IEnumerator ButtonHoverExit(ButtonPad buttonInstance) { //for node size float vel = 0f; //for node movement float moveVel = 0.0f; float moveSpeed = 4.0f; float current = 0f; float target = .25f * buttonInstance.textStyle.textSize; while (current < target - .01f) { Color color = buttonInstance.GetComponent <MeshRenderer>().material.color; color.a = Mathf.SmoothDamp(color.a, .17f, ref vel, .02f); buttonInstance.GetComponent <MeshRenderer>().material.color = color; current = Mathf.SmoothDamp(current, target, ref moveVel, moveSpeed * Time.deltaTime); buttonInstance.node.transform.Translate(0f, 0f, -current); yield return(null); } }
IEnumerator ButtonHover(ButtonPad buttonInstance) { //for node size float vel = 0.0f; //for node movement float moveVel = 0.0f; float moveSpeed = 4.0f; float current = 0f; float target = .25f * buttonInstance.textStyle.textSize; Vector3 newPos; //changes color and moves button vector3.forward on "mouseover" (uses SmoothDamp) while (current < target - .01f) { Color color = buttonInstance.GetComponent <MeshRenderer>().material.color; color.a = Mathf.SmoothDamp(color.a, .55f, ref vel, .02f); buttonInstance.GetComponent <MeshRenderer>().material.color = color; current = Mathf.SmoothDamp(current, target, ref moveVel, moveSpeed * Time.deltaTime); buttonInstance.node.transform.Translate(0f, 0f, current); yield return(null); } }