public static GameObject timeScaleTransition(this GameObject target, float timeScale, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanTimeScale.Register(timeScale, duration, ease); return(target); }
public static Transform positionTransition_X(this Transform target, float position, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanTransformPositionX.Register(target, position, duration, ease); return(target); }
public static Transform localPositionTransition(this Transform target, Vector3 position, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanTransformLocalPosition.Register(target, position, duration, ease); return(target); }
public static LeanState Register(Graphic target, Color color, float duration, LeanEase ease = LeanEase.Smooth) { var data = LeanTransition.RegisterWithTarget(State.Pool, duration, target); data.Color = color; data.Ease = ease; return(data); }
public static Transform eulerAnglesTransform(this Transform target, Vector3 position, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanTransformEulerAngles.Register(target, position, duration, ease); return(target); }
public static TARGET sizeDeltaTransition(this TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanRectTransformSizeDelta.Register(target, value, duration, ease); return(target); }
public static TARGET colorTransition(this TARGET target, UnityEngine.Color value, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanSpriteRendererColor.Register(target, value, duration, ease); return(target); }
public static RectTransform offsetMaxTransition(this RectTransform target, Vector2 offsetMax, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanRectTransformOffsetMax.Register(target, offsetMax, duration, ease); return(target); }
public static LeanState Register(Material target, string property, Color color, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Property = property; state.Color = color; state.Ease = ease; return(LeanTransition.Register(state, duration)); }
public static Material vectorTransition(this Material target, string property, Vector4 value, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanMaterialVector.Register(target, property, value, duration, ease); return(target); }
public static LeanState Register(RectTransform target, Vector2 offsetMax, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.OffsetMax = offsetMax; state.Ease = ease; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(Material target, string property, Vector4 value, float duration, LeanEase ease = LeanEase.Smooth) { var data = LeanTransition.RegisterWithTarget(State.Pool, duration, target); data.Property = property; data.Value = value; data.Ease = ease; return(data); }
public static RectTransform pivotTransition_Y(this RectTransform target, float pivot, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanRectTransformPivotY.Register(target, pivot, duration, ease); return(target); }
public static LeanState Register(RectTransform target, float pivot, float duration, LeanEase ease = LeanEase.Smooth) { var data = LeanTransition.RegisterWithTarget(State.Pool, duration, target); data.Pivot = pivot; data.Ease = ease; return(data); }
public static RectTransform anchoredPositionTransition_X(this RectTransform target, float position, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanRectTransformAnchoredPositionX.Register(target, position, duration, ease); return(target); }
public static Material colorTransition(this Material target, string property, Color color, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanMaterialColor.Register(target, property, color, duration, ease); return(target); }
public static LeanState Register(Graphic target, Color color, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Color = color; state.Ease = ease; return(LeanTransition.Register(state, duration)); }
public static Transform TranslateTransition(this Transform target, float x, float y, float z, Space space, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanTransformTranslate.Register(target, new Vector3(x, y, z), space, duration, ease); return(target); }
public static LeanState Register(TARGET target, UnityEngine.Color value, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Value = value; state.Ease = ease; return(LeanTransition.Register(state, duration)); }
public static Transform TranslateTransition(this Transform target, Vector3 translation, Transform relativeTo, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanTransformTranslate.Register(target, translation, relativeTo, duration, ease); return(target); }
public static TARGET anchorMaxTransition_y(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanRectTransformAnchorMax_y.Register(target, value, duration, ease); return(target); }
public static LeanState Register(Transform target, Vector3 translation, Space space, float duration, LeanEase ease = LeanEase.Smooth) { var data = LeanTransition.RegisterWithTarget(State.Pool, duration, target); data.Translation = translation; data.Space = space; data.RelativeTo = null; data.Ease = ease; return(data); }
public static Graphic colorTransition(this Graphic target, Color color, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanGraphicColor.Register(target, color, duration, ease); return(target); }
public static TARGET localScaleTransition_xy(this TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanTransformLocalScale_xy.Register(target, value, duration, ease); return(target); }
public static LeanState Register(Transform target, float position, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Position = position; state.Ease = ease; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(AudioSource target, float volume, float duration, LeanEase ease = LeanEase.Smooth) { var data = LeanTransition.RegisterWithTarget(State.Pool, duration, target); data.Volume = volume; data.Ease = ease; return(data); }
public static LeanState Register(Transform target, Vector3 position, float duration, LeanEase ease = LeanEase.Smooth) { var data = LeanTransition.RegisterWithTarget(State.Pool, duration, target); data.Position = position; data.Ease = ease; return(data); }
public static AudioSource volumeTransition(this AudioSource target, float volume, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanAudioSourceVolume.Register(target, volume, duration, ease); return(target); }
public static TARGET localScaleTransition_z(this TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanTransformLocalScale_z.Register(target, value, duration, ease); return(target); }
public static T timeScaleTransition <T>(this T target, float timeScale, float duration, LeanEase ease = LeanEase.Smooth) where T : Component { Method.LeanTimeScale.Register(timeScale, duration, ease); return(target); }