private void WaitInAnim() { this.mStopTime -= Time.get_deltaTime(); if (0.0 <= (double)this.mStopTime) { return; } this.mState = SGTextScrollAnim.State.MOVE_ANIM; }
private void MoveAnim() { ((Transform)this.rectTrans).Translate(-(Time.get_deltaTime() * this.MoveSpeed), 0.0f, 0.0f, (Space)1); if (this.rectTrans.get_anchoredPosition3D().x >= (double)this.XPositionToReset) { return; } this.rectTrans.set_anchoredPosition3D(new Vector3(this.XPositionToAppear, (float)this.rectTrans.get_anchoredPosition3D().y, (float)this.rectTrans.get_anchoredPosition3D().z)); this.mState = SGTextScrollAnim.State.RESET_ANIM; }
private void ResetAnim() { ((Transform)this.rectTrans).Translate(-(Time.get_deltaTime() * this.MoveSpeed * this.ResetSpeed), 0.0f, 0.0f, (Space)1); if (this.mBasePosition.x <= this.rectTrans.get_anchoredPosition3D().x) { return; } this.rectTrans.set_anchoredPosition3D(new Vector3((float)this.mBasePosition.x, (float)this.rectTrans.get_anchoredPosition3D().y, (float)this.rectTrans.get_anchoredPosition3D().z)); this.mStopTime = this.ResetWaitTime; this.mState = SGTextScrollAnim.State.WAIT_ANIM; }
private void Start() { try { this.rectTrans = (RectTransform)((Component)this).GetComponent <RectTransform>(); RectTransform component = (RectTransform)((Component)((Component)this).get_transform().get_parent()).get_gameObject().GetComponent <RectTransform>(); this.mBasePosition = this.rectTrans.get_anchoredPosition3D(); this.mState = SGTextScrollAnim.State.INANIM_WAIT; } catch { this.mState = SGTextScrollAnim.State.NONE; } }
private void Update() { switch (this.mState) { case SGTextScrollAnim.State.NONE: case SGTextScrollAnim.State.MOVE_ANIM: case SGTextScrollAnim.State.RESET_ANIM: case SGTextScrollAnim.State.WAIT_ANIM: if (this.IsTextChangeCheck()) { this.rectTrans.set_anchoredPosition3D(new Vector3((float)this.mBasePosition.x, (float)this.rectTrans.get_anchoredPosition3D().y, (float)this.rectTrans.get_anchoredPosition3D().z)); this.mStopTime = this.ResetWaitTime; this.mState = SGTextScrollAnim.State.INANIM_WAIT; break; } break; } switch (this.mState) { case SGTextScrollAnim.State.INANIM_WAIT: this.WaitInAnim(); break; case SGTextScrollAnim.State.MOVE_ANIM: this.MoveAnim(); break; case SGTextScrollAnim.State.RESET_ANIM: this.ResetAnim(); break; case SGTextScrollAnim.State.WAIT_ANIM: this.WaitAnim(); break; } }