static void Main(string[] args) { var faded = new FadeMethods(); faded.Setup(); faded.flafla2(); faded.Vector1(); var image = new ImageFill(); image.GlobalSetup(); image.IterationSetup(); image.OriginalGenerator(); image.NewGenerator(); //var summary1 = BenchmarkRunner.Run<FadeMethods>(); var summary2 = BenchmarkRunner.Run <ImageFill>(); }
// Show / Hide fade animation coroutine private IEnumerator FadeAnimation(FadeMethods method, float FadeDuration) { if (this.panel == null) { yield break; } // Check if we are trying to fade in and the window is already shown if (method == FadeMethods.In && this.panel.alpha == 1f) { yield break; } else if (method == FadeMethods.Out && this.panel.alpha == 0f) { yield break; } // Define that animation is in progress this.animationCurrentMethod = method; // Get the timestamp float startTime = Time.time; // Determine Fade in or Fade out if (method == FadeMethods.In) { // Calculate the time we need to fade in from the current alpha float internalDuration = (FadeDuration - (FadeDuration * this.panel.alpha)); // Update the start time startTime -= (FadeDuration - internalDuration); // Fade In while (Time.time < (startTime + internalDuration)) { float RemainingTime = (startTime + FadeDuration) - Time.time; float ElapsedTime = FadeDuration - RemainingTime; // Update the alpha by the percentage of the time elapsed this.panel.alpha = (ElapsedTime / FadeDuration); yield return(0); } // Make sure it's 1 this.panel.alpha = 1.0f; if (this.onShowComplete != null) { this.onShowComplete(); } } else if (method == FadeMethods.Out) { // Calculate the time we need to fade in from the current alpha float internalDuration = (FadeDuration * this.panel.alpha); // Update the start time startTime -= (FadeDuration - internalDuration); // Fade Out while (Time.time < (startTime + internalDuration)) { float RemainingTime = (startTime + FadeDuration) - Time.time; // Update the alpha by the percentage of the remaing time this.panel.alpha = (RemainingTime / FadeDuration); yield return(0); } // Make sure it's 0 this.panel.alpha = 0.0f; if (this.onHideComplete != null) { this.onHideComplete(); } this.contentHolder.gameObject.SetActive(false); } // No longer animating this.animationCurrentMethod = FadeMethods.None; }