private void UpdateValueBackward(float time) { var v = Easing.Calculate(To, From, time); _y = _rect.Bottom - v + dec; _callback(_x, _y); if (_y < _rect.Top) { dec = v; _x--; } }
private void UpdateValueForwardNotFilled(float time) { var v = Easing.Calculate(From, To, time); if (_y <= _rect.Top) { _x = _rect.Left + v; if (_x >= _rect.Right - 1) { _x = _rect.Right - 1; _y = _rect.Top + 1; dec = v; } } else if (_x >= _rect.Right - 1) { _y = _rect.Top + v - dec; if (_y >= _rect.Bottom - 1) { _y = _rect.Bottom - 1; _x = _rect.Right - 2; dec = v; } } else if (_y >= _rect.Bottom - 1) { _x = _rect.Right - 1 - (v - dec); if (_x <= _rect.Left) { _x = _rect.Left; _y = _rect.Bottom - 2; dec = v; } } else { _y = _rect.Bottom - 2 - v + dec; if (_y < _rect.Top) { _y = _rect.Top; } } _callback(_x, _y); }
private void UpdateValueForwardFilled(float time) { var v = Easing.Calculate(From, To, time); _y = _rect.Top + v - dec; if (_y >= _rect.Bottom) { dec = v; _x++; _y = _rect.Bottom; } _callback(_x, _y); }
/// <summary> /// Updates the value. /// </summary> /// <param name="time">The animation time.</param> protected override void UpdateValue(float time) { Owner.Position = new Point( Easing.Calculate(From.X, To.X, time), Easing.Calculate(From.Y, To.Y, time)); }
/// <summary> /// Updates the value. /// </summary> /// <param name="time">The animation time.</param> protected override void UpdateValue(float time) { callback(new Point( Easing.Calculate(From.X, To.X, time), Easing.Calculate(From.Y, To.Y, time))); }
/// <summary> /// Updates the value. /// </summary> /// <param name="time">The animation time.</param> protected override void UpdateValue(float time) { _changeValue(Easing.Calculate(From, To, time)); }