public AnimateBy(AnimatedFloat value, float by, float seconds, EaseFunction easing = null) { _value = value; _by = by; _seconds = seconds; _easing = easing; }
public AnimateTo(AnimatedFloat value, float to, float seconds, EaseFunction easing = null) { _value = value; _to = to; _seconds = seconds; _easing = easing; }
/* ---------------------------------------------------------------------------------------- */ /// <param name="start">The starting value for the animated float.</param> /// <param name="end">The last value for the animated float.</param> /// <param name="speed">The speed (in seconds) it takes to go from the start value to the end value.</param> /// <param name="cycles">The number of animation cycles to go through. A value of 0 will cycle forever,</param> /// whereas a value of 1 will go from the start position, to the end position, and back to start. /// <param name="offset">The number of seconds to offset the animation. Useful for offseting the animation for a series of sine behaviors.</param> public Sine(float start, float end, float speed = 1f, float cycles = 0f, float offset = 0f) { this.start = start; this.end = end; this.cycles = cycles; this.speed = new AnimatedFloat(speed); _count = HALF_PI + offset * (Mathf.PI / speed); // Start at the start value plus the seconds to offset. _distance = (start - end) * .5f; _center = end + _distance; }