private void ResetMouseLookTween() { if (mouseLookTimer != null) { mouseLookTimer.Cancel(); isMouseMoving = false; isMouseLooking = false; smoothIsMouseLooking = 0f; } }
public virtual void haltCamera() { lowUpdateTimer.Cancel(); lowUpdateTimer = null; removeDebugVars(); }
private void ShowHurtFrame(float duration) { if (hurtFrameCallback != null) { hurtFrameCallback.Cancel(); } hurtSprite.Play("hurt"); hurtFrameCallback = Scene.Callback(duration, hurtSprite.Stop); }
private void CancelFades() { StopAllCoroutines(); foreach (AudioSource loopSource in loopSources) { Tween.Cancel(loopSource.GetInstanceID()); } Fading = false; }
private void PulseText() { Vector3 startScale = new Vector3(1.0f, 1.0f, 1.0f); Vector3 endScale = new Vector3(1.1f, 1.1f, 1.1f); Tween.Cancel(progressText.GetInstanceID()); Tween.LocalScale(progressText.transform, startScale, endScale, 0.75f, 0, pulseCurve, Tween.LoopType.None); Tween.Color(progressText, Color.black, Color.red, 0.75f, 0f, pulseCurve, Tween.LoopType.None); }
private void GeneralReset() { Tween.Cancel(fallingEnemy.GetInstanceID()); fallingEnemyAnim.ResetTrigger("die"); if (screamSound != null) { Destroy(screamSound); } }
private void updateMouseAndGamepadInput(Vehicle veh) { Vector2 currentMousePosition = new Vector2(InputR.MouseX, InputR.MouseY); if ((currentMousePosition.X == 0f && currentMousePosition.Y == 0f)) { return; // Fix for mouse look to beign fired after return from pause menu or splash screen } float xMovement = Math.Abs(oldMousePosition.X - currentMousePosition.X); float yMovement = Math.Abs(oldMousePosition.Y - currentMousePosition.Y); oldMousePosition = currentMousePosition; var isGamepadLooking = Game.IsControlPressed(2, GTA.Control.LookLeftOnly) || Game.IsControlPressed(2, GTA.Control.LookRightOnly) || Game.IsControlPressed(2, GTA.Control.LookUpOnly) || Game.IsControlPressed(2, GTA.Control.LookDownOnly) ; if (xMovement > 2.0f || yMovement > 2.0f || isGamepadLooking) { isMouseMoving = true; isMouseLooking = true; //tweener.Tween<CustomCameraV>(this, new { smoothIsFreeLooking = 1f }, 0.01f, 0f).Ease(Ease.SineInOut); smoothIsFreeLooking = 1f; if (mouseLookTimer != null) { mouseLookTimer.Cancel(); } // TODO mouseLookTimer = tweener.Timer(isGamepadLooking ? 0.1f : 1.55f).OnComplete(new Action(endFreeLookingSmooth)); } else { isMouseMoving = false; } //if (mouseLookTimer != null && mouseLookTimer.Completion == 1f) //{ // isMouseLooking = false; // mouseLookTimer.Cancel(); // mouseLookTimer = null; // tweener.Tween<CustomCameraV>(this, new { smoothIsFreeLooking = 0f }, 0.25f, 0f).Ease(Ease.SineInOut); //} if (!isMouseLooking) { // When we are not looking around with mouse, sync gamplaycam heading with mod camera, so radar always shows the right rotation GameplayCamera.RelativeHeading = gameCamera.Rotation.Z - veh.Rotation.Z; } }
private void Bounce() { if (bounceTween != null) { bounceTween.Cancel(); } image.ScaleX = 0.5f; image.ScaleY = 1.5f; bounceTween = Tweener.Tween(image, new { ScaleX = 1, ScaleY = 1 }, 0.75f) .Ease(Ease.ElasticOut); }