public ROJOAnimation(Move move, Rotate rotate, Scale scale, AnimatedProperty property) { this.Move = move; this.Rotate = rotate; this.Scale = scale; this.animatedProperties = property; }
public static void ResetPropertyState(Material material, AnimatedProperty animation) { DOTween.Sequence() .SetId(GetTweenId(animation, animation.property.AnimationType, AnimationAction.Property)) .SetUpdate(Settings.IgnoreUnityTimescale) .SetSpeedBased(Settings.SpeedBasedAnimations) .Append(ResetPropertyStateTween(material, animation)) .Play(); }
private void RestoreProperty(AnimatedProperty property) { if (property.Enabled) { if (property.material != null) { ROJOAnimator.ResetPropertyState(property.material, property); } } }
private void PlayAnimatedProperty(AnimatedProperty property) { if (property.Enabled) { if (property.material != null) { ROJOAnimator.PropertyState(property.material, property); } } }
public static void PlayAnimation(TransformAnimationComponent target) { Move move = target.move; Scale scale = target.scale; Rotate rotate = target.rotate; AnimatedProperty property = target.animatedProperty; if (move.Enabled) { } }
/************************************************************************************************************************/ private void Awake() { _LeftFootWeight = new AnimatedProperty(_Animancer, AnimatedProperty.Type.Float, "LeftFootIK"); _RightFootWeight = new AnimatedProperty(_Animancer, AnimatedProperty.Type.Float, "RightFootIK"); _Animancer.Play(_Animation); // Tell Unity that OnAnimatorIK needs to be called every frame. ApplyAnimatorIK = true; // Get the foot bones. _LeftFoot = _Animancer.Animator.GetBoneTransform(HumanBodyBones.LeftFoot); _RightFoot = _Animancer.Animator.GetBoneTransform(HumanBodyBones.RightFoot); }
private void cmdRemoveAnimation_Execute(string propertyName) { AnimatedProperty toRemove = null; foreach (AnimatedProperty ap in CurrentAnimatable.AnimatedProperties) { if (ap.PropertyName == propertyName) { toRemove = ap; break; } } if (toRemove != null) { CurrentAnimatable.AnimatedProperties.Remove(toRemove); } }
public static void PropertyState(Material material, AnimatedProperty animation) { if (!animation.Enabled) { return; } if (animation.property.AnimationType != AnimationType.State) { return; } DOTween.Sequence() .SetId(GetTweenId(animation, animation.property.AnimationType, AnimationAction.Property)) .SetUpdate(Settings.IgnoreUnityTimescale) .SetSpeedBased(Settings.SpeedBasedAnimations) .Append(PropertyStateTween(material, animation)) .Play(); }
public static void PropertyPunch(Material target, AnimatedProperty animatedProperties, UnityAction onStartCallback = null, UnityAction onCompleteCallback = null) { var p = animatedProperties.property; if (p.propertyType == ShaderPropertyType.Color) { target.DOColor(p.colorValue, p.propertyID, p.duration / 2) .SetId(Utils.GetTweenId(target, AnimationType.Punch, AnimationAction.Property)) .SetEase(p.ease) .OnComplete(() => target.DOColor(p.startColor, p.propertyID, p.duration / 2).SetEase(p.ease)); } else { target.DOFloat(p.floatValue, p.propertyID, p.duration / 2) .SetId(Utils.GetTweenId(target, AnimationType.Punch, AnimationAction.Property)) .SetEase(p.ease) .OnComplete(() => target.DOFloat(p.startValue, p.propertyID, p.duration / 2).SetEase(p.ease)); } }
public PauseMenu(GameConnectionManager connectionManager) { _connectionManager = connectionManager; _backgroundOpacity = new AnimatedProperty { TargetValue = DelegateProperty.Get(() => IsVisible ? 0.75f : 0f), AnimationSpeed = Property.Get(8f), }; var buttonLeft = new AnimatedProperty(-Button.Width - 1) { TargetValue = DelegateProperty.Get(() => IsVisible ? 25f : -Button.Width - 1), AnimationSpeed = Property.Get(16 * Button.Width), }; _continueButton = new Button { Text = Property.Get("Continue"), Left = buttonLeft, Top = Property.Get(60f), }; _disconnectButton = new Button { Text = Property.Get("Disconnect"), Left = buttonLeft, Top = Property.Get(100f), }; _continueButton.Click += () => { IsVisible = false; }; _disconnectButton.Click += () => { _connectionManager.Disconnect(); }; }
protected void Awake() { if (Instance == null) { Instance = this; } else { Debug.LogErrorFormat("Duplicated {0} found in object {1}", GetType().Name, name); Destroy(this); return; } _tintAmountId = Shader.PropertyToID("_TintAmount"); _textureId = Shader.PropertyToID("_MainTex"); _texture2Id = Shader.PropertyToID("_TintTex"); _tintColorId = Shader.PropertyToID("_TintColor"); tintedSkyboxMaterial = Instantiate(tintedSkyboxMaterial); // to avoid material modifications in editor mixedSkyboxMaterial = Instantiate(mixedSkyboxMaterial); // to avoid material modifications in editor lightRotation = new AnimatedProperty <Quaternion>(this, lightTransform.localRotation, smoothCurve, Quaternion.Lerp, (q, p) => lightTransform.localRotation = q, (a, b) => a == b); lightColor = new AnimatedProperty <Color>(this, directionalLight.color, smoothCurve, Color.Lerp, (c, p) => directionalLight.color = c, (a, b) => a == b); lightIntensity = new AnimatedProperty <float>(this, directionalLight.intensity, smoothCurve, Mathf.Lerp, (i, p) => directionalLight.intensity = i, (a, b) => Mathf.Abs(a - b) < Mathf.Epsilon); fogDensity = new AnimatedProperty <float>(this, 0f, smoothCurve, Mathf.Lerp, (f, p) => UpdateFogAndCamera(f), (a, b) => Mathf.Abs(a - b) < Mathf.Epsilon); fogColor = new AnimatedProperty <Color>(this, Color.black, smoothCurve, Color.Lerp, (c, p) => RenderSettings.fogColor = c, (a, b) => a == b); skybox = new AnimatedProperty <Texture>(this, null, smoothCurve, LerpSkyboxes, UpdateSkybox, (a, b) => a == null ? b == null : a.Equals(b)); mainCamera = Camera.main; skyColor = new AnimatedProperty <Color>(this, Color.black, smoothCurve, Color.Lerp, (c, p) => { mainCamera.backgroundColor = c; tintedSkyboxMaterial.SetColor(_tintColorId, c); }, (a, b) => a == b); _minVisibilityLog = Mathf.Sqrt(-Mathf.Log(1f - fogIntensityOnFarPlane)); RenderSettings.fog = false; _fog = false; RenderSettings.fogMode = FogMode.ExponentialSquared; }
private static Tween PropertyStateTween(Material material, AnimatedProperty animation) { PropertyState state = animation.property; Tween tween; switch (state.propertyType) { case ShaderPropertyType.Color: tween = material.DOColor(state.colorValue, state.propertyID, state.duration); break; default: tween = material.DOFloat(state.floatValue, state.propertyID, state.duration); break; } tween.SetDelay(animation.StartDelay) .SetUpdate(Settings.IgnoreUnityTimescale) .SetSpeedBased(Settings.SpeedBasedAnimations) .SetEase(animation.Ease); return(tween); }
set => SetValue(AnimatedProperty, value);
public static void Play(this AnimatedProperty animatedProperty) { }
private void getAnimatedPropertyReference(string propertyName, IEnumerable <AnimatedProperty> animatedProperties, out AnimatedProperty ap) { if (animatedProperties == null) { ap = null; return; } foreach (AnimatedProperty _ap in animatedProperties) { if (_ap.PropertyName == propertyName) { ap = _ap; return; } } ap = null; }