コード例 #1
0
ファイル: ValueTween.cs プロジェクト: acoto87/CircleCatch
        /// <summary>
        /// called every frame
        /// </summary>
        public override void Update(float deltaTime)
        {
            //wait a delay
            if (delay > 0.0f)
            {
                delay -= deltaTime;
                return;
            }

            base.Update(deltaTime);

            //start counting time
            currentTime += deltaTime;

            //if time ends
            if (currentTime >= duration)
            {
                if (onUpdateFloat != null)
                {
                    onUpdateFloat(to);
                }

                onComplete();
                return;
            }

            //get new value
            float value = EasingFunctions.ChangeFloat(from, to, currentTime / duration, ease);

            //call update if we have it
            if (onUpdateFloat != null)
            {
                onUpdateFloat(value);
            }
        }
コード例 #2
0
        public override void Update(float deltaTime)
        {
            //wait a delay
            if (delay > 0.0f)
            {
                delay -= deltaTime;
                return;
            }

            base.Update(deltaTime);

            //start counting time
            currentTime += deltaTime;

            //if time ends
            if (currentTime >= duration)
            {
                if (onUpdateColor != null)
                {
                    onUpdateColor(this.to);
                }

                onComplete();
                return;
            }


            Color color = Color.LerpUnclamped(from, to, EasingFunctions.ChangeFloat(0.0f, 1.0f, currentTime / duration, ease));

            //call update if we have it
            if (onUpdateColor != null)
            {
                onUpdateColor(color);
            }
        }
        public override void Update(float deltaTime)
        {
            //wait a delay
            if (delay > 0.0f)
            {
                delay -= deltaTime;
                return;
            }

            base.Update(deltaTime);

            //start counting time
            currentTime += deltaTime;

            //if time ends
            if (currentTime >= duration)
            {
                if (onUpdateColor != null)
                {
                    onUpdateColor(this.to);
                }

                onComplete();
                return;
            }

            /*
             * Vector3 to = new Vector3( this.to.r, this.to.g, this.to.b );
             * Vector3 from = new Vector3( this.from.r, this.from.g, this.from.b );
             *
             * //get new value
             * Vector3 change = to - from;
             * Vector3 value = Equations.ChangeVector( currentTime, from, change, duration, ease );
             *
             * //get new value
             * float alphaChange = this.to.a - this.from.a;
             * float alphaValue = Equations.ChangeFloat( currentTime, this.from.a, alphaChange, duration, ease );
             */
            Color color = Color.LerpUnclamped(from, to, EasingFunctions.ChangeFloat(0.0f, 1.0f, currentTime / duration, ease));

            //call update if we have it
            if (onUpdateColor != null)
            {
                onUpdateColor(color);
            }
        }
コード例 #4
0
        /// <summary>
        /// called every frame
        /// </summary>
        public override void Update(float deltaTime)
        {
            if (isPause)
            {
                return;
            }

            //wait a delay
            if (delay > 0.0f)
            {
                delay -= deltaTime;
                return;
            }

            base.Update(deltaTime);

            //start counting time
            currentTime += deltaTime;

            //if time ends
            if (currentTime >= duration)
            {
                if (onUpdateQuaternion != null)
                {
                    onUpdateQuaternion(to);
                }

                onComplete();
                return;
            }

            //get new value
            float      v     = EasingFunctions.ChangeFloat(0.0f, 1.0f, currentTime / duration, ease);
            Quaternion value = Quaternion.SlerpUnclamped(from, to, v);

            //call update if we have it
            if (onUpdateQuaternion != null)
            {
                onUpdateQuaternion(value);
            }
        }