Esempio n. 1
0
    IEnumerator AnimateRevealRoutine(float startDelay, float showSpeedInSeconds)
    {
        // flag button state to be revealed, at first
        IsRevealed = false;

        float currentAlpha = 0;

        _canvasGroup.alpha = 0;
        // x offset data
        float animStartXPos = _startXPos - _xAnimOffset;
        float animEndXPos   = _startXPos;
        float currentXPos   = animStartXPos;

        yield return(new WaitForSeconds(startDelay));

        for (float t = 0f; t < 1.0f; t += Time.deltaTime / showSpeedInSeconds)
        {
            // opacity animate
            currentAlpha       = Mathf.Lerp(0f, 1f, t);
            _canvasGroup.alpha = currentAlpha;
            // position animate
            currentXPos             = Mathf.Lerp(animStartXPos, animEndXPos, t);
            transform.localPosition = new Vector2(currentXPos, transform.localPosition.y);
            yield return(null);
        }
        // ensure we hit our final value
        _canvasGroup.alpha      = 1;
        transform.localPosition = new Vector2(animEndXPos, transform.localPosition.y);
        // only allow button to be clickable if animation has finished
        _imageUI.raycastTarget = true;
        // set reveal state, now that we're completed
        IsRevealed = true;

        ShowCompleted?.Invoke();
    }
Esempio n. 2
0
    public void CompleteReveal()
    {
        if (_animationCoroutine != null)
        {
            StopCoroutine(_animationCoroutine);
        }
        // ensure we hit our final value
        _canvasGroup.alpha      = 1;
        transform.localPosition = new Vector2(_startXPos, transform.localPosition.y);
        // only allow button to be clickable if animation has finished
        _imageUI.raycastTarget = true;

        IsRevealed = true;
        ShowCompleted?.Invoke();
    }