// Update is called once per frame void Update() { if (m_startupLayer && m_currentLayer && Time.time >= 2.0f && !m_startAnimation) { blindGUIAnimationState targetShowAnimation = new blindGUIAnimationState(m_startupLayer); targetShowAnimation.alpha = 1.0f; m_startupLayer.AnimateTo(targetShowAnimation, 1.0f); m_startAnimation = true; blindGUIAnimationState targetHideAnimation = new blindGUIAnimationState(m_currentLayer); targetHideAnimation.alpha = 0.0f; m_currentLayer.AnimateTo(targetHideAnimation, 1.0f); } if (Time.time <= 3.0f) { GameObject loadIndicatorGO = GameObject.Find("LoadIndicator"); if (loadIndicatorGO) { blindGUITexturedContainer loadIndicator = loadIndicatorGO.GetComponent <blindGUITexturedContainer>(); if (loadIndicator) { loadIndicator.m_angle = 30 * (int)(Time.time * 10.0f); } } } }
public void OnButtonClick( blindGUIButton sender ) { if ((sender.name == "OKButton") && m_layer) { blindGUIAnimationState targetShowAnimation = new blindGUIAnimationState( m_layer ); targetShowAnimation.alpha = 0.0f; m_layer.AnimateTo( targetShowAnimation, 1.0f); } }
public void OnButtonClick(blindGUIButton sender) { if ((sender.name == "OKButton") && m_layer) { blindGUIAnimationState targetShowAnimation = new blindGUIAnimationState(m_layer); targetShowAnimation.alpha = 0.0f; m_layer.AnimateTo(targetShowAnimation, 1.0f); } }
// Update is called once per frame void Update() { if (m_layer && Time.time >= 1.0f && !m_startAnimation) { blindGUIAnimationState targetShowAnimation = new blindGUIAnimationState( m_layer ); targetShowAnimation.alpha = 1.0f; m_layer.AnimateTo( targetShowAnimation, 1.0f); m_startAnimation = true; } }
// Update is called once per frame void Update() { if (m_layer && Time.time >= 1.0f && !m_startAnimation) { blindGUIAnimationState targetShowAnimation = new blindGUIAnimationState(m_layer); targetShowAnimation.alpha = 1.0f; m_layer.AnimateTo(targetShowAnimation, 1.0f); m_startAnimation = true; } }
void OnButtonClick( blindGUIButton sender ) { if (sender == m_connectedButton) { if (m_currentLayer != null) { blindGUIAnimationState targetState = new blindGUIAnimationState( m_currentLayer ); targetState.alpha = 0.0f; m_currentLayer.AnimateTo(targetState, 1.0f); } if (m_switchLayer != null) { blindGUIAnimationState targetState = new blindGUIAnimationState( m_switchLayer ); targetState.alpha = 1.0f; m_switchLayer.AnimateTo(targetState, 1.0f,null,iTweenInBlindGUI.EaseType.linear,0.25f); } } }
/// <summary> /// Starts Animation from objects current state to new /// </summary> /// <param name="targetState"> /// Target animation state <see cref="blindGUIAnimationState"/> /// </param> /// <param name="animationTime"> /// Duration of animation <see cref="System.Single"/> /// </param> /// <param name="animationCompleteDelegate"> /// This function will be called after animation is finished <see cref="AnimationCompleteDelegate"/> /// </param> /// <param name="easeType"> /// Animation Ease type <see cref="iTweenInBlindGUI.EaseType"/> /// </param> /// <param name="delay"> /// Delay of animation <see cref="System.Single"/> /// </param> public void AnimateTo(blindGUIAnimationState targetState, float animationTime, AnimationCompleteDelegate animationCompleteDelegate, iTweenInBlindGUI.EaseType easeType, float delay) { m_animationCompleteDelegate = animationCompleteDelegate; m_animationTime = animationTime; m_startAnimationState = new blindGUIAnimationState(this); m_finishAnimationState = targetState; //iTweenInBlindGUI.StopByName(this.name+"_animation"); iTweenInBlindGUI.ValueTo(this.gameObject, iTweenInBlindGUI.Hash( "name", this.name + "_animation", "time", m_animationTime, "delay", delay, "from", 0, "to", 1, "easetype", easeType, "onupdate", "AnimationStep", "oncomplete", "AnimationFinished")); }
void OnButtonClick(blindGUIButton sender) { if (sender == m_connectedButton) { if (m_currentLayer != null) { blindGUIAnimationState targetState = new blindGUIAnimationState(m_currentLayer); targetState.alpha = 0.0f; m_currentLayer.AnimateTo(targetState, 1.0f); } if (m_switchLayer != null) { blindGUIAnimationState targetState = new blindGUIAnimationState(m_switchLayer); targetState.alpha = 1.0f; m_switchLayer.AnimateTo(targetState, 1.0f, null, iTweenInBlindGUI.EaseType.linear, 0.25f); } } }
// Update is called once per frame void Update() { if (m_startupLayer && m_currentLayer && Time.time >= 2.0f && !m_startAnimation) { blindGUIAnimationState targetShowAnimation = new blindGUIAnimationState( m_startupLayer ); targetShowAnimation.alpha = 1.0f; m_startupLayer.AnimateTo( targetShowAnimation, 1.0f); m_startAnimation = true; blindGUIAnimationState targetHideAnimation = new blindGUIAnimationState( m_currentLayer ); targetHideAnimation.alpha = 0.0f; m_currentLayer.AnimateTo( targetHideAnimation, 1.0f); } if (Time.time <= 3.0f) { GameObject loadIndicatorGO = GameObject.Find("LoadIndicator"); if (loadIndicatorGO) { blindGUITexturedContainer loadIndicator = loadIndicatorGO.GetComponent<blindGUITexturedContainer>(); if (loadIndicator) { loadIndicator.m_angle = 30*(int)(Time.time*10.0f); } } } }
/// <summary> /// Starts Animation from objects current state to new /// </summary> /// <param name="targetState"> /// Target animation state <see cref="blindGUIAnimationState"/> /// </param> /// <param name="animationTime"> /// Duration of animation <see cref="System.Single"/> /// </param> /// <param name="animationCompleteDelegate"> /// This function will be called after animation is finished <see cref="AnimationCompleteDelegate"/> /// </param> public void AnimateTo(blindGUIAnimationState targetState, float animationTime, AnimationCompleteDelegate animationCompleteDelegate) { AnimateTo(targetState, animationTime, animationCompleteDelegate, iTweenInBlindGUI.EaseType.linear, 0.0f); }
/// <summary> /// Starts Animation from objects current state to new /// </summary> /// <param name="targetState"> /// Target animation state <see cref="blindGUIAnimationState"/> /// </param> /// <param name="animationTime"> /// Duration of animation <see cref="System.Single"/> /// <param name="easeType"> /// Animation Ease type <see cref="iTweenInBlindGUI.EaseType"/> /// </param> public void AnimateTo(blindGUIAnimationState targetState, float animationTime, iTweenInBlindGUI.EaseType easeType) { AnimateTo(targetState, animationTime, null, easeType, 0.0f); }
/// <summary> /// Starts Animation from objects current state to new /// </summary> /// <param name="targetState"> /// Target animation state <see cref="blindGUIAnimationState"/> /// </param> /// <param name="animationTime"> /// Duration of animation <see cref="System.Single"/> /// </param> /// <param name="animationCompleteDelegate"> /// This function will be called after animation is finished <see cref="AnimationCompleteDelegate"/> /// </param> /// <param name="easeType"> /// Animation Ease type <see cref="iTweenInBlindGUI.EaseType"/> /// </param> /// <param name="delay"> /// Delay of animation <see cref="System.Single"/> /// </param> public void AnimateTo( blindGUIAnimationState targetState, float animationTime, AnimationCompleteDelegate animationCompleteDelegate, iTweenInBlindGUI.EaseType easeType, float delay ) { m_animationCompleteDelegate = animationCompleteDelegate; m_animationTime = animationTime; m_startAnimationState = new blindGUIAnimationState( this ); m_finishAnimationState = targetState; //iTweenInBlindGUI.StopByName(this.name+"_animation"); iTweenInBlindGUI.ValueTo( this.gameObject, iTweenInBlindGUI.Hash( "name", this.name+"_animation", "time", m_animationTime, "delay", delay, "from", 0, "to", 1, "easetype", easeType, "onupdate", "AnimationStep", "oncomplete", "AnimationFinished")); }
/// <summary> /// Starts Animation from objects current state to new /// </summary> /// <param name="targetState"> /// Target animation state <see cref="blindGUIAnimationState"/> /// </param> /// <param name="animationTime"> /// Duration of animation <see cref="System.Single"/> /// </param> /// <param name="animationCompleteDelegate"> /// This function will be called after animation is finished <see cref="AnimationCompleteDelegate"/> /// </param> public void AnimateTo( blindGUIAnimationState targetState, float animationTime, AnimationCompleteDelegate animationCompleteDelegate ) { AnimateTo(targetState, animationTime, animationCompleteDelegate, iTweenInBlindGUI.EaseType.linear, 0.0f); }
/// <summary> /// Starts Animation from objects current state to new /// </summary> /// <param name="targetState"> /// Target animation state <see cref="blindGUIAnimationState"/> /// </param> /// <param name="animationTime"> /// Duration of animation <see cref="System.Single"/> /// <param name="easeType"> /// Animation Ease type <see cref="iTweenInBlindGUI.EaseType"/> /// </param> public void AnimateTo( blindGUIAnimationState targetState, float animationTime, iTweenInBlindGUI.EaseType easeType ) { AnimateTo(targetState, animationTime, null, easeType, 0.0f); }