예제 #1
0
        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);
        }
예제 #2
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        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);
        }
예제 #3
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        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);
        }
예제 #4
0
        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);
        }