typeof(RectTransform))] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanResize")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Resize")] + public class LeanResize : LeanSelectable, IBeginDragHandler, IDragHandler, IEndDragHandler + { + /// If you want this GameObject to act as a resize handle, and for a different object to actually be resized then specify the target object here. + public RectTransform Target { set { target = value; } get { return target; } } [SerializeField] private RectTransform target; + + /// Should you be able to drag horizontally? + public bool Horizontal { set { horizontal = value; } get { return horizontal; } } [SerializeField] private bool horizontal = true; + + /// Horizontal resize strength. + /// 0 = none + /// 1 = normal + /// -1 = inverted + /// 2 = centered + public float HorizontalScale { set { horizontalScale = value; } get { return horizontalScale; } } [SerializeField] private float horizontalScale = 1.0f; + + /// Should the horizontal size value be clamped? + public bool HorizontalClamp { set { horizontalClamp = value; } get { return horizontalClamp; } } [SerializeField] private bool horizontalClamp; + + /// The minimum size value. + public float HorizontalMin { set { horizontalMin = value; } get { return horizontalMin; } } [SerializeField] private float horizontalMin = 50.0f; + + /// The maximum size value. + public float HorizontalMax { set { horizontalMax = value; } get { return horizontalMax; } } [SerializeField] private float horizontalMax = 500.0f; + + /// Should you be able to drag vertically? + public bool Vertical { set { vertical = value; } get { return vertical; } } [SerializeField] private bool vertical = true; + + /// Vertical resize strength. + /// 0 = none + /// 1 = normal + /// -1 = inverted + /// 2 = centered + public float VerticalScale { set { verticalScale = value; } get { return verticalScale; } } [SerializeField] private float verticalScale = 1.0f; + + /// Should the vertical size value be clamped? + public bool VerticalClamp { set { verticalClamp = value; } get { return verticalClamp; } } [SerializeField] private bool verticalClamp; + + /// The minimum size value. + public float VerticalMin { set { verticalMin = value; } get { return verticalMin; } } [SerializeField] private float verticalMin = 50.0f; + + /// The maximum size value. + public float VerticalMax { set { verticalMax = value; } get { return verticalMax; } } [SerializeField] private float verticalMax = 500.0f; + + /// This allows you to perform a transition when this element begins being resized. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + /// NOTE: Any transitions you perform here must be reverted in the Normal Transitions setting using a matching transition component. + public LeanPlayer BeginTransitions { get { if (beginTransitions == null) beginTransitions = new LeanPlayer(); return beginTransitions; } } [SerializeField] private LeanPlayer beginTransitions; + + /// This allows you to perform a transition when this element ends being resized. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + public LeanPlayer EndTransitions { get { if (endTransitions == null) endTransitions = new LeanPlayer(); return endTransitions; } } [SerializeField] private LeanPlayer endTransitions; + + /// This allows you to perform an actions when this element begins being resized. + public UnityEvent OnBegin { get { if (onBegin == null) { onBegin = new UnityEvent(); } return onBegin; } } [SerializeField] private UnityEvent onBegin; + + /// This allows you to perform an actions when this element ends being resized. + public UnityEvent OnEnd { get { if (onEnd == null) { onEnd = new UnityEvent(); } return onEnd; } } [SerializeField] private UnityEvent onEnd; + + [System.NonSerialized] + private bool dragging; + + [System.NonSerialized] + private Vector2 startSize; + + [System.NonSerialized] + private Vector2 startOffset; + + [System.NonSerialized] + private RectTransform cachedRectTransform; + + [System.NonSerialized] + private bool cachedRectTransformSet; + + public RectTransform TargetTransform + { + get + { + if (target != null) + { + return target; + } + + if (cachedRectTransformSet == false) + { + cachedRectTransform = GetComponent(); + cachedRectTransformSet = true; + } + + return cachedRectTransform; + } + } + + public void OnBeginDrag(PointerEventData eventData) + { + if (MayDrag(eventData) == true) + { + var target = TargetTransform; + var vector = default(Vector2); + + if (RectTransformUtility.ScreenPointToLocalPointInRectangle(target, eventData.position, eventData.pressEventCamera, out vector) == true) + { + dragging = true; + startSize = target.sizeDelta; + startOffset = vector - target.anchoredPosition; + + if (beginTransitions != null) + { + beginTransitions.Begin(); + } + + if (onBegin != null) + { + onBegin.Invoke(); + } + } + } + } + + public void OnDrag(PointerEventData eventData) + { + if (dragging == true) + { + if (MayDrag(eventData) == true) + { + var vector = default(Vector2); + var target = TargetTransform; + + if (RectTransformUtility.ScreenPointToLocalPointInRectangle(target, eventData.position, eventData.pressEventCamera, out vector) == true) + { + var offsetDelta = (vector - target.anchoredPosition) - startOffset; + var sizeDelta = target.sizeDelta; + + if (horizontal == true) + { + sizeDelta.x = startSize.x + offsetDelta.x * horizontalScale; + + if (horizontalClamp == true) + { + sizeDelta.x = Mathf.Clamp(sizeDelta.x, horizontalMin, horizontalMax); + } + } + + if (vertical == true) + { + sizeDelta.y = startSize.y + offsetDelta.y * verticalScale; + + if (verticalClamp == true) + { + sizeDelta.y = Mathf.Clamp(sizeDelta.y, verticalMin, verticalMax); + } + } + + target.sizeDelta = sizeDelta; + } + } + } + } + + public void OnEndDrag(PointerEventData eventData) + { + dragging = false; + + if (endTransitions != null) + { + endTransitions.Begin(); + } + + if (onEnd != null) + { + onEnd.Invoke(); + } + } + + protected override void Start() + { + base.Start(); + + transition = Transition.None; + interactable = true; + } + + protected override void OnEnable() + { + base.OnEnable(); + + LeanGui.OnDraggingCheck += DraggingCheck; + } + + protected override void OnDisable() + { + base.OnDisable(); + + LeanGui.OnDraggingCheck -= DraggingCheck; + } + + private void DraggingCheck(ref bool check) + { + if (dragging == true) + { + check = true; + } + } + + private bool MayDrag(PointerEventData eventData) + { + return IsActive() && IsInteractable();// && eventData.button == PointerEventData.InputButton.Left; + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanResize; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanResize_Editor : LeanSelectable_Editor + { + protected override void DrawSelectableSettings() + { + base.DrawSelectableSettings(); + + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + base.DrawSelectableSettings(); + + Draw("target", "If you want this GameObject to act as a resize handle, and for a different object to actually be resized then specify the target object here."); + + Separator(); + + Draw("horizontal", "Should you be able to drag horizontally?"); + if (Any(tgts, t => t.Horizontal == true)) + { + BeginIndent(); + Draw("horizontalScale", "Horizontal resize strength.\n\n0 = none\n\n1 = normal\n\n-1 = inverted\n\n2 = centered", "Scale"); + Draw("horizontalClamp", "Should the horizontal position value be clamped?", "Clamp"); + if (Any(tgts, t => t.HorizontalClamp == true)) + { + BeginIndent(); + Draw("horizontalMin", "The minimum position value.", "Min"); + Draw("horizontalMax", "The maximum position value.", "Max"); + EndIndent(); + } + EndIndent(); + } + + Separator(); + + Draw("vertical", "Should you be able to drag vertically?"); + if (Any(tgts, t => t.Vertical == true)) + { + BeginIndent(); + Draw("verticalScale", "Vertical resize strength.\n\n0 = none\n\n1 = normal\n\n-1 = inverted\n\n2 = centered", "Scale"); + Draw("verticalClamp", "Should the vertical position value be clamped?", "Clamp"); + if (Any(tgts, t => t.VerticalClamp == true)) + { + BeginIndent(); + Draw("verticalMin", "The minimum position value.", "Min"); + Draw("verticalMax", "The maximum position value.", "Max"); + EndIndent(); + } + EndIndent(); + } + } + + protected override void DrawSelectableTransitions(bool showUnusedEvents) + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + if (showUnusedEvents == true || Any(tgts, t => t.BeginTransitions.IsUsed == true)) + { + Draw("beginTransitions", "This allows you to perform a transition when this element begins being dragged. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.\n\nNOTE: Any transitions you perform here must be reverted in the Normal Transitions setting using a matching transition component."); + } + + if (showUnusedEvents == true || Any(tgts, t => t.EndTransitions.IsUsed == true)) + { + Draw("endTransitions", "This allows you to perform a transition when this element ends being dragged. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color."); + } + + base.DrawSelectableTransitions(showUnusedEvents); + } + + protected override void DrawSelectableEvents(bool showUnusedEvents) + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + if (showUnusedEvents == true || Any(tgts, t => t.OnBegin.GetPersistentEventCount() > 0)) + { + Draw("onBegin"); + } + + if (showUnusedEvents == true || Any(tgts, t => t.OnEnd.GetPersistentEventCount() > 0)) + { + Draw("onEnd"); + } + + base.DrawSelectableEvents(showUnusedEvents); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanResize.cs.meta b/Assets/Lean/GUI/Scripts/LeanResize.cs.meta new file mode 100644 index 0000000..10587b7 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanResize.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2023b896d66d32d429ad3f2233bec18a +timeCreated: 1477035548 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanSafeArea.cs b/Assets/Lean/GUI/Scripts/LeanSafeArea.cs new file mode 100644 index 0000000..4a80fba --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSafeArea.cs @@ -0,0 +1,110 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component adds a safe area to your UI. This is mainly used to prevent UI elements from going through notches on mobile devices. + /// This component should be added to a GameObject that is a child of your Canvas root. + [ExecuteInEditMode] + [RequireComponent(typeof(RectTransform))] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanSafeArea")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Safe Area")] + public class LeanSafeArea : UIBehaviour + { + /// Should you be able to drag horizontally? + public bool Horizontal { set { horizontal = value; } get { return horizontal; } } [SerializeField] private bool horizontal = true; + + public Vector2 HorizontalRange { set { horizontalRange = value; } get { return horizontalRange; } } [Range(0.0f, 1.0f)] [SerializeField] private Vector2 horizontalRange = new Vector2(0.0f, 1.0f); + + /// Should you be able to drag vertically? + public bool Vertical { set { vertical = value; } get { return vertical; } } [SerializeField] private bool vertical = true; + + public Vector2 VerticalRange { set { verticalRange = value; } get { return verticalRange; } } [Range(0.0f, 1.0f)] [SerializeField] private Vector2 verticalRange = new Vector2(0.0f, 1.0f); + + [System.NonSerialized] + private RectTransform cachedRectTransform; + + [System.NonSerialized] + private bool cachedRectTransformSet; + + /// This method will instantly update the safe area RectTransform. + [ContextMenu("Update Safe Area")] + public void UpdateSafeArea() + { + if (cachedRectTransformSet == false) + { + cachedRectTransform = GetComponent(); + cachedRectTransformSet = true; + } + + var safeRect = Screen.safeArea; + var screenW = Screen.width; + var screenH = Screen.height; + var safeMin = safeRect.min; + var safeMax = safeRect.max; + + if (horizontal == false) + { + safeMin.x = 0.0f; + safeMax.x = screenW; + } + else + { + safeMin.x = Mathf.Max(safeMin.x, horizontalRange.x * screenW); + safeMax.x = Mathf.Min(safeMax.x, horizontalRange.y * screenW); + } + + if (vertical == false) + { + safeMin.y = 0.0f; + safeMax.y = screenH; + } + else + { + safeMin.y = Mathf.Max(safeMin.y, verticalRange.x * screenH); + safeMax.y = Mathf.Min(safeMax.y, verticalRange.y * screenH); + } + + cachedRectTransform.anchorMin = new Vector2(safeMin.x / screenW, safeMin.y / screenH); + cachedRectTransform.anchorMax = new Vector2(safeMax.x / screenW, safeMax.y / screenH); + } + + protected virtual void Update() + { + UpdateSafeArea(); + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanSafeArea; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanSafeArea_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("horizontal", "Should you be able to drag horizontally?"); + if (Any(tgts, t => t.Horizontal == true)) + { + BeginIndent(); + DrawMinMax("horizontalRange", 0.0f, 1.0f, "", "Range"); + EndIndent(); + } + Draw("vertical", "Should you be able to drag vertically?"); + if (Any(tgts, t => t.Vertical == true)) + { + BeginIndent(); + DrawMinMax("verticalRange", 0.0f, 1.0f, "", "Range"); + EndIndent(); + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanSafeArea.cs.meta b/Assets/Lean/GUI/Scripts/LeanSafeArea.cs.meta new file mode 100644 index 0000000..39c8202 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSafeArea.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 48aede02132052f43b18cd5f14aa2294 +timeCreated: 1552361716 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanSelectable.cs b/Assets/Lean/GUI/Scripts/LeanSelectable.cs new file mode 100644 index 0000000..f7c7783 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSelectable.cs @@ -0,0 +1,190 @@ +using UnityEngine; +using UnityEngine.Events; +using Lean.Transition; +using Lean.Common; +using Selectable = UnityEngine.UI.Selectable; + +namespace Lean.Gui +{ + /// This component provides an alternative to Unity's UI button, allowing you to easily add custom transitions, as well as add an OnDown event. + public abstract class LeanSelectable : Selectable + { + public new bool interactable + { + set + { + base.interactable = value; + + UpdateInteractable(); + } + + get + { + return base.interactable; + } + } + + /// This allows you to perform a transition when this element becomes interactable. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + /// NOTE: Any transitions you perform here must be reverted in the Landscape Transitions setting using a matching transition component. + public LeanPlayer InteractableTransitions { get { if (interactableTransitions == null) interactableTransitions = new LeanPlayer(); return interactableTransitions; } } [SerializeField] private LeanPlayer interactableTransitions; + + /// This allows you to perform a transition when this element becomes non-interactable. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + /// NOTE: Any transitions you perform here must be reverted in the Landscape Transitions setting using a matching transition component. + public LeanPlayer NonInteractableTransitions { get { if (nonInteractableTransitions == null) nonInteractableTransitions = new LeanPlayer(); return nonInteractableTransitions; } } [SerializeField] private LeanPlayer nonInteractableTransitions; + + public UnityEvent OnInteractable { get { if (onInteractable == null) onInteractable = new UnityEvent(); return onInteractable; } } [SerializeField] private UnityEvent onInteractable; + + public UnityEvent OnNonInteractable { get { if (onNonInteractable == null) onNonInteractable = new UnityEvent(); return onNonInteractable; } } [SerializeField] private UnityEvent onNonInteractable; + + [SerializeField] + private bool expectedInteractable = true; + + protected override void OnCanvasGroupChanged() + { + base.OnCanvasGroupChanged(); + + UpdateInteractable(); + } + +#if UNITY_EDITOR + protected override void Reset() + { + base.Reset(); + + transition = Selectable.Transition.None; + } +#endif + + private void UpdateInteractable() + { + var currentInteractable = IsInteractable(); + + if (currentInteractable != expectedInteractable) + { + expectedInteractable = currentInteractable; + + if (expectedInteractable == true) + { + if (interactableTransitions != null) + { + interactableTransitions.Begin(); + } + + if (onInteractable != null) + { + onInteractable.Invoke(); + } + } + else + { + if (nonInteractableTransitions != null) + { + nonInteractableTransitions.Begin(); + } + + if (onNonInteractable != null) + { + onNonInteractable.Invoke(); + } + } + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanSelectable; + + public class LeanSelectable_Editor : LeanEditor + { + protected override void OnInspector() + { + DrawSelectableSettings(); + + Separator(); + + var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?"); + + Separator(); + + DrawSelectableTransitions(showUnusedEvents); + + Separator(); + + DrawSelectableEvents(showUnusedEvents); + } + + protected virtual void DrawSelectableSettings() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + if (Draw("m_Interactable") == true) + { + Each(tgts, t => t.interactable = serializedObject.FindProperty("expectedInteractable").boolValue = serializedObject.FindProperty("m_Interactable").boolValue, true); + } + Draw("m_Transition"); + + if (Any(tgts, t => t.transition == Selectable.Transition.ColorTint)) + { + BeginIndent(); + Draw("m_TargetGraphic"); + Draw("m_Colors"); + EndIndent(); + } + + if (Any(tgts, t => t.transition == Selectable.Transition.SpriteSwap)) + { + BeginIndent(); + Draw("m_TargetGraphic"); + Draw("m_SpriteState"); + EndIndent(); + } + + if (Any(tgts, t => t.transition == Selectable.Transition.Animation)) + { + BeginIndent(); + Draw("m_AnimationTriggers"); + EndIndent(); + } + + Draw("m_Navigation"); + } + + protected virtual void DrawSelectableTransitions(bool showUnusedEvents) + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + if (showUnusedEvents == true || Any(tgts, t => t.InteractableTransitions.IsUsed == true)) + { + Draw("interactableTransitions"); + } + + if (showUnusedEvents == true || Any(tgts, t => t.NonInteractableTransitions.IsUsed == true)) + { + Draw("nonInteractableTransitions"); + } + } + + protected virtual void DrawSelectableEvents(bool showUnusedEvents) + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + if (showUnusedEvents == true || Any(tgts, t => t.OnInteractable.GetPersistentEventCount() > 0)) + { + Draw("onInteractable"); + } + + if (showUnusedEvents == true || Any(tgts, t => t.OnNonInteractable.GetPersistentEventCount() > 0)) + { + Draw("onNonInteractable"); + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanSelectable.cs.meta b/Assets/Lean/GUI/Scripts/LeanSelectable.cs.meta new file mode 100644 index 0000000..8600d88 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSelectable.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6fe6ceffad2d68b489dc1cf0fe181ba6 +timeCreated: 1480552189 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanSelection.cs b/Assets/Lean/GUI/Scripts/LeanSelection.cs new file mode 100644 index 0000000..6dcc332 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSelection.cs @@ -0,0 +1,88 @@ +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.EventSystems; +using Lean.Transition; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component allows you to perform a transition when this UI element is selected. + [HelpURL(LeanGui.HelpUrlPrefix + "LeanSelection")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Selection")] + public class LeanSelection : MonoBehaviour + { + /// This allows you to perform a transition when this UI element is selected. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + /// NOTE: Any transitions you perform here must be reverted in the Deselect Transitions setting using a matching transition component. + public LeanPlayer SelectTransitions { get { if (selectTransitions == null) selectTransitions = new LeanPlayer(); return selectTransitions; } } [SerializeField] private LeanPlayer selectTransitions; + + /// This allows you to perform a transition when this UI element is deselected. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + /// NOTE: Any transitions you perform here must be reverted in the Select Transitions setting using a matching transition component. + public LeanPlayer DeselectTransitions { get { if (deselectTransitions == null) deselectTransitions = new LeanPlayer(); return deselectTransitions; } } [SerializeField] private LeanPlayer deselectTransitions; + + [System.NonSerialized] + private bool lastSelected; + + protected virtual void Update() + { + var selected = false; + var eventSystem = EventSystem.current; + + if (eventSystem != null) + { + if (eventSystem.currentSelectedGameObject == gameObject) + { + selected = true; + } + } + + if (lastSelected != selected) + { + if (selected == true) + { + if (selectTransitions != null) + { + selectTransitions.Begin(); + } + } + else + { + if (deselectTransitions != null) + { + deselectTransitions.Begin(); + } + } + + lastSelected = selected; + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanSelection; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanSelection_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + if (Any(tgts, t => t.GetComponent() == null)) + { + Error("This GameObject doesn't have a Selectable component. You must add one, such as a LeanButton."); + } + + Draw("selectTransitions", "This allows you to perform a transition when this UI element is selected. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.\n\nNOTE: Any transitions you perform here must be reverted in the Deselect Transitions setting using a matching transition component."); + Draw("deselectTransitions", "This allows you to perform a transition when this UI element is deselected. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.\n\nNOTE: Any transitions you perform here must be reverted in the Select Transitions setting using a matching transition component."); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanSelection.cs.meta b/Assets/Lean/GUI/Scripts/LeanSelection.cs.meta new file mode 100644 index 0000000..a454730 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSelection.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 57b22b78cc83d05408528ab8fd30f683 +timeCreated: 1480552189 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanSelectionHighlight.cs b/Assets/Lean/GUI/Scripts/LeanSelectionHighlight.cs new file mode 100644 index 0000000..eada282 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSelectionHighlight.cs @@ -0,0 +1,206 @@ +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using Lean.Transition; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component will place the current RectTransform above the currently selected object. + [RequireComponent(typeof(RectTransform))] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanSelectionHighlight")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Selection Highlight")] + public class LeanSelectionHighlight : MonoBehaviour + { + /// The camera rendering the target transform/position. + /// None = MainCamera. + public Camera WorldCamera { set { worldCamera = value; } get { return worldCamera; } } [SerializeField] private Camera worldCamera; + + /// This allows you to perform a transition when the highlight begins. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + /// NOTE: Any transitions you perform here must be reverted in the Hide Transitions setting using a matching transition component. + public LeanPlayer ShowTransitions { get { if (showTransitions == null) showTransitions = new LeanPlayer(); return showTransitions; } } [SerializeField] private LeanPlayer showTransitions; + + /// This allows you to perform a transition when the highlight ends. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + /// NOTE: Any transitions you perform here must be reverted in the Show Transitions setting using a matching transition component. + public LeanPlayer HideTransitions { get { if (hideTransitions == null) hideTransitions = new LeanPlayer(); return hideTransitions; } } [SerializeField] private LeanPlayer hideTransitions; + + /// This allows you to perform an action when the highlight starts. + public UnityEvent OnShow { get { if (onShow == null) onShow = new UnityEvent(); return onShow; } } [SerializeField] private UnityEvent onShow; + + /// This allows you to perform an action when the highlight ends. + public UnityEvent OnHide { get { if (onHide == null) onHide = new UnityEvent(); return onHide; } } [SerializeField] private UnityEvent onHide; + + [SerializeField] + private bool showing; + + [System.NonSerialized] + protected RectTransform rectTransform; + + [System.NonSerialized] + protected RectTransform canvasRectTransform; + + protected virtual void LateUpdate() + { + var eventSystem = EventSystem.current; + var show = false; + + if (eventSystem != null) + { + var selected = eventSystem.currentSelectedGameObject; + + if (selected != null) + { + var selectedRect = selected.GetComponent(); + + if (selectedRect != null) + { + show = UpdateRect(selectedRect); + } + } + } + + if (showing != show) + { + showing = show; + + if (showing == true) + { + if (showTransitions != null) + { + showTransitions.Begin(); + } + } + else + { + if (hideTransitions != null) + { + hideTransitions.Begin(); + } + } + } + } + + private bool UpdateRect(RectTransform target) + { + var camera = worldCamera; + + if (camera == null) + { + camera = Camera.main; + } + + if (camera != null) + { + if (rectTransform == null) + { + rectTransform = GetComponent(); + } + + if (canvasRectTransform == null) + { + var canvas = GetComponentInParent(); + + if (canvas == null) + { + throw new System.Exception("Couldn't find attached canvas??"); + } + + canvasRectTransform = canvas.GetComponent(); + } + + // Calculate viewport/anchor points + var min = target.rect.min; + var max = target.rect.max; + var targetA = target.TransformPoint(min.x, min.y, 0.0f); + var targetB = target.TransformPoint(max.x, min.y, 0.0f); + var targetC = target.TransformPoint(min.x, max.y, 0.0f); + var targetD = target.TransformPoint(max.x, max.y, 0.0f); + + var worldSpace = target.GetComponentInParent().renderMode == RenderMode.WorldSpace; + var viewportPointA = WorldToViewportPoint(camera, targetA, worldSpace); + var viewportPointB = WorldToViewportPoint(camera, targetB, worldSpace); + var viewportPointC = WorldToViewportPoint(camera, targetC, worldSpace); + var viewportPointD = WorldToViewportPoint(camera, targetD, worldSpace); + + // If outside frustum, hide line out of view + if (LeanGui.InvaidViewportPoint(camera, viewportPointA) == true || LeanGui.InvaidViewportPoint(camera, viewportPointB) == true || + LeanGui.InvaidViewportPoint(camera, viewportPointC) == true || LeanGui.InvaidViewportPoint(camera, viewportPointD) == true) + { + viewportPointA = viewportPointB = viewportPointC = viewportPointD = new Vector3(10.0f, 10.0f); + } + + var minX = Mathf.Min(Mathf.Min(viewportPointA.x, viewportPointB.x), Mathf.Min(viewportPointC.x, viewportPointD.x)); + var minY = Mathf.Min(Mathf.Min(viewportPointA.y, viewportPointB.y), Mathf.Min(viewportPointC.y, viewportPointD.y)); + var maxX = Mathf.Max(Mathf.Max(viewportPointA.x, viewportPointB.x), Mathf.Max(viewportPointC.x, viewportPointD.x)); + var maxY = Mathf.Max(Mathf.Max(viewportPointA.y, viewportPointB.y), Mathf.Max(viewportPointC.y, viewportPointD.y)); + + // Convert viewport points to canvas points + var canvasRect = canvasRectTransform.rect; + var canvasXA = canvasRect.xMin + canvasRect.width * minX; + var canvasYA = canvasRect.yMin + canvasRect.height * minY; + var canvasXB = canvasRect.xMin + canvasRect.width * maxX; + var canvasYB = canvasRect.yMin + canvasRect.height * maxY; + + // Find center, reset anchor, and convert canvas point to world point + var canvasX = (canvasXA + canvasXB) * 0.5f; + var canvasY = (canvasYA + canvasYB) * 0.5f; + + rectTransform.anchorMin = rectTransform.anchorMax = Vector2.zero; + rectTransform.sizeDelta = new Vector2(canvasXB - canvasXA, canvasYB - canvasYA); + rectTransform.position = canvasRectTransform.TransformPoint(canvasX, canvasY, 0.0f); + + // Get vector between points + + return true; + } + + return false; + } + + private static Vector3 WorldToViewportPoint(Camera camera, Vector3 point, bool worldSpace) + { + if (worldSpace == false) + { + point = RectTransformUtility.WorldToScreenPoint(null, point); + point.z = 0.5f; + + return camera.ScreenToViewportPoint(point); + } + + return camera.WorldToViewportPoint(point); + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanSelectionHighlight; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanSelectionHighlight_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("worldCamera", "The camera rendering the target transform/position.\nNone = MainCamera."); + + Separator(); + + Draw("showTransitions", "This allows you to perform a transition when the highlight begins. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.\n\nNOTE: Any transitions you perform here must be reverted in the Hide Transitions setting using a matching transition component."); + Draw("hideTransitions", "This allows you to perform a transition when the highlight ends. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.\n\nNOTE: Any transitions you perform here must be reverted in the Show Transitions setting using a matching transition component."); + + Separator(); + + Draw("onShow", "This allows you to perform an action when the highlight starts."); + Draw("onHide", "This allows you to perform an action when the highlight ends."); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanSelectionHighlight.cs.meta b/Assets/Lean/GUI/Scripts/LeanSelectionHighlight.cs.meta new file mode 100644 index 0000000..7ac24be --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSelectionHighlight.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c5851bd95d440f6438ab1a40f12538a5 +timeCreated: 1480552189 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanSelectionManager.cs b/Assets/Lean/GUI/Scripts/LeanSelectionManager.cs new file mode 100644 index 0000000..81fdb68 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSelectionManager.cs @@ -0,0 +1,190 @@ +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.EventSystems; +using System.Collections.Generic; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component allows you to force selection of a selectable, or select a previously selected object. + [HelpURL(LeanGui.HelpUrlPrefix + "LeanSelectionManager")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Selection Manager")] + public class LeanSelectionManager : MonoBehaviour + { + /// If the scene contains at least one selectable, and there is currently no selected object, should it be selected? + /// NOTE: If there are multiple selectables in the scene, then one will be chosen based on the LeanSelectionPriority component setting. + public bool ForceSelection { set { forceSelection = value; } get { return forceSelection; } } [SerializeField] private bool forceSelection; + + /// This stores a list of all selectables in the order they were selected. This allows selection to revert to a previous one if the current selectable becomes unselectable. + public List SelectionHistory { get { if (selectionHistory == null) selectionHistory = new List(); return selectionHistory; } } [SerializeField] private List selectionHistory; + + private static List tempSelectables = new List(); + +#if UNITY_2019_1_OR_NEWER + private static Selectable[] tempSelectablesArray = new Selectable[1024]; +#endif + + private bool CanSelect(Selectable selectable) + { + return selectable != null && selectable.IsInteractable() == true && selectable.isActiveAndEnabled == true && selectable.navigation.mode != Navigation.Mode.None; + } + + [ContextMenu("Select First Selectable")] + public void SelectFirstSelectable() + { + tempSelectables.Clear(); + +#if UNITY_2019_1_OR_NEWER + #if UNITY_2019_1_0 || UNITY_2019_1_1 || UNITY_2019_1_2 || UNITY_2019_1_3 || UNITY_2019_1_4 + var count = Selectable.AllSelectablesNoAlloc(ref tempSelectablesArray); + #else + var count = Selectable.AllSelectablesNoAlloc(tempSelectablesArray); + #endif + + for (var i = 0; i < count; i++) + { + tempSelectables.Add(tempSelectablesArray[i]); + } +#else + tempSelectables.AddRange(Selectable.allSelectables); +#endif + + // Select from history? + for (var i = SelectionHistory.Count - 1; i >= 0; i--) // NOTE: Property + { + var oldSelection = selectionHistory[i]; + + if (oldSelection != null) + { + if (CanSelect(oldSelection) == true && tempSelectables.Contains(oldSelection) == true) + { + selectionHistory.RemoveRange(i, selectionHistory.Count - i); + + oldSelection.Select(); + + return; + } + } + else + { + selectionHistory.RemoveAt(i); + } + } + + var bestSelectable = default(Selectable); + var bestPriority = -1.0f; + + // Select from selectables? + for (var i = 0; i < tempSelectables.Count; i++) + { + var selectable = tempSelectables[i]; + + if (CanSelect(selectable) == true) + { + var selectionPriority = selectable.GetComponent(); + var priority = 0.0f; + + if (selectionPriority != null) + { + priority = selectionPriority.Priority; + } + + if (priority > bestPriority) + { + bestSelectable = selectable; + bestPriority = priority; + } + } + } + + if (bestSelectable != null) + { + bestSelectable.Select(); + } + } + + protected virtual void LateUpdate() + { + var eventSystem = EventSystem.current; + + if (eventSystem != null) + { + var selected = eventSystem.currentSelectedGameObject; + + // Deselect if the selection is not selectable? + if (selected != null) + { + var selectable = selected.GetComponent(); + + if (selectable != null) + { + for (var i = SelectionHistory.Count - 1; i >= 0; i--) // NOTE: Property + { + var oldSelection = selectionHistory[i]; + + if (oldSelection == null || oldSelection == selectable) + { + selectionHistory.RemoveAt(i); + } + } + + selectionHistory.Add(selectable); + } + + if (CanSelect(selectable) == false) + { + selected = null; + + eventSystem.SetSelectedGameObject(null); + } + } + + if (LeanGui.IsDragging == true) + { + selected = null; + + eventSystem.SetSelectedGameObject(null); + } + else + { + // Auto select? + if (selected == null && ForceSelection == true) + { + SelectFirstSelectable(); + + selected = eventSystem.currentSelectedGameObject; + } + } + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanSelectionManager; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanSelectionManager_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("forceSelection", "If the scene contains at least one selectable, and there is currently no selected object, should it be selected?\n\nNOTE: If there are multiple selectables in the scene, then one will be chosen based on the LeanSelectionPriority component setting."); + + Separator(); + + BeginDisabled(true); + UnityEditor.EditorGUILayout.ObjectField("Current Selectable", EventSystem.current != null ? EventSystem.current.currentSelectedGameObject : null, typeof(GameObject), false); + + Separator(); + + Draw("selectionHistory", "Enable this if you want ExitTransitions + OnExit to be invoked once for each mouse/finger that exits this element."); + EndDisabled(); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanSelectionManager.cs.meta b/Assets/Lean/GUI/Scripts/LeanSelectionManager.cs.meta new file mode 100644 index 0000000..9f94ef0 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSelectionManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 52b671c36c7f1b341aa7e17b35fa4dea +timeCreated: 1480552189 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanSelectionPriority.cs b/Assets/Lean/GUI/Scripts/LeanSelectionPriority.cs new file mode 100644 index 0000000..6c0df7f --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSelectionPriority.cs @@ -0,0 +1,36 @@ +using UnityEngine; +using UnityEngine.UI; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component marks the current GameObject as being high priority for selection. + /// This setting is used by the LeanSelectionManager when decided what to select. + [RequireComponent(typeof(Selectable))] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanSelectionPriority")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Selection Priority")] + public class LeanSelectionPriority : MonoBehaviour + { + /// This allows you to set the priority of this GameObject among others when being automatically selected. + public float Priority { set { priority = value; } get { return priority; } } [SerializeField] private float priority = 100.0f; + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanSelectionPriority; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanSelectionPriority_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("priority", "This allows you to set the priority of this GameObject among others when being automatically selected."); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanSelectionPriority.cs.meta b/Assets/Lean/GUI/Scripts/LeanSelectionPriority.cs.meta new file mode 100644 index 0000000..2a2cb74 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSelectionPriority.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 51244c4aeffb9144bb356da7095e99a7 +timeCreated: 1480552189 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanShake.cs b/Assets/Lean/GUI/Scripts/LeanShake.cs new file mode 100644 index 0000000..c3d3881 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanShake.cs @@ -0,0 +1,178 @@ +using UnityEngine; +using Lean.Common; +using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; + +namespace Lean.Gui +{ + /// This component allows you to shake the specified Transform, with various controls for shake axes, strength, dampening, etc. + /// NOTE: This component works with normal Transforms as well as UI RectTranforms. + [RequireComponent(typeof(RectTransform))] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanShake")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Shake")] + public class LeanShake : MonoBehaviour + { + /// This allows you to set the speed of the shake animation. + public float Speed { set { speed = value; } get { return speed; } } [SerializeField] private float speed = 0.5f; + + /// This allows you to set the current strength of the shake. This value can automatically decay based on the Dampening and Reduction settings. + public float Strength { set { strength = value; } get { return strength; } } [SerializeField] private float strength = 20.0f; + + /// This allows you to set the final shake strength multiplier. This remains constant. + public float Multiplier { set { multiplier = value; } get { return multiplier; } } [SerializeField] private float multiplier = 1.0f; + + /// This allows you to set the dampening of the Strength value. This decay slows down as it approaches 0. + public float Damping { set { damping = value; } get { return damping; } } [FSA("Dampening")] [SerializeField] private float damping; + + /// This allows you to set the reduction of the Strength value. This decay slows down at a constant rate per second. + public float Reduction { set { reduction = value; } get { return reduction; } } [SerializeField] private float reduction; + + /// This allows you to set the position axes you want to shake in local units. + public Vector3 ShakePosition { set { shakePosition = value; } get { return shakePosition; } } [SerializeField] private Vector3 shakePosition = new Vector3(1.0f, 1.0f, 0.0f); + + /// This allows you to set the rotation axes you want to shake in degrees. + public Vector3 ShakeRotation { set { shakeRotation = value; } get { return shakeRotation; } } [SerializeField] private Vector3 shakeRotation = new Vector3(0.0f, 0.0f, 1.0f); + + [SerializeField] + private Vector3 offsetPosition; + + [SerializeField] + private Vector3 offsetRotation; + + [SerializeField] + private Vector3 localPosition; + + [SerializeField] + private Quaternion localRotation; + + [SerializeField] + private Vector3 expectedPosition; + + [SerializeField] + private Quaternion expectedRotation; + + [System.NonSerialized] + private RectTransform cachedRectTransform; + + public void Shake(float addedStrength) + { + strength += addedStrength; + } + + protected virtual void Start() + { + offsetPosition.x = Random.Range(0.0f, 2.0f); + offsetPosition.y = Random.Range(0.0f, 2.0f); + offsetPosition.z = Random.Range(0.0f, 2.0f); + + offsetRotation.x = Random.Range(0.0f, 2.0f); + offsetRotation.y = Random.Range(0.0f, 2.0f); + offsetRotation.z = Random.Range(0.0f, 2.0f); + + var finalTransform = transform; + var finalRectTransform = transform as RectTransform; + + localRotation = expectedRotation = finalTransform.localRotation; + + if (finalRectTransform != null) + { + localPosition = expectedPosition = finalRectTransform.anchoredPosition3D; + } + else + { + localPosition = expectedPosition = finalTransform.localPosition; + } + } + + protected virtual void Update() + { + var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime); + var position = default(Vector3); + var rotation = default(Vector3); + + strength = Mathf.Lerp(strength, 0.0f, factor); + strength = Mathf.MoveTowards(strength, 0.0f, reduction * Time.deltaTime); + + position.x = Sample(ref offsetPosition.x, 29.0f) * shakePosition.x; + position.y = Sample(ref offsetPosition.y, 31.0f) * shakePosition.y; + position.z = Sample(ref offsetPosition.z, 37.0f) * shakePosition.z; + + rotation.x = Sample(ref offsetRotation.x, 41.0f) * shakeRotation.x; + rotation.y = Sample(ref offsetRotation.y, 43.0f) * shakeRotation.y; + rotation.z = Sample(ref offsetRotation.z, 47.9f) * shakeRotation.z; + + var finalTransform = transform; + var finalRectTransform = transform as RectTransform; + + // Rotation + var currentRotation = finalTransform.localRotation; + + if (currentRotation != expectedRotation) + { + localRotation = currentRotation; + } + + finalTransform.localRotation = expectedRotation = localRotation * Quaternion.Euler(rotation * strength * multiplier); + + // Position + if (finalRectTransform != null) + { + var currentPosition = finalRectTransform.anchoredPosition3D; + + if (currentPosition != expectedPosition) + { + localPosition = currentPosition; + } + + finalRectTransform.anchoredPosition3D = expectedPosition = localPosition + position * strength * multiplier; + } + else + { + var currentPosition = finalTransform.localPosition; + + if (currentPosition != expectedPosition) + { + localPosition = currentPosition; + } + + finalTransform.localPosition = expectedPosition = localPosition + position * strength * multiplier; + } + } + + private float Sample(ref float x, float prime) + { + x = (x + speed * prime * Time.deltaTime) % 2.0f; + + return Mathf.SmoothStep(-1.0f, 1.0f, x > 1.0f ? 2.0f - x : x); + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanShake; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanShake_Editor : LeanEditor + { + private static bool expandSpeed; + + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("speed", "This allows you to set the speed of the shake animation."); + Draw("strength", "This allows you to set the current strength of the shake. This value can automatically decay based on the Dampening and Reduction settings."); + Draw("multiplier", "This allows you to set the final shake strength multiplier. This remains constant."); + Draw("damping", "This allows you to set the dampening of the Strength value. This decay slows down as it approaches 0."); + Draw("reduction", "This allows you to set the reduction of the Strength value. This decay slows down at a constant rate per second."); + + Separator(); + + Draw("shakePosition", "This allows you to set the position axes you want to shake in local units."); + Draw("shakeRotation", "This allows you to set the rotation axes you want to shake in degrees."); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanShake.cs.meta b/Assets/Lean/GUI/Scripts/LeanShake.cs.meta new file mode 100644 index 0000000..9f7e507 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanShake.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ea3d039e2a77ffd42a7c3bd2a21c98ca +timeCreated: 1480552189 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanSizer.cs b/Assets/Lean/GUI/Scripts/LeanSizer.cs new file mode 100644 index 0000000..9875da7 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSizer.cs @@ -0,0 +1,132 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component allows you to change the size of the Target RectTransform based on the size of this one. + /// This is very useful for text that needs to be inside a parent container, but you don't know how big that container should be. + [ExecuteInEditMode] + [RequireComponent(typeof(RectTransform))] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanSizer")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Sizer")] + public class LeanSizer : UIBehaviour + { + /// The RectTransform whose size we want to modify. + public RectTransform Target { set { if (target != value) { target = value; UpdateSize(); } } get { return target; } } [SerializeField] private RectTransform target; + + /// Factor in scale when reading the size of the target? + public bool Scale { set { if (scale != value) { scale = value; UpdateSize(); } } get { return scale; } } [SerializeField] private bool scale; + + /// Match the scale horizontally? + public bool Horizontal { set { if (horizontal != value) { horizontal = value; UpdateSize(); } } get { return horizontal; } } [SerializeField] private bool horizontal; + + public float HorizontalPadding { set { if (horizontalPadding != value) { horizontalPadding = value; UpdateSize(); } } get { return horizontalPadding; } } [SerializeField] private float horizontalPadding; + + /// Match the scale vertically? + public bool Vertical { set { if (vertical != value) { vertical = value; UpdateSize(); } } get { return vertical; } } [SerializeField] private bool vertical; + + public float VerticalPadding { set { if (verticalPadding != value) { verticalPadding = value; UpdateSize(); } } get { return verticalPadding; } } [SerializeField] private float verticalPadding; + + [System.NonSerialized] + private RectTransform cachedRectTransform; + + [System.NonSerialized] + private bool cachedRectTransformSet; + + [ContextMenu("Update Size")] + public void UpdateSize() + { + if (Target != null) + { + if (cachedRectTransformSet == false) + { + cachedRectTransform = GetComponent(); + cachedRectTransformSet = true; + } + + var targetSize = Target.sizeDelta; + var scale = cachedRectTransform.localScale; + var sizeDelta = cachedRectTransform.sizeDelta; + + if (Horizontal == true) + { + targetSize.x = sizeDelta.x + HorizontalPadding; + + if (Scale == true) + { + targetSize.x *= scale.x; + } + } + + if (Vertical == true) + { + targetSize.y = sizeDelta.y + VerticalPadding; + + if (Scale == true) + { + targetSize.y *= scale.y; + } + } + + Target.sizeDelta = targetSize; + } + } + +#if UNITY_EDITOR + protected override void OnValidate() + { + UpdateSize(); + } +#endif + + protected override void OnRectTransformDimensionsChange() + { + UpdateSize(); + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanSizer; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanSizer_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + BeginError(Any(tgts, t => t.Target == null)); + Draw("target", "The RectTransform whose size we want to modify."); + EndError(); + Draw("scale", "Factor in scale when reading the size of the target?"); + + Separator(); + + Draw("horizontal", "Match the scale horizontally?"); + + if (Any(tgts, t => t.Horizontal == true)) + { + BeginIndent(); + Draw("horizontalPadding", "", "Padding"); + EndIndent(); + } + + Separator(); + + Draw("vertical", "Match the scale vertically?"); + + if (Any(tgts, t => t.Vertical == true)) + { + BeginIndent(); + Draw("verticalPadding", "", "Padding"); + EndIndent(); + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanSizer.cs.meta b/Assets/Lean/GUI/Scripts/LeanSizer.cs.meta new file mode 100644 index 0000000..c03c9cf --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSizer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1c6b3f7e0eac6e84b8ae115c0d97ba85 +timeCreated: 1552361716 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanSnap.cs b/Assets/Lean/GUI/Scripts/LeanSnap.cs new file mode 100644 index 0000000..9d11c5e --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSnap.cs @@ -0,0 +1,194 @@ +using UnityEngine; +using UnityEngine.Events; +using Lean.Common; +using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; + +namespace Lean.Gui +{ + /// This component will automatically snap RectTransform.anchoredPosition to the specified interval. + [ExecuteInEditMode] + [RequireComponent(typeof(RectTransform))] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanSnap")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Snap")] + public class LeanSnap : MonoBehaviour + { + [System.Serializable] public class Vector2IntEvent : UnityEvent {} + + /// Snap horizontally? + public bool Horizontal { set { horizontal = value; } get { return horizontal; } } [SerializeField] private bool horizontal; + + /// The snap points will be offset by this many pixels. + public float HorizontalOffset { set { horizontalOffset = value; } get { return horizontalOffset; } } [SerializeField] private float horizontalOffset; + + /// The spacing between each snap point in pixels. + public float HorizontalIntervalPixel { set { horizontalIntervalPixel = value; } get { return horizontalIntervalPixel; } } [FSA("horizontalInterval")] [SerializeField] private float horizontalIntervalPixel = 10.0f; + + /// The spacing between each snap point in 0..1 percent of the current RectTransform size. + public float HorizontalIntervalRect { set { horizontalIntervalRect = value; } get { return horizontalIntervalRect; } } [SerializeField] private float horizontalIntervalRect; + + /// The spacing between each snap point in 0..1 percent of the parent. + public float HorizontalIntervalParent { set { horizontalIntervalParent = value; } get { return horizontalIntervalParent; } } [SerializeField] private float horizontalIntervalParent; + + /// The snap speed. + /// -1 = Instant. + /// 1 = Slow. + /// 10 = Fast. + public float HorizontalSpeed { set { horizontalSpeed = value; } get { return horizontalSpeed; } } [SerializeField] private float horizontalSpeed = -1.0f; + + /// Snap vertically? + public bool Vertical { set { vertical = value; } get { return vertical; } } [SerializeField] private bool vertical; + + /// The snap points will be offset by this many pixels. + public float VerticalOffset { set { verticalOffset = value; } get { return verticalOffset; } } [SerializeField] private float verticalOffset; + + /// The spacing between each snap point in pixels. + public float VerticalIntervalPixel { set { verticalIntervalPixel = value; } get { return verticalIntervalPixel; } } [FSA("verticalInterval")] [SerializeField] private float verticalIntervalPixel = 10.0f; + + /// The spacing between each snap point in 0..1 percent of the current RectTransform size. + public float VerticalIntervalRect { set { verticalIntervalRect = value; } get { return verticalIntervalRect; } } [SerializeField] private float verticalIntervalRect; + + /// The spacing between each snap point in 0..1 percent of the parent. + public float VerticalIntervalParent { set { verticalIntervalParent = value; } get { return verticalIntervalParent; } } [SerializeField] private float verticalIntervalParent; + + /// The snap speed. + /// -1 = Instant. + /// 1 = Slow. + /// 10 = Fast. + public float VerticalSpeed { set { verticalSpeed = value; } get { return verticalSpeed; } } [SerializeField] private float verticalSpeed = -1.0f; + + /// To prevent UI element dragging from conflicting with snapping, you can specify the drag component here. + public LeanDrag DisableWith { set { disableWith = value; } get { return disableWith; } } [SerializeField] private LeanDrag disableWith; + + /// This tells you the snap position as integers. + public Vector2Int Position { get { return position; } } [SerializeField] private Vector2Int position; + + /// This event will be invoked when the snap position changes. + public Vector2IntEvent OnPositionChanged { get { if (onPositionChanged == null) onPositionChanged = new Vector2IntEvent(); return onPositionChanged; } } [SerializeField] private Vector2IntEvent onPositionChanged; + + [System.NonSerialized] + private RectTransform cachedRectTransform; + + protected virtual void OnEnable() + { + cachedRectTransform = GetComponent(); + } + + protected virtual void LateUpdate() + { + if (disableWith != null && disableWith.Dragging == true) + { + return; + } + + var anchoredPosition = cachedRectTransform.anchoredPosition; + var rect = cachedRectTransform.rect; + var parentSize = ParentSize; + var intervalX = horizontalIntervalPixel + horizontalIntervalRect * rect.width + horizontalIntervalParent * parentSize.x; + var intervalY = verticalIntervalPixel + verticalIntervalRect * rect.width + verticalIntervalParent * parentSize.y; + var oldPosition = position; + + if (intervalX != 0.0f) + { + position.x = Mathf.RoundToInt((anchoredPosition.x - horizontalOffset) / intervalX); + } + + if (intervalY != 0.0f) + { + position.y = Mathf.RoundToInt((anchoredPosition.y - verticalOffset) / intervalY); + } + + if (horizontal == true) + { + var target = position.x * intervalX + horizontalOffset; + var factor = LeanHelper.GetDampenFactor(horizontalSpeed, Time.deltaTime); + + anchoredPosition.x = Mathf.Lerp(anchoredPosition.x, target, factor); + } + + if (vertical == true) + { + var target = position.y * intervalY + verticalOffset; + var factor = LeanHelper.GetDampenFactor(verticalSpeed, Time.deltaTime); + + anchoredPosition.y = Mathf.Lerp(anchoredPosition.y, target, factor); + } + + cachedRectTransform.anchoredPosition = anchoredPosition; + + if (position != oldPosition) + { + if (onPositionChanged != null) + { + onPositionChanged.Invoke(position); + } + } + } + + private Vector2 ParentSize + { + get + { + var parent = cachedRectTransform.parent as RectTransform; + + return parent != null ? parent.rect.size : Vector2.zero; + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanSnap; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanSnap_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("horizontal", "Snap horizontally?"); + + if (Any(tgts, t => t.Horizontal == true)) + { + BeginIndent(); + Draw("horizontalOffset", "The snap points will be offset by this many pixels.", "Offset"); + BeginError(Any(tgts, t => t.HorizontalIntervalPixel == 0.0f && t.HorizontalIntervalRect == 0.0f && t.HorizontalIntervalParent == 0.0f)); + Draw("horizontalIntervalPixel", "The spacing between each snap point in pixels.", "Interval Pixel"); + Draw("horizontalIntervalRect", "The spacing between each snap point in 0..1 percent of the current RectTransform size.", "Interval Rect"); + Draw("horizontalIntervalParent", "The spacing between each snap point in 0..1 percent of the parent.", "Interval Parent"); + EndError(); + Draw("horizontalSpeed", "The snap speed.\n\n-1 = Instant.\n\n1 = Slow.\n\n10 = Fast.", "Speed"); + EndIndent(); + } + + Separator(); + + Draw("vertical", "Snap vertically?"); + + if (Any(tgts, t => t.Vertical == true)) + { + BeginIndent(); + Draw("verticalOffset", "The snap points will be offset by this many pixels.", "Offset"); + BeginError(Any(tgts, t => t.VerticalIntervalPixel == 0.0f && t.VerticalIntervalRect == 0.0f && t.VerticalIntervalParent == 0.0f)); + Draw("verticalIntervalPixel", "The spacing between each snap point in pixels.", "Interval Pixel"); + Draw("verticalIntervalRect", "The spacing between each snap point in 0..1 percent of the current RectTransform size.", "Interval Rect"); + Draw("verticalIntervalParent", "The spacing between each snap point in 0..1 percent of the parent.", "Interval Parent"); + EndError(); + Draw("verticalSpeed", "The snap speed.\n\n-1 = Instant.\n\n1 = Slow.\n\n10 = Fast.", "Speed"); + EndIndent(); + } + + Separator(); + + Draw("disableWith", "To prevent UI element dragging from conflicting with snapping, you can specify the drag component here."); + BeginDisabled(true); + Draw("position", "This tells you the snap position as integers."); + EndDisabled(); + Draw("onPositionChanged"); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanSnap.cs.meta b/Assets/Lean/GUI/Scripts/LeanSnap.cs.meta new file mode 100644 index 0000000..551b53a --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSnap.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 48577e8e13eb68f478df3e41ddbfd82f +timeCreated: 1474724095 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanSnapEvent.cs b/Assets/Lean/GUI/Scripts/LeanSnapEvent.cs new file mode 100644 index 0000000..e98889c --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSnapEvent.cs @@ -0,0 +1,40 @@ +using UnityEngine; +using UnityEngine.Events; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component allows you to fire an events when the LeanSnap component's Position is at specific values. + [ExecuteInEditMode] + [RequireComponent(typeof(LeanSnap))] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanSnapEvent")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Snap Event")] + public class LeanSnapEvent : MonoBehaviour + { + /// The LeanSnap.Position you want to listen for. + public Vector2Int Position { set { position = value; } get { return position; } } [SerializeField] private Vector2Int position; + + /// The action that will be invoked. + public UnityEvent OnAction { get { if (onAction == null) onAction = new UnityEvent(); return onAction; } } [SerializeField] private UnityEvent onAction; + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanSnapEvent; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanSnapEvent_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("position", "The LeanSnap.Position you want to listen for."); + Draw("onAction"); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanSnapEvent.cs.meta b/Assets/Lean/GUI/Scripts/LeanSnapEvent.cs.meta new file mode 100644 index 0000000..fb4f1b5 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSnapEvent.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9db1d02cb3c0714409ef141af568e83c +timeCreated: 1474724095 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanSwipe.cs b/Assets/Lean/GUI/Scripts/LeanSwipe.cs new file mode 100644 index 0000000..fbb9028 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSwipe.cs @@ -0,0 +1,176 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.Events; +using Lean.Transition; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component allows you to detect when a finger swipes over the current RectTransform. + [RequireComponent(typeof(RectTransform))] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanSwipe")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Swipe")] + public class LeanSwipe : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler + { + /// The swiping finger must move at least this many pixels. + public float MinimumDistance { set { minimumDistance = value; } get { return minimumDistance; } } [SerializeField] private float minimumDistance = 100.0f; + + /// The swiping finger must move MinimumDistance within this amount of seconds. + public float MaximumTime { set { maximumTime = value; } get { return maximumTime; } } [SerializeField] private float maximumTime = 0.125f; + + /// If you need the swipe to be in a specific direction, then enable this. + public bool CheckAngle { set { checkAngle = value; } get { return checkAngle; } } [SerializeField] private bool checkAngle; + + /// 0 = up + /// 90 = right + /// 180 = down + /// 270 = left + public float DesiredAngle { set { desiredAngle = value; } get { return desiredAngle; } } [SerializeField] private float desiredAngle; + + /// 360 = full circle + /// 180 = half circle + /// 90 = quarter circle + public float MaximumRange { set { maximumRange = value; } get { return maximumRange; } } [Range(0.0f, 360.0f)] [SerializeField] private float maximumRange = 90.0f; + + /// This allows you to perform a transition when you swipe this UI element. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the LeanPlaySound (Play Sound Transition) component can be used to play a click sound. + public LeanPlayer SwipeTransitions { get { if (swipeTransitions == null) swipeTransitions = new LeanPlayer(); return swipeTransitions; } } [SerializeField] private LeanPlayer swipeTransitions; + + /// This allows you to perform an action when you swipe this UI element. + public UnityEvent OnSwipe { get { if (onSwipe == null) onSwipe = new UnityEvent(); return onSwipe; } } [SerializeField] private UnityEvent onSwipe; + + [System.NonSerialized] + protected bool dragging; + + [System.NonSerialized] + protected float dragTime; + + [System.NonSerialized] + protected Vector2 dragDelta; + + [System.NonSerialized] + private RectTransform cachedRectTransform; + + [System.NonSerialized] + private bool cachedRectTransformSet; + + public RectTransform CachedRectTransform + { + get + { + if (cachedRectTransformSet == false) + { + cachedRectTransform = GetComponent(); + cachedRectTransformSet = true; + } + + return cachedRectTransform; + } + } + + public void OnBeginDrag(PointerEventData eventData) + { + var vector = default(Vector2); + + // Is this pointer inside this rect transform? + if (RectTransformUtility.ScreenPointToLocalPointInRectangle(CachedRectTransform, eventData.position, eventData.pressEventCamera, out vector) == true) + { + dragging = true; + dragTime = 0.0f; + dragDelta = Vector2.zero; + } + } + + public virtual void OnDrag(PointerEventData eventData) + { + if (dragging == true) + { + dragDelta += eventData.delta; + } + } + + public void OnEndDrag(PointerEventData eventData) + { + dragging = false; + } + + protected virtual void Update() + { + if (dragging == true) + { + dragTime += Time.deltaTime; + + if (dragTime <= maximumTime && dragDelta.magnitude >= minimumDistance) + { + // If this swipe angle is incorrect, return + if (checkAngle == true) + { + var angle = Mathf.Atan2(dragDelta.x, dragDelta.y) * Mathf.Rad2Deg; + var delta = Mathf.DeltaAngle(angle, desiredAngle) * 2.0f; + + if (delta <= -maximumRange || delta > maximumRange) + { + return; + } + } + + // Cancel drag and invoke + dragging = false; + + if (swipeTransitions != null) + { + swipeTransitions.Begin(); + } + + if (onSwipe != null) + { + onSwipe.Invoke(); + } + } + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanSwipe; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanSwipe_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + BeginError(Any(tgts, t => t.MinimumDistance <= 0.0f)); + Draw("minimumDistance", "The swiping finger must move at least this many pixels."); + EndError(); + BeginError(Any(tgts, t => t.MaximumTime <= 0.0f)); + Draw("maximumTime", "The swiping finger must move MinimumDistance within this amount of seconds."); + EndError(); + Draw("checkAngle", "If you need the swipe to be in a specific direction, then enable this."); + if (Any(tgts, t => t.CheckAngle == true)) + { + BeginIndent(); + Draw("desiredAngle", "0 = up\n\n90 = right\n\n180 = down\n\n270 = left"); + BeginError(Any(tgts, t => t.MaximumRange <= 0.0f && t.MaximumRange >= 360.0f)); + Draw("maximumRange", "360 = full circle\n\n180 = half circle\n\n 90 = quarter circle"); + EndError(); + EndIndent(); + } + + Separator(); + + Draw("swipeTransitions", "This allows you to perform a transition when you swipe this UI element. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the LeanPlaySound (Play Sound Transition) component can be used to play a click sound."); + + Separator(); + + Draw("onSwipe"); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanSwipe.cs.meta b/Assets/Lean/GUI/Scripts/LeanSwipe.cs.meta new file mode 100644 index 0000000..2381e41 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSwipe.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3ead18550e735a04c9d845cc7df76f37 +timeCreated: 1475403849 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanSwitch.cs b/Assets/Lean/GUI/Scripts/LeanSwitch.cs new file mode 100644 index 0000000..fde7b50 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSwitch.cs @@ -0,0 +1,143 @@ +using UnityEngine; +using UnityEngine.Events; +using System.Collections.Generic; +using Lean.Transition; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component allows you to make an UI element that can switch between any number of states. + [ExecuteInEditMode] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanSwitch")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Switch")] + public class LeanSwitch : MonoBehaviour + { + [System.Serializable] public class IntUnityEvent : UnityEvent {} + + /// This stores all active and enabled LeanSwitch instances. + public static LinkedList Instances = new LinkedList(); + + /// This is the currently active state of the switch. + /// For example, if this is 0 then the switch is currently in the first transition state. + public int State { set { Switch(value); } get { return state; } } [SerializeField] private int state; + + /// This stores a list of all switch transition states. This controls how many states can be switched between. + /// For example, if you want to be able to switch between 4 states, then make sure the size of this list = 4. + public List States { get { if (states == null) states = new List(); return states; } } [SerializeField] private List states; + + /// This allows you to perform a transition when this switch changes to a different state. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the LeanPlaySound (Play Sound Transition) component can be used to play a switch sound. + public LeanPlayer ChangedStateTransitions { get { if (changedStateTransitions == null) changedStateTransitions = new LeanPlayer(); return changedStateTransitions; } } [SerializeField] private LeanPlayer changedStateTransitions; + + /// This allows you to perform an action when this switch changes to a different state. + public IntUnityEvent OnChangedState { get { if (onChangedState == null) onChangedState = new IntUnityEvent(); return onChangedState; } } [SerializeField] private IntUnityEvent onChangedState; + + [System.NonSerialized] + private LinkedListNode link; + + /// This allows you to switch to a different state, where 0 is the first state. The amount of states is defined by the size of the Transitions list. + public void Switch(int newState) + { + if (states != null && newState >= 0 && newState < states.Count) + { + if (state != newState) + { + state = newState; + + var stateTransitions = states[state]; + + if (stateTransitions != null) + { + stateTransitions.Begin(); + } + + if (changedStateTransitions != null) + { + changedStateTransitions.Begin(); + } + + if (onChangedState != null) + { + onChangedState.Invoke(state); + } + } + } + } + + /// This allows you to switch all active and enabled states with the specified name to the specified state. + public static void SwitchAll(string name, int state) + { + var node = Instances.First; + + for (var i = Instances.Count - 1; i >= 0; i--) + { + var instance = node.Value; + + if (instance.name == name) + { + instance.Switch(state); + } + + node = node.Next; + } + } + + protected virtual void OnEnable() + { + link = Instances.AddLast(this); + } + + protected virtual void OnDisable() + { + Instances.Remove(link); + + link = null; + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using UnityEditor; + using TARGET = LeanSwitch; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanSwitch_Editor : LeanEditor + { + private void DrawState(TARGET tgt, TARGET[] tgts) + { + var state = tgt.State; + + EditorGUI.BeginChangeCheck(); + + EditorGUI.showMixedValue = Any(tgts, t => t.State != state); + state = EditorGUILayout.IntSlider("State", state, 0, tgt.States.Count - 1); + EditorGUI.showMixedValue = false; + + if (EditorGUI.EndChangeCheck() == true) + { + Each(tgts, t => t.State = state); + } + } + + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + DrawState(tgt, tgts); + Draw("states", "This stores a list of all switch transition states. This controls how many states can be switched between. For example, if you want to be able to switch between 4 states, then make sure the size of this list = 4."); + + Separator(); + + Draw("changedStateTransitions", "This allows you to perform a transition when this switch changes to a different state. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the LeanPlaySound (Play Sound Transition) component can be used to play a switch sound."); + + Separator(); + + Draw("onChangedState", "This allows you to perform an action when this switch changes to a different state."); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanSwitch.cs.meta b/Assets/Lean/GUI/Scripts/LeanSwitch.cs.meta new file mode 100644 index 0000000..b90bed9 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanSwitch.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 777167f8c06fd6545b8a89501a72cab7 +timeCreated: 1480552189 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanToggle.cs b/Assets/Lean/GUI/Scripts/LeanToggle.cs new file mode 100644 index 0000000..e90cc40 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanToggle.cs @@ -0,0 +1,338 @@ +using UnityEngine; +using UnityEngine.Events; +using System.Collections.Generic; +using Lean.Transition; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component allows you to make a UI element that can switch between two states. + /// For example, you could create a panel that shows and hides using this component. + /// NOTE: If you want to create windows that toggle open and closed, then I recommend you instead use the Lean Window component. This works identically, but it also registers with the Lean Window Closer component, allowing you to close them in sequence. + [ExecuteInEditMode] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanToggle")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Toggle")] + public class LeanToggle : MonoBehaviour + { + /// This stores all active and enabled LeanToggle instances. + public static LinkedList Instances = new LinkedList(); + + /// This lets you change the current toggle state of this UI element. + public bool On { set { Set(value); } get { return on; } } [SerializeField] private bool on; + + /// If you enable this, then any sibling GameObjects (i.e. same parent GameObject) will automatically be turned off. + /// This allows you to make radio boxes, or force only one panel to show at a time, etc. + public bool TurnOffSiblings { set { if (turnOffSiblings = value) TurnOffSiblingsNow(); } get { return turnOffSiblings; } } [SerializeField] private bool turnOffSiblings; + + /// This allows you to perform a transition when this toggle turns on. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + /// NOTE: Any transitions you perform here should be reverted in the Off Transitions setting using a matching transition component. + public LeanPlayer OnTransitions { get { if (onTransitions == null) onTransitions = new LeanPlayer(); return onTransitions; } } [SerializeField] private LeanPlayer onTransitions; + + /// This allows you to perform a transition when this toggle turns off. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + public LeanPlayer OffTransitions { get { if (offTransitions == null) offTransitions = new LeanPlayer(); return offTransitions; } } [SerializeField] private LeanPlayer offTransitions; + + /// This allows you to perform an action when this toggle turns on. + public UnityEvent OnOn { get { if (onOn == null) onOn = new UnityEvent(); return onOn; } } [SerializeField] private UnityEvent onOn; + + /// This allows you to perform an action when this toggle turns off. + public UnityEvent OnOff { get { if (onOff == null) onOff = new UnityEvent(); return onOff; } } [SerializeField] private UnityEvent onOff; + + [System.NonSerialized] + private LinkedListNode link; + + /// This allows you to set the toggle on or off. + public void Set(bool value) + { + if (value == true) + { + TurnOn(); + } + else + { + TurnOff(); + } + } + + /// This allows you to toggle the state of this toggle (i.e. if it's turned on, then this will turn it off). + [ContextMenu("Toggle")] + public void Toggle() + { + On = !On; + } + + /// If this toggle is turned off, then this will turn it on. + [ContextMenu("Turn On")] + public void TurnOn() + { + if (on == false) + { + on = true; + + TurnOnNow(); + } + } + + [ContextMenu("Turn Off")] + public void TurnOff() + { + if (on == true) + { + on = false; + + TurnOffNow(); + } + } + + /// This will search for any sibling toggles (i.e. they have the same parent GameObject), and turn them off. + [ContextMenu("Turn Off Siblings Now")] + public void TurnOffSiblingsNow() + { + var parent = transform.parent; + + if (parent != null) + { + var ignore = transform.GetSiblingIndex(); + + for (var i = parent.childCount - 1; i >= 0; i--) + { + if (i != ignore) + { + var sibling = parent.GetChild(i).GetComponent(); + + if (sibling != null) + { + sibling.TurnOff(); + } + } + } + } + } + + /// This will go through every toggle in the scene except this one, and turn them off. + [ContextMenu("Turn Off Others Now")] + public void TurnOffOthersNow() + { + var node = Instances.First; + + for (var i = Instances.Count - 1; i >= 0; i--) + { + var instance = node.Value; + + if (instance != this) + { + instance.TurnOff(); + } + + node = node.Next; + } + } + + /// This will return true if all the active and enabled toggle instances with the specified GameObject name are turned on. + public static bool AllOn(string name) + { + var node = Instances.First; + var on = false; + + for (var i = Instances.Count - 1; i >= 0; i--) + { + var instance = node.Value; + + if (instance.name == name) + { + if (instance.on == false) + { + return false; + } + + on = true; + } + + node = node.Next; + } + + return on; + } + + /// This will return true if all the active and enabled toggle instances with the specified GameObject name are turned off. + public static bool AllOff(string name) + { + var node = Instances.First; + var off = false; + + for (var i = Instances.Count - 1; i >= 0; i--) + { + var instance = node.Value; + + if (instance.name == name) + { + if (instance.on == true) + { + return false; + } + + off = true; + } + + node = node.Next; + } + + return off; + } + + /// This allows you to set the On state of all the active and enabled toggle instances with the specified GameObject name. + public static void SetAll(string name, bool on) + { + var node = Instances.First; + + for (var i = Instances.Count - 1; i >= 0; i--) + { + var instance = node.Value; + + if (instance.name == name) + { + instance.On = on; + } + + node = node.Next; + } + } + + /// This allows you to toggle the state (i.e. if it's turned on, then this will turn it off) of all active and enabled toggle instances with the specified GameObject name. + public static void ToggleAll(string name) + { + var node = Instances.First; + + for (var i = Instances.Count - 1; i >= 0; i--) + { + var instance = node.Value; + + if (instance.name == name) + { + instance.Toggle(); + } + + node = node.Next; + } + } + + /// This allows you to turn on every active and enabled toggle instance with the specified GameObject name. + public static void TurnOnAll(string name) + { + var node = Instances.First; + + for (var i = Instances.Count - 1; i >= 0; i--) + { + var instance = node.Value; + + if (instance.name == name) + { + instance.TurnOn(); + } + + node = node.Next; + } + } + + /// This allows you to turn off each active and enabled LeanToggle instance with the specified GameObject name. + public static void TurnOffAll(string name) + { + var node = Instances.First; + + for (var i = Instances.Count - 1; i >= 0; i--) + { + var instance = node.Value; + + if (instance.name == name) + { + instance.TurnOff(); + } + + node = node.Next; + } + } + + protected virtual void TurnOnNow() + { + if (turnOffSiblings == true) + { + TurnOffSiblingsNow(); + } + + if (onTransitions != null) + { + onTransitions.Begin(); + } + + if (onOn != null) + { + onOn.Invoke(); + } + } + + protected virtual void TurnOffNow() + { + if (offTransitions != null) + { + offTransitions.Begin(); + } + + if (onOff != null) + { + onOff.Invoke(); + } + } + + protected virtual void OnEnable() + { + link = Instances.AddLast(this); + } + + protected virtual void OnDisable() + { + Instances.Remove(link); + + link = null; + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanToggle; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanToggle_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + if (Draw("on", "This lets you change the current toggle state of this UI element.") == true) + { + Each(tgts, t => t.On = serializedObject.FindProperty("on").boolValue, true); + } + + if (Draw("turnOffSiblings", "If you enable this, then any sibling GameObjects (i.e. same parent GameObject) will automatically be turned off. This allows you to make radio boxes, or force only one panel to show at a time, etc.") == true) + { + Each(tgts, t => t.TurnOffSiblings = serializedObject.FindProperty("turnOffSiblings").boolValue, true); + } + + Separator(); + + Draw("onTransitions", "This allows you to perform a transition when this toggle turns on. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.\n\nNOTE: Any transitions you perform here should be reverted in the Off Transitions setting using a matching transition component."); + Draw("offTransitions", "This allows you to perform a transition when this toggle turns off. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color."); + + Separator(); + + Draw("onOn"); + Draw("onOff"); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanToggle.cs.meta b/Assets/Lean/GUI/Scripts/LeanToggle.cs.meta new file mode 100644 index 0000000..7e26064 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanToggle.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0c66d284d9a82ee4ca480f0ae8d2805b +timeCreated: 1480552189 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanTooltip.cs b/Assets/Lean/GUI/Scripts/LeanTooltip.cs new file mode 100644 index 0000000..43b415e --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanTooltip.cs @@ -0,0 +1,257 @@ +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using Lean.Transition; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component allows you to display a tooltip as long as the mouse is hovering over the current UI element, or a finger is on top. + /// Tooltips will display for any raycastable UI element that has the LeanTooltipData component. + [RequireComponent(typeof(RectTransform))] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanTooltip")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Tooltip")] + public class LeanTooltip : MonoBehaviour + { + [System.Serializable] public class UnityEventString : UnityEvent {} + + public static PointerEventData HoverPointer; + public static LeanTooltipData HoverData; + public static bool HoverShow; + + public static PointerEventData PressPointer; + public static LeanTooltipData PressData; + public static bool PressShow; + + public enum BoundaryType + { + None, + Pivot, + Position + } + + public enum ActivationType + { + HoverOrPress, + Hover, + Press + } + + /// This allows you to control when the tooltip will appear. + /// HoverOrPress = When the mouse is hovering, or when the mouse/finger is pressing. + /// Hover = Only when the mouse is hovering. + /// Press = Only when the mouse/finger is pressing. + public ActivationType Activation { set { activation = value; } get { return activation; } } [SerializeField] private ActivationType activation; + + /// This allows you to delay how quickly the tooltip will appear or switch. + public float ShowDelay { set { showDelay = value; } get { return showDelay; } } [SerializeField] private float showDelay; + + /// Move the attached Transform when the tooltip is open? + public bool Move { set { move = value; } get { return move; } } [SerializeField] private bool move = true; + + /// This allows you to control how the tooltip will behave when it goes outside the screen bounds. + public BoundaryType Boundary { set { boundary = value; } get { return boundary; } } [SerializeField] private BoundaryType boundary; + + /// This allows you to perform a transition when this tooltip appears. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + /// NOTE: Any transitions you perform here should be reverted in the Hide Transitions setting using a matching transition component. + public LeanPlayer ShowTransitions { get { if (showTransitions == null) showTransitions = new LeanPlayer(); return showTransitions; } } [SerializeField] private LeanPlayer showTransitions; + + /// This allows you to perform a transition when this tooltip hides. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color. + public LeanPlayer HideTransitions { get { if (hideTransitions == null) hideTransitions = new LeanPlayer(); return hideTransitions; } } [SerializeField] private LeanPlayer hideTransitions; + + /// This allows you to perform an action when this tooltip appears. + public UnityEventString OnShow { get { if (onShow == null) onShow = new UnityEventString(); return onShow; } } [SerializeField] private UnityEventString onShow; + + /// This allows you to perform an action when this tooltip hides. + public UnityEvent OnHide { get { if (onHide == null) onHide = new UnityEvent(); return onHide; } } [SerializeField] private UnityEvent onHide; + + [System.NonSerialized] + private LeanTooltipData tooltip; + + [System.NonSerialized] + private RectTransform cachedRectTransform; + + [System.NonSerialized] + private bool cachedRectTransformSet; + + [System.NonSerialized] + private float currentDelay; + + [System.NonSerialized] + private bool shown; + + private static Vector3[] corners = new Vector3[4]; + + protected virtual void Update() + { + if (cachedRectTransformSet == false) + { + cachedRectTransform = GetComponent(); + cachedRectTransformSet = true; + } + + var finalData = default(LeanTooltipData); + var finalPoint = default(Vector2); + + switch (activation) + { + case ActivationType.HoverOrPress: + { + if (HoverShow == true) + { + finalData = HoverData; + finalPoint = HoverPointer.position; + } + } + break; + + case ActivationType.Hover: + { + if (HoverShow == true && PressShow == false) + { + finalData = HoverData; + finalPoint = HoverPointer.position; + } + } + break; + + case ActivationType.Press: + { + if (PressShow == true && HoverShow == true && HoverData == PressData) + { + finalData = PressData; + finalPoint = PressPointer.position; + } + } + break; + } + + if (tooltip != finalData) + { + currentDelay = 0.0f; + tooltip = finalData; + shown = false; + + Hide(); + } + + if (tooltip != null) + { + currentDelay += Time.unscaledDeltaTime; + + if (currentDelay >= showDelay) + { + if (shown == false) + { + Show(); + } + + if (move == true) + { + cachedRectTransform.position = finalPoint; + } + } + } + + if (move == true && boundary != BoundaryType.None) + { + cachedRectTransform.GetWorldCorners(corners); + + var min = Vector2.Min(corners[0], Vector2.Min(corners[1], Vector2.Min(corners[2], corners[3]))); + var max = Vector2.Max(corners[0], Vector2.Max(corners[1], Vector2.Max(corners[2], corners[3]))); + + if (boundary == BoundaryType.Pivot) + { + var pivot = cachedRectTransform.pivot; + + if (min.x < 0.0f) pivot.x = 0.0f; else if (max.x > Screen.width ) pivot.x = 1.0f; + if (min.y < 0.0f) pivot.y = 0.0f; else if (max.y > Screen.height) pivot.y = 1.0f; + + cachedRectTransform.pivot = pivot; + } + + if (boundary == BoundaryType.Position) + { + var position = cachedRectTransform.position; + + if (min.x < 0.0f) position.x -= min.x; else if (max.x > Screen.width ) position.x -= max.x - Screen.width; + if (min.y < 0.0f) position.y -= min.y; else if (max.y > Screen.height) position.y -= max.y - Screen.height; + + cachedRectTransform.position = position; + } + } + } + + private void Show() + { + shown = true; + + if (showTransitions != null) + { + showTransitions.Begin(); + } + + if (onShow != null) + { + onShow.Invoke(tooltip.Text); + } + } + + private void Hide() + { + if (hideTransitions != null) + { + hideTransitions.Begin(); + } + + if (onHide != null) + { + onHide.Invoke(); + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanTooltip; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanTooltip_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("activation", "This allows you to control when the tooltip will appear.\nHoverOrPress = When the mouse is hovering, or when the mouse/finger is pressing.\nHover = Only when the mouse is hovering.\nPress = Only when the mouse/finger is pressing."); + Draw("showDelay", "This allows you to delay how quickly the tooltip will appear or switch."); + + Separator(); + + Draw("move", "Move the attached Transform when the tooltip is open?"); + if (Any(tgts, t => t.Move == true)) + { + BeginIndent(); + Draw("boundary", "This allows you to control how the tooltip will behave when it goes outside the screen bounds."); + EndIndent(); + } + + Separator(); + + Draw("showTransitions", "This allows you to perform a transition when this tooltip appears. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.\n\nNOTE: Any transitions you perform here should be reverted in the Hide Transitions setting using a matching transition component."); + Draw("hideTransitions", "This allows you to perform a transition when this tooltip hides. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color."); + + Separator(); + + Draw("onShow"); + Draw("onHide"); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanTooltip.cs.meta b/Assets/Lean/GUI/Scripts/LeanTooltip.cs.meta new file mode 100644 index 0000000..fdc23a9 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanTooltip.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4bfb731b4c43237459e67dd32a3dd5ca +timeCreated: 1475403849 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanTooltipData.cs b/Assets/Lean/GUI/Scripts/LeanTooltipData.cs new file mode 100644 index 0000000..cd97930 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanTooltipData.cs @@ -0,0 +1,83 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component allows you to associate text with this GameObject, allowing it to be displayed from a tooltip. + [HelpURL(LeanGui.HelpUrlPrefix + "LeanTooltipData")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Tooltip Data")] + public class LeanTooltipData : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler + { + /// If you want this tooltip to hide when a selectable (e.g. Button) is disabled or non-interactable, then specify it here. + public UnityEngine.UI.Selectable Selectable { set { selectable = value; } get { return selectable; } } [SerializeField] private UnityEngine.UI.Selectable selectable; + + /// This allows you to set the tooltip text string that is associated with this object. + public string Text { set { text = value; } get { return text; } } [Multiline] [SerializeField] private string text; + + protected virtual void Update() + { + if (LeanTooltip.HoverData == this) + { + if (selectable != null) + { + LeanTooltip.HoverShow = selectable.enabled == true && selectable.interactable == true; + } + } + } + + public void OnPointerEnter(PointerEventData eventData) + { + LeanTooltip.HoverPointer = eventData; + LeanTooltip.HoverData = this; + LeanTooltip.HoverShow = true; + } + + public void OnPointerExit(PointerEventData eventData) + { + if (LeanTooltip.HoverData == this) + { + LeanTooltip.HoverPointer = null; + LeanTooltip.HoverData = null; + LeanTooltip.HoverShow = false; + } + } + + public void OnPointerDown(PointerEventData eventData) + { + LeanTooltip.PressPointer = eventData; + LeanTooltip.PressData = this; + LeanTooltip.PressShow = true; + } + + public void OnPointerUp(PointerEventData eventData) + { + if (LeanTooltip.PressData == this) + { + LeanTooltip.PressPointer = null; + LeanTooltip.PressData = null; + LeanTooltip.PressShow = false; + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanTooltipData; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanTooltipData_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("selectable", "If you want this tooltip to hide when a selectable (e.g. Button) is disabled or non-interactable, then specify it here."); + Draw("text", "This allows you to set the tooltip text string that is associated with this object."); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanTooltipData.cs.meta b/Assets/Lean/GUI/Scripts/LeanTooltipData.cs.meta new file mode 100644 index 0000000..7b2349d --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanTooltipData.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0ed695b998b0cb44b9cb978b10fd70b4 +timeCreated: 1475403849 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanWindow.cs b/Assets/Lean/GUI/Scripts/LeanWindow.cs new file mode 100644 index 0000000..6098671 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanWindow.cs @@ -0,0 +1,36 @@ +using UnityEngine; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component works just like LeanToggle, but it registers itself with the LeanWindowCloser. + /// This allows the window to be automatically closed if you press the LeanWindowCloser.CloseKey. + [HelpURL(LeanGui.HelpUrlPrefix + "LeanWindow")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Window")] + public class LeanWindow : LeanToggle + { + protected override void TurnOnNow() + { + base.TurnOnNow(); + + LeanWindowCloser.Register(this); + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanWindow; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanWindow_Editor : LeanToggle_Editor + { + protected override void OnInspector() + { + base.OnInspector(); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanWindow.cs.meta b/Assets/Lean/GUI/Scripts/LeanWindow.cs.meta new file mode 100644 index 0000000..20c13cb --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanWindow.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b4fd146527b61614a96da3a84e74ad78 +timeCreated: 1553140422 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/Scripts/LeanWindowCloser.cs b/Assets/Lean/GUI/Scripts/LeanWindowCloser.cs new file mode 100644 index 0000000..664a485 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanWindowCloser.cs @@ -0,0 +1,128 @@ +using UnityEngine; +using System.Collections.Generic; +using Lean.Common; + +namespace Lean.Gui +{ + /// This component allows you to automatically close the top-most LeanWindow when you press the specified key. + [ExecuteInEditMode] + [HelpURL(LeanGui.HelpUrlPrefix + "LeanWindowCloser")] + [AddComponentMenu(LeanGui.ComponentMenuPrefix + "Window Closer")] + public class LeanWindowCloser : MonoBehaviour + { + /// This stores all active and enabled LeanWindowCloser instances. + public static List Instances = new List(); + + /// This allows you to set the key that must be pressed to close the window on top. + public KeyCode CloseKey { set { closeKey = value; } get { return closeKey; } } [SerializeField] private KeyCode closeKey = KeyCode.Escape; + + /// If every window is closed and you press the close key, this window will be opened. This can be used to open an options menu. + public LeanWindow EmptyWindow { set { emptyWindow = value; } get { return emptyWindow; } } [SerializeField] private LeanWindow emptyWindow; + + /// This stores a list of all opened windows, in order of opening, so they can be closed in reverse order. + public List WindowOrder { get { if (windowOrder == null) windowOrder = new List(); return windowOrder; } } [SerializeField] private List windowOrder; + + public static void Register(LeanWindow window) + { + if (Instances.Count > 0 && window != null) + { + Instances[0].RegisterNow(window); + } + } + + /// This allows you to close all open LeanWindows. + [ContextMenu("Close All")] + public void CloseAll() + { + for (var i = WindowOrder.Count - 1; i >= 0; i--) // NOTE: Property + { + var window = windowOrder[i]; + + if (window != null && window.On == true) + { + window.TurnOff(); + } + } + + windowOrder.Clear(); + } + + /// This allows you to close the top most LeanWindow. + [ContextMenu("Close Top Most")] + public void CloseTopMost() + { + for (var i = WindowOrder.Count - 1; i >= 0; i--) // NOTE: Property + { + var window = windowOrder[i]; + + windowOrder.RemoveAt(i); + + if (window != null && window.On == true) + { + window.TurnOff(); + + return; + } + } + + if (emptyWindow != null) + { + emptyWindow.TurnOn(); + } + } + + protected virtual void OnEnable() + { + Instances.Add(this); + } + + protected virtual void OnDisable() + { + Instances.Remove(this); + } + + protected virtual void Update() + { + if (this == Instances[0]) + { + if (LeanInput.GetDown(CloseKey) == true) + { + CloseTopMost(); + } + } + } + + private void RegisterNow(LeanWindow window) + { + WindowOrder.Remove(window); // NOTE: Property + + windowOrder.Add(window); + } + } +} + +#if UNITY_EDITOR +namespace Lean.Gui.Editor +{ + using TARGET = LeanWindowCloser; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanWindowCloser_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("closeKey", "This allows you to set the key that must be pressed to close the window on top."); + Draw("emptyWindow", "If every window is closed and you press the close key, this window will be opened. This can be used to open an options menu."); + + Separator(); + + BeginDisabled(true); + Draw("windowOrder", "This stores a list of all opened windows, in order of opening, so they can be closed in reverse order."); + EndDisabled(); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/GUI/Scripts/LeanWindowCloser.cs.meta b/Assets/Lean/GUI/Scripts/LeanWindowCloser.cs.meta new file mode 100644 index 0000000..fc30472 --- /dev/null +++ b/Assets/Lean/GUI/Scripts/LeanWindowCloser.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fb0952d968aa2274588b3c20c4dfa5ec +timeCreated: 1480552189 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/GUI/package.json b/Assets/Lean/GUI/package.json new file mode 100644 index 0000000..858815e --- /dev/null +++ b/Assets/Lean/GUI/package.json @@ -0,0 +1,16 @@ +{ + "displayName": "Lean GUI", + "description": "Lightweight gui extensions for all projects.", + "name": "com.cwilkes.lean.gui", + "version": "1.0.0", + "unity": "2019.4", + "author": { + "name": "Carlos Wilkes", + "email": "carlos.wilkes@gmail.com", + "url": "https://carloswilkes.com" + }, + "dependencies": { + "com.cwilkes.lean.common": "1.0.0", + "com.cwilkes.lean.transition": "1.0.0" + } +} \ No newline at end of file diff --git a/Assets/Lean/GUI/package.json.meta b/Assets/Lean/GUI/package.json.meta new file mode 100644 index 0000000..34b7491 --- /dev/null +++ b/Assets/Lean/GUI/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3c4197a5b3a0f994096de59b459014bf +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/READ ME.txt b/Assets/Lean/READ ME.txt new file mode 100644 index 0000000..51b36f6 --- /dev/null +++ b/Assets/Lean/READ ME.txt @@ -0,0 +1,11 @@ +Welcome to Lean! + +Inside each asset folder is the GUIDE file, which contains the documentation. + +For example, for Lean Touch you can find it in: "Lean/Touch/GUIDE". + +Simply select this file in the Project tab, and from the inspector tab click the "Local Documentation" button! + +You can also open the documentation by clicking the "Documentation" icon at the top right of any Lean component. + +Enjoy! \ No newline at end of file diff --git a/Assets/Lean/READ ME.txt.meta b/Assets/Lean/READ ME.txt.meta new file mode 100644 index 0000000..21358ee --- /dev/null +++ b/Assets/Lean/READ ME.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f6ff8a5c80a68bc458c5d91349bf10ed +timeCreated: 1547977084 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition.meta b/Assets/Lean/Transition.meta new file mode 100644 index 0000000..74ececb --- /dev/null +++ b/Assets/Lean/Transition.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a602f759043801b4eadbcceeb9cb7099 +folderAsset: yes +timeCreated: 1552396152 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Documentation.meta b/Assets/Lean/Transition/Documentation.meta new file mode 100644 index 0000000..874266e --- /dev/null +++ b/Assets/Lean/Transition/Documentation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3654f58f0f6baf0459541c6a1e6e474f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Documentation/Documentation.html b/Assets/Lean/Transition/Documentation/Documentation.html new file mode 100644 index 0000000..4a85df9 --- /dev/null +++ b/Assets/Lean/Transition/Documentation/Documentation.html @@ -0,0 +1,450 @@ + + + +Lean Transition - Documentation - 1.2.0 + + + +
+
+
+
+

Lean Transition

+
+

DOCUMENTATION

+
+

What is Lean Transition?

Lean Transition allows you to smoothly animate GameObject and Component settings from their current values, to new values.

Transitions can be as simple as fading menus in and out, to complex sequences with many different branches.

Transitions can be set up in the editor, as well as from code, using exactly the same procedure!



How do I use it?


+

Editor

First, add transition components to your GameObject. If you click the Add Component button and type in "Transition", you will see a list of all available components. For example, the Transform.localPosition Transition (LeanTransformLocalPosition) component can be added to your GameObject, allowing you t alter the Transform component's localPosition setting.

Next, you must begin the transition. This can be done using many different methods:

Method 1 [Editor Only] Open your transition component's Context Menu (gear icon at the top right), and select Begin All Transitions.
Method 2 Connect your UI button's On Click event to your transition component's Begin All Transitions function.
Method 3 Make a new GameObject with the LeanAnimate component, and drag and drop your transitions GameObject into the Transitions setting. You can now call the LeanAnimate.Begin Transitions function from your UI buttons.
Method 4 Make a new GameObject with the LeanAnimateKeyPress component, and drag and drop your transitions GameObject into the Transitions setting. You can now press the Required Key button, and the animation will begin.


+

Code

First, you must use the Lean.Transition namespace. Put this at the top of your source file:

using Lean.Transition;

This namespace includes all the extension methods for you to use.

Next, simply replace your normal code with transition variants. For example:

// Instantly change our transform component's localPosition to 10, 10, 10
transform.localPosition = new Vector3(10, 10, 10);

Can be turned into:

// Gradually change our transform component's localPosition to 10, 10, 10 over 0.5 seconds
transform.localPositionTransition(new Vector3(10, 10, 10), 0.5f);

It's as simple as that!

NOTE  All Lean Transition extension methods are named like this with Transition added to the end, so it should be really easy to find them.
NOTE  Not all values have transitions. If you feel like I've missed an important one then please contect me so I can implement it!



How do the ease functions work?


+

Basic

Ease functions allow you control how a value transitions from its original value to its target value.

Smooth This smoothly accelerates from a speed of 0, reaches max speed in the middle, and smoothly decelerates to 0. This ease is also known as smoothstep.
Accelerate This smoothly accelerates from a speed of 0, and reaches max speed at the end where it instantly stops.
Decelerate This instantly begins at max speed and smoothly decelerates to a speed of 0.
Accelerate This smoothly accelerates from a speed of 0, overshoots the end, and wobbles back and forth before smoothly stopping.
Back This smoothly accelerates from a speed of 0, overshoots the end, and smoothly goes back.
Bounce This smoothly accelerates from a speed of 0, hits the end and bounces several times before coming to a stop.


+

Advanced

The advanced list of ease functions contains most ease methods commonly seen in other software, though their names may be hard to understand. You can view more information online on sites like THIS.




How do I combine transitions to make a sequence?


+

Editor

Simply add the LeanJoin component between them.



+

Code

You must call the JoinTransition() method between them. For example:

transform.
localPositionTransition(new Vector3(10, 10, 10), 0.5f).
JoinTransition().
localPositionTransition(new Vector3(1, 1, 1), 0.5f);



How do I add a delay between transitions?


+

Editor

Instead of connecting transitions with the LeanJoin component, use the LeanJoinDelay component.



+

Code

Instead of calling the JoinTransition() method, use the JoinDelayTransition() method. For example:

transform.
localPositionTransition(new Vector3(10, 10, 10), 0.5f).
JoinDelayTransition(5.0f).
localPositionTransition(new Vector3(1, 1, 1), 0.5f);



How do I insert transitions to save time?


+

Editor

Instead of connecting transitions with the LeanJoin component, use the LeanJoinInsert component.



+

Code

Instead of calling the JoinTransition() method, use the JoinInsertTransition() method. For example:

transform.
localPositionTransition(new Vector3(10, 10, 10), 0.5f).
JoinInsertTransition(gameObjectWithTransitions).
localPositionTransition(new Vector3(1, 1, 1), 0.5f);



How do I delay or insert without joining?

The JoinDelay and JoinInsert features are same as Delay and Insert, except they automatically have a Join placed at the start and end.


+

Editor

Instead of connecting transitions with the LeanJoinInsert component, you can manually add the LeanJoin and LeanInsert components.

Instead of connecting transitions with the LeanJoinDelay component, you can manually add the LeanJoin and LeanDelay components.



+

Code

Instead of calling the JoinDelayTransition() method, you can manually call the JoinTransition() and DelayTransition() methods.

Instead of calling the JoinInsertTransition() method, you can manually call the JoinTransition() and InsertTransition() methods.




How do I change the transition timing?

By default, all transitions are executed in Update, using Unscaled Time.

To change this, simply modify the settings of the LeanTransition component in your scene. If your scene doesn't contain this component, then make a new GameObject and add it.


+

Editor

Insert the LeanTime() component into your transition, and all transitions after it will use the specified time.

NOTE  This isn't a transition, so you don't need to join it to your other transitions.
NOTE  The transition time will be reset to default the next time you begin transitions.


+

Code

Simply call the TimeTransition() method, and all transitions after it will use the specified time.

NOTE  To reset the transition time you must call the LeanTransition.ResetTiming method, or call the TimeTransition() method with LeanTime.Default.



How do I perform a custom action?


+

Editor

You can add the LeanEvent component into your transition, and make the event call a custom function.

NOTE  The LeanEvent component executes after the specified Delay, it's not instant.
NOTE  This isn't a transition, so you don't need to join it to your other transitions.
NOTE  The transition time will be reset to default the next time you begin transitions.


+

Code

Simply call the EventTransition() method, and the specified action will be invoked after the specified time. For example:

transform.EventTransition(() => Debug.Log("Hello World!"), 1.0f);



+

+

+

Assets

+

Here's a list of all my other assets, please check them out!

You can also view this list on my Asset Store page.

+
+
Lean GUI
+

Lean GUI

+

Lean GUI is a colllection of components that extend Unity's GUI system, allowing you to rapidly enhance the user experience (UX) of your game's UI.

+
+
+
Lean Transition
+

Lean Transition

+

Quickly polish your games using Lean Transition. This asset allows you to easily tween or animate almost anything in your game, making it transition smoothly.

+
+
+
Paint in 3D
+

Paint in 3D

+

Paint all your objects using Paint in 3D - both in game, and in editor. All features are optimized with GPU accelerated texture painting, so you can enjoy consistent performance, even if you paint your objects one million times!

+
+
+
Lean Pool
+

Lean Pool

+

Quickly optimize the performance of your games using Lean Pool. Within minutes you can use this lightweight asset to preload, recycle, and limit the spawning of your prefabs.

+
+
+
Space Graphics Toolkit
+

Space Graphics Toolkit

+

Quickly make the space scene of your dreams using Space Graphics Toolkit. This huge collection of space effects can be customized and combined in any way you like, allowing you to quickly make realistic or fantasy worlds. Each feature has been heavily optimized to run on almost any device and platform.

+
+
+
Lean Touch
+

Lean Touch

+

Rapidly develop your game with consistent input across desktop & mobile using Lean Touch. This lightweight asset comes with many modular components, allowing you to customize them to your exact project needs!

+
+
+
Lean Localization
+

Lean Localization

+

Lean Localization is a localization library that's designed to be as simple to use as possible for both designers, and programmers.

+
+
+
Lean GUI Shapes
+

Lean GUI Shapes

+

Lean GUI Shapes allows you to quickly add lines, rounded boxes, polygons, and much more to your GUI!

+
+
+
Destructible 2D
+

Destructible 2D

+

Unlock the full potential of your 2D games using Destructible 2D, this asset allows you to quickly convert all your boring solid sprites into fully destructible ones!

+
+
+
Planet Pack - Space Graphics Toolkit
+

Planet Pack - Space Graphics Toolkit

+

This pack contains 26 high detail PBR planets, all finished using the powerful planet features of Space Graphics Toolkit (SGT). This is a standalone package, so SGT is not required. You can even use the included features to turn your own planets into beautiful worlds!

+
+
+
Lean Touch+
+

Lean Touch+

+

Lean Touch+ is an extension to the popular Lean Touch asset, adding many more example scenes.

+
+
+
Volumetric Audio
+

Volumetric Audio

+

Unity sounds only emanate from a single point source. This is great for explosions and footsteps, but quite often you need something more advanced. Volumetric Audio is an easy to use package that allows you to define boxes, spheres, capsules, paths, or meshes that sounds can emanate from.

+
+
+

+

+

Versions

+

1.2.0

Added transition builder tool.
Added Stop demo scene.
Added Skip demo scene.
Added Repeat demo scene.
Added LeanGameObjectPool.GetClones method.
Renamed LeanAnimation component to LeanManualAnimation.
Added LeanAnimationRepeater.RemainingCount setting.
Removed LeanAnimationOnce component (use LeanAnimationRepeater instead).



1.1.4

Fixed joining to transitions with a Duration of 0.
Disabled PlaySound transition Fill button.



1.1.3

Fixed transition players starting with a Speed of 0.
Zero duration transitions now instantly execute.
Added advanced ease types.



1.1.2

Moved main build to Unity 2018.4.13f1.
Simplified LeanPlayer code.
Added per-transition settings to LeanPlayer.



1.1.1

Moved main build to Unity 2018.4.0f1.
Updated documentation.
Added asmdef.



1.1.0

Transitions with quaternions now show euler angles in inspector.
JoinDelay Transition (LeanJoinDelay) now accepts a negative delay time.
All nested transitions now begin after the last transition in the parent completes.
Updated component documentation link.
Renamed auto fill button to fill.
Fill button is now always visible for component that can be filled.
Added Time demo scene.
Added Transform.position.x transition.
Added Transform.position.y transition.
Added Transform.position.z transition.
Added Material float transition.
Added Material color transition.
Added Material vector transition.
Added transition class name to component path name.
Organized transition component names into folders.



1.0.9

Fixed transition timing implementation.
Fixed auto fill button not appearing for transitions without targets.
Added Time.timeScale transition.
Updated common library code.



1.0.8

Fixed inspector expand buttons in UI Elements.



1.0.7

Fixed bug in LeanHelper.cs that prevents making builds.



1.0.6

Updated Common library code.



1.0.5

Fixed issue where transitions wouldn't stop when exiting play mode.
Updated Common library code.
Updated demo scene design.



1.0.4

Fixed LeanPlaySound auto fill button.
Improved inspector code.
Improved code comments.



1.0.3

Added Auto Fill button to transition components.



1.0.2

Updated documentation.



1.0.1

Added Transform.position transition.
Fixed bug when adding multiple events to the same object.
Allowed LeanPlayer.Speed to be toggled off.



1.0.0

First release.



+

+

+

Components

+

LeanMethod

This is the base class for all transition methods.


+

+LeanState +
+PreviousState +

+

Each time this transition method registers a new state, it will be stored here.

+


+

+static float +
+Smooth +
+LeanEase ease, float x +

+

This will take the input linear 0..1 value, and return a transformed version based on the specified easing function.

+


+

+T +
+GetAliasedTarget<T> +
+T current +

+

This allows you to get the current Target value, or an aliased override.

+



LeanPlayer

This class allows you to reference Transforms whose GameObjects contain transition components.

If these transition components define TargetAlias names, then this class will also manage them in the inspector.


+

+List<Entry> +
+Entries +

+

This stores a list of all Transforms containing transitions that will be played, and their settings.

+


+

+void +
+Begin +
+ +

+

This method will begin all transition entries.

+



LeanState

This is the base class for all transition states. When you register a transition (e.g. LeanTransformLocalPosition), it will return an instance of this class, allowing it to be updated by the transition manager.


+

+float +
+Duration +

+

The transition will complete after this many seconds.

+


+

+float +
+Age +

+

The current amount of seconds this transition has been running (-1 for pending Begin call).

+


+

+List<LeanState> +
+Prev +

+

If this transition is chained to another, then this tells you which must finish before this can begin.

+


+

+List<LeanState> +
+Next +

+

If this transition is chained to another, then this tells you which will begin after this finishes.

+


+

+bool +
+Ignore +

+

If this is enabled then the current transition will no longer update, but will otherwise act as normal and not be removed. This is so any transition chain can still work as expected.

+


+

+float +
+Remaining +

+

This tells you how many seconds remain until this state completes.

+


+

+void +
+BeginAfter +
+LeanState previousState +

+

If you want this transition to begin after another completes, then call this method.

+


+

+void +
+Skip +
+ +

+

This will instantly skip this transition to its final state.

+


+

+void +
+SkipAll +
+ +

+

This will instantly skip this transition to its final state, and all others joined to it.

+


+

+void +
+Stop +
+ +

+

This will stop this transition at its current position.

+


+

+void +
+StopAll +
+ +

+

This will stop this transition at its current position, and all others joined to it.

+



LeanStateWithTarget<T>

This class stores additional base data for transitions that modify a target UnityEngine.Object (most do).


+

+T +
+Target +

+

This is the target of the transition. For most transition methods this will be the component that will be modified.

+



LeanTransition

This component updates all active transition methods, both in game, and in the editor.


+

+LeanTiming +
+DefaultTiming +

+

This allows you to set where in the game loop animations are updated when timing = LeanTime.Default.

+


+

+static List<LeanTransition> +
+Instances +

+

This stores a list of all active and enabled LeanTransition instances in the scene.

+


+

+static LeanTiming +
+CurrentDefaultTiming +

+

This property gives you the first DefaultTiming instance value.

+


+

+static int +
+Count +

+

This tells you how many transitions are currently running.

+


+

+static LeanState +
+PreviousState +

+

After a transition state is registered, it will be stored here. This allows you to copy it out for later use.

+


+

+static LeanState +
+CurrentQueue +

+

If you want the next registered transition state to automatically begin after an existing transition state, then specify it here.

+


+

+static LeanTiming +
+CurrentTiming +

+

This allows you to change where in the game loop all future transitions in the current animation will be updated.

+


+

+static float +
+CurrentSpeed +

+

This allows you to change the transition speed multiplier of all future transitions in the current animation.

+


+

+static Dictionary<string, Object> +
+CurrentAliases +

+

This allows you to change the alias name to UnityEngine.Object association of all future transitions in the current animation.

+


+

+static LeanTiming +
+GetTiming +
+LeanTiming current = LeanTiming.Default +

+

This method will return the specified timing, unless it's set to Default, then it will return UnscaledTime.

+


+

+static LeanTiming +
+GetTimingAbs +
+LeanTiming current +

+

This method works like GetTiming, but it won't return any unscaled times.

+


+

+static void +
+RequireSubmitted +
+ +

+

If you failed to submit a previous transition then this will throw an error, and then submit them.

+


+

+static void +
+ResetTiming +
+ +

+

This will reset any previously called CurrentTiming calls.

+


+

+static void +
+ResetQueue +
+ +

+

This will reset any previously called CurrentQueue calls.

+


+

+static void +
+ResetSpeed +
+ +

+

This will reset any previously called CurrentSpeed calls.

+


+

+static void +
+ResetState +
+ +

+

This will reset the CurrentTiming, CurrentQueue, and CurrentSpeed values.

+


+

+static void +
+Submit +
+ +

+

This will submit any previously registered transitions, and reset the timing.

+


+

+static void +
+BeginAllTransitions +
+Transform root, float speed = 1.0f +

+

This will begin all transitions on the specified GameObject, all its children, and then submit them.

If you failed to submit a previous transition then this will also throw an error.

+


+

+static void +
+InsertTransitions +
+GameObject root, float speed = 1.0f, LeanState parentHead = null +

+

This will begin all transitions on the specified GameObject, and all its children.

+


+

+static void +
+InsertTransitions +
+Transform root, float speed = 1.0f, LeanState parentHead = null +

+

This will begin all transitions on the specified Transform, and all its children.

+


+

+static Dictionary<string,System.Type> +
+FindAllAliasTypePairs +
+Transform root +

+

This method returns all TargetAliases on all transitions on the specified Transform.

+



+
+ +
+
+ + diff --git a/Assets/Lean/Transition/Documentation/Documentation.html.meta b/Assets/Lean/Transition/Documentation/Documentation.html.meta new file mode 100644 index 0000000..25f26cb --- /dev/null +++ b/Assets/Lean/Transition/Documentation/Documentation.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 10e7cb2b68d837840884d827c27b7229 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Editor.meta b/Assets/Lean/Transition/Editor.meta new file mode 100644 index 0000000..b2dd082 --- /dev/null +++ b/Assets/Lean/Transition/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 48e2450f5446c9c4faf628f5b62ea243 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Editor/Scripts.meta b/Assets/Lean/Transition/Editor/Scripts.meta new file mode 100644 index 0000000..a494f5c --- /dev/null +++ b/Assets/Lean/Transition/Editor/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f6edbf9a933d3734db03691c42ef451d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Editor/Scripts/LeanBuilder.cs b/Assets/Lean/Transition/Editor/Scripts/LeanBuilder.cs new file mode 100644 index 0000000..77dd1c9 --- /dev/null +++ b/Assets/Lean/Transition/Editor/Scripts/LeanBuilder.cs @@ -0,0 +1,116 @@ +using UnityEngine; +using UnityEditor; +using System.Collections.Generic; +using Lean.Common; + +namespace Lean.Transition.Editor +{ + /// This allows you to build a transition method from the specified template. + [CreateAssetMenu(fileName = "NewBuilder", menuName = "Lean/Transition/Builder")] + public class LeanBuilder : ScriptableObject + { + [System.Serializable] + public class Entry + { + public string Title; + public LeanTemplate Template; + + [Multiline(8)] + public string Contents; + } + + /// This allows you to specify which transition methods will be built. + public List Entries { get { if (entries == null) entries = new List(); return entries; } } [SerializeField] private List entries; + + public void Build() + { + if (entries != null) + { + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(this)); + + var path = System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(this)); + var longName = name; + var shortName = name; + var index = shortName.LastIndexOf("."); + + if (index >= 0) + { + shortName = shortName.Substring(index + 1); + } + + foreach (var entry in entries) + { + Build(entry, longName, shortName, path + "/Lean" + shortName + entry.Title + ".cs"); + } + } + } + + private void Build(Entry entry, string longName, string shortName, string path) + { + var body = entry.Template.Body; + + body = body.Replace("{COMPONENT_FULL}", longName); + body = body.Replace("{COMPONENT}", shortName); + body = body.Replace("{TITLE}", shortName + entry.Title); + + var contents = entry.Contents.Split(new char[] { '\r', '\n' }, System.StringSplitOptions.RemoveEmptyEntries); + + foreach (var content in contents) + { + var indices = GetIndex(content); + var left = content.Substring(0, indices.x); + var right = content.Substring(indices.y); + + body = body.Replace("{" + left + "}", right); + } + + body = body.Replace("{ATTRIBUTE}", ""); + body = body.Replace("{FSA}", ""); + body = body.Replace("{DEFAULT}", ""); + + System.IO.File.WriteAllText(path, body); + + AssetDatabase.ImportAsset(path); + } + + private static Vector2Int GetIndex(string s) + { + var a = s.IndexOf('\t'); + + for (var i = a + 1; i < s.Length; i++) + { + if (s[i] != ' ') + { + return new Vector2Int(a, i); + } + } + + return new Vector2Int(-1, -1); + } + } + + [CanEditMultipleObjects] + [CustomEditor(typeof(LeanBuilder))] + public class LeanBuilder_Editor : LeanEditor + { + protected override void OnInspector() + { + LeanBuilder tgt; LeanBuilder[] tgts; GetTargets(out tgt, out tgts); + + EditorGUILayout.LabelField("Transition Builder", EditorStyles.boldLabel); + + Separator(); + + BeginLabelWidth(100); + Draw("entries", "This allows you to specify which transition methods will be built."); + EndLabelWidth(); + + Separator(); + + if (GUILayout.Button("BUILD") == true) + { + Each(tgts, t => t.Build()); + } + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Editor/Scripts/LeanBuilder.cs.meta b/Assets/Lean/Transition/Editor/Scripts/LeanBuilder.cs.meta new file mode 100644 index 0000000..5ac6be7 --- /dev/null +++ b/Assets/Lean/Transition/Editor/Scripts/LeanBuilder.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a5545acbf3507bc44ad0dbb5454900f1 +timeCreated: 1552524915 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Editor/Scripts/LeanTemplate.cs b/Assets/Lean/Transition/Editor/Scripts/LeanTemplate.cs new file mode 100644 index 0000000..6105d54 --- /dev/null +++ b/Assets/Lean/Transition/Editor/Scripts/LeanTemplate.cs @@ -0,0 +1,28 @@ +using UnityEngine; +using UnityEditor; + +namespace Lean.Transition.Editor +{ + /// This allows you to define a transition template. + [CreateAssetMenu(fileName = "NewTemplate", menuName = "Lean/Transition/Template")] + public class LeanTemplate : ScriptableObject + { + [Multiline(100)] + public string Body; + } + + [CustomEditor(typeof(LeanTemplate))] + public class LeanTemplate_Editor : UnityEditor.Editor + { + public override void OnInspectorGUI() + { + var labelWidth = EditorGUIUtility.labelWidth; + + EditorGUIUtility.labelWidth = 50.0f; + EditorGUILayout.PropertyField(serializedObject.FindProperty("Body")); + EditorGUIUtility.labelWidth = labelWidth; + + serializedObject.ApplyModifiedProperties(); + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Editor/Scripts/LeanTemplate.cs.meta b/Assets/Lean/Transition/Editor/Scripts/LeanTemplate.cs.meta new file mode 100644 index 0000000..db6d28f --- /dev/null +++ b/Assets/Lean/Transition/Editor/Scripts/LeanTemplate.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a0e5d060f45ca564cba1173332d781d0 +timeCreated: 1552524915 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Editor/Scripts/LeanTransition.Editor.asmdef b/Assets/Lean/Transition/Editor/Scripts/LeanTransition.Editor.asmdef new file mode 100644 index 0000000..c5a1658 --- /dev/null +++ b/Assets/Lean/Transition/Editor/Scripts/LeanTransition.Editor.asmdef @@ -0,0 +1,17 @@ +{ + "name": "LeanTransition.Editor", + "references": [ + "GUID:82c7e6eac44d7e048b22ad98800dcfc7" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Editor/Scripts/LeanTransition.Editor.asmdef.meta b/Assets/Lean/Transition/Editor/Scripts/LeanTransition.Editor.asmdef.meta new file mode 100644 index 0000000..5fd103f --- /dev/null +++ b/Assets/Lean/Transition/Editor/Scripts/LeanTransition.Editor.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: cd55ca69ae54cfd4fb8de36a2c50c583 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Editor/Templates.meta b/Assets/Lean/Transition/Editor/Templates.meta new file mode 100644 index 0000000..7d02e46 --- /dev/null +++ b/Assets/Lean/Transition/Editor/Templates.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f51a9ca6f3c6b634ba00ccfcb84053d6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Editor/Templates/Bool.asset b/Assets/Lean/Transition/Editor/Templates/Bool.asset new file mode 100644 index 0000000..3b2fae6 --- /dev/null +++ b/Assets/Lean/Transition/Editor/Templates/Bool.asset @@ -0,0 +1,38 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a0e5d060f45ca564cba1173332d781d0, type: 3} + m_Name: Bool + m_EditorClassIdentifier: + Body: "using TARGET = {COMPONENT_FULL};\r\n\r\nnamespace Lean.Transition.Method\r\n{\r\n\t/// + This component allows you to transition the {COMPONENT}'s {PROPERTY} + value.\r\n\t[UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + \"Lean{TITLE}\")]\r\n\t[UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + + \"{COMPONENT}/{COMPONENT}.{PROPERTY}\" + 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);\r\n\t\t}\r\n\r\n\t\tpublic static LeanState Register(TARGET + target, bool value, float duration)\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\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\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 bool Value{DEFAULT};\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} != 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};\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}\r\n\r\n\t\t\tpublic override + void UpdateWithTarget(float progress)\r\n\t\t\t{\r\n\t\t\t\tif (progress == 1.0f)\r\n\t\t\t\t{\r\n\t\t\t\t\tTarget.{PROPERTY} + = Value;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n\t\t\tpublic static System.Collections.Generic.Stack + Pool = new System.Collections.Generic.Stack(); 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(this TARGET target, bool value, float duration)\r\n\t\t{\r\n\t\t\tMethod.Lean{TITLE}.Register(target, + value, duration); return target;\r\n\t\t}\r\n\t}\r\n}" diff --git a/Assets/Lean/Transition/Editor/Templates/Bool.asset.meta b/Assets/Lean/Transition/Editor/Templates/Bool.asset.meta new file mode 100644 index 0000000..283b667 --- /dev/null +++ b/Assets/Lean/Transition/Editor/Templates/Bool.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a0baa490276fd3545843e816259dc3c5 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Editor/Templates/Color.asset b/Assets/Lean/Transition/Editor/Templates/Color.asset new file mode 100644 index 0000000..58962d5 --- /dev/null +++ b/Assets/Lean/Transition/Editor/Templates/Color.asset @@ -0,0 +1,43 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a0e5d060f45ca564cba1173332d781d0, type: 3} + m_Name: Color + m_EditorClassIdentifier: + Body: "using TARGET = {COMPONENT_FULL};\r\n\r\nnamespace Lean.Transition.Method\r\n{\r\n\t/// + This component allows you to transition the {COMPONENT}'s {PROPERTY} + value.\r\n\t[UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + \"Lean{TITLE}\")]\r\n\t[UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + + \"{COMPONENT}/{COMPONENT}.{PROPERTY}\" + 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, UnityEngine.Color 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\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 + UnityEngine.Color 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 UnityEngine.Color + 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} != 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};\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};\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\tTarget.{PROPERTY} + = UnityEngine.Color.LerpUnclamped(oldValue, Value, Smooth(Ease, progress));\r\n\t\t\t}\r\n\r\n\t\t\tpublic + static System.Collections.Generic.Stack Pool = new System.Collections.Generic.Stack(); + 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(this + TARGET target, UnityEngine.Color 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}" diff --git a/Assets/Lean/Transition/Editor/Templates/Color.asset.meta b/Assets/Lean/Transition/Editor/Templates/Color.asset.meta new file mode 100644 index 0000000..290f1d4 --- /dev/null +++ b/Assets/Lean/Transition/Editor/Templates/Color.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a594876431832f1468812560a677920a +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Editor/Templates/Float.asset b/Assets/Lean/Transition/Editor/Templates/Float.asset new file mode 100644 index 0000000..7a4d0b5 --- /dev/null +++ b/Assets/Lean/Transition/Editor/Templates/Float.asset @@ -0,0 +1,42 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a0e5d060f45ca564cba1173332d781d0, type: 3} + m_Name: Float + m_EditorClassIdentifier: + Body: "using TARGET = {COMPONENT_FULL};\r\n\r\nnamespace Lean.Transition.Method\r\n{\r\n\t/// + This component allows you to transition the {COMPONENT}'s {PROPERTY} + value.\r\n\t[UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + \"Lean{TITLE}\")]\r\n\t[UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + + \"{COMPONENT}/{COMPONENT}.{PROPERTY}\" + 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\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} != 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};\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};\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\tTarget.{PROPERTY} + = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress));\r\n\t\t\t}\r\n\r\n\t\t\tpublic + static System.Collections.Generic.Stack Pool = new System.Collections.Generic.Stack(); + 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(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}" diff --git a/Assets/Lean/Transition/Editor/Templates/Float.asset.meta b/Assets/Lean/Transition/Editor/Templates/Float.asset.meta new file mode 100644 index 0000000..0d91b48 --- /dev/null +++ b/Assets/Lean/Transition/Editor/Templates/Float.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c0f6e40f2e6422d4a93fdf10f337a9fe +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Editor/Templates/Vector2.asset b/Assets/Lean/Transition/Editor/Templates/Vector2.asset new file mode 100644 index 0000000..efe232f --- /dev/null +++ b/Assets/Lean/Transition/Editor/Templates/Vector2.asset @@ -0,0 +1,43 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a0e5d060f45ca564cba1173332d781d0, type: 3} + m_Name: Vector2 + m_EditorClassIdentifier: + Body: "using TARGET = {COMPONENT_FULL};\r\n\r\nnamespace Lean.Transition.Method\r\n{\r\n\t/// + This component allows you to transition the {COMPONENT}'s {PROPERTY} + value.\r\n\t[UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + \"Lean{TITLE}\")]\r\n\t[UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + + \"{COMPONENT}/{COMPONENT}.{PROPERTY}\" + 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, UnityEngine.Vector2 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\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 + UnityEngine.Vector2 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 UnityEngine.Vector2 + 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} != 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};\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};\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\tTarget.{PROPERTY} + = UnityEngine.Vector2.LerpUnclamped(oldValue, Value, Smooth(Ease, progress));\r\n\t\t\t}\r\n\r\n\t\t\tpublic + static System.Collections.Generic.Stack Pool = new System.Collections.Generic.Stack(); + 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(this + TARGET target, UnityEngine.Vector2 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}" diff --git a/Assets/Lean/Transition/Editor/Templates/Vector2.asset.meta b/Assets/Lean/Transition/Editor/Templates/Vector2.asset.meta new file mode 100644 index 0000000..940348c --- /dev/null +++ b/Assets/Lean/Transition/Editor/Templates/Vector2.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0dfd416c37e7b354384afc7be4bcfba1 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Editor/Templates/Vector3.asset b/Assets/Lean/Transition/Editor/Templates/Vector3.asset new file mode 100644 index 0000000..40287f8 --- /dev/null +++ b/Assets/Lean/Transition/Editor/Templates/Vector3.asset @@ -0,0 +1,43 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a0e5d060f45ca564cba1173332d781d0, type: 3} + m_Name: Vector3 + m_EditorClassIdentifier: + Body: "using TARGET = {COMPONENT_FULL};\r\n\r\nnamespace Lean.Transition.Method\r\n{\r\n\t/// + This component allows you to transition the {COMPONENT}'s {PROPERTY} + value.\r\n\t[UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + \"Lean{TITLE}\")]\r\n\t[UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + + \"{COMPONENT}/{COMPONENT}.{PROPERTY}\" + 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, UnityEngine.Vector3 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\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 + UnityEngine.Vector3 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 UnityEngine.Vector3 + 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} != 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};\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};\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\tTarget.{PROPERTY} + = UnityEngine.Vector3.LerpUnclamped(oldValue, Value, Smooth(Ease, progress));\r\n\t\t\t}\r\n\r\n\t\t\tpublic + static System.Collections.Generic.Stack Pool = new System.Collections.Generic.Stack(); + 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(this + TARGET target, UnityEngine.Vector3 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}" diff --git a/Assets/Lean/Transition/Editor/Templates/Vector3.asset.meta b/Assets/Lean/Transition/Editor/Templates/Vector3.asset.meta new file mode 100644 index 0000000..2d78a19 --- /dev/null +++ b/Assets/Lean/Transition/Editor/Templates/Vector3.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cd64a35fb6fcdca4aa198349e764c526 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Editor/Templates/VectorElement.asset b/Assets/Lean/Transition/Editor/Templates/VectorElement.asset new file mode 100644 index 0000000..e7ed0d0 --- /dev/null +++ b/Assets/Lean/Transition/Editor/Templates/VectorElement.asset @@ -0,0 +1,43 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a0e5d060f45ca564cba1173332d781d0, type: 3} + m_Name: VectorElement + m_EditorClassIdentifier: + Body: "using TARGET = {COMPONENT_FULL};\r\n\r\nnamespace Lean.Transition.Method\r\n{\r\n\t/// + This component allows you to transition the {COMPONENT}'s {PROPERTY}.{ELEMENT} + value.\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\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 Pool = new System.Collections.Generic.Stack(); + 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}" diff --git a/Assets/Lean/Transition/Editor/Templates/VectorElement.asset.meta b/Assets/Lean/Transition/Editor/Templates/VectorElement.asset.meta new file mode 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m_EditorClassIdentifier: + Body: "using TARGET = {COMPONENT_FULL};\r\n\r\nnamespace Lean.Transition.Method\r\n{\r\n\t/// + This component allows you to transition the {COMPONENT}'s {PROPERTY}.{ELEMENT_A}{ELEMENT_B} + value.\r\n\t[UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + \"Lean{TITLE}\")]\r\n\t[UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + + \"{COMPONENT}/{COMPONENT}.{PROPERTY}.{ELEMENT_A}{ELEMENT_B}\" + 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, UnityEngine.Vector2 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\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 + UnityEngine.Vector2 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 UnityEngine.Vector2 + 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_A} != Value.x || Target.{PROPERTY}.{ELEMENT_B} + != Value.y) ? 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\tvar vector = Target.{PROPERTY};\r\n\t\t\t\t\r\n\t\t\t\tValue.x + = vector.{ELEMENT_A};\r\n\t\t\t\tValue.y = vector.{ELEMENT_B};\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\tvar vector = Target.{PROPERTY};\r\n\t\t\t\t\r\n\t\t\t\toldValue.x + = vector.{ELEMENT_A};\r\n\t\t\t\toldValue.y = vector.{ELEMENT_B};\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\tvar smooth = Smooth(Ease, progress);\r\n\t\t\t\t\r\n\t\t\t\tvector.{ELEMENT_A} + = UnityEngine.Mathf.LerpUnclamped(oldValue.x, Value.x, smooth);\r\n\t\t\t\tvector.{ELEMENT_B} + = UnityEngine.Mathf.LerpUnclamped(oldValue.y, Value.y, smooth);\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 + Pool = new System.Collections.Generic.Stack(); 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_A}{ELEMENT_B}(this TARGET target, + UnityEngine.Vector2 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}" diff --git a/Assets/Lean/Transition/Editor/Templates/VectorElementAB.asset.meta b/Assets/Lean/Transition/Editor/Templates/VectorElementAB.asset.meta new file mode 100644 index 0000000..bcf5d59 --- /dev/null +++ b/Assets/Lean/Transition/Editor/Templates/VectorElementAB.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 02f93218e4ce7f54286ffe519b7d501f +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Examples.meta b/Assets/Lean/Transition/Examples.meta new file mode 100644 index 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This is done using the LeanTransformRotate + component on the [My Transitions] GameObject, which is + activated using the LeanAnimationRepeater component on + the Animation Repeater GameObject. 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b/Assets/Lean/Transition/Extras/Scripts/LeanAnimation.cs.meta new file mode 100644 index 0000000..15fb879 --- /dev/null +++ b/Assets/Lean/Transition/Extras/Scripts/LeanAnimation.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4aac18a734ea9cd4bbc77c9c21c0780b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Extras/Scripts/LeanAnimationOnce.cs b/Assets/Lean/Transition/Extras/Scripts/LeanAnimationOnce.cs new file mode 100644 index 0000000..7afff9a --- /dev/null +++ b/Assets/Lean/Transition/Extras/Scripts/LeanAnimationOnce.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Transition/Extras/Scripts/LeanAnimationOnce.cs.meta b/Assets/Lean/Transition/Extras/Scripts/LeanAnimationOnce.cs.meta new file mode 100644 index 0000000..088bff6 --- /dev/null +++ b/Assets/Lean/Transition/Extras/Scripts/LeanAnimationOnce.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 72e6f2ecb52a4a84da8eccfa5f7a8287 +timeCreated: 1552651369 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Extras/Scripts/LeanAnimationRepeater.cs b/Assets/Lean/Transition/Extras/Scripts/LeanAnimationRepeater.cs new file mode 100644 index 0000000..a47f27a --- /dev/null +++ b/Assets/Lean/Transition/Extras/Scripts/LeanAnimationRepeater.cs @@ -0,0 +1,95 @@ +using UnityEngine; +using UnityEngine.Events; +using Lean.Common; +using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; + +namespace Lean.Transition +{ + /// This component executes the specified transitions at regular intervals. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanAnimationRepeater")] + [AddComponentMenu(LeanTransition.ComponentMenuPrefix + "Lean Animation Repeater")] + public class LeanAnimationRepeater : LeanManualAnimation + { + /// The amount of times this component can begin the specified transitions. + /// -1 = Unlimited. + public int RemainingCount { set { remainingCount = value; } get { return remainingCount; } } [SerializeField] protected int remainingCount = -1; + + /// When this reaches 0, the transitions will begin. + public float RemainingTime { set { remainingTime = value; } get { return remainingTime; } } [SerializeField] [FSA("RemainingTime")] protected float remainingTime = 1.0f; + + /// When RemainingTime reaches 0, it will bet set to this value. + public float TimeInterval { set { timeInterval = value; } get { return timeInterval; } } [SerializeField] [FSA("TimeInterval")] private float timeInterval = 3.0f; + + /// The event will execute when the transitions begin. + public UnityEvent OnAnimation { get { if (onAnimation == null) onAnimation = new UnityEvent(); return onAnimation; } } [SerializeField] [FSA("OnAnimation")] protected UnityEvent onAnimation; + + protected virtual void Start() + { + if (remainingTime <= 0.0f) + { + TryBegin(); + } + } + + protected virtual void Update() + { + remainingTime -= Time.deltaTime; + + if (remainingTime <= 0.0f) + { + TryBegin(); + } + } + + private void TryBegin() + { + remainingTime = timeInterval + remainingTime % timeInterval; + + if (remainingCount >= 0) + { + if (remainingCount == 0) + { + return; + } + + remainingCount -= 1; + } + + BeginTransitions(); + + if (onAnimation != null) + { + onAnimation.Invoke(); + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Transition.Editor +{ + using TARGET = LeanAnimationRepeater; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanAnimationRepeater_Editor : LeanManualAnimation_Editor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("remainingCount", "The amount of times this component can begin the specified transitions.\n\n-1 = Unlimited."); + Draw("remainingTime", "When this reaches 0, the transitions will begin."); + Draw("timeInterval", "When RemainingTime reaches 0, it will bet set to this value."); + + Separator(); + + base.OnInspector(); + + Separator(); + + Draw("onAnimation"); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Transition/Extras/Scripts/LeanAnimationRepeater.cs.meta b/Assets/Lean/Transition/Extras/Scripts/LeanAnimationRepeater.cs.meta new file mode 100644 index 0000000..e666583 --- /dev/null +++ b/Assets/Lean/Transition/Extras/Scripts/LeanAnimationRepeater.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 32fb805bb9af68540bb3ea982122bfd3 +timeCreated: 1552651369 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Extras/Scripts/LeanManualAnimation.cs b/Assets/Lean/Transition/Extras/Scripts/LeanManualAnimation.cs new file mode 100644 index 0000000..824988e --- /dev/null +++ b/Assets/Lean/Transition/Extras/Scripts/LeanManualAnimation.cs @@ -0,0 +1,104 @@ +using UnityEngine; +using System.Collections.Generic; +using Lean.Common; + +namespace Lean.Transition +{ + /// This component allows you to manually begin transitions from UI button events and other sources. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanManualAnimation")] + [AddComponentMenu(LeanTransition.ComponentMenuPrefix + "Lean Manual Animation")] + public class LeanManualAnimation : MonoBehaviour + { + /// This allows you to specify the transitions this component will begin. + /// You can create a new transition GameObject by right clicking the transition name, and selecting Create. + /// For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color back to normal. + public LeanPlayer Transitions { get { if (transitions == null) transitions = new LeanPlayer(); return transitions; } } [SerializeField] [UnityEngine.Serialization.FormerlySerializedAs("Transitions")] private LeanPlayer transitions; + + [System.NonSerialized] + private HashSet states = new HashSet(); + + [System.NonSerialized] + private bool registered; + + /// This method will execute all transitions on the Transform specified in the Transitions setting. + [ContextMenu("Begin Transitions")] + public void BeginTransitions() + { + if (transitions != null) + { + if (registered == false) + { + registered = true; + + LeanTransition.OnFinished += HandleFinished; + } + + LeanTransition.OnRegistered += HandleRegistered; + + transitions.Begin(); + + LeanTransition.OnRegistered -= HandleRegistered; + } + } + + /// This method will stop all transitions that were begun from this component. + [ContextMenu("Stop Transitions")] + public void StopTransitions() + { + foreach (var state in states) + { + state.Stop(); + } + } + + /// This method will skip all transitions that were begun from this component. + [ContextMenu("Skip Transitions")] + public void SkipTransitions() + { + foreach (var state in states) + { + state.Skip(); + } + } + + protected virtual void OnDestroy() + { + if (registered == true) + { + // Comment this out in case you call BeginTransitions after destruction? + //registered = false; + + LeanTransition.OnFinished -= HandleFinished; + } + } + + private void HandleRegistered(LeanState state) + { + states.Add(state); + } + + private void HandleFinished(LeanState state) + { + states.Remove(state); + } + } +} + +#if UNITY_EDITOR +namespace Lean.Transition.Editor +{ + using TARGET = LeanManualAnimation; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanManualAnimation_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("transitions", "This stores the Transforms containing all the transitions that will be performed."); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Transition/Extras/Scripts/LeanManualAnimation.cs.meta b/Assets/Lean/Transition/Extras/Scripts/LeanManualAnimation.cs.meta new file mode 100644 index 0000000..1346bdf --- /dev/null +++ b/Assets/Lean/Transition/Extras/Scripts/LeanManualAnimation.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dbf9e69020890af4aada5ea4a80cf7f3 +timeCreated: 1552651369 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/GUIDE.asset b/Assets/Lean/Transition/GUIDE.asset new file mode 100644 index 0000000..0479a06 --- /dev/null +++ b/Assets/Lean/Transition/GUIDE.asset @@ -0,0 +1,17 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + 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new file mode 100644 index 0000000..c49fcf1 --- /dev/null +++ b/Assets/Lean/Transition/Methods.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 83181afdcca1b46439eb91fdf7f3e33d +folderAsset: yes +timeCreated: 1552553897 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/AudioSource.meta b/Assets/Lean/Transition/Methods/AudioSource.meta new file mode 100644 index 0000000..e772a5a --- /dev/null +++ b/Assets/Lean/Transition/Methods/AudioSource.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 02d56811dc3d166429cf73df43e67419 +folderAsset: yes +timeCreated: 1555496018 +licenseType: Store +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourcePanStereo.cs b/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourcePanStereo.cs new file mode 100644 index 0000000..cb21e50 --- /dev/null +++ b/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourcePanStereo.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.AudioSource; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the AudioSource's panStereo value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanAudioSourcePanStereo")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "AudioSource/AudioSource.panStereo" + LeanTransition.MethodsMenuSuffix + "(LeanAudioSourcePanStereo)")] + public class LeanAudioSourcePanStereo : 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, float 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 panStereo value will transition to this.")] + [UnityEngine.Range(-1.0f, 1.0f)]public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.panStereo != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.panStereo; + } + + public override void BeginWithTarget() + { + oldValue = Target.panStereo; + } + + public override void UpdateWithTarget(float progress) + { + Target.panStereo = UnityEngine.Mathf.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 panStereoTransition(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanAudioSourcePanStereo.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourcePanStereo.cs.meta b/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourcePanStereo.cs.meta new file mode 100644 index 0000000..5816da8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourcePanStereo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 863a1937bfc2dfe439fe6bd9ee84825c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourcePitch.cs b/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourcePitch.cs new file mode 100644 index 0000000..c3bc224 --- /dev/null +++ b/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourcePitch.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.AudioSource; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the AudioSource's pitch value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanAudioSourcePitch")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "AudioSource/AudioSource.pitch" + LeanTransition.MethodsMenuSuffix + "(LeanAudioSourcePitch)")] + public class LeanAudioSourcePitch : 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, float 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 pitch value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Pitch")][UnityEngine.Range(-3.0f, 3.0f)]public float Value = 1.0f; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.pitch != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.pitch; + } + + public override void BeginWithTarget() + { + oldValue = Target.pitch; + } + + public override void UpdateWithTarget(float progress) + { + Target.pitch = UnityEngine.Mathf.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 pitchTransition(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanAudioSourcePitch.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourcePitch.cs.meta b/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourcePitch.cs.meta new file mode 100644 index 0000000..49734f8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourcePitch.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b30bbb5e1b0a5ea4885497974c3bec1b +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourceSpatialBlend.cs b/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourceSpatialBlend.cs new file mode 100644 index 0000000..4075f21 --- /dev/null +++ b/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourceSpatialBlend.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.AudioSource; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the AudioSource's spatialBlend value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanAudioSourceSpatialBlend")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "AudioSource/AudioSource.spatialBlend" + LeanTransition.MethodsMenuSuffix + "(LeanAudioSourceSpatialBlend)")] + public class LeanAudioSourceSpatialBlend : 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, float 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 spatialBlend value will transition to this.")] + [UnityEngine.Range(0.0f, 1.0f)]public float Value = 1.0f; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.spatialBlend != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.spatialBlend; + } + + public override void BeginWithTarget() + { + oldValue = Target.spatialBlend; + } + + public override void UpdateWithTarget(float progress) + { + Target.spatialBlend = UnityEngine.Mathf.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 spatialBlendTransition(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanAudioSourceSpatialBlend.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourceSpatialBlend.cs.meta b/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourceSpatialBlend.cs.meta new file mode 100644 index 0000000..418c7ef --- /dev/null +++ b/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourceSpatialBlend.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e81030f4ff1715f4bbf34d993596a39a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourceVolume.cs b/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourceVolume.cs new file mode 100644 index 0000000..48391c4 --- /dev/null +++ b/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourceVolume.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.AudioSource; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the AudioSource's volume value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanAudioSourceVolume")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "AudioSource/AudioSource.volume" + LeanTransition.MethodsMenuSuffix + "(LeanAudioSourceVolume)")] + public class LeanAudioSourceVolume : 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, float 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 volume value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Volume")][UnityEngine.Range(0.0f, 1.0f)]public float Value = 1.0f; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.volume != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.volume; + } + + public override void BeginWithTarget() + { + oldValue = Target.volume; + } + + public override void UpdateWithTarget(float progress) + { + Target.volume = UnityEngine.Mathf.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 volumeTransition(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanAudioSourceVolume.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourceVolume.cs.meta b/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourceVolume.cs.meta new file mode 100644 index 0000000..01ac86e --- /dev/null +++ b/Assets/Lean/Transition/Methods/AudioSource/LeanAudioSourceVolume.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4bdb8049813ee104caf449e59bf08e64 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/AudioSource/UnityEngine.AudioSource.asset b/Assets/Lean/Transition/Methods/AudioSource/UnityEngine.AudioSource.asset new file mode 100644 index 0000000..b92b578 --- /dev/null +++ b/Assets/Lean/Transition/Methods/AudioSource/UnityEngine.AudioSource.asset @@ -0,0 +1,30 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a5545acbf3507bc44ad0dbb5454900f1, type: 3} + m_Name: UnityEngine.AudioSource + m_EditorClassIdentifier: + entries: + - Title: SpatialBlend + Template: {fileID: 11400000, guid: c0f6e40f2e6422d4a93fdf10f337a9fe, type: 2} + Contents: "PROPERTY\tspatialBlend\nDEFAULT\t = 1.0f\nATTRIBUTE\t[UnityEngine.Range(0.0f, + 1.0f)]" + - Title: Volume + Template: {fileID: 11400000, guid: c0f6e40f2e6422d4a93fdf10f337a9fe, type: 2} + Contents: "PROPERTY\tvolume\nDEFAULT\t = 1.0f\nATTRIBUTE\t[UnityEngine.Range(0.0f, + 1.0f)]\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"Volume\")]" + - Title: Pitch + Template: {fileID: 11400000, guid: c0f6e40f2e6422d4a93fdf10f337a9fe, type: 2} + Contents: "PROPERTY\tpitch\nDEFAULT\t = 1.0f\nATTRIBUTE\t[UnityEngine.Range(-3.0f, + 3.0f)]\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"Pitch\")]" + - Title: PanStereo + Template: {fileID: 11400000, guid: c0f6e40f2e6422d4a93fdf10f337a9fe, type: 2} + Contents: "PROPERTY\tpanStereo\nATTRIBUTE\t[UnityEngine.Range(-1.0f, 1.0f)]" diff --git a/Assets/Lean/Transition/Methods/AudioSource/UnityEngine.AudioSource.asset.meta b/Assets/Lean/Transition/Methods/AudioSource/UnityEngine.AudioSource.asset.meta new file mode 100644 index 0000000..f663d14 --- /dev/null +++ b/Assets/Lean/Transition/Methods/AudioSource/UnityEngine.AudioSource.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f8802b8b9fe3587449a04faeea55e011 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/CanvasGroup.meta b/Assets/Lean/Transition/Methods/CanvasGroup.meta new file mode 100644 index 0000000..18fd375 --- /dev/null +++ b/Assets/Lean/Transition/Methods/CanvasGroup.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 124fca021cb6eca42a5aee6abeea5cf2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupAlpha.cs b/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupAlpha.cs new file mode 100644 index 0000000..cb9f12a --- /dev/null +++ b/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupAlpha.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.CanvasGroup; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the CanvasGroup's alpha value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanCanvasGroupAlpha")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "CanvasGroup/CanvasGroup.alpha" + LeanTransition.MethodsMenuSuffix + "(LeanCanvasGroupAlpha)")] + public class LeanCanvasGroupAlpha : 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, float 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 alpha value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Alpha")][UnityEngine.Range(0.0f, 1.0f)]public float Value = 1.0f; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.alpha != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.alpha; + } + + public override void BeginWithTarget() + { + oldValue = Target.alpha; + } + + public override void UpdateWithTarget(float progress) + { + Target.alpha = UnityEngine.Mathf.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 alphaTransition(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanCanvasGroupAlpha.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupAlpha.cs.meta b/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupAlpha.cs.meta new file mode 100644 index 0000000..13c389a --- /dev/null +++ b/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupAlpha.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 235a7be74c34dce49a5d656db9f6d7f5 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupBlocksRaycasts.cs b/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupBlocksRaycasts.cs new file mode 100644 index 0000000..e741e5e --- /dev/null +++ b/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupBlocksRaycasts.cs @@ -0,0 +1,76 @@ +using TARGET = UnityEngine.CanvasGroup; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the CanvasGroup's blocksRaycasts value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanCanvasGroupBlocksRaycasts")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "CanvasGroup/CanvasGroup.blocksRaycasts" + LeanTransition.MethodsMenuSuffix + "(LeanCanvasGroupBlocksRaycasts)")] + public class LeanCanvasGroupBlocksRaycasts : LeanMethodWithStateAndTarget + { + public override System.Type GetTargetType() + { + return typeof(TARGET); + } + + public override void Register() + { + PreviousState = Register(GetAliasedTarget(Data.Target), Data.Value, Data.Duration); + } + + public static LeanState Register(TARGET target, bool value, float duration) + { + var state = LeanTransition.SpawnWithTarget(State.Pool, target); + + state.Value = value; + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanStateWithTarget + { + [UnityEngine.Tooltip("The blocksRaycasts value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("BlocksRaycasts")]public bool Value = true; + + public override int CanFill + { + get + { + return Target != null && Target.blocksRaycasts != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.blocksRaycasts; + } + + public override void BeginWithTarget() + { + } + + public override void UpdateWithTarget(float progress) + { + if (progress == 1.0f) + { + Target.blocksRaycasts = Value; + } + } + + 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 blocksRaycastsTransition(this TARGET target, bool value, float duration) + { + Method.LeanCanvasGroupBlocksRaycasts.Register(target, value, duration); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupBlocksRaycasts.cs.meta b/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupBlocksRaycasts.cs.meta new file mode 100644 index 0000000..340a00f --- /dev/null +++ b/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupBlocksRaycasts.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 22a4ece327d664548972fce3ed29ab53 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupInteractable.cs b/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupInteractable.cs new file mode 100644 index 0000000..9c9b009 --- /dev/null +++ b/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupInteractable.cs @@ -0,0 +1,76 @@ +using TARGET = UnityEngine.CanvasGroup; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the CanvasGroup's interactable value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanCanvasGroupInteractable")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "CanvasGroup/CanvasGroup.interactable" + LeanTransition.MethodsMenuSuffix + "(LeanCanvasGroupInteractable)")] + public class LeanCanvasGroupInteractable : LeanMethodWithStateAndTarget + { + public override System.Type GetTargetType() + { + return typeof(TARGET); + } + + public override void Register() + { + PreviousState = Register(GetAliasedTarget(Data.Target), Data.Value, Data.Duration); + } + + public static LeanState Register(TARGET target, bool value, float duration) + { + var state = LeanTransition.SpawnWithTarget(State.Pool, target); + + state.Value = value; + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanStateWithTarget + { + [UnityEngine.Tooltip("The interactable value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Interactable")]public bool Value = true; + + public override int CanFill + { + get + { + return Target != null && Target.interactable != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.interactable; + } + + public override void BeginWithTarget() + { + } + + public override void UpdateWithTarget(float progress) + { + if (progress == 1.0f) + { + Target.interactable = Value; + } + } + + 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 interactableTransition(this TARGET target, bool value, float duration) + { + Method.LeanCanvasGroupInteractable.Register(target, value, duration); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupInteractable.cs.meta b/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupInteractable.cs.meta new file mode 100644 index 0000000..a95af7c --- /dev/null +++ b/Assets/Lean/Transition/Methods/CanvasGroup/LeanCanvasGroupInteractable.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 837dfac66bd1bd44dbdf0ef9a2f54eae +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/CanvasGroup/UnityEngine.CanvasGroup.asset b/Assets/Lean/Transition/Methods/CanvasGroup/UnityEngine.CanvasGroup.asset new file mode 100644 index 0000000..ec6fb13 --- /dev/null +++ b/Assets/Lean/Transition/Methods/CanvasGroup/UnityEngine.CanvasGroup.asset @@ -0,0 +1,25 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a5545acbf3507bc44ad0dbb5454900f1, type: 3} + m_Name: UnityEngine.CanvasGroup + m_EditorClassIdentifier: + entries: + - Title: Alpha + Template: {fileID: 11400000, guid: c0f6e40f2e6422d4a93fdf10f337a9fe, type: 2} + Contents: "PROPERTY\talpha\nDEFAULT\t = 1.0f\nATTRIBUTE\t[UnityEngine.Range(0.0f, + 1.0f)]\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"Alpha\")]" + - Title: BlocksRaycasts + Template: {fileID: 11400000, guid: a0baa490276fd3545843e816259dc3c5, type: 2} + Contents: "PROPERTY\tblocksRaycasts\nDEFAULT\t = true\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"BlocksRaycasts\")]" + - Title: Interactable + Template: {fileID: 11400000, guid: a0baa490276fd3545843e816259dc3c5, type: 2} + Contents: "PROPERTY\tinteractable\nDEFAULT\t = true\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"Interactable\")]" diff --git a/Assets/Lean/Transition/Methods/CanvasGroup/UnityEngine.CanvasGroup.asset.meta b/Assets/Lean/Transition/Methods/CanvasGroup/UnityEngine.CanvasGroup.asset.meta new file mode 100644 index 0000000..1decfc2 --- /dev/null +++ b/Assets/Lean/Transition/Methods/CanvasGroup/UnityEngine.CanvasGroup.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6e993f2bc6ff9184db8b649642e4632e +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/GameObject.meta b/Assets/Lean/Transition/Methods/GameObject.meta new file mode 100644 index 0000000..17cb573 --- /dev/null +++ b/Assets/Lean/Transition/Methods/GameObject.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 9430947d4bb0ddb4789ef10f45dc59f8 +folderAsset: yes +timeCreated: 1555495168 +licenseType: Store +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/GameObject/LeanGameObjectSetActive.cs b/Assets/Lean/Transition/Methods/GameObject/LeanGameObjectSetActive.cs new file mode 100644 index 0000000..8df4022 --- /dev/null +++ b/Assets/Lean/Transition/Methods/GameObject/LeanGameObjectSetActive.cs @@ -0,0 +1,73 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Lean.Transition.Method +{ + /// This component will call GameObject.SetActive with the specified Active state when this transition completes. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanGameObjectSetActive")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "GameObject/GameObject.SetActive" + LeanTransition.MethodsMenuSuffix + "(LeanGameObjectSetActive)")] + public class LeanGameObjectSetActive : LeanMethodWithStateAndTarget + { + public override System.Type GetTargetType() + { + return typeof(GameObject); + } + + public override void Register() + { + PreviousState = Register(GetAliasedTarget(Data.Target), Data.Active, Data.Duration); + } + + public static LeanState Register(GameObject target, bool active, float duration) + { + var state = LeanTransition.SpawnWithTarget(State.Pool, target); + + state.Active = active; + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanStateWithTarget + { + [Tooltip("The state we will transition to.")] + public bool Active; + + public override int CanFill + { + get + { + return Target != null && Target.activeSelf != Active ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Active = Target.activeSelf; + } + + public override void UpdateWithTarget(float progress) + { + if (progress == 1.0f) + { + Target.SetActive(Active); + } + } + + public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } + } + + public State Data; + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + public static GameObject SetActiveTransition(this GameObject target, bool active, float duration) + { + Method.LeanGameObjectSetActive.Register(target, active, duration); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/GameObject/LeanGameObjectSetActive.cs.meta b/Assets/Lean/Transition/Methods/GameObject/LeanGameObjectSetActive.cs.meta new file mode 100644 index 0000000..8f2673a --- /dev/null +++ b/Assets/Lean/Transition/Methods/GameObject/LeanGameObjectSetActive.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 98cb3d5af56169a478254097a58732ec +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Graphic.meta b/Assets/Lean/Transition/Methods/Graphic.meta new file mode 100644 index 0000000..013a565 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Graphic.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5073c84adc8c45c49a521b362517ea83 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Graphic/LeanGraphicColor.cs b/Assets/Lean/Transition/Methods/Graphic/LeanGraphicColor.cs new file mode 100644 index 0000000..8bfc866 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Graphic/LeanGraphicColor.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.UI.Graphic; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Graphic's color value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanGraphicColor")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Graphic/Graphic.color" + LeanTransition.MethodsMenuSuffix + "(LeanGraphicColor)")] + public class LeanGraphicColor : 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.Color 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 color value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Color")]public UnityEngine.Color Value = UnityEngine.Color.white; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private UnityEngine.Color oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.color != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.color; + } + + public override void BeginWithTarget() + { + oldValue = Target.color; + } + + public override void UpdateWithTarget(float progress) + { + Target.color = UnityEngine.Color.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 colorTransition(this TARGET target, UnityEngine.Color value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanGraphicColor.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Graphic/LeanGraphicColor.cs.meta b/Assets/Lean/Transition/Methods/Graphic/LeanGraphicColor.cs.meta new file mode 100644 index 0000000..b5c5a43 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Graphic/LeanGraphicColor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 73ac2062a3d7ad54abdcf2672edae623 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Graphic/UnityEngine.UI.Graphic.asset b/Assets/Lean/Transition/Methods/Graphic/UnityEngine.UI.Graphic.asset new file mode 100644 index 0000000..3ac3f76 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Graphic/UnityEngine.UI.Graphic.asset @@ -0,0 +1,18 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a5545acbf3507bc44ad0dbb5454900f1, type: 3} + m_Name: UnityEngine.UI.Graphic + m_EditorClassIdentifier: + entries: + - Title: Color + Template: {fileID: 11400000, guid: a594876431832f1468812560a677920a, type: 2} + Contents: "PROPERTY\tcolor\nDEFAULT\t = UnityEngine.Color.white\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"Color\")]" diff --git a/Assets/Lean/Transition/Methods/Graphic/UnityEngine.UI.Graphic.asset.meta b/Assets/Lean/Transition/Methods/Graphic/UnityEngine.UI.Graphic.asset.meta new file mode 100644 index 0000000..47fb78d --- /dev/null +++ b/Assets/Lean/Transition/Methods/Graphic/UnityEngine.UI.Graphic.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c01c43c36843bb841abb612e7ce672fb +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Image.meta b/Assets/Lean/Transition/Methods/Image.meta new file mode 100644 index 0000000..d6f26f2 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Image.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 07852ddaef9fe154da1ee07f85a63e50 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Image/LeanImageFillAmount.cs b/Assets/Lean/Transition/Methods/Image/LeanImageFillAmount.cs new file mode 100644 index 0000000..afa17a3 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Image/LeanImageFillAmount.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.UI.Image; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Image's fillAmount value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanImageFillAmount")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Image/Image.fillAmount" + LeanTransition.MethodsMenuSuffix + "(LeanImageFillAmount)")] + public class LeanImageFillAmount : 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, float 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 fillAmount value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("FillAmount")]public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.fillAmount != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.fillAmount; + } + + public override void BeginWithTarget() + { + oldValue = Target.fillAmount; + } + + public override void UpdateWithTarget(float progress) + { + Target.fillAmount = UnityEngine.Mathf.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 fillAmountTransition(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanImageFillAmount.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Image/LeanImageFillAmount.cs.meta b/Assets/Lean/Transition/Methods/Image/LeanImageFillAmount.cs.meta new file mode 100644 index 0000000..ec86ac2 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Image/LeanImageFillAmount.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 172de61f316f44748b4e624963e7305b +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Image/UnityEngine.UI.Image.asset b/Assets/Lean/Transition/Methods/Image/UnityEngine.UI.Image.asset new file mode 100644 index 0000000..0d27a7e --- /dev/null +++ b/Assets/Lean/Transition/Methods/Image/UnityEngine.UI.Image.asset @@ -0,0 +1,18 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a5545acbf3507bc44ad0dbb5454900f1, type: 3} + m_Name: UnityEngine.UI.Image + m_EditorClassIdentifier: + entries: + - Title: FillAmount + Template: {fileID: 11400000, guid: c0f6e40f2e6422d4a93fdf10f337a9fe, type: 2} + Contents: "PROPERTY\tfillAmount\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"FillAmount\")]" diff --git a/Assets/Lean/Transition/Methods/Image/UnityEngine.UI.Image.asset.meta b/Assets/Lean/Transition/Methods/Image/UnityEngine.UI.Image.asset.meta new file mode 100644 index 0000000..5c399d2 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Image/UnityEngine.UI.Image.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e0534a5aad89fed498e778f82dc8ebe4 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/LeanDelay.cs b/Assets/Lean/Transition/Methods/LeanDelay.cs new file mode 100644 index 0000000..49d0b4a --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanDelay.cs @@ -0,0 +1,60 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Lean.Transition.Method +{ + /// This component allows you to delay for a specified duration. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanDelay")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Delay" + LeanTransition.MethodsMenuSuffix + "(LeanDelay)")] + public class LeanDelay : LeanMethodWithState + { + public override void Register() + { + PreviousState = Register(Data.Duration); + } + + public static LeanState Register(float duration) + { + var state = LeanTransition.Spawn(State.Pool); + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanState + { + public override void Begin() + { + // No state to begin from + } + + public override void Update(float progress) + { + // No state to update + } + + public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } + } + + public State Data; + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + /// This will pause the animation for the specified amount of seconds. + public static T DelayTransition(this T target, float duration) + where T : Component + { + Method.LeanDelay.Register(duration); return target; + } + + /// This will pause the animation for the specified amount of seconds. + public static GameObject DelayTransition(this GameObject target, float duration) + { + Method.LeanDelay.Register(duration); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/LeanDelay.cs.meta b/Assets/Lean/Transition/Methods/LeanDelay.cs.meta new file mode 100644 index 0000000..cac0ad4 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanDelay.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3cd6f80dc77a38d47b92c9a667c1b8df +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/LeanEvent.cs b/Assets/Lean/Transition/Methods/LeanEvent.cs new file mode 100644 index 0000000..b842cd9 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanEvent.cs @@ -0,0 +1,97 @@ +using UnityEngine; +using UnityEngine.Events; +using System.Collections.Generic; + +namespace Lean.Transition.Method +{ + /// This component allows you to invoke a custom action after the specified duration. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanEvent")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Event" + LeanTransition.MethodsMenuSuffix + "(LeanEvent)")] + public class LeanEvent : LeanMethodWithState + { + public override void Register() + { + PreviousState = Register(Data.Event, Data.Duration); + } + + public static LeanState Register(System.Action action, float duration) + { + var state = LeanTransition.Spawn(State.Pool); + + state.Action = action; + state.Event = null; + + return LeanTransition.Register(state, duration); + } + + public static LeanState Register(UnityEvent action, float duration) + { + var state = LeanTransition.Spawn(State.Pool); + + state.Action = null; + state.Event = action; + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanState + { + [Tooltip("The event that will be invoked.")] + public UnityEvent Event; + + [System.NonSerialized] + public System.Action Action; + + public override ConflictType Conflict + { + get + { + return ConflictType.None; + } + } + + public override void Begin() + { + // No state to begin from + } + + public override void Update(float progress) + { + if (progress == 1.0f) + { + if (Event != null) + { + Event.Invoke(); + } + + if (Action != null) + { + Action.Invoke(); + } + } + } + + public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } + } + + public State Data; + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + public static T EventTransition(this T target, System.Action action, float duration = 0.0f) + where T : Component + { + Method.LeanEvent.Register(action, duration); return target; + } + + public static GameObject EventTransition(this GameObject target, System.Action action, float duration = 0.0f) + { + Method.LeanEvent.Register(action, duration); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/LeanEvent.cs.meta b/Assets/Lean/Transition/Methods/LeanEvent.cs.meta new file mode 100644 index 0000000..9d4d885 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanEvent.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1955a79d82398b646945792cb210ac21 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/LeanGet.cs b/Assets/Lean/Transition/Methods/LeanGet.cs new file mode 100644 index 0000000..df80a71 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanGet.cs @@ -0,0 +1,20 @@ +using UnityEngine; + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + /// This will give you the previously registered transition state. + public static LeanState GetTransition(this T target) + where T : Component + { + return LeanTransition.PreviousState; + } + + /// This will give you the previously registered transition state. + public static LeanState GetTransition(this GameObject target) + { + return LeanTransition.PreviousState; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/LeanGet.cs.meta b/Assets/Lean/Transition/Methods/LeanGet.cs.meta new file mode 100644 index 0000000..fa79f74 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanGet.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: bde92862f5ad1a849ac07600b2850fe1 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/LeanInsert.cs b/Assets/Lean/Transition/Methods/LeanInsert.cs new file mode 100644 index 0000000..e0e43bc --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanInsert.cs @@ -0,0 +1,49 @@ +using UnityEngine; + +namespace Lean.Transition.Method +{ + /// This will submit all transitions you added before this one. Any transitions you perform after this will begin immediately. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanInsert")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Insert" + LeanTransition.MethodsMenuSuffix + "(LeanInsert)")] + public class LeanInsert : LeanMethod + { + public Transform Target; + + public override void Register() + { + LeanTransition.InsertTransitions(Target); + } + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + /// This will insert all transitions inside the specified GameObject, as if they were added manually. + public static T InsertTransition(this T target, GameObject root) + where T : Component + { + LeanTransition.InsertTransitions(root); return target; + } + + /// This will insert all transitions inside the specified GameObject, as if they were added manually. + public static T InsertTransition(this T target, Transform root) + where T : Component + { + LeanTransition.InsertTransitions(root); return target; + } + + /// This will insert all transitions inside the specified GameObject, as if they were added manually. + public static GameObject InsertTransition(this GameObject target, GameObject root) + { + LeanTransition.InsertTransitions(root); return target; + } + + /// This will insert all transitions inside the specified GameObject, as if they were added manually. + public static GameObject InsertTransition(this GameObject target, Transform root) + { + LeanTransition.InsertTransitions(root); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/LeanInsert.cs.meta b/Assets/Lean/Transition/Methods/LeanInsert.cs.meta new file mode 100644 index 0000000..a9dfc85 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanInsert.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 79a77f44fe76fa745982bd24ed8b709d +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/LeanJoin.cs b/Assets/Lean/Transition/Methods/LeanJoin.cs new file mode 100644 index 0000000..4113fe0 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanJoin.cs @@ -0,0 +1,36 @@ +using UnityEngine; +using Lean.Common; + +namespace Lean.Transition.Method +{ + /// 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. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanJoin")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Join" + LeanTransition.MethodsMenuSuffix + "(LeanJoin)")] + public class LeanJoin : LeanMethod + { + public override void Register() + { + LeanTransition.CurrentQueue = LeanTransition.PreviousState; + } + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + /// This allows you to connect the previous and next transitions. This means the next transition will only begin when the previous one finishes. + public static T JoinTransition(this T target) + where T : Component + { + LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target; + } + + /// This allows you to connect the previous and next transitions. This means the next transition will only begin when the previous one finishes. + public static GameObject JoinTransition(this GameObject target) + { + LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/LeanJoin.cs.meta b/Assets/Lean/Transition/Methods/LeanJoin.cs.meta new file mode 100644 index 0000000..ad0bd71 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanJoin.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e827904b3dee129429b801767788c28a +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/LeanJoinDelay.cs b/Assets/Lean/Transition/Methods/LeanJoinDelay.cs new file mode 100644 index 0000000..fade820 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanJoinDelay.cs @@ -0,0 +1,37 @@ +using UnityEngine; + +namespace Lean.Transition.Method +{ + /// 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. + [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 + { + /// 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. + public static T JoinDelayTransition(this T target, float delay) + where T : Component + { + LeanTransition.CurrentQueue = LeanTransition.PreviousState; Method.LeanDelay.Register(delay); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target; + } + + /// 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. + public static GameObject JoinDelayTransition(this GameObject target, float delay) + { + LeanTransition.CurrentQueue = LeanTransition.PreviousState; Method.LeanDelay.Register(delay); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/LeanJoinDelay.cs.meta b/Assets/Lean/Transition/Methods/LeanJoinDelay.cs.meta new file mode 100644 index 0000000..d78f158 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanJoinDelay.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8b9fc21c8e2bf09498bc4523fe015d04 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/LeanJoinInsert.cs b/Assets/Lean/Transition/Methods/LeanJoinInsert.cs new file mode 100644 index 0000000..005fb97 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanJoinInsert.cs @@ -0,0 +1,52 @@ +using UnityEngine; + +namespace Lean.Transition.Method +{ + /// 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. + [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 + { + /// This will insert all transitions inside the specified GameObject, as if they were added manually. + public static T JoinInsertTransition(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; + } + + /// This will insert all transitions inside the specified GameObject, as if they were added manually. + public static T JoinInsertTransition(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; + } + + /// This will insert all transitions inside the specified GameObject, as if they were added manually. + 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; + } + + /// This will insert all transitions inside the specified GameObject, as if they were added manually. + 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; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/LeanJoinInsert.cs.meta b/Assets/Lean/Transition/Methods/LeanJoinInsert.cs.meta new file mode 100644 index 0000000..3f1f1fe --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanJoinInsert.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 379317c0c27f53249a472249e64bc2e3 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/LeanPlaySound.cs b/Assets/Lean/Transition/Methods/LeanPlaySound.cs new file mode 100644 index 0000000..7bbf177 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanPlaySound.cs @@ -0,0 +1,88 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Lean.Transition.Method +{ + /// This component allows you to play a sound after the specified duration. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanPlaySound")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Play Sound" + LeanTransition.MethodsMenuSuffix + "(LeanPlaySound)")] + public class LeanPlaySound : LeanMethodWithStateAndTarget + { + public override System.Type GetTargetType() + { + return typeof(AudioClip); + } + + public override void Register() + { + PreviousState = Register(GetAliasedTarget(Data.Target), Data.Duration, Data.Volume); + } + + public static LeanState Register(AudioClip target, float duration, float volume = 1.0f) + { + var state = LeanTransition.SpawnWithTarget(State.Pool, target); + + state.Volume = volume; + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanStateWithTarget + { + [Range(0.0f, 1.0f)] + public float Volume = 1.0f; + + public override int CanFill + { + get + { + return 0; + } + } + + public override void UpdateWithTarget(float progress) + { + if (progress == 1.0f) + { +#if UNITY_EDITOR + if (Application.isPlaying == false) + { + return; + } +#endif + var gameObject = new GameObject(Target.name); + var audioSource = gameObject.AddComponent(); + + audioSource.clip = Target; + audioSource.volume = Volume; + + audioSource.Play(); + + Destroy(gameObject, Target.length); + } + } + + public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } + } + + public State Data; + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + public static T PlaySoundTransition(this T target, AudioClip clip, float duration = 0.0f, float volume = 1.0f) + where T : Component + { + Method.LeanPlaySound.Register(clip, duration, volume); return target; + } + + public static GameObject PlaySoundTransition(this GameObject target, AudioClip clip, float duration = 0.0f, float volume = 1.0f) + { + Method.LeanPlaySound.Register(clip, duration, volume); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/LeanPlaySound.cs.meta b/Assets/Lean/Transition/Methods/LeanPlaySound.cs.meta new file mode 100644 index 0000000..3c75031 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanPlaySound.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 85492e6e5abb6364ab68b8b794f4fd97 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/LeanQueue.cs b/Assets/Lean/Transition/Methods/LeanQueue.cs new file mode 100644 index 0000000..93f23bc --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanQueue.cs @@ -0,0 +1,37 @@ +using UnityEngine; + +namespace Lean.Transition.Method +{ + /// This component allows you to specify which transition must finish before the next transition can begin. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanQueue")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Queue" + LeanTransition.MethodsMenuSuffix + "(LeanQueue)")] + public class LeanQueue : LeanMethod + { + public override void Register() + { + LeanTransition.CurrentQueue = Target != null ? Target.PreviousState : null; + } + + [Tooltip("The next transition will only begin after this transition has finished.")] + public LeanMethodWithState Target; + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + /// This allows you to specify which transition must finish before the next transition can begin. + public static T QueueTransition(this T target, LeanState beginAfter) + where T : Component + { + LeanTransition.CurrentQueue = beginAfter; return target; + } + + /// This allows you to specify which transition must finish before the next transition can begin. + public static GameObject QueueTransition(this GameObject target, LeanState beginAfter) + { + LeanTransition.CurrentQueue = beginAfter; return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/LeanQueue.cs.meta b/Assets/Lean/Transition/Methods/LeanQueue.cs.meta new file mode 100644 index 0000000..5a6801a --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanQueue.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 703c46efa715f734eb2c6721498a696c +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/LeanTime.cs b/Assets/Lean/Transition/Methods/LeanTime.cs new file mode 100644 index 0000000..e406420 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanTime.cs @@ -0,0 +1,59 @@ +using UnityEngine; +using Lean.Common; + +namespace Lean.Transition.Method +{ + /// 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. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanTime")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Time" + LeanTransition.MethodsMenuSuffix + "(LeanTime)")] + public class LeanTime : LeanMethod + { + public override void Register() + { + LeanTransition.CurrentTiming = Update; + } + + public LeanTiming Update = LeanTiming.Default; + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + /// 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. + public static T TimeTransition(this T target, LeanTiming update) + where T : Component + { + LeanTransition.CurrentTiming = update; return target; + } + + /// 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. + public static GameObject TimeTransition(this GameObject target, LeanTiming update) + { + LeanTransition.CurrentTiming = update; return target; + } + } +} + +#if UNITY_EDITOR +namespace Lean.Transition.Method.Editor +{ + using TARGET = LeanMethod; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanMethod_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("Update"); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/LeanTime.cs.meta b/Assets/Lean/Transition/Methods/LeanTime.cs.meta new file mode 100644 index 0000000..057bd93 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanTime.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d87455ce2603f1b4a8a2b1e57b413511 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/LeanTimeScale.cs b/Assets/Lean/Transition/Methods/LeanTimeScale.cs new file mode 100644 index 0000000..f5deb85 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanTimeScale.cs @@ -0,0 +1,82 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition Time.timeScale to the target value. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanTimeScale")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Time.timeScale" + LeanTransition.MethodsMenuSuffix + "(LeanTimeScale)")] + public class LeanTimeScale : LeanMethodWithState + { + public override void Register() + { + PreviousState = Register(Data.TimeScale, Data.Duration, Data.Ease); + } + + public static LeanState Register(float fillAmount, float duration, LeanEase ease = LeanEase.Smooth) + { + var state = LeanTransition.Spawn(State.Pool); + + state.TimeScale = fillAmount; + state.Ease = ease; + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanState + { + [Tooltip("The timeScale we will transition to.")] + public float TimeScale = 1.0f; + + [Tooltip("The ease method that will be used for the transition.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldTimeScale; + + public override int CanFill + { + get + { + return Time.timeScale != TimeScale ? 1 : 0; + } + } + + public override void Fill() + { + TimeScale = Time.timeScale; + } + + public override void Begin() + { + oldTimeScale = Time.timeScale; + } + + public override void Update(float progress) + { + Time.timeScale = Mathf.LerpUnclamped(oldTimeScale, TimeScale, Smooth(Ease, progress)); + } + + public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } + } + + public State Data; + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + public static T timeScaleTransition(this T target, float timeScale, float duration, LeanEase ease = LeanEase.Smooth) + where T : Component + { + Method.LeanTimeScale.Register(timeScale, duration, ease); return target; + } + + public static GameObject timeScaleTransition(this GameObject target, float timeScale, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTimeScale.Register(timeScale, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/LeanTimeScale.cs.meta b/Assets/Lean/Transition/Methods/LeanTimeScale.cs.meta new file mode 100644 index 0000000..b5ba269 --- /dev/null +++ b/Assets/Lean/Transition/Methods/LeanTimeScale.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2af6529109d8a07498faada89111e0f1 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Light.meta b/Assets/Lean/Transition/Methods/Light.meta new file mode 100644 index 0000000..482872b --- /dev/null +++ b/Assets/Lean/Transition/Methods/Light.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d2a9726e36f6a014fbc92d1517501b3b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Light/LeanLightColor.cs b/Assets/Lean/Transition/Methods/Light/LeanLightColor.cs new file mode 100644 index 0000000..af4b39d --- /dev/null +++ b/Assets/Lean/Transition/Methods/Light/LeanLightColor.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.Light; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Light's color value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanLightColor")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Light/Light.color" + LeanTransition.MethodsMenuSuffix + "(LeanLightColor)")] + public class LeanLightColor : 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.Color 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 color value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Color")]public UnityEngine.Color Value = UnityEngine.Color.white; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private UnityEngine.Color oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.color != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.color; + } + + public override void BeginWithTarget() + { + oldValue = Target.color; + } + + public override void UpdateWithTarget(float progress) + { + Target.color = UnityEngine.Color.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 colorTransition(this TARGET target, UnityEngine.Color value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanLightColor.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Light/LeanLightColor.cs.meta b/Assets/Lean/Transition/Methods/Light/LeanLightColor.cs.meta new file mode 100644 index 0000000..d6a10a4 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Light/LeanLightColor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: eda8d49bf2705b44d94cba41fa1b24b5 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Light/LeanLightIntensity.cs b/Assets/Lean/Transition/Methods/Light/LeanLightIntensity.cs new file mode 100644 index 0000000..4d75d8a --- /dev/null +++ b/Assets/Lean/Transition/Methods/Light/LeanLightIntensity.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.Light; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Light's intensity value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanLightIntensity")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Light/Light.intensity" + LeanTransition.MethodsMenuSuffix + "(LeanLightIntensity)")] + public class LeanLightIntensity : 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, float 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 intensity value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Intensity")]public float Value = 1.0f; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.intensity != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.intensity; + } + + public override void BeginWithTarget() + { + oldValue = Target.intensity; + } + + public override void UpdateWithTarget(float progress) + { + Target.intensity = UnityEngine.Mathf.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 intensityTransition(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanLightIntensity.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Light/LeanLightIntensity.cs.meta b/Assets/Lean/Transition/Methods/Light/LeanLightIntensity.cs.meta new file mode 100644 index 0000000..252f22d --- /dev/null +++ b/Assets/Lean/Transition/Methods/Light/LeanLightIntensity.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a9e93286d8c323441ab3657525d1a650 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Light/LeanLightRange.cs b/Assets/Lean/Transition/Methods/Light/LeanLightRange.cs new file mode 100644 index 0000000..743d40d --- /dev/null +++ b/Assets/Lean/Transition/Methods/Light/LeanLightRange.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.Light; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Light's range value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanLightRange")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Light/Light.range" + LeanTransition.MethodsMenuSuffix + "(LeanLightRange)")] + public class LeanLightRange : 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, float 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 range value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Range")]public float Value = 1.0f; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.range != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.range; + } + + public override void BeginWithTarget() + { + oldValue = Target.range; + } + + public override void UpdateWithTarget(float progress) + { + Target.range = UnityEngine.Mathf.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 rangeTransition(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanLightRange.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Light/LeanLightRange.cs.meta b/Assets/Lean/Transition/Methods/Light/LeanLightRange.cs.meta new file mode 100644 index 0000000..b32edff --- /dev/null +++ b/Assets/Lean/Transition/Methods/Light/LeanLightRange.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6ed73ce6a5057ac42b7ac35005223ce2 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Light/UnityEngine.Light.asset b/Assets/Lean/Transition/Methods/Light/UnityEngine.Light.asset new file mode 100644 index 0000000..18a37d7 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Light/UnityEngine.Light.asset @@ -0,0 +1,24 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a5545acbf3507bc44ad0dbb5454900f1, type: 3} + m_Name: UnityEngine.Light + m_EditorClassIdentifier: + entries: + - Title: Intensity + Template: {fileID: 11400000, guid: c0f6e40f2e6422d4a93fdf10f337a9fe, type: 2} + Contents: "PROPERTY\tintensity\nDEFAULT\t = 1.0f\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"Intensity\")]" + - Title: Range + Template: {fileID: 11400000, guid: c0f6e40f2e6422d4a93fdf10f337a9fe, type: 2} + Contents: "PROPERTY\trange\nDEFAULT\t = 1.0f\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"Range\")]" + - Title: Color + Template: {fileID: 11400000, guid: a594876431832f1468812560a677920a, type: 2} + Contents: "PROPERTY\tcolor\nDEFAULT\t = UnityEngine.Color.white\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"Color\")]" diff --git a/Assets/Lean/Transition/Methods/Light/UnityEngine.Light.asset.meta b/Assets/Lean/Transition/Methods/Light/UnityEngine.Light.asset.meta new file mode 100644 index 0000000..2295a11 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Light/UnityEngine.Light.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: afc3336a355265f48a974be1e640531c +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Material.meta b/Assets/Lean/Transition/Methods/Material.meta new file mode 100644 index 0000000..ba224cf --- /dev/null +++ b/Assets/Lean/Transition/Methods/Material.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 75266cba0539ded4098a176de4d0a149 +folderAsset: yes +timeCreated: 1555496018 +licenseType: Store +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Material/LeanMaterialColor.cs b/Assets/Lean/Transition/Methods/Material/LeanMaterialColor.cs new file mode 100644 index 0000000..a489d46 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Material/LeanMaterialColor.cs @@ -0,0 +1,85 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the specified Material's color to the target value. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanMaterialColor")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Material/Material color" + LeanTransition.MethodsMenuSuffix + "(LeanMaterialColor)")] + public class LeanMaterialColor : LeanMethodWithStateAndTarget + { + public override System.Type GetTargetType() + { + return typeof(Material); + } + + public override void Register() + { + PreviousState = Register(GetAliasedTarget(Data.Target), Data.Property, Data.Color, Data.Duration, Data.Ease); + } + + public static LeanState Register(Material target, string property, Color color, float duration, LeanEase ease = LeanEase.Smooth) + { + var state = LeanTransition.SpawnWithTarget(State.Pool, target); + + state.Property = property; + state.Color = color; + state.Ease = ease; + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanStateWithTarget + { + [Tooltip("The name of the color property in the shader.")] + public string Property = "_Color"; + + [Tooltip("The color we will transition to.")] + public Color Color = Color.white; + + [Tooltip("The ease method that will be used for the transition.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private Color oldColor; + + public override int CanFill + { + get + { + return Target != null && Target.GetColor(Property) != Color ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Color = Target.GetColor(Property); + } + + public override void BeginWithTarget() + { + oldColor = Target.GetColor(Property); + } + + public override void UpdateWithTarget(float progress) + { + Target.SetColor(Property, Color.LerpUnclamped(oldColor, Color, Smooth(Ease, progress))); + } + + public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } + } + + public State Data; + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + public static Material colorTransition(this Material target, string property, Color color, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanMaterialColor.Register(target, property, color, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Material/LeanMaterialColor.cs.meta b/Assets/Lean/Transition/Methods/Material/LeanMaterialColor.cs.meta new file mode 100644 index 0000000..029333d --- /dev/null +++ b/Assets/Lean/Transition/Methods/Material/LeanMaterialColor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: de318569d1af2244984ad157b77c21f0 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Material/LeanMaterialFloat.cs b/Assets/Lean/Transition/Methods/Material/LeanMaterialFloat.cs new file mode 100644 index 0000000..99ae98a --- /dev/null +++ b/Assets/Lean/Transition/Methods/Material/LeanMaterialFloat.cs @@ -0,0 +1,85 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the specified Material's float to the target value. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanMaterialFloat")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Material/Material float" + LeanTransition.MethodsMenuSuffix + "(LeanMaterialFloat)")] + public class LeanMaterialFloat : LeanMethodWithStateAndTarget + { + public override System.Type GetTargetType() + { + return typeof(Material); + } + + public override void Register() + { + PreviousState = Register(GetAliasedTarget(Data.Target), Data.Property, Data.Value, Data.Duration, Data.Ease); + } + + public static LeanState Register(Material target, string property, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + var state = LeanTransition.SpawnWithTarget(State.Pool, target); + + state.Property = property; + state.Value = value; + state.Ease = ease; + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanStateWithTarget + { + [Tooltip("The name of the float property in the shader.")] + public string Property; + + [Tooltip("The value we will transition to.")] + public float Value; + + [Tooltip("The ease method that will be used for the transition.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.GetFloat(Property) != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.GetFloat(Property); + } + + public override void BeginWithTarget() + { + oldValue = Target.GetFloat(Property); + } + + public override void UpdateWithTarget(float progress) + { + Target.SetFloat(Property, Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress))); + } + + public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } + } + + public State Data; + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + public static Material floatTransition(this Material target, string property, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanMaterialFloat.Register(target, property, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Material/LeanMaterialFloat.cs.meta b/Assets/Lean/Transition/Methods/Material/LeanMaterialFloat.cs.meta new file mode 100644 index 0000000..a766a14 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Material/LeanMaterialFloat.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f062dbbd1c6df6f4fb135c5e3a75f517 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Material/LeanMaterialVector.cs b/Assets/Lean/Transition/Methods/Material/LeanMaterialVector.cs new file mode 100644 index 0000000..b5cabc5 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Material/LeanMaterialVector.cs @@ -0,0 +1,85 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the specified Material's vector to the target value. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanMaterialVector")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Material/Material vector" + LeanTransition.MethodsMenuSuffix + "(LeanMaterialVector)")] + public class LeanMaterialVector : LeanMethodWithStateAndTarget + { + public override System.Type GetTargetType() + { + return typeof(Material); + } + + public override void Register() + { + PreviousState = Register(GetAliasedTarget(Data.Target), Data.Property, Data.Value, Data.Duration, Data.Ease); + } + + public static LeanState Register(Material target, string property, Vector4 value, float duration, LeanEase ease = LeanEase.Smooth) + { + var state = LeanTransition.SpawnWithTarget(State.Pool, target); + + state.Property = property; + state.Value = value; + state.Ease = ease; + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanStateWithTarget + { + [Tooltip("The name of the vector property in the shader.")] + public string Property; + + [Tooltip("The value we will transition to.")] + public Vector4 Value; + + [Tooltip("The ease method that will be used for the transition.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private Vector4 oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.GetVector(Property) != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.GetVector(Property); + } + + public override void BeginWithTarget() + { + oldValue = Target.GetVector(Property); + } + + public override void UpdateWithTarget(float progress) + { + Target.SetVector(Property, Vector4.LerpUnclamped(oldValue, Value, Smooth(Ease, progress))); + } + + public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } + } + + public State Data; + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + public static Material vectorTransition(this Material target, string property, Vector4 value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanMaterialVector.Register(target, property, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Material/LeanMaterialVector.cs.meta b/Assets/Lean/Transition/Methods/Material/LeanMaterialVector.cs.meta new file mode 100644 index 0000000..9658cf2 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Material/LeanMaterialVector.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2e3783fedc9f546418296a9a321b15ea +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform.meta b/Assets/Lean/Transition/Methods/RectTransform.meta new file mode 100644 index 0000000..986f48f --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 77f394a28c06d524cbfe7d73ff577130 +folderAsset: yes +timeCreated: 1552986129 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax.cs new file mode 100644 index 0000000..d96143e --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's anchorMax value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformAnchorMax")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.anchorMax" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformAnchorMax)")] + public class LeanRectTransformAnchorMax : 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 anchorMax value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("AnchorMax")]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.anchorMax != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.anchorMax; + } + + public override void BeginWithTarget() + { + oldValue = Target.anchorMax; + } + + public override void UpdateWithTarget(float progress) + { + Target.anchorMax = 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 anchorMaxTransition(this TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformAnchorMax.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax.cs.meta new file mode 100644 index 0000000..7b62aa0 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3713918366413e849b1a0f91e999dfc9 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax_x.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax_x.cs new file mode 100644 index 0000000..a11d75c --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax_x.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's anchorMax.x value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformAnchorMax_x")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.anchorMax.x" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformAnchorMax_x)")] + public class LeanRectTransformAnchorMax_x : 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, float 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 anchorMax value will transition to this.")] + public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.anchorMax.x != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.anchorMax.x; + } + + public override void BeginWithTarget() + { + oldValue = Target.anchorMax.x; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.anchorMax; + + vector.x = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.anchorMax = vector; + } + + 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 anchorMaxTransition_x(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformAnchorMax_x.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax_x.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax_x.cs.meta new file mode 100644 index 0000000..81c903c --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax_x.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 68b4ae2696c602a4e95051bd68cfcc15 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax_y.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax_y.cs new file mode 100644 index 0000000..39f2bdf --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax_y.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's anchorMax.y value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformAnchorMax_y")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.anchorMax.y" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformAnchorMax_y)")] + public class LeanRectTransformAnchorMax_y : 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, float 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 anchorMax value will transition to this.")] + public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.anchorMax.y != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.anchorMax.y; + } + + public override void BeginWithTarget() + { + oldValue = Target.anchorMax.y; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.anchorMax; + + vector.y = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.anchorMax = vector; + } + + 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 anchorMaxTransition_y(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformAnchorMax_y.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax_y.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax_y.cs.meta new file mode 100644 index 0000000..471d7e2 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMax_y.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6789a40e49a843648bfd2d5eadde52e6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin.cs new file mode 100644 index 0000000..49498cc --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's anchorMin value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformAnchorMin")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.anchorMin" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformAnchorMin)")] + public class LeanRectTransformAnchorMin : 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 anchorMin value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("AnchorMin")]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.anchorMin != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.anchorMin; + } + + public override void BeginWithTarget() + { + oldValue = Target.anchorMin; + } + + public override void UpdateWithTarget(float progress) + { + Target.anchorMin = 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 anchorMinTransition(this TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformAnchorMin.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin.cs.meta new file mode 100644 index 0000000..ff65f33 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d19cee18dbacf284cb952e8002d10949 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin_x.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin_x.cs new file mode 100644 index 0000000..32c8521 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin_x.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's anchorMin.x value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformAnchorMin_x")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.anchorMin.x" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformAnchorMin_x)")] + public class LeanRectTransformAnchorMin_x : 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, float 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 anchorMin value will transition to this.")] + public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.anchorMin.x != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.anchorMin.x; + } + + public override void BeginWithTarget() + { + oldValue = Target.anchorMin.x; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.anchorMin; + + vector.x = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.anchorMin = vector; + } + + 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 anchorMinTransition_x(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformAnchorMin_x.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin_x.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin_x.cs.meta new file mode 100644 index 0000000..443dea9 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin_x.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1f9e7967ac759254894e84646b51836f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin_y.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin_y.cs new file mode 100644 index 0000000..10276a3 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin_y.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's anchorMin.y value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformAnchorMin_y")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.anchorMin.y" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformAnchorMin_y)")] + public class LeanRectTransformAnchorMin_y : 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, float 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 anchorMin value will transition to this.")] + public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.anchorMin.y != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.anchorMin.y; + } + + public override void BeginWithTarget() + { + oldValue = Target.anchorMin.y; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.anchorMin; + + vector.y = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.anchorMin = vector; + } + + 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 anchorMinTransition_y(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformAnchorMin_y.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin_y.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin_y.cs.meta new file mode 100644 index 0000000..41e1217 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchorMin_y.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 12646525d8d9d0e46b1422d6aa1fa4d0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition.cs new file mode 100644 index 0000000..bf47aed --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's anchoredPosition value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformAnchoredPosition")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.anchoredPosition" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformAnchoredPosition)")] + public class LeanRectTransformAnchoredPosition : 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 anchoredPosition value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Position")]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.anchoredPosition != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.anchoredPosition; + } + + public override void BeginWithTarget() + { + oldValue = Target.anchoredPosition; + } + + public override void UpdateWithTarget(float progress) + { + Target.anchoredPosition = 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 anchoredPositionTransition(this TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformAnchoredPosition.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition.cs.meta new file mode 100644 index 0000000..5f524fa --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 75d95d2a1da8e3347937a20069bb4890 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition_x.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition_x.cs new file mode 100644 index 0000000..b69ed3e --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition_x.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's anchoredPosition.x value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformAnchoredPosition_x")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.anchoredPosition.x" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformAnchoredPosition_x)")] + public class LeanRectTransformAnchoredPosition_x : 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, float 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 anchoredPosition value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Position")]public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.anchoredPosition.x != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.anchoredPosition.x; + } + + public override void BeginWithTarget() + { + oldValue = Target.anchoredPosition.x; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.anchoredPosition; + + vector.x = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.anchoredPosition = vector; + } + + 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 anchoredPositionTransition_x(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformAnchoredPosition_x.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition_x.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition_x.cs.meta new file mode 100644 index 0000000..2ae1151 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition_x.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: aef1e51e0b7eae0458ddbb10249d2f0e +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition_y.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition_y.cs new file mode 100644 index 0000000..1a38eac --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition_y.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's anchoredPosition.y value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformAnchoredPosition_y")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.anchoredPosition.y" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformAnchoredPosition_y)")] + public class LeanRectTransformAnchoredPosition_y : 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, float 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 anchoredPosition value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Position")]public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.anchoredPosition.y != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.anchoredPosition.y; + } + + public override void BeginWithTarget() + { + oldValue = Target.anchoredPosition.y; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.anchoredPosition; + + vector.y = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.anchoredPosition = vector; + } + + 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 anchoredPositionTransition_y(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformAnchoredPosition_y.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition_y.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition_y.cs.meta new file mode 100644 index 0000000..44cfaec --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformAnchoredPosition_y.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3c2fbc22786e7c54c8d600aa92b118d1 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax.cs new file mode 100644 index 0000000..ea2761f --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax.cs @@ -0,0 +1,81 @@ +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; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax.cs.meta new file mode 100644 index 0000000..f035e64 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f96c6bd0464385b43955646aeef021a6 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax_x.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax_x.cs new file mode 100644 index 0000000..1ffdd15 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax_x.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's offsetMax.x value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformOffsetMax_x")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.offsetMax.x" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformOffsetMax_x)")] + public class LeanRectTransformOffsetMax_x : 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, float 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.")] + public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.offsetMax.x != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.offsetMax.x; + } + + public override void BeginWithTarget() + { + oldValue = Target.offsetMax.x; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.offsetMax; + + vector.x = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.offsetMax = vector; + } + + 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_x(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformOffsetMax_x.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax_x.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax_x.cs.meta new file mode 100644 index 0000000..7bcb9a4 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax_x.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ace6402481ba1004885814b3c9d2ee23 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax_y.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax_y.cs new file mode 100644 index 0000000..de0bfa1 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax_y.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's offsetMax.y value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformOffsetMax_y")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.offsetMax.y" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformOffsetMax_y)")] + public class LeanRectTransformOffsetMax_y : 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, float 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.")] + public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.offsetMax.y != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.offsetMax.y; + } + + public override void BeginWithTarget() + { + oldValue = Target.offsetMax.y; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.offsetMax; + + vector.y = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.offsetMax = vector; + } + + 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_y(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformOffsetMax_y.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax_y.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax_y.cs.meta new file mode 100644 index 0000000..50638b7 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMax_y.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c48b879f6ac3e834d8cf0a85de7eaa8e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin.cs new file mode 100644 index 0000000..debb559 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's offsetMin value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformOffsetMin")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.offsetMin" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformOffsetMin)")] + public class LeanRectTransformOffsetMin : 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 offsetMin value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("OffsetMin")]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.offsetMin != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.offsetMin; + } + + public override void BeginWithTarget() + { + oldValue = Target.offsetMin; + } + + public override void UpdateWithTarget(float progress) + { + Target.offsetMin = 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 offsetMinTransition(this TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformOffsetMin.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin.cs.meta new file mode 100644 index 0000000..654238e --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 13782e1441510494eade4c588da9bbba +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin_x.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin_x.cs new file mode 100644 index 0000000..fa75a5a --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin_x.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's offsetMin.x value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformOffsetMin_x")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.offsetMin.x" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformOffsetMin_x)")] + public class LeanRectTransformOffsetMin_x : 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, float 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 offsetMin value will transition to this.")] + public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.offsetMin.x != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.offsetMin.x; + } + + public override void BeginWithTarget() + { + oldValue = Target.offsetMin.x; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.offsetMin; + + vector.x = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.offsetMin = vector; + } + + 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 offsetMinTransition_x(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformOffsetMin_x.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin_x.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin_x.cs.meta new file mode 100644 index 0000000..768adfd --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin_x.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9981e3bf10d06cc40bc97848a69ebbac +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin_y.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin_y.cs new file mode 100644 index 0000000..87155ef --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin_y.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's offsetMin.y value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformOffsetMin_y")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.offsetMin.y" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformOffsetMin_y)")] + public class LeanRectTransformOffsetMin_y : 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, float 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 offsetMin value will transition to this.")] + public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.offsetMin.y != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.offsetMin.y; + } + + public override void BeginWithTarget() + { + oldValue = Target.offsetMin.y; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.offsetMin; + + vector.y = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.offsetMin = vector; + } + + 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 offsetMinTransition_y(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformOffsetMin_y.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin_y.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin_y.cs.meta new file mode 100644 index 0000000..786ae39 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformOffsetMin_y.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2e1c414089c52334496889973ff0fb87 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot.cs new file mode 100644 index 0000000..4efe9b7 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's pivot value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformPivot")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.pivot" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformPivot)")] + public class LeanRectTransformPivot : 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 pivot value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Pivot")]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.pivot != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.pivot; + } + + public override void BeginWithTarget() + { + oldValue = Target.pivot; + } + + public override void UpdateWithTarget(float progress) + { + Target.pivot = 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 pivotTransition(this TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformPivot.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot.cs.meta new file mode 100644 index 0000000..07e02ad --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ccae4d1bd9ca7f145806075df8feb578 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot_x.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot_x.cs new file mode 100644 index 0000000..233ef67 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot_x.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's pivot.x value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformPivot_x")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.pivot.x" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformPivot_x)")] + public class LeanRectTransformPivot_x : 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, float 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 pivot value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Pivot")]public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.pivot.x != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.pivot.x; + } + + public override void BeginWithTarget() + { + oldValue = Target.pivot.x; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.pivot; + + vector.x = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.pivot = vector; + } + + 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 pivotTransition_x(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformPivot_x.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot_x.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot_x.cs.meta new file mode 100644 index 0000000..63c20ad --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot_x.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 48d33245ed00fd448ae61eacf49ed543 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot_y.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot_y.cs new file mode 100644 index 0000000..d514f9d --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot_y.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's pivot.y value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformPivot_y")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.pivot.y" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformPivot_y)")] + public class LeanRectTransformPivot_y : 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, float 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 pivot value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Pivot")]public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.pivot.y != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.pivot.y; + } + + public override void BeginWithTarget() + { + oldValue = Target.pivot.y; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.pivot; + + vector.y = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.pivot = vector; + } + + 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 pivotTransition_y(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformPivot_y.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot_y.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot_y.cs.meta new file mode 100644 index 0000000..3118aa5 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformPivot_y.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 28b008f428f312845a1aa67d020ffc56 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSetAsLastSibling.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSetAsLastSibling.cs new file mode 100644 index 0000000..96e8b00 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSetAsLastSibling.cs @@ -0,0 +1,44 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Lean.Transition.Method +{ + /// This component calls the RectTransform.SetAsLastSibling method when this transition completes. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformSetAsLastSibling")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.SetAsLastSibling" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformSetAsLastSibling)")] + public class LeanRectTransformSetAsLastSibling : LeanMethodWithStateAndTarget + { + public override System.Type GetTargetType() + { + return typeof(RectTransform); + } + + public override void Register() + { + PreviousState = Register(GetAliasedTarget(Data.Target), Data.Duration); + } + + public static LeanState Register(RectTransform target, float duration) + { + var state = LeanTransition.SpawnWithTarget(State.Pool, target); + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanStateWithTarget + { + public override void UpdateWithTarget(float progress) + { + if (progress == 1.0f) + { + Target.SetAsLastSibling(); + } + } + + public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } + } + + public State Data; + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSetAsLastSibling.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSetAsLastSibling.cs.meta new file mode 100644 index 0000000..81e0690 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSetAsLastSibling.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f79774bb3598df444a54d490c588396a +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta.cs new file mode 100644 index 0000000..20590d5 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's sizeDelta value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformSizeDelta")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.sizeDelta" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformSizeDelta)")] + public class LeanRectTransformSizeDelta : 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 sizeDelta value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("SizeDelta")]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.sizeDelta != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.sizeDelta; + } + + public override void BeginWithTarget() + { + oldValue = Target.sizeDelta; + } + + public override void UpdateWithTarget(float progress) + { + Target.sizeDelta = 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 sizeDeltaTransition(this TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformSizeDelta.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta.cs.meta new file mode 100644 index 0000000..e523eb8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: daff317b864c1d2409cea51fb21ce432 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta_x.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta_x.cs new file mode 100644 index 0000000..2741951 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta_x.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's sizeDelta.x value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformSizeDelta_x")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.sizeDelta.x" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformSizeDelta_x)")] + public class LeanRectTransformSizeDelta_x : 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, float 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 sizeDelta value will transition to this.")] + public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.sizeDelta.x != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.sizeDelta.x; + } + + public override void BeginWithTarget() + { + oldValue = Target.sizeDelta.x; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.sizeDelta; + + vector.x = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.sizeDelta = vector; + } + + 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 sizeDeltaTransition_x(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformSizeDelta_x.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta_x.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta_x.cs.meta new file mode 100644 index 0000000..0a43dd7 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta_x.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9d9342767dededb4da09ddfdee9fe801 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta_y.cs b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta_y.cs new file mode 100644 index 0000000..51facc6 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta_y.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.RectTransform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the RectTransform's sizeDelta.y value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanRectTransformSizeDelta_y")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "RectTransform/RectTransform.sizeDelta.y" + LeanTransition.MethodsMenuSuffix + "(LeanRectTransformSizeDelta_y)")] + public class LeanRectTransformSizeDelta_y : 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, float 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 sizeDelta value will transition to this.")] + public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.sizeDelta.y != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.sizeDelta.y; + } + + public override void BeginWithTarget() + { + oldValue = Target.sizeDelta.y; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.sizeDelta; + + vector.y = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.sizeDelta = vector; + } + + 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 sizeDeltaTransition_y(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanRectTransformSizeDelta_y.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta_y.cs.meta b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta_y.cs.meta new file mode 100644 index 0000000..88cde10 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/LeanRectTransformSizeDelta_y.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3baf2f40d1ed44c4981f88db0df49b4c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/RectTransform/UnityEngine.RectTransform.asset b/Assets/Lean/Transition/Methods/RectTransform/UnityEngine.RectTransform.asset new file mode 100644 index 0000000..5f5a110 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/UnityEngine.RectTransform.asset @@ -0,0 +1,78 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a5545acbf3507bc44ad0dbb5454900f1, type: 3} + m_Name: UnityEngine.RectTransform + m_EditorClassIdentifier: + entries: + - Title: AnchoredPosition + Template: {fileID: 11400000, guid: 0dfd416c37e7b354384afc7be4bcfba1, type: 2} + Contents: "PROPERTY\tanchoredPosition\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"Position\")]" + - Title: AnchoredPosition_x + Template: {fileID: 11400000, guid: c52c010e5ad4e934195de9468e66b620, type: 2} + Contents: "PROPERTY\tanchoredPosition\nELEMENT\tx\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"Position\")]" + - Title: 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"PROPERTY\toffsetMax\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"OffsetMax\")]" + - Title: OffsetMax_x + Template: {fileID: 11400000, guid: c52c010e5ad4e934195de9468e66b620, type: 2} + Contents: "PROPERTY\toffsetMax\nELEMENT\tx" + - Title: OffsetMax_y + Template: {fileID: 11400000, guid: c52c010e5ad4e934195de9468e66b620, type: 2} + Contents: "PROPERTY\toffsetMax\nELEMENT\ty" + - Title: AnchorMin + Template: {fileID: 11400000, guid: 0dfd416c37e7b354384afc7be4bcfba1, type: 2} + Contents: "PROPERTY\tanchorMin\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"AnchorMin\")]" + - Title: AnchorMin_x + Template: {fileID: 11400000, guid: c52c010e5ad4e934195de9468e66b620, type: 2} + Contents: "PROPERTY\tanchorMin\nELEMENT\tx" + - Title: AnchorMin_y + Template: {fileID: 11400000, guid: c52c010e5ad4e934195de9468e66b620, type: 2} + Contents: "PROPERTY\tanchorMin\nELEMENT\ty" + - Title: AnchorMax + Template: {fileID: 11400000, guid: 0dfd416c37e7b354384afc7be4bcfba1, type: 2} + Contents: "PROPERTY\tanchorMax\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"AnchorMax\")]" + - Title: AnchorMax_x + Template: {fileID: 11400000, guid: c52c010e5ad4e934195de9468e66b620, type: 2} + Contents: "PROPERTY\tanchorMax\nELEMENT\tx" + - Title: AnchorMax_y + Template: {fileID: 11400000, guid: c52c010e5ad4e934195de9468e66b620, type: 2} + Contents: "PROPERTY\tanchorMax\nELEMENT\ty" diff --git a/Assets/Lean/Transition/Methods/RectTransform/UnityEngine.RectTransform.asset.meta b/Assets/Lean/Transition/Methods/RectTransform/UnityEngine.RectTransform.asset.meta new file mode 100644 index 0000000..88a5e83 --- /dev/null +++ b/Assets/Lean/Transition/Methods/RectTransform/UnityEngine.RectTransform.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 74dddfc029dde974eb250cefd67af1ef +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/SpriteRenderer.meta b/Assets/Lean/Transition/Methods/SpriteRenderer.meta new file mode 100644 index 0000000..f04c9ae --- /dev/null +++ b/Assets/Lean/Transition/Methods/SpriteRenderer.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 84ee2f00eaf62524daaebc606945592d +folderAsset: yes +timeCreated: 1555496018 +licenseType: Store +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/SpriteRenderer/LeanSpriteRendererColor.cs b/Assets/Lean/Transition/Methods/SpriteRenderer/LeanSpriteRendererColor.cs new file mode 100644 index 0000000..fb8527d --- /dev/null +++ b/Assets/Lean/Transition/Methods/SpriteRenderer/LeanSpriteRendererColor.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.SpriteRenderer; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the SpriteRenderer's color value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanSpriteRendererColor")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "SpriteRenderer/SpriteRenderer.color" + LeanTransition.MethodsMenuSuffix + "(LeanSpriteRendererColor)")] + public class LeanSpriteRendererColor : 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.Color 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 color value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Color")]public UnityEngine.Color Value = UnityEngine.Color.white; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private UnityEngine.Color oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.color != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.color; + } + + public override void BeginWithTarget() + { + oldValue = Target.color; + } + + public override void UpdateWithTarget(float progress) + { + Target.color = UnityEngine.Color.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 colorTransition(this TARGET target, UnityEngine.Color value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanSpriteRendererColor.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/SpriteRenderer/LeanSpriteRendererColor.cs.meta b/Assets/Lean/Transition/Methods/SpriteRenderer/LeanSpriteRendererColor.cs.meta new file mode 100644 index 0000000..0bb98db --- /dev/null +++ b/Assets/Lean/Transition/Methods/SpriteRenderer/LeanSpriteRendererColor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a8478fb9b74c9234494c55c4b2bdb221 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/SpriteRenderer/UnityEngine.SpriteRenderer.asset b/Assets/Lean/Transition/Methods/SpriteRenderer/UnityEngine.SpriteRenderer.asset new file mode 100644 index 0000000..296b452 --- /dev/null +++ b/Assets/Lean/Transition/Methods/SpriteRenderer/UnityEngine.SpriteRenderer.asset @@ -0,0 +1,18 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a5545acbf3507bc44ad0dbb5454900f1, type: 3} + m_Name: UnityEngine.SpriteRenderer + m_EditorClassIdentifier: + entries: + - Title: Color + Template: {fileID: 11400000, guid: a594876431832f1468812560a677920a, type: 2} + Contents: "PROPERTY\tcolor\nDEFAULT\t = UnityEngine.Color.white\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"Color\")]" diff --git a/Assets/Lean/Transition/Methods/SpriteRenderer/UnityEngine.SpriteRenderer.asset.meta b/Assets/Lean/Transition/Methods/SpriteRenderer/UnityEngine.SpriteRenderer.asset.meta new file mode 100644 index 0000000..4618f24 --- /dev/null +++ b/Assets/Lean/Transition/Methods/SpriteRenderer/UnityEngine.SpriteRenderer.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 86dee4e63f94c014d810027a66c9a62d +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform.meta b/Assets/Lean/Transition/Methods/Transform.meta new file mode 100644 index 0000000..975ec5b --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 67e597edb9e0ad84491e2ae3d6b9a872 +folderAsset: yes +timeCreated: 1555495181 +licenseType: Store +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformEulerAngles.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformEulerAngles.cs new file mode 100644 index 0000000..9f7c0fb --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformEulerAngles.cs @@ -0,0 +1,83 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the specified Transform.eulerAngles to the target value. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformEulerAngles")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.eulerAngles" + LeanTransition.MethodsMenuSuffix + "(LeanTransformEulerAngles)")] + public class LeanTransformEulerAngles : LeanMethodWithStateAndTarget + { + public override System.Type GetTargetType() + { + return typeof(Transform); + } + + public override void Register() + { + PreviousState = Register(GetAliasedTarget(Data.Target), Data.Rotation, Data.Duration, Data.Ease); + } + + public static LeanState Register(Transform target, Vector3 rotation, float duration, LeanEase ease = LeanEase.Smooth) + { + var state = LeanTransition.SpawnWithTarget(State.Pool, target); + + state.Rotation = rotation; + state.Ease = ease; + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanStateWithTarget + { + [Tooltip("The rotation we will transition to.")] + public Vector3 Rotation; + + [Tooltip("The ease method that will be used for the transition.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private Vector3 oldRotation; + + public override int CanFill + { + get + { + return Target != null && Target.eulerAngles != Rotation ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Rotation = Target.eulerAngles; + } + + public override void BeginWithTarget() + { + oldRotation = Target.eulerAngles; + } + + public override void UpdateWithTarget(float progress) + { + var rotation = Vector3.LerpUnclamped(oldRotation, Rotation, Smooth(Ease, progress)); + + Target.rotation = Quaternion.Euler(rotation); + } + + public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } + } + + public State Data; + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + public static Transform eulerAnglesTransform(this Transform target, Vector3 position, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformEulerAngles.Register(target, position, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformEulerAngles.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformEulerAngles.cs.meta new file mode 100644 index 0000000..0b2b879 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformEulerAngles.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e26a07043aee0a44884e87ca54dd4d74 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalEulerAngles.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalEulerAngles.cs new file mode 100644 index 0000000..ed69a7d --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalEulerAngles.cs @@ -0,0 +1,83 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the specified Transform.localEulerAngles to the target value. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformLocalEulerAngles")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.localEulerAngles" + LeanTransition.MethodsMenuSuffix + "(LeanTransformLocalEulerAngles)")] + public class LeanTransformLocalEulerAngles : LeanMethodWithStateAndTarget + { + public override System.Type GetTargetType() + { + return typeof(Transform); + } + + public override void Register() + { + PreviousState = Register(GetAliasedTarget(Data.Target), Data.Rotation, Data.Duration, Data.Ease); + } + + public static LeanState Register(Transform target, Vector3 rotation, float duration, LeanEase ease = LeanEase.Smooth) + { + var state = LeanTransition.SpawnWithTarget(State.Pool, target); + + state.Rotation = rotation; + state.Ease = ease; + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanStateWithTarget + { + [Tooltip("The rotation we will transition to.")] + public Vector3 Rotation; + + [Tooltip("The ease method that will be used for the transition.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private Vector3 oldRotation; + + public override int CanFill + { + get + { + return Target != null && Target.localEulerAngles != Rotation ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Rotation = Target.localEulerAngles; + } + + public override void BeginWithTarget() + { + oldRotation = Target.localEulerAngles; + } + + public override void UpdateWithTarget(float progress) + { + var rotation = Vector3.LerpUnclamped(oldRotation, Rotation, Smooth(Ease, progress)); + + Target.localRotation = Quaternion.Euler(rotation); + } + + public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } + } + + public State Data; + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + public static Transform localEulerAnglesTransform(this Transform target, Vector3 position, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformLocalEulerAngles.Register(target, position, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalEulerAngles.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalEulerAngles.cs.meta new file mode 100644 index 0000000..98835ac --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalEulerAngles.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2c4de0c056dda5f44a81075b99ef1650 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition.cs new file mode 100644 index 0000000..c29d23b --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.Transform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Transform's localPosition value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformLocalPosition")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.localPosition" + LeanTransition.MethodsMenuSuffix + "(LeanTransformLocalPosition)")] + public class LeanTransformLocalPosition : 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.Vector3 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 localPosition value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Position")]public UnityEngine.Vector3 Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private UnityEngine.Vector3 oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.localPosition != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.localPosition; + } + + public override void BeginWithTarget() + { + oldValue = Target.localPosition; + } + + public override void UpdateWithTarget(float progress) + { + Target.localPosition = UnityEngine.Vector3.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 localPositionTransition(this TARGET target, UnityEngine.Vector3 value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformLocalPosition.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition.cs.meta new file mode 100644 index 0000000..883b147 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 46134d5d2184a6346bc39a3825f5bb69 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionX.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionX.cs new file mode 100644 index 0000000..cac63b8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionX.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionX.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionX.cs.meta new file mode 100644 index 0000000..0eba1de --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionX.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 829e74cc400068244800c511f6789dcc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionY.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionY.cs new file mode 100644 index 0000000..cac63b8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionY.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionY.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionY.cs.meta new file mode 100644 index 0000000..a667d1e --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionY.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0f9b118aec5c9304b84d8ade859266fa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionZ.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionZ.cs new file mode 100644 index 0000000..cac63b8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionZ.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionZ.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionZ.cs.meta new file mode 100644 index 0000000..6198f48 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPositionZ.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 131612f9597b0ab47958c54260d23d49 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_x.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_x.cs new file mode 100644 index 0000000..8e0febb --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_x.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.Transform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Transform's localPosition.x value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformLocalPosition_x")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.localPosition.x" + LeanTransition.MethodsMenuSuffix + "(LeanTransformLocalPosition_x)")] + public class LeanTransformLocalPosition_x : 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, float 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 localPosition value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Position")]public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.localPosition.x != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.localPosition.x; + } + + public override void BeginWithTarget() + { + oldValue = Target.localPosition.x; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.localPosition; + + vector.x = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.localPosition = vector; + } + + 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 localPositionTransition_x(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformLocalPosition_x.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_x.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_x.cs.meta new file mode 100644 index 0000000..1d59647 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_x.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1fe11fbefad5c2f4bb3659907f88a56c +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_xy.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_xy.cs new file mode 100644 index 0000000..f2dbec0 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_xy.cs @@ -0,0 +1,93 @@ +using TARGET = UnityEngine.Transform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Transform's localPosition.xy value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformLocalPosition_xy")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.localPosition.xy" + LeanTransition.MethodsMenuSuffix + "(LeanTransformLocalPosition_xy)")] + public class LeanTransformLocalPosition_xy : 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 localPosition value will transition to this.")] + 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.localPosition.x != Value.x || Target.localPosition.y != Value.y) ? 1 : 0; + } + } + + public override void FillWithTarget() + { + var vector = Target.localPosition; + + Value.x = vector.x; + Value.y = vector.y; + } + + public override void BeginWithTarget() + { + var vector = Target.localPosition; + + oldValue.x = vector.x; + oldValue.y = vector.y; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.localPosition; + var smooth = Smooth(Ease, progress); + + vector.x = UnityEngine.Mathf.LerpUnclamped(oldValue.x, Value.x, smooth); + vector.y = UnityEngine.Mathf.LerpUnclamped(oldValue.y, Value.y, smooth); + + Target.localPosition = vector; + } + + 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 localPositionTransition_xy(this TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformLocalPosition_xy.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_xy.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_xy.cs.meta new file mode 100644 index 0000000..64dc7f8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_xy.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d2257f53d31da2e4b95e46be43d3bfee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_y.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_y.cs new file mode 100644 index 0000000..e0c117b --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_y.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.Transform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Transform's localPosition.y value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformLocalPosition_y")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.localPosition.y" + LeanTransition.MethodsMenuSuffix + "(LeanTransformLocalPosition_y)")] + public class LeanTransformLocalPosition_y : 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, float 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 localPosition value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Position")]public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.localPosition.y != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.localPosition.y; + } + + public override void BeginWithTarget() + { + oldValue = Target.localPosition.y; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.localPosition; + + vector.y = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.localPosition = vector; + } + + 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 localPositionTransition_y(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformLocalPosition_y.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_y.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_y.cs.meta new file mode 100644 index 0000000..fc944eb --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_y.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4386671bae856aa48b1284f819775b70 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_z.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_z.cs new file mode 100644 index 0000000..99ad94b --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_z.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.Transform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Transform's localPosition.z value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformLocalPosition_z")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.localPosition.z" + LeanTransition.MethodsMenuSuffix + "(LeanTransformLocalPosition_z)")] + public class LeanTransformLocalPosition_z : 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, float 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 localPosition value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Position")]public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.localPosition.z != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.localPosition.z; + } + + public override void BeginWithTarget() + { + oldValue = Target.localPosition.z; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.localPosition; + + vector.z = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.localPosition = vector; + } + + 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 localPositionTransition_z(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformLocalPosition_z.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_z.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_z.cs.meta new file mode 100644 index 0000000..3454405 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_z.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4e56926094af5e047ba9942a7d7ae1c2 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalRotation.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalRotation.cs new file mode 100644 index 0000000..3191e80 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalRotation.cs @@ -0,0 +1,73 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the specified Transform.localRotation to the target value. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformLocalRotation")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.localRotation" + LeanTransition.MethodsMenuSuffix + "(LeanTransformLocalRotation)")] + public class LeanTransformLocalRotation : LeanMethodWithStateAndTarget + { + public override System.Type GetTargetType() + { + return typeof(Transform); + } + + public override void Register() + { + PreviousState = Register(GetAliasedTarget(Data.Target), Data.Rotation, Data.Duration, Data.Ease); + } + + public static LeanState Register(Transform target, Quaternion rotation, float duration, LeanEase ease = LeanEase.Smooth) + { + var state = LeanTransition.SpawnWithTarget(State.Pool, target); + + state.Rotation = rotation; + state.Ease = ease; + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanStateWithTarget + { + [Tooltip("The rotation we will transition to.")] + public Quaternion Rotation = Quaternion.identity; + + [Tooltip("The ease method that will be used for the transition.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private Quaternion oldRotation; + + public override void FillWithTarget() + { + Rotation = Target.localRotation; + } + + public override void BeginWithTarget() + { + oldRotation = Target.localRotation; + } + + public override void UpdateWithTarget(float progress) + { + Target.localRotation = Quaternion.SlerpUnclamped(oldRotation, Rotation, Smooth(Ease, progress)); + } + + public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } + } + + public State Data; + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + public static Transform localRotationTransition(this Transform target, Quaternion rotation, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformLocalRotation.Register(target, rotation, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalRotation.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalRotation.cs.meta new file mode 100644 index 0000000..e459ebd --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalRotation.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a86227b3811b7ff47970b1b6a14ac4a4 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale.cs new file mode 100644 index 0000000..b586900 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.Transform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Transform's localScale value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformLocalScale")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.localScale" + LeanTransition.MethodsMenuSuffix + "(LeanTransformLocalScale)")] + public class LeanTransformLocalScale : 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.Vector3 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 localScale value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Scale")]public UnityEngine.Vector3 Value = UnityEngine.Vector3.one; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private UnityEngine.Vector3 oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.localScale != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.localScale; + } + + public override void BeginWithTarget() + { + oldValue = Target.localScale; + } + + public override void UpdateWithTarget(float progress) + { + Target.localScale = UnityEngine.Vector3.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 localScaleTransition(this TARGET target, UnityEngine.Vector3 value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformLocalScale.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale.cs.meta new file mode 100644 index 0000000..07e9f8a --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 09dc0e2cec2a59b4189aec33c4b34a76 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleX.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleX.cs new file mode 100644 index 0000000..cac63b8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleX.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleX.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleX.cs.meta new file mode 100644 index 0000000..5b539d3 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleX.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7c6e2b57e545c9b439ba936ff2bf19ca +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleY.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleY.cs new file mode 100644 index 0000000..cac63b8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleY.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleY.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleY.cs.meta new file mode 100644 index 0000000..146ad6a --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleY.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fd72bd59e8a4d2141b468f2af4a3b632 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleZ.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleZ.cs new file mode 100644 index 0000000..cac63b8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleZ.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleZ.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleZ.cs.meta new file mode 100644 index 0000000..f7cfe9d --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScaleZ.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 76967b2ca2a4bc34aa5b8839dbf57eb6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_x.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_x.cs new file mode 100644 index 0000000..46e92c4 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_x.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.Transform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Transform's localScale.x value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformLocalScale_x")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.localScale.x" + LeanTransition.MethodsMenuSuffix + "(LeanTransformLocalScale_x)")] + public class LeanTransformLocalScale_x : 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, float 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 localScale value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Scale")]public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.localScale.x != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.localScale.x; + } + + public override void BeginWithTarget() + { + oldValue = Target.localScale.x; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.localScale; + + vector.x = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.localScale = vector; + } + + 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 localScaleTransition_x(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformLocalScale_x.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_x.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_x.cs.meta new file mode 100644 index 0000000..10ef82f --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_x.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9916590f0a2e9894bb2bd9ebc3440662 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_xy.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_xy.cs new file mode 100644 index 0000000..7e56f69 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_xy.cs @@ -0,0 +1,93 @@ +using TARGET = UnityEngine.Transform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Transform's localScale.xy value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformLocalScale_xy")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.localScale.xy" + LeanTransition.MethodsMenuSuffix + "(LeanTransformLocalScale_xy)")] + public class LeanTransformLocalScale_xy : 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 localScale value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Scale")]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.localScale.x != Value.x || Target.localScale.y != Value.y) ? 1 : 0; + } + } + + public override void FillWithTarget() + { + var vector = Target.localScale; + + Value.x = vector.x; + Value.y = vector.y; + } + + public override void BeginWithTarget() + { + var vector = Target.localScale; + + oldValue.x = vector.x; + oldValue.y = vector.y; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.localScale; + var smooth = Smooth(Ease, progress); + + vector.x = UnityEngine.Mathf.LerpUnclamped(oldValue.x, Value.x, smooth); + vector.y = UnityEngine.Mathf.LerpUnclamped(oldValue.y, Value.y, smooth); + + Target.localScale = vector; + } + + 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 localScaleTransition_xy(this TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformLocalScale_xy.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_xy.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_xy.cs.meta new file mode 100644 index 0000000..1f6f8a8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_xy.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 831f3c2dd0e5a154aa757f28aa473dfe +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_y.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_y.cs new file mode 100644 index 0000000..05ce2ff --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_y.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.Transform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Transform's localScale.y value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformLocalScale_y")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.localScale.y" + LeanTransition.MethodsMenuSuffix + "(LeanTransformLocalScale_y)")] + public class LeanTransformLocalScale_y : 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, float 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 localScale value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Scale")]public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.localScale.y != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.localScale.y; + } + + public override void BeginWithTarget() + { + oldValue = Target.localScale.y; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.localScale; + + vector.y = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.localScale = vector; + } + + 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 localScaleTransition_y(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformLocalScale_y.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_y.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_y.cs.meta new file mode 100644 index 0000000..e7738d9 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_y.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 904b18a6143d7674dbca960be0e59ab5 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_z.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_z.cs new file mode 100644 index 0000000..cd1c931 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_z.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.Transform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Transform's localScale.z value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformLocalScale_z")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.localScale.z" + LeanTransition.MethodsMenuSuffix + "(LeanTransformLocalScale_z)")] + public class LeanTransformLocalScale_z : 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, float 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 localScale value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Scale")]public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.localScale.z != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.localScale.z; + } + + public override void BeginWithTarget() + { + oldValue = Target.localScale.z; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.localScale; + + vector.z = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.localScale = vector; + } + + 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 localScaleTransition_z(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformLocalScale_z.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_z.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_z.cs.meta new file mode 100644 index 0000000..a7352fc --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalScale_z.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e555cc0d880d6804bae3bd6a69e306e3 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition.cs new file mode 100644 index 0000000..280e5d7 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition.cs @@ -0,0 +1,81 @@ +using TARGET = UnityEngine.Transform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Transform's position value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformPosition")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.position" + LeanTransition.MethodsMenuSuffix + "(LeanTransformPosition)")] + public class LeanTransformPosition : 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.Vector3 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 position value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Position")]public UnityEngine.Vector3 Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private UnityEngine.Vector3 oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.position != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.position; + } + + public override void BeginWithTarget() + { + oldValue = Target.position; + } + + public override void UpdateWithTarget(float progress) + { + Target.position = UnityEngine.Vector3.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 positionTransition(this TARGET target, UnityEngine.Vector3 value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformPosition.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition.cs.meta new file mode 100644 index 0000000..e64b2ef --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 24edec1135756814abebee61c4ac01e1 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionX.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionX.cs new file mode 100644 index 0000000..cac63b8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionX.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionX.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionX.cs.meta new file mode 100644 index 0000000..6683b8f --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionX.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3b00b7e05ffb8be4fb150b20ef3dd2e2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionY.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionY.cs new file mode 100644 index 0000000..cac63b8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionY.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionY.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionY.cs.meta new file mode 100644 index 0000000..3bb2506 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionY.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6581e3d067b2c204db7fee33a0f01b5a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionZ.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionZ.cs new file mode 100644 index 0000000..cac63b8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionZ.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionZ.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionZ.cs.meta new file mode 100644 index 0000000..c4de77e --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformPositionZ.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c22f49d8410b119488da6923838ce24e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_x.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_x.cs new file mode 100644 index 0000000..c249b36 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_x.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.Transform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Transform's position.x value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformPosition_X")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.position.x" + LeanTransition.MethodsMenuSuffix + "(LeanTransformPosition_X)")] + public class LeanTransformPosition_X : 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, float 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 position value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Position")]public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.position.x != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.position.x; + } + + public override void BeginWithTarget() + { + oldValue = Target.position.x; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.position; + + vector.x = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.position = vector; + } + + 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 positionTransition_x(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformPosition_X.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_x.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_x.cs.meta new file mode 100644 index 0000000..767ff22 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_x.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7ebaafbe58308374b8b188431364b793 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_xy.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_xy.cs new file mode 100644 index 0000000..f0657de --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_xy.cs @@ -0,0 +1,93 @@ +using TARGET = UnityEngine.Transform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Transform's position.xy value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformPosition_xy")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.position.xy" + LeanTransition.MethodsMenuSuffix + "(LeanTransformPosition_xy)")] + public class LeanTransformPosition_xy : 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 position value will transition to this.")] + 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.position.x != Value.x || Target.position.y != Value.y) ? 1 : 0; + } + } + + public override void FillWithTarget() + { + var vector = Target.position; + + Value.x = vector.x; + Value.y = vector.y; + } + + public override void BeginWithTarget() + { + var vector = Target.position; + + oldValue.x = vector.x; + oldValue.y = vector.y; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.position; + var smooth = Smooth(Ease, progress); + + vector.x = UnityEngine.Mathf.LerpUnclamped(oldValue.x, Value.x, smooth); + vector.y = UnityEngine.Mathf.LerpUnclamped(oldValue.y, Value.y, smooth); + + Target.position = vector; + } + + 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 positionTransition_xy(this TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformPosition_xy.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_xy.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_xy.cs.meta new file mode 100644 index 0000000..2a0faf2 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_xy.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c705e0806738eba4c940e2b1fb0749f6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_y.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_y.cs new file mode 100644 index 0000000..fbb01ac --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_y.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.Transform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Transform's position.y value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformPosition_Y")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.position.y" + LeanTransition.MethodsMenuSuffix + "(LeanTransformPosition_Y)")] + public class LeanTransformPosition_Y : 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, float 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 position value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Position")]public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.position.y != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.position.y; + } + + public override void BeginWithTarget() + { + oldValue = Target.position.y; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.position; + + vector.y = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.position = vector; + } + + 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 positionTransition_y(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformPosition_Y.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_y.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_y.cs.meta new file mode 100644 index 0000000..79e0d6d --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_y.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d2d78147dae31894e9a35c2a03656f6a +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_z.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_z.cs new file mode 100644 index 0000000..4bd2324 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_z.cs @@ -0,0 +1,85 @@ +using TARGET = UnityEngine.Transform; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the Transform's position.z value. + [UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformPosition_Z")] + [UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.position.z" + LeanTransition.MethodsMenuSuffix + "(LeanTransformPosition_Z)")] + public class LeanTransformPosition_Z : 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, float 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 position value will transition to this.")] + [UnityEngine.Serialization.FormerlySerializedAs("Position")]public float Value; + + [UnityEngine.Tooltip("This allows you to control how the transition will look.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private float oldValue; + + public override int CanFill + { + get + { + return Target != null && Target.position.z != Value ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Value = Target.position.z; + } + + public override void BeginWithTarget() + { + oldValue = Target.position.z; + } + + public override void UpdateWithTarget(float progress) + { + var vector = Target.position; + + vector.z = UnityEngine.Mathf.LerpUnclamped(oldValue, Value, Smooth(Ease, progress)); + + Target.position = vector; + } + + 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 positionTransition_z(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformPosition_Z.Register(target, value, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_z.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_z.cs.meta new file mode 100644 index 0000000..e4ceaad --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformPosition_z.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dc04a18c71c674d4a8b2e50ef13f703d +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformRotate.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformRotate.cs new file mode 100644 index 0000000..1926961 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformRotate.cs @@ -0,0 +1,99 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Lean.Transition.Method +{ + /// This component allows you to rotate the specified Transform by the target value. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformRotate")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.Rotate" + LeanTransition.MethodsMenuSuffix + "(LeanTransformRotate)")] + public class LeanTransformRotate : LeanMethodWithStateAndTarget + { + public override System.Type GetTargetType() + { + return typeof(Transform); + } + + public override void Register() + { + PreviousState = Register(GetAliasedTarget(Data.Target), Data.EulerAngles, Data.Space, Data.Duration, Data.Ease); + } + + public static LeanState Register(Transform target, Vector3 eulerAngles, Space space, float duration, LeanEase ease = LeanEase.Smooth) + { + var state = LeanTransition.SpawnWithTarget(State.Pool, target); + + state.EulerAngles = eulerAngles; + state.Space = space; + state.Ease = ease; + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanStateWithTarget + { + [Tooltip("The amount we will rotate.")] + public Vector3 EulerAngles; + + [Tooltip("The space we will transition in.")] + public Space Space = Space.Self; + + [Tooltip("The ease method that will be used for the transition.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private Vector3 previousEulerAngles; + + public override ConflictType Conflict + { + get + { + return ConflictType.None; + } + } + + public override void BeginWithTarget() + { + previousEulerAngles = Vector3.zero; + } + + public override void UpdateWithTarget(float progress) + { + var eulerAngles = EulerAngles * Smooth(Ease, progress); + + Target.Rotate(eulerAngles - previousEulerAngles, Space); + + previousEulerAngles = eulerAngles; + } + + public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } + } + + public State Data; + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + public static Transform RotateTransition(this Transform target, float x, float y, float z, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformRotate.Register(target, new Vector3(x, y, z), Space.Self, duration, ease); return target; + } + + public static Transform RotateTransition(this Transform target, Vector3 eulerAngles, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformRotate.Register(target, eulerAngles, Space.Self, duration, ease); return target; + } + + public static Transform RotateTransition(this Transform target, float x, float y, float z, Space space, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformRotate.Register(target, new Vector3(x, y, z), space, duration, ease); return target; + } + + public static Transform RotateTransition(this Transform target, Vector3 eulerAngles, Space space, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformRotate.Register(target, eulerAngles, space, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformRotate.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformRotate.cs.meta new file mode 100644 index 0000000..62491c9 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformRotate.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 24730143705d2904fb9118a99ecb4acb +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformRotation.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformRotation.cs new file mode 100644 index 0000000..88c6ae1 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformRotation.cs @@ -0,0 +1,81 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the specified Transform.rotation to the target value. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformRotation")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.rotation" + LeanTransition.MethodsMenuSuffix + "(LeanTransformRotation)")] + public class LeanTransformRotation : LeanMethodWithStateAndTarget + { + public override System.Type GetTargetType() + { + return typeof(Transform); + } + + public override void Register() + { + PreviousState = Register(GetAliasedTarget(Data.Target), Data.Rotation, Data.Duration, Data.Ease); + } + + public static LeanState Register(Transform target, Quaternion rotation, float duration, LeanEase ease = LeanEase.Smooth) + { + var state = LeanTransition.SpawnWithTarget(State.Pool, target); + + state.Rotation = rotation; + state.Ease = ease; + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanStateWithTarget + { + [Tooltip("The rotation we will transition to.")] + public Quaternion Rotation = Quaternion.identity; + + [Tooltip("The ease method that will be used for the transition.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private Quaternion oldRotation; + + public override int CanFill + { + get + { + return Target != null && Target.rotation != Rotation ? 1 : 0; + } + } + + public override void FillWithTarget() + { + Rotation = Target.rotation; + } + + public override void BeginWithTarget() + { + oldRotation = Target.rotation; + } + + public override void UpdateWithTarget(float progress) + { + Target.rotation = Quaternion.SlerpUnclamped(oldRotation, Rotation, Smooth(Ease, progress)); + } + + public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } + } + + public State Data; + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + public static Transform rotationTransition(this Transform target, Quaternion rotation, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformRotation.Register(target, rotation, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformRotation.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformRotation.cs.meta new file mode 100644 index 0000000..88e8e2a --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformRotation.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ae3f6eb81f2e58e40a18b01dbf7695e9 +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformTranslate.cs b/Assets/Lean/Transition/Methods/Transform/LeanTransformTranslate.cs new file mode 100644 index 0000000..1f86465 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformTranslate.cs @@ -0,0 +1,139 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Lean.Transition.Method +{ + /// This component allows you to transition the specified Transform.Translate to the target value. + [HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformTranslate")] + [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.Translate" + LeanTransition.MethodsMenuSuffix + "(LeanTransformTranslate)")] + public class LeanTransformTranslate : LeanMethodWithStateAndTarget + { + public override System.Type GetTargetType() + { + return typeof(Transform); + } + + public override void Register() + { + if (Data.RelativeTo != null) + { + PreviousState = Register(GetAliasedTarget(Data.Target), Data.Translation, Data.RelativeTo, Data.Duration, Data.Ease); + } + else + { + PreviousState = Register(GetAliasedTarget(Data.Target), Data.Translation, Data.Space, Data.Duration, Data.Ease); + } + } + + public static LeanState Register(Transform target, Vector3 translation, Transform relativeTo, float duration, LeanEase ease = LeanEase.Smooth) + { + var state = LeanTransition.SpawnWithTarget(State.Pool, target); + + state.Translation = translation; + state.Space = Space.Self; + state.RelativeTo = relativeTo; + state.Ease = ease; + + return LeanTransition.Register(state, duration); + } + + public static LeanState Register(Transform target, Vector3 translation, Space space, float duration, LeanEase ease = LeanEase.Smooth) + { + var state = LeanTransition.SpawnWithTarget(State.Pool, target); + + state.Translation = translation; + state.Space = space; + state.RelativeTo = null; + state.Ease = ease; + + return LeanTransition.Register(state, duration); + } + + [System.Serializable] + public class State : LeanStateWithTarget + { + [Tooltip("The amount we will translate.")] + public Vector3 Translation; + + [Tooltip("The space we will transition in.")] + public Space Space = Space.Self; + + [Tooltip("The space we will transition in.")] + public Transform RelativeTo; + + [Tooltip("The ease method that will be used for the transition.")] + public LeanEase Ease = LeanEase.Smooth; + + [System.NonSerialized] private Vector3 oldTranslation; + + public override ConflictType Conflict + { + get + { + return ConflictType.None; + } + } + + public override void BeginWithTarget() + { + oldTranslation = Vector3.zero; + } + + public override void UpdateWithTarget(float progress) + { + var newTranslation = Translation * Smooth(Ease, progress); + + if (RelativeTo != null) + { + Target.Translate(newTranslation - oldTranslation, RelativeTo); + } + else + { + Target.Translate(newTranslation - oldTranslation, Space); + } + + oldTranslation = newTranslation; + } + + public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } + } + + public State Data; + } +} + +namespace Lean.Transition +{ + public static partial class LeanExtensions + { + public static Transform TranslateTransition(this Transform target, float x, float y, float z, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformTranslate.Register(target, new Vector3(x, y, z), Space.Self, duration, ease); return target; + } + + public static Transform TranslateTransition(this Transform target, Vector3 translation, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformTranslate.Register(target, translation, Space.Self, duration, ease); return target; + } + + public static Transform TranslateTransition(this Transform target, float x, float y, float z, Space space, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformTranslate.Register(target, new Vector3(x, y, z), space, duration, ease); return target; + } + + public static Transform TranslateTransition(this Transform target, Vector3 translation, Space space, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformTranslate.Register(target, translation, space, duration, ease); return target; + } + + public static Transform TranslateTransition(this Transform target, float x, float y, float z, Transform relativeTo, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformTranslate.Register(target, new Vector3(x, y, z), relativeTo, duration, ease); return target; + } + + public static Transform TranslateTransition(this Transform target, Vector3 translation, Transform relativeTo, float duration, LeanEase ease = LeanEase.Smooth) + { + Method.LeanTransformTranslate.Register(target, translation, relativeTo, duration, ease); return target; + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/Transform/LeanTransformTranslate.cs.meta b/Assets/Lean/Transition/Methods/Transform/LeanTransformTranslate.cs.meta new file mode 100644 index 0000000..1c92289 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/LeanTransformTranslate.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 25d1eb4f484dd9c4d900cbe1de2c5d4d +timeCreated: 1552396204 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/Transform/UnityEngine.Transform.asset b/Assets/Lean/Transition/Methods/Transform/UnityEngine.Transform.asset new file mode 100644 index 0000000..bb53b15 --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/UnityEngine.Transform.asset @@ -0,0 +1,60 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- 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"PROPERTY\tposition\nELEMENT\tz\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"Position\")]" + - Title: Position_xy + Template: {fileID: 11400000, guid: 02f93218e4ce7f54286ffe519b7d501f, type: 2} + Contents: "PROPERTY\tposition\nELEMENT_A\tx\nELEMENT_B\ty" + - Title: LocalPosition_xy + Template: {fileID: 11400000, guid: 02f93218e4ce7f54286ffe519b7d501f, type: 2} + Contents: "PROPERTY\tlocalPosition\nELEMENT_A\tx\nELEMENT_B\ty" + - Title: LocalScale_xy + Template: {fileID: 11400000, guid: 02f93218e4ce7f54286ffe519b7d501f, type: 2} + Contents: "PROPERTY\tlocalScale\nELEMENT_A\tx\nELEMENT_B\ty\nFSA\t\t[UnityEngine.Serialization.FormerlySerializedAs(\"Scale\")]" diff --git a/Assets/Lean/Transition/Methods/Transform/UnityEngine.Transform.asset.meta b/Assets/Lean/Transition/Methods/Transform/UnityEngine.Transform.asset.meta new file mode 100644 index 0000000..e5d2deb --- /dev/null +++ b/Assets/Lean/Transition/Methods/Transform/UnityEngine.Transform.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e8796c697f25164479f9bf046254723a +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/UI.meta b/Assets/Lean/Transition/Methods/UI.meta new file mode 100644 index 0000000..df14e34 --- /dev/null +++ b/Assets/Lean/Transition/Methods/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d2042afda933d9e4f8625a10276c76e7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/UI/LeanRectTransformAnchoredPositionX.cs b/Assets/Lean/Transition/Methods/UI/LeanRectTransformAnchoredPositionX.cs new file mode 100644 index 0000000..cac63b8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/UI/LeanRectTransformAnchoredPositionX.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/UI/LeanRectTransformAnchoredPositionX.cs.meta b/Assets/Lean/Transition/Methods/UI/LeanRectTransformAnchoredPositionX.cs.meta new file mode 100644 index 0000000..c749084 --- /dev/null +++ b/Assets/Lean/Transition/Methods/UI/LeanRectTransformAnchoredPositionX.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 82f56d1ae18e2854e83b9b1d69da09e4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/UI/LeanRectTransformAnchoredPositionY.cs b/Assets/Lean/Transition/Methods/UI/LeanRectTransformAnchoredPositionY.cs new file mode 100644 index 0000000..cac63b8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/UI/LeanRectTransformAnchoredPositionY.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/UI/LeanRectTransformAnchoredPositionY.cs.meta b/Assets/Lean/Transition/Methods/UI/LeanRectTransformAnchoredPositionY.cs.meta new file mode 100644 index 0000000..5af7bcf --- /dev/null +++ b/Assets/Lean/Transition/Methods/UI/LeanRectTransformAnchoredPositionY.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cee5206d6a8056b4fa2b596f7a56bf9c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/UI/LeanRectTransformPivotX.cs b/Assets/Lean/Transition/Methods/UI/LeanRectTransformPivotX.cs new file mode 100644 index 0000000..cac63b8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/UI/LeanRectTransformPivotX.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/UI/LeanRectTransformPivotX.cs.meta b/Assets/Lean/Transition/Methods/UI/LeanRectTransformPivotX.cs.meta new file mode 100644 index 0000000..2c3c0f7 --- /dev/null +++ b/Assets/Lean/Transition/Methods/UI/LeanRectTransformPivotX.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1276c47af70a0824c98bfbadf15f1fc7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/UI/LeanRectTransformPivotY.cs b/Assets/Lean/Transition/Methods/UI/LeanRectTransformPivotY.cs new file mode 100644 index 0000000..cac63b8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/UI/LeanRectTransformPivotY.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/UI/LeanRectTransformPivotY.cs.meta b/Assets/Lean/Transition/Methods/UI/LeanRectTransformPivotY.cs.meta new file mode 100644 index 0000000..54f548f --- /dev/null +++ b/Assets/Lean/Transition/Methods/UI/LeanRectTransformPivotY.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 66abe183d610f084fbdbc2f328d4c511 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Methods/UI/LeanTransformLocalScaleXY.cs b/Assets/Lean/Transition/Methods/UI/LeanTransformLocalScaleXY.cs new file mode 100644 index 0000000..cac63b8 --- /dev/null +++ b/Assets/Lean/Transition/Methods/UI/LeanTransformLocalScaleXY.cs @@ -0,0 +1 @@ +// Removed \ No newline at end of file diff --git a/Assets/Lean/Transition/Methods/UI/LeanTransformLocalScaleXY.cs.meta b/Assets/Lean/Transition/Methods/UI/LeanTransformLocalScaleXY.cs.meta new file mode 100644 index 0000000..dc23dff --- /dev/null +++ b/Assets/Lean/Transition/Methods/UI/LeanTransformLocalScaleXY.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b7391e3b12b0f7d4cb0b14d1faf62abf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Scripts.meta b/Assets/Lean/Transition/Scripts.meta new file mode 100644 index 0000000..54e1597 --- /dev/null +++ b/Assets/Lean/Transition/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2e8d5c785c7cdfe44a8f95fa9d9a798b +folderAsset: yes +timeCreated: 1552609903 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Scripts/LeanEase.cs b/Assets/Lean/Transition/Scripts/LeanEase.cs new file mode 100644 index 0000000..cd9f782 --- /dev/null +++ b/Assets/Lean/Transition/Scripts/LeanEase.cs @@ -0,0 +1,117 @@ +using UnityEngine; + +namespace Lean.Transition +{ + /// This enum allows you to pick the ease type used by most transition methods. + public enum LeanEase + { + // Basic + Linear, + Smooth = 100, + Accelerate = 200, + Decelerate = 250, + Elastic = 300, + Back = 400, + Bounce = 500, + + // Advanced + SineIn = 1000, + SineOut, + SineInOut, + + QuadIn = 1100, + QuadOut, + QuadInOut, + + CubicIn = 1200, + CubicOut, + CubicInOut, + + QuartIn = 1300, + QuartOut, + QuartInOut, + + QuintIn = 1400, + QuintOut, + QuintInOut, + + ExpoIn = 1500, + ExpoOut, + ExpoInOut, + + CircIn = 1600, + CircOut, + CircInOut, + + BackIn = 1700, + BackOut, + BackInOut, + + ElasticIn = 1800, + ElasticOut, + ElasticInOut, + + BounceIn = 1900, + BounceOut, + BounceInOut, + } +} + +#if UNITY_EDITOR +namespace Lean.Transition.Editor +{ + using UnityEditor; + + [CustomPropertyDrawer(typeof(LeanEase))] + public class LeanEase_Drawer : PropertyDrawer + { + class Entry + { + public GUIContent Content; + + public int Value; + + public Entry() + { + } + + public Entry(string newName, LeanEase newValue) + { + Content = new GUIContent(newName); + Value = (int)newValue; + } + } + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.BeginProperty(position, label, property); + + position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label); + + if (GUI.Button(position, ((LeanEase)property.intValue).ToString(), EditorStyles.popup) == true) + { + var menu = new GenericMenu(); + var names = System.Enum.GetNames(typeof(LeanEase)); + var values = System.Enum.GetValues(typeof(LeanEase)); + + for (var i = 0; i < values.Length; i++) + { + var name = names[i]; + var value = (int)values.GetValue(i); + + if (value >= 1000) + { + name = "Advanced/" + name; + } + + menu.AddItem(new GUIContent(name), value == property.intValue, () => { property.intValue = value; property.serializedObject.ApplyModifiedProperties(); }); + } + + menu.ShowAsContext(); + } + + EditorGUI.EndProperty(); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Transition/Scripts/LeanEase.cs.meta b/Assets/Lean/Transition/Scripts/LeanEase.cs.meta new file mode 100644 index 0000000..c5b0476 --- /dev/null +++ b/Assets/Lean/Transition/Scripts/LeanEase.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 44371e830b20c9942b604a531ae93355 +timeCreated: 1552442353 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Scripts/LeanMethod.cs b/Assets/Lean/Transition/Scripts/LeanMethod.cs new file mode 100644 index 0000000..26ec67d --- /dev/null +++ b/Assets/Lean/Transition/Scripts/LeanMethod.cs @@ -0,0 +1,478 @@ +using UnityEngine; +using Lean.Common; +using System.Collections.Generic; + +namespace Lean.Transition +{ + /// This is the base class for all transition methods. + public abstract class LeanMethod : MonoBehaviour + { + public abstract void Register(); + + [ContextMenu("Begin This Transition")] + public void BeginThisTransition() + { + LeanTransition.RequireSubmitted(); + + LeanTransition.CurrentAliases.Clear(); + + Register(); + + LeanTransition.Submit(); + } + + [ContextMenu("Begin All Transitions")] + public void BeginAllTransitions() + { + LeanTransition.CurrentAliases.Clear(); + + LeanTransition.BeginAllTransitions(transform); + } + + /// This will take the input linear 0..1 value, and return a transformed version based on the specified easing function. + public static float Smooth(LeanEase ease, float x) + { + switch (ease) + { + case LeanEase.Smooth: + { + x = x * x * (3.0f - 2.0f * x); + } + break; + + case LeanEase.Accelerate: + { + x *= x; + } + break; + + case LeanEase.Decelerate: + { + x = 1.0f - x; + x *= x; + x = 1.0f - x; + } + break; + + case LeanEase.Elastic: + { + var angle = x * Mathf.PI * 4.0f; + var weightA = 1.0f - Mathf.Pow(x, 0.125f); + var weightB = 1.0f - Mathf.Pow(1.0f - x, 8.0f); + + x = Mathf.LerpUnclamped(0.0f, 1.0f - Mathf.Cos(angle) * weightA, weightB); + } + break; + + case LeanEase.Back: + { + x = 1.0f - x; + x = x * x * x - x * Mathf.Sin(x * Mathf.PI); + x = 1.0f - x; + } + break; + + case LeanEase.Bounce: + { + if (x < (4f/11f)) + { + x = (121f/16f) * x * x; + } + else if (x < (8f/11f)) + { + x = (121f/16f) * (x - (6f/11f)) * (x - (6f/11f)) + 0.75f; + } + else if (x < (10f/11f)) + { + x = (121f/16f) * (x - (9f/11f)) * (x - (9f/11f)) + (15f/16f); + } + else + { + x = (121f/16f) * (x - (21f/22f)) * (x - (21f/22f)) + (63f/64f); + } + } + break; + + case LeanEase.SineIn: return 1 - Mathf.Cos((x * Mathf.PI) / 2.0f); + + case LeanEase.SineOut: return Mathf.Sin((x * Mathf.PI) / 2.0f); + + case LeanEase.SineInOut: return -(Mathf.Cos(Mathf.PI * x) - 1.0f) / 2.0f; + + case LeanEase.QuadIn: return SmoothQuad(x); + + case LeanEase.QuadOut: return 1 - SmoothQuad(1 - x); + + case LeanEase.QuadInOut: return x < 0.5f ? SmoothQuad(x * 2) / 2 : 1 - SmoothQuad(2 - x * 2) / 2; + + case LeanEase.CubicIn: return SmoothCubic(x); + + case LeanEase.CubicOut: return 1 - SmoothCubic(1 - x); + + case LeanEase.CubicInOut: return x < 0.5f ? SmoothCubic(x * 2) / 2 : 1 - SmoothCubic(2 - x * 2) / 2; + + case LeanEase.QuartIn: return SmoothQuart(x); + + case LeanEase.QuartOut: return 1 - SmoothQuart(1 - x); + + case LeanEase.QuartInOut: return x < 0.5f ? SmoothQuart(x * 2) / 2 : 1 - SmoothQuart(2 - x * 2) / 2; + + case LeanEase.QuintIn: return SmoothQuint(x); + + case LeanEase.QuintOut: return 1 - SmoothQuint(1 - x); + + case LeanEase.QuintInOut: return x < 0.5f ? SmoothQuint(x * 2) / 2 : 1 - SmoothQuint(2 - x * 2) / 2; + + case LeanEase.ExpoIn: return SmoothExpo(x); + + case LeanEase.ExpoOut: return 1 - SmoothExpo(1 - x); + + case LeanEase.ExpoInOut: return x < 0.5f ? SmoothExpo(x * 2) / 2 : 1 - SmoothExpo(2 - x * 2) / 2; + + case LeanEase.CircIn: return SmoothCirc(x); + + case LeanEase.CircOut: return 1 - SmoothCirc(1 - x); + + case LeanEase.CircInOut: return x < 0.5f ? SmoothCirc(x * 2) / 2 : 1 - SmoothCirc(2 - x * 2) / 2; + + case LeanEase.BackIn: return SmoothBack(x); + + case LeanEase.BackOut: return 1 - SmoothBack(1 - x); + + case LeanEase.BackInOut: return x < 0.5f ? SmoothBack(x * 2) / 2 : 1 - SmoothBack(2 - x * 2) / 2; + + case LeanEase.ElasticIn: return SmoothElastic(x); + + case LeanEase.ElasticOut: return 1 - SmoothElastic(1 - x); + + case LeanEase.ElasticInOut: return x < 0.5f ? SmoothElastic(x * 2) / 2 : 1 - SmoothElastic(2 - x * 2) / 2; + + case LeanEase.BounceIn: return 1 - SmoothBounce(1 - x); + + case LeanEase.BounceOut: return SmoothBounce(x); + + case LeanEase.BounceInOut: return x < 0.5f ? 0.5f - SmoothBounce(1 - x * 2) / 2 : 0.5f + SmoothBounce(x * 2 - 1) / 2; + } + + return x; + } + + private static float SmoothQuad(float x) + { + return x * x; + } + + private static float SmoothCubic(float x) + { + return x * x * x; + } + + private static float SmoothQuart(float x) + { + return x * x * x * x; + } + + private static float SmoothQuint(float x) + { + return x * x * x * x * x; + } + + private static float SmoothExpo(float x) + { + return x == 0.0f ? 0.0f : Mathf.Pow(2.0f, 10.0f * x - 10.0f); + } + + private static float SmoothCirc(float x) + { + return 1.0f - Mathf.Sqrt(1.0f - Mathf.Pow(x, 2.0f)); + } + + private static float SmoothBack(float x) + { + return 2.70158f * x * x * x - 1.70158f * x * x; + } + + private static float SmoothElastic(float x) + { + return x == 0.0f ? 0.0f : x == 1.0f ? 1.0f : -Mathf.Pow(2.0f, 10.0f * x - 10.0f) * Mathf.Sin((x * 10.0f - 10.75f) * ((2.0f * Mathf.PI) / 3.0f)); + } + + private static float SmoothBounce(float x) + { + if (x < (4f/11f)) + { + return (121f/16f) * x * x; + } + else if (x < (8f/11f)) + { + return (121f/16f) * (x - (6f/11f)) * (x - (6f/11f)) + 0.75f; + } + else if (x < (10f/11f)) + { + return (121f/16f) * (x - (9f/11f)) * (x - (9f/11f)) + (15f/16f); + } + else + { + return (121f/16f) * (x - (21f/22f)) * (x - (21f/22f)) + (63f/64f); + } + } + } + + public abstract class LeanMethodWithState : LeanMethod + { + /// Each time this transition method registers a new state, it will be stored here. + public LeanState PreviousState; + } + + public abstract class LeanMethodWithStateAndTarget : LeanMethodWithState + { + public abstract System.Type GetTargetType(); + + [UnityEngine.Serialization.FormerlySerializedAs("Data.TargetAlias")] + public string Alias; + + /// This allows you to get the current Target value, or an aliased override. + public T GetAliasedTarget(T current) + where T : Object + { + if (string.IsNullOrEmpty(Alias) == false) + { + var target = default(Object); + + if (LeanTransition.CurrentAliases.TryGetValue(Alias, out target) == true) + { + if (target is T) + { + return (T)target; + } + else if (target is GameObject) + { + var gameObject = (GameObject)target; + + return gameObject.GetComponent(typeof(T)) as T; + } + } + } + + return current; + } + } +} + +#if UNITY_EDITOR +namespace Lean.Transition.Editor +{ + using UnityEditor; + using TARGET = LeanMethod; + + [CanEditMultipleObjects] + [CustomEditor(typeof(TARGET), true)] + public class LeanMethod_Editor : LeanEditor + { + private static List tempMethods = new List(); + + private bool IsLast + { + get + { + var tgt = (LeanMethod)target; + + tgt.GetComponents(tempMethods); + + return tempMethods.IndexOf(tgt) == tempMethods.Count - 1; + } + } + + private void DrawTargetAlias(SerializedProperty sTarget, SerializedProperty sAlias, System.Reflection.FieldInfo data) + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Separator(); + + var rect = Reserve(); + var rectF = rect; rectF.xMin += EditorGUIUtility.labelWidth - 50; rectF.width = 48; + var rectM = rect; rectM.xMin += EditorGUIUtility.labelWidth; + var rectL = rectM; rectL.xMax -= rectL.width / 2 + 1; + var rectR = rectM; rectR.xMin += rectR.width / 2 + 1; + + if (data != null) + { + var state = data.GetValue(tgt) as LeanState; + + if (state != null && state.CanFill > -1) + { + var rectC = rectM; rectC.width = 28; rectC.x -= 30; + + BeginDisabled(state.CanFill == 0); + if (GUI.Button(rectC, new GUIContent("fill", "Copy the current value from the Target into this component?"), EditorStyles.miniButton) == true) + { + state.Fill(); + } + EndDisabled(); + } + } + + var setTarget = sTarget.objectReferenceValue != null; + var setAlias = string.IsNullOrEmpty(sAlias.stringValue) == false; + var setCount = (setTarget ? 1 : 0) + (setAlias ? 1 : 0); + + if (setCount == 0 || setCount == 2) + { + EditorGUI.LabelField(rect, new GUIContent("Target : Alias", "Target = The component or object that will be modified by this transition\n\nAlias = If this transition is on a prefab, this allows you to give a name to the component or object that will be modified by this transition.")); + } + else if (setTarget == true) + { + EditorGUI.LabelField(rect, new GUIContent("Target", "The component or object that will be modified by this transition")); + } + else + { + EditorGUI.LabelField(rect, new GUIContent("Alias", "If this transition is on a prefab, this allows you to give a name to the component or object that will be modified by this transition.")); + } + + BeginError(setCount == 0 || setCount == 2); + if (setCount == 0 || setCount == 2) + { + EditorGUI.PropertyField(rectL, sTarget, GUIContent.none); + EditorGUI.PropertyField(rectR, sAlias, GUIContent.none); + } + else if (setTarget == true) + { + EditorGUI.PropertyField(rectM, sTarget, GUIContent.none); + } + else + { + EditorGUI.PropertyField(rectM, sAlias, GUIContent.none); + } + EndError(); + + if (setAlias == true) + { + var methodST = (LeanMethodWithStateAndTarget)tgt; + var expectedType = methodST.GetTargetType(); + var expectedAlias = sAlias.stringValue; + + foreach (var method in tgt.GetComponents()) + { + var methodTargetType = method.GetTargetType(); + + if (methodTargetType != expectedType) + { + if (method.Alias == expectedAlias) + { + if (methodTargetType.IsSubclassOf(typeof(Component)) == true && expectedType.IsSubclassOf(typeof(Component)) == true) + { + continue; + } + + Error("This alias is used by multiple transitions. This only works if they all transition the same type (e.g. Transform.localPosition & Transform.localScale both transition Transform)."); + + break; + } + } + } + } + } + + private void DrawAutoFill(TARGET tgt, System.Reflection.FieldInfo data) + { + var state = data.GetValue(tgt) as LeanState; + + if (state != null && state.CanFill > -1) + { + var rect = Reserve(); + + BeginDisabled(state.CanFill == 0); + if (GUI.Button(rect, new GUIContent("auto fill", "Copy the current value from the scene into this component?"), EditorStyles.miniButton) == true) + { + state.Fill(); + } + EndDisabled(); + } + } + + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + var dataProperty = serializedObject.FindProperty("Data"); + + if (dataProperty != null) + { + var sTarget = serializedObject.FindProperty("Data.Target"); + var sAlias = serializedObject.FindProperty("Alias"); + var data = tgt.GetType().GetField("Data"); + + Draw("Data.Duration", "The transition will complete after this many seconds."); + + if (sTarget != null && sAlias != null) + { + DrawTargetAlias(sTarget, sAlias, data); + } + + dataProperty.NextVisible(true); + + while (true) + { + if (dataProperty.name != "Duration" && dataProperty.name != "Target" && dataProperty.name != "TargetAlias") + { + if (dataProperty.propertyType == SerializedPropertyType.Quaternion) + { + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = dataProperty.hasMultipleDifferentValues; + + var eulerAngles = EditorGUILayout.Vector3Field(new GUIContent(dataProperty.displayName, dataProperty.tooltip), dataProperty.quaternionValue.eulerAngles); + + EditorGUI.showMixedValue = false; + + if (EditorGUI.EndChangeCheck() == true) + { + dataProperty.quaternionValue = Quaternion.Euler(eulerAngles); + } + } + else + { + EditorGUILayout.PropertyField(dataProperty); + } + } + + if (dataProperty.NextVisible(false) == false) + { + break; + } + } + + if (sTarget == null && data != null) + { + DrawAutoFill(tgt, data); + } + } + else + { + var property = serializedObject.GetIterator(); property.NextVisible(true); + + while (property.NextVisible(false) == true) + { + if (property.name == "Target") + { + BeginError(property.objectReferenceValue == null); + EditorGUILayout.PropertyField(property); + EndError(); + } + else + { + EditorGUILayout.PropertyField(property); + } + } + } + + if (tgt is Method.LeanJoin || tgt is Method.LeanJoinDelay || tgt is Method.LeanJoinInsert) + { + if (IsLast == true) + { + Error("This is a JOIN transition, but you have no transition after this component."); + } + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Transition/Scripts/LeanMethod.cs.meta b/Assets/Lean/Transition/Scripts/LeanMethod.cs.meta new file mode 100644 index 0000000..021edf3 --- /dev/null +++ b/Assets/Lean/Transition/Scripts/LeanMethod.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 21f2d6b2f65001e48a0c629685db4bbc +timeCreated: 1552448551 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Scripts/LeanPlayer.cs b/Assets/Lean/Transition/Scripts/LeanPlayer.cs new file mode 100644 index 0000000..2617e5d --- /dev/null +++ b/Assets/Lean/Transition/Scripts/LeanPlayer.cs @@ -0,0 +1,433 @@ +using UnityEngine; +using System.Linq; +using System.Collections.Generic; +using Lean.Common; + +namespace Lean.Transition +{ + /// This class allows you to reference Transforms whose GameObjects contain transition components. + /// If these transition components define TargetAlias names, then this class will also manage them in the inspector. + [System.Serializable] + public class LeanPlayer + { + [System.Serializable] + public class Alias + { + public string Key; + public Object Obj; + + [System.NonSerialized] + public System.Type Type; + } + + [System.Serializable] + public class Entry + { + public Transform Root { set { root = value; } get { return root; } } [SerializeField] private Transform root; + + public float Speed { set { speed = value; } get { return speed; } } [SerializeField] private float speed = -1.0f; + + public List Aliases { get { if (aliases == null) aliases = new List(); return aliases; } } [SerializeField] private List aliases; + + public void AddAlias(string key, Object obj) + { + foreach (var alias in Aliases) + { + if (alias.Key == key) + { + alias.Key = key; + + return; + } + } + + aliases.Add(new Alias() { Key = key, Obj = obj }); + } + } + + // Legacy + [SerializeField] + private float speed = -1.0f; + + // Legacy + [SerializeField] + private List roots = null; + + // Legacy + [SerializeField] + private List aliases = null; + + // Legacy + [SerializeField] + private List targets = null; + + [SerializeField] + private List entries; + + public float Speed + { + set + { + speed = value; + } + + get + { + return speed; + } + } + + private static Dictionary tempAliases = new Dictionary(); + + public bool IsUsed + { + get + { + if (entries != null && entries.Count > 0) + { + foreach (var entry in entries) + { + if (entry.Root != null) + { + return true; + } + } + } + + return false; + } + } + + /// This stores a list of all Transforms containing transitions that will be played, and their settings. + public List Entries + { + get + { + if (entries == null) + { + entries = new List(); + } + + return entries; + } + } + + public void Validate(bool validateEntries) + { + if (roots != null && roots.Count > 0) + { + Entries.Clear(); + + foreach (var root in roots) + { + if (root != null) + { + entries.Add(new Entry() { Root = root, Speed = speed > 0.0f ? speed : -1.0f }); + } + } + + roots.Clear(); + } + + if (Entries.Count == 0) + { + entries.Add(new Entry()); + } + + if (aliases != null && aliases.Count > 0 && targets != null && targets.Count > 0) + { + var min = System.Math.Min(aliases.Count, targets.Count); + + for (var i = 0; i < min; i++) + { + foreach (var entry in Entries) + { + entry.AddAlias(aliases[i], targets[i]); + } + } + + aliases.Clear(); + targets.Clear(); + } + + if (validateEntries == true) + { + foreach (var entry in Entries) + { + if (entry != null) + { + var pairs = LeanTransition.FindAllAliasTypePairs(entry.Root); + + // Move entry.Aliases into dictionary + foreach (var alias in entry.Aliases) + { + tempAliases.Add(alias.Key, alias); + } + + entry.Aliases.Clear(); + + // Rebuild entry.Aliases from dictionaries + foreach (var pair in pairs) + { + Alias alias; + + // Use existing by set type again (it's non-serialized, so it must be set again) + if (tempAliases.TryGetValue(pair.Key, out alias) == true) + { + alias.Type = pair.Value; + + entry.Aliases.Add(alias); + } + // Use new + else + { + entry.Aliases.Add(new Alias() { Key = pair.Key, Type = pair.Value }); + } + } + + // Discard remaining + tempAliases.Clear(); + } + } + } + } + + /// This method will begin all transition entries. + public void Begin() + { + Validate(false); + + if (entries != null) + { + LeanTransition.CurrentAliases.Clear(); + + foreach (var entry in entries) + { + foreach (var alias in entry.Aliases) + { + LeanTransition.AddAlias(alias.Key, alias.Obj); + } + + LeanTransition.BeginAllTransitions(entry.Root, entry.Speed); + } + } + } + } +} + +#if UNITY_EDITOR +namespace Lean.Transition.Editor +{ + using UnityEditor; + + [CustomPropertyDrawer(typeof(LeanPlayer))] + public class LeanPlayerDrawer : PropertyDrawer + { + private static Color color; + private static float height; + private static float heightStep; + private static string title; + private static string tooltip; + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + height = base.GetPropertyHeight(property, label); + heightStep = height + 2.0f; + + ValidateAndUpdate(property.serializedObject, property); + + var count = 0; + var sEntries = property.FindPropertyRelative("entries"); + + for (var i = 0; i < sEntries.arraySize; i++) + { + var sEntry = sEntries.GetArrayElementAtIndex(i); + var sSpeed = sEntry.FindPropertyRelative("speed"); + var sAliases = sEntry.FindPropertyRelative("aliases"); + + if (sSpeed.floatValue >= 0.0f) + { + count++; + } + + count += sAliases.arraySize; + + count++; + } + + return height + heightStep * System.Math.Max(0, count - 1); + } + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + var player = LeanHelper.GetObjectFromSerializedProperty(property.serializedObject.targetObject, property); + var sObject = property.serializedObject; + var sEntries = property.FindPropertyRelative("entries"); + + DrawPlay(position, sObject); + + color = GUI.color; position.height = height; + title = label.text; + tooltip = label.tooltip; + + for (var i = 0; i < sEntries.arraySize; i++) + { + var entry = player.Entries[i]; + var sEntry = sEntries.GetArrayElementAtIndex(i); + var sRoot = sEntry.FindPropertyRelative("root"); + var sSpeed = sEntry.FindPropertyRelative("speed"); + var sAliases = sEntry.FindPropertyRelative("aliases"); + var rectL = position; rectL.width = EditorGUIUtility.labelWidth - 16.0f; + var rectR = position; rectR.xMin += EditorGUIUtility.labelWidth; + + if (Event.current.isMouse == true && Event.current.button == 1 && rectL.Contains(Event.current.mousePosition) == true) + { + Event.current.Use(); + ShowMenu(sObject, sEntries, i, sRoot, sSpeed, title); + } + + EditorGUI.PropertyField(position, sRoot, new GUIContent(title, tooltip)); position.y += heightStep; + EditorGUI.indentLevel++; + if (sSpeed.floatValue >= 0.0f) + { + EditorGUI.PropertyField(position, sSpeed); position.y += heightStep; + } + + for (var j = 0; j < sAliases.arraySize; j++) + { + var alias = entry.Aliases[j]; + var sAlias = sAliases.GetArrayElementAtIndex(j); + var sKey = sAlias.FindPropertyRelative("Key"); + var sObj = sAlias.FindPropertyRelative("Obj"); + + EditorGUI.BeginChangeCheck(); + + EditorGUI.showMixedValue = sObj.hasMultipleDifferentValues; + var obj = EditorGUI.ObjectField(position, new GUIContent(sKey.stringValue, ""), alias.Obj, alias.Type, true); position.y += heightStep; + EditorGUI.showMixedValue = false; + + if (EditorGUI.EndChangeCheck() == true) + { + sObj.objectReferenceValue = obj; + } + } + EditorGUI.indentLevel--; + } + + GUI.color = color; + } + + private void DrawPlay(Rect position, SerializedObject sObject) + { + var rectL = position; rectL.xMin += EditorGUIUtility.labelWidth - 15.0f; rectL.width = 14.0f; rectL.yMin += 1.0f; rectL.yMax -= 1.0f; + var rectR = rectL; rectR.y -= 1.0f; + + if (GUI.Button(rectL, new GUIContent("", "Clicking this will play the transitions now.")) == true) + { + foreach (var targetObject in sObject.targetObjects) + { + ((LeanPlayer)fieldInfo.GetValue(targetObject)).Begin(); + } + } + + GUI.Label(rectR, "▶", EditorStyles.centeredGreyMiniLabel); + } + + private void ShowMenu(SerializedObject sObject, SerializedProperty sEntries, int index, SerializedProperty sRoot, SerializedProperty sSpeed, string title) + { + var menu = new GenericMenu(); + var methodPrefabs = AssetDatabase.FindAssets("t:GameObject"). + Select((guid) => AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid))). + Where((prefab) => prefab.GetComponent() != null); + var targetComponent = sObject.targetObject as Component; + + if (targetComponent != null) + { + if (sRoot.objectReferenceValue == null) + { + menu.AddItem(new GUIContent("Create"), false, () => + { + var root = new GameObject("[" + title + "]").transform; + + root.SetParent(targetComponent.transform, false); + + sRoot.objectReferenceValue = root; + sObject.ApplyModifiedProperties(); + + Selection.activeTransform = root; + }); + } + else + { + menu.AddItem(new GUIContent("Add"), false, () => + { + sEntries.InsertArrayElementAtIndex(index + 1); + var sEntry = sEntries.GetArrayElementAtIndex(index + 1); + sEntry.FindPropertyRelative("root").objectReferenceValue = null; + sEntry.FindPropertyRelative("speed").floatValue = -1.0f; + sEntry.FindPropertyRelative("aliases").arraySize = 0; + sObject.ApplyModifiedProperties(); + }); + } + } + + if (sSpeed.floatValue <= -1.0f) + { + menu.AddItem(new GUIContent("Speed"), false, () => + { + sSpeed.floatValue = 1.0f; + sObject.ApplyModifiedProperties(); + }); + } + else + { + menu.AddItem(new GUIContent("Speed"), true, () => + { + sSpeed.floatValue = -1.0f; + sObject.ApplyModifiedProperties(); + }); + } + + menu.AddSeparator(""); + + foreach (var methodPrefab in methodPrefabs) + { + var root = methodPrefab.transform; + + menu.AddItem(new GUIContent("Prefab/" + methodPrefab.name), false, () => + { + sRoot.objectReferenceValue = root; + sObject.ApplyModifiedProperties(); + }); + } + + menu.AddSeparator(""); + + menu.AddItem(new GUIContent("Remove"), false, () => + { + sEntries.DeleteArrayElementAtIndex(index); + sObject.ApplyModifiedProperties(); + }); + + menu.ShowAsContext(); + } + + private void ValidateAndUpdate(SerializedObject sObject, SerializedProperty sPlayer) + { + sObject.ApplyModifiedProperties(); + + foreach (var targetObject in sObject.targetObjects) + { + var player = LeanHelper.GetObjectFromSerializedProperty(targetObject, sPlayer); + + if (player != null) + { + player.Validate(true); + } + } + + sObject.Update(); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Transition/Scripts/LeanPlayer.cs.meta b/Assets/Lean/Transition/Scripts/LeanPlayer.cs.meta new file mode 100644 index 0000000..2890cf6 --- /dev/null +++ b/Assets/Lean/Transition/Scripts/LeanPlayer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: abf1e53a036583f4db1eca5bcfb0c922 +timeCreated: 1552462302 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Scripts/LeanState.cs b/Assets/Lean/Transition/Scripts/LeanState.cs new file mode 100644 index 0000000..dedf39a --- /dev/null +++ b/Assets/Lean/Transition/Scripts/LeanState.cs @@ -0,0 +1,128 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Lean.Transition +{ + /// This is the base class for all transition states. When you register a transition (e.g. LeanTransformLocalPosition), it will return an instance of this class, allowing it to be updated by the transition manager. + public abstract class LeanState + { + public enum ConflictType + { + None, + Ignore, + Complete + } + + /// The transition will complete after this many seconds. + public float Duration = 1.0f; + + /// The current amount of seconds this transition has been running (-1 for pending Begin call). + [System.NonSerialized] + public float Age; + + /// If this transition is chained to another, then this tells you which must finish before this can begin. + [System.NonSerialized] + public List Prev = new List(); + + /// If this transition is chained to another, then this tells you which will begin after this finishes. + [System.NonSerialized] + public List Next = new List(); + + /// If this is enabled then the current transition will no longer update, but will otherwise act as normal and not be removed. This is so any transition chain can still work as expected. + [System.NonSerialized] + public bool Ignore; + + /// This tells you how many seconds remain until this state completes. + public float Remaining + { + get + { + // Not started yet? + if (Age < 0.0f) + { + return float.PositiveInfinity; + } + + return Duration - Age; + } + } + + /// If you want this transition to begin after another completes, then call this method. + public void BeginAfter(LeanState previousState) + { + Prev.Add(previousState); + previousState.Next.Add(this); + } + + /// This will instantly skip this transition to its final state. + public void Skip() + { + if (Age < Duration && Ignore == false) + { + Stop(); + Update(1.0f); + } + } + + /// This will instantly skip this transition to its final state, and all others joined to it. + public void SkipAll() + { + Skip(); + + foreach (var state in Next) + { + state.SkipAll(); + } + } + + /// This will stop this transition at its current position. + public void Stop() + { + Ignore = true; + } + + /// This will stop this transition at its current position, and all others joined to it. + public void StopAll() + { + Stop(); + + foreach (var state in Next) + { + state.StopAll(); + } + } + + public virtual Object GetTarget() + { + return default(Object); + } + + public virtual ConflictType Conflict + { + get + { + return ConflictType.Ignore; + } + } + + public virtual int CanFill + { + get + { + return -1; + } + } + + public virtual void Fill() + { + } + + public abstract void Begin(); + + public abstract void Update(float progress); + + public virtual void Despawn() + { + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Scripts/LeanState.cs.meta b/Assets/Lean/Transition/Scripts/LeanState.cs.meta new file mode 100644 index 0000000..7c45e27 --- /dev/null +++ b/Assets/Lean/Transition/Scripts/LeanState.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ce5d8a202956f9644a1018e204047f78 +timeCreated: 1552448593 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Scripts/LeanStateWithTarget.cs b/Assets/Lean/Transition/Scripts/LeanStateWithTarget.cs new file mode 100644 index 0000000..76dea63 --- /dev/null +++ b/Assets/Lean/Transition/Scripts/LeanStateWithTarget.cs @@ -0,0 +1,61 @@ +using UnityEngine; + +namespace Lean.Transition +{ + /// This class stores additional base data for transitions that modify a target UnityEngine.Object (most do). + public abstract class LeanStateWithTarget : LeanState + where T : Object + { + /// This is the target of the transition. For most transition methods this will be the component that will be modified. + public T Target; + + public override Object GetTarget() + { + return Target; + } + + public override int CanFill + { + get + { + return Target != null ? 1 : 0; + } + } + + public override void Fill() + { + if (Target != null) + { + FillWithTarget(); + } + } + + public virtual void FillWithTarget() + { + } + + public override void Begin() + { + if (Target != null) + { + BeginWithTarget(); + } + } + + public virtual void BeginWithTarget() + { + } + + public override void Update(float progress) + { + if (Target != null) + { + UpdateWithTarget(progress); + } + } + + public virtual void UpdateWithTarget(float progress) + { + } + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Scripts/LeanStateWithTarget.cs.meta b/Assets/Lean/Transition/Scripts/LeanStateWithTarget.cs.meta new file mode 100644 index 0000000..39d78a9 --- /dev/null +++ b/Assets/Lean/Transition/Scripts/LeanStateWithTarget.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4dd26b0fddefa6743b87c39be9a7b654 +timeCreated: 1552448593 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Scripts/LeanTiming.cs b/Assets/Lean/Transition/Scripts/LeanTiming.cs new file mode 100644 index 0000000..4ea3177 --- /dev/null +++ b/Assets/Lean/Transition/Scripts/LeanTiming.cs @@ -0,0 +1,14 @@ +namespace Lean.Transition +{ + /// This enum allows you to control where in the game loop transitions will update. + public enum LeanTiming + { + UnscaledFixedUpdate = -3, + UnscaledLateUpdate = -2, + UnscaledUpdate = -1, + Default = 0, + Update = 1, + LateUpdate = 2, + FixedUpdate = 3 + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/Scripts/LeanTiming.cs.meta b/Assets/Lean/Transition/Scripts/LeanTiming.cs.meta new file mode 100644 index 0000000..49df5ad --- /dev/null +++ b/Assets/Lean/Transition/Scripts/LeanTiming.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 70ddec993b5da3c4eafe850846fe0d26 +timeCreated: 1552524915 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/Scripts/LeanTransition.cs b/Assets/Lean/Transition/Scripts/LeanTransition.cs new file mode 100644 index 0000000..6d34209 --- /dev/null +++ b/Assets/Lean/Transition/Scripts/LeanTransition.cs @@ -0,0 +1,690 @@ +using UnityEngine; +using System.Collections.Generic; +using Lean.Common; + +namespace Lean.Transition +{ + /// This component updates all active transition methods, both in game, and in the editor. + [ExecuteInEditMode] + [HelpURL(HelpUrlPrefix + "LeanTransition")] + [AddComponentMenu(ComponentMenuPrefix + "Lean Transition")] + public class LeanTransition : MonoBehaviour + { + public const string ComponentMenuPrefix = "Lean/Transition/"; + + public const string MethodsMenuPrefix = "Lean/Transition/Methods/"; + + public const string MethodsMenuSuffix = " Transition "; + + public const string HelpUrlPrefix = "https://carloswilkes.com/Documentation/LeanTransition#"; + + /// This allows you to set where in the game loop animations are updated when timing = LeanTime.Default. + public LeanTiming DefaultTiming { set { defaultTiming = value; } get { return defaultTiming; } } [SerializeField] [UnityEngine.Serialization.FormerlySerializedAs("Timing")] private LeanTiming defaultTiming = LeanTiming.UnscaledUpdate; + + /// This stores a list of all active and enabled LeanTransition instances in the scene. + public static List Instances = new List(); + + public static event System.Action OnRegistered; + + public static event System.Action OnFinished; + + private static List unscaledUpdateStates = new List(); + + private static List unscaledLateUpdateStates = new List(); + + private static List unscaledFixedUpdateStates = new List(); + + private static List updateStates = new List(); + + private static List lateUpdateStates = new List(); + + private static List fixedUpdateStates = new List(); + + private static List tempBaseMethods = new List(); + + private static List baseMethodStack = new List(); + + private static Dictionary aliasTypePairs = new Dictionary(); + + private static LeanState previousState; + + private static LeanState currentQueue; + + private static LeanState defaultQueue; + + private static LeanTiming currentTiming; + + private static float currentSpeed = 1.0f; + + private static bool started; + + private static Dictionary currentAliases = new Dictionary(); + + /// This property gives you the first DefaultTiming instance value. + public static LeanTiming CurrentDefaultTiming + { + get + { + if (Instances.Count > 0) + { + return Instances[0].defaultTiming; + } + + return default(LeanTiming); + } + } + + /// This tells you how many transitions are currently running. + public static int Count + { + get + { + return unscaledUpdateStates.Count + unscaledLateUpdateStates.Count + unscaledFixedUpdateStates.Count + updateStates.Count + lateUpdateStates.Count + fixedUpdateStates.Count; + } + } + + /// After a transition state is registered, it will be stored here. This allows you to copy it out for later use. + public static LeanState PreviousState + { + get + { + return previousState; + } + } + + /// If you want the next registered transition state to automatically begin after an existing transition state, then specify it here. + public static LeanState CurrentQueue + { + set + { + currentQueue = value; + } + } + + /// This allows you to change where in the game loop all future transitions in the current animation will be updated. + public static LeanTiming CurrentTiming + { + set + { + currentTiming = value; + } + } + + /// This allows you to change the transition speed multiplier of all future transitions in the current animation. + public static float CurrentSpeed + { + set + { + currentSpeed = value; + } + + get + { + return currentSpeed; + } + } + + /// This allows you to change the alias name to UnityEngine.Object association of all future transitions in the current animation. + public static Dictionary CurrentAliases + { + get + { + return currentAliases; + } + } + + public static void AddAlias(string key, Object obj) + { + currentAliases.Remove(key); + currentAliases.Add(key, obj); + } + + /// This method will return the specified timing, unless it's set to Default, then it will return UnscaledTime. + public static LeanTiming GetTiming(LeanTiming current = LeanTiming.Default) + { + if (current == LeanTiming.Default) + { + current = LeanTiming.UnscaledUpdate; + } + + return current; + } + + /// This method works like GetTiming, but it won't return any unscaled times. + public static LeanTiming GetTimingAbs(LeanTiming current) + { + return (LeanTiming)System.Math.Abs((int)current); + } + + /// If you failed to submit a previous transition then this will throw an error, and then submit them. + public static void RequireSubmitted() + { + if (currentQueue != null) + { + Debug.LogError("You forgot to submit the last transition! " + currentQueue.GetType() + " - " + currentQueue.GetTarget()); + + Submit(); + } + + if (baseMethodStack.Count > 0) + { + Debug.LogError("Failed to submit all methods."); + + Submit(); + } + } + + /// This will reset any previously called CurrentTiming calls. + public static void ResetTiming() + { + currentTiming = CurrentDefaultTiming; + } + + /// This will reset any previously called CurrentQueue calls. + public static void ResetQueue() + { + currentQueue = null; + } + + /// This will reset any previously called CurrentSpeed calls. + public static void ResetSpeed() + { + currentSpeed = 1.0f; + } + + /// This will reset the CurrentTiming, CurrentQueue, and CurrentSpeed values. + public static void ResetState() + { + defaultQueue = null; + + ResetTiming(); + + ResetQueue(); + + ResetSpeed(); + } + + /// This will submit any previously registered transitions, and reset the timing. + public static void Submit() + { + ResetState(); + + baseMethodStack.Clear(); + } + + /// This will begin all transitions on the specified GameObject, all its children, and then submit them. + /// If you failed to submit a previous transition then this will also throw an error. + public static void BeginAllTransitions(Transform root, float speed = 1.0f) + { + ResetState(); + + if (root != null) + { + RequireSubmitted(); + + InsertTransitions(root, speed); + + Submit(); + } + } + + /// This will begin all transitions on the specified GameObject, and all its children. + public static void InsertTransitions(GameObject root, float speed = 1.0f, LeanState parentHead = null) + { + if (root != null) + { + InsertTransitions(root.transform, speed); + } + } + + /// This will begin all transitions on the specified Transform, and all its children. + public static void InsertTransitions(Transform root, float speed = 1.0f, LeanState parentHead = null) + { + if (root != null) + { + var spd = currentSpeed; + var min = baseMethodStack.Count; root.GetComponents(tempBaseMethods); baseMethodStack.AddRange(tempBaseMethods); tempBaseMethods.Clear(); + var max = baseMethodStack.Count; + + currentSpeed *= speed; + + if (parentHead != null) + { + previousState = parentHead; + currentQueue = parentHead; + } + + defaultQueue = parentHead; + + for (var i = min; i < max; i++) + { + baseMethodStack[i].Register(); + } + + baseMethodStack.RemoveRange(min, max - min); + + var childParentHead = previousState; + + for (var i = 0; i < root.childCount; i++) + { + InsertTransitions(root.GetChild(i), 1.0f, childParentHead); + } + + currentSpeed = spd; + } + } + + /// This method returns all TargetAliases on all transitions on the specified Transform. + public static Dictionary FindAllAliasTypePairs(Transform root) + { + aliasTypePairs.Clear(); + + AddAliasTypePairs(root); + + return aliasTypePairs; + } + + private static void AddAliasTypePairs(Transform root) + { + if (root != null) + { + root.GetComponents(tempBaseMethods); + + for (var i = 0; i < tempBaseMethods.Count; i++) + { + var baseMethod = tempBaseMethods[i] as LeanMethodWithStateAndTarget; + + if (baseMethod != null) + { + var targetType = baseMethod.GetTargetType(); + var alias = baseMethod.Alias; + + if (string.IsNullOrEmpty(alias) == false) + { + var existingType = default(System.Type); + + // Exists? + if (aliasTypePairs.TryGetValue(alias, out existingType) == true) + { + // Clashing types? + if (existingType != targetType) + { + // If both are components then the clash can be resolved by using GameObject + if (targetType.IsSubclassOf(typeof(Component)) == true) + { + // If it's already a GameObject, skip + if (existingType == typeof(GameObject)) + { + continue; + } + // Change existing type to GameObject? + else if (existingType.IsSubclassOf(typeof(Component)) == true) + { + aliasTypePairs[alias] = typeof(GameObject); + + continue; + } + } + + // If the clash cannot be resolved, throw an error + Debug.LogError("The (" + root.name + ") GameObject contains multiple transitions that define a target alias of (" + alias + "), but these transitions use different types (" + existingType + ") + (" + targetType + "). You must give them different aliases.", root); + } + } + // Add new? + else + { + aliasTypePairs.Add(alias, targetType); + } + } + } + } + } + } + + public static T SpawnWithTarget(Stack pool, U target) + where T : LeanStateWithTarget, new() + where U : Object + { + var data = Spawn(pool); + + data.Target = target; + + return data; + } + + public static T Spawn(Stack pool) + where T : LeanState, new() + { + // Make sure the transition manager exists + if (Instances.Count == 0) + { + new GameObject("LeanTransition").AddComponent(); + } + + // Setup initial data + var state = pool.Count > 0 ? pool.Pop() : new T(); + + state.Age = -1.0f; + state.Ignore = false; + + state.Prev.Clear(); + state.Next.Clear(); + + // Join to previous transition? + if (currentQueue != null) + { + state.BeginAfter(currentQueue); + + currentQueue = defaultQueue; + } + + // Make this the new head + previousState = state; + + return state; + } + + public static LeanState Register(LeanState state, float duration) + { + state.Duration = duration; + + // Execute immediately? + if (duration == 0.0f && state.Prev.Count == 0) + { + FinishState(state); + + if (previousState == state) + { + previousState = null; + } + + return null; + } + // Register for later execution? + else + { + if (currentSpeed > 0.0f) + { + state.Duration /= currentSpeed; + } + + // Convert currentTiming if it's set to default, then register the state in the correct list + var finalUpdate = GetTiming(currentTiming); + + switch (finalUpdate) + { + case LeanTiming.UnscaledFixedUpdate: unscaledFixedUpdateStates.Add(state); break; + case LeanTiming.UnscaledLateUpdate: unscaledLateUpdateStates.Add(state); break; + case LeanTiming.UnscaledUpdate: unscaledUpdateStates.Add(state); break; + case LeanTiming.Update: updateStates.Add(state); break; + case LeanTiming.LateUpdate: lateUpdateStates.Add(state); break; + case LeanTiming.FixedUpdate: fixedUpdateStates.Add(state); break; + } + } + + if (OnRegistered != null) + { + OnRegistered(state); + } + + return state; + } + + protected virtual void OnEnable() + { + Instances.Add(this); + + ResetState(); +#if UNITY_EDITOR + UnityEditor.EditorApplication.update -= HandleUpdateInEditor; + UnityEditor.EditorApplication.update += HandleUpdateInEditor; +#endif + } + + protected virtual void OnDisable() + { + Instances.Remove(this); + + if (Instances.Count == 0) + { + unscaledFixedUpdateStates.Clear(); + unscaledLateUpdateStates.Clear(); + unscaledUpdateStates.Clear(); + updateStates.Clear(); + lateUpdateStates.Clear(); + fixedUpdateStates.Clear(); + } + } + +#if UNITY_EDITOR + private void HandleUpdateInEditor() + { + var delta = Time.deltaTime; + + if (Application.isPlaying == false) + { + UpdateAll(unscaledFixedUpdateStates, delta); + UpdateAll( unscaledLateUpdateStates, delta); + UpdateAll( unscaledUpdateStates, delta); + UpdateAll( updateStates, delta); + UpdateAll( lateUpdateStates, delta); + UpdateAll( fixedUpdateStates, delta); + } + } +#endif + + protected virtual void Update() + { + if (this == Instances[0] && Application.isPlaying == true && started == true) + { + UpdateAll(unscaledUpdateStates, Time.unscaledDeltaTime); + UpdateAll( updateStates, Time.deltaTime ); + } + } + + protected virtual void LateUpdate() + { + if (this == Instances[0] && Application.isPlaying == true) + { + if (started == true) + { + UpdateAll(unscaledLateUpdateStates, Time.unscaledDeltaTime); + UpdateAll( lateUpdateStates, Time.deltaTime ); + } + else + { + started = true; + } + } + } + + protected virtual void FixedUpdate() + { + if (this == Instances[0] && Application.isPlaying == true && started == true) + { + UpdateAll(unscaledFixedUpdateStates, Time.fixedUnscaledDeltaTime); + UpdateAll( fixedUpdateStates, Time.fixedDeltaTime ); + } + } + + /// This method will mark all transitions as Skip = true if they match the transition type and target object of the specified transition. + private void RemoveConflictsBefore(List states, LeanState currentState, int currentIndex) + { + var currentConflict = currentState.Conflict; + + if (currentConflict != LeanState.ConflictType.None) + { + var currentType = currentState.GetType(); + var currentTarget = currentState.GetTarget(); + + for (var i = 0; i < currentIndex; i++) + { + var transition = states[i]; + + if (transition.Ignore == false && transition.GetType() == currentType && transition.GetTarget() == currentTarget) + { + transition.Ignore = true; + + if (currentConflict == LeanState.ConflictType.Complete) + { + transition.Update(1.0f); + } + } + } + } + } + + private void UpdateAll(List states, float delta) + { + ResetState(); + + for (var i = states.Count - 1; i >= 0; i--) + { + var state = states[i]; + + // If we have a negative duration, skip ahead of time? + if (state.Prev.Count > 0 && state.Duration < 0.0f) + { + var skip = -state.Duration; + + for (var j = state.Prev.Count - 1; j >= 0; j--) + { + var prev = state.Prev[j]; + + if (prev.Remaining <= skip) + { + prev.Next.Remove(state); + + state.Prev.RemoveAt(j); + } + } + } + + // Only update if the previous transitions have finished + if (state.Prev.Count == 0) + { + // If the transition age is negative, it hasn't started yet + if (state.Age < 0.0f) + { + state.Age = 0.0f; + + // If this newly beginning transition is identical to an already registered one, mark the existing one as conflicting so it doesn't get updated + RemoveConflictsBefore(states, state, i); + + // Begin the transition (this will often copy the current state of the variable that is being transitioned) + state.Begin(); + } + + // Age + state.Age += delta; + + // Finished? + if (state.Age >= state.Duration) + { + FinishState(state); + + states.RemoveAt(i); + } + // Update + else + { + if (state.Ignore == false) + { + state.Update(state.Age / state.Duration); + } + +#if UNITY_EDITOR + DirtyTarget(state); +#endif + } + } + } + } + + private static void FinishState(LeanState state) + { + // Activate all chained states and clear them + for (var j = state.Next.Count - 1; j >= 0; j--) + { + state.Next[j].Prev.Remove(state); + } + + state.Next.Clear(); + + // Make sure we call update one final time with a progress value of exactly 1.0 + if (state.Ignore == false) + { + state.Update(1.0f); + } + + if (OnFinished != null) + { + OnFinished(state); + } + +#if UNITY_EDITOR + DirtyTarget(state); +#endif + + state.Despawn(); + } + +#if UNITY_EDITOR + /// If a transition is being animated in the editor, then the target object may not update, so this method will automatically dirty it so that it will. + private static void DirtyTarget(LeanState transition) + { + if (Application.isPlaying == false) + { + var targetField = transition.GetType().GetField("Target"); + + if (targetField != null) + { + var target = targetField.GetValue(transition) as Object; + + if (target != null) + { + UnityEditor.EditorUtility.SetDirty(target); + } + } + } + } +#endif + } +} + +#if UNITY_EDITOR +namespace Lean.Transition.Editor +{ + using TARGET = LeanTransition; + + [UnityEditor.CanEditMultipleObjects] + [UnityEditor.CustomEditor(typeof(TARGET))] + public class LeanTransition_Editor : LeanEditor + { + protected override void OnInspector() + { + TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); + + Draw("defaultTiming", "This allows you to set where in the game loop animations are updated when timing = LeanTime.Default."); + + Separator(); + + BeginDisabled(true); + UnityEditor.EditorGUILayout.IntField("Transition Count", LeanTransition.Count); + EndDisabled(); + } + + [UnityEditor.MenuItem("GameObject/Lean/Transition", false, 1)] + private static void CreateLocalization() + { + var gameObject = new GameObject(typeof(LeanTransition).Name); + + UnityEditor.Undo.RegisterCreatedObjectUndo(gameObject, "Create LeanTransition"); + + gameObject.AddComponent(); + + UnityEditor.Selection.activeGameObject = gameObject; + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Lean/Transition/Scripts/LeanTransition.cs.meta b/Assets/Lean/Transition/Scripts/LeanTransition.cs.meta new file mode 100644 index 0000000..a3bf0c6 --- /dev/null +++ b/Assets/Lean/Transition/Scripts/LeanTransition.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 217c8e972fc1ae74abf64e3200253b45 +timeCreated: 1552434179 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Lean/Transition/package.json b/Assets/Lean/Transition/package.json new file mode 100644 index 0000000..3f19348 --- /dev/null +++ b/Assets/Lean/Transition/package.json @@ -0,0 +1,15 @@ +{ + "displayName": "Lean Transition", + "description": "Lightweight tween/ease extensions for all projects.", + "name": "com.cwilkes.lean.transition", + "version": "1.0.0", + "unity": "2019.4", + "author": { + "name": "Carlos Wilkes", + "email": "carlos.wilkes@gmail.com", + "url": "https://carloswilkes.com" + }, + "dependencies": { + "com.cwilkes.lean.common": "1.0.0" + } +} \ No newline at end of file diff --git a/Assets/Lean/Transition/package.json.meta b/Assets/Lean/Transition/package.json.meta new file mode 100644 index 0000000..6273d26 --- /dev/null +++ b/Assets/Lean/Transition/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 789225606024f4144b2bad4b9cd23604 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Raindrop/RaindropInstance.cs b/Assets/Raindrop/RaindropInstance.cs index 74017ef..a2cbdf1 100644 --- a/Assets/Raindrop/RaindropInstance.cs +++ b/Assets/Raindrop/RaindropInstance.cs @@ -64,7 +64,7 @@ namespace Raindrop private string app_data_dir; //private frmMain mainForm; //frmMain is a class that inherits RadegastForm. It seems to be the code-behind of the overall UI, that includes the view and buttons. - private mainUI mainCanvas; + private mainUIModel mainCanvas; // Singleton, there can be only one instance private static RaindropInstance globalInstance = null; @@ -319,7 +319,7 @@ namespace Raindrop names = new NameManager(this); COF = new CurrentOutfitFolder(this); - mainCanvas = new mainUI(this); + mainCanvas = new mainUIModel(this); //mainCanvas.InitializeControls(); //mainCanvas.Load += new EventHandler(mainForm_Load); @@ -674,7 +674,7 @@ namespace Raindrop get { return state; } } - public mainUI MainCanvas + public mainUIModel MainCanvas { get { return mainCanvas; } } diff --git a/Assets/Raindrop/RaindropUnity.asmdef b/Assets/Raindrop/RaindropUnity.asmdef index 39bd5cf..8b6854b 100644 --- a/Assets/Raindrop/RaindropUnity.asmdef +++ b/Assets/Raindrop/RaindropUnity.asmdef @@ -2,8 +2,7 @@ "name": "RaindropUnity", "rootNamespace": "", "references": [ - "GUID:b6ef318018e211441b43da945a1caf13", - "GUID:1364d97af688c264f94c622d729b2059" + "GUID:b6ef318018e211441b43da945a1caf13" ], "includePlatforms": [], "excludePlatforms": [], diff --git a/Assets/Raindrop/UI/ModalLogic.cs b/Assets/Raindrop/UI/ModalLogic.cs index 61c9955..cf1b61a 100644 --- a/Assets/Raindrop/UI/ModalLogic.cs +++ b/Assets/Raindrop/UI/ModalLogic.cs @@ -1,30 +1,30 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; +//using System.Collections; +//using System.Collections.Generic; +//using UnityEngine; -public class ModalLogic : MonoBehaviour -{ +//public class ModalLogic : MonoBehaviour +//{ - [SerializeField] - public GameObject modalReference; - [SerializeField] - public string modal_message; - [SerializeField] - public string modal_title; +// [SerializeField] +// public GameObject modalReference; +// [SerializeField] +// public string modal_message; +// [SerializeField] +// public string modal_title; - public void DeactivateModal() - { - modalReference.SetActive(false); +// public void DeactivateModal() +// { +// modalReference.SetActive(false); - } +// } - public void SetAndShowModal(string message, string title) - { - modal_title = title; - modal_message = message; +// public void SetAndShowModal(string message, string title) +// { +// modal_title = title; +// modal_message = message; - modalReference.SetActive(true); - } -} +// modalReference.SetActive(true); +// } +//} diff --git a/Assets/Raindrop/UI/internal.meta b/Assets/Raindrop/UI/internal.meta new file mode 100644 index 0000000..4cacb3a --- /dev/null +++ b/Assets/Raindrop/UI/internal.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8ff997557d067db468a22d896bf704b3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Raindrop/UI/internal/mainUIModel.cs b/Assets/Raindrop/UI/internal/mainUIModel.cs new file mode 100644 index 0000000..d29716c --- /dev/null +++ b/Assets/Raindrop/UI/internal/mainUIModel.cs @@ -0,0 +1,304 @@ +using System; + +using System.Collections.Generic; +using System.Threading; + +using Raindrop.Netcom; +using OpenMetaverse; +using OpenMetaverse.StructuredData; +using OpenMetaverse.Assets; +using Raindrop; + + +namespace Raindrop +{ + public class mainUIModel + { + private RaindropInstance instance; + private RaindropNetcom netcom { get { return instance.Netcom; } } + private GridClient client { get { return instance.Client; } } + + //private RaindropViewControl rdControl; + + public mainUIModel(RaindropInstance raindropInstance) + { + this.instance = raindropInstance; + + // Callbacks + netcom.ClientLoginStatus += new EventHandler(netcom_ClientLoginStatus); + netcom.ClientLoggedOut += new EventHandler(netcom_ClientLoggedOut); + netcom.ClientDisconnected += new EventHandler(netcom_ClientDisconnected); + instance.Names.NameUpdated += new EventHandler(Names_NameUpdated); + + RegisterClientEvents(client); + } + + + private void RegisterClientEvents(GridClient client) + { + client.Parcels.ParcelProperties += new EventHandler(Parcels_ParcelProperties); + client.Self.MoneyBalanceReply += new EventHandler(Self_MoneyBalanceReply); + client.Self.MoneyBalance += new EventHandler(Self_MoneyBalance); + } + + private void UnregisterClientEvents(GridClient client) + { + client.Parcels.ParcelProperties -= new EventHandler(Parcels_ParcelProperties); + client.Self.MoneyBalanceReply -= new EventHandler(Self_MoneyBalanceReply); + client.Self.MoneyBalance -= new EventHandler(Self_MoneyBalance); + } + + + + + #region client event implementation + + + private void netcom_ClientLoginStatus(object sender, LoginProgressEventArgs e) + { + if (e.Status == LoginStatus.Failed) + { + //if (InAutoReconnect) + //{ + // if (instance.GlobalSettings["auto_reconnect"].AsBoolean() && e.FailReason != "tos") + // BeginAutoReconnect(); + // else + // InAutoReconnect = false; + //} + } + else if (e.Status == LoginStatus.Success) + { + //InAutoReconnect = false; + //reconnectToolStripMenuItem.Enabled = false; + //loginToolStripMenuItem.Enabled = false; + //tsb3D.Enabled = tbtnVoice.Enabled = disconnectToolStripMenuItem.Enabled = + //tbtnGroups.Enabled = tbnObjects.Enabled = tbtnWorld.Enabled = tbnTools.Enabled = tmnuImport.Enabled = + // tbtnFriends.Enabled = tbtnInventory.Enabled = tbtnSearch.Enabled = tbtnMap.Enabled = true; + + //statusTimer.Start(); + //RefreshWindowTitle(); + + + } + } + + private void netcom_ClientLoggedOut(object sender, EventArgs e) + { + //tsb3D.Enabled = tbtnVoice.Enabled = disconnectToolStripMenuItem.Enabled = + //tbtnGroups.Enabled = tbnObjects.Enabled = tbtnWorld.Enabled = tbnTools.Enabled = tmnuImport.Enabled = + // tbtnFriends.Enabled = tbtnInventory.Enabled = tbtnSearch.Enabled = tbtnMap.Enabled = false; + + //reconnectToolStripMenuItem.Enabled = true; + //loginToolStripMenuItem.Enabled = true; + //InAutoReconnect = false; + + //if (statusTimer != null) + // statusTimer.Stop(); + + //RefreshStatusBar(); + //RefreshWindowTitle(); + } + + private void netcom_ClientDisconnected(object sender, DisconnectedEventArgs e) + { + firstMoneyNotification = true; + + if (e.Reason == NetworkManager.DisconnectType.ClientInitiated) return; + netcom_ClientLoggedOut(sender, EventArgs.Empty); + + //if (instance.GlobalSettings["auto_reconnect"].AsBoolean()) + //{ + // BeginAutoReconnect(); + //} + } + + bool firstMoneyNotification = true; + private string tlblMoneyBalanceText; + + void Self_MoneyBalance(object sender, BalanceEventArgs e) + { + int oldBalance = 0; + int.TryParse(tlblMoneyBalanceText, out oldBalance); + int delta = Math.Abs(oldBalance - e.Balance); + + if (firstMoneyNotification) + { + firstMoneyNotification = false; + } + else + { + if (delta > 50) + { + //if (oldBalance > e.Balance) + //{ + // instance.MediaManager.PlayUISound(UISounds.MoneyIn); + //} + //else + //{ + // instance.MediaManager.PlayUISound(UISounds.MoneyOut); + //} + } + } + } + + + void Names_NameUpdated(object sender, UUIDNameReplyEventArgs e) + { + if (!e.Names.ContainsKey(client.Self.AgentID)) return; + + + //if (InvokeRequired) + //{ + // if (IsHandleCreated || !instance.MonoRuntime) + // { + // BeginInvoke(new MethodInvoker(() => Names_NameUpdated(sender, e))); + // } + // return; + //} + + //RefreshWindowTitle(); + //RefreshStatusBar(); + } + + void Self_MoneyBalanceReply(object sender, MoneyBalanceReplyEventArgs e) + { + if (!String.IsNullOrEmpty(e.Description)) + { + //if (instance.GlobalSettings["transaction_notification_dialog"].AsBoolean()) + // AddNotification(new ntfGeneric(instance, e.Description)); + //if (instance.GlobalSettings["transaction_notification_chat"].AsBoolean()) + // TabConsole.DisplayNotificationInChat(e.Description); + } + } + + + #endregion + + + #region Update status + + void Parcels_ParcelProperties(object sender, ParcelPropertiesEventArgs e) + { + //if (PreventParcelUpdate || e.Result != ParcelResult.Single) return; + //if (InvokeRequired) + //{ + // BeginInvoke(new MethodInvoker(() => Parcels_ParcelProperties(sender, e))); + // return; + //} + + Parcel parcel = instance.State.Parcel = e.Parcel; + + //tlblParcel.Text = parcel.Name; + //tlblParcel.ToolTipText = parcel.Desc; + + //if ((parcel.Flags & ParcelFlags.AllowFly) != ParcelFlags.AllowFly) + // icoNoFly.Visible = true; + //else + // icoNoFly.Visible = false; + + //if ((parcel.Flags & ParcelFlags.CreateObjects) != ParcelFlags.CreateObjects) + // icoNoBuild.Visible = true; + //else + // icoNoBuild.Visible = false; + + //if ((parcel.Flags & ParcelFlags.AllowOtherScripts) != ParcelFlags.AllowOtherScripts) + // icoNoScript.Visible = true; + //else + // icoNoScript.Visible = false; + + //if ((parcel.Flags & ParcelFlags.RestrictPushObject) == ParcelFlags.RestrictPushObject) + // icoNoPush.Visible = true; + //else + // icoNoPush.Visible = false; + + //if ((parcel.Flags & ParcelFlags.AllowDamage) == ParcelFlags.AllowDamage) + // icoHealth.Visible = true; + //else + // icoHealth.Visible = false; + + //if ((parcel.Flags & ParcelFlags.AllowVoiceChat) != ParcelFlags.AllowVoiceChat) + // icoNoVoice.Visible = true; + //else + // icoNoVoice.Visible = false; + } + + //private void RefreshStatusBar() + //{ + // if (netcom.IsLoggedIn) + // { + // tlblLoginName.Text = instance.Names.Get(client.Self.AgentID, client.Self.Name); + // tlblMoneyBalance.Text = client.Self.Balance.ToString(); + // icoHealth.Text = client.Self.Health.ToString() + "%"; + + // var cs = client.Network.CurrentSim; + // tlblRegionInfo.Text = + // (cs == null ? "No region" : cs.Name) + + // " (" + Math.Floor(client.Self.SimPosition.X).ToString() + ", " + + // Math.Floor(client.Self.SimPosition.Y).ToString() + ", " + + // Math.Floor(client.Self.SimPosition.Z).ToString() + ")"; + // } + // else + // { + // tlblLoginName.Text = "Offline"; + // tlblMoneyBalance.Text = "0"; + // icoHealth.Text = "0%"; + // tlblRegionInfo.Text = "No Region"; + // tlblParcel.Text = "No Parcel"; + + // icoHealth.Visible = false; + // icoNoBuild.Visible = false; + // icoNoFly.Visible = false; + // icoNoPush.Visible = false; + // icoNoScript.Visible = false; + // icoNoVoice.Visible = false; + // } + //} + + //private void RefreshWindowTitle() + //{ + // string name = instance.Names.Get(client.Self.AgentID, client.Self.Name); + // StringBuilder sb = new StringBuilder(); + // sb.Append("Radegast - "); + + // if (netcom.IsLoggedIn) + // { + // sb.Append("[" + name + "]"); + + // if (instance.State.IsAway) + // { + // sb.Append(" - Away"); + // if (instance.State.IsBusy) sb.Append(", Busy"); + // } + // else if (instance.State.IsBusy) + // { + // sb.Append(" - Busy"); + // } + + // if (instance.State.IsFollowing) + // { + // sb.Append(" - Following "); + // sb.Append(instance.State.FollowName); + // } + // } + // else + // { + // sb.Append("Logged Out"); + // } + + // this.Text = sb.ToString(); + + // // When minimized to tray, update tray tool tip also + // if (WindowState == FormWindowState.Minimized && instance.GlobalSettings["minimize_to_tray"]) + // { + // trayIcon.Text = sb.ToString(); + // ctxTrayMenuLabel.Text = sb.ToString(); + // } + + // sb = null; + //} + + #endregion + + + } +} \ No newline at end of file diff --git a/Assets/Raindrop/UI/mainUI.cs.meta b/Assets/Raindrop/UI/internal/mainUIModel.cs.meta similarity index 100% rename from Assets/Raindrop/UI/mainUI.cs.meta rename to Assets/Raindrop/UI/internal/mainUIModel.cs.meta diff --git a/Assets/Raindrop/UI/mainUI.cs b/Assets/Raindrop/UI/mainUI.cs deleted file mode 100644 index ec4504b..0000000 --- a/Assets/Raindrop/UI/mainUI.cs +++ /dev/null @@ -1,35 +0,0 @@ -using System; - -using System.Collections.Generic; -using System.Threading; - -using Raindrop.Netcom; -using OpenMetaverse; -using OpenMetaverse.StructuredData; -using OpenMetaverse.Assets; -using Raindrop; - - -namespace Raindrop -{ - public class mainUI - { - private RaindropNetcom netcom { get { return instance.Netcom; } } - private RaindropInstance instance; - - private RaindropViewControl rdControl; - - public mainUI(RaindropInstance raindropInstance) - { - this.instance = raindropInstance; - rdControl = new RaindropViewControl(); - - // Callbacks - //netcom.ClientLoginStatus += new EventHandler(LoginVM.netcom_ClientLoginStatus); - //netcom.ClientLoggedOut += new EventHandler(netcom_ClientLoggedOut); - //netcom.ClientDisconnected += new EventHandler(netcom_ClientDisconnected); - //instance.Names.NameUpdated += new EventHandler(Names_NameUpdated); - } - - } -} \ No newline at end of file diff --git a/Assets/Raindrop/UI/unity.meta b/Assets/Raindrop/UI/unity.meta new file mode 100644 index 0000000..49c0cec --- /dev/null +++ b/Assets/Raindrop/UI/unity.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b99f2b6bed8cc1541a1ee8fcc1fb93b5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Raindrop/UI/LoginVM.cs b/Assets/Raindrop/UI/unity/LoginVM.cs similarity index 98% rename from Assets/Raindrop/UI/LoginVM.cs rename to Assets/Raindrop/UI/unity/LoginVM.cs index 859a834..8c6f043 100644 --- a/Assets/Raindrop/UI/LoginVM.cs +++ b/Assets/Raindrop/UI/unity/LoginVM.cs @@ -11,7 +11,9 @@ using UnityWeld.Binding; using Settings = Raindrop.Settings; using UnityEngine.UI; -[Binding] + +//view(unitytext) -- presenter(this) -- controller(this?) -- model (raindropinstance singleton) + public class LoginVM : MonoBehaviour, INotifyPropertyChanged { @@ -20,6 +22,9 @@ public class LoginVM : MonoBehaviour, INotifyPropertyChanged #region references to UI elements public Button LoginButton; + public Button LogoutButton; + public InputField usernameField; + public InputField passwordField; #endregion #region state @@ -31,7 +36,7 @@ public class LoginVM : MonoBehaviour, INotifyPropertyChanged private string login_msg; - [Binding] + public string Username { get @@ -51,7 +56,6 @@ public class LoginVM : MonoBehaviour, INotifyPropertyChanged } } - [Binding] public string Password { get @@ -71,7 +75,6 @@ public class LoginVM : MonoBehaviour, INotifyPropertyChanged } } - [Binding] public string Login_msg { get @@ -107,7 +110,7 @@ public class LoginVM : MonoBehaviour, INotifyPropertyChanged #endregion - [Binding] + public string SelectedItem { get @@ -302,7 +305,7 @@ public class LoginVM : MonoBehaviour, INotifyPropertyChanged } } - [Binding] + public void OnLoginBtnClick() { LoginButton.interactable = false; @@ -321,7 +324,6 @@ public class LoginVM : MonoBehaviour, INotifyPropertyChanged } - [Binding] public void OnLogoutBtnClick() { diff --git a/Assets/Raindrop/UI/LoginVM.cs.meta b/Assets/Raindrop/UI/unity/LoginVM.cs.meta similarity index 100% rename from Assets/Raindrop/UI/LoginVM.cs.meta rename to Assets/Raindrop/UI/unity/LoginVM.cs.meta diff --git a/Assets/Raindrop/UI/unity/ModalManager.cs b/Assets/Raindrop/UI/unity/ModalManager.cs new file mode 100644 index 0000000..1a931ba --- /dev/null +++ b/Assets/Raindrop/UI/unity/ModalManager.cs @@ -0,0 +1,12 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; + +namespace Assets.Raindrop.UI.unity +{ + class ModalManager + { + } +} diff --git a/Assets/Raindrop/UI/unity/ModalManager.cs.meta b/Assets/Raindrop/UI/unity/ModalManager.cs.meta new file mode 100644 index 0000000..9b81d05 --- /dev/null +++ b/Assets/Raindrop/UI/unity/ModalManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a5cc776cf20d863428414c3876af1de4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Raindrop/UI/RaindropViewControl.cs b/Assets/Raindrop/UI/unity/MonoViewController.cs similarity index 80% rename from Assets/Raindrop/UI/RaindropViewControl.cs rename to Assets/Raindrop/UI/unity/MonoViewController.cs index 2cff807..64b8b39 100644 --- a/Assets/Raindrop/UI/RaindropViewControl.cs +++ b/Assets/Raindrop/UI/unity/MonoViewController.cs @@ -3,15 +3,20 @@ using Raindrop.Netcom; namespace Raindrop { - public class RaindropViewControl:MonoBehaviour + public class MonoViewController : MonoBehaviour { private RaindropNetcom netcom { get { return instance.Netcom; } } private RaindropInstance instance; - public CanvasManager CanvasManagerRef { get; private set; } + //this guy flips pages. + public CanvasManager CanvasManagerRef { get; private set; } + + //this is a page. private LoginVM LoginVMRef; - public RaindropViewControl() + + void Awake() + { //find canvasmanager in child. CanvasManagerRef = FindObjectOfType(); @@ -19,6 +24,7 @@ namespace Raindrop //find all viewmodels in children. LoginVMRef = FindObjectOfType(); //GameVMRef = FindObjectOfType(); + } } diff --git a/Assets/Raindrop/UI/unity/MonoViewController.cs.meta b/Assets/Raindrop/UI/unity/MonoViewController.cs.meta new file mode 100644 index 0000000..39971b6 --- /dev/null +++ b/Assets/Raindrop/UI/unity/MonoViewController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 97129a199e3f2a74ba6e891d4b1f24f1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Raindrop/UI/RaindropViewModel.cs b/Assets/Raindrop/UI/unity/MonoViewModel.cs similarity index 93% rename from Assets/Raindrop/UI/RaindropViewModel.cs rename to Assets/Raindrop/UI/unity/MonoViewModel.cs index 6638658..599d130 100644 --- a/Assets/Raindrop/UI/RaindropViewModel.cs +++ b/Assets/Raindrop/UI/unity/MonoViewModel.cs @@ -15,9 +15,9 @@ namespace Raindrop Game } - public class RaindropViewModel + public class MonoViewModel { - public RaindropViewControl rvc; + public MonoViewController rvc; @@ -25,7 +25,7 @@ namespace Raindrop public CanvasManager canvasManager; //manages all child Viewmodels - public RaindropViewModel(RaindropInstance instance) + public MonoViewModel(RaindropInstance instance) { //Debug.Log("VM manager setup ok"); diff --git a/Assets/Raindrop/UI/unity/MonoViewModel.cs.meta b/Assets/Raindrop/UI/unity/MonoViewModel.cs.meta new file mode 100644 index 0000000..d9ce80b --- /dev/null +++ b/Assets/Raindrop/UI/unity/MonoViewModel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 368fda6b5cc8bae4db6ec54f4098ea2a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Raindrop/Unity/FakeGlobal.cs b/Assets/Raindrop/Unity/FakeGlobal.cs new file mode 100644 index 0000000..34e88f9 --- /dev/null +++ b/Assets/Raindrop/Unity/FakeGlobal.cs @@ -0,0 +1,41 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; +using UnityEngine; +using Raindrop; + +public class FakeGlobal : MonoBehaviour +{ + //public GameObject CanvasManagerObject; + //public CanvasManager CanvasManagerRef; + + //this static-new is like a globally accessible instance without a singleton! :) + public RaindropInstance MainRaindropInstance; + //this one manages the viewmodels and the stacking of UI modals. + //public MonoViewModel RaindropVM; + + + public string app_data_Path { get; private set; } + + private void Awake() + { + + //initialise your 'statics' + + //Get the path of the Game data folder + //app_data_Path = Application.persistentDataPath; + + //Output the Game data path to the console + //Debug.Log("dataPath : " + app_data_Path); + + //raindropinstance seems tightly coupled with the applicaiton lifecycle; it seems essentially a subset of the app lifecycle in fact. + //make sure you supply the app directory. + MainRaindropInstance = RaindropInstance.GlobalInstance; + //RaindropInstance.GlobalInstance.setAppDataDir(app_data_Path); + + //RaindropVM = new MonoViewModel(MainRaindropInstance); + } + +} diff --git a/Assets/Raindrop/Unity/FakeGlobal.cs.meta b/Assets/Raindrop/Unity/FakeGlobal.cs.meta new file mode 100644 index 0000000..779ec1c --- /dev/null +++ b/Assets/Raindrop/Unity/FakeGlobal.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: efc760769dc147943a1a7417ce4dddd3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Raindrop/Unity/Global.cs b/Assets/Raindrop/Unity/Global.cs index aa736e8..8c3c520 100644 --- a/Assets/Raindrop/Unity/Global.cs +++ b/Assets/Raindrop/Unity/Global.cs @@ -14,7 +14,7 @@ public class Global : MonoBehaviour //this static-new is like a globally accessible instance without a singleton! :) public RaindropInstance MainRaindropInstance; //this one manages the viewmodels and the stacking of UI modals. - 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