static int _m_DOColor(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                UnityEngine.UI.Image __cl_gen_to_be_invoked = (UnityEngine.UI.Image)translator.FastGetCSObj(L, 1);



                {
                    UnityEngine.Color endValue; translator.Get(L, 2, out endValue);
                    float             duration = (float)LuaAPI.lua_tonumber(L, 3);

                    DG.Tweening.Tweener __cl_gen_ret = __cl_gen_to_be_invoked.DOColor(endValue, duration);
                    translator.Push(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
 protected override Tween DOPlay()
 {
     if (null == m_Image)
     {
         return(null);
     }
     // end if
     return(m_Image.DOColor(m_toColor, m_duration));
 }
示例#3
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        public void setTopGradientState(bool active, bool animated = true)
        {
            if (topGradientActive == active)
            {
                return;
            }

            Color col = new Color(1, 1, 1, active ? 1 : 0);

            if (animated)
            {
                topGradientImage.DOColor(col, 0.35f);
            }
            else
            {
                topGradientImage.color = col;
            }
            topGradientActive = active;
        }
        /// <summary>Tweens an Image's colors using the given gradient
        /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
        /// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
        public static Sequence DOGradientColor(this UnityEngine.UI.Image target, Gradient gradient, float duration)
        {
            Sequence s = DOTween.Sequence();

            GradientColorKey[] colors = gradient.colorKeys;
            int len = colors.Length;

            for (int i = 0; i < len; ++i)
            {
                GradientColorKey c = colors[i];
                if (i == 0 && c.time <= 0)
                {
                    target.color = c.color;
                    continue;
                }
                float colorDuration = i == len - 1
                    ? duration - s.Duration(false) // Verifies that total duration is correct
                    : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
                s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
            }
            return(s);
        }