public void AddNodule(TweenNodule nodule) { if (_nodules == null) { _nodules = new List <TweenNodule>(); } _nodules.Add(nodule); }
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); }
private static TweenNodule FloatTo(float p_startValue, float p_finalValue, float p_duration, TweenEase p_easeType, float p_delay, bool p_useUnityTime, bool p_isLoop, Action <float> p_callbackUpdate) { TweenNodule __nodule = new TweenNodule(); float __startValue = p_startValue; float __counter = 0f; float __timeNow = Time.time; float __ableToStartIn = __timeNow + p_delay; __nodule.args = new float[] { __counter }; __nodule.onLoop = p_isLoop; if (p_useUnityTime) { __nodule.onResume += delegate() { __nodule.args[1] = Time.realtimeSinceStartup; } } ; //Delegates the function that must be executed at each update __nodule.toDo += delegate() { if (__ableToStartIn <= Time.time) { if (!__nodule.paused) { //Rescue variables from class float ___counter = __nodule.args[0]; float __currentValue; if (___counter < p_duration) { //Increment counter if (!p_useUnityTime) { ___counter += Timer.realDeltaTime; } else { ___counter += Time.deltaTime; } float __normalizedTime = Mathf.Min(___counter / p_duration, 1f); //Increment the returned value on callback depending on ease style __currentValue = EaseMathsTween.GetTransaction(__startValue, p_finalValue, __normalizedTime, p_easeType); //Call the callback p_callbackUpdate(__currentValue); //Save necessary vars into the class for further calculations __nodule.args[0] = ___counter; } else { if (__nodule.onLoop) { __nodule.args[0] = 0; __ableToStartIn = Time.realtimeSinceStartup + p_delay; } else { __nodule.finished = true; } } } } }; CoreTween.aTweenInstance.AddNodule(__nodule); return(__nodule); }