public override UIAnimation_Base GetNewAnimation() { NewValues newValues = GetNewValues(); MaterialAnimation_Float newAnimation = new MaterialAnimation_Float(materialAnimator, onCompleteAction, tweenType, this.propertyID, newValues.newStartValue, newValues.newEndValue, newValues.newDeltaValue, newValues.newDuration, easeCurve, loopType, loopCount); return(newAnimation); }
//////////////////////////////////////// // // StartFloat Functions protected void AddFloatAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, MaterialAnimation.FloatData floatData, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { MaterialAnimation_Float newMaterialAnimationFloat = new MaterialAnimation_Float(this, onCompleteAction, tweenType, Shader.PropertyToID(floatData.propertyName), floatData.startValue, floatData.endValue, floatData.deltaValue, duration, easeCurve, loopType, loopCount); myMaterialAnimationsFloat.Enqueue(newMaterialAnimationFloat); }