private void SwitchPanel(RectTransform panelFrom, RectTransform panelTo) { DOTween.Kill(panelFrom.transform, true); DOTween.Kill(panelTo.transform, true); var y = panelFrom.anchoredPosition.y; panelFrom.anchoredPosition = new Vector2(0, y); panelFrom.DOAnchorPos(new Vector2(-700, y), 0.25f) .OnComplete(() => panelFrom.gameObject.SetActive(false)); panelTo.gameObject.SetActive(true); panelTo.anchoredPosition = new Vector2(700, y); panelTo.DOAnchorPos(new Vector2(0, y), 0.25f); }
static int DOAnchorPos(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3) { UnityEngine.RectTransform obj = (UnityEngine.RectTransform)ToLua.CheckObject(L, 1, typeof(UnityEngine.RectTransform)); UnityEngine.Vector2 arg0 = ToLua.ToVector2(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); DG.Tweening.Tweener o = obj.DOAnchorPos(arg0, arg1); ToLua.PushObject(L, o); return(1); } else if (count == 4) { UnityEngine.RectTransform obj = (UnityEngine.RectTransform)ToLua.CheckObject(L, 1, typeof(UnityEngine.RectTransform)); UnityEngine.Vector2 arg0 = ToLua.ToVector2(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); bool arg2 = LuaDLL.luaL_checkboolean(L, 4); DG.Tweening.Tweener o = obj.DOAnchorPos(arg0, arg1, arg2); ToLua.PushObject(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.RectTransform.DOAnchorPos")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
protected override Tween DOPlay() { if (null == m_RectTransform) { return(null); } // end if switch (m_posType) { case PosTypeEnum.Pos: return(m_RectTransform.DOAnchorPos(m_toAnchorPos, m_duration, m_isSnapping)); case PosTypeEnum.PosX: return(m_RectTransform.DOAnchorPosX(m_toAnchorPosX, m_duration, m_isSnapping)); case PosTypeEnum.PosY: return(m_RectTransform.DOAnchorPosY(m_toAnchorPosY, m_duration, m_isSnapping)); default: return(null); } // end switch }
/// <summary> /// Plays the outro for the menu. /// </summary> private void AnimateOutro( RectTransform sliding, CanvasGroup fading, MenuDestinations d ) { //Disable input allowInput = false; //Start animation Sequence s = DOTween.Sequence ( ) .Append ( fading.DOFade ( 0, FADE_TIME ) ) .Append ( sliding.DOAnchorPos ( new Vector2 ( -sliding.rect.width, 0 ), SLIDE_TIME ) ) .OnComplete ( () => { //Enable input allowInput = true; //Check transistion switch ( d ) { case MenuDestinations.RulesToAbilites: //Hide button abilityButton.SetActive ( false ); //Hide menu panel rulesPanel.gameObject.SetActive ( false ); //Display ability panel abilitiesPanel.gameObject.SetActive ( true ); //Set scroll panel to the top scroll.value = 1; //Display first ability OnAbilityClick ( abilityButtons [ 0 ], false ); //Play intro AnimateIntro ( abilitiesPanel, fading ); break; case MenuDestinations.AbilitiesToRules: //Hide ability panel abilitiesPanel.gameObject.SetActive ( false ); //Display menu panel rulesPanel.gameObject.SetActive ( true ); //Display overview OnMenuClick ( menuButtons [ 3 ], false ); //Play intro AnimateIntro ( rulesPanel, fading ); break; case MenuDestinations.Tutorial: Application.LoadLevel ( "Game Board" ); break; case MenuDestinations.None: Application.LoadLevel ( "Main Menu" ); break; } } ) .SetRecyclable ( ) .Play ( ); }
/// <summary> /// Plays the intro animation for the menu. /// </summary> private void AnimateIntro( RectTransform sliding, CanvasGroup fading ) { //Disable input allowInput = false; //Set starting values sliding.anchoredPosition = new Vector2 ( -sliding.rect.width, 0 ); fading.alpha = 0; //Start animation Sequence s = DOTween.Sequence ( ) .Append ( sliding.DOAnchorPos ( Vector2.zero, SLIDE_TIME ) ) .Append ( fading.DOFade ( 1, FADE_TIME ) ) .OnComplete ( () => { //Enable input allowInput = true; } ) .SetRecyclable ( ) .Play ( ); }
void TweenOut(RectTransform rt) { float tweenDist = -rt.rect.height; rt.DOAnchorPos(new Vector2(0f,tweenDist),.2f); }
void TweenIn(RectTransform rt) { rt.DOAnchorPos(new Vector2(0f,0f),.2f); }