public void StartAnimation(UITransformAnimation.TransformAnimationType animationType, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, Quaternion startValue, Quaternion endValue, Quaternion deltaValue, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount, Action <float> onUpdateAction = null) { switch (animationType) { case UITransformAnimation.TransformAnimationType.Rotation: AddRotationAnimation(tweenType, onCompleteAction, onUpdateAction, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; } }
////////////////////////////// // FillPercent Start/End/Relative Functions public void AddFillPercentStartAnimation(Action onCompleteAction, float startFillPercent, float endFillPercent, float duration, UIAnimationUtility.EaseType easeType, int loopCount = 0, UIAnimation_Base.LoopType loopType = UIAnimation_Base.LoopType.PingPong) { AddFillPercentAnimation(UIAnimation_Base.TweenType.Start, onCompleteAction, startFillPercent, endFillPercent, 0, duration, UIAnimationUtility.GetCurve(easeType), loopType, loopCount); }
//////////////////////////////////////// // // StartColor Functions protected void AddColorAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, Color startColor, Color endColor, Color deltaColor, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { UIColorAnimation_Color newUIAnimationColor = new UIColorAnimation_Color(this, onCompleteAction, tweenType, startColor, endColor, deltaColor, duration, easeCurve, loopType, loopCount); myUIAnimationsColor.Enqueue(newUIAnimationColor); }
//////////////////////////////////////// // // StartColor Functions protected void AddColorAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, MaterialAnimation.ColorData colorData, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { MaterialAnimation_Color newMaterialAnimationColor = new MaterialAnimation_Color(this, onCompleteAction, tweenType, Shader.PropertyToID(colorData.propertyName), colorData.startColor, colorData.endColor, colorData.deltaColor, duration, easeCurve, loopType, loopCount); myMaterialAnimationsColor.Enqueue(newMaterialAnimationColor); }
/////////////////////////////////////////////////////////////////////////// // // UILineAnimator Functions // public void StartAnimation(UILineAnimation.LineAnimationType animationType, UIAnimation_Base.TweenType tweenType, float startValue, float endValue, float deltaValue, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { switch (animationType) { case UILineAnimation.LineAnimationType.FillPercent: AddFillPercentAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; } }
public void AddPositionRelativeAnimation(Vector3 deltaPosition, float duration, UIAnimationUtility.EaseType easeType, Action onCompleteAction = null, Action <float> onUpdateAction = null, int loopCount = 0, UIAnimation_Base.LoopType loopType = UIAnimation_Base.LoopType.PingPong) { AddPositionAnimation(UIAnimation_Base.TweenType.Relative, onCompleteAction, onUpdateAction, Vector3.zero, Vector3.zero, deltaPosition, duration, UIAnimationUtility.GetCurve(easeType), loopType, loopCount); }
public void AddFloatRelativeAnimation(float deltaValue, string propertyName = "_AlphaMultiplier", float duration = 2f, UIAnimationUtility.EaseType easeType = UIAnimationUtility.EaseType.easeInSine, int loopCount = 0, UIAnimation_Base.LoopType loopType = UIAnimation_Base.LoopType.PingPong, Action onCompleteAction = null) { MaterialAnimation.FloatData floatData = new MaterialAnimation.FloatData(); floatData.deltaValue = deltaValue; floatData.propertyName = propertyName; AddFloatAnimation(UIAnimation_Base.TweenType.Relative, onCompleteAction, floatData, duration, UIAnimationUtility.GetCurve(easeType), loopType, loopCount); }
public void AddRepetitionsEndAnimation(Action onCompleteAction, float endRepetitions, float duration, UIAnimationUtility.EaseType easeType, int loopCount = 0, UIAnimation_Base.LoopType loopType = UIAnimation_Base.LoopType.PingPong) { AddRepetitionsAnimation(UIAnimation_Base.TweenType.End, onCompleteAction, 0, endRepetitions, 0, duration, UIAnimationUtility.GetCurve(easeType), loopType, loopCount); }
/////////////////////////////////////////////////////////////////////////// // // UICircleAnimator Functions // public void StartAnimation(UICircleAnimation.CircleAnimationType animationType, UIAnimation_Base.TweenType tweenType, float startValue, float endValue, float deltaValue, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { switch (animationType) { case UICircleAnimation.CircleAnimationType.Radius: AddRadiusAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; case UICircleAnimation.CircleAnimationType.Angle: AddAngleAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; case UICircleAnimation.CircleAnimationType.AngleOffset: AddAngleOffsetAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; case UICircleAnimation.CircleAnimationType.Thickness: AddThicknessAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; case UICircleAnimation.CircleAnimationType.Repetitions: AddRepetitionsAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; } }
//////////////////////////////////////// // // AngleOffset Functions #region AngleOffsetFunctions protected void AddAngleOffsetAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, float startAngleOffset, float endAngleOffset, float deltaAngleOffset, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { UICircleAnimation_AngleOffset newUIAnimationAngleOffset = new UICircleAnimation_AngleOffset(this, onCompleteAction, tweenType, startAngleOffset, endAngleOffset, deltaAngleOffset, duration, easeCurve, loopType, loopCount); myUIAnimationsAngleOffset.Enqueue(newUIAnimationAngleOffset); }
//////////////////////////////////////// // // Thickness Functions #region ThicknessFunctions protected void AddThicknessAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, float startThickness, float endThickness, float deltaThickness, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { UICircleAnimation_Thickness newUIAnimationThickness = new UICircleAnimation_Thickness(this, onCompleteAction, tweenType, startThickness, endThickness, deltaThickness, duration, easeCurve, loopType, loopCount); myUIAnimationsThickness.Enqueue(newUIAnimationThickness); }
//////////////////////////////////////// // // CanvasGroupAnimator Functions protected void AddAlphaAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, float startFillPercent, float endFillPercent, float deltaFillPercent, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { CanvasGroupAnimation_Alpha newCanvasGroupAnimation_Alpha = new CanvasGroupAnimation_Alpha(this, onCompleteAction, tweenType, startFillPercent, endFillPercent, deltaFillPercent, duration, easeCurve, loopType, loopCount); myCanvasGroupAnimationsAlpha.Enqueue(newCanvasGroupAnimation_Alpha); }
/////////////////////////////////////////////////////////////////////////// // // CanvasGroupAnimator Functions // public void StartAnimation(CanvasGroupAnimation.AnimationType animationType, UIAnimation_Base.TweenType tweenType, float startValue, float endValue, float deltaValue, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { switch (animationType) { case CanvasGroupAnimation.AnimationType.Alpha: AddAlphaAnimation(tweenType, null, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; } }
public void AddColorEndAnimation(Action onCompleteAction, Color endColor, float duration, UIAnimationUtility.EaseType easeType, int loopCount = 0, UIAnimation_Base.LoopType loopType = UIAnimation_Base.LoopType.PingPong) { AddColorAnimation(UIAnimation_Base.TweenType.End, onCompleteAction, Color.white, endColor, Color.white, duration, UIAnimationUtility.GetCurve(easeType), loopType, loopCount); }
//////////////////////////////////////// // // Position Functions protected void AddPositionAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, Action <float> onUpdateAction, Vector3 startPosition, Vector3 endPosition, Vector3 deltaPositon, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { UITransformAnimation_Position newUIAnimationPosition = new UITransformAnimation_Position(this, onCompleteAction, onUpdateAction, tweenType, startPosition, endPosition, deltaPositon, duration, easeCurve, loopType, loopCount); myUIAnimationsPosition.Enqueue(newUIAnimationPosition); }
//////////////////////////////////////// // // Radius Functions #region RadiusFunctions protected void AddRadiusAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, float startRadius, float endRadius, float deltaRadius, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { UICircleAnimation_Radius newUIAnimationRadius = new UICircleAnimation_Radius(this, onCompleteAction, tweenType, startRadius, endRadius, deltaRadius, duration, easeCurve, loopType, loopCount); myUIAnimationsRadius.Enqueue(newUIAnimationRadius); }
////////////////////////////// // Position Start/End/Relative Functions public void AddPositionStartAnimation(Vector3 startPosition, Vector3 endPosition, float duration, UIAnimationUtility.EaseType easeType, Action onCompleteAction = null, Action <float> onUpdateAction = null, int loopCount = 0, UIAnimation_Base.LoopType loopType = UIAnimation_Base.LoopType.PingPong) { AddPositionAnimation(UIAnimation_Base.TweenType.Start, onCompleteAction, onUpdateAction, startPosition, endPosition, Vector3.zero, duration, UIAnimationUtility.GetCurve(easeType), loopType, loopCount); }
//////////////////////////////////////// // // Rotation Functions public void AddRotationAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, Action <float> onUpdateAction, Quaternion startRotation, Quaternion endRotation, Quaternion deltaRotation, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { UITransformAnimation_Rotation newUIAnimationPosition = new UITransformAnimation_Rotation(this, onCompleteAction, onUpdateAction, tweenType, startRotation, endRotation, deltaRotation, duration, easeCurve, loopType, loopCount); myUIAnimationsRotation.Enqueue(newUIAnimationPosition); }
//////////////////////////////////////// // // StartFloat Functions protected void AddFloatAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, MaterialAnimation.FloatData floatData, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { MaterialAnimation_Float newMaterialAnimationFloat = new MaterialAnimation_Float(this, onCompleteAction, tweenType, Shader.PropertyToID(floatData.propertyName), floatData.startValue, floatData.endValue, floatData.deltaValue, duration, easeCurve, loopType, loopCount); myMaterialAnimationsFloat.Enqueue(newMaterialAnimationFloat); }
public void AddRotationRelativeAnimation(Quaternion deltaRotation, float duration, UIAnimationUtility.EaseType easeType, Action onCompleteAction = null, Action <float> onUpdateAction = null, int loopCount = 0, UIAnimation_Base.LoopType loopType = UIAnimation_Base.LoopType.PingPong) { AddRotationAnimation(UIAnimation_Base.TweenType.Relative, onCompleteAction, onUpdateAction, Quaternion.identity, Quaternion.identity, deltaRotation, duration, UIAnimationUtility.GetCurve(easeType), loopType, loopCount); }
/////////////////////////////////////////////////////////////////////////// // // UIColorAnimator Functions // public void StartAnimation(MaterialAnimation.AnimationType animationType, UIAnimation_Base.TweenType tweenType, MaterialAnimation.ColorData colorData, MaterialAnimation.FloatData floatData, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount, Action onCompleteAction = null) { switch (animationType) { case MaterialAnimation.AnimationType.Color: AddColorAnimation(tweenType, onCompleteAction, colorData, duration, easeCurve, loopType, loopCount); break; case MaterialAnimation.AnimationType.Float: AddFloatAnimation(tweenType, onCompleteAction, floatData, duration, easeCurve, loopType, loopCount); break; } }
//////////////////////////////////////// // // Scale Functions public void AddScaleAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, Action <float> onUpdateAction, Vector3 startScale, Vector3 endScale, Vector3 deltaScale, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { UITransformAnimation_Scale newUIAnimationPosition = new UITransformAnimation_Scale(this, onCompleteAction, onUpdateAction, tweenType, startScale, endScale, deltaScale, duration, easeCurve, loopType, loopCount); myUIAnimationsScale.Enqueue(newUIAnimationPosition); if (myUIAnimationsScale.Count == 1) { UpdateAnimation(myUIAnimationsScale); } }
public void AddColorEndAnimation(Color endColor, string propertyName = "_Color", float duration = 2f, UIAnimationUtility.EaseType easeType = UIAnimationUtility.EaseType.easeInSine, int loopCount = 0, UIAnimation_Base.LoopType loopType = UIAnimation_Base.LoopType.PingPong, Action onCompleteAction = null) { MaterialAnimation.ColorData colorData = new MaterialAnimation.ColorData(); colorData.endColor = endColor; colorData.propertyName = propertyName; AddColorAnimation(UIAnimation_Base.TweenType.End, onCompleteAction, colorData, duration, UIAnimationUtility.GetCurve(easeType), loopType, loopCount); }
public void AddScaleEndAnimation(Vector3 endScale, float duration, UIAnimationUtility.EaseType easeType, Action onCompleteAction = null, Action <float> onUpdateAction = null, int loopCount = 0, UIAnimation_Base.LoopType loopType = UIAnimation_Base.LoopType.PingPong) { AddScaleAnimation(UIAnimation_Base.TweenType.End, onCompleteAction, onUpdateAction, Vector3.zero, endScale, Vector3.zero, duration, UIAnimationUtility.GetCurve(easeType), loopType, loopCount); }
//////////////////////////////////////// // // FillPercent Functions #region FillPercentFunctions protected void AddFillPercentAnimation(UIAnimation_Base.TweenType tweenType, Action onCompleteAction, float startFillPercent, float endFillPercent, float deltaFillPercent, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { UILineAnimation_FillPercent newUIAnimationFillPercent = new UILineAnimation_FillPercent(this, onCompleteAction, tweenType, startFillPercent, endFillPercent, deltaFillPercent, duration, easeCurve, loopType, loopCount); myUIAnimationsFillPercent.Enqueue(newUIAnimationFillPercent); }
/////////////////////////////////////////////////////////////////////////// // // UITransformAnimator Functions // public void StartAnimation(UITransformAnimation.TransformAnimationType animationType, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, Vector3 startValue, Vector3 endValue, Vector3 deltaValue, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount, Action <float> onUpdateAction = null) { switch (animationType) { case UITransformAnimation.TransformAnimationType.Position: AddPositionAnimation(tweenType, onCompleteAction, onUpdateAction, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; case UITransformAnimation.TransformAnimationType.Scale: AddScaleAnimation(tweenType, onCompleteAction, onUpdateAction, startValue, endValue, deltaValue, duration, easeCurve, loopType, loopCount); break; } }
public void AddFillPercentRelativeAnimation(Action onCompleteAction, float deltaFillPercent, float duration, UIAnimationUtility.EaseType easeType, int loopCount = 0, UIAnimation_Base.LoopType loopType = UIAnimation_Base.LoopType.PingPong) { AddFillPercentAnimation(UIAnimation_Base.TweenType.Relative, onCompleteAction, 0, 0, deltaFillPercent, duration, UIAnimationUtility.GetCurve(easeType), loopType, loopCount); }
/////////////////////////////////////////////////////////////////////////// // // UIColorAnimator Functions // public void StartAnimation(UIColorAnimation.ColorAnimationType animationType, Action onCompleteAction, UIAnimation_Base.TweenType tweenType, Color startColor, Color endColor, Color deltaColor, float duration, AnimationCurve easeCurve, UIAnimation_Base.LoopType loopType, int loopCount) { switch (animationType) { case UIColorAnimation.ColorAnimationType.Color: AddColorAnimation(tweenType, onCompleteAction, startColor, endColor, deltaColor, duration, easeCurve, loopType, loopCount); break; } }