private void Awake() { var clearWhite = new Color(1, 1, 1, 0); HeldButtonUi.AddTo(this.menuNewSessionButtonImage, Inputs.PrimaryButton); HeldButtonUi.AddTo(this.menuExitGameButtonImage, Inputs.ExitButton); FloatTarget.AddTo(this.gameObject, v => { this._currentRotation = v; this.transform.eulerAngles = new Vector3(0, v, 0); }, () => this._currentRotation, () => this._targetRotation, 7, TargetCurve.Easing); // Fade entire canvas in and out. this.headerText.color = clearWhite; this.resultsText.color = clearWhite; this.menuNewSessionText.color = clearWhite; this.menuExitGameText.color = clearWhite; this.instructionsText.color = clearWhite; ColorTarget.AddToTextGUIColor(this.headerText, this.ActiveColor); ColorTarget.AddToTextGUIColor(this.resultsText, this.ActiveColor); ColorTarget.AddToTextGUIColor(this.menuNewSessionText, this.ActiveColor); ColorTarget.AddToTextGUIColor(this.menuExitGameText, this.ActiveColor); ColorTarget.AddToTextGUIColor(this.instructionsText, this.ActiveColor); this.SetVisible(false); }
private void Awake() { HeldButtonUi.AddTo(this.releaseButtonImage, Inputs.SecondaryButton); FloatTarget.AddTo(this.gameObject, v => { this._currentAngle = v; this.transform.eulerAngles = new Vector3(0, v, 0); }, () => this._currentAngle, () => this._currentAngleTarget, 5f, TargetCurve.Easing); }
public static HeldButtonUi AddTo(Image image, HeldInput heldInput) { image.fillAmount = 0; image.transform.localScale = Vector3.zero; var result = image.gameObject.AddComponent <HeldButtonUi>(); result._heldInput = heldInput; FloatTarget.AddToImageFillAmount(image, () => result.IsActive ? Mathf.Max(0, heldInput.ProportionDown * (1 + result.MinHoldProportion) - result.MinHoldProportion) : 0, 3); Vector3Target.AddToLocalScale(image.gameObject, () => result.IsActive && heldInput.IsDown ? Vector3.one : Vector3.zero, 5, TargetCurve.Easing); return(result); }
private void Awake() { for (var i = 0; i < this.textMeshes.Length; i++) { var textMesh = this.textMeshes[i]; var index = i; ColorTarget.AddToTextGUIColor(textMesh, () => new Color(1, 1, 1, this._showMeshArray != null && this._showMeshArray.Length > index && this._showMeshArray[index] ? 1f : 0f), NormalSpeed); } FloatTarget.AddTo(this.gameObject, v => { this._currentAngle = v; this.transform.eulerAngles = new Vector3(0, this._currentAngle, 0); }, () => this._currentAngle, () => this._currentAngleTarget, 1f, TargetCurve.Easing); }