public void SetAnimationMode(Unimation.Mode animationMode) { switch (animationMode) { case Unimation.Mode.Linear: default: interpolator = new LinearInterpolator(); break; } }
// --- MoveTo --- // public MoveTo MoveTo(Vector3 position, float duration, Unimation.Mode animationMode = Unimation.Mode.Linear, int loopCount = 0) { return(Unimation.Util.MoveTo(this.gameObject, position, duration, animationMode, loopCount)); }
// --- ScaleTo --- // public ScaleTo ScaleTo(Vector3 scale, float duration, Unimation.Mode animationMode = Unimation.Mode.Linear, int loopCount = 0) { return(Unimation.Util.ScaleTo(this.gameObject, scale, duration, animationMode, loopCount)); }
public ScaleTo ScaleIn(float duration, Unimation.Mode animationMode = Unimation.Mode.Linear) { return(ScaleTo(Vector3.one, duration, animationMode, 0)); }
// --- RotateTo --- // public static RotateTo RotateTo(GameObject gameObject, Vector3 degrees, float duration, Unimation.Mode animationMode = Unimation.Mode.Linear, int loopCount = 0) { RotateTo rotateTo = gameObject.AddComponent <RotateTo>(); rotateTo.SetAnimationMode(animationMode); rotateTo.duration = duration; rotateTo.loopCount = loopCount; rotateTo.SetDegrees(degrees); return(rotateTo); }
// --- MoveTo --- // public static MoveTo MoveTo(GameObject gameObject, Vector3 position, float duration, Unimation.Mode animationMode = Unimation.Mode.Linear, int loopCount = 0) { MoveTo moveTo = gameObject.AddComponent <MoveTo>(); moveTo.SetAnimationMode(animationMode); moveTo.duration = duration; moveTo.loopCount = loopCount; moveTo.SetPosition(position); return(moveTo); }
public static ScaleTo ScaleIn(GameObject gameObject, float duration, Unimation.Mode animationMode = Unimation.Mode.Linear) { return(ScaleTo(gameObject, Vector3.one, duration, animationMode, 0)); }
// --- ScaleTo --- // public static ScaleTo ScaleTo(GameObject gameObject, Vector3 scale, float duration, Unimation.Mode animationMode = Unimation.Mode.Linear, int loopCount = 0) { ScaleTo scaleTo = gameObject.AddComponent <ScaleTo>(); scaleTo.SetAnimationMode(animationMode); scaleTo.duration = duration; scaleTo.loopCount = loopCount; scaleTo.SetScale(scale); return(scaleTo); }
// --- RotateTo --- // public RotateTo RotateTo(Vector3 degrees, float duration, Unimation.Mode animationMode = Unimation.Mode.Linear, int loopCount = 0) { return(Unimation.Util.RotateTo(this.gameObject, degrees, duration, animationMode, loopCount)); }