///////////////////////////////////////////////////////////////////////////
        //
        // UILineAnimator Functions
        //

        public void StartAnimation(UILineAnimation.LineAnimationType animationType, UIAnimation_Base.TweenType tweenType, float startValue, float endValue, float deltaValue, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount)
        {
            switch (animationType)
            {
            case UILineAnimation.LineAnimationType.FillPercent:
                AddFillPercentAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount);
                break;
            }
        }
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        ///////////////////////////////////////////////////////////////////////////
        //
        // CanvasGroupAnimator Functions
        //

        public void StartAnimation(CanvasGroupAnimation.AnimationType animationType, UIAnimation_Base.TweenType tweenType, float startValue, float endValue, float deltaValue, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount)
        {
            switch (animationType)
            {
            case CanvasGroupAnimation.AnimationType.Alpha:
                AddAlphaAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount);
                break;
            }
        }
        ////////////////////////////////////////
        //
        // Scale Functions

        public void AddScaleAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, Action <float> onUpdateAction, Vector3 startScale, Vector3 endScale, Vector3 deltaScale, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount)
        {
            UITransformAnimation_Scale newUIAnimationPosition = new UITransformAnimation_Scale(this, onCompleteAction, onUpdateAction, tweenType, startScale, endScale, deltaScale, duration, easeCurve, loopType, loopCount);

            myUIAnimationsScale.Enqueue(newUIAnimationPosition);
            if (myUIAnimationsScale.Count == 1)
            {
                UpdateAnimation(myUIAnimationsScale);
            }
        }
        ///////////////////////////////////////////////////////////////////////////
        //
        // UIColorAnimator Functions
        //

        public void StartAnimation(MaterialAnimation.AnimationType animationType, UIAnimation_Base.TweenType tweenType, MaterialAnimation.ColorData colorData, MaterialAnimation.FloatData floatData, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount, Action onCompleteAction = null)
        {
            switch (animationType)
            {
            case MaterialAnimation.AnimationType.Color:
                AddColorAnimation(tweenType, onCompleteAction, colorData, duration, easeCurve, loopType, loopCount);
                break;

            case MaterialAnimation.AnimationType.Float:
                AddFloatAnimation(tweenType, onCompleteAction, floatData, duration, easeCurve, loopType, loopCount);
                break;
            }
        }
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 public UIAnimation_Color(Action onCompleteAction, UIAnimation_Base.TweenType tweenType, Color startColor, Color endColor, Color deltaColor, float duration, AnimationCurve easeCurve, LoopType loopType, int loopCount)
 {
     this.onCompleteAction = onCompleteAction;
     this.tweenType        = tweenType;
     //Value
     this.startColor = startColor;
     this.endColor   = endColor;
     this.deltaColor = deltaColor;
     //Animation
     this.duration  = duration;
     this.easeCurve = easeCurve;
     //Loop
     this.loopType  = loopType;
     this.loopCount = loopCount;
 }
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 public UIAnimation_Quaternion(Action onCompleteAction, UIAnimation_Base.TweenType tweenType, Quaternion startValue, Quaternion endValue, Quaternion deltaValue, float duration, AnimationCurve easeCurve, LoopType loopType, int loopCount)
 {
     this.onCompleteAction = onCompleteAction;
     this.tweenType        = tweenType;
     //Value
     this.startValue = startValue;
     this.endValue   = endValue;
     this.deltaValue = deltaValue;
     //Animation
     this.duration  = duration;
     this.easeCurve = easeCurve;
     //Loop
     this.loopType  = loopType;
     this.loopCount = loopCount;
 }
 public UITransformAnimation_Quaternion(UITransformAnimator myUITransformAnimator, Action onCompleteAction, Action <float> onUpdateAction, UIAnimation_Base.TweenType tweenType, Quaternion startValue, Quaternion endValue, Quaternion deltaValue, float duration, AnimationCurve easeCurve, LoopType loopType, int loopCount)
     : base(onCompleteAction, tweenType, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount)
 {
     this.myUITransformAnimator = myUITransformAnimator;
     this.onUpdateAction        = onUpdateAction;
 }
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        ///////////////////////////////////////////////////////////////////////////
        //
        // UIColorAnimator Functions
        //

        public void StartAnimation(UIColorAnimation.ColorAnimationType animationType, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, Color startColor, Color endColor, Color deltaColor, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount)
        {
            switch (animationType)
            {
            case UIColorAnimation.ColorAnimationType.Color:
                AddColorAnimation(tweenType, onCompleteAction, startColor, endColor, deltaColor, duration, easeCurve, loopType, loopCount);
                break;
            }
        }
 public MaterialAnimation_Color(MaterialAnimator materialAnimator, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, int propertyID, Color startColor, Color endColor, Color deltaColor, float duration, AnimationCurve easeCurve, LoopType loopType, int loopCount)
     : base(onCompleteAction, tweenType, startColor, endColor, deltaColor, duration, easeCurve, loopType, loopCount)
 {
     this.materialAnimator = materialAnimator;
     this.propertyID       = propertyID;
 }
        ////////////////////////////////////////
        //
        // Position Functions

        protected void AddPositionAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, Action <float> onUpdateAction, Vector3 startPosition, Vector3 endPosition, Vector3 deltaPositon, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount)
        {
            UITransformAnimation_Position newUIAnimationPosition = new UITransformAnimation_Position(this, onCompleteAction, onUpdateAction, tweenType, startPosition, endPosition, deltaPositon, duration, easeCurve, loopType, loopCount);

            myUIAnimationsPosition.Enqueue(newUIAnimationPosition);
        }
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        ////////////////////////////////////////
        //
        // CanvasGroupAnimator Functions

        protected void AddAlphaAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, float startFillPercent, float endFillPercent, float deltaFillPercent, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount)
        {
            CanvasGroupAnimation_Alpha newCanvasGroupAnimation_Alpha = new CanvasGroupAnimation_Alpha(this, onCompleteAction, tweenType, startFillPercent, endFillPercent, deltaFillPercent, duration, easeCurve, loopType, loopCount);

            myCanvasGroupAnimationsAlpha.Enqueue(newCanvasGroupAnimation_Alpha);
        }
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 public CanvasGroupAnimation_Alpha(CanvasGroupAnimator materialAnimator, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, float startValue, float endValue, float deltaValue, float duration, AnimationCurve easeCurve, LoopType loopType, int loopCount)
     : base(onCompleteAction, tweenType, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount)
 {
     this.canvasGroupAnimator = materialAnimator;
 }
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        ////////////////////////////////////////
        //
        // StartColor Functions

        protected void AddColorAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, Color startColor, Color endColor, Color deltaColor, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount)
        {
            UIColorAnimation_Color newUIAnimationColor = new UIColorAnimation_Color(this, onCompleteAction, tweenType, startColor, endColor, deltaColor, duration, easeCurve, loopType, loopCount);

            myUIAnimationsColor.Enqueue(newUIAnimationColor);
        }
        ///////////////////////////////////////////////////////////////////////////
        //
        // UITransformAnimator Functions
        //

        public void StartAnimation(UITransformAnimation.TransformAnimationType animationType, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, Vector3 startValue, Vector3 endValue, Vector3 deltaValue, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount, Action <float> onUpdateAction = null)
        {
            switch (animationType)
            {
            case UITransformAnimation.TransformAnimationType.Position:
                AddPositionAnimation(tweenType, onCompleteAction, onUpdateAction, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount);
                break;

            case UITransformAnimation.TransformAnimationType.Scale:
                AddScaleAnimation(tweenType, onCompleteAction, onUpdateAction, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount);
                break;
            }
        }
        ////////////////////////////////////////
        //
        // AngleOffset Functions
        #region AngleOffsetFunctions
        protected void AddAngleOffsetAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, float startAngleOffset, float endAngleOffset, float deltaAngleOffset, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount)
        {
            UICircleAnimation_AngleOffset newUIAnimationAngleOffset = new UICircleAnimation_AngleOffset(this, onCompleteAction, tweenType, startAngleOffset, endAngleOffset, deltaAngleOffset, duration, easeCurve, loopType, loopCount);

            myUIAnimationsAngleOffset.Enqueue(newUIAnimationAngleOffset);
        }
 public void StartAnimation(UITransformAnimation.TransformAnimationType animationType, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, Quaternion startValue, Quaternion endValue, Quaternion deltaValue, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount, Action <float> onUpdateAction = null)
 {
     switch (animationType)
     {
     case UITransformAnimation.TransformAnimationType.Rotation:
         AddRotationAnimation(tweenType, onCompleteAction, onUpdateAction, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount);
         break;
     }
 }
        ////////////////////////////////////////
        //
        // Thickness Functions
        #region ThicknessFunctions
        protected void AddThicknessAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, float startThickness, float endThickness, float deltaThickness, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount)
        {
            UICircleAnimation_Thickness newUIAnimationThickness = new UICircleAnimation_Thickness(this, onCompleteAction, tweenType, startThickness, endThickness, deltaThickness, duration, easeCurve, loopType, loopCount);

            myUIAnimationsThickness.Enqueue(newUIAnimationThickness);
        }
        ////////////////////////////////////////
        //
        // StartFloat Functions

        protected void AddFloatAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, MaterialAnimation.FloatData floatData, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount)
        {
            MaterialAnimation_Float newMaterialAnimationFloat = new MaterialAnimation_Float(this, onCompleteAction, tweenType, Shader.PropertyToID(floatData.propertyName), floatData.startValue, floatData.endValue, floatData.deltaValue, duration, easeCurve, loopType, loopCount);

            myMaterialAnimationsFloat.Enqueue(newMaterialAnimationFloat);
        }
        ///////////////////////////////////////////////////////////////////////////
        //
        // UICircleAnimator Functions
        //

        public void StartAnimation(UICircleAnimation.CircleAnimationType animationType, UIAnimation_Base.TweenType tweenType, float startValue, float endValue, float deltaValue, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount)
        {
            switch (animationType)
            {
            case UICircleAnimation.CircleAnimationType.Radius:
                AddRadiusAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount);
                break;

            case UICircleAnimation.CircleAnimationType.Angle:
                AddAngleAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount);
                break;

            case UICircleAnimation.CircleAnimationType.AngleOffset:
                AddAngleOffsetAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount);
                break;

            case UICircleAnimation.CircleAnimationType.Thickness:
                AddThicknessAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount);
                break;

            case UICircleAnimation.CircleAnimationType.Repetitions:
                AddRepetitionsAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount);
                break;
            }
        }
 public MaterialAnimation_Float(MaterialAnimator materialAnimator, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, int propertyID, float startValue, float endValue, float deltaValue, float duration, AnimationCurve easeCurve, LoopType loopType, int loopCount)
     : base(onCompleteAction, tweenType, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount)
 {
     this.materialAnimator = materialAnimator;
     this.propertyID       = propertyID;
 }
        ////////////////////////////////////////
        //
        // Radius Functions
        #region RadiusFunctions
        protected void AddRadiusAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, float startRadius, float endRadius, float deltaRadius, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount)
        {
            UICircleAnimation_Radius newUIAnimationRadius = new UICircleAnimation_Radius(this, onCompleteAction, tweenType, startRadius, endRadius, deltaRadius, duration, easeCurve, loopType, loopCount);

            myUIAnimationsRadius.Enqueue(newUIAnimationRadius);
        }
        ////////////////////////////////////////
        //
        // StartColor Functions

        protected void AddColorAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, MaterialAnimation.ColorData colorData, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount)
        {
            MaterialAnimation_Color newMaterialAnimationColor = new MaterialAnimation_Color(this, onCompleteAction, tweenType, Shader.PropertyToID(colorData.propertyName), colorData.startColor, colorData.endColor, colorData.deltaColor, duration, easeCurve, loopType, loopCount);

            myMaterialAnimationsColor.Enqueue(newMaterialAnimationColor);
        }
        ////////////////////////////////////////
        //
        // Rotation Functions

        public void AddRotationAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, Action <float> onUpdateAction, Quaternion startRotation, Quaternion endRotation, Quaternion deltaRotation, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount)
        {
            UITransformAnimation_Rotation newUIAnimationPosition = new UITransformAnimation_Rotation(this, onCompleteAction, onUpdateAction, tweenType, startRotation, endRotation, deltaRotation, duration, easeCurve, loopType, loopCount);

            myUIAnimationsRotation.Enqueue(newUIAnimationPosition);
        }
        ////////////////////////////////////////
        //
        // FillPercent Functions
        #region FillPercentFunctions
        protected void AddFillPercentAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, float startFillPercent, float endFillPercent, float deltaFillPercent, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount)
        {
            UILineAnimation_FillPercent newUIAnimationFillPercent = new UILineAnimation_FillPercent(this, onCompleteAction, tweenType, startFillPercent, endFillPercent, deltaFillPercent, duration, easeCurve, loopType, loopCount);

            myUIAnimationsFillPercent.Enqueue(newUIAnimationFillPercent);
        }
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 public UIColorAnimation_Color(UIColorAnimator myUIColorAnimator, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, Color startColor, Color endColor, Color deltaColor, float duration, AnimationCurve easeCurve, LoopType loopType, int loopCount)
     : base(onCompleteAction, tweenType, startColor, endColor, deltaColor, duration, easeCurve, loopType, loopCount)
 {
     this.myUIColorAnimator = myUIColorAnimator;
 }