// Use this for initialization void Start() { seq = action.Sequence(); var spriteRend = GetComponent <SpriteRenderer>(); spriteRend.enabled = true; spriteRend.color = startColor; // Fade in out of black into splashScreen var spriteColorRef = ffSpriteColor; seq.Property(spriteColorRef, spriteColorRef.Val.MakeClear(), FFEase.E_Continuous, fadeInTime); seq.Sync(); // delay for wait time seq.Delay(waitTime); seq.Sync(); // show text var textColorRef = new FFRef <Color>(() => pressAnyKeyText.color, (v) => pressAnyKeyText.color = v); textColorRef.Setter(textColorRef.Val.MakeClear()); seq.Property(textColorRef, textColorRef.Val.MakeOpaque(), FFEase.E_Continuous, 0.45f); // Update Sequence for press any key seq.Sync(); seq.Call(UpdateSeq); }
void ChangeLightOn() { mLightIsOn = true; stuffImDoing.Property(LightValue(), 100, mLightCurve, timeOn); stuffImDoing.Sync(); stuffImDoing.Call(ChangeLightOff); stuffImDoing.Sync(); }
// move down/up (depends on if AttackWidth is pos/neg) and right/left (depends on if AttackWidth is pos/neg) void Stage1() { Vector3 targetLocation = new Vector3(ffposition.Val.x + AttackWidth, ffposition.Val.y - AttackDepth, ffposition.Val.z); // down and right seq.Property(ffposition, targetLocation, ease, AttackSpeed / 3); seq.Sync(); seq.Call(Stage2); }
void Pickup(Vector3 posToFlyTo) { var sprite = GetComponent <SpriteRenderer>(); pickupSeq.Property(ffposition, posToFlyTo, FFEase.E_Continuous, pickupTime); pickupSeq.Property(ffscale, Vector3.zero, FFEase.E_Continuous, pickupTime); pickupSeq.Sync(); pickupSeq.Call(DestroyMe); }
// Update is called once per frame void Update() { Vector3 newAveragePos = new Vector3(); Vector3 topRight = new Vector3(float.NegativeInfinity, float.NegativeInfinity); Vector3 botLeft = new Vector3(float.PositiveInfinity, float.PositiveInfinity); { // get Average Position for (int i = 0; i < targets.Length; ++i) { newAveragePos += new Vector3( targets[i].position.x, 0, targets[i].position.z); topRight.x = Mathf.Max(topRight.x, targets[i].position.x); topRight.y = Mathf.Max(topRight.y, targets[i].position.y); botLeft.x = Mathf.Min(botLeft.x, targets[i].position.x); botLeft.y = Mathf.Min(botLeft.y, targets[i].position.y); } newAveragePos /= 3.0f; var forward = Vector3.Normalize(Camera.transform.forward); newAveragePos += -forward * 35.0f; newAveragePos += offset; } // Adjust Camera Position if ((newAveragePos - targetPosition).magnitude > PositionLeash) { // Update movementSequence targetPosition = newAveragePos; movementSeq.ClearSequence(); movementSeq.Property(ffposition, targetPosition, FFEase.E_SmoothEnd, AdjustmentTime); } float cameraSize = Mathf.Clamp( Mathf.Max(topRight.x - botLeft.x, topRight.y - botLeft.y), MinCameraSize, MaxCameraSize) * 0.6f; if (Mathf.Abs(cameraSize - targetSize) > SizeLeash) { // Update SizeSequence targetSize = cameraSize; Vector3 scaleSize = new Vector3( 1.0f + ((targetSize / MinCameraSize) - 1), 1.0f + ((targetSize / MinCameraSize) - 1), 1.0f + ((targetSize / MinCameraSize) - 1)); sizeSeq.ClearSequence(); sizeSeq.Property(RefCameraSize(), targetSize, FFEase.E_SmoothEnd, AdjustmentTime); sizeSeq.Property(ffscale, scaleSize, FFEase.E_SmoothEnd, AdjustmentTime); } }
// move down and right void Stage1() { float seedx = Random.Range(-1.0f, 1.0f); float seedy = Random.Range(-1.0f, 1.0f); Vector3 randVec3 = new Vector3( (seedx + PercentHorizonal) * randomVariance, (seedy + PercentVirtical) * randomVariance); seq.Property(ffscale, randVec3 * 20, FFEase.E_Continuous, AttackSpeed); seq.Property(ffposition, randVec3 + ffposition.Val, FFEase.E_Continuous, AttackSpeed); seq.Sync(); seq.Call(Stage1); }
void StartSeq() { var rot10Clockwise = Quaternion.AngleAxis(10.0f, Vector3.forward); var rot10CounterClockwise = Quaternion.AngleAxis(-10.0f, Vector3.forward); seq.Property(ffrotation, ffrotation.Val * rot10Clockwise, FFEase.E_SmoothStartEnd, time); seq.Sync(); seq.Property(ffrotation, ffrotation.Val * rot10CounterClockwise, FFEase.E_SmoothStartEnd, time); seq.Sync(); seq.Property(ffrotation, ffrotation.Val * rot10CounterClockwise, FFEase.E_SmoothStartEnd, time); seq.Sync(); seq.Property(ffrotation, ffrotation.Val * rot10Clockwise, FFEase.E_SmoothStartEnd, time); seq.Sync(); seq.Call(StartSeq); }
// Use this for initialization void Start() { // Initialize { FadeSequence = action.Sequence(); } // Fade Sequence { FadeSequence.Property( ffSpriteColor, new Color(ffSpriteColor.Val.r, ffSpriteColor.Val.g, ffSpriteColor.Val.b, 0.0f), FFEase.E_SmoothStart, OpenFadeTime); FadeSequence.Sync(); FadeSequence.Delay(PreFadeTime); FadeSequence.Sync(); if (trigger == FadeTrigger.KeyPress) { InputUpdate(); } else { FFMessage <TriggerFade> .Connect(OnTriggerFade); } } }
// Use this for initialization void Start() { seq = action.Sequence(); seq.Property(ffposition, Vector3.zero, FFEase.E_Continuous, 1.0f); seq.Property(ffposition, Vector3.zero, FFEase.E_Continuous, 1.0f); seq.Delay(2.0f); seq.Sync(); seq.Property(ffrotation, Quaternion.identity, curve, 1.0f); seq.Delay(0.5f); seq.Sync(); seq.Property(ffscale, Vector3.one * 2.0f, FFEase.E_Continuous, 1.0f); seq.Sync(); seq.Call(DestroyMe); }
private void FireSequenceCall() { const float callTime = 3.0f; moveSequence.Property(ffposition, ffposition + (new Vector3(0, 1, 0) * BulletSpeed * callTime), FFEase.E_Continuous, callTime); moveSequence.Sync(); moveSequence.Call(FireSequenceCall); }
private void MoveSequenceCall(object moveDirection) { Vector3 moveDir = (Vector3)moveDirection; const float callTime = 3.0f; MoveSeq.Property(ffposition, ffposition + (moveDir * PlayerSpeed * callTime), FFEase.E_Continuous, callTime); MoveSeq.Sync(); MoveSeq.Call(MoveSequenceCall, moveDir); }
void Fade() { var sprite = GetComponent <SpriteRenderer>(); var spriteColorRef = new FFRef <Color>(() => sprite.color, (v) => { sprite.color = v; }); fadeSeq.Property(spriteColorRef, spriteColorRef.Val.MakeClear(), FFEase.E_SmoothStart, fadeTime); fadeSeq.Sync(); fadeSeq.Call(DestroyMe); }
void ChangeLightOn() { if (!mFlareDropper) { mLightIsOn = true; } if (mFlareDropper) { GameObject flareInst = Instantiate <GameObject>(mFlarePrefab, transform.position + transform.forward * -2, Quaternion.identity); stuffImDoing.Delay(timeOn); } else { stuffImDoing.Property(LightValue(), 100, mLightCurve, timeOn); } stuffImDoing.Sync(); stuffImDoing.Call(ChangeLightOff); stuffImDoing.Sync(); }
void Seq_FadeOutScreenMasks() { fadeScreenMaskSprite.gameObject.SetActive(true); fadeScreenMaskImage.gameObject.SetActive(true); fadeScreenSeq.Property(new FFRef <Color>(() => fadeScreenMaskSprite.color, (v) => fadeScreenMaskSprite.color = v), fadeScreenMaskSprite.color.MakeClear(), FFEase.E_Continuous, fadeTime); fadeScreenSeq.Property(new FFRef <Color>(() => fadeScreenMaskImage.color, (v) => fadeScreenMaskImage.color = v), fadeScreenMaskImage.color.MakeClear(), FFEase.E_Continuous, fadeTime); Seq_DisableScreenMasks(); }
void FadeToNextLevel() { FadeSequence.Sync(); FadeSequence.Property( ffSpriteColor, new Color(ffSpriteColor.Val.r, ffSpriteColor.Val.g, ffSpriteColor.Val.b, 1.0f), FFEase.E_SmoothStartEnd, FadeTime); FadeSequence.Sync(); FadeSequence.Delay(PostFadeTime); FadeSequence.Sync(); FadeSequence.Call(LoadTransitionLevel); }
public void LoadHWAssignment(int number) { loadSequence.ClearSequence(); fadeImage.gameObject.SetActive(true); // Do fade out on loadSequence when we have a fade image if (fadeImage != null) { loadSequence.Property( new FFRef <Color>(() => fadeImage.color, (v) => fadeImage.color = v), Color.black, FFEase.E_Continuous, fadeTime); } loadSequence.Sync(); loadSequence.Call(LoadLevelByName, "HW" + number); }
// Update is called once per frame void UpdateSeq() { if (Input.anyKey) { // Load selected Level var spriteColorRef = ffSpriteColor; seq.Property(spriteColorRef, spriteColorRef.Val.MakeOpaque(), FFEase.E_Continuous, fadeOutTime); seq.Sync(); seq.Call(LoadSelectedLevel); } else { // continue updating seq.Sync(); seq.Call(UpdateSeq); } }
void BlinkOff() { seq.Property(ffUIGraphicColor, new Vector4(0, 0, 0, 0), FFEase.E_Continuous, 0.1f); seq.Sync(); seq.Call(BlinkOn); }