void ShowAd() { Tween.AnchoredPosition(presby.rectTransform, new Vector2(20, 0), 0.4f, 0); Observable.Timer(System.TimeSpan.FromSeconds(8f)) .Subscribe((x) => { Tween.AnchoredPosition(presby.rectTransform, new Vector2(-300, 0), 0.4f, 0); }); }
public void ShowBox() { if (thisBoxState == BoxState.Shown) { return; } Tween.AnchoredPosition(rectTransform, shownPos, tweenTime, 0f, curve1); thisBoxState = BoxState.Shown; }
//private void Update() //{ // if (Input.GetKeyDown(KeyCode.Space)) // { // if (thisBoxState == BoxState.Hidden) // { // ShowBox(); // } // else if (thisBoxState == BoxState.Shown) // { // HideBox(); // } // } //} public void HideBox() { if (thisBoxState == BoxState.Hidden) { return; } Tween.AnchoredPosition(rectTransform, hiddenPos, tweenTime, 0f, curve1); thisBoxState = BoxState.Hidden; }
void DoAnchoredPositionTween(TweenData data) { RectTransform rectTrans = transform.GetComponent <RectTransform>(); if (rectTrans == null) { Debug.LogWarning("no rect transform on " + transform.name, gameObject); return; } Tween.AnchoredPosition(rectTrans, data.StartPos, data.EndPos, data.Duration, 0f, data.Curve, Tween.LoopType.None, null, OnTweenFinish); }
// toggles between in and out positions public void ToggleInOut() { Vector3 targetPos = isIn ? outPos : inPos; if (inPos != outPos) { Tween.AnchoredPosition(transform as RectTransform, targetPos, duration, 0, TweenCurveHelper.GetCurve(curveType), Tween.LoopType.None, null, OnTweenEnd, false); } float scale = isIn ? outScale : inScale; if (inScale != outScale) { Tween.LocalScale(transform, scale * Vector3.one, duration, 0, TweenCurveHelper.GetCurve(curveType), Tween.LoopType.None, null, OnTweenEnd, false); } onTweenBegin.Invoke(); isIn = !isIn; }
// Start is called before the first frame update void Start() { Tween.AnchoredPosition(myrect, new Vector2(myrect.anchoredPosition.x, 0), 1, 0, Tween.EaseOut, Tween.LoopType.None, null, () => Tween.AnchoredPosition(myrect, new Vector2(myrect.anchoredPosition.x, 142), 1, 6, Tween.EaseIn, Tween.LoopType.None, null, () => Destroy(this.gameObject), false), false); }