/// <summary>This method will begin all transition entries.</summary> 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); } } }
public void BeginAllTransitions() { LeanTransition.CurrentAliases.Clear(); LeanTransition.BeginAllTransitions(transform); }
/// <summary>This will insert all transitions inside the specified GameObject, as if they were added manually.</summary> public static GameObject JoinInsertTransition(this UnityEngine.GameObject target, Transform root, float speed = 1.0f) { LeanTransition.CurrentQueue = LeanTransition.CurrentHead; LeanTransition.InsertTransitions(root, speed); LeanTransition.CurrentQueue = LeanTransition.CurrentHead; return(target); }
/// <summary>This will insert all transitions inside the specified GameObject, as if they were added manually.</summary> public static T JoinInsertTransition <T>(this T target, Transform root, float speed = 1.0f) where T : Component { LeanTransition.CurrentQueue = LeanTransition.CurrentHead; LeanTransition.InsertTransitions(root, speed); LeanTransition.CurrentQueue = LeanTransition.CurrentHead; return(target); }
/// <summary>This will insert all transitions inside the specified GameObject, as if they were added manually.</summary> public static GameObject InsertTransition(this GameObject target, Transform root) { LeanTransition.InsertTransitions(root); return(target); }
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(); } } } }
/// <summary>This will insert all transitions inside the specified GameObject, as if they were added manually.</summary> public static T InsertTransition <T>(this T target, Transform root) where T : Component { LeanTransition.InsertTransitions(root); return(target); }
/// <summary>This will insert all transitions inside the specified GameObject, as if they were added manually.</summary> public static GameObject JoinInsertTransition(this GameObject target, Transform root, float speed = 1.0f) { LeanTransition.CurrentQueue = LeanTransition.PreviousState; LeanTransition.InsertTransitions(root, speed); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return(target); }
/// <summary>This will insert all transitions inside the specified GameObject, as if they were added manually.</summary> public static T JoinInsertTransition <T>(this T target, GameObject root, float speed = 1.0f) where T : Component { LeanTransition.CurrentQueue = LeanTransition.PreviousState; LeanTransition.InsertTransitions(root, speed); LeanTransition.CurrentQueue = LeanTransition.PreviousState; return(target); }
/// <summary>This will insert all transitions inside the specified GameObject, as if they were added manually.</summary> public static GameObject InsertTransition(this UnityEngine.GameObject target, UnityEngine.GameObject root) { LeanTransition.InsertTransitions(root); return(target); }
/// <summary>This will insert all transitions inside the specified GameObject, as if they were added manually.</summary> public static T InsertTransition <T>(this T target, UnityEngine.GameObject root) where T : Component { LeanTransition.InsertTransitions(root); return(target); }