Makes it possible to animate alpha of the widget or a panel.
Inheritance: MonoBehaviour
Beispiel #1
0
 public UIComponentSkinnerObjectParts(UIComponentSkinnerObjectParts baseParts)
 {
     this._uiSkinnerPartsType = baseParts._uiSkinnerPartsType;
     this._gameObject         = baseParts._gameObject;
     this._setActive          = baseParts._setActive;
     this._uiBasicSprite      = baseParts._uiBasicSprite;
     this._uiBasicSpriteColor = baseParts._uiBasicSpriteColor;
     this._uiWidget           = baseParts._uiWidget;
     this._animatedAlpha      = baseParts._animatedAlpha;
     this._alpha                      = baseParts._alpha;
     this._spriteSkinner              = baseParts._spriteSkinner;
     this._skinnerIndex               = baseParts._skinnerIndex;
     this._skinnerToggle              = baseParts._skinnerToggle;
     this._uiLabel                    = baseParts._uiLabel;
     this._uiLabelFontSize            = baseParts._uiLabelFontSize;
     this._useUnityFont               = baseParts._useUnityFont;
     this._uiLabelNguiFont            = baseParts._uiLabelNguiFont;
     this._uiLabelUnityFont           = baseParts._uiLabelUnityFont;
     this._uiLabelFontStyle           = baseParts._uiLabelFontStyle;
     this._uiLabelText                = baseParts._uiLabelText;
     this._uiLabelColor               = baseParts._uiLabelColor;
     this._uiLabelUseGradient         = baseParts._uiLabelUseGradient;
     this._uiLabelGradientTopColor    = baseParts._uiLabelGradientTopColor;
     this._uiLabelGradientBottomColor = baseParts._uiLabelGradientBottomColor;
     this._uiLabelEffectStyle         = baseParts._uiLabelEffectStyle;
     this._uiLabelEffectColor         = baseParts._uiLabelEffectColor;
     this._uiLabelEffectDistance      = baseParts._uiLabelEffectDistance;
     this._uiScreenPosition           = baseParts._uiScreenPosition;
     this._uiScreenPositionIndex      = baseParts._uiScreenPositionIndex;
     this._replacerIndex              = baseParts._replacerIndex;
     this._gameObjects                = baseParts._gameObjects;
     this._materialSwicher            = baseParts._materialSwicher;
     this._materialSwithcers          = baseParts._materialSwithcers;
     this._materialSwicherIndex       = baseParts._materialSwicherIndex;
 }
Beispiel #2
0
 public void StopAnimate()
 {
     if (TurnOn)
     {
         StopAllCoroutines();
         TurnOn = false;
     }
     alpha       = transform.GetComponent <AnimatedAlpha>();
     alpha.alpha = 0.1f;
 }
 static public int get_alpha(IntPtr l)
 {
     try {
         AnimatedAlpha self = (AnimatedAlpha)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.alpha);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_alpha(IntPtr l)
 {
     try {
         AnimatedAlpha self = (AnimatedAlpha)checkSelf(l);
         System.Single v;
         checkType(l, 2, out v);
         self.alpha = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Beispiel #5
0
    public static int get_alpha(IntPtr l)
    {
        int result;

        try
        {
            AnimatedAlpha animatedAlpha = (AnimatedAlpha)LuaObject.checkSelf(l);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, animatedAlpha.alpha);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
Beispiel #6
0
    public static int set_alpha(IntPtr l)
    {
        int result;

        try
        {
            AnimatedAlpha animatedAlpha = (AnimatedAlpha)LuaObject.checkSelf(l);
            float         alpha;
            LuaObject.checkType(l, 2, out alpha);
            animatedAlpha.alpha = alpha;
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }