Example #1
0
 /// <summary>
 /// Directly change the text. Complete with fading in and out.
 /// </summary>
 /// <param name="text">The string to display in the UI</param>
 public void SetText(string text)
 {
     ResetSequence()
     .AppendCallback(() => textUI.text = text)
     .Append(textUI.DOFade(1, fadeInTime))
     .OnKill(() => currentSequence = null);                  //Clear the in-class ref so we don't throw logs in console
 }
Example #2
0
 void Toggle(bool enabled)
 {
     if (enabled)
     {
         text.DOFade(1f, 0.05f).SetEase(Ease.InCubic);
     }
     else
     {
         text.DOFade(0f, 0.5f).SetEase(Ease.OutSine);
     }
 }
Example #3
0
    public void StartFade(bool withRandomStartOffset, FadeType fadeType)
    {
        AnimationCfg animCfg = Root.Instance.ConfigManager.Animation;

        if (withRandomStartOffset)
        {
            Vector2 randomUnitCircle = UnityEngine.Random.insideUnitCircle.normalized * animCfg.textFloatRandomOffsetRadius;
            rectTransform.localPosition += new Vector3(randomUnitCircle.x, randomUnitCircle.y, 0);
        }


        textLabel.DOFade(0, animCfg.textChangeFloatDuration);


        switch (fadeType)
        {
        case FadeType.MoveUp:
            float targetY = rectTransform.localPosition.y + animCfg.textChangeFloatOffsetY;
            rectTransform.DOLocalMoveY(targetY, animCfg.textChangeFloatDuration).SetEase(animCfg.textChangeFloatEase)
            .OnComplete(() => OnFadeCompleted());
            break;

        case FadeType.ZoomIn:
            float targetScale = rectTransform.localScale.x * animCfg.textChangeZoomInScale;
            rectTransform.DOScale(targetScale, animCfg.textChangeFloatDuration).SetEase(animCfg.textChangeFloatEase)
            .OnComplete(() => OnFadeCompleted());
            break;

        default:
            Debug.LogError($"Unknown fade type {fadeType}");
            break;
        }
    }
    private void Start()
    {
        m_textMesh.DOFade(0f, duration / 2f).SetDelay(duration / 2);

        var targetY = transform.localPosition.y + offsetY;

        transform.DOLocalMoveY(targetY, duration).SetEase(Ease.OutQuart).OnComplete(() => Destroy(gameObject));
    }
    public void ActivateFeedback()
    {
        // Default
        var DefaultScale = TextObject.rectTransform.localScale;

        DefaultScale.y = 0;
        TextObject.rectTransform.localScale = DefaultScale;
        TextObject.alpha = 1;

        // BAM! In!
        TextObject.rectTransform.DOScaleY(1, 0.2f);
        TextObject.DOFade(1.0f, 0.2f);
        TextObject.rectTransform.DOShakeRotation(0.4f, 40, 5);

        // Slow fade out
        DeactivateFeedback();
    }
Example #6
0
    IEnumerator CoStart()
    {
        _intro_parent.SetActive(true);
        _teamNameLabel.color        = new Color(1f, 1f, 1f, 0f);
        _char.color                 = new Color(1f, 1f, 1f, 0f);
        _char2.color                = new Color(1f, 1f, 1f, 0f);
        _mates.color                = new Color(1f, 1f, 1f, 0f);
        _bg.transform.localPosition = new Vector3(996f, 0f, 0f);
        _bgsprite.color             = new Color(1f, 1f, 1f, 0f);
        yield return(new WaitForSeconds(0.4f));

        yield return(_mates.DOFade(1f, 1.2f).WaitForCompletion(false));

        yield return(new WaitForSeconds(1f));

        yield return(_mates.DOFade(0f, 0.4f).WaitForCompletion(false));

        yield return(_teamNameLabel.DOFade(1f, 0.3f).WaitForCompletion(false));

        yield return(new WaitForSeconds(1.2f));

        yield return(_teamNameLabel.DOFade(0f, 0.7f).WaitForCompletion(false));

        _titleLable.color = new Color(1f, 1f, 1f, 0f);
        _title_parent.SetActive(true);
        _intro_parent.SetActive(false);
        yield return(_titleLable.DOFade(1f, 1f).WaitForCompletion(false));

        yield return(_char.DOFade(1f, 0.8f).WaitForCompletion(false));

        yield return(_char2.DOFade(1f, 0.4f).WaitForCompletion(false));

        yield return(_titleLable.DOColor(new Color(0.9f, 0.4f, 0.4f), 1f).WaitForCompletion(false));

        _bgsprite.DOFade(1f, 0.4f).WaitForCompletion(false);
        _bg.DOMove(new Vector3(-4548f, 0f, 0f), 100f);
        _pressButton.SetActive(true);
        _pressButtonLable.DOFade(1f, 1f).CompletedLoops();

        _isUpdateCheck = true;
        CurState       = State.Title;
        yield break;
    }
Example #7
0
 public void AddNewSecret()
 {
     secretsText.DOFade(1, 0.3f);
     index++;
     secretsText.text = index.ToString() + "/" + numberOfSecrets.ToString();
 }