121 lines
2.7 KiB
C#
121 lines
2.7 KiB
C#
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///Credit ChoMPHi
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///Sourced from - http://forum.unity3d.com/threads/accordion-type-layout.271818/
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using System.Collections;
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using UnityEngine.Events;
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namespace UnityEngine.UI.Tweens
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{
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public struct FloatTween : ITweenValue
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{
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public class FloatTweenCallback : UnityEvent<float> {}
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public class FloatFinishCallback : UnityEvent {}
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private float m_StartFloat;
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private float m_TargetFloat;
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private float m_Duration;
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private bool m_IgnoreTimeScale;
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private FloatTweenCallback m_Target;
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private FloatFinishCallback m_Finish;
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/// <summary>
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/// Gets or sets the starting float.
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/// </summary>
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/// <value>The start float.</value>
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public float startFloat
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{
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get { return m_StartFloat; }
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set { m_StartFloat = value; }
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}
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/// <summary>
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/// Gets or sets the target float.
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/// </summary>
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/// <value>The target float.</value>
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public float targetFloat
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{
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get { return m_TargetFloat; }
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set { m_TargetFloat = value; }
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}
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/// <summary>
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/// Gets or sets the duration of the tween.
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/// </summary>
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/// <value>The duration.</value>
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public float duration
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{
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get { return m_Duration; }
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set { m_Duration = value; }
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}
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/// <summary>
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/// Gets or sets a value indicating whether this <see cref="UnityEngine.UI.Tweens.ColorTween"/> should ignore time scale.
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/// </summary>
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/// <value><c>true</c> if ignore time scale; otherwise, <c>false</c>.</value>
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public bool ignoreTimeScale
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{
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get { return m_IgnoreTimeScale; }
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set { m_IgnoreTimeScale = value; }
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}
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/// <summary>
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/// Tweens the float based on percentage.
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/// </summary>
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/// <param name="floatPercentage">Float percentage.</param>
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public void TweenValue(float floatPercentage)
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{
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if (!ValidTarget())
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return;
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m_Target.Invoke( Mathf.Lerp (m_StartFloat, m_TargetFloat, floatPercentage) );
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}
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/// <summary>
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/// Adds a on changed callback.
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/// </summary>
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/// <param name="callback">Callback.</param>
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public void AddOnChangedCallback(UnityAction<float> callback)
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{
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if (m_Target == null)
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m_Target = new FloatTweenCallback();
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m_Target.AddListener(callback);
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}
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/// <summary>
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/// Adds a on finish callback.
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/// </summary>
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/// <param name="callback">Callback.</param>
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public void AddOnFinishCallback(UnityAction callback)
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{
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if (m_Finish == null)
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m_Finish = new FloatFinishCallback();
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m_Finish.AddListener(callback);
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}
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public bool GetIgnoreTimescale()
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{
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return m_IgnoreTimeScale;
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}
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public float GetDuration()
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{
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return m_Duration;
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}
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public bool ValidTarget()
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{
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return m_Target != null;
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}
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/// <summary>
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/// Invokes the on finish callback.
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/// </summary>
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public void Finished()
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{
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if (m_Finish != null)
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m_Finish.Invoke();
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}
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}
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}
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