public static TweenNodule Vector4To(Vector4 p_startValue, Vector4 p_finalValue, float p_duration, TweenEase p_easeType, float p_delay, bool p_useUnityTime, Action <Vector4> p_callbackUpdate) { TweenNodule __temp = ATween.FloatTo(0, 1, p_duration, p_easeType, p_delay, p_useUnityTime, delegate(float newFloat) { p_callbackUpdate(Vector4.Lerp(p_startValue, p_finalValue, newFloat)); }); return(__temp); }
public static TweenNodule ColorTo(Color p_startColor, Color p_finalColor, float p_duration, TweenEase p_easeType, float p_delay, bool p_useUnityTime, Action <Color> p_callbackUpdate) { TweenNodule __temp = ATween.FloatTo(0, 1, p_duration, p_easeType, p_delay, p_useUnityTime, delegate(float newFloat) { p_callbackUpdate(Color.Lerp(p_startColor, p_finalColor, newFloat)); }); return(__temp); }
public static TweenNodule QuaternionTo(Quaternion p_startValue, Quaternion p_finalValue, float p_duration, TweenEase p_easeType, float p_delay, bool p_useUnityTime, Action <Quaternion> p_callbackUpdate) { TweenNodule nodule = ATween.FloatTo(0, 1, p_duration, p_easeType, p_delay, p_useUnityTime, delegate(float newFloat) { p_callbackUpdate(Quaternion.Lerp(p_startValue, p_finalValue, newFloat)); }); return(nodule); }
public static TweenNodule RectTo(Rect p_startValue, Rect p_finalValue, float p_duration, TweenEase p_easeType, float p_delay, bool p_useUnityTime, Action <Rect> p_callbackUpdate) { TweenNodule __temp = ATween.FloatTo(0, 1, p_duration, p_easeType, p_delay, p_useUnityTime, delegate(float newFloat) { p_callbackUpdate(new Rect( Mathf.Lerp(p_startValue.x, p_finalValue.x, newFloat), Mathf.Lerp(p_startValue.y, p_finalValue.y, newFloat), Mathf.Lerp(p_startValue.width, p_finalValue.width, newFloat), Mathf.Lerp(p_startValue.height, p_finalValue.height, newFloat) )); }); return(__temp); }