public virtual void Complete(GameObject target, OriginalInfo origin) { }
// Activate function. Returns the delay if timed. Returns -1 if infinite. public override void Activate(GameObject target, OriginalInfo origin, float time) { foreach(ANode node in Nodes) node.Activate(target, origin, time); }
public override void Complete(GameObject target, OriginalInfo origin) { target.GetComponent<SpriteRenderer>().color = new Vector4 (origin.Color.x, origin.Color.y, origin.Color.z, Alpha); }
// Activate function. Returns the delay if timed. Returns -1 if infinite. public virtual void Activate(GameObject target, OriginalInfo origin, float time) { }
public override void Complete(GameObject target, OriginalInfo origin) { target.GetComponent<Transform>().position = origin.Pos + ShiftPos; }
public override void Activate(GameObject target, OriginalInfo origin, float time) { target.GetComponent<SpriteRenderer>().color = Vector4.Lerp(origin.Color, new Vector4 (origin.Color.x, origin.Color.y, origin.Color.z, Alpha), time / Duration); }
public override void Complete(GameObject target, OriginalInfo origin) { target.GetComponent<Transform>().localScale = new Vector3(Scale.x, Scale.y, 0); }
public override void Activate(GameObject target, OriginalInfo origin, float time) { target.GetComponent<Transform>().position = Vector3.Lerp(origin.Pos, origin.Pos + ShiftPos, time / Duration); }
public override void Complete(GameObject target, OriginalInfo origin) { target.GetComponent<Transform>().rotation = Quaternion.Euler(Rot.x, Rot.y, Rot.z); }
public override void Activate(GameObject target, OriginalInfo origin, float time) { target.GetComponent<Transform>().localScale = Vector3.Lerp(origin.Scale, new Vector3(Scale.x, Scale.y, 0), time / Duration); }
public override void Activate(GameObject target, OriginalInfo origin, float time) { target.GetComponent<Transform>().rotation = Quaternion.Lerp(origin.Rot, Quaternion.Euler(Rot.x, Rot.y, Rot.z), time / Duration); }
public override void Activate(GameObject target, OriginalInfo origin, float time) { if(UseStart) target.GetComponent<Transform>().position = Vector3.Lerp(StartPos, EndPos, time / Duration); else target.GetComponent<Transform>().position = Vector3.Lerp(origin.Pos, EndPos, time / Duration); }
public override void Complete(GameObject target, OriginalInfo origin) { }
public override void Activate(GameObject target, OriginalInfo origin, float time) { }
public override void Complete(GameObject target, OriginalInfo origin) { foreach(ANode node in Nodes) node.Complete(target, origin); }