public static void ValidateTransitionArray(U9Transition[] transitions) { for (int i = 0, ni = transitions.Length; i < ni; i++) { if (transitions[i] == null) { transitions[i] = U9T.Null(); } } }
public virtual U9Transition GetDisplayTransition(bool force = false) { if ((!force && IsDisplaying)) { // Debug.LogWarning( name + " already " + State ); return(U9T.Null()); } else { state = ViewState.Displaying; U9Transition t = CreateDisplayTransition(force); AddDisplayTransitionListeners(t); return(t); } }
public U9Transition FireEvent(string eventID, object source, params object[] args) { //Debug.Log ("FIRE EVENT: " + eventID); U9Event e; U9Transition transition = U9T.Null(); if (events.TryGetValue(eventID, out e)) { U9EventArgs eventArgs = e.OnFired(source, args); if (eventArgs != null && eventArgs.Transitions.Count > 0) { transition = U9T.P(eventArgs.Transitions.ToArray()); } } return(transition); }
public virtual U9Transition GetHideTransition(bool force = false) { // if ( !force && !gameObject.activeInHierarchy) { // Hide (); // return U9T.Null (); // } if ((!force && !IsDisplaying)) { //Debug.LogWarning( name + " already " + State ); return(U9T.Null()); } else { state = ViewState.Hiding; U9Transition t = CreateHideTransition(force); AddHideTransitionListeners(t); return(t); } }
/// <summary> /// Returns a transition that moves the block in the source position to the destination position /// </summary> /// <returns>The move block transition.</returns> /// <param name="sourceI">Source i.</param> /// <param name="sourceJ">Source j.</param> /// <param name="destI">Destination i.</param> /// <param name="destJ">Destination j.</param> U9Transition CreateMoveBlockTransition(int sourceI, int sourceJ, int destI, int destJ) { Block b = blocks [sourceI, sourceJ]; // If the source block does not exist then return a null transition. if (!b) { return(U9T.Null()); } //!! // If source and dest positions are the same then return a null transition if (sourceI == destI && sourceJ == destJ) { //return U9T.T (iTween.ShakePosition, b.gameObject, iTween.Hash ("x", 0.05f, "y", 0.05f, "time", 0.3f, "islocal", false)); return(U9T.Null()); } //!! // If the destination position is already occupied then return a null transition if (blocks [destI, destJ]) { Debug.LogError("Destination is already occupied by a block!"); return(U9T.Null()); } // Move the block in data blocks [sourceI, sourceJ] = null; blocks [destI, destJ] = b; // Update the blocks position b.I = destI; b.J = destJ; // Disable the fading on the block b.Ghost = false; // Return a tween to move the blocks gameObject //return U9T.HOT(HOTween.To, b.gameObject.transform, 0.3f, new TweenParms().Prop("localPosition", GridPosTo3DPos (destI, destJ, 0), false).Ease(EaseType.EaseOutCirc)); //return U9T.T (iTween.MoveTo, b.gameObject, iTween.Hash ("position", GridPosTo3DPos (destI, destJ, 0), "time", 0.3f, "islocal", true, "easetype", iTween.EaseType.easeOutCirc )); return(U9T.LT(LeanTween.moveLocal, b.gameObject, GridPosTo3DPos(destI, destJ, 0), 0.3f, iTween.Hash("ease", LeanTweenType.easeOutCirc))); }