//grab and set generic, neccesary iTweenInBlindGUI arguments: void RetrieveArgs() { foreach (Hashtable item in tweens) { if((GameObject)item["target"] == gameObject){ tweenArguments=item; break; } } id=(string)tweenArguments["id"]; type=(string)tweenArguments["type"]; /* GFX47 MOD START */ _name=(string)tweenArguments["name"]; /* GFX47 MOD END */ method=(string)tweenArguments["method"]; if(tweenArguments.Contains("time")){ time=(float)tweenArguments["time"]; }else{ time=Defaults.time; } //do we need to use physics, is there a rigidbody? if(rigidbody != null){ physics=true; } if(tweenArguments.Contains("delay")){ delay=(float)tweenArguments["delay"]; }else{ delay=Defaults.delay; } if(tweenArguments.Contains("namedcolorvalue")){ //allows namedcolorvalue to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability: if(tweenArguments["namedcolorvalue"].GetType() == typeof(NamedValueColor)){ namedcolorvalue=(NamedValueColor)tweenArguments["namedcolorvalue"]; }else{ try { namedcolorvalue=(NamedValueColor)Enum.Parse(typeof(NamedValueColor),(string)tweenArguments["namedcolorvalue"],true); } catch { Debug.LogWarning("iTweenInBlindGUI: Unsupported namedcolorvalue supplied! Default will be used."); namedcolorvalue = iTweenInBlindGUI.NamedValueColor._Color; } } }else{ namedcolorvalue=Defaults.namedColorValue; } if(tweenArguments.Contains("looptype")){ //allows loopType to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability: if(tweenArguments["looptype"].GetType() == typeof(LoopType)){ loopType=(LoopType)tweenArguments["looptype"]; }else{ try { loopType=(LoopType)Enum.Parse(typeof(LoopType),(string)tweenArguments["looptype"],true); } catch { Debug.LogWarning("iTweenInBlindGUI: Unsupported loopType supplied! Default will be used."); loopType = iTweenInBlindGUI.LoopType.none; } } }else{ loopType = iTweenInBlindGUI.LoopType.none; } if(tweenArguments.Contains("easetype")){ //allows easeType to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability: if(tweenArguments["easetype"].GetType() == typeof(EaseType)){ easeType=(EaseType)tweenArguments["easetype"]; }else{ try { easeType=(EaseType)Enum.Parse(typeof(EaseType),(string)tweenArguments["easetype"],true); } catch { Debug.LogWarning("iTweenInBlindGUI: Unsupported easeType supplied! Default will be used."); easeType=Defaults.easeType; } } }else{ easeType=Defaults.easeType; } if(tweenArguments.Contains("space")){ //allows space to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability: if(tweenArguments["space"].GetType() == typeof(Space)){ space=(Space)tweenArguments["space"]; }else{ try { space=(Space)Enum.Parse(typeof(Space),(string)tweenArguments["space"],true); } catch { Debug.LogWarning("iTweenInBlindGUI: Unsupported space supplied! Default will be used."); space = Defaults.space; } } }else{ space = Defaults.space; } if(tweenArguments.Contains("islocal")){ isLocal = (bool)tweenArguments["islocal"]; }else{ isLocal = Defaults.isLocal; } // Added by PressPlay if (tweenArguments.Contains("ignoretimescale")) { useRealTime = (bool)tweenArguments["ignoretimescale"]; } else { useRealTime = Defaults.useRealTime; } //instantiates a cached ease equation reference: GetEasingFunction(); }
/// <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> public void AnimateTo(blindGUIAnimationState targetState, float animationTime, AnimationCompleteDelegate animationCompleteDelegate, iTweenInBlindGUI.EaseType easeType) { AnimateTo(targetState, animationTime, animationCompleteDelegate, 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 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); }