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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using UnityEngine;
- using UnityEngine.Events;
- using UnityEngine.UI;
- #pragma warning disable 0649 // disable "never assigned" warnings
- namespace TheraBytes.BetterUi
- {
- [Serializable]
- public class CustomTransitions : TransitionStateCollection<UnityEvent>
- {
- [Serializable]
- public class CustomTransitionState : TransitionState
- {
- public CustomTransitionState(string name)
- : base(name, new UnityEvent())
- { }
- }
- [SerializeField]
- List<CustomTransitionState> states = new List<CustomTransitionState>();
- public override UnityEngine.Object Target { get { return null; } }
- public CustomTransitions(params string[] stateNames)
- : base(stateNames)
- {
- }
- protected override void ApplyState(TransitionState state, bool instant)
- {
- state.StateObject.Invoke();
- }
- internal override void AddStateObject(string stateName)
- {
- var obj = new CustomTransitionState(stateName);
- this.states.Add(obj);
- }
- protected override IEnumerable<TransitionState> GetTransitionStates()
- {
- foreach (var s in states)
- yield return s;
- }
- internal override void SortStates(string[] sortedOrder)
- {
- base.SortStatesLogic(states, sortedOrder);
- }
- }
- }
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