예제 #1
0
    private void animateOutUiObj(InspectUIButtonParent obj, Vector3 offset, string animateKey)
    {
        Vector3 throwAwayTargetPosition = obj.child.getTargetPosition() + offset;

        Misc.AnimateMovementTo(animateKey, obj.gameObject, throwAwayTargetPosition);
        currentUiDelays.Add(animateKey, StartCoroutine(setActiveUIButtonAfterDelay(obj.gameObject, false, animateKey)));
    }
예제 #2
0
    private void animateInUiObj(InspectUIButtonParent obj, Vector3 offset, string animateKey)
    {
        // Safety check - are we currently animating the UI?
        bool animatingUiInProgress = Misc.IsMovementAnimationActive("inspect_police");

        if (animatingUiInProgress)
        {
            // UI is animating, and a will be hidden after a delay, cancel these delays
            cancelUiDelay();
        }

        Vector3 currentButtonTargetPosition = obj.child.getTargetPosition();

        obj.gameObject.SetActive(true);
        obj.transform.position = currentButtonTargetPosition + offset;
        Debug.Log(animateKey + ": " + obj.transform.position + " - " + currentButtonTargetPosition);
        Misc.AnimateMovementTo(animateKey, obj.gameObject, currentButtonTargetPosition);
    }