private async UniTask CircleTest() { using (var shapeObjects = new DisposableGameObjectList(new[] { new Vector3(0f, 3f, 0f), new Vector3(0f, 3f, 0f), new Vector3(0f, 3f, 0f) })) { var shapes = shapeObjects.AddComponent <Disc>().Select(shape => { shape.Type = Disc.DiscType.Ring; shape.Color = new Color32(255, 242, 173, 255); shape.Radius = 0.3f; shape.Thickness = 0.1f; return(shape); }).ToArray(); await Anime.Delay(1f); await UniTask.WhenAll( CircleTestElement(shapes[0], 0.0f), CircleTestElement(shapes[1], 0.2f), CircleTestElement(shapes[2], 0.4f) ); } }
private static async UniTask Sample4() { using (var shapeObject = new DisposableGameObject(new Vector3(-3f, 0f, 0f))) { var shape = shapeObject.AddComponent <Rectangle>(); shape.Type = Rectangle.RectangleType.RoundedHollow; shape.Color = new Color32(255, 242, 173, 255); shape.Thickness = 0.1f; var cube = shape; await Anime.Delay(0.3f); await UniTask.WhenAll( Anime.PlayTo( Moving.Linear(3f, 2f), TranslateTo.LocalPositionX(cube) ), Anime.PlayTo( Animator.Delay(1.8f, Easing.Create <Linear>(Vector3.zero, 0.2f)), TranslateTo.LocalScale(cube) ) ); await Anime.Delay(0.3f); } }
private async UniTask CircleTestElement(Component go, float delay) { await Anime.Delay(delay); await Anime.Play( Animator.Convert(Easing.Create <OutCubic>(0.0f, Mathf.PI * 2.0f, 2f), x => new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0.0f) * 3.0f), TranslateTo.LocalPosition(go) ); }
private async Task CircleAnimation(GameObject go, float delay) { await Anime.Delay(delay); await Anime.Play( Easing.Create <OutCubic>(0.0f, Mathf.PI * 2.0f, 2f), TranslateTo.Action <float>(x => { var p = new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0.0f) * 3.0f; go.transform.localPosition = p; })); }
public async Task Sample01() { using (var cubes = new SampleCubes(new Vector3(-5f, 0f, 0f))) { await Anime.Delay(1f); await Anime.PlayTo( Easing.Create <OutCubic>(new Vector3(5f, 0f, 0f), 2f), TranslateTo.LocalPosition(cubes[0]) ); await Anime.Delay(1f); } }
public async Task Sample02() { using (var cubes = new SampleCubes(new Vector3(0f, 3f, 0f), new Vector3(0f, 3f, 0f), new Vector3(0f, 3f, 0f))) { await Anime.Delay(1f); await Task.WhenAll( CircleAnimation(cubes[0], 0.0f), CircleAnimation(cubes[1], 0.2f), CircleAnimation(cubes[2], 0.4f) ); await Anime.Delay(1f); } }
public async Task Sample03() { using (var cubes = new SampleCubes(new Vector3(-5f, 0f, 0f))) { await Anime.Delay(1f); CancellationTokenSource cancellationTokenSource = new CancellationTokenSource(); cancellationTokenSource.Token.Register(() => Debug.Log("Cancel")); cancellationTokenSource.CancelAfter(500); await Anime.PlayTo( Easing.Create <OutCubic>(new Vector3(5f, 0f, 0f), 2f), TranslateTo.LocalPosition(cubes[0]), cancellationTokenSource.Token ); await Anime.Delay(1f); } }
public async Task Sample04() { using (var cubes = new SampleCubes(new Vector3(-5f, 0f, 0f))) { await Anime.Delay(1f); await UniTask.WhenAll( Anime.PlayTo( Moving.Linear(2f, 2f), TranslateTo.LocalPositionX(cubes[0]) ), Anime.PlayTo( Animator.Delay(1.8f, Easing.Create <Linear>(Vector2.zero, 0.2f)), TranslateTo.LocalScale(cubes[0]) ) ); await Anime.Delay(1f); } }
private static async UniTask Sample3() { using (var shapeObject = new DisposableGameObject(new Vector3(1f, -2f, 0f))) { var shape = shapeObject.AddComponent <Rectangle>(); shape.Type = Rectangle.RectangleType.RoundedHollow; shape.Color = new Color32(255, 242, 173, 255); shape.Thickness = 0.1f; var cube = shape; await Anime.Delay(0.3f); await Anime.PlayTo( Easing.Create <InCubic>(new Vector3(-5f, 3f, 0f), 2f), TranslateTo.LocalPosition(cube) ); await Anime.Delay(0.3f); } }
private static async UniTask ExplosionTestElement() { using (var shapeObjects = new DisposableGameObject(Vector3.zero)) { var shape = shapeObjects.AddComponent <Disc>(); shape.Type = Disc.DiscType.Ring; shape.Color = new Color32(255, 242, 173, 255); shape.Radius = 0.3f; shape.Thickness = 0.1f; const float rangeMin = 1f; const float rangeMax = 3f; var v = Random.insideUnitCircle.normalized * Random.Range(rangeMin, rangeMax); const float duration = 1f; const float eraseDuration = 0.5f; await Anime.Delay(0.5f); await UniTask.WhenAll( Anime.PlayTo( Easing.Create <OutExpo>( new Vector3(v.x, v.y, 0f), duration ), TranslateTo.LocalPosition(shape) ), Anime.Play( Animator.Delay(duration - eraseDuration - 0.3f, Easing.Create <Linear>(1f, 0f, eraseDuration)), TranslateTo.Action <float>(x => { var tmp = shape.Color; tmp.a = x; shape.Color = tmp; }) ) ); } }
private static async UniTask Tweet1() { using (var shapeObjects = new DisposableGameObjectList(new[] { new Vector3(-5f, 0f), new Vector3(-2.5f, 0f), new Vector3(0.0f, 0f), new Vector3(2.5f, 0f), new Vector3(5f, 0f), })) { var shapes = shapeObjects.GameObjects.Select(x => { var shape = x.AddComponent <Rectangle>(); shape.Type = Rectangle.RectangleType.RoundedHollow; shape.Width = 1f; shape.Height = 1f; shape.Color = new Color32(255, 242, 173, 0); shape.Thickness = 0f; shape.CornerRadiusMode = Rectangle.RectangleCornerRadiusMode.PerCorner; shape.CornerRadiii = Vector4.zero; return(shape); }).ToArray(); async UniTask Anime1(Rectangle shape, int index) { await Anime.Delay(index * 0.2f); await UniTask.WhenAll( Anime.Play( Easing.Create <OutSine>(0f, 0.15f, 0.5f), TranslateTo.Action <float>(x => shape.Thickness = x) ), Anime.Play( Easing.Create <OutSine>(0f, 1f, 0.1f), TranslateTo.Action <float>(x => { var tmp = shape.Color; tmp.a = x; shape.Color = tmp; }) ) ); await Anime.Delay(0.5f); for (var i = 0; i < 4; ++i) { const float duration = 0.3f; await Anime.Play( Easing.Create <InOutCubic>(0f, 0.5f, duration), TranslateTo.Action <float>(x => { var tmp = shape.CornerRadiii; tmp[(i + index) % 4] = x; shape.CornerRadiii = tmp; }) ); var tmp2 = shape.CornerRadiii; tmp2[(i + index) % 4] = 100; shape.CornerRadiii = tmp2; } } async UniTask Anime2(Rectangle shape, int index) { const float duration = 1f; await UniTask.WhenAll( Anime.PlayTo( Easing.Create <InOutExpo>(0f, duration), TranslateTo.LocalPositionX(shape.gameObject) ) ); if (index != 0) { await UniTask.WhenAll( Anime.Play( Easing.Create <OutSine>(1f, 0f, 0.1f), TranslateTo.Action <float>(x => { var tmp = shape.Color; tmp.a = x; shape.Color = tmp; }) ) ); } } async UniTask Anime3(Rectangle shape) { await Anime.Play( Easing.Create <InOutExpo>(0.5f, 0f, 0.5f), TranslateTo.Action <float>(x => shape.CornerRadiii = Vector4.one *x) ); await Anime.Play( Easing.Create <InOutExpo>(0f, -20f, 0.5f), TranslateTo.Action <float>(x => shape.transform.localRotation = Quaternion.Euler(0f, 0f, x)) ); await Anime.Play( Easing.Create <InCubic>(0f, -7f, 0.5f), TranslateTo.LocalPositionY(shape.gameObject) ); } await UniTask.WhenAll(shapes.Select((x, i) => Anime1(x, i))); await Anime.Delay(0.25f); await UniTask.WhenAll(shapes.Select((x, i) => Anime2(x, i))); await Anime3(shapes[0]); await Anime.Delay(0.5f); } }