public void FadeToWhite(float time, bool disableRaycasts = false) { CheckCanvasGroup(); gameObject.SetActive(true); CanvasGroup.alpha = 1f; CanvasGroup.blocksRaycasts = disableRaycasts; _seq = TweenHelper.ReplaceSequence(_seq, false); _seq.Append(CanvasGroup.DOFade(0, time)); _seq.AppendCallback(AfterFadeToWhite); }
void Start() { var rt = GetComponent <RectTransform>(); _initPos = rt.anchoredPosition; _seq = TweenHelper.ReplaceSequence(_seq); _seq.AppendInterval(Random.Range(0, MaxStartDelay)); _seq.Append(rt.DOAnchorPos(rt.anchoredPosition + Movement, Time)); _seq.Append(rt.DOAnchorPos(_initPos, Time)); _seq.SetLoops(-1); }
void OnDestroy() { _seq = TweenHelper.ResetSequence(_seq); }