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API Reference Docs
Note that several args in these methods are optional. I'll update these docs later - this is more or less a quick view into what's in Juice currently. While all of these are great, to be honest I use Juice.Instance.Delay()
the most, it's just so useful in so many places.
Usage: Blink(aGroup, aNumPulses, aTimeBetweenPulses, aTimeLitUp, aCallback)
Blinks a CanvasGroup a number of times.
Name | Description |
---|---|
aGroup |
UnityEngine.CanvasGroup A CanvasGroup |
aNumPulses |
System.Int32 How many blinks to perform (-1 = infinite) |
aTimeBetweenPulses |
System.Single How long to pause between blinks |
aTimeLitUp |
System.Single How long to stay lit |
aCallback |
System.Action What logic to execute after the last blink, if any |
Usage: FadeGroup(aGroup, aTime, aTarget, aScaledTime, aCallback)
Fades a CanvasGroup to a target alpha.
Name | Description |
---|---|
aGroup |
UnityEngine.CanvasGroup The CanvasGroup |
aTime |
System.Single The time it should take |
aTarget |
System.Single The end alpha |
aScaledTime |
System.Boolean Should this be scaled with Time.TimeScale? |
aCallback |
System.Action Any logic to execute once the target state is reached |
Usage: FadeInSprite(aSprite, aTime)
Fades a Sprite in.
Name | Description |
---|---|
aSprite |
UnityEngine.SpriteRenderer The Sprite |
aTime |
System.Single The time it should take |
Usage: FadeOutSprite(aSprite, aTime)
Fades a Sprite out.
Name | Description |
---|---|
aSprite |
UnityEngine.SpriteRenderer The Sprite |
aTime |
System.Single The time it should take |
Usage: FadeSprite(aSprite, aTime, aTarget)
Fades a Sprite to a target alpha.
Name | Description |
---|---|
aSprite |
UnityEngine.SpriteRenderer The Sprite |
aTime |
System.Single The time it should take |
aTarget |
System.Single The end alpha |
Usage: FillImage(aImage, aTime, aTargetValue, aCurve, aCallback)
Fills (or unfills) an image over time (think progress bars)
Name | Description |
---|---|
aImage |
UnityEngine.UI.Image An image to fill |
aTime |
System.Single How long this should take |
aTargetValue |
System.Single A target fill value |
aCurve |
UnityEngine.AnimationCurve An AnimationCurve to fill on |
aCallback |
System.Action What to do at the end, if anything |
Usage: LerpSpriteColor(aSprite, aTime, aTarget, aScaledTime, aCallback)
Lerps a sprite's color to a target color over time.
Name | Description |
---|---|
aSprite |
UnityEngine.SpriteRenderer The spriterenderer |
aTime |
System.Single How long should this take? |
aTarget |
UnityEngine.Color What color are we going to? |
aScaledTime |
System.Boolean Should this be affected by scaled time? |
aCallback |
System.Action Now what? |
Usage: Stretch(aRect, aTime, aSize, aCurve, aCallback)
Stretch a RectTransform to a specified size over time
Name | Description |
---|---|
aRect |
UnityEngine.RectTransform The RectTransform to me stretched |
aTime |
System.Single The time it should take to complete |
aSize |
UnityEngine.Vector2 A size: Vector2(width,height) |
aCurve |
UnityEngine.AnimationCurve How should the animation look? |
aCallback |
System.Action Should anything happen after we finish? |
Usage: Tween(aRect, aTime, aDistance, aCurve, aCallback)
Tween moves a RectTransform a certain distance in a certain time.
Name | Description |
---|---|
aRect |
UnityEngine.RectTransform The RectTransform to me moved |
aTime |
System.Single The time it should take to complete |
aDistance |
UnityEngine.Vector2 A distance: Vector2(width,height) |
aCurve |
UnityEngine.AnimationCurve How should the animation look? |
aCallback |
System.Action Should anything happen after we finish? |
Usage: MoveSlider(aSlider, aTime, aTargetValue, aCurve, aCallback)
Slides a Slider object to a specified value over X time
Name | Description |
---|---|
aSlider |
UnityEngine.UI.Slider The slider to move |
aTime |
System.Single How long should this process take? |
aTargetValue |
System.Single Where should the slider land? |
aCurve |
UnityEngine.AnimationCurve What type of animation should we apply? |
aCallback |
System.Action Anything to perform after it's all over (if anything) |
Usage: NumberCounter(aText, aStartingNumber, aModifierNumber, aTime, aScale, aScaledTime, aCallback)
Quickly increase a Text element's number value
Name | Description |
---|---|
aText |
UnityEngine.UI.Text The text element |
aStartingNumber |
System.Int32 The starting number |
aModifierNumber |
System.Int32 The amount to increase or decrease aStartingNumber by |
aTime |
System.Single How long should this take? |
aScale |
UnityEngine.AnimationCurve Should we change the size over time? |
aScaledTime |
System.Boolean Should this be affected by scaled time? |
aCallback |
System.Action Now what? |
Usage: PulseGroup(aGroup, aRepeatTime, aLowAlpha, aHighAlpha, aUp, aTime)
Pulses a CanvasGroup by fading it's alpha in and out
Name | Description |
---|---|
aGroup |
UnityEngine.CanvasGroup The CanvasGroup |
aRepeatTime |
System.Single How long should one entire pulse take? |
aLowAlpha |
System.Single How transparent is the group at it's lowest point? |
aHighAlpha |
System.Single How transparent is the group at it's highest point? |
aUp |
System.Boolean Set to true start the pulse on an "up" beat |
aTime |
System.Single How long do we pulse for? (0 = infinity) |
Usage: ResizeLayoutElement(aElement, aSize, aTime, aCurve, aCallback)
Currently used to resize a Unity UI LayoutElement Vertically.
Name | Description |
---|---|
aElement |
UnityEngine.UI.LayoutElement LayoutElement to resize |
aSize |
System.Single How tall should it become? |
aTime |
System.Single How long should it take? |
aCurve |
UnityEngine.AnimationCurve How should it look? |
aCallback |
System.Action What should happen after we're done, if anything? |
Usage: Rotate(aRect, aTime, aRotationAmount, aDirection, aCurve, aCallback)
Rotates the object a number of degrees in a specified direction.
Name | Description |
---|---|
aRect |
UnityEngine.RectTransform The RectTransform to be rotated |
aTime |
System.Single The time it should take to complete |
aRotationAmount |
UnityEngine.Vector3 In how many euler angles to rotate |
aDirection |
System.Int32 should we rotate positive or negative (i.e., right or left) |
aCurve |
UnityEngine.AnimationCurve How should the animation look? |
aCallback |
System.Action Should anything happen after we finish? |
Usage: Delay(aTime, aCallback, aCaller)
Delays a delegated action.
Name | Description |
---|---|
aTime |
System.Single How long to wait before executing the action |
aCallback |
System.Action What logic to execute after the delay |
aCaller |
UnityEngine.Object Pass in a caller to prevent the callback from invoking if the caller is destroyed during the delay |
Usage: FadeVolume(aSource, aTime, aVolume, aCurve, aCallback)
Fades the volume on an AudioSource over time
Name | Description |
---|---|
aSource |
UnityEngine.AudioSource An AudioSource to fade |
aTime |
System.Single How long the fade should take |
aVolume |
System.Single A target volume |
aCurve |
UnityEngine.AnimationCurve Optionally, an AnimationCurve to fade the volume through |
aCallback |
System.Action What happens after we're finished fading, if anything? |
Usage: LerpMaterialProptery(aMaterial, aTime, aTarget, aPropertyType, aPropertyName, aTargetColor, aTargetValue, aScaledTime, aCallback)
Lerps a material's color to a target color over time.
Name | Description |
---|---|
aMaterial |
UnityEngine.Material The material instance |
aTime |
System.Single How long should this take? |
aTarget |
Juice.MaterialPropertyType What color are we going to? |
aPropertyType |
System.String What is the property's type? |
aPropertyName |
UnityEngine.Color What is the property's name? |
aTargetColor |
System.Single If it's a color, what color are we going to |
aTargetValue |
System.Boolean If it's a float, what float are we going to |
aScaledTime |
UnityEngine.AnimationCurve Should this be affected by scaled time? |
aCallback |
System.Action Now what? |
Usage: ApplyForce(aTransform, aTime, aPos, aLocalPos, aCurve, aCallback)
Moves a transform to any given position over a specified time, but respects other forces of movement, unlike MoveTo
Name | Description |
---|---|
aTransform |
UnityEngine.Transform The transform to move |
aTime |
System.Single How long it should take to complete the move |
aPos |
UnityEngine.Vector3 A position to end up at, relative to the start pos |
aLocalPos |
System.Boolean Should we use transform.localPosition? If false, this will use transform.position. |
aCurve |
UnityEngine.AnimationCurve How should it look? |
aCallback |
System.Action What should happen after we're done, if anything? |
Usage: MoveTo(aTransform, aTime, aPos, aLocalPos, aCurve, aCallback)
Moves a transform to any given position over a specified time
Name | Description |
---|---|
aTransform |
UnityEngine.Transform The transform to move |
aTime |
System.Single How long it should take to complete the move |
aPos |
UnityEngine.Vector3 Where should we move this transform to? |
aLocalPos |
System.Boolean Should we use transform.localPosition? If false, this will use transform.position. |
aCurve |
UnityEngine.AnimationCurve How should it look? |
aCallback |
System.Action What should happen after we're done, if anything? |
Usage: Scale(aTransform, aScale, aTime, aCurve, aCallback)
Scales the transform to it's current scale plus aScale
Name | Description |
---|---|
aTransform |
UnityEngine.Transform The transform to scale |
aScale |
UnityEngine.Vector3 How much should we scale this transform ("Ex new Vector3(1,1,1) will add to it's scale by 1) |
aTime |
System.Single The time it takes to scale |
aCurve |
UnityEngine.AnimationCurve A curve to follow |
aCallback |
System.Action What to do at the end, if anything |
Usage: Spin(aTransform, aTime, aSpeed, aAxis, aCurve, aScaledTime, aCallback)
Spin a transform on any axis!
Name | Description |
---|---|
aTransform |
UnityEngine.Transform A transform to spin |
aTime |
System.Single How long do we spin for? |
aSpeed |
System.Single How fast should we spin? |
aAxis |
UnityEngine.Vector3 A vector3 axis to spin on |
aCurve |
UnityEngine.AnimationCurve An animationCurve to spin on |
aScaledTime |
System.Boolean Should this respect scaled time? |
aCallback |
System.Action What to do at the end, if anything |