/// <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 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 TransitionStepFloat(UnityEngine.GameObject target = null, float?startValue = null, float?endValue = null, float delay = 0, float duration = 0.5f, TransitionModeType transitionMode = TransitionModeType.Specified, TransitionHelper.TweenType tweenType = TransitionHelper.TweenType.linear, AnimationCurve animationCurve = null, CoordinateSpaceType coordinateSpace = CoordinateSpaceType.Global, Action onStart = null, Action <float> onUpdate = null, Action onComplete = null) : base(target, delay, duration, transitionMode, 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, TransitionHelper.TweenType tweenType = TransitionHelper.TweenType.linear, AnimationCurve animationCurve = null, CoordinateSpaceType coordinateSpace = CoordinateSpaceType.Global, Action onStart = null, Action<float> onUpdate = null, Action onComplete = null) : base(target, startPosition, endPosition, delay: delay, duration: duration, transitionMode: transitionMode, 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 Move(UnityEngine.GameObject target, Vector3?startPosition = null, Vector3?endPosition = null, float delay = 0, float duration = 0.5f, TransitionModeType transitionMode = TransitionModeType.Specified, TransitionHelper.TweenType tweenType = TransitionHelper.TweenType.linear, AnimationCurve animationCurve = null, CoordinateSpaceType coordinateSpace = CoordinateSpaceType.Global, Action onStart = null, Action <float> onUpdate = null, Action onComplete = null) : base(target, startPosition, endPosition, delay: delay, duration: duration, transitionMode: transitionMode, 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"); }
/// <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="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, TransitionHelper.TweenType tweenType = TransitionHelper.TweenType.linear, AnimationCurve animationCurve = null, CoordinateSpaceType coordinateSpace = CoordinateSpaceType.Global, Action onStart = null, Action<float> onUpdate = null, Action onComplete = null) { Target = target; Delay = delay; Duration = duration; TransitionMode = transitionMode; TweenType = tweenType; AnimationCurve = animationCurve == null ? AnimationCurve.EaseInOut(0, 0, 1, 1) : animationCurve; CoordinateSpace = coordinateSpace; AddOnStartAction(onStart); AddOnUpdateAction(onUpdate); AddOnCompleteAction(onComplete); }
/// <summary> /// Set the coordinate mode for this transition (see individual items for the exact modes supported for each item) /// </summary> /// <param name="coordinateMode"></param> /// <returns></returns> public TransitionStep SetCoordinateMode(CoordinateSpaceType coordinateMode) { CoordinateSpace = coordinateMode; return(this); }
public void TransformPoints(CoordinateSpaceType destSpace, CoordinateSpaceType srcSpace, PointF[] pts) { _g.TransformPoints((CoordinateSpace)destSpace, (CoordinateSpace)srcSpace, pts); }
public void TransformPoints(CoordinateSpaceType destSpace, CoordinateSpaceType srcSpace, PointF[] pts) { _g.TransformPoints((CoordinateSpace) destSpace, (CoordinateSpace) srcSpace, pts); }
/// <summary> /// Set the coordinate mode for this transition (see individual items for the exact modes supported for each item) /// </summary> /// <param name="coordinateMode"></param> /// <returns></returns> public TransitionStep SetCoordinateMode(CoordinateSpaceType coordinateMode) { CoordinateSpace = coordinateMode; return this; }