예제 #1
0
        // Play In-Animations of m_Dialog
        IEnumerator ShowDialog()
        {
            yield return(new WaitForSeconds(1.0f));

            // Play In-Animations of m_Dialog
            m_Dialog.PlayInAnims();

            // Enable all scene switch buttons
            StartCoroutine(EnableAllDemoButtons());
        }
예제 #2
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        // Play In-Animations of all primary buttons
        IEnumerator MoveInPrimaryButtons()
        {
            yield return(new WaitForSeconds(1.0f));

            // Play In-Animations of all primary buttons
            m_TopLeft_A.PlayInAnims(eGUIMove.Self);
            m_BottomLeft_A.PlayInAnims(eGUIMove.Self);
            m_RightBar_A.PlayInAnims(eGUIMove.Self);

            // Enable all scene switch buttons
            StartCoroutine(EnableAllDemoButtons());
        }
예제 #3
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        // Play In-Animations of dialogs
        IEnumerator MoveInPrimaryButtons()
        {
            yield return(new WaitForSeconds(1.0f));

            // Play In-Animations of dialogs
            m_Dialog1.PlayInAnims();
            m_Dialog2.PlayInAnims();
            m_Dialog3.PlayInAnims();
            m_Dialog4.PlayInAnims();

            // Enable all scene switch buttons
            StartCoroutine(EnableAllDemoButtons());
        }
예제 #4
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        // Play In-Animations of all primary buttons
        IEnumerator MoveInPrimaryButtons()
        {
            yield return(new WaitForSeconds(1.0f));

            // Play In-Animations of all primary buttons
            m_CenterButtons.PlayInAnims();

            // Enable all scene switch buttons
            StartCoroutine(EnableAllDemoButtons());
        }
예제 #5
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        // ########################################
        // MoveIn/MoveOut functions
        // ########################################

        #region MoveIn/MoveOut

        // Play In-Animations of m_Title1 and m_Title2
        IEnumerator MoveInTitleGameObjects()
        {
            yield return(new WaitForSeconds(1.0f));

            // Play In-Animations of m_Title1 and m_Title2
            m_Title1.PlayInAnims(eGUIMove.Self);
            m_Title2.PlayInAnims(eGUIMove.Self);

            // Play In-Animations of m_Dialog
            StartCoroutine(ShowDialog());
        }
예제 #6
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        // ########################################
        // MoveIn/MoveOut functions
        // ########################################

        #region MoveIn/MoveOut

        // Move In m_Title1 and m_Title2
        IEnumerator MoveInTitleGameObjects()
        {
            yield return(new WaitForSeconds(1.0f));

            // Move In m_Title1 and m_Title2
            m_Title1.PlayInAnims(eGUIMove.Self);
            m_Title2.PlayInAnims(eGUIMove.Self);

            // Play In-Animations of dialogs
            StartCoroutine(MoveInPrimaryButtons());
        }
예제 #7
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        // Start is called on the frame when a script is enabled just before any of the Update methods is called the first time.
        // http://docs.unity3d.com/ScriptReference/MonoBehaviour.Start.html
        void Start()
        {
            // Play In-Animations of m_TopBar and m_BottomBar
            m_TopBar.PlayInAnims();
            m_BottomBar.PlayInAnims();

            // Play In-Animations of m_Title1 and m_Title2
            StartCoroutine(MoveInTitleGameObjects());

            // Disable all scene switch buttons
            // http://docs.unity3d.com/Manual/script-GraphicRaycaster.html
            GSui.Instance.EnableGraphicRaycaster(m_Canvas, false);
        }
예제 #8
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 // Toggle m_Bar4
 void ToggleBar4()
 {
     m_Bar4_IsOn = !m_Bar4_IsOn;
     if (m_Bar4_IsOn == true)
     {
         // m_Bar4 moves in
         m_Bar4.PlayInAnims();
     }
     else
     {
         // m_Bar4 moves out
         m_Bar4.PlayOutAnims();
     }
 }
예제 #9
0
 // Toggle m_Button5
 void ToggleButton_5()
 {
     m_Button5_IsOn = !m_Button5_IsOn;
     if (m_Button5_IsOn == true)
     {
         // Play In-Animations of m_SecondaryButton5
         m_SecondaryButton5.PlayInAnims();
     }
     else
     {
         // Play Out-Animations of m_SecondaryButton5
         m_SecondaryButton5.PlayOutAnims();
     }
 }
예제 #10
0
 // Toggle BottomLeft buttons
 void ToggleBottomLeft()
 {
     m_BottomLeft_IsOn = !m_BottomLeft_IsOn;
     if (m_BottomLeft_IsOn == true)
     {
         // m_BottomLeft_B moves in
         m_BottomLeft_B.PlayInAnims();
     }
     else
     {
         // m_BottomLeft_B moves out
         m_BottomLeft_B.PlayOutAnims();
     }
 }
예제 #11
0
        // Play In-Animations of all primary buttons
        IEnumerator MoveInPrimaryButtons()
        {
            yield return(new WaitForSeconds(1.0f));

            // Play In-Animations of all primary buttons
            m_PrimaryButton1.PlayInAnims(eGUIMove.Self);
            m_PrimaryButton2.PlayInAnims(eGUIMove.Self);
            m_PrimaryButton3.PlayInAnims(eGUIMove.Self);
            m_PrimaryButton4.PlayInAnims(eGUIMove.Self);

            m_PrimaryButton5.PlayInAnims(eGUIMove.Self);

            // Enable all scene switch buttons
            StartCoroutine(EnableAllDemoButtons());
        }
예제 #12
0
        // ########################################
        // MoveIn/MoveOut functions
        // ########################################

        #region MoveIn/MoveOut

        // Move In m_Title1 and m_Title2
        IEnumerator MoveInTitleGameObjects()
        {
            yield return(new WaitForSeconds(1.0f));

            // Move In m_Title1 and m_Title2
            m_Title1.PlayInAnims(eGUIMove.Self);
            m_Title2.PlayInAnims(eGUIMove.Self);

            // Play In-Animations of dialogs
            StartCoroutine(MoveInPrimaryButtons());

            // Enable all scene switch buttons
            // http://docs.unity3d.com/Manual/script-GraphicRaycaster.html
            GSui.Instance.EnableGraphicRaycaster(m_Canvas, true);
        }
예제 #13
0
 // Toggle RightBar buttons
 void ToggleRightBar()
 {
     m_RightBar_IsOn = !m_RightBar_IsOn;
     if (m_RightBar_IsOn == true)
     {
         // m_RightBar_A moves out
         m_RightBar_A.PlayOutAnims();
         // m_RightBar_B moves in
         m_RightBar_B.PlayInAnims();
     }
     else
     {
         // m_RightBar_A moves in
         m_RightBar_A.PlayInAnims();
         // m_RightBar_B moves out
         m_RightBar_B.PlayOutAnims();
     }
 }
        // Play Animations
        void Play()
        {
            // Random Time and Delay
            float Time  = UnityEngine.Random.Range(m_MinRandomTime, m_MinRandomTime + 2);
            float Delay = UnityEngine.Random.Range(m_MinRandomDelay, m_MinRandomDelay + 0.5f);

            // Reset m_Title and m_Details strings
            m_Title   = "";
            m_Details = "";

            // Random Ease type
            eEaseType EaseType = (eEaseType)UnityEngine.Random.Range(0, 22);

            // Translation checkbox is enable
            if (m_Translation == true)
            {
                // Get parent Canvas space
                float LeftEdge = 0, TopEdge = 0, RightEdge = 0, BottomEdge = 0;
                m_GAui.GetParentCanvasEdges(out LeftEdge, out TopEdge, out RightEdge, out BottomEdge);

                // Random Easing for Translation if m_UseSameEasing is disabled
                if (m_UseSameEasing == false)
                {
                    EaseType = (eEaseType)UnityEngine.Random.Range(0, 22);
                }

                // Update Text UI
                m_Title   += "Translation:\r\n";
                m_Details += EaseType.ToString() + "\r\n";

                // Setup begin and end position
                RectTransform RT          = (RectTransform)m_GAui.transform;
                Vector3       Begin       = new Vector3(RT.localPosition.x, RT.localPosition.y, 0);
                float         NewEndX     = 0;
                Bounds        TotalBounds = m_GAui.GetTotalBounds();
                if (RT.localPosition.x > 0)
                {
                    NewEndX = LeftEdge + (TotalBounds.size.x * 2);
                }
                else
                {
                    NewEndX = RightEdge - (TotalBounds.size.x * 2);
                }
                Vector3 End = new Vector3(
                    NewEndX,
                    UnityEngine.Random.Range(BottomEdge + TotalBounds.size.y * 2, TopEdge - TotalBounds.size.y * 2),
                    0);

                // Set MoveIn, we will call PlayInAnims() later
                m_GAui.SetInAnimsMove(true, ePosMove.RectTransformPosition, Begin, End, Time, Delay, EaseType);
            }
            else
            {
                // Update Text UI
                m_Title   += "Translation:\r\n";
                m_Details += "-\r\n";

                // Disable MoveIn
                m_GAui.SetInAnimsMove(false);
            }

            // Rotation checkbox is enable
            if (m_Rotation == true)
            {
                // Random Easing for Translation if m_UseSameEasing is disabled
                if (m_UseSameEasing == false)
                {
                    EaseType = (eEaseType)UnityEngine.Random.Range(0, 22);
                }

                // Update m_Title and m_Details strings
                m_Title   += "Rotation:\r\n";
                m_Details += EaseType.ToString() + "\r\n";

                // Setup begin and end rotation
                Vector3 Begin = new Vector3(0, 0, 0);
                Vector3 End   = new Vector3(0, 0, 360);

                // Set RotateIn, we will call PlayInAnims() later
                m_GAui.SetInAnimsRotate(true, Begin, End, Time, Delay, EaseType);
            }
            else
            {
                // Update m_Title and m_Details strings
                m_Title   += "Rotation:\r\n";
                m_Details += "-\r\n";

                // Disable RotateIn
                m_GAui.SetInAnimsRotate(false);
            }

            // Scale checkbox is enable
            if (m_Scale == true)
            {
                // Random Easing for Translation if m_UseSameEasing is disabled
                if (m_UseSameEasing == false)
                {
                    EaseType = (eEaseType)UnityEngine.Random.Range(0, 22);
                }

                // Update m_Title and m_Details strings
                m_Title   += "Scale:\r\n";
                m_Details += EaseType.ToString() + "\r\n";

                // Setup begin and end scale
                Vector3 Begin = new Vector3(0, 0, 0);

                // Set RotateIn, we will call PlayInAnims() later
                m_GAui.SetInAnimsScale(true, Begin, Time, Delay, EaseType);
            }
            else
            {
                // Update m_Title and m_Details strings
                m_Title   += "Scale:\r\n";
                m_Details += "-\r\n";

                // Disable ScaleIn
                m_GAui.SetInAnimsScale(false);
            }

            // Fade checkbox is enable
            if (m_Fade == true)
            {
                // Random Easing for Translation if m_UseSameEasing is disabled
                if (m_UseSameEasing == false)
                {
                    EaseType = (eEaseType)UnityEngine.Random.Range(0, 22);
                }

                // Update m_Title and m_Details strings
                m_Title   += "Fade:\r\n";
                m_Details += EaseType.ToString() + "\r\n";

                // Set RotateIn, we will call PlayInAnims() later
                m_GAui.SetInAnimsFade(true, Time, Delay, EaseType);
            }
            else
            {
                // Update m_Title and m_Details strings
                m_Title   += "Fade:\r\n";
                m_Details += "-\r\n";

                // Disable RotateIn
                m_GAui.SetInAnimsFade(false);
            }

            // ShowTimeAndDelay checkbox is enable
            if (m_ShowTimeAndDelay == true)
            {
                // Update m_Title and m_Details strings
                m_Title   += "Time:\r\nDelay:\r\n";
                m_Details += string.Format("{0:0.0}", Time) + " secs" + "\r\n" + string.Format("{0:0.0}", Delay) + " secs" + "\r\n";
            }


            if (m_TextTitle != null && m_TextDetails != null)
            {
                // Update Text UI
                m_TextTitle.text   = m_Title;
                m_TextDetails.text = m_Details;
            }

            // Play In-animations
            m_GAui.PlayInAnims(eGUIMove.Self);
        }