/// <summary> /// Starts Animation from objects current state to new /// </summary> /// <param name="targetState"> /// Target animation state <see cref="blindGUIAnimationState"/> /// </param> /// <param name="animationTime"> /// Duration of animation <see cref="System.Single"/> /// </param> /// <param name="animationCompleteDelegate"> /// This function will be called after animation is finished <see cref="AnimationCompleteDelegate"/> /// </param> /// <param name="easeType"> /// Animation Ease type <see cref="iTweenInBlindGUI.EaseType"/> /// </param> public void AnimateTo( blindGUIAnimationState targetState, float animationTime, AnimationCompleteDelegate animationCompleteDelegate, iTweenInBlindGUI.EaseType easeType ) { AnimateTo(targetState, animationTime, animationCompleteDelegate, easeType, 0.0f); }
/// <summary> /// Starts Animation from objects current state to new /// </summary> /// <param name="targetState"> /// Target animation state <see cref="blindGUIAnimationState"/> /// </param> /// <param name="animationTime"> /// Duration of animation <see cref="System.Single"/> /// </param> /// <param name="animationCompleteDelegate"> /// This function will be called after animation is finished <see cref="AnimationCompleteDelegate"/> /// </param> /// <param name="easeType"> /// Animation Ease type <see cref="iTweenInBlindGUI.EaseType"/> /// </param> /// <param name="delay"> /// Delay of animation <see cref="System.Single"/> /// </param> public void AnimateTo( blindGUIAnimationState targetState, float animationTime, AnimationCompleteDelegate animationCompleteDelegate, iTweenInBlindGUI.EaseType easeType, float delay ) { m_animationCompleteDelegate = animationCompleteDelegate; m_animationTime = animationTime; m_startAnimationState = new blindGUIAnimationState( this ); m_finishAnimationState = targetState; //iTweenInBlindGUI.StopByName(this.name+"_animation"); iTweenInBlindGUI.ValueTo( this.gameObject, iTweenInBlindGUI.Hash( "name", this.name+"_animation", "time", m_animationTime, "delay", delay, "from", 0, "to", 1, "easetype", easeType, "onupdate", "AnimationStep", "oncomplete", "AnimationFinished")); }
/// <summary> /// Starts Animation from objects current state to new /// </summary> /// <param name="targetState"> /// Target animation state <see cref="blindGUIAnimationState"/> /// </param> /// <param name="animationTime"> /// Duration of animation <see cref="System.Single"/> /// <param name="easeType"> /// Animation Ease type <see cref="iTweenInBlindGUI.EaseType"/> /// </param> public void AnimateTo( blindGUIAnimationState targetState, float animationTime, iTweenInBlindGUI.EaseType easeType ) { AnimateTo(targetState, animationTime, null, easeType, 0.0f); }