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 (GameObject sub, Vector3 mag, float dur, float delay, CompletionDelegate startDel, CompletionDelegate del) |
Starts a PunchRotation animation on the specified subject. | |
void | Start (GameObject sub, Vector3 begin, Vector3 mag, float dur, float delay, CompletionDelegate startDel, CompletionDelegate del) |
Starts a PunchRotation animation 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 PunchRotation | Do (GameObject sub, Vector3 mag, float dur, float delay, CompletionDelegate startDel, CompletionDelegate del) |
Starts a PunchRotation animation 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. |
Rotates an object by a certain amount in a bouncy way, and settles it back to its original rotation.
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.
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.
delegate void EZAnimation.CompletionDelegate | ( | EZAnimation | anim | ) | [inherited] |
Definition of a delegate to be called upon completion
anim | Reference to the EZAnimation-derived class which has completed. |
static PunchRotation PunchRotation.Do | ( | GameObject | sub, | |
Vector3 | mag, | |||
float | dur, | |||
float | delay, | |||
CompletionDelegate | startDel, | |||
CompletionDelegate | del | |||
) | [static] |
Starts a PunchRotation animation on the specified subject.
sub | GameObject to animate. | |
mag | The magnitude of the effect on each axis. If any of these values is negative, that axis will be assigned a random magnitude in the range 0-|n|. | |
dur | The duration of the animation, in seconds. If negative, the animation will loop infinitely at an interval of |dur|. | |
delay | The number of seconds to wait before the animation begins. | |
startDel | Delegate to call when the animation begins (after the delay has elapsed). NOTE: For looping animations, this will be called on each iteration. | |
del | Delegate to call when the animation ends. |
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:.
type | Enum of the desired interpolator. |
override object PunchRotation.GetSubject | ( | ) | [virtual] |
Returns 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.
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. |
void PunchRotation.Start | ( | GameObject | sub, | |
Vector3 | begin, | |||
Vector3 | mag, | |||
float | dur, | |||
float | delay, | |||
CompletionDelegate | startDel, | |||
CompletionDelegate | del | |||
) |
Starts a PunchRotation animation on the specified subject.
sub | GameObject to animate. | |
begin | Starting rotation of the object. | |
mag | The magnitude of the effect on each axis. If any of these values is negative, that axis will be assigned a random magnitude in the range 0-|n|. | |
dur | The duration of the animation, in seconds. If negative, the animation will loop infinitely at an interval of |dur|. | |
delay | The number of seconds to wait before the animation begins. | |
startDel | Delegate to call when the animation begins (after the delay has elapsed). NOTE: For looping animations, this will be called on each iteration. | |
del | Delegate to call when the animation ends. |
void PunchRotation.Start | ( | GameObject | sub, | |
Vector3 | mag, | |||
float | dur, | |||
float | delay, | |||
CompletionDelegate | startDel, | |||
CompletionDelegate | del | |||
) |
Starts a PunchRotation animation on the specified subject.
sub | GameObject to animate. | |
mag | The magnitude of the effect on each axis. If any of these values is negative, that axis will be assigned a random magnitude in the range 0-|n|. | |
dur | The duration of the animation, in seconds. If negative, the animation will loop infinitely at an interval of |dur|. | |
delay | The number of seconds to wait before the animation begins. | |
startDel | Delegate to call when the animation begins (after the delay has elapsed). NOTE: For looping animations, this will be called on each iteration. | |
del | Delegate to call when the animation ends. |
override bool PunchRotation.Start | ( | GameObject | sub, | |
AnimParams | parms | |||
) | [virtual] |
Starts an animation.
sub | The subject of the animation. | |
parms | Parameters for the animation. |
Implements EZAnimation.
virtual void EZAnimation.Stop | ( | ) | [virtual, inherited] |
Stops the animation.
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.).
ANIM_TYPE EZAnimation.type [inherited] |
The type of animation this is.
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.