// Use this for initialization void Start() { seq = action.Sequence(); var spriteRend = GetComponent <SpriteRenderer>(); spriteRend.enabled = true; spriteRend.color = startColor; // Fade in out of black into splashScreen var spriteColorRef = ffSpriteColor; seq.Property(spriteColorRef, spriteColorRef.Val.MakeClear(), FFEase.E_Continuous, fadeInTime); seq.Sync(); // delay for wait time seq.Delay(waitTime); seq.Sync(); // show text var textColorRef = new FFRef <Color>(() => pressAnyKeyText.color, (v) => pressAnyKeyText.color = v); textColorRef.Setter(textColorRef.Val.MakeClear()); seq.Property(textColorRef, textColorRef.Val.MakeOpaque(), FFEase.E_Continuous, 0.45f); // Update Sequence for press any key seq.Sync(); seq.Call(UpdateSeq); }
public void Property(FFRef <Color> var, Color endValue, AnimationCurve curve, float timeToComplete = CurveTime) { if (timeToComplete == CurveTime) { timeToComplete = curve.TimeToComplete(); } if (_sequence.Count != 0 && var != null) { // Set Property FFActionProperty <Color> myprop = new FFActionProperty <Color>(); myprop.var = var; myprop.start_value = var.Val; myprop.end_value = endValue; myprop.curr_time = 0.0f; myprop.prev_value = var.Val; // total_time cannot be zero myprop.total_time = Mathf.Max(timeToComplete, 0.01f); SetMuGetter <Color>(myprop, curve); // Add to front of sequence if (_sequence[_sequence.Count - 1].as_ColorProperties == null) { _sequence[_sequence.Count - 1].as_ColorProperties = new List <FFActionProperty <Color> >(); } _sequence[_sequence.Count - 1].as_ColorProperties.Add(myprop); } else { Debug.Log("Error in ActionSequence Property call"); } }
public void Property(FFRef <Vector4> var, Vector4 endValue, FFEase easeType, float timeToComplete) { if (_sequence.Count != 0 && var != null) { // Set Property FFActionProperty <Vector4> myprop = new FFActionProperty <Vector4>(); myprop.var = var; myprop.start_value = var.Val; myprop.end_value = endValue; myprop.curr_time = 0.0f; myprop.prev_value = var.Val; // total_time cannot be zero myprop.total_time = Mathf.Max(timeToComplete, 0.01f); SetMuGetter <Vector4>(myprop, easeType); // Add to front of sequence if (_sequence[_sequence.Count - 1].as_Vector4Properties == null) { _sequence[_sequence.Count - 1].as_Vector4Properties = new List <FFActionProperty <Vector4> >(); } _sequence[_sequence.Count - 1].as_Vector4Properties.Add(myprop); } else { Debug.Log("Error in ActionSequence Property call"); } }
void Fade() { var sprite = GetComponent <SpriteRenderer>(); var spriteColorRef = new FFRef <Color>(() => sprite.color, (v) => { sprite.color = v; }); fadeSeq.Property(spriteColorRef, spriteColorRef.Val.MakeClear(), FFEase.E_SmoothStart, fadeTime); fadeSeq.Sync(); fadeSeq.Call(DestroyMe); }
void SetVelocityRef(FFRef <Vector3> velocityRef) { Debug.Assert(velocityRef != null); this.velocityRef = velocityRef; }
public void SetDynamicValue(FFRef <float> valueRef) { this.valueRef = valueRef; }