/// <summary> /// Constructor. Semi-internal - If you use this be prepared for changes. The best way is to use named /// parameters for all optional arguments! /// </summary> /// <param name="target"></param> /// <param name="delay"></param> /// <param name="duration"></param> /// <param name="transitionMode"></param> /// <param name="timeUpdateMethod"></param> /// <param name="tweenType"></param> /// <param name="animationCurve"></param> /// <param name="coordinateSpace"></param> /// <param name="onStart"></param> /// <param name="onUpdate"></param> /// <param name="onComplete"></param> public TransitionStep(UnityEngine.GameObject target = null, float delay = 0, float duration = 0.5f, TransitionModeType transitionMode = TransitionModeType.Specified, TimeUpdateMethodType timeUpdateMethod = TimeUpdateMethodType.GameTime, TransitionHelper.TweenType tweenType = TransitionHelper.TweenType.linear, AnimationCurve animationCurve = null, CoordinateSpaceType coordinateSpace = CoordinateSpaceType.Global, Action <TransitionStep> onStart = null, Action <TransitionStep> onUpdate = null, Action <TransitionStep> onComplete = null) { Target = target; Delay = delay; Duration = duration; TransitionMode = transitionMode; TimeUpdateMethod = timeUpdateMethod; TweenType = tweenType; AnimationCurve = animationCurve ?? AnimationCurve.EaseInOut(0, 0, 1, 1); CoordinateSpace = coordinateSpace; AddOnStartAction(onStart); AddOnUpdateAction(onUpdate); AddOnCompleteAction(onComplete); }
public ScreenWipe(UnityEngine.GameObject target, Texture2D maskTexture, bool invertMask = false, Color?color = null, Texture2D texture = null, float softness = 0, float delay = 0, float duration = 0.5f, TimeUpdateMethodType timeUpdateMethod = TimeUpdateMethodType.GameTime, TransitionHelper.TweenType tweenType = TransitionHelper.TweenType.linear, AnimationCurve animationCurve = null, Action <TransitionStep> onStart = null, Action <TransitionStep> onUpdate = null, Action <TransitionStep> onComplete = null) : base(target, delay: delay, duration: duration, timeUpdateMethod: timeUpdateMethod, tweenType: tweenType, animationCurve: animationCurve, onStart: onStart, onUpdate: onUpdate, onComplete: onComplete) { Assert.IsTrue(softness >= 0 && softness <= 1, "Softness must be between 0 and 1"); _screenWipeComponents = new ScreenWipeComponents { PersistantAcrossScenes = true }; MaskTexture = maskTexture; InvertMask = invertMask; Color = color.HasValue ? color.Value : Color.white; Texture = texture; Softness = softness; }
public TransitionStepValue(GameObject target = null, float delay = 0, float duration = 0.5F, TransitionModeType transitionMode = TransitionModeType.Specified, TimeUpdateMethodType timeUpdateMethod = TimeUpdateMethodType.GameTime, TransitionHelper.TweenType tweenType = TransitionHelper.TweenType.linear, AnimationCurve animationCurve = null, CoordinateSpaceType coordinateSpace = CoordinateSpaceType.Global, Action <TransitionStep> onStart = null, Action <TransitionStep> onUpdate = null, Action <TransitionStep> onComplete = null) : base(target, delay, duration, transitionMode, timeUpdateMethod, tweenType, animationCurve, coordinateSpace, onStart, onUpdate, onComplete) { }
public Scale(UnityEngine.GameObject target, Vector3?startScale = null, Vector3?endScale = null, float delay = 0, float duration = 0.5f, TransitionModeType transitionMode = TransitionModeType.Specified, TimeUpdateMethodType timeUpdateMethod = TimeUpdateMethodType.GameTime, TransitionHelper.TweenType tweenType = TransitionHelper.TweenType.linear, AnimationCurve animationCurve = null, Action <TransitionStep> onStart = null, Action <TransitionStep> onUpdate = null, Action <TransitionStep> onComplete = null) : base(target, startScale, endScale, delay: delay, duration: duration, transitionMode: transitionMode, timeUpdateMethod: timeUpdateMethod, tweenType: tweenType, animationCurve: animationCurve, onStart: onStart, onUpdate: onUpdate, onComplete: onComplete) { }
public Fade(UnityEngine.GameObject target, float startTransparency = 0, float endTransparency = 1, float delay = 0, float duration = 0.5f, TransitionModeType transitionMode = TransitionModeType.Specified, TimeUpdateMethodType timeUpdateMethod = TimeUpdateMethodType.GameTime, TransitionHelper.TweenType tweenType = TransitionHelper.TweenType.linear, AnimationCurve animationCurve = null, Action <TransitionStep> onStart = null, Action <TransitionStep> onUpdate = null, Action <TransitionStep> onComplete = null) : base(target, startValue: startTransparency, endValue: endTransparency, delay: delay, duration: duration, transitionMode: transitionMode, timeUpdateMethod: timeUpdateMethod, tweenType: tweenType, animationCurve: animationCurve, onStart: onStart, onUpdate: onUpdate, onComplete: onComplete) { }
public ColorTransition(UnityEngine.GameObject target, UnityEngine.Gradient gradient = null, float delay = 0, float duration = 0.5f, TransitionModeType transitionMode = TransitionModeType.Specified, TimeUpdateMethodType timeUpdateMethod = TimeUpdateMethodType.GameTime, TransitionHelper.TweenType tweenType = TransitionHelper.TweenType.linear, AnimationCurve animationCurve = null, Action <TransitionStep> onStart = null, Action <TransitionStep> onUpdate = null, Action <TransitionStep> onComplete = null) : base(target, delay: delay, duration: duration, transitionMode: transitionMode, timeUpdateMethod: timeUpdateMethod, tweenType: tweenType, animationCurve: animationCurve, onStart: onStart, onUpdate: onUpdate, onComplete: onComplete) { Gradient = gradient; OriginalValue = GetCurrent(); }
public TransitionStepFloat(UnityEngine.GameObject target = null, float?startValue = null, float?endValue = null, float delay = 0, float duration = 0.5f, TransitionModeType transitionMode = TransitionModeType.Specified, TimeUpdateMethodType timeUpdateMethod = TimeUpdateMethodType.GameTime, TransitionHelper.TweenType tweenType = TransitionHelper.TweenType.linear, AnimationCurve animationCurve = null, CoordinateSpaceType coordinateSpace = CoordinateSpaceType.Global, Action <TransitionStep> onStart = null, Action <TransitionStep> onUpdate = null, Action <TransitionStep> onComplete = null) : base(target, delay, duration, transitionMode, timeUpdateMethod, tweenType, animationCurve, coordinateSpace, onStart, onUpdate, onComplete) { StartValue = startValue.GetValueOrDefault(); EndValue = endValue.GetValueOrDefault(); OriginalValue = GetCurrent(); }
public Move(UnityEngine.GameObject target, Vector3?startPosition = null, Vector3?endPosition = null, float delay = 0, float duration = 0.5f, TransitionModeType transitionMode = TransitionModeType.Specified, TimeUpdateMethodType timeUpdateMethod = TimeUpdateMethodType.GameTime, TransitionHelper.TweenType tweenType = TransitionHelper.TweenType.linear, AnimationCurve animationCurve = null, CoordinateSpaceType coordinateSpace = CoordinateSpaceType.Global, Action <TransitionStep> onStart = null, Action <TransitionStep> onUpdate = null, Action <TransitionStep> onComplete = null) : base(target, startPosition, endPosition, delay: delay, duration: duration, transitionMode: transitionMode, timeUpdateMethod: timeUpdateMethod, tweenType: tweenType, animationCurve: animationCurve, coordinateSpace: coordinateSpace, onStart: onStart, onUpdate: onUpdate, onComplete: onComplete) { //TODO: Validation . where to place! //if (MoveMode == MoveModeType.AnchoredPosition) // Assert.IsNotNull(Target.transform as RectTransform, "The target of TransitionMove must contain a RectTransform component (not just a standard Transform component) when using MoveMode of type AnchoredPosition"); }
public ScreenFade(UnityEngine.GameObject target, Color?color = null, Texture2D texture = null, float delay = 0, float duration = 0.5f, TimeUpdateMethodType timeUpdateMethod = TimeUpdateMethodType.GameTime, TransitionHelper.TweenType tweenType = TransitionHelper.TweenType.linear, AnimationCurve animationCurve = null, Action <TransitionStep> onStart = null, Action <TransitionStep> onUpdate = null, Action <TransitionStep> onComplete = null) : base(target, delay: delay, duration: duration, timeUpdateMethod: timeUpdateMethod, tweenType: tweenType, animationCurve: animationCurve, onStart: onStart, onUpdate: onUpdate, onComplete: onComplete) { _screenFadeComponents = new ScreenFadeComponents { PersistantAcrossScenes = true }; Color = color.HasValue ? color.Value : Color.white; Texture = texture; }
public TransitionStepScreen(UnityEngine.GameObject target, SceneChangeModeType sceneChangeMode = SceneChangeModeType.None, string sceneToLoad = null, bool skipOnCrossTransition = true, float delay = 0, float duration = 0.5f, TimeUpdateMethodType timeUpdateMethod = TimeUpdateMethodType.GameTime, TransitionHelper.TweenType tweenType = TransitionHelper.TweenType.linear, AnimationCurve animationCurve = null, Action <TransitionStep> onStart = null, Action <TransitionStep> onUpdate = null, TransitionStep onCompleteItem = null, Action <TransitionStep> onComplete = null, Action <object> onCompleteWithData = null, object onCompleteData = null) : base(target, delay: delay, duration: duration, timeUpdateMethod: timeUpdateMethod, tweenType: tweenType, animationCurve: animationCurve, onStart: onStart, onUpdate: onUpdate, onComplete: onComplete) { SceneChangeMode = sceneChangeMode; SceneToLoad = sceneToLoad; SkipOnCrossTransition = skipOnCrossTransition; SetupComponents(); }
/// <summary> /// Set the time update method /// </summary> /// <param name="timeUpdateMethod"></param> /// <returns></returns> public TransitionStep SetTimeUpdateMethod(TimeUpdateMethodType timeUpdateMethod) { TimeUpdateMethod = timeUpdateMethod; return(this); }