/////////////////////////////////////////////////////////////////////////// // // UILineAnimator Functions // public void StartAnimation(UILineAnimation.LineAnimationType animationType, UIAnimation_Base.TweenType tweenType, float startValue, float endValue, float deltaValue, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { switch (animationType) { case UILineAnimation.LineAnimationType.FillPercent: AddFillPercentAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; } }
/////////////////////////////////////////////////////////////////////////// // // CanvasGroupAnimator Functions // public void StartAnimation(CanvasGroupAnimation.AnimationType animationType, UIAnimation_Base.TweenType tweenType, float startValue, float endValue, float deltaValue, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { switch (animationType) { case CanvasGroupAnimation.AnimationType.Alpha: AddAlphaAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; } }
//////////////////////////////////////// // // Scale Functions public void AddScaleAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, Action <float> onUpdateAction, Vector3 startScale, Vector3 endScale, Vector3 deltaScale, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { UITransformAnimation_Scale newUIAnimationPosition = new UITransformAnimation_Scale(this, onCompleteAction, onUpdateAction, tweenType, startScale, endScale, deltaScale, duration, easeCurve, loopType, loopCount); myUIAnimationsScale.Enqueue(newUIAnimationPosition); if (myUIAnimationsScale.Count == 1) { UpdateAnimation(myUIAnimationsScale); } }
/////////////////////////////////////////////////////////////////////////// // // 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; } }
public UIAnimation_Color(Action onCompleteAction, UIAnimation_Base.TweenType tweenType, Color startColor, Color endColor, Color deltaColor, float duration, AnimationCurve easeCurve, LoopType loopType, int loopCount) { this.onCompleteAction = onCompleteAction; this.tweenType = tweenType; //Value this.startColor = startColor; this.endColor = endColor; this.deltaColor = deltaColor; //Animation this.duration = duration; this.easeCurve = easeCurve; //Loop this.loopType = loopType; this.loopCount = loopCount; }
public UIAnimation_Quaternion(Action onCompleteAction, UIAnimation_Base.TweenType tweenType, Quaternion startValue, Quaternion endValue, Quaternion deltaValue, float duration, AnimationCurve easeCurve, LoopType loopType, int loopCount) { this.onCompleteAction = onCompleteAction; this.tweenType = tweenType; //Value this.startValue = startValue; this.endValue = endValue; this.deltaValue = deltaValue; //Animation this.duration = duration; this.easeCurve = easeCurve; //Loop this.loopType = loopType; this.loopCount = loopCount; }
public UITransformAnimation_Quaternion(UITransformAnimator myUITransformAnimator, Action onCompleteAction, Action <float> onUpdateAction, UIAnimation_Base.TweenType tweenType, Quaternion startValue, Quaternion endValue, Quaternion deltaValue, float duration, AnimationCurve easeCurve, LoopType loopType, int loopCount) : base(onCompleteAction, tweenType, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount) { this.myUITransformAnimator = myUITransformAnimator; this.onUpdateAction = onUpdateAction; }
/////////////////////////////////////////////////////////////////////////// // // UIColorAnimator Functions // public void StartAnimation(UIColorAnimation.ColorAnimationType animationType, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, Color startColor, Color endColor, Color deltaColor, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { switch (animationType) { case UIColorAnimation.ColorAnimationType.Color: AddColorAnimation(tweenType, onCompleteAction, startColor, endColor, deltaColor, duration, easeCurve, loopType, loopCount); break; } }
public MaterialAnimation_Color(MaterialAnimator materialAnimator, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, int propertyID, Color startColor, Color endColor, Color deltaColor, float duration, AnimationCurve easeCurve, LoopType loopType, int loopCount) : base(onCompleteAction, tweenType, startColor, endColor, deltaColor, duration, easeCurve, loopType, loopCount) { this.materialAnimator = materialAnimator; this.propertyID = propertyID; }
//////////////////////////////////////// // // Position Functions protected void AddPositionAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, Action <float> onUpdateAction, Vector3 startPosition, Vector3 endPosition, Vector3 deltaPositon, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { UITransformAnimation_Position newUIAnimationPosition = new UITransformAnimation_Position(this, onCompleteAction, onUpdateAction, tweenType, startPosition, endPosition, deltaPositon, duration, easeCurve, loopType, loopCount); myUIAnimationsPosition.Enqueue(newUIAnimationPosition); }
//////////////////////////////////////// // // CanvasGroupAnimator Functions protected void AddAlphaAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, float startFillPercent, float endFillPercent, float deltaFillPercent, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { CanvasGroupAnimation_Alpha newCanvasGroupAnimation_Alpha = new CanvasGroupAnimation_Alpha(this, onCompleteAction, tweenType, startFillPercent, endFillPercent, deltaFillPercent, duration, easeCurve, loopType, loopCount); myCanvasGroupAnimationsAlpha.Enqueue(newCanvasGroupAnimation_Alpha); }
public CanvasGroupAnimation_Alpha(CanvasGroupAnimator materialAnimator, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, float startValue, float endValue, float deltaValue, float duration, AnimationCurve easeCurve, LoopType loopType, int loopCount) : base(onCompleteAction, tweenType, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount) { this.canvasGroupAnimator = materialAnimator; }
//////////////////////////////////////// // // StartColor Functions protected void AddColorAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, Color startColor, Color endColor, Color deltaColor, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { UIColorAnimation_Color newUIAnimationColor = new UIColorAnimation_Color(this, onCompleteAction, tweenType, startColor, endColor, deltaColor, duration, easeCurve, loopType, loopCount); myUIAnimationsColor.Enqueue(newUIAnimationColor); }
/////////////////////////////////////////////////////////////////////////// // // UITransformAnimator Functions // public void StartAnimation(UITransformAnimation.TransformAnimationType animationType, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, Vector3 startValue, Vector3 endValue, Vector3 deltaValue, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount, Action <float> onUpdateAction = null) { switch (animationType) { case UITransformAnimation.TransformAnimationType.Position: AddPositionAnimation(tweenType, onCompleteAction, onUpdateAction, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; case UITransformAnimation.TransformAnimationType.Scale: AddScaleAnimation(tweenType, onCompleteAction, onUpdateAction, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; } }
//////////////////////////////////////// // // AngleOffset Functions #region AngleOffsetFunctions protected void AddAngleOffsetAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, float startAngleOffset, float endAngleOffset, float deltaAngleOffset, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { UICircleAnimation_AngleOffset newUIAnimationAngleOffset = new UICircleAnimation_AngleOffset(this, onCompleteAction, tweenType, startAngleOffset, endAngleOffset, deltaAngleOffset, duration, easeCurve, loopType, loopCount); myUIAnimationsAngleOffset.Enqueue(newUIAnimationAngleOffset); }
public void StartAnimation(UITransformAnimation.TransformAnimationType animationType, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, Quaternion startValue, Quaternion endValue, Quaternion deltaValue, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount, Action <float> onUpdateAction = null) { switch (animationType) { case UITransformAnimation.TransformAnimationType.Rotation: AddRotationAnimation(tweenType, onCompleteAction, onUpdateAction, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; } }
//////////////////////////////////////// // // Thickness Functions #region ThicknessFunctions protected void AddThicknessAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, float startThickness, float endThickness, float deltaThickness, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { UICircleAnimation_Thickness newUIAnimationThickness = new UICircleAnimation_Thickness(this, onCompleteAction, tweenType, startThickness, endThickness, deltaThickness, duration, easeCurve, loopType, loopCount); myUIAnimationsThickness.Enqueue(newUIAnimationThickness); }
//////////////////////////////////////// // // 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); }
/////////////////////////////////////////////////////////////////////////// // // UICircleAnimator Functions // public void StartAnimation(UICircleAnimation.CircleAnimationType animationType, UIAnimation_Base.TweenType tweenType, float startValue, float endValue, float deltaValue, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { switch (animationType) { case UICircleAnimation.CircleAnimationType.Radius: AddRadiusAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; case UICircleAnimation.CircleAnimationType.Angle: AddAngleAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; case UICircleAnimation.CircleAnimationType.AngleOffset: AddAngleOffsetAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; case UICircleAnimation.CircleAnimationType.Thickness: AddThicknessAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; case UICircleAnimation.CircleAnimationType.Repetitions: AddRepetitionsAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; } }
public MaterialAnimation_Float(MaterialAnimator materialAnimator, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, int propertyID, float startValue, float endValue, float deltaValue, float duration, AnimationCurve easeCurve, LoopType loopType, int loopCount) : base(onCompleteAction, tweenType, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount) { this.materialAnimator = materialAnimator; this.propertyID = propertyID; }
//////////////////////////////////////// // // Radius Functions #region RadiusFunctions protected void AddRadiusAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, float startRadius, float endRadius, float deltaRadius, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { UICircleAnimation_Radius newUIAnimationRadius = new UICircleAnimation_Radius(this, onCompleteAction, tweenType, startRadius, endRadius, deltaRadius, duration, easeCurve, loopType, loopCount); myUIAnimationsRadius.Enqueue(newUIAnimationRadius); }
//////////////////////////////////////// // // StartColor Functions protected void AddColorAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, MaterialAnimation.ColorData colorData, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { MaterialAnimation_Color newMaterialAnimationColor = new MaterialAnimation_Color(this, onCompleteAction, tweenType, Shader.PropertyToID(colorData.propertyName), colorData.startColor, colorData.endColor, colorData.deltaColor, duration, easeCurve, loopType, loopCount); myMaterialAnimationsColor.Enqueue(newMaterialAnimationColor); }
//////////////////////////////////////// // // Rotation Functions public void AddRotationAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, Action <float> onUpdateAction, Quaternion startRotation, Quaternion endRotation, Quaternion deltaRotation, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { UITransformAnimation_Rotation newUIAnimationPosition = new UITransformAnimation_Rotation(this, onCompleteAction, onUpdateAction, tweenType, startRotation, endRotation, deltaRotation, duration, easeCurve, loopType, loopCount); myUIAnimationsRotation.Enqueue(newUIAnimationPosition); }
//////////////////////////////////////// // // FillPercent Functions #region FillPercentFunctions protected void AddFillPercentAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, float startFillPercent, float endFillPercent, float deltaFillPercent, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { UILineAnimation_FillPercent newUIAnimationFillPercent = new UILineAnimation_FillPercent(this, onCompleteAction, tweenType, startFillPercent, endFillPercent, deltaFillPercent, duration, easeCurve, loopType, loopCount); myUIAnimationsFillPercent.Enqueue(newUIAnimationFillPercent); }
public UIColorAnimation_Color(UIColorAnimator myUIColorAnimator, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, Color startColor, Color endColor, Color deltaColor, float duration, AnimationCurve easeCurve, LoopType loopType, int loopCount) : base(onCompleteAction, tweenType, startColor, endColor, deltaColor, duration, easeCurve, loopType, loopCount) { this.myUIColorAnimator = myUIColorAnimator; }