static int get_id(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); Nova.RotationAnimationProperty obj = (Nova.RotationAnimationProperty)o; string ret = obj.id; LuaDLL.lua_pushstring(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index id on a nil value")); } }
static int _CreateNova_RotationAnimationProperty(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.Transform arg0 = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); Nova.RotationAnimationProperty obj = new Nova.RotationAnimationProperty(arg0, arg1); ToLua.PushObject(L, obj); return(1); } else if (count == 3 && TypeChecker.CheckTypes <Nova.UseRelativeValue>(L, 3)) { UnityEngine.Transform arg0 = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); Nova.UseRelativeValue arg2 = (Nova.UseRelativeValue)ToLua.ToObject(L, 3); Nova.RotationAnimationProperty obj = new Nova.RotationAnimationProperty(arg0, arg1, arg2); ToLua.PushObject(L, obj); return(1); } else if (count == 3 && TypeChecker.CheckTypes <UnityEngine.Vector3>(L, 3)) { UnityEngine.Transform arg0 = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); Nova.RotationAnimationProperty obj = new Nova.RotationAnimationProperty(arg0, arg1, arg2); ToLua.PushObject(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: Nova.RotationAnimationProperty.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
protected override void OnExit(Action onAnimationFinish) { var current = GetBaseAnimationEntry(); bool hasAnimation = false; if (fade) { current = current.Then(GetOpacityAnimationProperty(1f, 0f), duration); hasAnimation = true; } if (movementDirection != UIViewMovementDirection.None || scalingDirection != UIViewScalingDirection.None) { var delta = size0.InverseScale(RealScreen.uiSize) * (UICameraHelper.Active.orthographicSize * 2f); delta.Scale(Dir2Vector[(int)movementDirection] * movementPercentage); var size = size0 * (1f + Dir2Scale[(int)scalingDirection] * scalingPercentage); var prop = new RectTransformAnimationProperty(rt, pos0, pos0 - delta, size0.CloneScale(scale0), size.CloneScale(scale0)); current = hasAnimation ? current.And(prop, duration) : current.Then(prop, duration); current.With(exitFunction); hasAnimation = true; } if (rotationDirection != UIViewRotationDirection.None) { float angle = 360f * rotationPercentage * (int)rotationDirection; var prop = new RotationAnimationProperty(rt, new Vector3(0f, 0f, angle)); rt.rotation = Quaternion.identity; current = hasAnimation ? current.And(prop, duration) : current.Then(prop, duration); current.With(exitFunction); } current.Then(new ActionAnimationProperty(() => { onAnimationFinish?.Invoke(); SetToTransitionTarget(); })); }
protected override void OnEnter(Action onAnimationFinish) { AnimationEntry current = GetBaseAnimationEntry(); bool hasAnimation = false; if (fade) { current = current.Then(GetOpacityAnimationProperty(0, 1), duration); hasAnimation = true; } if (movementDirection != UIViewMovementDirection.None || scalingDirection != UIViewScalingDirection.None) { var delta = size0.InverseScale(RealScreen.uiSize) * (UICameraHelper.Active.orthographicSize * 2); delta.Scale(Dir2Vector[(int)movementDirection] * movementPercentage); var size = size0 * (1 + Dir2Scale[(int)scalingDirection] * scalingPercentage); var prop = new RectTransformAnimationProperty(rt, pos0 - delta, pos0, size.CloneScale(scale0), size0.CloneScale(scale0)); current = hasAnimation ? current.And(prop, duration) : current.Then(prop, duration); current.With(enterFunction); hasAnimation = true; } if (rotationDirection != UIViewRotationDirection.None) { var prop = new RotationAnimationProperty(rt, Vector3.zero); float angle = 360 * rotationPercentage * (int)rotationDirection; rt.rotation = Quaternion.Euler(new Vector3(0, 0, angle)); current = hasAnimation ? current.And(prop, duration) : current.Then(prop, duration); current.With(enterFunction); } if (onAnimationFinish != null) { current.Then(new ActionAnimationProperty(onAnimationFinish)); } }