public void Tween(float delay, float duration, EasingObject.EasingPosition easingfn, float overshoot_amplitude, float period, TYPE start, TYPE end, System.Action <TYPE> onUpdate = null) { base.Reset(duration, easingfn, overshoot_amplitude, period); base.Delay(delay); this.tweenLerp = base.CreateTween(start, end, this.lerpfn); this.onUpdate = onUpdate; }
public void Reset(float d, EasingObject.EasingPosition fn, float overshoot_amplitude, float period, EasingComplete comp = null, params object[] onCompleteParms) { base.Reset(d, fn, overshoot_amplitude, period); this.animCurve = null; this.onComplete = comp; this.onCompleteParms = onCompleteParms; }
public void Reset(float d, EasingObject.EasingPosition fn = null, EasingComplete comp = null, params object[] onCompleteParms) { float[] val; if ((fn != null) && EasingObject.DEF_PARAM.TryGetValue(fn, out val)) { this.Reset(d, fn, val[0], val[1], comp, onCompleteParms); } else { this.Reset(d, fn, 0.0f, 0.0f, comp, onCompleteParms); } }
public void Reset(float d, EasingType easingType, EasingComplete comp = null, params object[] onCompleteParms) { EasingObject.EasingPosition fn = null; switch (easingType) { case EasingType.BackEasginIn: fn = EasingObject.BackEasingIn; break; case EasingType.BackEasginOut: fn = EasingObject.BackEasingOut; break; case EasingType.BackEasginInOut: fn = EasingObject.BackEasingInOut; break; case EasingType.BounceEasingIn: fn = EasingObject.BounceEasingIn; break; case EasingType.BounceEasingOut: fn = EasingObject.BounceEasingOut; break; case EasingType.BounceEasingInOut: fn = EasingObject.BounceEasingInOut; break; case EasingType.CircEasingIn: fn = EasingObject.CircEasingIn; break; case EasingType.CircEasingOut: fn = EasingObject.CircEasingOut; break; case EasingType.CircEasingInOut: fn = EasingObject.CircEasingInOut; break; case EasingType.ElasticEasginIn: fn = EasingObject.ElasticEasingIn; break; case EasingType.ElasticEasginOut: fn = EasingObject.ElasticEasingOut; break; case EasingType.ElasticEasginInOut: fn = EasingObject.ElasticEasingInOut; break; case EasingType.ExpoEasingIn: fn = EasingObject.ExpoEasingIn; break; case EasingType.ExpoEasingOut: fn = EasingObject.ExpoEasingOut; break; case EasingType.ExpoEasingInOut: fn = EasingObject.ExpoEasingInOut; break; case EasingType.LinearEasing: fn = EasingObject.LinearEasing; break; case EasingType.LinearEasingInOut: fn = EasingObject.LinearEasingInOut; break; case EasingType.QuadEasingIn: fn = EasingObject.QuadEasingIn; break; case EasingType.QuadEasingOut: fn = EasingObject.QuadEasingOut; break; case EasingType.QuadEasingInOut: fn = EasingObject.QuadEasingInOut; break; } this.Reset(d, fn, comp, onCompleteParms); }
public void Reset(float d, EasingObject.EasingPosition easingfn = null, float overshoot_amplitude = 0.0f, float period = 0.0f) { this.duration = d; this.LastLerp = 0.0f; this.elapsed = 0.0f; this.delay = 0.0f; this.Reverse = false; this.SwapStartEnd = false; this.tweenCount = 1; this.loopType = TweenLoopType.Default; this.easing = (easingfn == null) ? EasingObject.LinearEasing : easingfn; this.easing_overshoot_amplitude = overshoot_amplitude; this.easing_period = period; }