private IEnumerator ScrollSpeedFader(float to, float duration, FadingType type) { float start = _scrollingSpeed; float t = 0; while (t < duration) { float tn = t / duration; switch (type) { case FadingType.LINEAR: _scrollingSpeed = Maths.Lerp(start, to, tn); break; case FadingType.SMOOTH_STEP: _scrollingSpeed = Maths.Lerp(start, to, Maths.SmoothStep(0, 1, tn)); break; case FadingType.FADE_IN: _scrollingSpeed = Maths.Lerp(start, to, Maths.EaseIn(tn)); break; case FadingType.FADE_OUT: _scrollingSpeed = Maths.Lerp(start, to, Maths.EaseOut(tn)); break; } t += Program.UpdateTime.DeltaTime; yield return(null); } _scrollingSpeed = to; _fade = null; }
public WaveModifier(FadingType smoothing, WaveType type, WaveModifier frequency, WaveModifier amplitude, float phase, float phaseShift) { _smoothing = smoothing; _type = type; _modFrequency = frequency; _modAmplitude = amplitude; _phase = phase * Maths.Deg2Rad; _phaseShift = phaseShift * Maths.Deg2Rad; }
public FadingFont(SpriteFont font, Vector2 position, float startingAlpha, float targetAlpha, float fadeStep, float brightness, String text, Color tintColor, Vector2 shadowPosition, Color shadowColor, FadingType fadingType, bool startFading) : base(font, text, position, tintColor, shadowPosition, shadowColor) { _startingAlpha = startingAlpha; _targetAlpha = targetAlpha; _fadeStep = fadeStep; _fadeType = fadingType; _startingTintColor = tintColor; _startingShadowColor = shadowColor; Reset(); }
public WaveModifier(FadingType smoothing, WaveType type, float frequency, float minAmplitude, float maxAmplitude, float phase, float phaseShift) { _smoothing = smoothing; _type = type; _frequency = frequency; _amplitudeMin = minAmplitude; _amplitudeMax = maxAmplitude; _modFrequency = null; _modAmplitude = null; _phase = phase * Maths.Deg2Rad; _phaseShift = phaseShift * Maths.Deg2Rad; }
private void StartFadingCoroutines(FadingType type) { switch (type) { case FadingType.FadeIn: { foreach (var sceneFader in _sceneFaders) { sceneFader.FadeIn(GetDuration(sceneFader)); } break; } case FadingType.FadeOut: { foreach (var sceneFader in _sceneFaders) { sceneFader.FadeOut(GetDuration(sceneFader)); } break; } default: throw new ArgumentOutOfRangeException(nameof(type), type, null); } float GetDuration(SceneFader sceneFader) { if (sceneFader.fadingDurationOverride != 0f) { return(sceneFader.fadingDurationOverride); } return(fadingDuration); } }
public void StartScrollSpeedFade(float to, float duration, FadingType type) { _fade = ScrollSpeedFader(to, duration, type); }