public override void Go() { if (By) Ease3.GoColorBy(this, Value.GetVector3(), Time, null, Complete.Invoke, Type, Delay, Repeat, PingPong, RealTime); else Ease3.GoColorTo(this, Value.GetVector3(), Time, null, Complete.Invoke, Type, Delay, Repeat, PingPong, RealTime); }
public void Pause() { Time.timeScale = (_pause = !_pause) ? 0f : _slow ? .1f : _fast ? 2f : 1f; _pauseStatus.StopAllCoroutines(); Ease3.GoColorTo(_pauseStatus, (_pause ? _colorOn : _colorOff).GetVector3(), _time, null, null, EaseType.SineInOut, 0f, 1, false, true); Ease3.GoScaleTo(_pauseStatus, _scaleTo, _time, null, () => { Ease3.GoScaleTo(_pauseStatus, Vector3.one, _time, null, null, EaseType.BackInOut, 0f, 1, false, true); }, EaseType.BackInOut, 0f, 1, false, true); }
public override void Go() { if (By) { Ease3.GoPositionBy(this, Value, Time, null, Complete.Invoke, Type, Delay, Repeat, PingPong, RealTime); } else { Ease3.GoPositionTo(this, Value, Time, null, Complete.Invoke, Type, Delay, Repeat, PingPong, RealTime); } }
public void CenterOn(Vector2 p, bool animate = false) { var start = GameCamera.transform.localPosition; var finish = new Vector3(p.x, p.y, start.z); if (animate) { Ease3.Go(this, start, finish, Constants.TimeTween, v => GameCamera.transform.localPosition = v, null); } else { GameCamera.transform.localPosition = finish; } }
public void Fast() { _slow = false; _slowStatus.color = _colorOff; _pause = false; _pauseStatus.color = _colorOff; Time.timeScale = (_fast = !_fast) ? 2f : 1f; _fastStatus.StopAllCoroutines(); Ease3.GoColorTo(_fastStatus, (_fast ? _colorOn : _colorOff).GetVector3(), _time, null, null, EaseType.SineInOut, 0f, 1, false, true); Ease3.GoScaleTo(_fastStatus, _scaleTo, _time, null, () => { Ease3.GoScaleTo(_fastStatus, Vector3.one, _time, null, null, EaseType.BackInOut, 0f, 1, false, true); }, EaseType.BackInOut, 0f, 1, false, true); }
public void SetTargetPosition(Vector3 p, bool animate) { TargetTarget = new Vector3(p.x, p.y, _t.localPosition.z); if (animate) { AnimateTarget(true); if (_easeTargetPosition != null) { StopCoroutine(_easeTargetPosition); } _easeTargetPosition = Ease3.Go(this, _t.localPosition, TargetTarget, Constants.TimeTween, v => _t.localPosition = v, null, EaseType.Spring); } else { ActivateTarget(false); _t.localPosition = TargetTarget; } }
void Start() { var scale = 2; var camera = Camera.main; if (camera != null) { var fitX = (int)(Screen.width / Henry.sprite.rect.width); var fitY = (int)(Screen.height / Henry.sprite.rect.height); var newScale = Mathf.Min(fitX, fitY) - 2; if (newScale > scale) { scale = newScale; } } StartCoroutine(PlayDelayed()); Ease3.GoScaleTo(Henry, new Vector3(scale, scale, 1f), _timeAnimation, null, null, EaseType.BounceOut, _timeDelay); Ease3.GoRotationTo(Henry, new Vector3(0f, 0f, 180f), _timeAnimation, null, null, EaseType.BounceOut, _timeDelay); Ease3.GoColorTo(this, Color.black.GetVector3(), _timeAnimation, null, Fade, EaseType.BounceOut, _timeDelay); }
public void SetTargetPosition(int x, int y, bool animate) { if (Manager.Instance.TileMap.InsideMap(x, y)) { TargetTarget = new Vector3(x, y, transform.localPosition.z); if (animate) { AnimateTarget(true); if (_easeTargetPosition != null) { StopCoroutine(_easeTargetPosition); } _easeTargetPosition = Ease3.Go(this, transform.localPosition, TargetTarget, Constants.TimeTween, v => transform.localPosition = v, null, EaseType.Spring); } else { ActivateTarget(false); transform.localPosition = TargetTarget; } } }
void Spring(Vector2 delta) { var p = GameCamera.transform.localPosition; var isDeltaX = !Mathf.Approximately(delta.x, 0f); var x = isDeltaX ? p.x + delta.x : Mathf.RoundToInt(p.x); var isDeltaY = !Mathf.Approximately(delta.y, 0f); var y = isDeltaY ? p.y + delta.y : Mathf.RoundToInt(p.y); var to = new Vector3(x, y, p.z); if (_spring != null) { StopCoroutine(_spring); } _spring = Ease3.Go(this, p, to, Constants.TimeTween, v => { GameCamera.transform.localPosition = v; if (isDeltaX || isDeltaY) { MiniMap.Instance.UpdateMiniMap(v); } }, () => MiniMap.Instance.UpdateMiniMap(GameCamera.transform.localPosition), EaseType.Spring); }
private void Spring(Vector2 delta) { var p = GameCamera.transform.localPosition; var isDeltaX = !Mathf.Approximately(delta.x, 0f); var x = p.x + delta.x; var isDeltaY = !Mathf.Approximately(delta.y, 0f); var y = p.y + delta.y; var center = Map.BackMap.GetCellCenterWorld(new Vector3Int((int)x, (int)y, 0)); var to = new Vector3(center.x, center.y, p.z); if (_spring != null) { StopCoroutine(_spring); } _spring = Ease3.Go(this, p, to, Constants.TimeTween, v => { GameCamera.transform.localPosition = v; if (isDeltaX || isDeltaY) { MiniMap.UpdateMiniMap(v); } }, () => MiniMap.UpdateMiniMap(GameCamera.transform.localPosition), EaseType.Spring); }