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UIShiny effect remain on screen after calling Stop() #165

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DenL opened this issue Apr 19, 2019 · 3 comments
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UIShiny effect remain on screen after calling Stop() #165

DenL opened this issue Apr 19, 2019 · 3 comments
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@DenL
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DenL commented Apr 19, 2019

Describe the bug
Of the UIShiny effect, if .Stop() is called during the middle of a shiny effect, the image will still have the static shiny effect.

To Reproduce
Steps to reproduce the behavior:

  1. Place a UI shiny script on a gameobject with Image
  2. Enter play mode, trigger the shiny effect
  3. Stop() the shiny effect when the "shine" is still visible
  4. The "shine" effect will stop moving and remains on screen

Environment (please complete the following information):

  • Platform: Editor
  • Unity: 2019.1.0f2
  • UIEffect: 3.1.0
@DenL
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DenL commented Apr 19, 2019

Not sure if this is the intended behavior, but I have been enabling/disabling the uishiny script instead of Play() Stop() to get around this. It will however show a visual glitch upon re-enable.

@mob-sakai
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Hi @DenL
Thank you for reporting!

@mob-sakai mob-sakai self-assigned this Apr 19, 2019
@mob-sakai mob-sakai added the bug label Apr 19, 2019
@mob-sakai mob-sakai added this to the v3.2.0 milestone Jun 3, 2019
@mob-sakai mob-sakai removed this from the v3.2.0 milestone Jul 16, 2019
@mob-sakai
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I think we need the following method:

  • Play (bool reset = true)
  • Stop (bool reset = true)

@mob-sakai mob-sakai added this to the v3.2.0 milestone Jul 16, 2019
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