public void Resume_Pipeline_Resumed() { var animation = Substitute.For <IAnimation <Transform> >(); var pipeline = AnimationPipeline <Transform> .Create(animation); var target = new AnimationPipelineController <Transform>(pipeline); target.Resume(); animation.Received().Resume(); }
public void DestroyAll_Animations_Resumed() { var c1 = Substitute.For <IAnimationPipelineController>(); var c2 = Substitute.For <IAnimationPipelineController>(); AnimationPipelineController.AddController(c1); AnimationPipelineController.AddController(c2); AnimationPipelineController.DestroyAll(); c1.Received().Destroy(); c2.Received().Destroy(); }
public void PauseAll_Animations_Paused() { var c1 = Substitute.For <IAnimationPipelineController> (); var c2 = Substitute.For <IAnimationPipelineController>(); AnimationPipelineController.AddController(c1); AnimationPipelineController.AddController(c2); AnimationPipelineController.PauseAll(); c1.Received().Pause(); c2.Received().Pause(); }
public void Destroy_Pipeline_Destroyed() { var ctx = Substitute.For <IWorldContext>(); ctx.LogSystem.Returns(Substitute.For <ILogSystem>()); var animation = new FloatAnimation <Transform>(new Transform(ctx), 0, 1, 1, v => { }); var pipeline = AnimationPipeline <Transform> .Create(animation); var target = new AnimationPipelineController <Transform>(pipeline); target.Destroy(); Assert.AreEqual(AnimationState.Stopped, pipeline.State); target.Pause(); target.Resume(); }
public override void Update() { Context.InputSystem .IsKeyDown(Keys.D1, () => ToogleAnimation(controller1)) .IsKeyDown(Keys.D2, () => ToogleAnimation(controller2)) .IsKeyDown(Keys.D3, () => { ToogleAnimation(controller1); ToogleAnimation(controller2); }) .IsKeyDown(Keys.D0, () => { controller1.Destroy(); controller2.Destroy(); }) .IsKeyDown(Keys.D7, () => AnimationPipelineController.PauseAll()) .IsKeyDown(Keys.D8, () => AnimationPipelineController.ResumeAll()) .IsKeyDown(Keys.D9, () => AnimationPipelineController.DestroyAll()); }
private void StartAnimation() { AnimationPipelineController.DestroyAll(); var easing = Easing.All[currentEasingIndex]; // Ball. var left = bounds.LeftCenterPoint(); var right = bounds.RightCenterPoint() - new Point(20, 0); ball.Transform.CentralizePivot(); ball.Transform.Position = left; ball.Transform.Scale = Point.One; ball.Transform.Rotation = 0f; var duration = 4f; ball.Transform .MoveTo(right, duration, easing) .PingPong(); ball.Transform .ScaleTo(20, 10, duration, easing) .PingPong(); ball.Transform .RotateTo(360, duration, easing) .PingPong(); for (int i = 0; i < bar.Length; i++) { var time = (float)i / (float)bar.Length; var y = easing.Calculate(time); bar[i].Transform.Position = new Point(i + bounds.Left, bounds.Bottom); bar[i].Transform .MoveTo(new Point(i + bounds.Left, bounds.Top + (1f - y) * (bounds.Height)), duration, easing) .Once(); } }
public void TearDown() { AnimationPipelineController.Clear(); }