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RaindropViewer/Assets/Lean/Transition/Methods/Transform/LeanTransformLocalPosition_xy.cs
T

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2.7 KiB
C#

using TARGET = UnityEngine.Transform;
namespace Lean.Transition.Method
{
/// <summary>This component allows you to transition the Transform's localPosition.xy value.</summary>
[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<TARGET>
{
[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<State> Pool = new System.Collections.Generic.Stack<State>(); 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;
}
}
}