102 lines
2.7 KiB
C#
102 lines
2.7 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2015. All rights reserved.
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// Combined Action for easier use by djaydino
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using UnityEngine;
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namespace HutongGames.PlayMaker.Actions
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{
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[ActionCategory("RectTransform")]
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[Tooltip("The normalized position in the parent RectTransform that the upper right corner is anchored to. This is relative screen space, values ranges from 0 to 1")]
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public class RectTransformSetAnchorMinAndMax : BaseUpdateAction
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{
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[RequiredField]
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[CheckForComponent(typeof(RectTransform))]
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[Tooltip("The GameObject target.")]
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public FsmOwnerDefault gameObject;
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[Tooltip("The Vector2 anchor max. Set to none for no effect, and/or set individual axis below.")]
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public FsmVector2 anchorMax;
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[Tooltip("The Vector2 anchor min. Set to none for no effect, and/or set individual axis below.")]
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public FsmVector2 anchorMin;
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[HasFloatSlider(0f,1f)]
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[Tooltip("Setting only the x value. Overrides anchorMax x value if set. Set to none for no effect")]
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public FsmFloat xMax;
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[HasFloatSlider(0f,1f)]
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[Tooltip("Setting only the x value. Overrides anchorMax x value if set. Set to none for no effect")]
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public FsmFloat yMax;
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[HasFloatSlider(0f,1f)]
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[Tooltip("Setting only the x value. Overrides anchorMin x value if set. Set to none for no effect")]
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public FsmFloat xMin;
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[HasFloatSlider(0f,1f)]
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[Tooltip("Setting only the x value. Overrides anchorMin x value if set. Set to none for no effect")]
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public FsmFloat yMin;
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RectTransform _rt;
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public override void Reset()
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{
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base.Reset();
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gameObject = null;
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anchorMax = null;
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anchorMin = null;
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// default axis to variable dropdown with None selected.
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xMax = new FsmFloat { UseVariable = true };
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yMax = new FsmFloat { UseVariable = true };
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xMin = new FsmFloat { UseVariable = true };
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yMin = new FsmFloat { UseVariable = true };
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}
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public override void OnEnter()
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{
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GameObject go = Fsm.GetOwnerDefaultTarget(gameObject);
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if (go != null)
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{
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_rt = go.GetComponent<RectTransform>();
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}
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DoSetAnchorMax();
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if (!everyFrame)
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{
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Finish();
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}
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}
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public override void OnActionUpdate()
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{
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DoSetAnchorMax();
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}
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void DoSetAnchorMax()
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{
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// init position
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Vector2 _anchorMax = _rt.anchorMax;
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Vector2 _anchorMin = _rt.anchorMin;
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if (!anchorMax.IsNone)
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{
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_anchorMax = anchorMax.Value;
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_anchorMin = anchorMin.Value;
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}
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// override any axis
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if (!xMax.IsNone) _anchorMax.x = xMax.Value;
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if (!yMax.IsNone) _anchorMax.y = yMax.Value;
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if (!xMin.IsNone) _anchorMin.x = xMin.Value;
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if (!yMin.IsNone) _anchorMin.y = yMin.Value;
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// apply
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_rt.anchorMax = _anchorMax;
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_rt.anchorMin = _anchorMin;
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}
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}
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}
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