private void Start() { started = false; if (_instance == null) { _instance = this; } // get worldposition inside positions to check // middle of the canvas Vector2 viewportPosition = Camera.main.WorldToViewportPoint(canvas.transform.position); upInside = (canvasRect.sizeDelta.y * canvasRect.localScale.y) * upperInsideHeight; lowInside = (canvasRect.sizeDelta.y * canvasRect.localScale.y) * lowerInsideHeight; upFade = (canvasRect.sizeDelta.y * canvasRect.localScale.y) * upperFadeHeight; lowFade = (canvasRect.sizeDelta.y * canvasRect.localScale.y) * lowerFadeHeight; UpdateScrollElements(); if (useScollRectAsInsideArea) { //insideBounds = new Bounds(); //RectTransform r = scrollRect.content; //insideBounds.center = scrollRect.content.transform.position; //insideBounds.size = new Vector3(r.rect.width, r.rect.height); } }
// begins fade-in animation. Animator needs to have a "fadein" trigger and transitions using it. public void FadeIn() { if (canBeAnimated && !isFadedIn) { if (elementType == ElementType.editorLevel && UIScrollFade.IsInside(this.transform.position)) { anim["scrollElementFadein"].speed = 1; anim["scrollElementFadein"].time = 0F; anim.Play("scrollElementFadein"); } else if (UIScrollFade.IsInside(this.transform.position)) { anim["productFade"].speed = 1; anim["productFade"].time = 0F; anim.Play("productFade"); } isFadedIn = true; } }