public void ChangeWorld(SOverviewWorld world) { var newWorld = world.Number; var oldWorld = SelectedWorld.Number; FindObjectOfType <Background>().FadeToLevel(newWorld, oldWorld); AnimationQueue.Enqueue(AnimationWithCallback.Create(Animation.Create(SetRelativeYPosition, Easings.Functions.ExponentialEaseIn, 0.5f, 0, -1000), null, () => SetLevelNumbers(world))); AnimationQueue.Enqueue(Animation.Create(SetRelativeXPosition, Easings.Functions.ExponentialEaseOut, 0.5f, 1000, 0)); }
internal void OpenWorld() { World.IsOpen = true; var materialAnimation = Animation.Create(UpdateMaterialAnimation, Easings.Functions.Linear, 0.6f); var callBack = AnimationWithCallback.Create(materialAnimation, () => { DisableChildren(); }); var fullAnimation = new CompositeAnimation(callBack); AnimationQueue.Enqueue(fullAnimation); }
void Start() { levelConstraints = FindObjectOfType(typeof(LevelConstraints)) as LevelConstraints; visual = gameObject.GetComponentInChildren <TileVisuals>(); // ShowFront(0.1f); AnimationQueue.Enqueue(Animation.Delay(X * 0.1f)); AnimationQueue.Enqueue(AnimationWithCallback.Create( Animation.Create(UpdateRotation, Easings.Functions.QuadraticEaseInOut, 1.0f, 0, 180.0f), null, () => { visual.backColor = colorSchema[0]; visual.backIcon = TileIcon.Blank; } )); }
public IAnimation CreateTurnColorAnimation(Tile tile, int newState) { tile.State = newState; return (AnimationWithCallback.Create( Animation.Create(value => UpdateRotation(tile, value), Easings.Functions.QuadraticEaseInOut, AnimationConstants.TurnAnimationSpeed * 2, 0.0f, 180.0f), () => { tile.visual.frontColor = tile.colorSchema[newState]; tile.visual.UpdateVisuals(); }, () => { tile.visual.backColor = Color.white; tile.visual.backIcon = TileIcon.Blank; })); }
internal void FadeInFromTop() { gameObject.SetActive(true); Delay(0.3f); UpdateYPostion(1000); var stars = GetComponentsInChildren <OverviewStar>(); foreach (var star in stars) { star.Initialize(false); } Animate(AnimationWithCallback.Create(Animation.Create(UpdateYPostion, Easings.Functions.QuadraticEaseOut, 0.6f, 1000, 0), null, () => { foreach (var star in stars) { star.FillStarByAnimation(0); } } )); }
public void FadeOut() { AnimationQueue.Enqueue(AnimationWithCallback.Create(Animation.Create(SetRelativeXPosition, Easings.Functions.ExponentialEaseIn, 0.5f, 0, 1000), null, () => gameObject.SetActive(false))); }
internal void FadeOutToLeft() { Animate(AnimationWithCallback.Create(Animation.Create(UpdateXPostion, Easings.Functions.QuadraticEaseIn, 0.6f, 0, -1000), null, ResetAndHide)); }