private bool animate(States.State newstate, SceneAnimator.Animations animation = SceneAnimator.Animations.LEFT)
    {
        List <string> states2 = new List <string>();

        States.State previousstate = GlobalController.StateManager.previous;

        animation = SceneTransitionController.Instance.GetTransition(previousstate, newstate);
        float time = SceneTransitionController.Instance.GetSpeed(previousstate, newstate);

        bool ret = false;

        RKLog.Log("change state from: " + previousstate + " to " + newstate);
        if (_forceDirection != SceneAnimator.Animations.NONE)
        {
            animation       = _forceDirection;
            _forceDirection = SceneAnimator.Animations.NONE;
        }



        SceneAnimator.Instance.animateIn(SceneLoader.Instance.Scene(previousstate), SceneLoader.Instance.Scene(newstate), animation, time);
        ret = true;

        return(ret);
    }
Esempio n. 2
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    public SceneAnimatorObject(SceneData inScene, SceneData outScene, SceneAnimator.Animations animation = SceneAnimator.Animations.LEFT, float speed = 1, Ease ease = Ease.InOutQuint)
    {
        _ease  = ease;
        _in    = inScene;
        _out   = outScene;
        _speed = speed;

        _animation = animation;
    }
    public void singleIn(SceneData sceneIn, SceneAnimator.Animations animation = SceneAnimator.Animations.LEFT, float speed = 0.5f, Ease ease = Ease.InOutQuad)
    {
        SceneAnimatorObject so = new SceneAnimatorObject(sceneIn, null, animation, speed, ease);

        animations.Add(so);
        if (!_animating)
        {
            animate();
        }
    }
    public void singleOut(SceneData sceneOut, SceneAnimator.Animations animation = SceneAnimator.Animations.LEFT, float speed = 0.5f, Ease ease = Ease.InOutQuad)
    {
        SceneAnimatorObject so = new SceneAnimatorObject(null, sceneOut, animation, speed, ease);

        animations.Add(so);
        if (!_animating)
        {
            //  Debug.Log("SceneAnimator singleOut4: " + sceneOut.name);
            animate();
        }
    }
    public void animateIn(SceneData sceneOut, SceneData sceneIn, SceneAnimator.Animations animation = SceneAnimator.Animations.LEFT, float speed = 0.5f, Ease ease = Ease.InOutQuad)
    {
        if (sceneIn != null && sceneOut != null)
        {
            RKLog.Log("SceneAnimator Animatein: " + sceneIn.name + " out: " + sceneOut.name + " speed " + speed + " dir ", "sceneanimator");
        }
        SceneAnimatorObject so = new SceneAnimatorObject(sceneIn, sceneOut, animation, speed, ease);

        animations.Add(so);
        if (!_animating)
        {
            animate();
        }
    }
    //\Getters

    public SceneAnimator.Animations GetTransition(States.State fromState, States.State toState)
    {
        SceneAnimator.Animations ts = SceneAnimator.Animations.LEFT;

        //if (fromState == States.State.sp && toState == States.State.ONBOARDING)
        //{
        //    ts = SceneAnimator.Animations.FADEIN;
        //}



        ts = SceneAnimator.Animations.FADEOUT;


        return(ts);
    }
 public void ForceAnimation(SceneAnimator.Animations dir)
 {
     _forceDirection = dir;
 }