/// <summary> /// This method creates a animation of Fade In and Fade Out. /// It consists in three fases: /// - Firstly the image will start with Alpha = 0, gradually Fading In (gaining opacity) /// - Then, the image will remain on screen /// - Finally, it will Fade Out /// </summary> /// <param name="img"> The Image used on the Fade Cycle </param> /// <param name="fadeSpeed"> The speed which the image will Fade In, be on screen and then Fade Out </param> public IEnumerator CycleFade(UnityEngine.UI.Image img, FadeSpeed fadeSpeed) { yield return(StartCoroutine(FadeImageCoroutine(img, false, fadeSpeed))); yield return(new WaitForSeconds((int)fadeSpeed / (baseSpeedDivider / 2))); yield return(StartCoroutine(FadeImageCoroutine(img, true, fadeSpeed))); }
/// <summary> /// Sets up the notification and displays it /// </summary> /// <param name="text">The text of the n otification</param> /// <param name="textColor">thhe colour</param> /// <param name="timeToRemove">Time that the notificaion will live</param> /// <param name="speed">speed that the notification will fade away</param> public void DisplayNotification(string text, Color textColor, float timeToRemove, FadeSpeed speed = FadeSpeed.Normal) { //Set the time m_timeToRemove = timeToRemove; m_timeStartedDisplay = Time.time; //Set the text variables m_text.text = text; m_text.color = textColor; m_fadeSpeed = speed; m_text.gameObject.SetActive(true); m_settetUp = true; }
public static string GetDescriptiveName(this FadeSpeed speed) { switch (speed) { case FadeSpeed.Slow: return(Resources.FADE_SPEED_SLOW); case FadeSpeed.Fast: return(Resources.FADE_SPEED_FAST); case FadeSpeed.SuperFast: return(Resources.FADE_SPEED_SUPER_FAST); default: // ReSharper disable once RedundantCaseLabel case FadeSpeed.Normal: return(Resources.FADE_SPEED_NORMAL); } }
public static double GetFadeSpeedSeconds(this FadeSpeed speed) { switch (speed) { case FadeSpeed.Slow: return(2.0); case FadeSpeed.Fast: return(0.75); case FadeSpeed.SuperFast: return(0.2); default: // ReSharper disable once RedundantCaseLabel case FadeSpeed.Normal: return(1.0); } }
/// <summary> /// Fades the given image in or out. /// </summary> /// <param name="img"> The image to fade </param> /// <param name="shouldFadeOut"> Whether the image should fade in or out </param> /// <param name="speedMultiplier"> The speed which the image will fade </param> public IEnumerator FadeImageCoroutine(UnityEngine.UI.Image img, bool shouldFadeOut, FadeSpeed fadeSpeed) { this.fadeSpeed = fadeSpeed; // Fade the image out (turns into transparent) if (shouldFadeOut) { for (float i = 1; i >= 0; i -= GetProcessedDeltaTime()) { img.color = new Color(1, 1, 1, i); yield return(null); } } // Fade the image out (turns into opaque) else { for (float i = 0; i <= 1; i += GetProcessedDeltaTime()) { img.color = new Color(1, 1, 1, i); yield return(null); } } }
/// <summary> /// Fade out the given screen. /// </summary> /// <param name="color">The color to fade out with.</param> /// <param name="speed">The speed to fade out at.</param> public static void FadeOut(Color color, FadeSpeed speed) { nextFade = color; fadeSpeed = (byte) speed; }
public static void FadeIn(FadeSpeed speed) { nextFade = Color.Transparent; fadeSpeed = (byte) speed; }
/// <summary> /// /// </summary> /// <param name="e"></param> protected override void OnFormClosed(FormClosedEventArgs e) { m_nImageViewTime = (int)nud_Seconds.Value; m_nFadeSpeed = (FadeSpeed)cbx_FadeSpeed.SelectedIndex; m_nTransitionMode = (TransitionMode)cbx_TransitionMode.SelectedIndex; m_sSaveLocation = txtb_SaveLocation.Text; base.OnFormClosed(e); }
/// <summary> /// Gets a floating point value that represents the current FadeSpeed parameter. /// </summary> /// <param name="nFadeSpeed">Specifies the FadeSpeed enum value to convert.</param> /// <returns></returns> private float GetFadeSpeed(FadeSpeed nFadeSpeed) { switch (nFadeSpeed) { case FadeSpeed.Normal: return 0.005F; case FadeSpeed.Fast: return 0.01F; case FadeSpeed.Slow: return 0.002F; } return 0.01F; }
private string CreateAttributes() { StringBuilder sb = new StringBuilder(); sb.Append(String.Format("body=[{0}]", Body)); sb.Append(String.Format(" header=[{0}]", Header == String.Empty ? " " : Header)); if (FixedRelX != null) { sb.Append(String.Format(" fixedrelx=[{0}]", FixedRelX)); } if (FixedRelY != null) { sb.Append(String.Format(" fixedrely=[{0}]", FixedRelY)); } if (FixedAbsX != null) { sb.Append(String.Format(" fixedabsx=[{0}]", FixedAbsX)); } if (FixedAbsY != null) { sb.Append(String.Format(" fixedabsy=[{0}]", FixedAbsY)); } sb.Append(String.Format(" windowlock=[{0}]", WindowLock ? "on" : "off")); if (CssBody != String.Empty) { sb.Append(String.Format(" cssbody=[{0}]", CssBody)); } if (CssHeader != String.Empty) { sb.Append(String.Format(" cssheader=[{0}]", CssHeader)); } if (OffsetX != 10) { sb.Append(String.Format(" offsetx=[{0}]", OffsetX)); } if (OffsetY != 10) { sb.Append(String.Format(" offsety=[{0}]", OffsetY)); } sb.Append(String.Format(" doubleclickstop=[{0}]", DoubleClickStop ? "on" : "off")); sb.Append(String.Format(" singleclickstop=[{0}]", SingleClickStop ? "on" : "off")); sb.Append(String.Format(" requireclick=[{0}]", RequireClick ? "on" : "off")); sb.Append(String.Format(" hideselects=[{0}]", HideSelects ? "on" : "off")); sb.Append(String.Format(" fade=[{0}]", Fade ? "on" : "off")); if (FadeSpeed != (decimal)0.04) { sb.Append(String.Format(" fadespeed=[{0}]", FadeSpeed.ToString().Replace(",", "."))); } if (Delay != 0) { sb.Append(String.Format(" delay=[{0}]", Delay)); } return(sb.ToString()); }