/// <summary>
 /// Starts Animation from objects current state to new
 /// </summary>
 /// <param name="targetState">
 /// Target animation state <see cref="blindGUIAnimationState"/>
 /// </param>
 /// <param name="animationTime">
 /// Duration of animation <see cref="System.Single"/>
 /// </param>
 /// <param name="animationCompleteDelegate">
 /// This function will be called after animation is finished <see cref="AnimationCompleteDelegate"/>
 /// </param>
 /// <param name="easeType">
 /// Animation Ease type <see cref="iTweenInBlindGUI.EaseType"/>
 /// </param>
 public void AnimateTo( blindGUIAnimationState targetState, float animationTime, AnimationCompleteDelegate animationCompleteDelegate, iTweenInBlindGUI.EaseType easeType )
 {
     AnimateTo(targetState, animationTime, animationCompleteDelegate, easeType, 0.0f);
 }
    /// <summary>
    /// Starts Animation from objects current state to new
    /// </summary>
    /// <param name="targetState">
    /// Target animation state <see cref="blindGUIAnimationState"/>
    /// </param>
    /// <param name="animationTime">
    /// Duration of animation <see cref="System.Single"/>
    /// </param>
    /// <param name="animationCompleteDelegate">
    /// This function will be called after animation is finished <see cref="AnimationCompleteDelegate"/>
    /// </param>
    /// <param name="easeType">
    /// Animation Ease type <see cref="iTweenInBlindGUI.EaseType"/>
    /// </param>
    /// <param name="delay">
    /// Delay of animation <see cref="System.Single"/>
    /// </param>
    public void AnimateTo( blindGUIAnimationState targetState, float animationTime, AnimationCompleteDelegate animationCompleteDelegate, iTweenInBlindGUI.EaseType easeType, float delay )
    {
        m_animationCompleteDelegate = animationCompleteDelegate;
        m_animationTime = animationTime;
        m_startAnimationState = new blindGUIAnimationState( this );
        m_finishAnimationState = targetState;

        //iTweenInBlindGUI.StopByName(this.name+"_animation");
        iTweenInBlindGUI.ValueTo( this.gameObject, iTweenInBlindGUI.Hash(
                                                                 					"name", this.name+"_animation",
                                                                                    "time", m_animationTime,
                                                                                    "delay", delay,
                                                                                    "from", 0,
                                                                                    "to", 1,
                                                                         			"easetype", easeType,
                                                                                    "onupdate", "AnimationStep",
                                                                                    "oncomplete", "AnimationFinished"));
    }
 /// <summary>
 /// Starts Animation from objects current state to new
 /// </summary>
 /// <param name="targetState">
 /// Target animation state <see cref="blindGUIAnimationState"/>
 /// </param>
 /// <param name="animationTime">
 /// Duration of animation <see cref="System.Single"/>
 /// <param name="easeType">
 /// Animation Ease type <see cref="iTweenInBlindGUI.EaseType"/>
 /// </param>
 public void AnimateTo( blindGUIAnimationState targetState, float animationTime, iTweenInBlindGUI.EaseType easeType )
 {
     AnimateTo(targetState, animationTime, null, easeType, 0.0f);
 }