Exemplo n.º 1
0
    void Update()
    {
        if (isFadeEnd)
        {
            return;
        }

        time += Time.deltaTime;
        float alpha = 1.0f;

        if (fadeType == FadeType.FADEIN)
        {
            alpha = easing.CubicIn(easing.DelayTime(time, 0.0f, takeTime), 1.0f, 0.0f);
        }
        else if (fadeType == FadeType.FADEOUT)
        {
            alpha = easing.CubicIn(easing.DelayTime(time, 0.0f, takeTime), 0.0f, 1.0f);
        }

        GetComponent <Image>().color = new Color(fadeColor.r, fadeColor.g, fadeColor.b, alpha);

        if (time >= takeTime)
        {
            isFadeEnd = true;
        }
    }
Exemplo n.º 2
0
    private void Moving()
    {
        if (!isMove)
        {
            return;
        }

        moveTime += Time.deltaTime;
        float posY;

        if (moveTime < 0.5f)
        {
            posY = easing.CubicOut(easing.DelayTime(moveTime, 0.0f, 0.5f),
                                   originPosY,
                                   originPosY + jumpSpeed);
        }
        else
        {
            posY = easing.CubicIn(easing.DelayTime(moveTime, 0.5f, 0.5f),
                                  originPosY + jumpSpeed,
                                  originPosY);
        }


        transform.localPosition = new Vector3(
            transform.localPosition.x,
            posY,
            transform.localPosition.z);
        if (moveTime >= 1.0f)
        {
            moveTime = 0.0f;
            isMove   = false;
        }
    }
Exemplo n.º 3
0
Arquivo: Post.cs Projeto: dvdfu/ld47
    IEnumerator ShowRoutine()
    {
        Vector2 size = container.sizeDelta;

        yield return(Tween.StartRoutine(0.3f, (float progress) => {
            container.sizeDelta = new Vector2(size.x, size.y * Easing.CubicIn(progress));
        }));
    }
Exemplo n.º 4
0
 public void Shake()
 {
     tween.Start(0.5f, (float progress) => {
         float amount   = Mathf.Lerp(1, 0, Easing.CubicIn(progress));
         float angle    = Random.value * 360;
         Vector2 offset = MathUtils.PolarToCartesian(angle, amount * 20);
         camera.transform.localPosition = offset;
     });
 }
Exemplo n.º 5
0
 void OnFailTask()
 {
     SoundManager.instance.Play(wrongSound);
     cameraHelper.Shake();
     tween.Start(0.5f, (float progress) => {
         float amount     = Mathf.Lerp(1, 0, Easing.CubicIn(progress));
         redOverlay.color = new Color(1, 0, 0, amount);
     });
 }
Exemplo n.º 6
0
    IEnumerator ShowRoutine()
    {
        float width = bubble.sizeDelta.x;

        yield return(Tween.StartRoutine(0.3f, (float progress) => {
            float height = 30 * Easing.CubicIn(progress);
            bubble.sizeDelta = new Vector2(width, height);
        }));
    }
Exemplo n.º 7
0
    public void Refresh()
    {
        value1 = slider1.value;
        value2 = slider2.value;

        knob1.color = value1 == 1 ? Color.white : mintColor;
        knob2.color = value2 == 1 ? Color.white : mintColor;

        photo.GetComponent <RectTransform>().eulerAngles = Vector3.forward * (1 - value1) * 30;
        photo.color = Color.Lerp(Color.grey, Color.white, Easing.CubicIn(value2));

        submitButton.interactable = AreValuesCorrect();
    }
Exemplo n.º 8
0
    IEnumerator SquishRoutine()
    {
        float t = 0;
        float progress, scale;

        while (t < DURATION)
        {
            t                   += Time.deltaTime;
            progress             = Easing.CubicIn(t / DURATION);
            scale                = 1 + (1 - progress) / 2;
            transform.localScale = new Vector3(1 / scale, scale);
            yield return(null);
        }
        squishRoutine = null;
    }
Exemplo n.º 9
0
        public void CubicIn()
        {
            Utils.AreEqual(
                0f,
                Easing.CubicIn(0f)
                );

            Utils.AreEqual(
                1f,
                Easing.CubicIn(1f)
                );

            Utils.AreEqual(
                0.125f,
                Easing.CubicIn(0.5f)
                );
        }
Exemplo n.º 10
0
    IEnumerator RefreshRoutine()
    {
        refreshText.text = "Loading...";
        refresh.GetComponent <Button>().interactable = false;
        Vector2 refreshSize = refresh.sizeDelta;

        yield return(Tween.StartRoutine(0.2f, (float progress) => {
            float height = Mathf.Lerp(refreshSize.y, 60, Easing.CubicIn(progress));
            refresh.sizeDelta = new Vector2(refreshSize.x, height);
        }));

        yield return(new WaitForSeconds(0.6f));

        yield return(Tween.StartRoutine(0.2f, (float progress) => {
            float height = Mathf.Lerp(60, 0, Easing.CubicOut(progress));
            refresh.sizeDelta = new Vector2(refreshSize.x, height);
        }));

        phone.ResetCountdown();
        int count = Random.Range(3, 6);

        gameData.postsLeft = count;
        for (int i = 0; i < count; i++)
        {
            Instantiate(postPrefab, feed).transform.SetSiblingIndex(0);
            SoundManager.instance.Play(postSound);
            if (feed.transform.childCount > 10)
            {
                Destroy(feed.transform.GetChild(10).gameObject);
            }
            yield return(new WaitForSeconds(0.1f));
        }

        while (gameData.postsLeft > 0)
        {
            yield return(null);
        }
        isRefreshing     = false;
        refreshText.text = "See More";
        refresh.GetComponent <Button>().interactable = true;
        yield return(Tween.StartRoutine(0.2f, (float progress) => {
            float height = Mathf.Lerp(0, 30, Easing.CubicIn(progress));
            refresh.sizeDelta = new Vector2(refreshSize.x, height);
        }));
    }
Exemplo n.º 11
0
    IEnumerator StartRoutine()
    {
        hud.anchoredPosition = Vector2.up * 200;
        blackOverlay.enabled = false;
        titleScreen.SetActive(true);
        while (!Input.GetMouseButton(0))
        {
            yield return(null);
        }
        yield return(FadeBlackInRoutine());

        titleScreen.SetActive(false);
        yield return(FadeTextRoutine("I like staying connected.\nIt keeps me happy.", 3));

        yield return(Tween.StartRoutine(0.3f, (float progress) => {
            hud.anchoredPosition = Vector2.up * Mathf.Lerp(200, 0, Easing.CubicIn(progress));
        }));

        yield return(FadeBlackOutRoutine());

        blackOverlay.enabled = false;
        StartCoroutine(ProgressRoutine());
    }
Exemplo n.º 12
0
    private void Move()
    {
        float xx = (endX - startX) * time / easingTime;
        float yy = 0.0f;

        switch (type)
        {
        case EasingType.Constant:
            yy = endY;
            break;

        case EasingType.QuadIn:
            yy = Easing.QuadIn(time, easingTime, startY, endY);
            break;

        case EasingType.QuadOut:
            yy = Easing.QuadOut(time, easingTime, startY, endY);
            break;

        case EasingType.QuadInOut:
            yy = Easing.QuadInOut(time, easingTime, startY, endY);
            break;

        case EasingType.CubicIn:
            yy = Easing.CubicIn(time, easingTime, startY, endY);
            break;

        case EasingType.CubicOut:
            yy = Easing.CubicOut(time, easingTime, startY, endY);
            break;

        case EasingType.CubicInOut:
            yy = Easing.CubicInOut(time, easingTime, startY, endY);
            break;

        case EasingType.QuartIn:
            yy = Easing.QuartIn(time, easingTime, startY, endY);
            break;

        case EasingType.QuartOut:
            yy = Easing.QuartOut(time, easingTime, startY, endY);
            break;

        case EasingType.QuartInOut:
            yy = Easing.QuartInOut(time, easingTime, startY, endY);
            break;

        case EasingType.QuintIn:
            yy = Easing.QuintIn(time, easingTime, startY, endY);
            break;

        case EasingType.QuintOut:
            yy = Easing.QuintOut(time, easingTime, startY, endY);
            break;

        case EasingType.QuintInOut:
            yy = Easing.QuintInOut(time, easingTime, startY, endY);
            break;

        case EasingType.SineIn:
            yy = Easing.SineIn(time, easingTime, startY, endY);
            break;

        case EasingType.SineOut:
            yy = Easing.SineOut(time, easingTime, startY, endY);
            break;

        case EasingType.SineInOut:
            yy = Easing.SineInOut(time, easingTime, startY, endY);
            break;

        case EasingType.ExpIn:
            yy = Easing.ExpIn(time, easingTime, startY, endY);
            break;

        case EasingType.ExpOut:
            yy = Easing.ExpOut(time, easingTime, startY, endY);
            break;

        case EasingType.ExpInOut:
            yy = Easing.ExpInOut(time, easingTime, startY, endY);
            break;

        case EasingType.CircIn:
            yy = Easing.CircIn(time, easingTime, startY, endY);
            break;

        case EasingType.CircOut:
            yy = Easing.CircOut(time, easingTime, startY, endY);
            break;

        case EasingType.CircInOut:
            yy = Easing.CircInOut(time, easingTime, startY, endY);
            break;

        case EasingType.ElasticIn:
            yy = Easing.ElasticIn(time, easingTime, startY, endY);
            break;

        case EasingType.ElasticOut:
            yy = Easing.ElasticOut(time, easingTime, startY, endY);
            break;

        case EasingType.ElasticInOut:
            yy = Easing.ElasticInOut(time, easingTime, startY, endY);
            break;

        case EasingType.BackIn:
            yy = Easing.BackIn(time, easingTime, startY, endY, 1.7f);
            break;

        case EasingType.BackOut:
            yy = Easing.BackOut(time, easingTime, startY, endY, 1.7f);
            break;

        case EasingType.BackInOut:
            yy = Easing.BackInOut(time, easingTime, startY, endY, 1.7f);
            break;

        case EasingType.BounceIn:
            yy = Easing.BounceIn(time, easingTime, startY, endY);
            break;

        case EasingType.BounceOut:
            yy = Easing.BounceOut(time, easingTime, startY, endY);
            break;

        case EasingType.BounceInOut:
            yy = Easing.BounceInOut(time, easingTime, startY, endY);
            break;

        case EasingType.Linear:
            yy = Easing.Linear(time, easingTime, startY, endY);
            break;
        }

        if (float.IsNaN(yy))
        {
            yy = 1;
        }

        ball.transform.position = new Vector3(startX + xx, yy, 0);
    }
Exemplo n.º 13
0
    IEnumerator ProgressRoutine()
    {
        taskPhoto.gameObject.SetActive(true);
        yield return(Tween.StartRoutine(0.5f, (float progress) => {
            float x = Mathf.Lerp(1000, 0, Easing.CubicIn(progress));
            taskPhoto.anchoredPosition = new Vector2(x, TASK_HEIGHT);
        }));

        while (gameData.score < 3)
        {
            yield return(null);
        }

        taskFeed.gameObject.SetActive(true);
        yield return(Tween.StartRoutine(0.5f, (float progress) => {
            float x = Mathf.Lerp(1000, 150, Easing.CubicIn(progress));
            taskFeed.anchoredPosition = new Vector2(x, TASK_HEIGHT);

            x = Mathf.Lerp(0, -150, Easing.CubicIn(progress));
            taskPhoto.anchoredPosition = new Vector2(x, TASK_HEIGHT);
        }));

        while (gameData.score < 10)
        {
            yield return(null);
        }

        taskCall.gameObject.SetActive(true);
        yield return(Tween.StartRoutine(0.5f, (float progress) => {
            float x = Mathf.Lerp(1000, 250, Easing.CubicIn(progress));
            taskCall.anchoredPosition = new Vector2(x, TASK_HEIGHT);

            x = Mathf.Lerp(150, 0, Easing.CubicIn(progress));
            taskFeed.anchoredPosition = new Vector2(x, TASK_HEIGHT);

            x = Mathf.Lerp(-150, -250, Easing.CubicIn(progress));
            taskPhoto.anchoredPosition = new Vector2(x, TASK_HEIGHT);
        }));

        while (gameData.score < 30)
        {
            yield return(null);
        }

        taskText.gameObject.SetActive(true);
        yield return(Tween.StartRoutine(0.5f, (float progress) => {
            float x = Mathf.Lerp(1000, 300, Easing.CubicIn(progress));
            taskText.anchoredPosition = new Vector2(x, TASK_HEIGHT);

            x = Mathf.Lerp(250, 100, Easing.CubicIn(progress));
            taskCall.anchoredPosition = new Vector2(x, TASK_HEIGHT);

            x = Mathf.Lerp(0, -100, Easing.CubicIn(progress));
            taskFeed.anchoredPosition = new Vector2(x, TASK_HEIGHT);

            x = Mathf.Lerp(-250, -300, Easing.CubicIn(progress));
            taskPhoto.anchoredPosition = new Vector2(x, TASK_HEIGHT);
        }));

        while (gameData.score < 60)
        {
            yield return(null);
        }

        gameData.onFire = true;
        taskPhoto.GetComponent <Phone>().Burn();
        yield return(new WaitForSeconds(1 + Random.value * 3));

        taskFeed.GetComponent <Phone>().Burn();
        yield return(new WaitForSeconds(1 + Random.value * 3));

        taskCall.GetComponent <Phone>().Burn();
        yield return(new WaitForSeconds(1 + Random.value * 3));

        taskText.GetComponent <Phone>().Burn();

        yield return(new WaitForSeconds(8));

        gameData.ending = true;
        gameData.happiness.Finish();
        yield return(FadeBlackInRoutine());

        endingImage.enabled = true;
        endingImage.sprite  = endingSprites[0];
        yield return(FadeTextRoutine("This is too much for me...", 2));

        yield return(FadeBlackOutRoutine());

        yield return(new WaitForSeconds(4));

        yield return(FadeBlackInRoutine());

        endingImage.sprite = endingSprites[1];
        yield return(FadeTextRoutine("I need a change of pace.", 2));

        yield return(FadeBlackOutRoutine());

        gameData.happiness.Elapse(-30);
        yield return(new WaitForSeconds(4));

        yield return(FadeBlackInRoutine());

        endingImage.sprite = endingSprites[2];
        yield return(FadeBlackOutRoutine());

        gameData.happiness.Elapse(-30);
        yield return(new WaitForSeconds(4));

        yield return(FadeBlackInRoutine());

        endingImage.sprite = endingSprites[3];
        yield return(FadeBlackOutRoutine());

        gameData.happiness.Elapse(-40);
        yield return(new WaitForSeconds(4));

        yield return(FadeBlackInRoutine());

        yield return(FadeTextRoutine("Thanks for playing!", 8));

        SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
    }
Exemplo n.º 14
0
    IEnumerator IntroRoutine()
    {
        float t     = 0;
        float scale = 0;

        titleWhatThe.localScale   = Vector2.zero;
        titleFiretruck.localScale = Vector2.zero;
        worldUI.SetActive(false);

        yield return(new WaitForSeconds(0.3f));

        SoundManager.Play(thudSound);
        while (t < 0.5f)
        {
            scale = Easing.ElasticOut(t * 2);
            titleWhatThe.localScale = new Vector2(scale, scale);
            t += Time.deltaTime;
            yield return(null);
        }
        titleWhatThe.localScale = new Vector2(1, 1);

        SoundManager.Play(thudSound);
        t = 0;
        while (t < 0.5f)
        {
            scale = Easing.ElasticOut(t * 2);
            titleFiretruck.localScale = new Vector2(scale, scale);
            t += Time.deltaTime;
            yield return(null);
        }
        titleFiretruck.localScale = new Vector2(1, 1);

        RectTransform worldTransform = worldUI.GetComponent <RectTransform>();

        worldTransform.anchoredPosition = Vector2.down * 100;
        worldUI.SetActive(true);

        t = 0;
        while (t < 0.5f)
        {
            float y = (1 - Easing.CubicIn(t * 2)) * 100;
            worldTransform.anchoredPosition = Vector2.down * y;
            t += Time.deltaTime;
            yield return(null);
        }
        worldTransform.anchoredPosition = Vector2.zero;

        while (Input.GetAxisRaw("PlayerHorizontal") == 0 && Input.GetAxisRaw("PlayerVertical") == 0)
        {
            yield return(null);
        }
        yield return(new WaitForSeconds(0.3f));

        prompt.text = "Water - <color=\"#1E8AD4\">Arrow Keys</color>";
        while (Input.GetAxisRaw("WaterHorizontal") == 0 && Input.GetAxisRaw("WaterVertical") == 0)
        {
            yield return(null);
        }
        yield return(new WaitForSeconds(0.3f));

        prompt.text = "Starting mission!";
        yield return(new WaitForSeconds(2));

        SceneManager.LoadScene("Instructions");
    }
Exemplo n.º 15
0
 public System.Func <float, float> GetEaseAction(EzEaseType type)
 {
     if (type == EzEaseType.SineIn)
     {
         return((v) => Easing.SineIn(v));
     }
     else if (type == EzEaseType.SineOut)
     {
         return((v) => Easing.SineOut(v));
     }
     else if (type == EzEaseType.SineInOut)
     {
         return((v) => Easing.SineInOut(v));
     }
     else if (type == EzEaseType.QuadIn)
     {
         return((v) => Easing.QuadIn(v));
     }
     else if (type == EzEaseType.QuadOut)
     {
         return((v) => Easing.QuadOut(v));
     }
     else if (type == EzEaseType.QuadInOut)
     {
         return((v) => Easing.QuadInOut(v));
     }
     else if (type == EzEaseType.CubicIn)
     {
         return((v) => Easing.CubicIn(v));
     }
     else if (type == EzEaseType.CubicOut)
     {
         return((v) => Easing.CubicOut(v));
     }
     else if (type == EzEaseType.CubicInOut)
     {
         return((v) => Easing.CubicInOut(v));
     }
     else if (type == EzEaseType.QuartIn)
     {
         return((v) => Easing.QuartIn(v));
     }
     else if (type == EzEaseType.QuartOut)
     {
         return((v) => Easing.QuartOut(v));
     }
     else if (type == EzEaseType.QuartInOut)
     {
         return((v) => Easing.QuartInOut(v));
     }
     else if (type == EzEaseType.ExpIn)
     {
         return((v) => Easing.ExpIn(v));
     }
     else if (type == EzEaseType.ExpOut)
     {
         return((v) => Easing.ExpOut(v));
     }
     else if (type == EzEaseType.ExpInOut)
     {
         return((v) => Easing.ExpInOut(v));
     }
     else if (type == EzEaseType.CircIn)
     {
         return((v) => Easing.CircIn(v));
     }
     else if (type == EzEaseType.CircOut)
     {
         return((v) => Easing.CircOut(v));
     }
     else if (type == EzEaseType.CircInOut)
     {
         return((v) => Easing.CircInOut(v));
     }
     else if (type == EzEaseType.ElasticIn)
     {
         return((v) => Easing.ElasticIn(v));
     }
     else if (type == EzEaseType.ElasticOut)
     {
         return((v) => Easing.ElasticOut(v));
     }
     else if (type == EzEaseType.ElasticInOut)
     {
         return((v) => Easing.ElasticInOut(v));
     }
     else if (type == EzEaseType.BackIn)
     {
         return((v) => Easing.BackIn(v));
     }
     else if (type == EzEaseType.BackOut)
     {
         return((v) => Easing.BackOut(v));
     }
     else if (type == EzEaseType.BackInOut)
     {
         return((v) => Easing.BackInOut(v));
     }
     else if (type == EzEaseType.BounceIn)
     {
         return((v) => Easing.BounceIn(v));
     }
     else if (type == EzEaseType.BounceOut)
     {
         return((v) => Easing.BounceOut(v));
     }
     else if (type == EzEaseType.BounceInOut)
     {
         return((v) => Easing.BounceInOut(v));
     }
     else
     {
         return((v) => Easing.Linear(v));
     }
 }