Ejemplo n.º 1
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    public FadeAction(float end, bool isRelative, bool isRecursive, float duration, Easer easer, LerpDirection direction)
    {
        _helper.Construct(end, duration, easer, direction);

        _isRelative  = isRelative;
        _isRecursive = isRecursive;
    }
Ejemplo n.º 2
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    public TypeAction(string text, float duration, Easer easer, LerpDirection direction)
    {
        // Set text
        _text = text;

        _helper.Construct(_text.Length, duration, easer, direction);
    }
Ejemplo n.º 3
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    public TypeAction(string text, float duration, Easer easer, LerpDirection direction)
    {
        // Set text
        _text = text;

        _helper.Construct(_text.Length, duration, easer, direction);
    }
    // Use this for initialization
    void Start()
    {
        //easer = new PowerEase(transform.position.x, transform.position.x + 15, 3, 5, Easer.EaseType.OUT);
        easer = new PowerEase(transform.localScale.x, transform.localScale.x + 15, 3, 1, Easer.EaseType.IN);

        easer.RunEase(this, 2);
    }
Ejemplo n.º 5
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    public static IEnumerator CameraTo(
        this Camera cam,
        float target,
        float duration,
        Easer ease,
        Action onComplete, float delay)
    {
        float elapsed = 0;
        var   start   = cam.orthographicSize;
        var   range   = target - start;

        yield return(new WaitForSeconds(delay));

        while (elapsed < duration)
        {
            elapsed = Mathf.MoveTowards(elapsed, duration, Time.deltaTime);
            cam.orthographicSize = (start + range * ease(elapsed / duration));
            yield return(0);
        }
        cam.orthographicSize = (target);
        if (onComplete != null)
        {
            onComplete();
        }
    }
Ejemplo n.º 6
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    public static IEnumerator ScaleTo(
        this Transform transform,
        Vector3 target,
        float duration,
        float delay,
        Easer ease,
        Action onComplete)
    {
        float elapsed = 0;
        var   start   = transform.localScale;
        var   range   = target - start;

        yield return(new WaitForSeconds(delay));

        while (elapsed < duration)
        {
            elapsed = Mathf.MoveTowards(elapsed, duration, Time.deltaTime);
            transform.localScale = start + range * ease(elapsed / duration);
            yield return(0);
        }
        transform.localScale = target;
        if (onComplete != null)
        {
            onComplete();
        }
    }
Ejemplo n.º 7
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    public void Construct(Vector2 start, Vector2 control, Vector2 end, float duration, float delay = 0.0f, Easer easer = null)
    {
        // Set start point
        _start = start;

        // Set control point
        _control = control;

        // Set end point
        _end = end;

        // Set duration
        _duration = duration;

        // Set delay time
        _delay = delay;

        // Set easer
        _easer = easer ?? Ease.Linear;

        // Set current value
        _value = start;

        // Set time
        _time = 0;

        // Not finished
        _isFinished = false;
    }
Ejemplo n.º 8
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    public static IEnumerator CurveTo(
        this Transform transform,
        Vector3 control,
        Vector3 target,
        float duration,
        Easer ease,
        Action onComplete)
    {
        float   elapsed = 0;
        var     start   = transform.localPosition;
        Vector3 position;
        float   t;

        while (elapsed < duration)
        {
            elapsed    = Mathf.MoveTowards(elapsed, duration, Time.deltaTime);
            t          = ease(elapsed / duration);
            position.x = start.x * (1 - t) * (1 - t) + control.x * 2 * (1 - t) * t + target.x * t * t;
            position.y = start.y * (1 - t) * (1 - t) + control.y * 2 * (1 - t) * t + target.y * t * t;
            position.z = start.z * (1 - t) * (1 - t) + control.z * 2 * (1 - t) * t + target.z * t * t;
            transform.localPosition = position;
            yield return(0);
        }
        transform.localPosition = target;
        if (onComplete != null)
        {
            onComplete();
        }
    }
 public IEnumerator PropelBullet( Vector3 target, float duration, Easer ease)
 {
     yield return StartCoroutine(transform.MoveTo (target, duration,ease));
     gameObject.SetChildrenActive (false);
     Messenger.Broadcast<GameObject>("ReturnMeToPool", gameObject);
     StopAllCoroutines();
 }
Ejemplo n.º 10
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    public HMoveAction(float end, bool isRelative, bool isLocal, float duration, Easer easer, LerpDirection direction)
    {
        _helper.Construct(end, duration, easer, direction);

        _isRelative = isRelative;
        _isLocal    = isLocal;
    }
Ejemplo n.º 11
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//	public LerpHelper()
//	{
//
//	}
//
//	public LerpHelper(T value)
//	{
//		_value = value;
//	}
//
//	public LerpHelper(T start, T end, float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
//	{
//		Construct(start, end, duration, easer, direction);
//	}

    public void Construct(T start, T end, float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
    {
        // Set start value
        _start = start;

        // Set end value
        _end = end;

        // Set delta value
        _delta = Subtract(end, start);

        // Set current value
        _value = (direction == LerpDirection.Backward) ? end : start;

        // Set duration
        _duration = duration;

        // Set easer
        _easer = easer ?? Ease.Linear;

        // Set direction
        _direction = direction;

        // Clear time
        _time = 0;

        // Not finished
        _isFinished = false;
    }
Ejemplo n.º 12
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    public FadeAction(float end, bool isRelative, bool isRecursive, float duration, Easer easer, LerpDirection direction)
    {
        _helper.Construct(end, duration, easer, direction);

        _isRelative  = isRelative;
        _isRecursive = isRecursive;
    }
Ejemplo n.º 13
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 /// <summary>
 /// Constructor. Specify basic information about the Tween.
 /// </summary>
 /// <param name="duration">Duration of the tween (in seconds or frames).</param>
 /// <param name="type">Tween type, one of Tween.PERSIST (default), Tween.LOOPING, or Tween.ONESHOT.</param>
 /// <param name="complete">Optional callback for when the Tween completes.</param>
 /// <param name="ease">Optional easer function to apply to the Tweened value.`</param>
 public Tween(float duration = 0, uint type = 0, OnComplete complete = null, Easer ease = null)
 {
     _target  = duration;
     _type    = type;
     Complete = complete;
     _ease    = ease;
 }
Ejemplo n.º 14
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        public virtual void Transition()
        {
#if (ownsEaser)
            float transitionPercentage = Easer.Ease(easeType, 0, 1, timer / transitionTime);
#else
            float transitionPercentage;

            if (state < TransitionState.Waiting)//if transitioning in
            {
                if (transitionInTime == 0)
                {
                    transitionPercentage = 1;//instantly skip transitions with no run time
                }
                else
                {
                    transitionPercentage = transitionInCurve.Evaluate(currentTime / transitionInTime);
                }
            }
            else//fade outs
            {
                if (fadeOutTime == 0)
                {
                    transitionPercentage = 0;
                }
                else
                {
                    transitionPercentage = fadeOutCurve.Evaluate(currentTime / fadeOutTime);
                }
            }
#endif

            Transition(transitionPercentage);
        }
Ejemplo n.º 15
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    public HMoveAction(float end, bool isRelative, bool isLocal, float duration, Easer easer, LerpDirection direction)
    {
        _helper.Construct(end, duration, easer, direction);

        _isRelative = isRelative;
        _isLocal    = isLocal;
    }
Ejemplo n.º 16
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 /**
  * Starts moving along the path.
  * @param	duration	Duration of the movement.
  * @param	ease		Optional easer function.
  */
 public void SetMotion(float duration, Easer ease = null)
 {
     UpdatePath();
     _target = duration;
     _speed  = _distance / duration;
     _ease   = ease;
     Start();
 }
Ejemplo n.º 17
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 /**
  * Starts moving along the path at the speed.
  * @param	speed		Speed of the movement.
  * @param	ease		Optional easer function.
  */
 public void SetMotionSpeed(float speed, Easer ease = null)
 {
     UpdatePath();
     _target = _distance / speed;
     _speed  = speed;
     _ease   = ease;
     Start();
 }
Ejemplo n.º 18
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 /// <summary>
 /// Tweens the value from one value to another.
 /// </summary>
 /// <param name="fromValue">Start value.</param>
 /// <param name="toValue">End value.</param>
 /// <param name="duration">Duration of the tween.</param>
 /// <param name="ease">Optional easer function.</param>
 public void Tween(float fromValue, float toValue, float duration, Easer ease = null)
 {
     _start  = Value = fromValue;
     _range  = toValue - Value;
     _target = duration;
     _ease   = ease;
     Start();
 }
Ejemplo n.º 19
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 public static string ToString(Easer ease)
 {
     if (ease == Linear)
     {
         return("Linear");
     }
     else if (ease == QuadIn)
     {
         return("QuadIn");
     }
     else if (ease == QuadOut)
     {
         return("QuadOut");
     }
     else if (ease == QuadInOut)
     {
         return("QuadInOut");
     }
     else if (ease == CubeIn)
     {
         return("CubeIn");
     }
     else if (ease == CubeOut)
     {
         return("CubeOut");
     }
     else if (ease == CubeInOut)
     {
         return("CubeInOut");
     }
     else if (ease == BackIn)
     {
         return("BackIn");
     }
     else if (ease == BackOut)
     {
         return("BackOut");
     }
     else if (ease == BackInOut)
     {
         return("BackInOut");
     }
     else if (ease == ElasticIn)
     {
         return("ElasticIn");
     }
     else if (ease == ElasticOut)
     {
         return("ElasticOut");
     }
     else if (ease == ElasticInOut)
     {
         return("ElasticInOut");
     }
     return(null);
 }
Ejemplo n.º 20
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    void Awake()
    {
        HalfDuration = Duration / 2f;

        MaxScaleVector = VectorExtensions.FromValue(MaxScale);
        DefaultScale   = transform.localScale;

        UpEaser   = Ease.FromType(UpEase);
        DownEaser = Ease.FromType(DownEase);
    }
Ejemplo n.º 21
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    public LerpIntAction(int start, int end, float duration, Easer easer, LerpDirection direction, Action <int> callback)
    {
        // Construct helper
        _helper.Construct(end, duration, easer, direction);

        // Set start
        _helper.Start = start;

        // Set callback
        _callback = callback;
    }
Ejemplo n.º 22
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        /// <summary>
        /// Tweens a numeric property. If this method has already been called, the values will be overwritten.
        /// </summary>
        /// <param name="obj">The object containing the property.</param>
        /// <param name="property">The name of the property.</param>
        /// <param name="to">Value to tween to.</param>
        /// <param name="duration">Duration of the tween.</param>
        /// <param name="ease">Optional easer function.</param>
        public void Tween(object obj, string property, float to, float duration, Easer ease = null)
        {
            _info = new VarTweenInfo(obj, property);

            _start  = _info.Value;
            _range  = to - _start;
            _target = duration;
            _ease   = ease;

            Start();
        }
Ejemplo n.º 23
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    public static IEnumerator MoveFrom(
        this Transform transform,
        Vector3 target,
        float duration,
        Easer ease,
        Action onComplete)
    {
        var start = transform.localPosition;

        transform.localPosition = target;
        return(MoveTo(transform, start, duration, ease, onComplete));
    }
Ejemplo n.º 24
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    public static IEnumerator RotateFrom(
        this Transform transform,
        Quaternion target,
        float duration,
        Easer ease,
        Action onComplete)
    {
        var start = transform.localRotation;

        transform.localRotation = target;
        return(RotateTo(transform, start, duration, ease, onComplete));
    }
Ejemplo n.º 25
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	public static IEnumerator RotateTo(this Transform transform, Quaternion target, float duration, Easer ease)
	{
		float elapsed = 0;
		var start = transform.localRotation;
		while (elapsed < duration)
		{
			elapsed = Mathf.MoveTowards(elapsed, duration, Time.deltaTime);
			transform.localRotation = Quaternion.Lerp(start, target, ease(elapsed / duration));
			yield return 0;
		}
		transform.localRotation = target;
	}
Ejemplo n.º 26
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 public static IEnumerator CurveTo(this Transform transform, Vector3 control, Vector3 target, float duration, Easer ease)
 {
     float elapsed = 0;
     var start = transform.localPosition;
     while (elapsed < duration)
     {
         elapsed = Mathf.MoveTowards(elapsed, duration, Time.deltaTime);
         transform.localPosition = Calc.Bezier(start, control, target, ease(elapsed / duration));
         yield return 0;
     }
     transform.localPosition = target;
 }
Ejemplo n.º 27
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//	public static IEnumerator HardBlink(this GameObject m_gameObj, float duration, float freq, IEnumerator coroutine)
//	{
//		Debug.Log ("blink");
//		yield return callOverFreq( , 2.0f, 0.2f);
//		//yield return 0;
//	}

	#endregion


	#region Transform coroutines

	public static IEnumerator MoveTo(this Transform transform, Vector3 target, float duration, Easer ease)
	{
		float elapsed = 0;
		var start = transform.localPosition;
		var range = target - start;
		while (elapsed < duration)
		{
			elapsed = Mathf.MoveTowards(elapsed, duration, Time.deltaTime);
			transform.localPosition = start + range * ease(elapsed / duration);
			yield return 0;
		}
		transform.localPosition = target;
	}
Ejemplo n.º 28
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    public static IEnumerator CurveFrom(
        this Transform transform,
        Vector3 control,
        Vector3 start,
        float duration,
        Easer ease,
        Action onComplete)
    {
        var target = transform.localPosition;

        transform.localPosition = start;
        return(CurveTo(transform, control, target, duration, ease, onComplete));
    }
Ejemplo n.º 29
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    public static IEnumerator ScaleFrom(
        this Transform transform,
        Vector3 target,
        float duration,
        float delay,
        Easer ease,
        Action onComplete)
    {
        var start = transform.localScale;

        transform.localScale = target;
        return(ScaleTo(transform, start, duration, delay, ease, onComplete));
    }
Ejemplo n.º 30
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    public void Construct(T end, float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
    {
        // Set end value
        _end = end;

        // Set duration
        _duration = duration;

        // Set easer
        _easer = easer ?? Ease.Linear;

        // Set direction
        _direction = direction;
    }
Ejemplo n.º 31
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	/// <summary>
	/// Interpolates a Vector3 between from and to, using the ease function.
	/// </summary>
	/// <param name="from">The value to interpolate from.</param>
	/// <param name="to">The value to interpolate to.</param>
	/// <param name="duration">The interpolation duration, in seconds.</param>
	/// <param name="ease">The ease function.</param>
	/// <param name="action">The action to perform with the interpolated value.</param>
	/// <returns>The IEnumerator for the coroutine.</returns>
	public static IEnumerator Interpolate(Vector3 from, Vector3 to, float duration, Easer ease, Action<Vector3> action)
	{
		float elapsed = 0;
		Vector3 range = to - from;

		while (elapsed < duration)
		{
			elapsed = Mathf.MoveTowards(elapsed, duration, Time.deltaTime);
			action(from + range * ease(elapsed / duration));
			yield return 0;
		}

		action(from + range * ease(1));
	}
Ejemplo n.º 32
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	public static IEnumerator TranslateTo(this Transform transform, Vector3 target, float duration, Easer ease)
	{
		float elapsed = 0;
		var start = transform.localPosition;
		// var range = target;
		while (elapsed < duration)
		{
			elapsed = Mathf.MoveTowards(elapsed, duration, Time.deltaTime);
			transform.Translate(target * ease(elapsed / duration));
			yield return 0;
		}
		//Debug.Log ("translate");
		//transform.Translate(target);
		//p_del();
	}
Ejemplo n.º 33
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	public static IEnumerator MoveAlphaTo(this GameObject m_gameObj, float target, float duration, Easer ease)
	{
		float elapsed = 0;
		Color c = m_gameObj.GetComponent<Renderer>().material.color;
		var start = c.a;
		var range = target - start;

		while (elapsed < duration)
		{
			elapsed = Mathf.MoveTowards(elapsed, duration, Time.deltaTime);
			c.a = start + range * ease(elapsed / duration);
			m_gameObj.GetComponent<Renderer>().material.color = c;
			yield return 0;
		}
		c.a = target;
		m_gameObj.GetComponent<Renderer>().material.color = c;
	}
Ejemplo n.º 34
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        /// <summary>
        /// Tweens the color to a new color.
        /// </summary>
        /// <param name="duration">Duration of the tween.</param>
        /// <param name="fromColor"></param>
        /// <param name="toColor">Start color.</param>
        /// <param name="ease">Optional easer function.</param>
        public void tween(float duration, Color fromColor, Color toColor, Easer ease = null)
        {
            Color = fromColor;
            uint from = FP.HexColor(fromColor);
            uint to   = FP.HexColor(toColor);

            _startR = FP.GetRed(from);
            _startG = FP.GetGreen(from);
            _startB = FP.GetBlue(from);

            _rangeR = FP.GetRed(to) - _startR;
            _rangeG = FP.GetGreen(to) - _startG;
            _rangeB = FP.GetBlue(to) - _startB;

            _target = duration;
            _ease   = ease;
            Start();
        }
Ejemplo n.º 35
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    /// <summary>
    /// Self implemented tweening method is needed to make it able to stop via StopAllCoroutines();
    /// </summary>
    /// <param name="transform">The actual game object as Transform.</param>
    /// <param name="target">Target scale.</param>
    /// <param name="duration">Duration of the tweening.</param>
    /// <param name="ease">Ease parameter.</param>
    /// <returns></returns>
    public IEnumerator Tween(Transform transform, Vector3 target, float duration, Easer ease)
    {
        float elapsed = 0;
        var   start   = transform.localScale;
        var   range   = target - start;

        while (elapsed < duration)
        {
            elapsed = Mathf.MoveTowards(elapsed, duration, Time.deltaTime);
            if (transform != null)
            {
                transform.localScale = start + range * ease(elapsed / duration);
                yield return(0);
            }
        }
        if (transform != null)
        {
            transform.localScale = target;
        }
    }
Ejemplo n.º 36
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    public static IEnumerator RotateTo(
        this Transform transform,
        Quaternion target,
        float duration,
        Easer ease,
        Action onComplete)
    {
        float elapsed = 0;
        var   start   = transform.localRotation;

        while (elapsed < duration)
        {
            elapsed = Mathf.MoveTowards(elapsed, duration, Time.deltaTime);
            transform.localRotation = Quaternion.Lerp(start, target, ease(elapsed / duration));
            yield return(0);
        }
        transform.localRotation = target;
        if (onComplete != null)
        {
            onComplete();
        }
    }
Ejemplo n.º 37
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    IEnumerator Rotate()
    {
        Easer ease = delayBetweenMoves > 0.0f ? Ease.SineInOut : Ease.Linear;

        while (active)
        {
            StartCoroutine(transform.RotateTo(Quaternion.Euler(0, 0, angles[i]), rotationDuration, ease));

            if (angles.Count > 1)
            {
                i += iterationIncrement;

                if (backAndForth)
                {
                    if (i >= angles.Count - 1)
                    {
                        iterationIncrement = -1;
                    }
                    else if (i <= 0)
                    {
                        iterationIncrement = 1;
                    }
                }
                else
                {
                    if (i >= angles.Count)
                    {
                        i = 0;
                    }
                }
            }
            else
            {
                i = 0;
            }

            yield return(new WaitForSeconds(rotationDuration + delayBetweenMoves));
        }
    }
Ejemplo n.º 38
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        /// <summary>
        /// Tweens multiple numeric properties
        /// </summary>
        /// <param name="obj">The object containing the properties. </param>
        /// <param name="values">
        /// An anonymous type object containing key/value pairs of properties and target values.
        /// Example: new { X = 100, Y = 50 }
        /// </param>
        /// <param name="duration">Duration of the tween. </param>
        /// <param name="ease">Optional Easer function.</param>
        /// <param name="delay"></param>
        public void Tween(object obj, object values, float duration, Easer ease = null, float delay = 0)
        {
            _object = obj;

            foreach (PropertyInfo property in values.GetType().GetProperties())
            {
                var info = new VarTweenInfo(_object, property.Name);
                var to   = new VarTweenInfo(values, property.Name, VarTweenInfo.Options.Read);

                float start = info.Value;
                float range = to.Value - start;

                _vars.Add(info);
                _start.Add(start);
                _range.Add(range);
            }

            //	FIXME:	delay does nothing!
            _target = duration;
            _ease   = ease;

            Start();
        }
Ejemplo n.º 39
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    public static IEnumerator MoveTo(
        this Transform transform,
        Vector3 target,
        float duration,
        Easer ease,
        Action onComplete)
    {
        float elapsed = 0;
        var   start   = transform.localPosition;
        var   range   = target - start;

        while (elapsed < duration)
        {
            elapsed            = Mathf.MoveTowards(elapsed, duration, Time.deltaTime);
            transform.position = (start + range * ease(elapsed / duration));
            yield return(0);
        }
        transform.position = (target);
        if (onComplete != null)
        {
            onComplete();
        }
    }
Ejemplo n.º 40
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    public ResizeAction(Vector2 end, bool isRelative, float duration, Easer easer, LerpDirection direction)
    {
        _helper.Construct(end, duration, easer, direction);

        _isRelative = isRelative;
    }
Ejemplo n.º 41
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 public static FillAction Create(float end, bool isRelative, float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
 {
     return new FillAction(end, isRelative, duration, easer, direction);
 }
Ejemplo n.º 42
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 public static FillAction FillBy(float delta, float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
 {
     return Create(delta, true, duration, easer, direction);
 }
Ejemplo n.º 43
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 public static FadeAction FadeOut(float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
 {
     return Create(0.0f, false, false, duration, easer, direction);
 }
Ejemplo n.º 44
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	public static IEnumerator CurveTo(this Transform transform, Vector3 control, Vector3 target, float duration, Easer ease)
	{
		float elapsed = 0;
		var start = transform.localPosition;
		Vector3 position;
		float t;
		while (elapsed < duration)
		{
			elapsed = Mathf.MoveTowards(elapsed, duration, Time.deltaTime);
			t = ease(elapsed / duration);
			position.x = start.x * (1 - t) * (1 - t) + control.x * 2 * (1 - t) * t + target.x * t * t;
			position.y = start.y * (1 - t) * (1 - t) + control.y * 2 * (1 - t) * t + target.y * t * t;
			position.z = start.z * (1 - t) * (1 - t) + control.z * 2 * (1 - t) * t + target.z * t * t;
			transform.localPosition = position;
			yield return 0;
		}
		transform.localPosition = target;
	}
Ejemplo n.º 45
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	public static IEnumerator MoveFrom(this Transform transform, Vector3 target, float duration, Easer ease)
	{
		var start = transform.localPosition;
		transform.localPosition = target;
		return MoveTo(transform, start, duration, ease);
	}
Ejemplo n.º 46
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 public static FadeAction RecursiveFadeTo(float end, float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
 {
     return Create(end, false, true, duration, easer, direction);
 }
Ejemplo n.º 47
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 public static HMoveAction MoveTo(float end, float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
 {
     return Create(end, false, false, duration, easer, direction);
 }
Ejemplo n.º 48
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 public static HMoveAction Create(float end, bool isRelative, bool isLocal, float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
 {
     return new HMoveAction(end, isRelative, isLocal, duration, easer, direction);
 }
Ejemplo n.º 49
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 public static RotateAction RotateBy(float end, float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
 {
     return Create(end, true, duration, easer, direction);
 }
Ejemplo n.º 50
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 public static ScaleAction ScaleBy(Vector3 end, float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
 {
     return Create(end, true, duration, easer, direction);
 }
Ejemplo n.º 51
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 public static FadeAction RecursiveFadeBy(float delta, float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
 {
     return Create(delta, true, true, duration, easer, direction);
 }
Ejemplo n.º 52
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 public static ResizeAction Create(Vector2 end, bool isRelative, float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
 {
     return new ResizeAction(end, isRelative, duration, easer, direction);
 }
Ejemplo n.º 53
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	public static IEnumerator ScaleFrom(this Transform transform, Vector3 target, float duration, Easer ease)
	{
		var start = transform.localScale;
		transform.localScale = target;
		return ScaleTo(transform, start, duration, ease);
	}
Ejemplo n.º 54
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 public static ResizeAction ResizeTo(Vector2 end, float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
 {
     return Create(end, false, duration, easer, direction);
 }
Ejemplo n.º 55
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	public static IEnumerator RotateFrom(this Transform transform, Quaternion target, float duration, Easer ease)
	{
		var start = transform.localRotation;
		transform.localRotation = target;
		return RotateTo(transform, start, duration, ease);
	}
Ejemplo n.º 56
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 public static MoveAction MoveLocalTo(Vector3 end, float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
 {
     return Create(end, false, true, duration, easer, direction);
 }
Ejemplo n.º 57
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	public static IEnumerator CurveFrom(this Transform transform, Vector3 control, Vector3 start, float duration, Easer ease)
	{
		var target = transform.localPosition;
		transform.localPosition = start;
		return CurveTo(transform, control, target, duration, ease);
	}
Ejemplo n.º 58
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 public static float Combined(Easer start, Easer end, float t)
 {
     return (t <= 0.5 ? 0.5f * start(t * 2.0f) : 0.5f * end(t * 2.0f - 1) + 0.5f);
 }
 public static AnchoredMoveAction MoveBy(Vector2 end, float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
 {
     return Create(end, true, duration, easer, direction);
 }
Ejemplo n.º 60
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 public static TypeAction Create(string text, float duration, Easer easer = null, LerpDirection direction = LerpDirection.Forward)
 {
     return new TypeAction(text, duration, easer, direction);
 }