Commit 8ced6808 authored by saad's avatar saad

add rank baord ui

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using UnityEngine;
using CW.Common;
namespace Lean.Common
{
/// <summary>This component allows you to destroy a GameObject.</summary>
[HelpURL(LeanCommon.HelpUrlPrefix + "LeanDestroy")]
[AddComponentMenu(LeanCommon.ComponentPathPrefix + "Destroy")]
public class LeanDestroy : MonoBehaviour
{
public enum ExecuteType
{
OnFirstFrame,
AfterDelay,
AfterDelayUnscaled,
Manually
}
/// <summary>This allows you to control when the <b>Target</b> GameObject will be destroyed.
/// OnFirstFrame = As soon as Update runs (this component must be enabled).
/// AfterDelay = After the specified amount of <b>Seconds</b> has elapsed.
/// AfterDelayUnscaled = The same as AfterDelay, but using unscaledDeltaTime.
/// Manually = You must manually call the <b>DestroyNow</b> method.</summary>
public ExecuteType Execute { set { execute = value; } get { return execute; } } [SerializeField] private ExecuteType execute = ExecuteType.Manually;
/// <summary>The GameObject that will be destroyed.
/// None/null = This GameObject.</summary>
public GameObject Target { set { target = value; } get { return target; } } [SerializeField] private GameObject target;
/// <summary>The amount of seconds remaining until the GameObject is destroyed.</summary>
public float Seconds { set { seconds = value; } get { return seconds; } } [SerializeField] private float seconds = -1.0f;
protected virtual void Update()
{
switch (execute)
{
case ExecuteType.OnFirstFrame:
{
DestroyNow();
}
break;
case ExecuteType.AfterDelay:
{
seconds -= Time.deltaTime;
if (seconds <= 0.0f)
{
DestroyNow();
}
}
break;
case ExecuteType.AfterDelayUnscaled:
{
seconds -= Time.unscaledDeltaTime;
if (seconds <= 0.0f)
{
DestroyNow();
}
}
break;
}
}
/// <summary>You can manually call this method to destroy the specified GameObject immediately.</summary>
public void DestroyNow()
{
execute = ExecuteType.Manually;
Destroy(target != null ? target : gameObject);
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using UnityEditor;
using TARGET = LeanDestroy;
[CanEditMultipleObjects]
[CustomEditor(typeof(TARGET))]
public class LeanDestroy_Editor : CwEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("target", "The GameObject that will be destroyed.\n\nNone/null = This GameObject.");
Draw("execute", "This allows you to control when the <b>Target</b> GameObject will be destroyed.\n\nOnFirstFrame = As soon as Update runs (this component must be enabled).\n\nAfterDelay = After the specified amount of <b>Seconds</b> has elapsed.\n\nAfterDelayUnscaled = The same as AfterDelay, but using unscaledDeltaTime.\n\nManually = You must manually call the <b>DestroyNow</b> method.");
if (Any(tgts, t => t.Execute == LeanDestroy.ExecuteType.AfterDelay || t.Execute == LeanDestroy.ExecuteType.AfterDelayUnscaled))
{
BeginIndent();
Draw("seconds", "The amount of seconds remaining until the GameObject is destroyed.");
EndIndent();
}
}
}
}
#endif
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using UnityEngine;
using UnityEngine.Events;
using CW.Common;
namespace Lean.Common
{
/// <summary>This component allows you to convert values like ints and floats into formatted text that can be shown in the UI. To use this component, simply call one of the <b>SetString</b> methods, and it will output the formatted string to the <b>OnString</b> event, which can be connected to UI text, etc.</b></summary>
[HelpURL(LeanCommon.HelpUrlPrefix + "LeanFormatString")]
[AddComponentMenu(LeanCommon.ComponentPathPrefix + "Format String")]
public class LeanFormatString : MonoBehaviour
{
[System.Serializable] public class StringEvent : UnityEvent<string> {}
/// <summary>The final text will use this string formatting, where {0} is the first value, {1} is the second, etc. Formatting uses standard <b>string.Format</b> style.</summary>
public string Format { set { format = value; } get { return format; } } [SerializeField] [Multiline] private string format = "Current Value = {0}";
/// <summary>Based on the <b>Send</b> setting, this event will be invoked.
/// String = The .</summary>
public StringEvent OnString { get { if (onString == null) onString = new StringEvent(); return onString; } } [SerializeField] private StringEvent onString;
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(string a)
{
SendString(a);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(string a, string b)
{
SendString(a, b);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(int a)
{
SendString(a);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(int a, int b)
{
SendString(a, b);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(float a)
{
SendString(a);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(float a, float b)
{
SendString(a, b);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(Vector2 a)
{
SendString(a);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(Vector2 a, Vector2 b)
{
SendString(a, b);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(Vector3 a)
{
SendString(a);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(Vector3 a, Vector3 b)
{
SendString(a, b);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(Vector4 a)
{
SendString(a);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(Vector4 a, Vector4 b)
{
SendString(a, b);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(float a, int b)
{
SendString(a, b);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(int a, float b)
{
SendString(a, b);
}
private void SendString(object a)
{
if (onString != null)
{
onString.Invoke(string.Format(format, a));
}
}
private void SendString(object a, object b)
{
if (onString != null)
{
onString.Invoke(string.Format(format, a, b));
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using UnityEditor;
using TARGET = LeanFormatString;
[CanEditMultipleObjects]
[CustomEditor(typeof(TARGET))]
public class LeanFormatString_Editor : CwEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
BeginError(Any(tgts, t => string.IsNullOrEmpty(t.Format)));
Draw("format", "The final text will use this string formatting, where {0} is the first value, {1} is the second, etc. Formatting uses standard <b>string.Format</b> style.");
EndError();
Separator();
Draw("onString");
}
}
}
#endif
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packageName: Lean Pool
packageVersion: 2.1.0
assetPath: Assets/Plugins/CW/LeanCommon/Extras/Scripts/LeanPlane.cs
uploadId: 653650
using UnityEngine;
using CW.Common;
namespace Lean.Common
{
/// <summary>This component rotates the current GameObject based on the current Angle value.
/// NOTE: This component overrides and takes over the rotation of this GameObject, so you can no longer externally influence it.</summary>
[ExecuteInEditMode]
[HelpURL(LeanCommon.HelpUrlPrefix + "LeanRoll")]
[AddComponentMenu(LeanCommon.ComponentPathPrefix + "Roll")]
public class LeanRoll : MonoBehaviour
{
/// <summary>The current angle in degrees.</summary>
public float Angle { set { angle = value; } get { return angle; } } [SerializeField] private float angle;
/// <summary>Should the <b>Angle</b> value be clamped?</summary>
public bool Clamp { set { clamp = value; } get { return clamp; } } [SerializeField] private bool clamp;
/// <summary>The minimum <b>Angle</b> value.</summary>
public float ClampMin { set { clampMin = value; } get { return clampMin; } } [SerializeField] private float clampMin;
/// <summary>The maximum <b>Angle</b> value.</summary>
public float ClampMax { set { clampMax = value; } get { return clampMax; } } [SerializeField] private float clampMax;
/// <summary>If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.
/// -1 = Instantly change.
/// 1 = Slowly change.
/// 10 = Quickly change.</summary>
public float Damping { set { damping = value; } get { return damping; } } [SerializeField] private float damping = -1.0f;
[SerializeField]
private float currentAngle;
/// <summary>The <b>Angle</b> value will be incremented by the specified angle in degrees.</summary>
public void IncrementAngle(float delta)
{
angle += delta;
}
/// <summary>The <b>Angle</b> value will be decremented by the specified angle in degrees.</summary>
public void DecrementAngle(float delta)
{
angle -= delta;
}
/// <summary>This method will update the Angle value based on the specified vector.</summary>
public void RotateToDelta(Vector2 delta)
{
if (delta.sqrMagnitude > 0.0f)
{
angle = Mathf.Atan2(delta.x, delta.y) * Mathf.Rad2Deg;
}
}
/// <summary>This method will immediately snap the current angle to its target value.</summary>
[ContextMenu("Snap To Target")]
public void SnapToTarget()
{
currentAngle = angle;
}
protected virtual void Start()
{
currentAngle = angle;
}
protected virtual void Update()
{
// Get t value
var factor = CwHelper.DampenFactor(damping, Time.deltaTime);
if (clamp == true)
{
angle = Mathf.Clamp(angle, clampMin, clampMax);
}
// Lerp angle
currentAngle = Mathf.LerpAngle(currentAngle, angle, factor);
// Update rotation
transform.rotation = Quaternion.Euler(0.0f, 0.0f, -currentAngle);
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using UnityEditor;
using TARGET = LeanRoll;
[CanEditMultipleObjects]
[CustomEditor(typeof(TARGET))]
public class LeanRoll_Editor : CwEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("angle", "The current angle in degrees.");
Draw("clamp", "Should the Angle value be clamped?");
if (Any(tgts, t => t.Clamp == true))
{
BeginIndent();
Draw("clampMin", "The minimum Angle value.", "Min");
Draw("clampMax", "The maximum Angle value.", "Max");
EndIndent();
Separator();
}
Draw("damping", "If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.\n\n-1 = Instantly change.\n\n1 = Slowly change.\n\n10 = Quickly change.");
}
}
}
#endif
\ No newline at end of file
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