Example #1
0
    public void Show(bool animated)
    {
        if (!_hidden)
        {
            return;
        }
        _hidden = false;

        _canvasGroup.interactable   = true;
        _canvasGroup.blocksRaycasts = true;

        if (!animated)
        {
            _canvasGroup.alpha = 1;
            _child.localScale  = Vector3.one;
        }
        else
        {
            var ease = new EaseBackOut();

            this.CreateAnimation <EaseLinear>(0.4f, 0, "Visibility", updateCallback : delegate(AnimationBehaviour anim, float time)
            {
                _canvasGroup.alpha          = time;
                _child.transform.localScale = Vector3.one * ease.ConvertTime(time);
            },
                                              single: true);
        }
    }
Example #2
0
        private static ActionEase GetRandomActionEase(MoveTo moveTo)
        {
            ActionEase ease;

            switch (Roll.d10)
            {
            case 1:
                ease = new EaseBackInOut(moveTo);
                break;

            case 2:
                ease = new EaseBackIn(moveTo);
                break;

            case 3:
                ease = new EaseBackOut(moveTo);
                break;

            case 4:
                ease = new EaseBounceInOut(moveTo);
                break;

            case 5:
                ease = new EaseElasticInOut(moveTo);
                break;

            case 6:
                ease = new EaseElasticOut(moveTo);
                break;

            case 7:
                ease = new EaseExponentialIn(moveTo);
                break;

            case 8:
                ease = new EaseExponentialInOut(moveTo);
                break;

            case 9:
                ease = new EaseExponentialOut(moveTo);
                break;

            case 10:
                ease = new EaseInOut(moveTo, 5f);
                break;

            default:
                ease = new EaseBackInOut(moveTo);
                break;
            }

            return(ease);
        }