public void Start(GameObject sub, EZAnimation.ANIM_MODE mode, Vector3 dest, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del) { if (sub == null) { return; } this.Start(sub, mode, sub.transform.localEulerAngles, dest, interp, dur, delay, startDel, del); }
float localUnitsPerPixel; // The number of local space units per pixel. protected virtual void Awake() { if (m_awake) return; m_awake = true; if (direction == DIRECTION.BtoT_RtoL) scrollPos = 1f; // We start at the bottom in this case autoScrollInterpolator = EZAnimation.GetInterpolator(snapEasing); lowPassFilterFactor = inertiaLerpInterval / lowPassKernelWidthInSeconds; }
public static FadeSprite Do(SpriteRoot sprt, EZAnimation.ANIM_MODE mode, Color dest, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del) { FadeSprite fadeSprite = (FadeSprite)EZAnimator.instance.GetAnimation(EZAnimation.ANIM_TYPE.FadeSprite); fadeSprite.Start(sprt, mode, dest, interp, dur, delay, startDel, del); return(fadeSprite); }
public void Start(SpriteRoot sprt, EZAnimation.ANIM_MODE mode, Color begin, Color dest, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del) { this.sprite = sprt; this.start = begin; this.m_mode = mode; if (mode == EZAnimation.ANIM_MODE.By) { this.delta = dest; } else { this.delta = new Color(dest.r - this.start.r, dest.g - this.start.g, dest.b - this.start.b, dest.a - this.start.a); } this.end = this.start + this.delta; this.interpolator = interp; this.duration = dur; this.m_wait = delay; this.completedDelegate = del; this.startDelegate = startDel; base.StartCommon(); if (mode == EZAnimation.ANIM_MODE.FromTo && delay == 0f) { this.sprite.SetColor(this.start); } EZAnimator.instance.AddAnimation(this); }
public void Start(SpriteRoot sprt, EZAnimation.ANIM_MODE mode, Color dest, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del) { this.Start(sprt, mode, sprt.color, dest, interp, dur, delay, startDel, del); }
public static FadeMaterial Do(Material material, EZAnimation.ANIM_MODE mode, Color dest, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del) { FadeMaterial fadeMaterial = (FadeMaterial)EZAnimator.instance.GetAnimation(EZAnimation.ANIM_TYPE.FadeMaterial); fadeMaterial.Start(material, mode, dest, interp, dur, delay, startDel, del); return(fadeMaterial); }
public void Start(Material material, EZAnimation.ANIM_MODE mode, Color dest, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del) { this.Start(material, mode, material.color, dest, interp, dur, delay, startDel, del); }
public static FadeAudio Do(AudioSource audio, EZAnimation.ANIM_MODE mode, float begin, float dest, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del) { FadeAudio fadeAudio = (FadeAudio)EZAnimator.instance.GetAnimation(EZAnimation.ANIM_TYPE.FadeAudio); fadeAudio.Start(audio, mode, begin, dest, interp, dur, delay, startDel, del); return(fadeAudio); }
public static AnimateScale Do(GameObject sub, EZAnimation.ANIM_MODE mode, bool increase, Vector3 begin, Vector3 dest, Vector3 beginPos, Vector3 destPos, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del) { AnimateScale animateScale = (AnimateScale)EZAnimator.instance.GetAnimation(EZAnimation.ANIM_TYPE.Scale); animateScale.Start(sub, mode, increase, begin, dest, beginPos, destPos, interp, dur, delay, startDel, del); return(animateScale); }
public static AnimateRotation Do(GameObject sub, EZAnimation.ANIM_MODE mode, Vector3 dest, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del) { AnimateRotation animateRotation = (AnimateRotation)EZAnimator.instance.GetAnimation(EZAnimation.ANIM_TYPE.Rotate); animateRotation.Start(sub, mode, dest, interp, dur, delay, startDel, del); return(animateRotation); }
public void Start(GameObject sub, EZAnimation.ANIM_MODE mode, Vector3 begin, Vector3 dest, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del) { this.subject = sub; this.subTrans = this.subject.transform; this.start = begin; this.m_mode = mode; if (mode == EZAnimation.ANIM_MODE.By) { this.delta = dest; } else { this.delta = new Vector3(dest.x - this.start.x, dest.y - this.start.y, dest.z - this.start.z); } this.end = this.start + this.delta; this.interpolator = interp; this.duration = dur; this.m_wait = delay; this.completedDelegate = del; this.startDelegate = startDel; base.StartCommon(); if (mode == EZAnimation.ANIM_MODE.FromTo && delay == 0f) { this.subTrans.localEulerAngles = this.start; } EZAnimator.instance.AddAnimation(this); }
public static TuneAudio Do(AudioSource audio, EZAnimation.ANIM_MODE mode, float dest, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del) { TuneAudio tuneAudio = (TuneAudio)EZAnimator.instance.GetAnimation(EZAnimation.ANIM_TYPE.TuneAudio); tuneAudio.Start(audio, mode, dest, interp, dur, delay, startDel, del); return(tuneAudio); }
public void Start(AudioSource sub, EZAnimation.ANIM_MODE mode, float begin, float dest, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del) { this.subject = sub; this.start = begin; this.m_mode = mode; if (mode == EZAnimation.ANIM_MODE.By) { this.delta = dest; } else { this.delta = dest - this.start; } this.end = this.start + this.delta; this.interpolator = interp; this.duration = dur; this.m_wait = delay; this.completedDelegate = del; this.startDelegate = startDel; base.StartCommon(); EZAnimator.instance.Stop(this.subject, this.type, mode == EZAnimation.ANIM_MODE.By); if (mode == EZAnimation.ANIM_MODE.FromTo && delay == 0f) { this.subject.pitch = this.start; } EZAnimator.instance.AddAnimation(this); }
public void Start(AudioSource audio, EZAnimation.ANIM_MODE mode, float dest, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del) { this.Start(audio, mode, audio.pitch, dest, interp, dur, delay, startDel, del); }
float localUnitsPerPixel; // The number of local space units per pixel. protected void Awake() { if (m_awake) return; m_awake = true; // Create our mover object: mover = new GameObject(); mover.name = "Mover"; mover.transform.parent = transform; mover.transform.localPosition = Vector3.zero; mover.transform.localRotation = Quaternion.identity; mover.transform.localScale = Vector3.one; if (direction == DIRECTION.BtoT_RtoL) scrollPos = 1f; // We start at the bottom in this case autoScrollInterpolator = EZAnimation.GetInterpolator(snapEasing); lowPassFilterFactor = inertiaLerpInterval / lowPassKernelWidthInSeconds; }
public void Start(GameObject sub, EZAnimation.ANIM_MODE mode, bool increase, Vector3 begin, Vector3 dest, Vector3 beginPos, Vector3 destPos, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del) { this.movePos = true; this.subject = sub; this.subTrans = this.subject.transform; this.start = begin; this.m_mode = mode; if (mode == EZAnimation.ANIM_MODE.By) { this.delta = Vector3.Scale(this.start, dest) - this.start; this.deltaPos = Vector3.Scale(this.start, dest) - this.start; this.startPos = beginPos; this.deltaPos = destPos - this.startPos; } else { this.delta = dest - this.start; if (increase) { this.startPos = Vector3.zero; } else { this.startPos = this.subject.transform.localPosition; } this.deltaPos = destPos - beginPos; } this.end = this.start + this.delta; this.interpolator = interp; this.duration = dur; this.m_wait = delay; this.completedDelegate = del; this.startDelegate = startDel; base.StartCommon(); if (mode == EZAnimation.ANIM_MODE.FromTo && delay == 0f) { this.subTrans.localScale = this.start; } EZAnimator.instance.AddAnimation(this); }
/// <summary> /// Scrolls the list to the specified item in the specified /// number of seconds. /// </summary> /// <param name="item">The item to scroll to.</param> /// <param name="scrollTime">The number of seconds the scroll should last.</param> /// <param name="easing">The type of easing to be used for the scroll.</param> public void ScrollToItem(IUIListObject item, float scrollTime, EZAnimation.EASING_TYPE easing) { snappedItem = item; if (newItems.Count != 0) { if (itemsInserted) RepositionItems(); else PositionNewItems(); itemsInserted = false; newItems.Clear(); } if (orientation == ORIENTATION.HORIZONTAL) { if(direction == DIRECTION.TtoB_LtoR) autoScrollPos = Mathf.Clamp01(item.transform.localPosition.x / amtOfPlay); else autoScrollPos = Mathf.Clamp01(-item.transform.localPosition.x / amtOfPlay); } else { if(direction == DIRECTION.TtoB_LtoR) autoScrollPos = Mathf.Clamp01(-item.transform.localPosition.y / amtOfPlay); else autoScrollPos = Mathf.Clamp01(item.transform.localPosition.y / amtOfPlay); } autoScrollInterpolator = EZAnimation.GetInterpolator(easing); autoScrollStart = scrollPos; autoScrollDelta = autoScrollPos - scrollPos; autoScrollDuration = scrollTime; autoScrollTime = 0; autoScrolling = true; // Do some state cleanup: scrollDelta = 0; isScrolling = false; if (itemSnappedDel != null) itemSnappedDel(snappedItem); }
public static FadeText Do(SpriteText txt, EZAnimation.ANIM_MODE mode, Color dest, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del) { FadeText fadeText = (FadeText)EZAnimator.instance.GetAnimation(EZAnimation.ANIM_TYPE.FadeText); fadeText.Start(txt, mode, dest, interp, dur, delay, startDel, del); return(fadeText); }