An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/**
* Internal Representation of a Sequence<br>
* <br>
* &nbsp;&nbsp;<h4>Example:</h4>
* var seq = LeanTween.sequence();<br>
* seq.append(1f); <span style="color:gray">// delay everything one second</span><br>
* seq.append( () => { <span style="color:gray">// fire an event before start</span><br>
* &nbsp;Debug.Log("I have started");<br>
* });<br>
* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); <span style="color:gray">// do a tween</span><br>
* seq.append( (object obj) => { <span style="color:gray">// fire event after tween</span><br>
* &nbsp;var dict = obj as Dictionary<string,string>;<br>
* &nbsp;Debug.Log("We are done now obj value:"+dict["hi"]);<br>
* }, new Dictionary<string,string>(){ {"hi","sup"} } );<br>
* @class LTSeq
* @constructor
*/
public class LTSeq {
public LTSeq previous;
public LTSeq current;
public LTDescr tween;
public float totalDelay;
public float timeScale;
private int debugIter;
public uint counter;
public bool toggle = false;
private uint _id;
public int id{
get{
uint toId = _id | counter << 16;
/*uint backId = toId & 0xFFFF;
uint backCounter = toId >> 16;
if(_id!=backId || backCounter!=counter){
Debug.LogError("BAD CONVERSION toId:"+_id);
}*/
return (int)toId;
}
}
public void reset(){
previous = null;
tween = null;
totalDelay = 0f;
}
public void init(uint id, uint global_counter){
reset();
_id = id;
counter = global_counter;
this.current = this;
}
private LTSeq addOn(){
this.current.toggle = true;
LTSeq lastCurrent = this.current;
this.current = LeanTween.sequence(true);
Debug.Log("this.current:" + this.current.id + " lastCurrent:" + lastCurrent.id);
this.current.previous = lastCurrent;
lastCurrent.toggle = false;
this.current.totalDelay = lastCurrent.totalDelay;
this.current.debugIter = lastCurrent.debugIter + 1;
return current;
}
private float addPreviousDelays(){
// Debug.Log("delay:"+delay+" count:"+this.current.count+" this.current.totalDelay:"+this.current.totalDelay);
LTSeq prev = this.current.previous;
if (prev != null && prev.tween!=null) {
return this.current.totalDelay + prev.tween.time;
}
return this.current.totalDelay;
}
/**
* Add a time delay to the sequence
* @method append (delay)
* @param {float} delay:float amount of time to add to the sequence
* @return {LTSeq} LTDescr an object that distinguishes the tween
* var seq = LeanTween.sequence();<br>
* seq.append(1f); // delay everything one second<br>
* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween<br>
*/
public LTSeq append( float delay ){
this.current.totalDelay += delay;
return this.current;
}
/**
* Add a time delay to the sequence
* @method append (method)
* @param {System.Action} callback:System.Action method you want to be called
* @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to
* @example
* var seq = LeanTween.sequence();<br>
* seq.append( () => { // fire an event before start<br>
* &nbsp;Debug.Log("I have started");<br>
* });<br>
* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween<br>
* seq.append( () => { // fire event after tween<br>
* &nbsp;Debug.Log("We are done now");<br>
* });;<br>
*/
public LTSeq append( System.Action callback ){
LTDescr newTween = LeanTween.delayedCall(0f, callback);
// Debug.Log("newTween:" + newTween);
append(newTween);
return addOn();
}
/**
* Add a time delay to the sequence
* @method add (method(object))
* @param {System.Action} callback:System.Action method you want to be called
* @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to
* @example
* var seq = LeanTween.sequence();<br>
* seq.append( () => { // fire an event before start<br>
* &nbsp;Debug.Log("I have started");<br>
* });<br>
* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween<br>
* seq.append((object obj) => { // fire event after tween
* &nbsp;var dict = obj as Dictionary<string,string>;
* &nbsp;Debug.Log("We are done now obj value:"+dict["hi"]);
* &nbsp;}, new Dictionary<string,string>(){ {"hi","sup"} } );
*/
public LTSeq append( System.Action<object> callback, object obj ){
append(LeanTween.delayedCall(0f, callback).setOnCompleteParam(obj));
return addOn();
}
public LTSeq append( GameObject gameObject, System.Action callback ){
append(LeanTween.delayedCall(gameObject, 0f, callback));
return addOn();
}
public LTSeq append( GameObject gameObject, System.Action<object> callback, object obj ){
append(LeanTween.delayedCall(gameObject, 0f, callback).setOnCompleteParam(obj));
return addOn();
}
/**
* Retrieve a sequencer object where you can easily chain together tweens and methods one after another
*
* @method add (tween)
* @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to
* @example
* var seq = LeanTween.sequence();<br>
* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a move tween<br>
* seq.append( LeanTween.rotateAround( avatar1, Vector3.forward, 360f, 1f ) ); // then do a rotate tween<br>
*/
public LTSeq append( LTDescr tween ){
this.current.tween = tween;
// Debug.Log("tween:" + tween + " delay:" + this.current.totalDelay);
this.current.totalDelay = addPreviousDelays();
tween.setDelay( this.current.totalDelay );
return addOn();
}
public LTSeq insert( LTDescr tween ){
this.current.tween = tween;
tween.setDelay( addPreviousDelays() );
return addOn();
}
public LTSeq setScale( float timeScale ){
// Debug.Log("this.current:" + this.current.previous.debugIter+" tween:"+this.current.previous.tween);
setScaleRecursive(this.current, timeScale, 500);
return addOn();
}
private void setScaleRecursive( LTSeq seq, float timeScale, int count ){
if (count > 0) {
this.timeScale = timeScale;
// Debug.Log("seq.count:" + count + " seq.tween:" + seq.tween);
seq.totalDelay *= timeScale;
if (seq.tween != null) {
// Debug.Log("seq.tween.time * timeScale:" + seq.tween.time * timeScale + " seq.totalDelay:"+seq.totalDelay +" time:"+seq.tween.time+" seq.tween.delay:"+seq.tween.delay);
if (seq.tween.time != 0f)
seq.tween.setTime(seq.tween.time * timeScale);
seq.tween.setDelay(seq.tween.delay * timeScale);
}
if (seq.previous != null)
setScaleRecursive(seq.previous, timeScale, count - 1);
}
}
public LTSeq reverse(){
return addOn();
}
}