private EasingControl ec; // Control de animacion #endregion #region Inicializadores /// <summary> /// <para>Inicializador de <see cref="MensajesBatallaController"/></para> /// </summary> private void Awake() // Inicializador de MensajesBatallaController { ec = gameObject.AddComponent <EasingControl>(); ec.duration = 0.5f; ec.equation = EasingEquations.EaseInOutQuad; ec.endBehaviour = EasingControl.EndBehaviour.Constant; ec.updateEvent += OnUpdateEvent; }
private void Awake() { ec = gameObject.AddComponent <EasingControl>(); ec.duration = 0.5f; ec.equation = EasingEquations.EaseInOutQuad; ec.endBehaviour = EasingControl.EndBehaviour.Constant; ec.updateEvent += OnUpdateEvent; }
protected virtual void Awake() { easingControl = gameObject.AddComponent<EasingControl>(); easingControl.duration = 0.5f; easingControl.loopType = EasingControl.LoopType.PingPong; easingControl.equation = EasingEquations.EaseOutExpo; rt = transform as RectTransform; }
protected virtual void Awake() { easingControl = gameObject.AddComponent <EasingControl>(); easingControl.duration = 0.5f; easingControl.loopType = EasingControl.LoopType.PingPong; easingControl.equation = EasingEquations.EaseOutExpo; rt = transform as RectTransform; }
void Awake() { group.alpha = 0; toDisplay = new Queue <string>(); easing = gameObject.AddComponent <EasingControl>(); easing.duration = 0.2f; easing.equation = EasingEquations.EaseInOutQuad; easing.endBehaviour = EasingControl.EndBehaviour.Constant; easing.updateEvent += OnUpdateEvent; SequencePlaying = false; }
void Start() { ec = gameObject.AddComponent <EasingControl>(); ec.startValue = -5; ec.endValue = 5; ec.duration = 3; ec.loopCount = -1; // inifinite looping ec.loopType = EasingControl.LoopType.PingPong; ec.equation = EasingEquations.EaseInOutQuad; ec.UpdateEvent += OnUpdateEvent; ec.Play(); }
public void Activate() { canvas.SetActive(true); if (!easing) { easing = gameObject.AddComponent <EasingControl>(); } easing.duration = 1f; easing.equation = EasingEquations.EaseInOutQuad; easing.endBehaviour = EasingControl.EndBehaviour.Constant; easing.updateEvent += OnUpdateEvent; easing.Play(); _seconds = 0; secondsTracker = _seconds; minutesTracker = _seconds; text.text = string.Format("{0}:{1}", MinutesPassed, System.Math.Round(Mathf.Clamp(SecondsPassed - (MinutesPassed * 60), 0, 59.99f), 2)); }
protected virtual void Awake() { easingControl = gameObject.AddComponent <EasingControl>(); }
void Awake() { _layoutElement = GetComponent<LayoutElement>(); _easingControl = GetComponent<EasingControl>(); _easingControl.loopType = EasingControl.LoopType.PingPong; }
protected virtual void Awake () { easingControl = gameObject.AddComponent<EasingControl>(); }
void Awake() { _layoutElement = GetComponent <LayoutElement>(); _easingControl = GetComponent <EasingControl>(); _easingControl.loopType = EasingControl.LoopType.PingPong; }