bool removing = false; // 画面消去中かどうか void Awake() { // UI Trasition Effectコンポーネント取得 effect = this.GetComponent <UITransitionEffect>(); // 初期値を入れる effect.effectFactor = initialFactor; }
private void DoNormalEffect() { switch (effectType) { case EffectType.Position: tempVector = transform.localPosition; transform.DOLocalMove(targetVectorValue, duration).SetEase(effectEase); break; case EffectType.Scale: tempVector = transform.localScale; transform.DOScale(targetVectorValue, duration).SetEase(effectEase); break; case EffectType.Rotation: tempVector = transform.localEulerAngles; transform.DOLocalRotate(targetVectorValue, duration).SetEase(effectEase); break; case EffectType.Fade: _group = GetComponent <CanvasGroup>(); if (_group == null) { Debug.LogError("Fade effect need CanvasGroup component"); break; } tempFloat = _group.alpha; _group.DOFade(targetFloatValue, duration).SetEase(effectEase); break; case EffectType.CutOff: _transition = GetComponent <UITransitionEffect>(); if (_transition == null) { Debug.LogError("Fade effect need CanvasGroup component"); break; } tempFloat = _transition.effectFactor; DOTween.To(() => _transition.effectFactor, x => _transition.effectFactor = x, targetFloatValue, duration).SetEase(effectEase); break; default: break; } }
public static Tweener DOFade(this UITransitionEffect target, float endValue, float duration) { return(DOTween.To(() => target.effectFactor, x => target.effectFactor = x, endValue, duration) .SetTarget(target)); }
public void SetarParametros() { fade = gameObject.GetComponent <Image>(); efeito = fade.GetComponent <UITransitionEffect>(); fade.enabled = false; }