protected void fireAnimationComplete(LayoutContainer oldChild) { if (AnimationComplete != null) { AnimationComplete.Invoke(oldChild); } }
public void Update(GameTime gameTime) { if (isHidden == true) { return; } if (totalFrames > 1) { lastElapsedTime += gameTime.ElapsedGameTime; if (lastElapsedTime > frameInterval) { currentFrame = (currentFrame + 1) % totalFrames; lastElapsedTime = TimeSpan.FromMilliseconds(0); if (currentFrame == 0) { AnimationComplete?.Invoke(this, null); } if (shouldLoop == false && currentFrame == 0) { animationEnd(); return; } } } }
private void TimerTick(object sender, EventArgs e) { if (currentFrame++ >= frames.Length - 1) { currentFrame = 0; AnimationComplete?.Invoke(this, EventArgs.Empty); } }
protected void Init(float durationSeconds, AnimationUpdate updateDelegate, AnimationComplete completeDelegate) { // create our timer at 60hz AnimTimer = NSTimer.CreateRepeatingTimer(new TimeSpan(ANIMATION_TICK_FREQUENCY), new Action <NSTimer>( delegate { // update our timer CurrentTime += ANIMATION_TICK_RATE; float percent = 0.00f; // check the style of animation they want switch (AnimStyle) { // linear is, well, linear. case Style.Linear: { percent = CurrentTime / durationSeconds; break; } // curve ease in starts SLOW and ends FAST case Style.CurveEaseIn: { float xPerc = CurrentTime / durationSeconds; percent = (float)System.Math.Pow(xPerc, 3.0f); break; } // curve ease out starts FAST and ends SLOW case Style.CurveEaseOut: { float xPerc = CurrentTime / durationSeconds; percent = (float)1 + (float)System.Math.Pow((xPerc - 1), 3.0f); break; } } // let the animation implementation do what it needs to AnimTick(System.Math.Min(percent, 1.00f), updateDelegate); // see if we're finished. if (CurrentTime >= durationSeconds) { // we are, so notify the completion delegate if (completeDelegate != null) { completeDelegate( ); } // and kill the timer AnimTimer.Invalidate( ); } }) ); }
protected void Init(float duration, AnimationUpdate updateDelegate, AnimationComplete completeDelegate) { Animator = ValueAnimator.OfFloat(0.00f, 1.00f); Animator.AddUpdateListener(this); Animator.AddListener(this); // convert duration to milliseconds Animator.SetDuration((int)(duration * 1000.0f)); AnimationUpdateDelegate = updateDelegate; AnimationCompleteDelegate = completeDelegate; }
public ColorTweenData(object o, Color startColor, Color endColor, int duration, AnimationComplete completeHandler, AnimationUpdate updateHandler) { this._object = o; this._prop = _object.GetType().GetProperty("color"); _property_name = "color"; _startColor = startColor; _endColor = endColor; _startVal = 0; _endVal = 1; _duration = duration; _tweenFunc = Tweener.GetFunction(TransitionType.LINEAR); Complete += completeHandler; Update += updateHandler; }
/// <summary> /// Event callback handling correct answers /// </summary> public void OnAnswerCorrect() { AnimationComplete completion = DisablePanel; MainController.Instance.GetGUIController().correctPanel.AddAnimationCompleteDelegate(completion); MainController.Instance.GetGUIController().correctPanel.EnablePanel(); MainController.Instance.GetNodeController().TargetNode.isAnswered = true; incorrectLabel.enabled = false; m_NumOfCompletedPuzzles += 1; if (m_NumOfCompletedPuzzles >= NumOfPuzzles) { MainController.Instance.OnWin(); } }
public IEnumerator UnloadAnimationRoutine() { if (controllerAnimation != null) { bool completed = false; controllerAnimation.Hide(() => { if (unloadAnimationCompleted != null) { App.Util.AppManager.CurrentScene.StartCoroutine(unloadAnimationCompleted()); unloadAnimationCompleted = null; // 連打時のエラー回避 } completed = true; }); while (!completed) { yield return 0; } } }
public TweenData(object o, string property_name, float startVal, float endVal, int duration, TransitionType transitionType, AnimationComplete _completeHandler, AnimationUpdate _updateHandler) : this(o, property_name, startVal, endVal, duration, transitionType) { Complete += _completeHandler; Update += _updateHandler; }
private IEnumerator animatedProgressRoutine(float sourceV, float targetV, float duration, Easing.Function easingFunction, AnimationComplete completeCallback, float delay) {
protected override void OnAnimationComplete() { Timer.Stop(); AnimationComplete?.Invoke(); }
public void addTween(object o, string property_name, float startVal, float endVal, int duration, TransitionType transitionType, AnimationComplete _completeHandler = null, AnimationUpdate _updateHandler = null) { TweenData tween = new TweenData(o, property_name, startVal, endVal, duration, transitionType, _completeHandler, _updateHandler); this.addTween(tween); }
/// <summary> /// Event callback for when GUI slide in/out animation is completed /// </summary> public void AddAnimationCompleteDelegate(AnimationComplete completion) { m_AnimationCompleters.Add(completion); }
public TweenData(AnimationComplete completeHandler = null, AnimationUpdate updateHandler = null) { if (completeHandler != null) Complete += completeHandler; if (updateHandler != null) Update += updateHandler; }
public SimpleAnimator_PointF(System.Drawing.PointF start, System.Drawing.PointF end, float duration, AnimationUpdate updateDelegate, AnimationComplete completeDelegate) { StartValue = start; Delta = new System.Drawing.PointF(end.X - start.X, end.Y - start.Y); Init(duration, updateDelegate, completeDelegate); }
public SimpleAnimator_RectF(System.Drawing.RectangleF start, System.Drawing.RectangleF end, float duration, AnimationUpdate updateDelegate, AnimationComplete completeDelegate) { StartValue = start; Delta = new System.Drawing.RectangleF(end.X - start.X, end.Y - start.Y, end.Width - start.Width, end.Height - start.Height); Init(duration, updateDelegate, completeDelegate); }
public SimpleAnimator_Float(float start, float end, float duration, AnimationUpdate updateDelegate, AnimationComplete completeDelegate) { StartValue = start; EndValue = end; Init(duration, updateDelegate, completeDelegate); }
public SimpleAnimator_Color(uint start, uint end, float duration, AnimationUpdate updateDelegate, AnimationComplete completionDelegate) { Init(duration, updateDelegate, completionDelegate); StartR = (start & 0xFF000000) >> 24; StartG = (start & 0x00FF0000) >> 16; StartB = (start & 0x0000FF00) >> 8; StartA = (start & 0xFF); uint endR = (end & 0xFF000000) >> 24; uint endG = (end & 0x00FF0000) >> 16; uint endB = (end & 0x0000FF00) >> 8;; uint endA = (end & 0xFF); DeltaR = (int)(endR - StartR); DeltaG = (int)(endG - StartG); DeltaB = (int)(endB - StartB); DeltaA = (int)(endA - StartA); }