コード例 #1
0
 /// <summary>
 /// Generic method to handle all position transitions.
 /// </summary>
 public static void TweenTransform(GameObject gameObject, Transform targetTransform, float duration, Easing easing, bool destroy, bool isRelative, string cubicBezier)
 {
     if (CrayonRunner.Instance == null)
     {
         Debug.LogWarning(CrayonMessages.PrefabMissing);
     }
     else
     {
         CrayonRunner.Instance.Run(CrayonTweenCoroutines.TweenTransformCoroutine(gameObject, targetTransform, duration, easing, destroy, cubicBezier));
     }
 }
コード例 #2
0
 /// <summary>
 /// Generic method to handle all material transitions.
 /// </summary>
 public static void TweenMaterial(GameObject gameObject, Material targetMaterial, float duration, Easing easing, string cubicBezier)
 {
     if (targetMaterial != null)
     {
         Material targetMaterialInstance = Object.Instantiate(targetMaterial);
         CrayonRunner.Instance.Run(CrayonTweenCoroutines.TweenMaterialCoroutine(gameObject, null, targetMaterialInstance, duration, easing, cubicBezier));
     }
     else
     {
         Debug.LogWarningFormat("Material for {0} has not been assigned.", gameObject.name);
     }
 }
コード例 #3
0
 /// <summary>
 /// Generic method to handle all opacity transitions.
 /// </summary>
 public static void Fade(GameObject gameObject, FadeDirection fadeDirection, float opacity, float duration, Easing easing, bool destroy, string cubicBezier)
 {
     Transform[] objectAndChildren = gameObject.GetComponentsInChildren <Transform> ();
     // If there are child objects, loop through them
     for (int i = 0; i < objectAndChildren.Length; i++)
     {
         // TODO: Provide a check to see whether the child component already has this code.
         // I was hitting issues before where child objects were not fading in because they had their own
         // components calling the same coroutine
         CrayonRunner.Instance.Run(CrayonTweenCoroutines.FadeCoroutine(objectAndChildren[i].gameObject, fadeDirection, opacity, duration, easing, destroy, cubicBezier));
     }
 }
コード例 #4
0
        /// <summary>
        /// Generic method to handle all color-only transitions.
        /// </summary>
        public static void TweenColor(GameObject gameObject, Color targetColor, float duration, Easing easing, string cubicBezier)
        {
            // Create instance of material
            Renderer r = gameObject.GetComponent <Renderer>();

            if (r == null)
            {
                Debug.LogWarningFormat("{0} needs a renderer component.", gameObject.name);
                return;
            }
            Material targetMaterial = Object.Instantiate(r.material);

            targetMaterial.SetColor("_Color", targetColor);
            CrayonRunner.Instance.Run(CrayonTweenCoroutines.TweenMaterialCoroutine(gameObject, null, targetMaterial, duration, easing, cubicBezier));
        }
コード例 #5
0
ファイル: CrayonRouter.cs プロジェクト: afauch/crayon-dev
        /// <summary>
        /// Generic method to handle all opacity transitions.
        /// </summary>
        public static void Fade(GameObject gameObject, FadeDirection fadeDirection, float opacity, float duration, Easing easing, bool destroy, string cubicBezier)
        {
            Transform[] objectAndChildren = gameObject.GetComponentsInChildren <Transform> ();
            // If there are child objects, loop through them
            for (int i = 0; i < objectAndChildren.Length; i++)
            {
                // TODO: Provide a check to see whether the child component already has this code.
                // I was hitting issues before where child objects were not fading in because they had their own
                // components calling the same coroutine

                // Check to see if there's a renderer before trying to tween
                if (objectAndChildren [i].gameObject.GetComponent <Renderer> () != null)
                {
                    CrayonRunner.Instance.Run(CrayonTweenCoroutines.FadeCoroutine(objectAndChildren [i].gameObject, fadeDirection, opacity, duration, easing, destroy, cubicBezier));
                }
                else
                {
                    Debug.LogWarningFormat("{0} will not tween because it does not contain a Renderer component.", objectAndChildren [i].gameObject.name);
                }
            }
        }
コード例 #6
0
        /// <summary>
        /// Generic method to handle all color-only transitions.
        /// </summary>
        public static void TweenColor(GameObject gameObject, Color targetColor, float duration, Easing easing, string cubicBezier)
        {
            // Is this a sprite renderer?
            SpriteRenderer sr = gameObject.GetComponent <SpriteRenderer>();

            if (sr != null)
            {
                Debug.LogWarning("Is a sprite");

                if (CrayonRunner.Instance == null)
                {
                    Debug.LogWarning(CrayonMessages.PrefabMissing);
                }
                else
                {
                    CrayonRunner.Instance.Run(CrayonTweenCoroutines.TweenSpriteCoroutine(gameObject, sr.color, targetColor, duration, easing, cubicBezier));
                }
            }
            else
            {
                // Create instance of material
                Renderer r = gameObject.GetComponent <Renderer> ();
                if (r == null)
                {
                    Debug.LogWarningFormat("{0} needs a renderer component.", gameObject.name);
                    return;
                }
                Material targetMaterial = Object.Instantiate(r.material);
                targetMaterial.SetColor("_Color", targetColor);
                if (CrayonRunner.Instance == null)
                {
                    Debug.LogWarning(CrayonMessages.PrefabMissing);
                }
                else
                {
                    CrayonRunner.Instance.Run(CrayonTweenCoroutines.TweenMaterialCoroutine(gameObject, null, targetMaterial, duration, easing, cubicBezier));
                }
            }
        }
コード例 #7
0
 /// <summary>
 /// Generic method to handle all scale transitions.
 /// </summary>
 public static void TweenScale(GameObject gameObject, Vector3 targetScale, float duration, Easing easing, bool destroy, bool isRelative, string cubicBezier)
 {
     CrayonRunner.Instance.Run(CrayonTweenCoroutines.TweenScaleCoroutine(gameObject, targetScale, duration, easing, destroy, isRelative, cubicBezier));
 }
コード例 #8
0
 /// <summary>
 /// Generic method to handle all rotation transitions.
 /// </summary>
 public static void TweenRotation(GameObject gameObject, Quaternion targetRotation, float duration, Easing easing, bool destroy, bool isRelative, string cubicBezier)
 {
     CrayonRunner.Instance.Run(CrayonTweenCoroutines.TweenRotationCoroutine(gameObject, targetRotation, duration, easing, destroy, isRelative, cubicBezier));
 }