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Animation system
One line of code to use the animation system, built-in variety of animation.
animObject
animation object
time
animation time
isChild
affect child nodes
Interp
interpolation type
IsIgnoreTimeScale
ignores time scaling
repeatType
repeat type
repeatCount
The number of repetitions
callBack
animation completed callback function
parameter
animation completed callback function parameters
LocalPosition,
Position,
LocalScale,
LocalRotate,
Rotate,
Color,
Alpha,
UGUI_Color,
UGUI_Alpha,
UGUI_AnchoredPosition,
UGUI_SizeDetal,
Custom_Vector4,
Custom_Vector3,
Custom_Vector2,
Custom_Float,
Blink,
Default,
Linear,
InBack,
OutBack,
InOutBack,
OutInBack,
InQuad,
OutQuad,
InoutQuad,
InCubic,
OutCubic,
InoutCubic,
OutInCubic,
InQuart,
OutQuart,
InOutQuart,
OutInQuart,
InQuint,
OutQuint,
InOutQuint,
OutInQuint,
InSine,
OutSine,
InOutSine,
OutInSine,
InExpo,
OutExpo,
InOutExpo,
OutInExpo,
OutBounce,
InBounce,
InOutBounce,
OutInBounce,
AnimSystem
public static AnimData UguiColor (GameObject animObject, Color? from, Color to,
float time = 0.5f,
float delayTime = 0,
InterpType interp = InterpType.Default,
bool isChild = true,
bool IsIgnoreTimeScale = false,
RepeatType repeatType = RepeatType.Once,
int repeatCount = -1,
AnimCallBack callBack = null, object [] parameter = null)
Animation over to the target color
public static AnimData CustomMethodToFloat (AnimCustomMethodFloat method, float from, float to,
float time = 0.5f,
float delayTime = 0,
InterpType interp = InterpType.Default,
bool IsIgnoreTimeScale = false,
RepeatType repeatType = RepeatType.Once,
int repeatCount = -1,
AnimCallBack callBack = null, object [] parameter = null)
Pass in a float-accepted function that calls this function with the specified interpolation change
public static AnimData BezierMove (GameObject animObject, Vector3? from, Vector3 to,
Vector3 [] bezier_contral,
float time = 0.5f,
float delayTime = 0,
RepeatType repeatType = RepeatType.Once,
int repeatCount = -1,
InterpType interp = InterpType.Default,
bool isLocal = true,
PathType bezierMoveType = PathType.Bezier2,
AnimCallBack callBack = null, object [] parameter = null)
Incoming Bessel control points, the target object curve movement
public static AnimData BezierMove (GameObject animObject, Vector3? from, Vector3 to, float time,
float [] bezierContralRadius,
RepeatType repeatType,
int repeatCount = -1,
float delayTime = 0,
InterpType interp = InterpType.Default,
bool isLocal = true,
PathType bezierMoveType = PathType.Bezier2,
AnimCallBack callBack = null, object [] parameter = null)
Incoming Bessel control point random radius, the target object for random curve movement
public static void ClearAllAnim (bool isCallBack = false)
stop all animation, you can choose whether to trigger a callback
public static void StopAnim (AnimData animData, bool isCallBack = false)
Stop an animation, you can choose whether to trigger a callback
public static void StopAnim (GameObject animGameObject, bool isCallBack = false)
Stop all animations on an object, optionally triggering a callback
AnimSystem.UguiMove (m_uiRoot, new Vector3 (-2000, 0, 0), Vector3.zero, interp: InterpType.OutExpo);
AnimSystem.UguiAlpha (gameObject, 0, 1, callBack: (object [] obj) =>
{
StartCoroutine (base.EnterAnim (l_animComplete, l_callBack, objs));
});
public void SetCharacterColor (Vector3 value)
{
for (int i = 0; i <oldMaterials.Count; i ++)
{
for (int j = 0; j <oldMaterials [i] .Length; j ++)
{
oldMaterials [i] [j] .color = new Color (value.x, value.y, value.z, 1);
}
}
}
public void SetRevort ()
{
AnimSystem.StopAnim (gameObject);
AnimSystem.CustomMethodToVector3 (SetCharacterColor, new Vector3 (1, 0.2f, 0.2f), new Vector3 (0.5f, 0.5f, 0.5f), time: 0.2f);
}