Tanoda
TransitionBehaviour.cs
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/******************************************************************************
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* Copyright (C) Ultraleap, Inc. 2011-2020. *
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* *
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* Use subject to the terms of the Apache License 2.0 available at *
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* http://www.apache.org/licenses/LICENSE-2.0, or another agreement *
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* between Ultraleap and you, your company or other organization. *
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******************************************************************************/
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using
System.Collections;
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using
System.Collections.Generic;
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using
UnityEngine
;
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namespace
Leap.Unity.Recording
{
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public
class
TransitionBehaviour
: MonoBehaviour {
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private
static
List<TransitionBehaviour> _transitionBehaviours =
new
List<TransitionBehaviour>();
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public
GameObject
destination
;
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public
GameObject
transitionState
;
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[ContextMenu(
"Trigger Transition"
)]
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public
void
Transition
() {
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gameObject.SetActive(
false
);
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if
(
transitionState
!=
null
) {
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transitionState
.GetComponents(_transitionBehaviours);
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foreach
(var tb
in
_transitionBehaviours) {
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tb.destination =
destination
;
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}
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transitionState
.SetActive(
true
);
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}
else
{
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destination
.SetActive(
true
);
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}
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}
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}
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}
Leap.Unity.Recording.TransitionBehaviour
Definition:
TransitionBehaviour.cs:15
Leap.Unity.Recording.TransitionBehaviour.transitionState
GameObject transitionState
Definition:
TransitionBehaviour.cs:19
Leap.Unity.Recording.TransitionBehaviour.destination
GameObject destination
Definition:
TransitionBehaviour.cs:18
Leap.Unity.Recording.TransitionBehaviour.Transition
void Transition()
Definition:
TransitionBehaviour.cs:22
Leap.Unity.Recording
Definition:
HierarchyPostProcessEditor.cs:15
UnityEngine
Definition:
HSVPicker/UtilityScripts/BoxSlider.cs:7
Source
Assets
Plugins
LeapMotion
Experimental
HierarchyRecording
Scripts
StateMachine
TransitionBehaviour.cs
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