// add shop item with position and animation public UIShopItem AddShopItem(GameObject prefab, int id, int i) { GameObject go = (GameObject)Instantiate(prefab, Vector3.zero, Quaternion.identity); go.transform.SetParent(contents[id].transform); go.transform.localScale = Vector3.one; RectTransform rt = go.GetComponent <RectTransform>(); rt.anchoredPosition = new Vector2(i * 320 + 150 + 10, 210 + 10); UIShopItem script = go.GetComponent <UIShopItem>(); go.GetComponent <CanvasGroup>().alpha = 0; BETween bt1 = BETween.alpha(go, 0.1f, 0.0f, 1.0f); bt1.delay = 0.1f * (float)i + 0.2f; BETween bt2 = BETween.scale(go, 0.2f, Vector3.one, new Vector3(1.1f, 1.1f, 1.1f)); bt2.delay = bt1.delay; bt2.loopStyle = BETweenLoop.pingpong; return(script); }
public void _Hide() { Time.timeScale = 1; BETween.scale(Dialog.gameObject, 0.2f, new Vector3(1, 1, 1), new Vector3(1.3f, 1.3f, 1.3f)).method = BETweenMethod.easeOut; BETween.alpha(Dialog.gameObject, 0.2f, 1.0f, 0.0f).method = BETweenMethod.easeOut; BETween.alpha(gameObject, 0.2f, 0.5f, 0.0f).method = BETweenMethod.easeOut; BETween.enable(gameObject, 0.01f, false).delay = 0.3f; //gameObject.SetActive(false); if (SetModal) { SceneTown.isModalShow = false; } }
public void ShowProcess() { gameObject.transform.localPosition = Vector3.zero; gameObject.SetActive(true); if (SetModal) { SceneTown.isModalShow = true; } gameObject.GetComponent <Image>().color = new Color32(0, 0, 0, 0); Dialog.transform.localScale = new Vector3(0.7f, 0.7f, 0.7f); Dialog.GetComponent <CanvasGroup>().alpha = 0; BETween.scale(Dialog.gameObject, 0.2f, new Vector3(0.7f, 0.7f, 0.7f), new Vector3(1, 1, 1)).method = BETweenMethod.easeOutBack; BETween.alpha(Dialog.gameObject, 0.2f, 0.0f, 1.0f).method = BETweenMethod.easeOut; BETween.alpha(gameObject, 0.2f, 0.0f, 0.5f).method = BETweenMethod.easeOut; }
// select building public void BuildingSelect(Building buildingNew) { // if user select selected building again bool SelectSame = (buildingNew == buildingSelected) ? true : false; if (buildingSelected != null) { // if initialy created building, then pass if (!buildingSelected.OnceLanded) { return; } // building can't land, then pass if (!buildingSelected.Landed && !buildingSelected.Landable) { return; } // land building BuildingLandUnselect(); UICommand.Hide(); } if (SelectSame) { return; } buildingSelected = buildingNew; if (buildingSelected != null) { //Debug.Log ("Building Selected:"+buildingNew.gameObject.name+" OnceLanded:"+buildingNew.OnceLanded.ToString ()); // set scale animation to newly selected building BETween bt = BETween.scale(buildingSelected.gameObject, 0.1f, new Vector3(1.0f, 1.0f, 1.0f), new Vector3(1.4f, 1.4f, 1.4f)); bt.loopStyle = BETweenLoop.pingpong; // se tbuilding state unland buildingSelected.Land(false, true); } }