Esempio n. 1
0
    public void SetMessage(string msg)
    {
        messageBar.text    = msg;
        messageShadow.text = msg;

        Color startColor1 = messageBar.color;

        startColor1.a    = 1;
        messageBar.color = startColor1;
        Color endColor1 = messageBar.color;

        endColor1.a = 0;

        Color startColor2 = messageShadow.color;

        startColor2.a       = 1;
        messageShadow.color = startColor2;
        Color endColor2 = messageShadow.color;

        endColor2.a = 0;

        messageBar.gameObject.SetActive(true);
        messageShadow.gameObject.SetActive(true);

        aq.Reset();
        aq.Delay(messageHold);
        aq.AddCoroutine(startColor1.LerpColor(endColor1, messageFade, (Color c) => messageBar.color    = c));
        aq.AddCoroutine(startColor2.LerpColor(endColor2, messageFade, (Color c) => messageShadow.color = c));
        aq.Delay(messageFade);
        aq.Add(() => messageBar.gameObject.SetActive(false));
        aq.Add(() => messageShadow.gameObject.SetActive(false));
        aq.Run();
    }
Esempio n. 2
0
    // After clearing the last message, you can then queue up another message
    public MessageBar queueMessage(string msg, bool hold = false)
    {
        aq.Add(() => setMessage(msg));
        aq.AddCoroutine(outsideY.LerpFloat(insideY, speed, (f) => moveGroup(f), curve));
        if (!hold)
        {
            aq.Delay(speed);
            aq.Delay(pause);
            aq.AddCoroutine(insideY.LerpFloat(outsideY, speed, (f) => moveGroup(f), curve));
            aq.Delay(speed);
        }

        return(this);
    }