S() public static méthode

Shorthand for the U9SerialTransition.
public static S ( ) : U9SerialTransition,
Résultat U9SerialTransition,
Exemple #1
0
    /// <summary>
    /// Creates the game over transition
    /// </summary>
    /// <returns>The game over transition.</returns>
    U9Transition CreateGameOverTransition()
    {
        int previousBestScore = HighScore;

        U9Transition gameOverViewTransition = null;

        SubmitScore();

        if (Score > HighScore)
        {
            HighScore = score;
            highScoreView.Setup(HighScore);
            ECurrentView = View.Highscore;
        }
        else
        {
            newScoreView.Setup(score);
            ECurrentView = View.Newscore;
        }
        // Set the game over flag
        gameIsOver             = true;
        score                  = 0;
        currentScoreLabel.text = "0";
        // Return a transition which clears the board and displays the appropriate game over view
        return(U9T.S(/*CreateClearBoardTransition()*/));
    }
Exemple #2
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    private void MoveIntro(Edge edge)
    {
        Vector3 MoveTo = new Vector3(0, 0, 0);

        switch (edge)
        {
        case Edge.Bottom:
            MoveTo = new Vector3(0, 800, 0);
            break;

        case Edge.Left:
            MoveTo = new Vector3(800, _IntroLogo.transform.position.y, 0);
            break;

        case Edge.Right:
            MoveTo = new Vector3(-800, _IntroLogo.transform.position.y, 0);
            break;

        case Edge.Top:
            MoveTo = new Vector3(0, -800, 0);
            break;
        }

        //U9Transition transitions = U9T.HOT(HOTween.To, _IntroLogo.transform, 0.2f, new TweenParms().Prop("localPosition", MoveTo, false).Ease(EaseType.EaseOutQuad));

        U9Transition transitions = U9T.LT(LeanTween.moveLocal, _IntroLogo, MoveTo, 0.2f, iTween.Hash("ease", LeanTweenType.easeOutQuad));


        transitions.Ended += (transition) =>
        {
            Destroy(_IntroLogo);
        };
        U9T.S(U9T.W(0.2f), transitions).Begin();
    }
Exemple #3
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    public U9Transition GetPushViewTransition(U9View newView, bool hideOldView = true, bool force = false, bool hideAfter = false)
    {
        U9View oldView = null;

        if (viewStack.Count > 0)
        {
            oldView = viewStack.Peek();
        }

        viewStack.Push(newView);

        U9Transition hideOldViewTransition = null, displayNewViewTransition = null;

        if (oldView)
        {
            oldView.DisableInteraction();
            if (hideOldView)
            {
                hideOldViewTransition = oldView.GetHideTransition(force);
            }
        }
        displayNewViewTransition = newView.GetDisplayTransition(force);

        if (hideAfter)
        {
            return(U9T.S(displayNewViewTransition, hideOldViewTransition));
        }
        else
        {
            return(U9T.S(hideOldViewTransition, displayNewViewTransition));
        }
    }
Exemple #4
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    /// <summary>
    /// Restarts the game.
    /// </summary>
    /// <param name="displayIntro">If set to <c>true</c> display intro.</param>
    void RestartGame(bool displayIntro)
    {
        gameIsOver = false;
        U9Transition t;

        t = U9T.S(U9T.P(displayIntro ? introView.GetDisplayTransition() : null));
        t.Begin();
    }
Exemple #5
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    /// <summary>
    /// Plays transitions in parallel, with a specified interval between each one.
    /// </summary>
    /// <param name='staggerOffset'>
    /// Start time offset.
    /// </param>
    /// <param name='ignoreTimescale'>
    /// Set to true to ignore timescale settings.
    /// </param>
    /// <param name='transitions'>
    /// Transitions to stagger.
    /// </param>
    public static U9ParallelTransition Stagger(float staggerOffset, bool ignoreTimescale, params U9Transition[] transitions)
    {
        U9ParallelTransition stagger = new U9ParallelTransition();

        float currentOffset = 0f;

        foreach (U9Transition t in transitions)
        {
            if (t && !t.IsNull)
            {
                stagger.AddTransition(U9T.S(U9T.W(currentOffset, ignoreTimescale), t));
                currentOffset += staggerOffset;
            }
        }

        return(stagger);
    }
Exemple #6
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    U9Transition CreateCompositeTransition(U9Transition[] ts)
    {
        switch (compositionType)
        {
        case CompositionType.Parallel:
            return(U9T.P(ts));

        case CompositionType.Serial:
            return(U9T.S(ts));

        case CompositionType.Stagger:
            return(U9T.Stagger(0.1f, ts));

        default:
            return(null);
        }
    }
Exemple #7
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    public U9Transition GetPopViewTransition(int popCount = 1, bool force = false, bool displayFirst = false)
    {
        //PrintStack();

        List <U9Transition> popTransitions = new List <U9Transition>();


        while (viewStack.Count > 0 && popCount > 0)
        {
            popTransitions.Add(viewStack.Pop().GetHideTransition(force));
            popCount--;
        }
        U9View newView = null;

        if (viewStack.Count > 0)
        {
            newView = viewStack.Peek();
        }

        U9Transition displayNewView = null;

        if (newView)
        {
            if (!newView.IsDisplaying)
            {
                displayNewView = newView.GetDisplayTransition(force);
            }
            else
            {
                newView.EnableInteraction();
            }
        }



        //PrintStack();
        if (displayFirst)
        {
            return(U9T.S(displayNewView, U9T.S(popTransitions.ToArray())));
        }
        else
        {
            return(U9T.S(U9T.S(popTransitions.ToArray()), displayNewView));
        }
    }
Exemple #8
0
    /// <summary>
    /// Creates a transition which disappears the block and spawns a score label in its place, which will itself disappear after some time.
    /// </summary>
    /// <returns>The disappear transition.</returns>
    /// <param name="score">Score.</param>
    public U9Transition CreateDisappearTransition(int score)
    {
        U9Transition scorePopupTransition = null;

        //U9Transition blockDisappearTransition = U9T.HOT (iTween.ScaleTo, squareSprite.gameObject, iTween.Hash ("scale", Vector3.zero, "time", 0.25f, "easetype", iTween.EaseType.easeInOutQuad ));

        //U9Transition bDT = U9T.HOT (HOTween.To, Scaling, 0.25f, new TweenParms().Prop("localScale", Vector3.zero, false).Ease(EaseType.EaseInOutQuad));
        U9Transition bDLT = U9T.LT(LeanTween.scale, squareGO, Vector3.zero, 0.25f, iTween.Hash("ease", LeanTweenType.easeInOutQuad));

        if (score > 0)
        {
            /*GameObject popupScoreInstance = (GameObject)Instantiate(scorePrefab[score-3], transform.position, Quaternion.identity);
             * popupScoreInstance.transform.parent = transform;
             * popupScoreInstance.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
             *
             * int materialIn = 5*(score-3);
             * for(int i = materialIn; i < 5 + materialIn; i++)
             * {
             *      if(scoreMaterial[i].color == color)
             *      {
             *              Color newColor = new Color(scoreMaterial[i].color.r, scoreMaterial[i].color.g, scoreMaterial[i].color.b, 0);
             *              popupScoreInstance.renderer.material.color = newColor;
             *              break;
             *      }
             * }
             *
             * U9Transition ScaleIn = U9T.LT (LeanTween.scale, popupScoreInstance, new Vector3(53f, 53f, 53f), 1f, iTween.Hash("ease", LeanTweenType.linear));
             * U9Transition FadeIn = U9T.HOT (HOTween.To, popupScoreInstance.renderer.material, 0.35f, new TweenParms().Prop("color", new Color(color.r, color.g, color.b, 1), false).Ease(EaseType.EaseInOutQuad));
             * U9Transition FadeOut = U9T.HOT (HOTween.To, popupScoreInstance.renderer.material, 0.55f, new TweenParms().Prop("color", new Color(color.r, color.g, color.b, 0), false).Ease(EaseType.EaseInOutQuad).Delay(0.65f));
             *
             * ScaleIn.Begin();
             * FadeIn.Begin();
             * FadeOut.Begin();*/


            PopupScoreLabel popupScoreLabelInstance = (PopupScoreLabel)Instantiate(popupScoreLabelPrefab, transform.position, Quaternion.identity);

            popupScoreLabelInstance.transform.parent     = transform;
            popupScoreLabelInstance.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
            popupScoreLabelInstance.Score = score;
            Color c = new Color(color.r, color.g, color.b, 0);
            popupScoreLabelInstance.Color = c;

            U9Transition ScaleIn = U9T.LT(LeanTween.scale, popupScoreLabelInstance.gameObject, new Vector3(0.6f, 0.6f, 0.6f), 1f, iTween.Hash("ease", LeanTweenType.linear));
            U9Transition FadeIn  = U9T.HOT(HOTween.To, popupScoreLabelInstance.GetComponent <UILabel>(), 0.35f, new TweenParms().Prop("color", new Color(color.r, color.g, color.b, 1), false).Ease(EaseType.EaseInOutQuad));
            U9Transition FadeOut = U9T.HOT(HOTween.To, popupScoreLabelInstance.GetComponent <UILabel>(), 0.55f, new TweenParms().Prop("color", new Color(color.r, color.g, color.b, 0), false).Ease(EaseType.EaseInOutQuad).Delay(0.65f));

            ScaleIn.Begin();
            FadeIn.Begin();
            FadeOut.Begin();
            //U9Transition FadeIn  = U9T.LT (LeanTween.alpha, popupScoreLabelInstance, 1.0f, 0.35f, iTween.Hash("ease", LeanTweenType.easeInCubic));

            Destroy(popupScoreLabelInstance, 5.0f);
        }

        bDLT.Ended += (transition) =>
        {
            Destroy(gameObject, 4.0f);
        };

        return(new InstantTransition(U9T.S(bDLT)));
    }