void SetShowFBButton(bool show, bool start)
    {
        connectFBButton.StopAction();

        float y = connectFBButton.GetComponent <RectTransform>().anchoredPosition.y;

        if (show)
        {
            var move = AnchoredMoveAction.Create(new Vector2(FBButtonX, y), false, 0.5f, Ease.SineOut);

            if (start)
            {
                connectFBButton.Play(SequenceAction.Create(DelayAction.Create(1.0f), move));
            }
            else
            {
                connectFBButton.Play(move);
            }
        }
        else
        {
            var move = AnchoredMoveAction.Create(new Vector2(FBButtonX + FBButtonOffsetX, y), false, 0.5f, Ease.SineIn);

            connectFBButton.Play(move);
        }
    }
Beispiel #2
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    void Start()
    {
        gameObject.Play(AnchoredMoveAction.Create(end, isRelative, duration, Ease.FromType(easeType), direction));

        // Self-destroy
        Destroy(this);
    }
Beispiel #3
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    public void Show(string message, Action callback)
    {
        _isShowing = true;

        // Set message
        _messageText.text = message;

        var move1  = AnchoredMoveAction.Create(Vector2.zero, false, 0.5f, Ease.SineOut);
        var delay  = DelayAction.Create(1.0f);
        var move2  = AnchoredMoveAction.Create(new Vector2(0, OffsetY), false, 0.5f, Ease.SineIn);
        var action = SequenceAction.Create(move1, delay, move2);

        gameObject.Play(action, () => {
            _isShowing = false;

            if (callback != null)
            {
                callback();
            }
        });
    }
Beispiel #4
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    public void OnNextRound(int nextRound)
    {
        int index = (nextRound > 3) ? 2 : nextRound - 1;

        round.SetImageSprite(rounds[index]);
        target.SetImageSprite(targets[index]);

        round.Show();
        target.Show();

        var roundMove1 = AnchoredMoveAction.MoveTo(new Vector2(0, _roundPosition.y), 0.25f, Ease.SineOut);
        var roundDelay = DelayAction.Create(1.0f);
        var roundMove2 = AnchoredMoveAction.MoveTo(new Vector2(_targetPosition.x, _roundPosition.y), 0.25f, Ease.SineIn);

        var targetMove1 = AnchoredMoveAction.MoveTo(new Vector2(0, _targetPosition.y), 0.25f, Ease.SineOut);
        var targetDelay = DelayAction.Create(1.0f);
        var targetMove2 = AnchoredMoveAction.MoveTo(new Vector2(_roundPosition.x, _targetPosition.y), 0.25f, Ease.SineIn);

        round.Play(SequenceAction.Create(roundMove1, roundDelay, roundMove2, SetAnchoredPositionAction.Create(_roundPosition), HideAction.Create()));
        target.Play(SequenceAction.Create(targetMove1, targetDelay, targetMove2, SetAnchoredPositionAction.Create(_targetPosition), HideAction.Create()));
    }