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); } }
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); }