FadeAudio Class Reference

Inheritance diagram for FadeAudio:
EZAnimation

List of all members.

Public Types

enum  ANIM_TYPE {
  AnimClip, FadeSprite, FadeMaterial, FadeText,
  Translate, PunchPosition, Crash, SmoothCrash,
  Shake, Scale, PunchScale, Rotate,
  PunchRotation, ShakeRotation, CrashRotation, FadeAudio,
  TuneAudio, TranslateScreen, FadeSpriteAlpha, FadeTextAlpha
}
enum  ANIM_MODE
enum  EASING_TYPE

Public Member Functions

override object GetSubject ()
 Returns the subject of the animation.
override bool Start (GameObject sub, AnimParams parms)
 Starts an animation.
void Start (AudioSource audio, ANIM_MODE mode, float dest, Interpolator interp, float dur, float delay, CompletionDelegate startDel, CompletionDelegate del)
 Starts fading the volume on the specified subject.
void Start (AudioSource sub, ANIM_MODE mode, float begin, float dest, Interpolator interp, float dur, float delay, CompletionDelegate startDel, CompletionDelegate del)
 Starts fading the volume on the specified subject.
delegate void CompletionDelegate (EZAnimation anim)
delegate float Interpolator (float time, float start, float delta, float duration)
 Definition of an interpolator delegate. Interpolator delegates are used to interpolate values during an animation.
virtual void Stop ()
 Stops the animation.
void End ()
 Ends the animation prematurely, setting the subject to its end state.

Static Public Member Functions

static FadeAudio Do (AudioSource audio, ANIM_MODE mode, float begin, float dest, Interpolator interp, float dur, float delay, CompletionDelegate startDel, CompletionDelegate del)
 Starts fading the volume on the specified subject.
static FadeAudio Do (AudioSource audio, ANIM_MODE mode, float dest, Interpolator interp, float dur, float delay, CompletionDelegate startDel, CompletionDelegate del)
 Starts fading the volume on the specified subject.
static EZAnimation.Interpolator GetInterpolator (EZAnimation.EASING_TYPE type)
 Returns the interpolation/easing function to which the specified enum refers:.

Public Attributes

ANIM_TYPE type
 The type of animation this is.
bool pingPong = true
 Should the transition bounce back and forth when looping?
bool repeatDelay = false
 Should the delay be repeated when the animation loops?
bool restartOnRepeat = false
 Should the starting value be reset when a loop is iterated? (Only has meaning for certain animations, (such as translation, rotation, fading, etc) and among those, only ones which use the "By" mode and for which pingPong is false.).

Properties

System.Object Data [get, set]
 Accessor for the data associated with this animation.
float Duration [get]
 Returns the desired duration of the animation.
float Wait [get]
 Returns the desired delay of the animation.
bool Paused [get, set]
 Determines whether the animation is currently paused.
ANIM_MODE Mode [get]
 Returns the mode of this animation (By, To, etc).
CompletionDelegate CompletedDelegate [get, set]
 Accessor for the delegate to be called upon completion of the animation.
CompletionDelegate StartDelegate [get, set]
 Accessor for the delegate to be called as soon as the animation begins (the delay expires). NOTE: For looping animations, this will be called upon each iteration.

Detailed Description

Fades the volume of an audio clip from one volume to another. If any existing FadeAudio is running on the subject, it is stopped.


Member Enumeration Documentation

enum EZAnimation::ANIM_MODE [inherited]

The mode of the animation. i.e. Whether the object being animated will be moving toward an absolute target, or will move an amount relative to its current value, etc.

enum EZAnimation::ANIM_TYPE [inherited]

Provides an integral identifier for each type of animation.

Enumerator:
AnimClip 

Plays an AnimationClip.

FadeSprite 

Fades a sprite from one color/alpha to another.

FadeMaterial 

Fades an object's material from one color/alpha to another.

FadeText 

Same as FadeMaterial, but only works on SpriteText objects.

Translate 

Translates an object from one position to another

PunchPosition 

Move the position by a certain amount, and then back again.

Crash 

Shakes an object randomly, as if it had crashed or experienced an explosion.

SmoothCrash 

Like crash, but moves in a smoother, more connected manner.

Shake 

Shakes an object back and forth at a regular rate and amount.

Scale 

Scales an object

PunchScale 

Move the scale by a certain amount, and then back again.

Rotate 

Rotates an object about its axis.

PunchRotation 

Rotate by a certain amount, and then back again.

ShakeRotation 

Shakes an object by rotating it back and forth by a certain amount on each axis.

CrashRotation 

Shakes an object by rotating it back and forth with diminishing effect over time.

FadeAudio 

Fades audio from one volume level to another.

TuneAudio 

Transitions audio pitch from one pitch to another.

TranslateScreen 

Translates an object relative to a part of the screen or another object. NOTE: Requires that the object in question have an EZScreenPlacement component attached. The values of the animation/transition element are fed into this component's screenPos member.

FadeSpriteAlpha 

Fades a sprite from one alpha to another.

FadeTextAlpha 

Fades a SpriteText from one alpha to another.

enum EZAnimation::EASING_TYPE [inherited]

Integral identifier for each easing type.


Member Function Documentation

delegate void EZAnimation.CompletionDelegate ( EZAnimation  anim  )  [inherited]

Definition of a delegate to be called upon completion

Parameters:
anim Reference to the EZAnimation-derived class which has completed.
static FadeAudio FadeAudio.Do ( AudioSource  audio,
ANIM_MODE  mode,
float  dest,
Interpolator  interp,
float  dur,
float  delay,
CompletionDelegate  startDel,
CompletionDelegate  del 
) [static]

Starts fading the volume on the specified subject.

Parameters:
sub AudioSource to fade.
mode The mode of the fade. See EZAnimation.ANIM_MODE
dest The destination volume.
dur The duration of the fade, in seconds. If negative, the fade will loop infinitely at an interval of |dur|.
delay The number of seconds to wait before the fade begins.
startDel Delegate to call when the fade begins (after the delay has elapsed). NOTE: For looping animations, this will be called on each iteration.
del Delegate to call when the fade ends.
Returns:
A reference to the animation object.
static FadeAudio FadeAudio.Do ( AudioSource  audio,
ANIM_MODE  mode,
float  begin,
float  dest,
Interpolator  interp,
float  dur,
float  delay,
CompletionDelegate  startDel,
CompletionDelegate  del 
) [static]

Starts fading the volume on the specified subject.

Parameters:
sub AudioSource to fade.
mode The mode of the fade. See EZAnimation.ANIM_MODE
begin The starting volume of the subject.
dest The destination volume.
dur The duration of the fade, in seconds. If negative, the fade will loop infinitely at an interval of |dur|.
delay The number of seconds to wait before the fade begins.
startDel Delegate to call when the fade begins (after the delay has elapsed). NOTE: For looping animations, this will be called on each iteration.
del Delegate to call when the fade ends.
Returns:
A reference to the animation object.
void EZAnimation.End (  )  [inherited]

Ends the animation prematurely, setting the subject to its end state.

static EZAnimation.Interpolator EZAnimation.GetInterpolator ( EZAnimation.EASING_TYPE  type  )  [static, inherited]

Returns the interpolation/easing function to which the specified enum refers:.

Parameters:
type Enum of the desired interpolator.
Returns:
Retruns a reference to the desired interpolator method/delegate.
override object FadeAudio.GetSubject (  )  [virtual]

Returns the subject of the animation.

Returns:
Returns a reference to the subject of the animation.

Implements EZAnimation.

delegate float EZAnimation.Interpolator ( float  time,
float  start,
float  delta,
float  duration 
) [inherited]

Definition of an interpolator delegate. Interpolator delegates are used to interpolate values during an animation.

Parameters:
time The time elapsed.
start The starting value.
delta The total amount by which start is to be changed.
duration The total time of the animation.
Returns:
Should return a value between start (inclusive) and start+delta (inclusive).
void FadeAudio.Start ( AudioSource  sub,
ANIM_MODE  mode,
float  begin,
float  dest,
Interpolator  interp,
float  dur,
float  delay,
CompletionDelegate  startDel,
CompletionDelegate  del 
)

Starts fading the volume on the specified subject.

Parameters:
sub AudioSource to fade.
mode The mode of the fade. See EZAnimation.ANIM_MODE
begin The starting volume of the subject.
dest The destination volume.
dur The duration of the fade, in seconds. If negative, the fade will loop infinitely at an interval of |dur|.
delay The number of seconds to wait before the fade begins.
startDel Delegate to call when the fade begins (after the delay has elapsed). NOTE: For looping animations, this will be called on each iteration.
del Delegate to call when the fade ends.
void FadeAudio.Start ( AudioSource  audio,
ANIM_MODE  mode,
float  dest,
Interpolator  interp,
float  dur,
float  delay,
CompletionDelegate  startDel,
CompletionDelegate  del 
)

Starts fading the volume on the specified subject.

Parameters:
sub AudioSource to fade.
mode The mode of the fade. See EZAnimation.ANIM_MODE
dest The destination volume.
dur The duration of the fade, in seconds. If negative, the fade will loop infinitely at an interval of |dur|.
delay The number of seconds to wait before the fade begins.
startDel Delegate to call when the fade begins (after the delay has elapsed). NOTE: For looping animations, this will be called on each iteration.
del Delegate to call when the fade ends.
override bool FadeAudio.Start ( GameObject  sub,
AnimParams  parms 
) [virtual]

Starts an animation.

Parameters:
sub The subject of the animation.
parms Parameters for the animation.
Returns:
True if start succeeded. False if not.

Implements EZAnimation.

virtual void EZAnimation.Stop (  )  [virtual, inherited]

Stops the animation.


Member Data Documentation

bool EZAnimation.pingPong = true [inherited]

Should the transition bounce back and forth when looping?

bool EZAnimation.repeatDelay = false [inherited]

Should the delay be repeated when the animation loops?

bool EZAnimation.restartOnRepeat = false [inherited]

Should the starting value be reset when a loop is iterated? (Only has meaning for certain animations, (such as translation, rotation, fading, etc) and among those, only ones which use the "By" mode and for which pingPong is false.).

The type of animation this is.


Property Documentation

CompletionDelegate EZAnimation.CompletedDelegate [get, set, inherited]

Accessor for the delegate to be called upon completion of the animation.

System.Object EZAnimation.Data [get, set, inherited]

Accessor for the data associated with this animation.

float EZAnimation.Duration [get, inherited]

Returns the desired duration of the animation.

ANIM_MODE EZAnimation.Mode [get, inherited]

Returns the mode of this animation (By, To, etc).

bool EZAnimation.Paused [get, set, inherited]

Determines whether the animation is currently paused.

CompletionDelegate EZAnimation.StartDelegate [get, set, inherited]

Accessor for the delegate to be called as soon as the animation begins (the delay expires). NOTE: For looping animations, this will be called upon each iteration.

float EZAnimation.Wait [get, inherited]

Returns the desired delay of the animation.


The documentation for this class was generated from the following file:

Generated on Thu Sep 8 16:31:16 2011 for EZ GUI by  doxygen 1.6.1