本文整理汇总了C#中Ease类的典型用法代码示例。如果您正苦于以下问题:C# Ease类的具体用法?C# Ease怎么用?C# Ease使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Ease类属于命名空间,在下文中一共展示了Ease类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: GearBase
public GearBase(GObject owner)
{
_owner = owner;
pageSet = new PageOptionSet();
easeType = Ease.OutQuad;
tweenTime = 0.3f;
}
开发者ID:hxyxj,项目名称:FairyGUI-unity,代码行数:7,代码来源:GearBase.cs
示例2: QuaternionMemberCurve
public QuaternionMemberCurve(string propName, Ease ease, float dur, Quaternion start, Quaternion end, bool slerp)
: base(propName, ease, dur)
{
_start = start;
_end = end;
_useSlerp = slerp;
}
开发者ID:XianWorld,项目名称:spacepuppy-unity-framework,代码行数:7,代码来源:QuaternionMemberCurve.cs
示例3: CreateReelSymbols
public void CreateReelSymbols(JSlotGame slot, int reelIndex, int reelHeight)
{
this.slot = slot;
//this.reelIndex = reelIndex;
this.reelLength = reelHeight + 2;
this.cellHeight = slot.maker.cellHeight;
this.cellMoveCount = slot.maker.cellsSpinCount[reelIndex];
this.cellTweenTime = slot.maker.cellTweenTime;
//this.firstMoveEase = slot.maker.firstMoveEase;
this.lastMoveEase = slot.maker.lastMoveEase;
this.speed = slot.maker.reel2Speed;
symbols = new List<GameObject>(8);
for (int i = 0; i < reelLength; ++i)
//CreateSymbolInQueue(i);
{
int symbolIndex = GetSymbolIndex();
GameObject newOne = CreateSymbol(i, symbolIndex);
symbols.Add(newOne);
}
this.myTransform = this.transform;
ResetReelPosition();
}
开发者ID:serenitii,项目名称:jeisimple,代码行数:27,代码来源:JSlotReel2.cs
示例4: Get
public static Func<float, float, float, float> Get(Ease ease)
{
switch(ease)
{
case Ease.Linear:
return Linear;
case Ease.BackIn:
return InBack;
case Ease.BackOut:
return OutBack;
case Ease.BackInOut:
return InOutBack;
case Ease.CircIn:
return InCirc;
case Ease.CircOut:
return OutCirc;
case Ease.CircInOut:
return InOutCirc;
case Ease.CubicIn:
return InCubic;
case Ease.CubicOut:
return OutCubic;
case Ease.CubicInOut:
return InOutCubic;
default:
throw new Exception("Not supported ease type: " + ease);
}
}
开发者ID:nubick,项目名称:tween-peaks,代码行数:28,代码来源:EaseFunctions.cs
示例5: MemberCurve
public MemberCurve(string propName, Ease ease, float dur)
{
_memberName = propName;
_ease = ease;
_dur = dur;
_delay = 0f;
}
开发者ID:yuanchunfa,项目名称:spacepuppy-unity-framework,代码行数:7,代码来源:MemberCurve.cs
示例6: GearBase
public GearBase(GObject owner)
{
_owner = owner;
easeType = Ease.OutQuad;
tweenTime = 0.3f;
delay = 0;
}
开发者ID:fairygui,项目名称:FairyGUI-unity,代码行数:7,代码来源:GearBase.cs
示例7: StringCurve
public StringCurve(string propName, Ease ease, float dur, string start, string end, StringTweenStyle style)
: base(propName, ease, dur)
{
_start = start;
_end = end;
_style = style;
}
开发者ID:Gege00,项目名称:spacepuppy-unity-framework,代码行数:7,代码来源:StringCurve.cs
示例8: Vector2MemberCurve
public Vector2MemberCurve(string propName, Ease ease, float dur, Vector2 start, Vector2 end, bool slerp)
: base(propName, ease, dur)
{
_start = start;
_end = end;
_useSlerp = slerp;
}
开发者ID:XianWorld,项目名称:spacepuppy-unity-framework,代码行数:7,代码来源:Vector2MemberCurve.cs
示例9: MeshCurve
public MeshCurve(Mesh[] meshes, Ease ease, float dur)
{
_meshes = meshes;
_ease = ease;
_dur = dur;
// At least two meshes
if (_meshes.Length < 2)
{
throw new System.ArgumentException("MeshCurve requires at least 2 source meshes.", "meshes");
}
// Make sure all meshes are assigned and shaped correctly!
int vertexCount = (_meshes[0] != null) ? _meshes[0].vertexCount : 0;
for (int i = 0; i < _meshes.Length; i++)
{
if (_meshes[i] == null)
{
throw new System.ArgumentNullException("Mesh " + i + " is null.", "meshes");
}
if (_meshes[i].vertexCount != vertexCount)
{
throw new System.ArgumentException("Mesh " + i + " doesn't have the same number of vertices as the first mesh", "meshes");
}
}
}
开发者ID:yuanchunfa,项目名称:spacepuppy-unity-framework,代码行数:26,代码来源:MeshCurve.cs
示例10: Vector3MemberCurve
public Vector3MemberCurve(string propName, Ease ease, float dur, Vector3 start, Vector3 end)
: base(propName, ease, dur)
{
_start = start;
_end = end;
_useSlerp = false;
}
开发者ID:XianWorld,项目名称:spacepuppy-unity-framework,代码行数:7,代码来源:Vector3MemberCurve.cs
示例11: TransMemberCurve
public TransMemberCurve(string propName, Ease ease, float dur, Trans start, Trans end, bool slerp)
: base(propName, ease, dur)
{
_start = start;
_end = end;
_useSlerp = slerp;
}
开发者ID:Gege00,项目名称:spacepuppy-unity-framework,代码行数:7,代码来源:TransMemberCurve.cs
示例12: SetTextureEase
void SetTextureEase(Ease easeType, Texture2D tx, float elapsed, int y)
{
int x = (int)((txW - 1) * (elapsed / tweenDuration));
if (y > txH - 1 || y < 0) return; // elastic/back eases
tx.SetPixel(x, y, Color.white);
tx.Apply();
}
开发者ID:kanon1109,项目名称:dotween,代码行数:8,代码来源:EaseCurves.cs
示例13: FilteredEasePopup
// ===================================================================================
// PUBLIC METHODS --------------------------------------------------------------------
// Ease popup with filtered eases
public static Ease FilteredEasePopup(Ease currEase)
{
int stringEaseId = currEase == Ease.INTERNAL_Custom
? FilteredEaseTypes.Length - 1
: Array.IndexOf(FilteredEaseTypes, currEase.ToString());
if (stringEaseId == -1) stringEaseId = 0;
stringEaseId = EditorGUILayout.Popup("Ease", stringEaseId, FilteredEaseTypes);
return stringEaseId == FilteredEaseTypes.Length - 1 ? Ease.INTERNAL_Custom : (Ease)Enum.Parse(typeof(Ease), FilteredEaseTypes[stringEaseId]);
}
开发者ID:amirebrahimi,项目名称:dotween,代码行数:13,代码来源:EditorGUIUtils.cs
示例14: Interpolate
public static double Interpolate(float x, float x1, float x2, float y1, float y2, Ease ease)
{
if (ease == null)
ease = Linear.EaseNone;
var c = y2 - y1;
var d = x2 - x1;
return ease (x - x1, y1, c, d);
}
开发者ID:hgrandry,项目名称:Mgx,代码行数:10,代码来源:MathKit.cs
示例15: Tween
public Tween(Setter<float> setter, float start, float target, float duration, Ease ease = null, bool yoyo = false, Action onComplete = null)
{
Setter = setter;
_start = start;
_target = target;
_duration = duration;
_ease = ease ?? Linear.EaseNone;
_change = target - start;
_elapsedTime = 0;
OnComplete = onComplete;
_yoyo = yoyo;
}
开发者ID:hgrandry,项目名称:Mgx,代码行数:12,代码来源:Tween.cs
示例16: Clear
/// <summary>Clears and resets this TweenParams instance using default values,
/// so it can be reused without instantiating another one</summary>
public TweenParams Clear()
{
id = target = null;
updateType = DOTween.defaultUpdateType;
isIndependentUpdate = DOTween.defaultTimeScaleIndependent;
onStart = onPlay = onRewind = onUpdate = onStepComplete = onComplete = onKill = null;
onWaypointChange = null;
isRecyclable = DOTween.defaultRecyclable;
isSpeedBased = false;
autoKill = DOTween.defaultAutoKill;
loops = 1;
loopType = DOTween.defaultLoopType;
delay = 0;
isRelative = false;
easeType = Ease.Unset;
customEase = null;
easeOvershootOrAmplitude = DOTween.defaultEaseOvershootOrAmplitude;
easePeriod = DOTween.defaultEasePeriod;
return this;
}
开发者ID:kanon1109,项目名称:dotween,代码行数:23,代码来源:TweenParams.cs
示例17: By
public TweenHash By(string memberName, Ease ease, object amt, float dur, object option = null)
{
_props.Add(new PropInfo(AnimMode.By, memberName, ease, amt, dur, option));
return this;
}
开发者ID:yuanchunfa,项目名称:spacepuppy-unity-framework,代码行数:5,代码来源:TweenHash.cs
示例18: PropInfo
public PropInfo(AnimMode mode, string nm, Ease e, object v, float d, object option, object altV)
{
this.mode = mode;
this.name = nm;
this.ease = e;
this.value = v;
this.dur = d;
this.altValue = altV;
this.option = option;
}
开发者ID:yuanchunfa,项目名称:spacepuppy-unity-framework,代码行数:10,代码来源:TweenHash.cs
示例19: To
public TweenHash To(string memberName, Ease ease, object end, float dur, object option = null)
{
_props.Add(new PropInfo(AnimMode.To, memberName, ease, end, dur, option));
return this;
}
开发者ID:yuanchunfa,项目名称:spacepuppy-unity-framework,代码行数:5,代码来源:TweenHash.cs
示例20: RedirectTo
/// <summary>
/// Creates a curve that will animate from the current value to the end value, but will rescale the duration from how long it should have
/// taken from start to end, but already animated up to current.
/// </summary>
/// <param name="memberName"></param>
/// <param name="ease"></param>
/// <param name="start"></param>
/// <param name="end"></param>
/// <param name="dur"></param>
/// <param name="option"></param>
/// <returns></returns>
public TweenHash RedirectTo(string memberName, Ease ease, object start, object end, float dur, object option = null)
{
_props.Add(new PropInfo(AnimMode.RedirectTo, memberName, ease, start, dur, option, end));
return this;
}
开发者ID:yuanchunfa,项目名称:spacepuppy-unity-framework,代码行数:16,代码来源:TweenHash.cs
注:本文中的Ease类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
请发表评论