public void SetCountdown(float duration) { int ticks = (int)duration; AnimController.ClearQueue(); Setup(); // Fade out top AnimController.AddAnim(new UiAnimationFade(Top.gameObject, 0.25f, UiAnimationFade.FadeType.Out), false); // Fade and scale in title simultaneously AnimController.AddAnim(new UiAnimationFade(ReadyTitle.gameObject, 0.5f, UiAnimationFade.FadeType.In), false); // Add countdowns for (int i = 0; i < ticks; i++) { // Make temp var var time = ticks - i; AnimController.AddDelay(1f); // Set timer text on every tick AnimController.AddAction("Set Timer Text", () => ReadyTimer.text = time.ToString()); // Scale and fade in timer AnimController.AddAnim(new UiAnimationFade(ReadyTimer.gameObject, 0.1f, UiAnimationFade.FadeType.In), false); AnimController.AddAnim(new UiAnimationScale(ReadyTimer.gameObject, Vector3.one * 2, Vector3.one, 0.1f)); } AnimController.PlayAnimations(); }
public override void Hide() { AnimController.ClearQueue(); AnimController.AddAnim(new UiAnimationFade(gameObject, 0.25f, UiAnimationFade.FadeType.Out)); AnimController.AddDelay(0.5f); AnimController.AddAction("Destroy", () => Destroy(gameObject)); AnimController.PlayAnimations(); }
/// <summary> /// Setup initial alpha values /// </summary> void Setup() { // Set initial alpha via hack :^) AnimController.AddAnim(new UiAnimationFade(ReadyTitle.gameObject, 0f, UiAnimationFade.FadeType.Out), false); AnimController.AddAnim(new UiAnimationFade(ReadyTimer.gameObject, 0f, UiAnimationFade.FadeType.Out), false); AnimController.AddAnim(new UiAnimationFade(Top.gameObject, 0f, UiAnimationFade.FadeType.In), false); AnimController.PlayAnimations(); }
public void CancelCountdown() { AnimController.ClearQueue(); // Fade out elements AnimController.AddAnim(new UiAnimationFade(ReadyTitle.gameObject, 0.25f, UiAnimationFade.FadeType.Out), false); AnimController.AddAnim(new UiAnimationFade(ReadyTimer.gameObject, 0.25f, UiAnimationFade.FadeType.Out), false); // Fade in top AnimController.AddAnim(new UiAnimationFade(Top.gameObject, 0.25f, UiAnimationFade.FadeType.In), false); AnimController.PlayAnimations(); }
protected override void OnShow() { AnimController.ClearQueue(); AnimController.AddAnim(new UiAnimationFade(gameObject, 0.25f, UiAnimationFade.FadeType.In)); AnimController.PlayAnimations(); }
public void ShowScores(Dictionary <PlayerData, GameScore> newScores) { RowPrototype.gameObject.SetActive(false); // Show titles AnimController.AddAnim(new UiAnimationFade(Title.gameObject, TimeRevealTitle, UiAnimationFade.FadeType.In)); AnimController.AddDelay(TimeBetweenTitleAndDivider); // Show divider AnimController.AddAnim(new UiAnimationFade(Divider.gameObject, TimeRevealDivider, UiAnimationFade.FadeType.In)); AnimController.AddDelay(TimeBeforeShowScores); // Calculate how long it should take to reveal each player's score based on the number of players float revealScores = TimeShowScores / newScores.Count; // Set the previous scores foreach (var score in newScores) { var view = AddOrGetView(score.Key, score.Value); var temp = score; AnimController.AddAction("Show Previous Scores", () => { view.Score.text = temp.Value.PreviousScore.ToString(); view.PointsEarned.text = ""; view.Likes.gameObject.SetActive(false); }); } // Get all the player rows in order from top to bottom var views = List.GetComponentsInChildren <UiResultRow>().ToList(); // Fade in each row views.ForEach(x => AnimController.AddAnim(new UiAnimationFade(x.gameObject, revealScores, UiAnimationFade.FadeType.In))); AnimController.AddDelay(1f); // Set points earned foreach (var score in newScores) { var view = AddOrGetView(score.Key, score.Value); var temp = score; AnimController.AddAction("Shows Points Earned", () => { view.PointsEarned.text = string.Format("+{0}", temp.Value.PointsEarned); }); } // Reveal points earned views.ForEach(x => AnimController.AddAnim(new UiAnimationFade(x.PointsEarned.gameObject, 0f, UiAnimationFade.FadeType.In))); AnimController.AddDelay(TimeBetweenShowPointsAndUpdateList); // Update scores foreach (var score in newScores) { var view = AddOrGetView(score.Key, score.Value); var temp = score; // Reveal player's answer underneath if they gave one view.Answer.text = temp.Value.CurrentScoreData.AnswerGiven != null ? temp.Value.CurrentScoreData.AnswerGiven.Answer : ""; // Show the player's current score AnimController.AddAction("Update Scores", () => { view.Score.text = temp.Value.CurrentScoreData.Score.ToString(); }); } // Fade in the points earned text displayed on right side as + 1234 views.ForEach(x => AnimController.AddAnim(new UiAnimationFade(x.PointsEarned.gameObject, 0.1f, UiAnimationFade.FadeType.Out), false)); AnimController.AddDelay(TimeBeforeRearrangeList); // Reorder list AnimController.AddAction("Reorder List", () => { List.OrderBy <GameScore>((a, b) => a.CurrentScoreData.Score.CompareTo(b.CurrentScoreData.Score)); }); // Set likes AnimController.AddDelay(TimeBeforeLikes); foreach (var score in newScores) { if (score.Value.CurrentScoreData.AnswerGiven != null && score.Value.CurrentScoreData.AnswerGiven.Likes != 0) { var view = AddOrGetView(score.Key, score.Value); var temp = score; AnimController.AddAction("Update Likes", () => { view.Likes.gameObject.SetActive(true); view.LikesEarned.text = "+" + temp.Value.CurrentScoreData.AnswerGiven.Likes.ToString(); }); } } // Fade in likes views.ForEach(x => AnimController.AddAnim(new UiAnimationFade(x.Likes, 0.1f, UiAnimationFade.FadeType.In), false)); AnimController.PlayAnimations(); }