Esempio n. 1
0
 public void Tween(float delay, float duration, EasingObject.EasingPosition easingfn, float overshoot_amplitude, float period, TYPE start, TYPE end, System.Action <TYPE> onUpdate = null)
 {
     base.Reset(duration, easingfn, overshoot_amplitude, period);
     base.Delay(delay);
     this.tweenLerp = base.CreateTween(start, end, this.lerpfn);
     this.onUpdate  = onUpdate;
 }
    public void Reset(float d, EasingObject.EasingPosition fn, float overshoot_amplitude, float period, EasingComplete comp = null, params object[] onCompleteParms)
    {
        base.Reset(d, fn, overshoot_amplitude, period);

        this.animCurve       = null;
        this.onComplete      = comp;
        this.onCompleteParms = onCompleteParms;
    }
    public void Reset(float d, EasingObject.EasingPosition fn = null, EasingComplete comp = null, params object[] onCompleteParms)
    {
        float[] val;

        if ((fn != null) && EasingObject.DEF_PARAM.TryGetValue(fn, out val))
        {
            this.Reset(d, fn, val[0], val[1], comp, onCompleteParms);
        }
        else
        {
            this.Reset(d, fn, 0.0f, 0.0f, comp, onCompleteParms);
        }
    }
    public void Reset(float d, EasingType easingType, EasingComplete comp = null, params object[] onCompleteParms)
    {
        EasingObject.EasingPosition fn = null;

        switch (easingType)
        {
        case EasingType.BackEasginIn: fn = EasingObject.BackEasingIn; break;

        case EasingType.BackEasginOut: fn = EasingObject.BackEasingOut; break;

        case EasingType.BackEasginInOut: fn = EasingObject.BackEasingInOut; break;

        case EasingType.BounceEasingIn: fn = EasingObject.BounceEasingIn; break;

        case EasingType.BounceEasingOut: fn = EasingObject.BounceEasingOut; break;

        case EasingType.BounceEasingInOut: fn = EasingObject.BounceEasingInOut; break;

        case EasingType.CircEasingIn: fn = EasingObject.CircEasingIn; break;

        case EasingType.CircEasingOut: fn = EasingObject.CircEasingOut; break;

        case EasingType.CircEasingInOut: fn = EasingObject.CircEasingInOut; break;

        case EasingType.ElasticEasginIn: fn = EasingObject.ElasticEasingIn; break;

        case EasingType.ElasticEasginOut: fn = EasingObject.ElasticEasingOut; break;

        case EasingType.ElasticEasginInOut: fn = EasingObject.ElasticEasingInOut; break;

        case EasingType.ExpoEasingIn: fn = EasingObject.ExpoEasingIn; break;

        case EasingType.ExpoEasingOut: fn = EasingObject.ExpoEasingOut; break;

        case EasingType.ExpoEasingInOut: fn = EasingObject.ExpoEasingInOut; break;

        case EasingType.LinearEasing: fn = EasingObject.LinearEasing; break;

        case EasingType.LinearEasingInOut: fn = EasingObject.LinearEasingInOut; break;

        case EasingType.QuadEasingIn: fn = EasingObject.QuadEasingIn; break;

        case EasingType.QuadEasingOut: fn = EasingObject.QuadEasingOut; break;

        case EasingType.QuadEasingInOut: fn = EasingObject.QuadEasingInOut; break;
        }
        this.Reset(d, fn, comp, onCompleteParms);
    }
    public void Reset(float d, EasingObject.EasingPosition easingfn = null, float overshoot_amplitude = 0.0f, float period = 0.0f)
    {
        this.duration = d;

        this.LastLerp = 0.0f;
        this.elapsed  = 0.0f;
        this.delay    = 0.0f;

        this.Reverse      = false;
        this.SwapStartEnd = false;
        this.tweenCount   = 1;
        this.loopType     = TweenLoopType.Default;

        this.easing = (easingfn == null) ? EasingObject.LinearEasing : easingfn;
        this.easing_overshoot_amplitude = overshoot_amplitude;
        this.easing_period = period;
    }