private IEnumerator RepeatSearchAudio() { while (true) { _audioControl.FadeIn(_srcSearching, TIME_BACKGROUND_FADE); yield return(_repeatAudioDelay.Restart()); _audioControl.FadeIn(_srcSearching, TIME_BACKGROUND_FADE); yield return(_repeatAudioDelay.Restart()); yield return(_repeatAudioIntervalDelay.Restart()); } }
private IEnumerator AnimateIconSpinner() { // Set initial animation state _animationProgress = 0f; _animatedDividerTransform.sizeDelta = new Vector2(0, _animatedDividerTransform.sizeDelta.y); _animatedDividerTransform.gameObject.SetActive(true); _animatedDividerCanvasGroup.alpha = 1f; while (true) { _animationProgress += Time.unscaledDeltaTime; if (_animationProgress > _animationDuration) { _animationProgress -= _animationDuration; yield return(_waitAnimationDelay.Restart()); } var animationWidthProgress = _animationWidthCurve.Evaluate(_animationProgress / _animationDuration); var animationScaleProgress = _animationAlphaCurve.Evaluate(_animationProgress / _animationDuration); var newWidth = _parentRectTransform.rect.width * animationWidthProgress; var newAlpha = (1f - animationScaleProgress) * 1f; _animatedDividerTransform.sizeDelta = new Vector2(newWidth, _parentRectTransform.rect.height); _animatedDividerCanvasGroup.alpha = newAlpha; yield return(Wait.ForEndOfFrame); } }
private IEnumerator ShowSuccess() { PlaySuccessSting(); Show(); yield return(_wait.Restart()); Hide(); }