public void Remove() { startPos = endPos; endPos = removePos; easeFunction = easeFunctionOut; seconds = secondsOut; isMoving = true; t = 0; remove = true; }
public void Init(string text) { // InitPosition remove = false; characterController = GetComponentInChildren <GuiCharacterController>(); transform.position = GetPosition(startScreenX, startScreenY, startOffsetX, startOffsetY); startPos = transform.position; endPos = GetPosition(endScreenX, endScreenY, endOffsetX, endOffsetY); removePos = GetPosition(removeScreenX, removeScreenY, endOffsetX, endOffsetY); easeFunction = easeFunctionIn; seconds = secondsIn; isMoving = true; t = 0; characterController.Show(text); }
/// <summary> /// Simply interface for getting interpolated value. /// </summary> /// <returns>Interpolated value.</returns> /// <param name="t">Input value (0 to 1).</param> /// <param name="easeFunction">Ease function.</param> /// <param name="easeType">Ease type.</param> public static float GetInterpolated(float t, EASE_FUNCTION easeFunction, EASE_TYPE easeType) { switch (easeFunction) { case EASE_FUNCTION.Back: switch (easeType) { case EASE_TYPE.EaseIn: return(Easing.Back.easeIn(t)); case EASE_TYPE.EaseOut: return(Easing.Back.easeOut(t)); case EASE_TYPE.EaseInOut: return(Easing.Back.easeInOut(t)); } break; case EASE_FUNCTION.Bounce: switch (easeType) { case EASE_TYPE.EaseIn: return(Easing.Bounce.easeIn(t)); case EASE_TYPE.EaseOut: return(Easing.Bounce.easeOut(t)); case EASE_TYPE.EaseInOut: return(Easing.Bounce.easeInOut(t)); } break; case EASE_FUNCTION.Circ: switch (easeType) { case EASE_TYPE.EaseIn: return(Easing.Circ.easeIn(t)); case EASE_TYPE.EaseOut: return(Easing.Circ.easeOut(t)); case EASE_TYPE.EaseInOut: return(Easing.Circ.easeInOut(t)); } break; case EASE_FUNCTION.Cubic: switch (easeType) { case EASE_TYPE.EaseIn: return(Easing.Cubic.easeIn(t)); case EASE_TYPE.EaseOut: return(Easing.Cubic.easeOut(t)); case EASE_TYPE.EaseInOut: return(Easing.Cubic.easeInOut(t)); } break; case EASE_FUNCTION.Elastic: switch (easeType) { case EASE_TYPE.EaseIn: return(Easing.Elastic.easeIn(t)); case EASE_TYPE.EaseOut: return(Easing.Elastic.easeOut(t)); case EASE_TYPE.EaseInOut: return(Easing.Elastic.easeInOut(t)); } break; case EASE_FUNCTION.Expo: switch (easeType) { case EASE_TYPE.EaseIn: return(Easing.Expo.easeIn(t)); case EASE_TYPE.EaseOut: return(Easing.Expo.easeOut(t)); case EASE_TYPE.EaseInOut: return(Easing.Expo.easeInOut(t)); } break; case EASE_FUNCTION.Linear: switch (easeType) { case EASE_TYPE.EaseIn: return(Easing.Linear.easeIn(t)); case EASE_TYPE.EaseOut: return(Easing.Linear.easeOut(t)); case EASE_TYPE.EaseInOut: return(Easing.Linear.easeInOut(t)); } break; case EASE_FUNCTION.Quad: switch (easeType) { case EASE_TYPE.EaseIn: return(Easing.Quad.easeIn(t)); case EASE_TYPE.EaseOut: return(Easing.Quad.easeOut(t)); case EASE_TYPE.EaseInOut: return(Easing.Quad.easeInOut(t)); } break; case EASE_FUNCTION.Quart: switch (easeType) { case EASE_TYPE.EaseIn: return(Easing.Quart.easeIn(t)); case EASE_TYPE.EaseOut: return(Easing.Quart.easeOut(t)); case EASE_TYPE.EaseInOut: return(Easing.Quart.easeInOut(t)); } break; case EASE_FUNCTION.Quint: switch (easeType) { case EASE_TYPE.EaseIn: return(Easing.Quint.easeIn(t)); case EASE_TYPE.EaseOut: return(Easing.Quint.easeOut(t)); case EASE_TYPE.EaseInOut: return(Easing.Quint.easeInOut(t)); } break; case EASE_FUNCTION.Sine: switch (easeType) { case EASE_TYPE.EaseIn: return(Easing.Sine.easeIn(t)); case EASE_TYPE.EaseOut: return(Easing.Sine.easeOut(t)); case EASE_TYPE.EaseInOut: return(Easing.Sine.easeInOut(t)); } break; } return(t); }