public static void Fade(Text element, float fadeTo, float fadeAfter, float timeToFade) { DOTween.Sequence() .AppendInterval(fadeAfter) .Append(element.DOFade(fadeTo, timeToFade) .SetEase(Ease.InOutExpo)); }
void AnimateDisappearLeft(Text text) { RectTransform rect = text.rectTransform; Vector2 realPosition = rect.anchoredPosition; rect.anchoredPosition = new Vector2(realPosition.x - xOffset, realPosition.y); rect.DOAnchorPos(realPosition, animationTime + 0.1f, true); text.DOFade(0, animationTime); DOTween.Play(text); }
public static IEnumerator PostTweet(string text, string mediaID, string consumerKey, string consumerSecret, AccessTokenResponse response, Text outputText) { Dictionary<string, string> parameters = new Dictionary<string, string>(); parameters.Add("status", text); parameters.Add("media_ids", mediaID); // Add data to the form to post. WWWForm form = new WWWForm(); form.AddField("status", text); form.AddField("media_ids", mediaID); Debug.Log(mediaID); Debug.Log("Posting to Twitter..."); // HTTP header var headers = new Dictionary<string, string>(); headers["Authorization"] = GetHeaderWithAccessToken("POST", "https://api.twitter.com/1.1/statuses/update.json", consumerKey, consumerSecret, response, parameters); WWW web = new WWW("https://api.twitter.com/1.1/statuses/update.json", form.data, headers); yield return web; Debug.Log(web.text); if (web.error != "Null") { outputText.text = "Upload complete!"; yield return new WaitForSeconds(2); outputText.DOFade(0, 1); } else { Debug.Log(web.error); } }
void GiveTurnAndShowText() { mainText.text = isPlayerTurn ? "YOUR TURN ENDED" : "YOUR TURN"; mainText.gameObject.SetActive(true); mainText.DOFade(1, 2f); mainText.DOFade(0, 2f).SetDelay(3f).OnComplete(() => { mainText.gameObject.SetActive(false); GiveTurnToNeededPlayer(); }); }
static int DOFade(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3 && TypeChecker.CheckTypes <UnityEngine.UI.Graphic, float, float>(L, 1)) { UnityEngine.UI.Text obj = (UnityEngine.UI.Text)ToLua.ToObject(L, 1); float arg0 = (float)LuaDLL.lua_tonumber(L, 2); float arg1 = (float)LuaDLL.lua_tonumber(L, 3); DG.Tweening.Tweener o = obj.DOFade(arg0, arg1); ToLua.PushObject(L, o); return(1); } else if (count == 3 && TypeChecker.CheckTypes <UnityEngine.UI.Text, float, float>(L, 1)) { UnityEngine.UI.Text obj = (UnityEngine.UI.Text)ToLua.ToObject(L, 1); float arg0 = (float)LuaDLL.lua_tonumber(L, 2); float arg1 = (float)LuaDLL.lua_tonumber(L, 3); DG.Tweening.Tweener o = obj.DOFade(arg0, arg1); ToLua.PushObject(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.UI.Text.DOFade")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public void Initialize(ScoreDisplay dest, int value) { Destination = dest; Value = value; _rect = GetComponent <RectTransform>(); _destRect = Destination.GetComponent <RectTransform>(); UIText.text = (value >= 0) ? "+" + value.ToString() : value.ToString(); UIText.DOFade(0, ScoreManager.Instance.ScoreTextFadeDuration); _initialized = true; }
static int DOFade(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); UnityEngine.UI.Text obj = (UnityEngine.UI.Text)ToLua.CheckObject(L, 1, typeof(UnityEngine.UI.Text)); float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); DG.Tweening.Tweener o = obj.DOFade(arg0, arg1); ToLua.PushObject(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
// Use this for initialization void Start() { text.DOFade(0.0f, 1.0f).SetEase(Ease.InSine).SetLoops(-1, LoopType.Yoyo); }