Exemplo n.º 1
0
        /// <summary>
        /// Used to swap out two groups. One animates in, the other out.
        /// </summary>
        /// <param name="oldGroup">The group to animate out</param>
        /// <param name="newGroup">The group to animate in</param>
        /// <param name="animOld"></param>
        /// <param name="animNew"></param>
        public static void SwapAnimate(CUIGroup oldGroup, CUIGroup newGroup, float overrideTime = -1f, CUIAnimation animOld = CUIAnimation.FadeOut,
                                       CUIAnimation animNew = CUIAnimation.FadeIn)
        {
            if (oldGroup == newGroup)
            {
                return;
            }

            I.AnimateInternal(oldGroup, animOld, overrideTime);
            I.AnimateInternal(newGroup, animNew, overrideTime);
        }
Exemplo n.º 2
0
        private void AnimateInternal(CUIGroup cuiGroup, CUIAnimation anim, float overrideTime = -1f)
        {
            KillActiveAnimations(cuiGroup);


            float animTime = defaultAnimTime;

            if (overrideTime > 0f)
            {
                animTime = overrideTime;
            }


            CUIAnimationState state = new CUIAnimationState {
                cuiGroup = cuiGroup,
                finalPos = cuiGroup.rectTransform.localPosition
            };

            Vector3 curPos = cuiGroup.rectTransform.localPosition;

            Vector3 posAmt   = Vector3.zero;
            Vector3 scaleAmt = Vector3.one;

            Rect rect = cuiGroup.rectTransform.rect;

            switch (anim)
            {
            case CUIAnimation.FadeIn:
                state.isShowing = true;
                break;

            case CUIAnimation.FadeOut:
                state.isShowing = false;
                break;

            case CUIAnimation.InstantIn:
                state.isShowing = true;
                state.isInstant = true;
                break;

            case CUIAnimation.InstantOut:
                state.isShowing = false;
                state.isInstant = true;
                break;


            case CUIAnimation.FadeInDown:
                posAmt          = new Vector3(0f, rect.height, 0f);
                state.isShowing = true;
                break;

            case CUIAnimation.FadeOutDown:
                posAmt          = new Vector3(0f, -rect.height, 0f);
                state.isShowing = false;
                break;

            case CUIAnimation.FadeInUp:
                posAmt          = new Vector3(0f, -rect.height, 0f);
                state.isShowing = true;
                break;

            case CUIAnimation.FadeOutUp:
                posAmt          = new Vector3(0f, rect.height, 0f);
                state.isShowing = false;
                break;
            }

            state.animLength = animTime;

            if (state.isShowing)
            {
                state.cuiGroup.gameObject.SetActive(true);
            }


            //POSITION ANIMATION
            if (posAmt != Vector3.zero)
            {
                Tween posTween;

                //If we're showing, posAmt + curPos is the starting position for the animation, and the current pos is the end.
                if (state.isShowing)
                {
                    cuiGroup.rectTransform.localPosition = curPos + posAmt;
                    posTween = cuiGroup.rectTransform.DOLocalMove(curPos, animTime).SetEase(animEasing);
                }
                //Else, posAmt + curPos is the amount we should move when animating
                else
                {
                    posTween = cuiGroup.rectTransform.DOLocalMove(curPos + posAmt, animTime).SetEase(animEasing);
                }

                state.tweens.Add(posTween);
            }

            //SCALING ANIMATION
            if (scaleAmt != Vector3.one)
            {
                //data.tweeners.Add();
            }

            //FADING ANIMATION
            if (state.isChangingVisibility && state.isShowing)
            {
                if (state.isInstant)
                {
                    state.cuiGroup.canvasGroup.alpha = 1f;
                }
                else
                {
                    state.tweens.Add(state.cuiGroup.canvasGroup.DOFade(1f, state.animLength));
                }
            }
            else if (state.isChangingVisibility)
            {
                if (state.isInstant)
                {
                    state.cuiGroup.canvasGroup.alpha = 0f;
                }
                else
                {
                    state.tweens.Add(state.cuiGroup.canvasGroup.DOFade(0f, state.animLength));
                }
            }


            StartCoroutine(HandleAnimationData(state));
        }
Exemplo n.º 3
0
 public static void Animate(CUIGroup view, CUIAnimation anim, float overrideTime = -1f)
 {
     I.AnimateInternal(view, anim, overrideTime);
 }