private void FadeInScreen(CanvasGroup screen) { screen.alpha = 0; screen.DOFade(1, 0.5f); }
public void Show(bool show) { mCanvasGrp = this.gameObject.GetComponent<CanvasGroup> (); if (show) { mCanvasGrp.DOFade(1,0.15f); mCanvasGrp.transform.DOScale(1,0.15f); } else { mCanvasGrp.DOFade(0,0.15f); mCanvasGrp.transform.DOScale(0,0.15f); } }
private void UpdateBottomPanel(bool animated, float delay, Ease easing, float bottomMargin = 0, float animDuration = 0.6f) { float botPanelYPos = 0; float bgYScale = 1.05f; float moreBTNAlpha = botPanelState == Visibility.Fullscreen ? 0 : 1f; if (botPanelState == Visibility.Mini) { botPanelYPos = botPanelDefaultHeight - bottomMargin; bgYScale = 1f; } else if (botPanelState == Visibility.Hidden) { botPanelYPos = -botPanelRect.sizeDelta.y; bgYScale = 1f; } if (botPanelState == Visibility.Fullscreen) { setScrollRectToTop(); } UnityEngine.CanvasGroup moreBTNCanvasGroup = moreButton.GetComponentInChildren <UnityEngine.CanvasGroup>(); moreButton.interactable = botPanelState == Visibility.Mini; if (!animated) { Vector3 pos = botPanelRect.anchoredPosition3D; pos.y = botPanelYPos; botPanelRect.anchoredPosition3D = pos; whiteBGRect.localScale = new Vector3(1f, bgYScale, 1f); moreBTNCanvasGroup.alpha = moreBTNAlpha; } else { if (delay > 0) { moreBTNCanvasGroup.DOFade(moreBTNAlpha, animDuration).SetDelay(delay); botPanelRect.DOAnchorPos3DY(botPanelYPos, animDuration).SetEase(easing).SetDelay(delay); whiteBGRect.DOScaleY(bgYScale, animDuration).SetEase(easing).SetDelay(delay); } else { moreBTNCanvasGroup.DOFade(moreBTNAlpha, animDuration); botPanelRect.DOAnchorPos3DY(botPanelYPos, animDuration).SetEase(easing); whiteBGRect.DOScaleY(bgYScale, animDuration).SetEase(easing); } } }
public void BringToForefront(CanvasGroup panel) { panel.transform.SetAsLastSibling(); panel.DOKill(); panel.DOFade(1.0f, this.FadeInDuration).SetEase(this.FadeEase); }
protected override Tween DOPlay() { if (null == m_CanvasGroup) { return(null); } // end if return(m_CanvasGroup.DOFade(m_toAlpha, m_duration)); }
static int QPYX_DOFade_YXQP(IntPtr L_YXQP) { try { ToLua.CheckArgsCount(L_YXQP, 3); UnityEngine.CanvasGroup QPYX_obj_YXQP = (UnityEngine.CanvasGroup)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.CanvasGroup)); float QPYX_arg0_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 2); float QPYX_arg1_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 3); DG.Tweening.Tweener QPYX_o_YXQP = QPYX_obj_YXQP.DOFade(QPYX_arg0_YXQP, QPYX_arg1_YXQP); ToLua.PushObject(L_YXQP, QPYX_o_YXQP); return(1); } catch (Exception e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP)); } }
static int DOFade(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); UnityEngine.CanvasGroup obj = (UnityEngine.CanvasGroup)ToLua.CheckObject(L, 1, typeof(UnityEngine.CanvasGroup)); float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); DG.Tweening.Tweener o = obj.DOFade(arg0, arg1); ToLua.PushObject(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
private void FadeOutScreen(CanvasGroup screen) { screen.alpha = 1; screen.DOFade(0, 0.5f); }
/// <summary> /// Plays the outro for the menu. /// </summary> private void AnimateOutro( RectTransform sliding, CanvasGroup fading, MenuDestinations d ) { //Disable input allowInput = false; //Start animation Sequence s = DOTween.Sequence ( ) .Append ( fading.DOFade ( 0, FADE_TIME ) ) .Append ( sliding.DOAnchorPos ( new Vector2 ( -sliding.rect.width, 0 ), SLIDE_TIME ) ) .OnComplete ( () => { //Enable input allowInput = true; //Check transistion switch ( d ) { case MenuDestinations.RulesToAbilites: //Hide button abilityButton.SetActive ( false ); //Hide menu panel rulesPanel.gameObject.SetActive ( false ); //Display ability panel abilitiesPanel.gameObject.SetActive ( true ); //Set scroll panel to the top scroll.value = 1; //Display first ability OnAbilityClick ( abilityButtons [ 0 ], false ); //Play intro AnimateIntro ( abilitiesPanel, fading ); break; case MenuDestinations.AbilitiesToRules: //Hide ability panel abilitiesPanel.gameObject.SetActive ( false ); //Display menu panel rulesPanel.gameObject.SetActive ( true ); //Display overview OnMenuClick ( menuButtons [ 3 ], false ); //Play intro AnimateIntro ( rulesPanel, fading ); break; case MenuDestinations.Tutorial: Application.LoadLevel ( "Game Board" ); break; case MenuDestinations.None: Application.LoadLevel ( "Main Menu" ); break; } } ) .SetRecyclable ( ) .Play ( ); }
/// <summary> /// Plays the intro animation for the menu. /// </summary> private void AnimateIntro( RectTransform sliding, CanvasGroup fading ) { //Disable input allowInput = false; //Set starting values sliding.anchoredPosition = new Vector2 ( -sliding.rect.width, 0 ); fading.alpha = 0; //Start animation Sequence s = DOTween.Sequence ( ) .Append ( sliding.DOAnchorPos ( Vector2.zero, SLIDE_TIME ) ) .Append ( fading.DOFade ( 1, FADE_TIME ) ) .OnComplete ( () => { //Enable input allowInput = true; } ) .SetRecyclable ( ) .Play ( ); }
IEnumerator FadeEndLevelCanvas(CanvasGroup canvasToFade) { yield return new WaitForSeconds(1.0f); canvasToFade.DOFade(1.0f, 1.5f).SetEase(Ease.OutCubic); yield return new WaitForSeconds(2f); canvasToFade.DOFade(0f, 2.5f).SetEase(Ease.InCubic); ; }
void ShowPlayingCanvas() { canvasInGame.gameObject.SetActive(true); canvasInGame.alpha = 0; canvasInGame.DOFade(1, 2.0f).OnComplete(() => LaunchPlayingRoutine()).Play(); }