// Update is called once per frame void Update() { if (m_layer && Time.time >= 1.0f && !m_startAnimation) { blindGUIAnimationState targetShowAnimation = new blindGUIAnimationState(m_layer); targetShowAnimation.alpha = 1.0f; m_layer.AnimateTo(targetShowAnimation, 1.0f); m_startAnimation = true; } }
// Update is called once per frame void Update() { if (m_startupLayer && m_currentLayer && Time.time >= 2.0f && !m_startAnimation) { blindGUIAnimationState targetShowAnimation = new blindGUIAnimationState(m_startupLayer); targetShowAnimation.alpha = 1.0f; m_startupLayer.AnimateTo(targetShowAnimation, 1.0f); m_startAnimation = true; blindGUIAnimationState targetHideAnimation = new blindGUIAnimationState(m_currentLayer); targetHideAnimation.alpha = 0.0f; m_currentLayer.AnimateTo(targetHideAnimation, 1.0f); } if (Time.time <= 3.0f) { GameObject loadIndicatorGO = GameObject.Find("LoadIndicator"); if (loadIndicatorGO) { blindGUITexturedContainer loadIndicator = loadIndicatorGO.GetComponent <blindGUITexturedContainer>(); if (loadIndicator) { loadIndicator.m_angle = 30 * (int)(Time.time * 10.0f); } } } }
void OnButtonClick(blindGUIButton sender) { if (sender == m_connectedButton) { if (m_currentLayer != null) { blindGUIAnimationState targetState = new blindGUIAnimationState(m_currentLayer); targetState.alpha = 0.0f; m_currentLayer.AnimateTo(targetState, 1.0f); } if (m_switchLayer != null) { blindGUIAnimationState targetState = new blindGUIAnimationState(m_switchLayer); targetState.alpha = 1.0f; m_switchLayer.AnimateTo(targetState, 1.0f, null, iTweenInBlindGUI.EaseType.linear, 0.25f); } } }