private void HideHeader()
        {
            var moveAnimation = new ThicknessAnimation(new Thickness(0, -60, 0, 0), TimeSpan.FromSeconds(0.25));

            HeaderGrid.BeginAnimation(Grid.MarginProperty, moveAnimation);

            var fadeInAnimation = new DoubleAnimation(1, TimeSpan.FromSeconds(0.25));

            TrianglePoly.BeginAnimation(Polygon.OpacityProperty, fadeInAnimation);
        }
Пример #2
0
        private void ShowHeader()
        {
            var moveAnimation = new ThicknessAnimation(new Thickness(0, 30, 0, 0), TimeSpan.FromSeconds(0.25));

            HeaderGrid.BeginAnimation(MarginProperty, moveAnimation);
            moveAnimation = new ThicknessAnimation(new Thickness(0, 130, ChatGrid.Margin.Right, 30), TimeSpan.FromSeconds(0.25));
            ChatGrid.BeginAnimation(MarginProperty, moveAnimation);

            var fadeOutAnimation = new DoubleAnimation(0, TimeSpan.FromSeconds(0.25));

            TrianglePoly.BeginAnimation(OpacityProperty, fadeOutAnimation);
        }
Пример #3
0
    //Generates a mesh based on stored vertex information
    //It also modifies each vertex color information and uv coordinates
    private Mesh GenerateMesh(List <TrianglePoly> piecePoly)
    {
        Mesh mesh          = new Mesh();
        int  vertexesCount = piecePoly.Count * 3;

        int[]     indies      = new int[vertexesCount];
        Vector3[] vertexes    = new Vector3[vertexesCount];
        Vector3[] normals     = new Vector3[vertexesCount];
        Color32[] colors      = new Color32[vertexesCount];
        Color32   groundColor = Color32.Lerp(color1, color2, Random.Range(0f, 1f));

        for (int i = 0; i < piecePoly.Count; i++)
        {
            TrianglePoly tri = piecePoly[i];

            indies[i * 3 + 0] = i * 3 + 0;
            indies[i * 3 + 1] = i * 3 + 1;
            indies[i * 3 + 2] = i * 3 + 2;

            vertexes[i * 3 + 0] = base.vertexes[tri.triA];
            vertexes[i * 3 + 1] = base.vertexes[tri.triB];
            vertexes[i * 3 + 2] = base.vertexes[tri.triC];

            normals[i * 3 + 0] = base.vertexes[tri.triA];
            normals[i * 3 + 1] = base.vertexes[tri.triB];
            normals[i * 3 + 2] = base.vertexes[tri.triC];

            colors[i * 3 + 0] = groundColor;
            colors[i * 3 + 1] = groundColor;
            colors[i * 3 + 2] = groundColor;
        }

        mesh.vertices = vertexes;
        mesh.normals  = normals;
        mesh.colors32 = colors;

        Vector2[] uv = CreateUV(vertexes);
        mesh.uv = uv;

        mesh.SetTriangles(indies, 0);

        return(mesh);
    }