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; } } }