using System; using UnityEngine; public class TaskPanelBehaviour : MonoBehaviour { public Vector3 OpenPosition; public Vector3 ClosedPosition; public SpriteRenderer background; public SpriteRenderer tab; public TextRenderer TaskText; public bool open; private float timer; public float Duration; private void Update() { this.background.transform.localScale = new Vector3(this.TaskText.Width + 0.2f, this.TaskText.Height + 0.2f, 1f); Vector3 vector = this.background.sprite.bounds.extents; vector.y = -vector.y; vector = vector.Mul(this.background.transform.localScale); this.background.transform.localPosition = vector; Vector3 vector2 = this.tab.sprite.bounds.extents; vector2 = vector2.Mul(this.tab.transform.localScale); vector2.y = -vector2.y; vector2.x += vector.x * 2f; this.tab.transform.localPosition = vector2; this.ClosedPosition.y = (this.OpenPosition.y = 0.6f); this.ClosedPosition.x = -this.background.sprite.bounds.size.x * this.background.transform.localScale.x; if (this.open) { this.timer = Mathf.Min(1f, this.timer + Time.deltaTime / this.Duration); } else { this.timer = Mathf.Max(0f, this.timer - Time.deltaTime / this.Duration); } Vector3 relativePos = new Vector3(Mathf.SmoothStep(this.ClosedPosition.x, this.OpenPosition.x, this.timer), Mathf.SmoothStep(this.ClosedPosition.y, this.OpenPosition.y, this.timer), this.OpenPosition.z); base.transform.localPosition = AspectPosition.ComputePosition(AspectPosition.EdgeAlignments.LeftTop, relativePos); } public void ToggleOpen() { this.open = !this.open; } }