Browse Source

minor fixes in ActionTintBy.cs

new actions:
ActionFadeBy.cs
ActionTintTo.cs
master
5 changed files with 107 additions and 11 deletions
  1. +11
    -8
      README.md
  2. +37
    -0
      src/ActionsInterval/ActionFadeBy.cs
  3. +5
    -0
      src/ActionsInterval/ActionTintBy.cs
  4. +49
    -0
      src/ActionsInterval/ActionTintTo.cs
  5. +5
    -3
      src/Examples/SampleActions.cs

+ 11
- 8
README.md View File

@@ -15,27 +15,30 @@ See the examples folder, there's a sample script there.

You can also subclass the Actor and add all the actions you want to the Start() method.

### Included actions (ready and WIP)
### Included actions (ready and WIP)
All actions are designed to word in 3D scene (i.e. using Vector3 for movement, rotation and scaling).
You can use it in 2D with apropriate vectors, but i'm going to add support for 2D actions soon.

Base actions
- [x] Sequence
- [x] Parallel
- [x] Repeat and Loop *implemented in one action*
- [ ] Reverse
- [ ] Reverse *not yet, but every reversable action has working reverse() method*

Interval actions
- [x] Delay and RandomDelay *implemented in one action*
- [x] MoveTo
- [x] MoveBy
- [x] RotateTo
- [x] RotateBy
- [x] ScaleTo
- [x] ScaleBy
- [x] TintBy
- [x] Delay and RandomDelay *implemented in one action*
- [ ] TintTo
- [ ] FadeOut
- [ ] FadeIn
- [ ] FadeTo
- [x] TintBy *if you want to manipulate alpha, your material must support transparency*
- [x] TintTo *if you want to manipulate alpha, your material must support transparency*
- [ ] FadeOut *if you want to manipulate alpha, your material must support transparency*
- [ ] FadeIn *if you want to manipulate alpha, your material must support transparency*
- [ ] FadeTo *if you want to manipulate alpha, your material must support transparency*
- [x] FadeBy *if you want to manipulate alpha, your material must support transparency*
- [ ] JumpTo
- [ ] JumpBy
- [ ] Bezier


+ 37
- 0
src/ActionsInterval/ActionFadeBy.cs View File

@@ -0,0 +1,37 @@
using System;
using System.Collections.Generic;
using UnityEngine;

class ActionFadeBy : ActionInterval
{
public float delta;

public ActionFadeBy(float tgtDelta, float tgtDuration)
: base(tgtDuration)
{
delta = tgtDelta;
}

public override Action clone()
{
return new ActionFadeBy(delta, duration);
}

public override Action reverse()
{
return new ActionFadeBy(-delta, duration);
}

public override void start()
{
base.start();
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Color tgtColor = target.gameObject.renderer.material.color;
tgtColor[3] += delta * d;
target.gameObject.renderer.material.color = tgtColor;
}
}

+ 5
- 0
src/ActionsInterval/ActionTintBy.cs View File

@@ -13,6 +13,11 @@ class ActionTintBy : ActionInterval
color = tgtColor * coeff;
}

public ActionTintBy(Vector3 tgtColor, float tgtDuration)
: this(new Vector4(tgtColor.x, tgtColor.y, tgtColor.z), tgtDuration)
{
}

public override Action clone()
{
return new ActionTintBy(color / coeff, duration);


+ 49
- 0
src/ActionsInterval/ActionTintTo.cs View File

@@ -0,0 +1,49 @@
using System;
using System.Collections.Generic;
using UnityEngine;

class ActionTintTo : ActionInterval
{
public Vector4 color;
public Vector4 path;
protected const float coeff = 1F / 255F;

public ActionTintTo(Vector4 tgtColor, float tgtDuration)
: base(tgtDuration)
{
color = tgtColor * coeff;
path = Vector4.zero;
}

public ActionTintTo(Vector3 tgtColor, float tgtDuration)
: this(new Vector4(tgtColor.x, tgtColor.y, tgtColor.z), tgtDuration)
{
}

public override Action clone()
{
return new ActionTintTo(color / coeff, duration);
}

public override void start()
{
base.start();
Color tgtColor = target.gameObject.renderer.material.color;
path[0] = color[0] - tgtColor[0];
path[1] = color[1] - tgtColor[1];
path[2] = color[2] - tgtColor[2];
path[3] = color[3] - tgtColor[3];
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector4 tgt = path * d;
Color tgtColor = target.gameObject.renderer.material.color;
tgtColor[0] += tgt[0];
tgtColor[1] += tgt[1];
tgtColor[2] += tgt[2];
tgtColor[3] += tgt[3];
target.gameObject.renderer.material.color = tgtColor;
}
}

+ 5
- 3
src/Examples/SampleActions.cs View File

@@ -7,14 +7,16 @@ public class SampleActions : MonoBehaviour
{
Action seq = new ActionRepeat (new ActionSequence(new Action[]
{
new ActionTintBy(new Vector4(-50,50,-50,-50),1),
new ActionParallel(new Action[] {
new ActionMoveBy(new Vector3(10, 0, 0), 1),
new ActionMoveBy(new Vector3(0, 10, 0), 1),
// new ActionRotateBy(new Vector3(90, 0, 0), 1)
new ActionRotateBy(new Vector3(90, 0, 0), 1),
new ActionTintBy(new Vector4(-50, 50, -150, 0), 1)
}),
new ActionScaleBy(new Vector3(2, 2, 1), 1),
new ActionScaleBy(new Vector3(0.5F, 0.5F, 2), 1),
new ActionFadeBy(-1F, 2),
new ActionFadeBy(1F, 2),
new ActionDelay(1),
new ActionRepeat(new ActionSequence(new Action[] {
new ActionHide(),
@@ -28,7 +30,7 @@ public class SampleActions : MonoBehaviour
new ActionMoveTo(new Vector3(0, 0, 10), 1),
new ActionScaleTo(new Vector3(2, 2, 2), 1),
new ActionRotateTo(new Vector3(0, 0, 0), 1),
new ActionTintBy(new Vector4(50,-50,50,50),3)
new ActionTintTo(new Vector4(67, 105, 181, 255),3)
}), 5);
gameObject.SendMessage("AttachAction", seq);
}