public void StartUI()
 {
     this.gameObject.SetActive(true);
     m_CanvasGroup.alpha = m_StartAlpha;
     EventSystem.current.SetSelectedGameObject(m_BtnRestart.gameObject);
     DoState = DoFadeIn;
 }
 private void DoFadeIn()
 {
     m_CanvasGroup.alpha = Mathf.Lerp(m_CanvasGroup.alpha, m_TargetAlpha, Time.deltaTime);
     if (m_CanvasGroup.alpha >= m_TargetAlpha - 0.01f)
     {
         m_CanvasGroup.alpha = m_TargetAlpha;
         DoState             = null;
     }
 }
Exemple #3
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 private void DoBackwardProgress()
 {
     if (currentTime > endTime)
     {
         currentTime -= Time.deltaTime * speed;
         if (currentTime < endTime)
         {
             currentTime = endTime;
         }
         OnProgress();
     }
     else
     {
         if (OnTweenFinished != null)
         {
             OnTweenFinished();
         }
         OnTween      = null;
         this.enabled = false;
     }
 }
Exemple #4
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        /// <summary>
        /// Play tween animation by manual setting.
        /// </summary>
        /// <param name="startPercentage">Strat percentage of animation curve setting</param>
        /// <param name="endPercentage">End percentage of animation curve setting</param>
        public void Play(float startPercentage, float endPercentage)
        {
            this.enabled = true;

            currentTime = startPercentage;
            endTime     = endPercentage;
            speed       = 1 / m_time;

            if (startPercentage <= endPercentage)
            {
                OnTween = DoForwardProgress;
            }
            else
            {
                OnTween = DoBackwardProgress;
            }

            if (OnTweenStart != null)
            {
                OnTweenStart();
            }
        }