Example #1
0
        //Add a Animated Method for Animate Enum

        static void Animate(AnimateDirection direction)
        {
            switch (direction)
            {
            case AnimateDirection.Right:
                Console.WriteLine("Animating in Right....");
                break;

            case AnimateDirection.Left:
                Console.WriteLine("Animating in Left....");

                break;

            case AnimateDirection.Up:
                Console.WriteLine("Animating in Up...");

                break;

            case AnimateDirection.Down:
                Console.WriteLine("Animating in Down...");

                break;

            default:
                Console.WriteLine("I don't know what kinds of animating this is!...");

                break;
            }
        }
Example #2
0
 void Reset()
 {
     state                = AnimateState.None;
     indexDirection       = direction;
     timeElapsed          = 0f;
     loops                = 0;
     delayElapsed         = 0f;
     delay                = UnityEngine.Random.Range(delayMIN, delayMAX);
     setSpriteIndexOnPlay = false;
 }
Example #3
0
        public static async Task SlideIn(this FrameworkElement element, AnimateDirection direction, bool firstLoad, float seconds = 0.3F)
        {
            var sb = new Storyboard();

            switch (direction)
            {
            case AnimateDirection.Left:
                sb.AddSlideFromLeft(seconds, element.ActualWidth);
                break;

            case AnimateDirection.Up:
                sb.AddSlideDown(seconds, element.ActualHeight);
                break;
            }
            sb.Begin(element);

            if (firstLoad)
            {
                element.Visibility = Visibility.Visible;
            }

            await Task.Delay((int)seconds * 1000);
        }
Example #4
0
    void PlayAnimationFinished()
    {
        loops++;
        switch (type)
        {
        case AnimateType.PlayOnce:
            if (playOnceRepeated)
            {
                indexDirection       = direction;
                timeElapsed          = 0f;
                loops                = 0;
                delayElapsed         = 0f;
                delay                = UnityEngine.Random.Range(delayMIN, delayMAX);
                setSpriteIndexOnPlay = true;
                _state               = AnimateState.Playing;
            }
            else
            {
                state = AnimateState.Completed;
            }
            break;

        case AnimateType.PingPongOnce:
            if (loops >= 2)
            {
                if (playOnceRepeated)
                {
                    indexDirection       = direction;
                    timeElapsed          = 0f;
                    loops                = 0;
                    delayElapsed         = 0f;
                    delay                = UnityEngine.Random.Range(delayMIN, delayMAX);
                    setSpriteIndexOnPlay = false;
                    _state               = AnimateState.Playing;
                }
                else
                {
                    state = AnimateState.Completed;
                }
            }
            else
            {
                switch (indexDirection)
                {
                case AnimateDirection.Forward:
                    indexDirection = AnimateDirection.Backward;
                    index--;
                    SetSprite();
                    break;

                case AnimateDirection.Backward:
                    indexDirection = AnimateDirection.Forward;
                    index++;
                    SetSprite();
                    break;
                }
            }
            break;

        case AnimateType.Loop:
            switch (direction)
            {
            case AnimateDirection.Forward:
                index = 0;
                SetSprite();
                break;

            case AnimateDirection.Backward:
                index = sprites.Length - 1;
                SetSprite();
                break;
            }
            break;

        case AnimateType.PingPong:
            switch (indexDirection)
            {
            case AnimateDirection.Forward:
                indexDirection = AnimateDirection.Backward;
                index--;
                SetSprite();
                break;

            case AnimateDirection.Backward:
                indexDirection = AnimateDirection.Forward;
                index++;
                SetSprite();
                break;
            }
            break;
        }
    }
Example #5
0
 private void CommonConstruction()
 {
     this.InitializeComponent();
     this.m_eventClosed = new AutoResetEvent(false);
     this.m_eventNotifyClosed = new ManualResetEvent(false);
     this.m_direction = AnimateDirection.BottomToTop;
     this.m_iSpeed = 40;
     this.m_colorStart = Color.FromArgb(0xff, 0xa8, 0xa8, 0xff);
     this.m_colorEnd = SystemColors.Window;
     this.m_bgMode = SkyMap.Net.Gui.BackgroundMode.GradientVertical;
     this.m_iDelay = 0x1388;
     this.m_bCloseRequested = false;
     this.m_iInterval = 10;
     this.InitCenterLocation();
     this.m_startLocation = base.Location;
     this.m_bSavedBounds = false;
     this.m_bActivated = false;
     this.m_borderStyle = SkyMap.Net.Gui.BorderStyle.None;
     this.m_iBorderWidth = 0;
     this.m_wndMover = new WndMover(this.DoMove);
     this.m_bAutoDispose = false;
 }