コード例 #1
0
ファイル: Tween.cs プロジェクト: hitchh1k3r/LudumDare40
        public static IEnumerator TransScale(Transform transform, Vector3?startScale, Vector3?endScale,
                                             float length, Easing.EaseMethod easing = null, Action callbackEnding = null)
        {
            // TransScale scales a Transform in ONLY local space. If the starting or ending scale are NULL
            //   it will use the current scale in it's place.
            easing = easing ?? Easing.EASE_LINEAR;
            float   time  = 0;
            Vector3 start = startScale ?? transform.localScale;
            Vector3 end   = endScale ?? transform.localScale;

            while (time < length)
            {
                float t = easing(time / length);

                transform.localScale = (1 - t) * start + t * end;

                yield return(null);

                time += Time.deltaTime;
            }

            transform.localScale = end;
            if (callbackEnding != null)
            {
                callbackEnding();
            }
        }
コード例 #2
0
ファイル: Tween.cs プロジェクト: hitchh1k3r/LudumDare40
        // Custom Tween:

        public static IEnumerator Action(Action <float> setOutput, float length,
                                         Easing.EaseMethod easing = null, Action callbackEnding = null)
        {
            // Action will call a setOutput Action with the current tween ammount (0 to 1) each frame.

            // JUSTIFICATION: Generic seems too expensive, this should be (untested) a cheaper version. We
            //   don't have a type check/casting nightmare happening every frame, but we still have a
            //   callback. The callback is necissary (as long as we can't use pointers) to set variables
            //   that are not part of a well understood data structure (ex. Transforms).
            easing = easing ?? Easing.EASE_LINEAR;
            float time = 0;

            while (time < length)
            {
                float t = easing(time / length);

                setOutput(t);
                yield return(null);

                time += Time.deltaTime;
            }

            setOutput(1);
            if (callbackEnding != null)
            {
                callbackEnding();
            }
        }
コード例 #3
0
ファイル: Tween.cs プロジェクト: hitchh1k3r/LudumDare40
 public static IEnumerator EasyPopOut(Transform transform, float length = 1.5f,
                                      Easing.EaseMethod easing          = null, Action callbackEnding = null)
 {
     // EasyPopOut is a quick method for scaling a 3D object (by Transform) down to nothing.
     easing = easing ?? Easing.EASE_QUAD_IN;
     return(TransScale(transform, null, Vector3.zero, length, easing, callbackEnding));
 }
コード例 #4
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ファイル: Tween.cs プロジェクト: hitchh1k3r/LudumDare40
        public static IEnumerator UIFade(CanvasGroup canvasGroup, float?startAlpha, float?endAlpha,
                                         float length, Easing.EaseMethod easing = null, Action callbackEnding = null)
        {
            // UIFade changes the opacity of a UI CanvasGroup element. If the start or end alpha are NULL
            //   the transistion will use the current alpha.
            easing = easing ?? Easing.EASE_LINEAR;
            float time  = 0;
            float start = startAlpha ?? canvasGroup.alpha;
            float end   = endAlpha ?? canvasGroup.alpha;

            while (time < length)
            {
                float t = easing(time / length);

                canvasGroup.alpha = (1 - t) * start + t * end;

                yield return(null);

                time += Time.deltaTime;
            }

            canvasGroup.alpha = end;
            if (callbackEnding != null)
            {
                callbackEnding();
            }
        }
コード例 #5
0
ファイル: Tween.cs プロジェクト: hitchh1k3r/LudumDare40
        // UI Tweens:

        // NOTE (hitch) 11-28-17 Changes to any UI element will cause the parent Canvas to redraw all
        //   children. This means a tween (changing every frame) could cause lag if the Canvas has too
        //   many elements. Multiple Canvases should be considered to limit what has to be redrawn.

        public static IEnumerator UIColor(Graphic element, Color?startColor, Color?endColor,
                                          float length, Easing.EaseMethod easing = null, Action callbackEnding = null)
        {
            // UIColor changes the color of any UI Graphic element. If the start or end color are NULL
            //   the transistion will use the current color.
            easing = easing ?? Easing.EASE_LINEAR;
            float time  = 0;
            Color start = startColor ?? element.color;
            Color end   = endColor ?? element.color;

            while (time < length)
            {
                float t = easing(time / length);

                element.color = (1 - t) * start + t * end;

                yield return(null);

                time += Time.deltaTime;
            }

            element.color = end;
            if (callbackEnding != null)
            {
                callbackEnding();
            }
        }
コード例 #6
0
ファイル: Tween.cs プロジェクト: hitchh1k3r/LudumDare40
        public static IEnumerator EasyPopIn(Transform transform, float length = 1.5f,
                                            Vector3?target        = null, Easing.EaseMethod easing = null,
                                            Action callbackEnding = null)
        {
            // EasyPopIn is a quick method for scaling a 3D object (by Transform) out of nothing.
            Vector3 endScale = target ?? Vector3.one;

            easing = easing ?? Easing.EASE_ELASTIC_OUT;
            return(TransScale(transform, Vector3.zero, endScale, length, easing, callbackEnding));
        }
コード例 #7
0
ファイル: Tween.cs プロジェクト: hitchh1k3r/LudumDare40
        public static IEnumerator TransRotate(Transform transform, Quaternion?startRot,
                                              Quaternion?endRot, float length, Easing.EaseMethod easing = null, bool global = false,
                                              Action callbackEnding = null)
        {
            // TransRotate rotates a Transform in either local or global space. If the starting or ending
            //   rotations are NULL it will use the current rotation in it's place.
            easing = easing ?? Easing.EASE_LINEAR;
            float      time  = 0;
            Quaternion start = startRot ?? (global ? transform.rotation : transform.localRotation);
            Quaternion end   = endRot ?? (global ? transform.rotation : transform.localRotation);

            while (time < length)
            {
                float t = easing(time / length);

                if (global)
                {
                    transform.rotation = Quaternion.SlerpUnclamped(start, end, t);
                }
                else
                {
                    transform.localRotation = Quaternion.SlerpUnclamped(start, end, t);
                }

                yield return(null);

                time += Time.deltaTime;
            }

            if (global)
            {
                transform.rotation = end;
            }
            else
            {
                transform.localRotation = end;
            }
            if (callbackEnding != null)
            {
                callbackEnding();
            }
        }
コード例 #8
0
ファイル: Tween.cs プロジェクト: hitchh1k3r/LudumDare40
        // Transform Tweens:

        public static IEnumerator TransTranslate(Transform transform, Vector3?positionStart,
                                                 Vector3?positionEnd, float length, Easing.EaseMethod easing = null,
                                                 bool global = true, Action callbackEnding = null)
        {
            // TransTranslate moves a Transform in either local or global space. If the starting or ending
            //   positions are NULL it will use the current position in it's place.
            easing = easing ?? Easing.EASE_LINEAR;
            float   time  = 0;
            Vector3 start = positionStart ?? (global ? transform.position : transform.localPosition);
            Vector3 end   = positionEnd ?? (global ? transform.position : transform.localPosition);

            while (time < length)
            {
                float t = easing(time / length);

                if (global)
                {
                    transform.position = (1 - t) * start + t * end;
                }
                else
                {
                    transform.localPosition = (1 - t) * start + t * end;
                }

                yield return(null);

                time += Time.deltaTime;
            }

            if (global)
            {
                transform.position = end;
            }
            else
            {
                transform.localPosition = end;
            }
            if (callbackEnding != null)
            {
                callbackEnding();
            }
        }
コード例 #9
0
ファイル: Tween.cs プロジェクト: hitchh1k3r/LudumDare40
 public static IEnumerator EasyUIHide(CanvasGroup canvasGroup, float length = 0.75f,
                                      Vector2?positionStart        = null, Vector2?positionEnd = null,
                                      Easing.EaseMethod easingFade = null, Easing.EaseMethod easingMove = null,
                                      Action callbackEnding        = null)
 {
     // EasyUIHide is a quick method for hidding a CanvasGroup UI Element. It trys to automatically
     //   guess the ideal settings for a fade out, optionally taking a start and/or end position
     //   too for a sliding fade out.
     easingFade = easingFade ?? Easing.EASE_QUAD_IN;
     if (positionStart.HasValue || positionEnd.HasValue)
     {
         easingMove = easingMove ?? Easing.EASE_QUAD_IN;
         return(UIFadeMove(canvasGroup, (RectTransform)canvasGroup.transform, null, 0,
                           positionStart, positionEnd, length, easingFade, easingMove, callbackEnding));
     }
     else
     {
         return(UIFade(canvasGroup, null, 0, length, easingFade, callbackEnding));
     }
 }
コード例 #10
0
ファイル: Tween.cs プロジェクト: hitchh1k3r/LudumDare40
        public static IEnumerator UIFadeMove(CanvasGroup canvasGroup, RectTransform rect, float?startAlpha,
                                             float?endAlpha, Vector2?positionStart, Vector2?positionEnd, float length = 0.75f,
                                             Easing.EaseMethod easingFade = null, Easing.EaseMethod easingMove = null,
                                             Action callbackEnding        = null)
        {
            // UIFadeMove moves and changes the opacity of a UI CanvasGroup and RectTransform. If the
            //   start or end alpha or position are NULL they will use the current values.

            // JUSTIFICATION: These attributes are changed together offten for UI changes, having them in
            //   a single method means we only have to pay for one Coroutine, and not two... the trade off
            //   if that they both must finish at the same time.
            float   startA = startAlpha ?? canvasGroup.alpha;
            float   endA   = endAlpha ?? canvasGroup.alpha;
            Vector2 startP = positionStart ?? rect.anchoredPosition;
            Vector2 endP   = positionEnd ?? rect.anchoredPosition;

            easingFade = easingFade ?? Easing.EASE_LINEAR;
            easingMove = easingMove ?? Easing.EASE_LINEAR;
            float time = 0;

            while (time < length)
            {
                float t  = time / length;
                float ft = easingFade(t);
                float mt = easingMove(t);

                canvasGroup.alpha     = (1 - ft) * startA + ft * endA;
                rect.anchoredPosition = (1 - mt) * startP + mt * endP;

                yield return(null);

                time += Time.deltaTime;
            }

            canvasGroup.alpha     = endA;
            rect.anchoredPosition = endP;
            if (callbackEnding != null)
            {
                callbackEnding();
            }
        }
コード例 #11
0
ファイル: Tween.cs プロジェクト: hitchh1k3r/MiniLudumDare72
        public static IEnumerator GenericTween <T>(System.Action <T> setOutput, T start, T end, float length, Easing.EaseMethod ease) where T : new()
        {
            float track = 0;
            T     ret   = start;

            while (track < length)
            {
                float t = ease(track / length);

                // NOTE (hitch) 2-19-17 In C# 4.0 we could cast `start` and `end` to `dynamic` rather than
                // this ugly casting nightmare that only supports types explicitly set here:
                // - Some types might still need special handeling (ex. Quaternions).
                // - Also if we did this we could move from `ILerpable` to implementing * operator
                //   overloading!
                if (typeof(T) == typeof(Vector3))
                {
                    ret = (T)(object)((1 - t) * ((Vector3)(object)start) + t * ((Vector3)(object)end));
                }
                else if (typeof(T) == typeof(Color))
                {
                    ret = (T)(object)((1 - t) * ((Color)(object)start) + t * ((Color)(object)end));
                }
                else if (typeof(T) == typeof(float))
                {
                    ret = (T)(object)((1 - t) * ((float)(object)start) + t * ((float)(object)end));
                }
                else if (typeof(T) == typeof(double))
                {
                    ret = (T)(object)((1 - t) * ((double)(object)start) + t * ((double)(object)end));
                }
                else if (typeof(T) == typeof(Vector2))
                {
                    ret = (T)(object)((1 - t) * ((Vector2)(object)start) + t * ((Vector2)(object)end));
                }
                else if (typeof(T) == typeof(Vector4))
                {
                    ret = (T)(object)((1 - t) * ((Vector4)(object)start) + t * ((Vector4)(object)end));
                }
                else if (typeof(T) == typeof(Quaternion))
                {
                    ret = (T)(object)Quaternion.SlerpUnclamped((Quaternion)(object)start,
                                                               (Quaternion)(object)end, t);
                }

                setOutput(ret);
                yield return(null);

                track += Time.deltaTime;
            }
            setOutput(end);
        }
コード例 #12
0
ファイル: Tween.cs プロジェクト: hitchh1k3r/MiniLudumDare72
        public static IEnumerator FadeTo(UnityEngine.UI.Graphic uiElement, float length, Easing.EaseMethod ease, float alpha = 0)
        {
            float track = 0;
            Color start = uiElement.color;
            Color end   = start;

            end.a = alpha;
            while (track < length)
            {
                float t = ease(track / length);

                uiElement.color = ((1 - t) * start + t * end);
                yield return(null);

                track += Time.deltaTime;
            }
            uiElement.color = end;
        }
コード例 #13
0
ファイル: Tween.cs プロジェクト: hitchh1k3r/LudumDare40
        public static IEnumerator Transform(Transform transform, Vector3?positionStart,
                                            Quaternion?startRot, Vector3?startScale, Vector3?positionEnd, Quaternion?endRot,
                                            Vector3?endScale, float length, Easing.EaseMethod easing = null, bool global = true,
                                            Action callbackEnding = null)
        {
            // Transform translate, rotate, and scales (LOCAL SPACE ONLY) a Transform in either local or
            //   global space. Any starting or ending values that are NULL will use the current value in
            //   it's place.
            easing = easing ?? Easing.EASE_LINEAR;
            float      time = 0;
            Vector3    startP, endP;
            Quaternion startR, endR;
            Vector3    startS = positionStart ?? transform.localScale;
            Vector3    endS   = endScale ?? transform.localScale;

            if (global)
            {
                startP = positionStart ?? transform.position;
                endP   = positionEnd ?? transform.position;
                startR = startRot ?? transform.rotation;
                endR   = endRot ?? transform.rotation;
            }
            else
            {
                startP = positionStart ?? transform.localPosition;
                endP   = positionEnd ?? transform.localPosition;
                startR = startRot ?? transform.localRotation;
                endR   = endRot ?? transform.localRotation;
            }

            while (time < length)
            {
                float t = easing(time / length);

                if (global)
                {
                    transform.position = (1 - t) * startP + t * endP;
                    transform.rotation = Quaternion.SlerpUnclamped(startR, endR, t);
                }
                else
                {
                    transform.localPosition = (1 - t) * startP + t * endP;
                    transform.localRotation = Quaternion.SlerpUnclamped(startR, endR, t);
                }
                transform.localScale = (1 - t) * startS + t * endS;

                yield return(null);

                time += Time.deltaTime;
            }

            if (global)
            {
                transform.position = endP;
                transform.rotation = endR;
            }
            else
            {
                transform.localPosition = endP;
                transform.localRotation = endR;
            }
            transform.localScale = endS;
            if (callbackEnding != null)
            {
                callbackEnding();
            }
        }
コード例 #14
0
ファイル: Tween.cs プロジェクト: hitchh1k3r/LudumDare40
        // Generic Tween:

        public static IEnumerator Generic <T>(Action <T> setOutput, T start, T end, float length,
                                              Easing.EaseMethod easing = null, Action callbackEnding = null)
        {
            // Generic will call a setOutput Action for each inbetween value of the generic start and end.
            //   Only specific types are supported, but more can be added fairly easily.

            // NOTE (hitch) 11-28-17 Generic is the heaviest tween method!

            // JUSTIFICATION: Since adding it I've used this method more than anyother (hopefully Action
            //   will start to repalce it).

            easing = easing ?? Easing.EASE_LINEAR;
            float time = 0;
            T     ret;

            while (time < length)
            {
                float t = easing(time / length);

                if (typeof(T) == typeof(Quaternion))
                {
                    ret = (T)(object)Quaternion.SlerpUnclamped((Quaternion)(object)start,
                                                               (Quaternion)(object)end, t);
                }
                else if (typeof(T) == typeof(Vector2))
                {
                    ret = (T)(object)((1 - t) * (Vector2)(object)start + t * (Vector2)(object)end);
                }
                else if (typeof(T) == typeof(Vector3))
                {
                    ret = (T)(object)((1 - t) * (Vector3)(object)start + t * (Vector3)(object)end);
                }
                else if (typeof(T) == typeof(Vector4))
                {
                    ret = (T)(object)((1 - t) * (Vector4)(object)start + t * (Vector4)(object)end);
                }
                else if (typeof(T) == typeof(Color))
                {
                    ret = (T)(object)((1 - t) * (Color)(object)start + t * (Color)(object)end);
                }
                else if (typeof(T) == typeof(float))
                {
                    ret = (T)(object)((1 - t) * (float)(object)start + t * (float)(object)end);
                }
                else
                {
                    // NOTE (hitch) 2-19-17 In C# 4.0 we could cast `start` and `end` to `dynamic` rather than
                    // this ugly casting nightmare that only supports types explicitly set here:
                    // - Some types might still need special handeling (ex. Quaternions).
                    // - Also if we did this we could move from `ILerpable` to implementing * operator
                    //   overloading! (NOTE ILerpable has been removed in favour of a generic action callback)
                    // NOTE (hitch) 12-1-17 I have tried this with dynamics, it worked nicely, but probably
                    //   had an unfortunate performace cost (but I did not notice). The problem is that
                    //   Unity's .NET 4.5 implementation crashs occasionally. Once it is stable we could
                    //   consider dynamics again. We would want to limit dynamic to use as a fallback, but we
                    //   will need to test the perfomance (will it use some hacks and the CRL or actually
                    //   include the dynamic runtime library). Ideally only use it as a temporary method
                    //   before adding a proper fork for that type!
                    Debug.LogError("Generic Tween does not work on type: " + typeof(T).ToString());
                    setOutput(end);
                    if (callbackEnding != null)
                    {
                        callbackEnding();
                    }
                    yield break;
                }

                setOutput(ret);
                yield return(null);

                time += Time.deltaTime;
            }

            setOutput(end);
            if (callbackEnding != null)
            {
                callbackEnding();
            }
        }
コード例 #15
0
ファイル: Tween.cs プロジェクト: hitchh1k3r/LudumDare40
        public static IEnumerator Transform(Transform transform, Transform startTrans,
                                            Transform endTrans, float length, Easing.EaseMethod easing = null,
                                            bool trackStart       = false, bool trackEnd = false, bool global = true,
                                            Action callbackEnding = null)
        {
            // Transform translate, rotate, and scales (LOCAL SPACE ONLY) a Transform in either local or
            //   global space. This version uses a start and end transform rather then set of values. If
            //   the start or end are null they will use the current values.
            easing = easing ?? Easing.EASE_LINEAR;
            float      time = 0;
            Vector3    positionStart, positionEnd;
            Quaternion startRot, endRot;
            Vector3    startScale = startTrans != null ? startTrans.localScale : transform.localScale;
            Vector3    endScale   = endTrans != null ? endTrans.localScale : transform.localScale;

            if (global)
            {
                positionStart = (startTrans ?? transform).position;
                positionEnd   = (endTrans ?? transform).position;
                startRot      = (startTrans ?? transform).rotation;
                endRot        = (endTrans ?? transform).rotation;
            }
            else
            {
                positionStart = (startTrans ?? transform).localPosition;
                positionEnd   = (endTrans ?? transform).localPosition;
                startRot      = (startTrans ?? transform).localRotation;
                endRot        = (endTrans ?? transform).localRotation;
            }

            while (time < length)
            {
                float t = easing(time / length);

                if (trackStart)
                {
                    if (startTrans != null)
                    {
                        positionStart = global ? startTrans.position : startTrans.localPosition;
                        startRot      = global ? startTrans.rotation : startTrans.localRotation;
                        startScale    = startTrans.localScale;
                    }
                }
                if (trackEnd)
                {
                    if (endTrans != null)
                    {
                        positionEnd = global ? endTrans.position : endTrans.localPosition;
                        endRot      = global ? endTrans.rotation : endTrans.localRotation;
                        endScale    = endTrans.localScale;
                    }
                }

                if (global)
                {
                    transform.position = (1 - t) * positionStart + t * positionEnd;
                    transform.rotation = Quaternion.SlerpUnclamped(startRot, endRot, t);
                }
                else
                {
                    transform.localPosition = (1 - t) * positionStart + t * positionEnd;
                    transform.localRotation = Quaternion.SlerpUnclamped(startRot, endRot, t);
                }
                transform.localScale = (1 - t) * startScale + t * endScale;

                yield return(null);

                time += Time.deltaTime;
            }

            if (global)
            {
                transform.position = positionEnd;
                transform.rotation = endRot;
            }
            else
            {
                transform.localPosition = positionEnd;
                transform.localRotation = endRot;
            }
            transform.localScale = endScale;
            if (callbackEnding != null)
            {
                callbackEnding();
            }
        }
コード例 #16
0
ファイル: Tween.cs プロジェクト: hitchh1k3r/LudumDare40
        public static IEnumerator UIMove(RectTransform rect, Vector2?positionStart = null,
                                         Vector2?positionEnd   = null, float length = 0.75f, Easing.EaseMethod easing = null,
                                         Action callbackEnding = null)
        {
            // UIMove moves a RectTransform by anchroedPosition. If the start or end position are NULL
            //   the transistion will use the current position.
            Vector2 start = positionStart ?? rect.anchoredPosition;
            Vector2 end   = positionEnd ?? rect.anchoredPosition;

            easing = easing ?? Easing.EASE_LINEAR;
            float time = 0;

            while (time < length)
            {
                float t = easing(time / length);

                rect.anchoredPosition = (1 - t) * start + t * end;

                yield return(null);

                time += Time.deltaTime;
            }

            rect.anchoredPosition = end;
            if (callbackEnding != null)
            {
                callbackEnding();
            }
        }
コード例 #17
0
ファイル: Tween.cs プロジェクト: hitchh1k3r/MiniLudumDare72
        public static IEnumerator GenericTweenLerpable <T>(System.Action <T> setOutput, T start, T end, float length, Easing.EaseMethod ease) where T : ILerpable <T>
        {
            float track = 0;

            while (track < length)
            {
                float t = ease(track / length);

                setOutput(start.LerpToward(end, t));
                yield return(null);

                track += Time.deltaTime;
            }
            setOutput(end);
        }