示例#1
0
        /// <summary>
        /// On play we trigger the selected fade event
        /// </summary>
        /// <param name="position"></param>
        /// <param name="feedbacksIntensity"></param>
        protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
        {
            if (Active)
            {
                _position = GetPosition(position);
                _fadeType = FadeType;
                if (!NormalPlayDirection)
                {
                    if (FadeType == FadeTypes.FadeIn)
                    {
                        _fadeType = FadeTypes.FadeOut;
                    }
                    else if (FadeType == FadeTypes.FadeOut)
                    {
                        _fadeType = FadeTypes.FadeIn;
                    }
                }
                switch (_fadeType)
                {
                case FadeTypes.Custom:
                    MMFadeEvent.Trigger(FeedbackDuration, TargetAlpha, Curve, ID, IgnoreTimeScale, _position);
                    break;

                case FadeTypes.FadeIn:
                    MMFadeInEvent.Trigger(FeedbackDuration, Curve, ID, IgnoreTimeScale, _position);
                    break;

                case FadeTypes.FadeOut:
                    MMFadeOutEvent.Trigger(FeedbackDuration, Curve, ID, IgnoreTimeScale, _position);
                    break;
                }
            }
        }
示例#2
0
        /// <summary>
        /// Opens the popup
        /// </summary>
        public virtual void Open()
        {
            if (CurrentlyOpen)
            {
                return;
            }

            MMFadeEvent.Trigger(FaderOpenDuration, FaderOpacity);
            _animator.SetTrigger("Open");
            CurrentlyOpen = true;
        }
示例#3
0
        /// <summary>
        /// Closes the popup
        /// </summary>
        public virtual void Close()
        {
            if (!CurrentlyOpen)
            {
                return;
            }

            MMFadeEvent.Trigger(FaderCloseDuration, 0f);
            _animator.SetTrigger("Close");
            CurrentlyOpen = false;
        }
        /// <summary>
        /// On play we trigger the selected fade event
        /// </summary>
        /// <param name="position"></param>
        /// <param name="attenuation"></param>
        protected override void CustomPlayFeedback(Vector3 position, float attenuation = 1.0f)
        {
            if (Active)
            {
                _position = GetPosition(position);
                switch (FadeType)
                {
                case FadeTypes.Custom:
                    MMFadeEvent.Trigger(Duration, TargetAlpha, Curve, ID, IgnoreTimeScale, _position);
                    break;

                case FadeTypes.FadeIn:
                    MMFadeInEvent.Trigger(Duration, Curve, ID, IgnoreTimeScale, _position);
                    break;

                case FadeTypes.FadeOut:
                    MMFadeOutEvent.Trigger(Duration, Curve, ID, IgnoreTimeScale, _position);
                    break;
                }
            }
        }