public void AddFloatRelativeAnimation(float deltaValue, string propertyName = "_AlphaMultiplier", float duration = 2f, UIAnimationUtility.EaseType easeType = UIAnimationUtility.EaseType.easeInSine, int loopCount = 0, UIAnimation_Base.LoopType loopType = UIAnimation_Base.LoopType.PingPong, Action onCompleteAction = null) { MaterialAnimation.FloatData floatData = new MaterialAnimation.FloatData(); floatData.deltaValue = deltaValue; floatData.propertyName = propertyName; AddFloatAnimation(UIAnimation_Base.TweenType.Relative, onCompleteAction, floatData, duration, UIAnimationUtility.GetCurve(easeType), loopType, loopCount); }
/////////////////////////////////////////////////////////////////////////// // // 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; } }
//////////////////////////////////////// // // 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); }