public void HideElements() { foreach (GameObject item in OptionsTable.GetChildren()) { if (!Blueprints.Contains(item)) { UIWidget widget = item.GetOrAddComponent <UIWidget>(); widget.alpha = 0; } } }
public void ResetAnimations() { List <UIExFancyFadeIn> fades = new List <UIExFancyFadeIn>(); foreach (GameObject item in OptionsTable.GetChildren()) { if (!Blueprints.Contains(item)) { UIExFancyFadeIn fade = item.GetOrAddComponent <UIExFancyFadeIn>(); fades.Add(fade); } } Vector2 min = float.MinValue.ToVector2(); Vector2 max = float.MaxValue.ToVector2(); foreach (UIExFancyFadeIn fade in fades) { UIWidget widget = fade.GetComponent <UIWidget>(); Vector2 worldCenter = widget.worldCenter; min = Vector2.Max(min, worldCenter); max = Vector2.Min(max, worldCenter); } foreach (UIExFancyFadeIn fade in fades) { UIWidget widget = fade.GetComponent <UIWidget>(); Vector2 worldCenter = widget.worldCenter; float num = 1 - Mathf.InverseLerp(max.y, min.y, worldCenter.y); fade.offset_ = new Vector3(MenuFade.offset_, 0); fade.duration_ = MenuFade.duration_; fade.delay_ = num * MenuFade.delay_; fade.offset_.x *= -1; fade.initialAlpha_ = 1; widget.alpha = 1; fade.Init(); } }