public Counter( float from = 0.0f, float to = 0.0f, float time = 0.0f, Smoothness smoothness = Smoothness.None, Action action = null ) { Reset(from, to, time, smoothness, action); }
public Counter( float from = 0.0f, float to = 0.0f, float time = 0.0f, Smoothness smoothness = Smoothness.None, Action action = null ) { Reset(from, to, time, smoothness, action); }
/// <summary> /// Creates a simple animation that goes from a value to another /// </summary> /// <param name="from">From what value the animation comes from</param> /// <param name="to">To what value the animation goes to</param> /// <param name="time">Animation duration</param> /// <param name="smoothness">Animation easing</param> /// <param name="action">Callback action</param> public SimpleAnimation( float from = 0.0f, float to = 0.0f, float time = 0.0f, Smoothness smoothness = Smoothness.None, Action action = null ) { Reset(from, to, time, smoothness, action); }
/// <summary> /// Creates a simple animation that goes from a value to another /// </summary> /// <param name="from">From what value the animation comes from</param> /// <param name="to">To what value the animation goes to</param> /// <param name="time">Animation duration</param> /// <param name="smoothness">Animation easing</param> /// <param name="action">Callback action</param> public SimpleAnimation( float from = 0.0f, float to = 0.0f, float time = 0.0f, Smoothness smoothness = Smoothness.None, Action action = null ) { Reset(from, to, time, smoothness, action); }
public override int GetHashCode() { unchecked { var hashCode = Empty.GetHashCode(); hashCode = (hashCode * 397) ^ Color.GetHashCode(); hashCode = (hashCode * 397) ^ Metallic.GetHashCode(); hashCode = (hashCode * 397) ^ Smoothness.GetHashCode(); hashCode = (hashCode * 397) ^ Emission.GetHashCode(); return(hashCode); } }
public XElement toXElem() { XElement xel = new XElement("ControllerConfig"); xel.Add(new XAttribute("Id", Id.ToString()), new XAttribute("Type", Type), new XAttribute("SmoothingEnabled", SmoothingEnabled.ToString().ToLower()), new XAttribute("Smoothness", Smoothness.ToString()), new XAttribute("Itensity", Intensity.ToString()), new XAttribute("Acceleration", Acceleration.ToString()), new XAttribute("MinSpeed", MinSpeed.ToString()), new XAttribute("MaxSpeed", MaxSpeed.ToString()) ); return(xel); }
public void Reset( float from = 0.0f, float to = 0.0f, float time = 0.0f, Smoothness smoothness = Smoothness.None, Action action = null ) { From = from; To = to; Time = time; Smoothness = smoothness; Action = action; _Current = 0.0f; }
/// <summary> /// Resets the animation settings /// </summary> /// <param name="from">From what value the animation comes from</param> /// <param name="to">To what value the animation goes to</param> /// <param name="time">Animation duration</param> /// <param name="smoothness">Animation easing</param> /// <param name="action">Callback action</param> public void Reset( float from = 0.0f, float to = 0.0f, float time = 0.0f, Smoothness smoothness = Smoothness.None, Action action = null ) { // Applies the new settings From = from; To = to; Time = time; Smoothness = smoothness; Action = action; // Resets the animation progress _Current = 0.0f; }
private void Start() { lineRenderer = GetComponent <LineRenderer>(); lineRenderer.positionCount = points + 1; maxPoints = points; smoothnessScript = GetComponent <Smoothness>(); smoothnessScript.scripts = new List <HoldingDistance>(); GameObject go = Instantiate(nodePrefab, player.position + Vector3.down, Quaternion.identity, transform); nodes.Add(go.transform); HoldingDistance script = go.GetComponent <HoldingDistance>(); script.target = player; script.maxDistance = firstNodeDistance; smoothnessScript.scripts.Add(script); Attacking.closestNode = go.transform; for (int i = 0; i < points - 1; i++) { GenerateNode(); } }
public void Reset( float from = 0.0f, float to = 0.0f, float time = 0.0f, Smoothness smoothness = Smoothness.None, Action action = null ) { From = from; To = to; Time = time; Smoothness = smoothness; Action = action; _Current = 0.0f; }
/// <summary> /// Resets the animation settings /// </summary> /// <param name="from">From what value the animation comes from</param> /// <param name="to">To what value the animation goes to</param> /// <param name="time">Animation duration</param> /// <param name="smoothness">Animation easing</param> /// <param name="action">Callback action</param> public void Reset( float from = 0.0f, float to = 0.0f, float time = 0.0f, Smoothness smoothness = Smoothness.None, Action action = null ) { // Applies the new settings From = from; To = to; Time = time; Smoothness = smoothness; Action = action; // Resets the animation progress _Current = 0.0f; }