public static LeanState Register(AudioClip target, float duration, float volume = 1.0f) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Volume = volume; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(TARGET target, bool value, float duration) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Value = value; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(CanvasGroup target, bool interactable, float duration) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Interactable = interactable; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(GameObject target, bool active, float duration) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Active = active; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(CanvasGroup target, bool blocksRaycasts, float duration) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.BlocksRaycasts = blocksRaycasts; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(RectTransform target, Vector2 anchorMax, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.AnchorMax = anchorMax; state.Ease = ease; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(Image target, float fillAmount, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.FillAmount = fillAmount; state.Ease = ease; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(AudioSource target, float volume, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Volume = volume; state.Ease = ease; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(CanvasGroup target, float alpha, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Alpha = alpha; state.Ease = ease; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(Light target, Color color, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Color = color; state.Ease = ease; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(RectTransform target, float pivot, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Pivot = pivot; state.Ease = ease; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(Transform target, Vector3 position, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Position = position; state.Ease = ease; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(TARGET target, float value, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Value = value; state.Ease = ease; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(Transform target, Vector3 eulerAngles, Space space, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.EulerAngles = eulerAngles; state.Space = space; state.Ease = ease; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(Material target, string property, float value, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Property = property; state.Value = value; state.Ease = ease; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(Transform target, Vector3 translation, Space space, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.Translation = translation; state.Space = space; state.RelativeTo = null; state.Ease = ease; return(LeanTransition.Register(state, duration)); }
public static LeanState Register(RectTransform target, float duration) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); return(LeanTransition.Register(state, duration)); }