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); }
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; }