public static AnimData Blink(GameObject animObject, float space, float time = 0.5f, float delayTime = 0, bool IsIgnoreTimeScale = false, RepeatType repeatType = RepeatType.Once, int repeatCount = -1, AnimCallBack callBack = null, object[] parameter = null) { AnimData l_tmp = new AnimData();; l_tmp.m_animType = AnimType.Blink; l_tmp.m_animGameObejct = animObject; l_tmp.m_space = space; l_tmp.m_delayTime = delayTime; l_tmp.m_totalTime = time; l_tmp.m_repeatType = repeatType; l_tmp.m_repeatCount = repeatCount; l_tmp.m_callBack = callBack; l_tmp.m_parameter = parameter; l_tmp.m_ignoreTimeScale = IsIgnoreTimeScale; l_tmp.Init(); GetInstance().animList.Add(l_tmp); return(l_tmp); }
public static AnimData Scale(GameObject animObject, Vector3?from, Vector3 to, float time = 0.5f, InterpType interp = InterpType.Default, bool IsIgnoreTimeScale = false, RepeatType repeatType = RepeatType.Once, int repeatCount = -1, float delayTime = 0, AnimCallBack callBack = null, object[] parameter = null) { Vector3 fromTmp = from ?? animObject.transform.localScale; AnimData l_tmp = new AnimData();; l_tmp.m_animGameObejct = animObject; l_tmp.m_animType = AnimType.LocalScale; l_tmp.m_fromV3 = fromTmp; l_tmp.m_toV3 = to; l_tmp.m_delayTime = delayTime; l_tmp.m_totalTime = time; l_tmp.m_interpolationType = interp; l_tmp.m_repeatType = repeatType; l_tmp.m_repeatCount = repeatCount; l_tmp.m_ignoreTimeScale = IsIgnoreTimeScale; l_tmp.m_callBack = callBack; l_tmp.m_parameter = parameter; l_tmp.Init(); GetInstance().animList.Add(l_tmp); return(l_tmp); }
public static AnimData CustomMethodToVector4(AnimCustomMethodVector4 method, Vector4 from, Vector4 to, float time = 0.5f, float delayTime = 0, InterpType interp = InterpType.Default, bool IsIgnoreTimeScale = false, RepeatType repeatType = RepeatType.Once, int repeatCount = -1, AnimCallBack callBack = null, object[] parameter = null) { AnimData l_tmp = new AnimData();; l_tmp.m_animType = AnimType.Custom_Vector4; l_tmp.m_fromV4 = from; l_tmp.m_toV4 = to; l_tmp.m_customMethodV4 = method; l_tmp.m_delayTime = delayTime; l_tmp.m_totalTime = time; l_tmp.m_interpolationType = interp; l_tmp.m_repeatType = repeatType; l_tmp.m_repeatCount = repeatCount; l_tmp.m_ignoreTimeScale = IsIgnoreTimeScale; l_tmp.m_callBack = callBack; l_tmp.m_parameter = parameter; l_tmp.Init(); GetInstance().animList.Add(l_tmp); return(l_tmp); }
public static AnimData UguiSizeDelta(GameObject animObject, Vector2?from, Vector2 to, float time = 0.5f, float delayTime = 0, InterpType interp = InterpType.Default, bool IsIgnoreTimeScale = false, RepeatType repeatType = RepeatType.Once, int repeatCount = -1, AnimCallBack callBack = null, object[] parameter = null) { Vector2 fromTmp = from ?? animObject.GetComponent <RectTransform>().sizeDelta; AnimData l_tmp = new AnimData();; l_tmp.m_animGameObejct = animObject; l_tmp.m_animType = AnimType.UGUI_SizeDetal; l_tmp.m_fromV2 = fromTmp; l_tmp.m_toV2 = to; l_tmp.m_delayTime = delayTime; l_tmp.m_totalTime = time; l_tmp.m_interpolationType = interp; l_tmp.m_repeatType = repeatType; l_tmp.m_repeatCount = repeatCount; l_tmp.m_ignoreTimeScale = IsIgnoreTimeScale; l_tmp.m_callBack = callBack; l_tmp.m_parameter = parameter; l_tmp.Init(); GetInstance().animList.Add(l_tmp); return(l_tmp); }
public static AnimData AlphaTo(GameObject animObject, float from, float to, float time = 0.5f, float delayTime = 0, InterpType interp = InterpType.Default, bool IsIgnoreTimeScale = false, RepeatType repeatType = RepeatType.Once, int repeatCount = -1, bool isChild = true, AnimCallBack callBack = null, object[] parameter = null) { AnimData l_tmp = new AnimData();; l_tmp.m_animGameObejct = animObject; l_tmp.m_animType = AnimType.Alpha; l_tmp.m_fromFloat = from; l_tmp.m_toFloat = to; l_tmp.m_isChild = isChild; l_tmp.m_delayTime = delayTime; l_tmp.m_totalTime = time; l_tmp.m_interpolationType = interp; l_tmp.m_repeatType = repeatType; l_tmp.m_repeatCount = repeatCount; l_tmp.m_ignoreTimeScale = IsIgnoreTimeScale; l_tmp.m_callBack = callBack; l_tmp.m_parameter = parameter; l_tmp.Init(); GetInstance().animList.Add(l_tmp); return(l_tmp); }
public static AnimData CustomMethodToFloat(AnimCustomMethodFloat method, float from, float to, float time = 0.5f, float delayTime = 0, InterpType interp = InterpType.Default, bool IsIgnoreTimeScale = false, RepeatType repeatType = RepeatType.Once, int repeatCount = -1, AnimCallBack callBack = null, object[] parameter = null) { AnimData l_tmp = HeapObjectPool <AnimData> .GetObject();; l_tmp.m_animType = AnimType.Custom_Float; l_tmp.m_fromFloat = from; l_tmp.m_toFloat = to; l_tmp.m_customMethodFloat = method; l_tmp.m_delayTime = delayTime; l_tmp.m_totalTime = time; l_tmp.m_interpolationType = interp; l_tmp.m_repeatType = repeatType; l_tmp.m_repeatCount = repeatCount; l_tmp.m_ignoreTimeScale = IsIgnoreTimeScale; l_tmp.m_callBack = callBack; l_tmp.m_parameter = parameter; l_tmp.Init(); GetInstance().animList.Add(l_tmp); return(l_tmp); }
public static AnimData UguiMove(GameObject animObject, Vector3?from, Vector3 to, float time = 0.5f, float delayTime = 0, InterpType interp = InterpType.Default, bool IsIgnoreTimeScale = false, RepeatType repeatType = RepeatType.Once, int repeatCount = -1, AnimCallBack callBack = null, object[] parameter = null) { Vector3 fromTmp = from ?? animObject.GetComponent <RectTransform>().anchoredPosition; AnimData l_tmp = HeapObjectPool <AnimData> .GetObject();; l_tmp.m_animGameObejct = animObject; l_tmp.m_animType = AnimType.UGUI_AnchoredPosition; l_tmp.m_fromV3 = fromTmp; l_tmp.m_toV3 = to; l_tmp.m_delayTime = delayTime; l_tmp.m_totalTime = time; l_tmp.m_interpolationType = interp; l_tmp.m_repeatType = repeatType; l_tmp.m_repeatCount = repeatCount; l_tmp.m_ignoreTimeScale = IsIgnoreTimeScale; l_tmp.m_callBack = callBack; l_tmp.m_parameter = parameter; l_tmp.Init(); GetInstance().animList.Add(l_tmp); return(l_tmp); }
public static AnimData ColorTo(GameObject animObject, Color from, Color to, float time = 0.5f, float delayTime = 0, InterpType interp = InterpType.Default, bool isChild = true, bool IsIgnoreTimeScale = false, RepeatType repeatType = RepeatType.Once, int repeatCount = -1, AnimCallBack callBack = null, object[] parameter = null) { AnimData l_tmp = HeapObjectPool.GetObject <AnimData>("AnimData"); l_tmp.m_animGameObejct = animObject; l_tmp.m_animType = AnimType.Color; l_tmp.m_fromColor = from; l_tmp.m_toColor = to; l_tmp.m_isChild = isChild; l_tmp.m_delayTime = delayTime; l_tmp.m_totalTime = time; l_tmp.m_interpolationType = interp; l_tmp.m_repeatType = repeatType; l_tmp.m_repeatCount = repeatCount; l_tmp.m_ignoreTimeScale = IsIgnoreTimeScale; l_tmp.m_callBack = callBack; l_tmp.m_parameter = parameter; l_tmp.Init(); GetInstance().animList.Add(l_tmp); return(l_tmp); }
public static AnimData ValueTo(AnimParamHash l_animHash) { AnimData l_tmp = l_animHash.GetAnimData(); l_tmp.Init(); GetInstance().animList.Add(l_tmp); return(l_tmp); }
public static AnimData Rotation(GameObject animObject, Quaternion?from, Quaternion to, float time = 0.5f, float delayTime = 0, bool isLocal = true, InterpType interp = InterpType.Default, bool IsIgnoreTimeScale = false, RepeatType repeatType = RepeatType.Once, int repeatCount = -1, AnimCallBack callBack = null, object[] parameter = null) { AnimType animType; Quaternion fromTmp; if (isLocal) { fromTmp = from ?? animObject.transform.localRotation; animType = AnimType.LocalRotation; } else { fromTmp = from ?? animObject.transform.rotation; animType = AnimType.Rotation; } AnimData l_tmp = new AnimData();; l_tmp.m_animGameObejct = animObject; l_tmp.m_animType = animType; l_tmp.m_fromQ4 = fromTmp; l_tmp.m_toQ4 = to; l_tmp.m_isLocal = isLocal; l_tmp.m_delayTime = delayTime; l_tmp.m_totalTime = time; l_tmp.m_interpolationType = interp; l_tmp.m_repeatType = repeatType; l_tmp.m_repeatCount = repeatCount; l_tmp.m_ignoreTimeScale = IsIgnoreTimeScale; l_tmp.m_callBack = callBack; l_tmp.m_parameter = parameter; l_tmp.Init(); GetInstance().animList.Add(l_tmp); return(l_tmp); }
public static AnimData Rotate(GameObject animObject, Vector3?from, Vector3 to, float time = 0.5f, float delayTime = 0, bool isLocal = true, InterpType interp = InterpType.Default, bool IsIgnoreTimeScale = false, RepeatType repeatType = RepeatType.Once, int repeatCount = -1, AnimCallBack callBack = null, object[] parameter = null) { AnimType animType; Vector3 fromTmp; if (isLocal) { fromTmp = from ?? animObject.transform.localEulerAngles; animType = AnimType.LocalRotate; } else { fromTmp = from ?? animObject.transform.eulerAngles; animType = AnimType.Rotate; } AnimData l_tmp = HeapObjectPool <AnimData> .GetObject();; l_tmp.m_animGameObejct = animObject; l_tmp.m_animType = animType; l_tmp.m_fromV3 = fromTmp; l_tmp.m_toV3 = to; l_tmp.m_isLocal = isLocal; l_tmp.m_delayTime = delayTime; l_tmp.m_totalTime = time; l_tmp.m_interpolationType = interp; l_tmp.m_repeatType = repeatType; l_tmp.m_repeatCount = repeatCount; l_tmp.m_ignoreTimeScale = IsIgnoreTimeScale; l_tmp.m_callBack = callBack; l_tmp.m_parameter = parameter; l_tmp.Init(); GetInstance().animList.Add(l_tmp); return(l_tmp); }
public static AnimData BezierMove(GameObject animObject, Vector3?from, Vector3 to, Vector3[] bezier_contral, float time = 0.5f, float delayTime = 0, RepeatType repeatType = RepeatType.Once, int repeatCount = -1, InterpType interp = InterpType.Default, bool isLocal = true, PathType bezierMoveType = PathType.Bezier2, AnimCallBack callBack = null, object[] parameter = null) { AnimData l_tmp = new AnimData();; if (isLocal) { l_tmp.m_animType = AnimType.LocalPosition; l_tmp.m_fromV3 = from ?? animObject.transform.localPosition; } else { l_tmp.m_animType = AnimType.Position; l_tmp.m_fromV3 = from ?? animObject.transform.position; } l_tmp.m_animGameObejct = animObject; l_tmp.m_toV3 = to; l_tmp.m_isLocal = isLocal; l_tmp.m_pathType = bezierMoveType; l_tmp.m_v3Contral = bezier_contral; l_tmp.m_delayTime = delayTime; l_tmp.m_totalTime = time; l_tmp.m_interpolationType = interp; l_tmp.m_repeatType = repeatType; l_tmp.m_repeatCount = repeatCount; l_tmp.m_callBack = callBack; l_tmp.m_parameter = parameter; l_tmp.Init(); GetInstance().animList.Add(l_tmp); return(l_tmp); }
/// <summary> /// 动画过度到目标颜色 /// </summary> /// <param name="animObject">动画对象</param> /// <param name="from">起始颜色(可空)</param> /// <param name="to">目标颜色</param> /// <param name="time">动画时间</param> /// <param name="isChild">是否影响子节点</param> /// <param name="interp">插值类型</param> /// <param name="IsIgnoreTimeScale">是否忽略时间缩放</param> /// <param name="repeatType">重复类型</param> /// <param name="repeatCount">重复次数</param> /// <param name="callBack">动画完成回调函数</param> /// <param name="parameter">动画完成回调函数传参</param> /// <returns></returns> public static AnimData UguiColor(GameObject animObject, Color?from, Color to, float time = 0.5f, float delayTime = 0, InterpType interp = InterpType.Default, bool isChild = true, bool IsIgnoreTimeScale = false, RepeatType repeatType = RepeatType.Once, int repeatCount = -1, AnimCallBack callBack = null, object[] parameter = null) { Color fromTmp = from ?? Color.white; if (from == null) { if (animObject.GetComponent <Graphic>() != null) { fromTmp = from ?? animObject.GetComponent <Graphic>().color; } } AnimData l_tmp = new AnimData(); l_tmp.m_animGameObejct = animObject; l_tmp.m_animType = AnimType.UGUI_Color; l_tmp.m_fromColor = fromTmp; l_tmp.m_toColor = to; l_tmp.m_isChild = isChild; l_tmp.m_delayTime = delayTime; l_tmp.m_totalTime = time; l_tmp.m_interpolationType = interp; l_tmp.m_repeatType = repeatType; l_tmp.m_repeatCount = repeatCount; l_tmp.m_ignoreTimeScale = IsIgnoreTimeScale; l_tmp.m_callBack = callBack; l_tmp.m_parameter = parameter; l_tmp.Init(); GetInstance().animList.Add(l_tmp); return(l_tmp); }
/// <summary> /// 动画过度到目标alpha /// </summary> /// <param name="animObject">动画对象</param> /// <param name="from">起始alpha(可空)</param> /// <param name="to">目标alpha</param> /// <param name="time">动画时间</param> /// <param name="isChild">是否影响子节点</param> /// <param name="interp">插值类型</param> /// <param name="IsIgnoreTimeScale">是否忽略时间缩放</param> /// <param name="repeatType">重复类型</param> /// <param name="repeatCount">重复次数</param> /// <param name="callBack">动画完成回调函数</param> /// <param name="parameter">动画完成回调函数传参</param> /// <returns></returns> public static AnimData UguiAlpha(GameObject animObject, float?from, float to, float time = 0.5f, float delayTime = 0, InterpType interp = InterpType.Default, bool isChild = true, bool IsIgnoreTimeScale = false, RepeatType repeatType = RepeatType.Once, int repeatCount = -1, AnimCallBack callBack = null, object[] parameter = null) { float fromTmp = from ?? 1; if (from == null) { if (animObject.GetComponent <Graphic>() != null) { fromTmp = from ?? animObject.GetComponent <Graphic>().color.a; } } AnimData l_tmp = HeapObjectPool.GetObject <AnimData>("AnimData"); l_tmp.m_animGameObejct = animObject; l_tmp.m_animType = AnimType.UGUI_Alpha; l_tmp.m_fromFloat = fromTmp; l_tmp.m_toFloat = to; l_tmp.m_isChild = isChild; l_tmp.m_delayTime = delayTime; l_tmp.m_totalTime = time; l_tmp.m_interpolationType = interp; l_tmp.m_repeatType = repeatType; l_tmp.m_repeatCount = repeatCount; l_tmp.m_ignoreTimeScale = IsIgnoreTimeScale; l_tmp.m_callBack = callBack; l_tmp.m_parameter = parameter; l_tmp.Init(); GetInstance().animList.Add(l_tmp); return(l_tmp); }
//传From,传准确控制点随机范围 public static AnimData BezierMove(GameObject animObject, Vector3?from, Vector3 to, float time, float[] t_Bezier_contralRadius, RepeatType repeatType, int repeatCount = -1, float delayTime = 0, InterpType interp = InterpType.Default, bool isLocal = true, PathType bezierMoveType = PathType.Bezier2, AnimCallBack callBack = null, object[] parameter = null) { AnimData l_tmp = new AnimData();; if (isLocal) { l_tmp.m_animType = AnimType.LocalPosition; l_tmp.m_fromV3 = from ?? animObject.transform.localPosition; } else { l_tmp.m_animType = AnimType.Position; l_tmp.m_fromV3 = from ?? animObject.transform.position; } l_tmp.m_animGameObejct = animObject; l_tmp.m_toV3 = to; l_tmp.m_isLocal = isLocal; l_tmp.m_pathType = bezierMoveType; l_tmp.m_floatContral = t_Bezier_contralRadius; l_tmp.m_delayTime = delayTime; l_tmp.m_totalTime = time; l_tmp.m_interpolationType = interp; l_tmp.m_repeatType = repeatType; l_tmp.m_repeatCount = repeatCount; l_tmp.m_callBack = callBack; l_tmp.m_parameter = parameter; l_tmp.Init(); GetInstance().animList.Add(l_tmp); return(l_tmp); //AnimType animType; //if (isLocal) //{ // animType = AnimType.LocalPosition; //} //else //{ // animType = AnimType.Position; //} //AnimParamHash animParnHash = HashTemp.SetData( // AnimParamType.GameObj, animObject, // AnimParamType.AnimType, animType, // AnimParamType.FromV3, from, // AnimParamType.ToV3, to, // AnimParamType.Time, time, // AnimParamType.InteType, interp, // AnimParamType.IsLocal, isLocal, // AnimParamType.PathType, bezierMoveType, // AnimParamType.floatControl, t_Bezier_contralRadius, // AnimParamType.RepeatType, repeatType, // AnimParamType.CallBack, callBack, // AnimParamType.CallBackParams, parameter // ); //return ValueTo(animParnHash); }