public override void Hide(float duration, bool performTransition = true) { Cinematron.ducTime(1.0f, duration, iTween.EaseType.easeOutCubic, true); base.Hide(duration, performTransition); if (windTracker != null) { windTracker.ignoreTimescale = false; } }
public override void Show(float duration, bool performTransition = true) { Cinematron.ducTime(ducTimeScale, duration, iTween.EaseType.easeOutCubic, true); base.Show(duration, performTransition); }
public override void Update() { if (!Running) { return; } if (currentPath != null || paths.Length == 0) { return; } currentPath = paths[currentIdx]; if (currentPath == null) { return; } activePath = currentPath.name; const string id = "worldFeatureCameraPathTween"; Misc.animate(gameObject, id, 0.0f, PanDuration, PanDuration, true, (Action <object>)((x) => { var t = (float)x; var unit_t = Mathf.Clamp01(t / PanDuration); GetComponent <Camera>().transform.position = currentPath.GetPositionOnSpline(unit_t); GetComponent <Camera>().transform.localRotation = currentPath.GetOrientationOnSpline(unit_t); if (t >= 0 || t <= PanDuration) { float v = 1.0f; if (t < PanFadeDuration) { if (performPathFadein == true) { v = rampIn.Evaluate(t / PanFadeDuration); Cinematron.setFade(v); } } else if (t > (PanDuration - PanFadeDuration)) { if (transitionOut == true) { t = PanDuration - t; v = rampOut.Evaluate(1.0f - (t / PanFadeDuration)); Cinematron.setFade(v); } } } }), (Action <object>)((x) => { currentPath = null; activePath = "N/A"; currentIdx = (currentIdx + 1) % paths.Length; // The following is to prevent fading twice, when coming from the main(non-feature) loop. if (performPathFadein == false) { performPathFadein = true; } }) ); }