diff --git a/Assets/Scenes/ui animation Sample Scene.unity b/Assets/Scenes/ui animation Sample Scene.unity
new file mode 100644
index 0000000..45734bf
--- /dev/null
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diff --git a/Assets/Scripts/UI/Animation/GrowEffect.cs b/Assets/Scripts/UI/Animation/GrowEffect.cs
new file mode 100644
index 0000000..1f02171
--- /dev/null
+++ b/Assets/Scripts/UI/Animation/GrowEffect.cs
@@ -0,0 +1,70 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+///
+/// Script that when attached to an object will cause it to grow until it reaches the desired Scale
+///
+public class GrowEffect : MonoBehaviour
+{
+ private enum Effect
+ {
+ BOUNCE_IN_OUT,
+ ELASTIC_IN_OUT,
+ LINEAR,
+ CIRCULAR_IN_OUT
+ }
+
+ [Header("Configuration")]
+ [Tooltip("The desired scale to grow to")]
+ [SerializeField] float m_desiredScale = 1.0f;
+ [Tooltip("How much time it will take to reach the desired scale")]
+ [SerializeField] float m_timeToReachDesiredScale = 1.0f;
+ [Tooltip("How much time it takes before the grow effect starts")]
+ [SerializeField] float m_timeToDelayStart = 0.0f;
+ [Tooltip("Effect on the grow animation")]
+ [SerializeField] Effect m_interpolationEffect = Effect.ELASTIC_IN_OUT;
+
+ //private member variables
+ private float m_currentTime = 0.0f;
+
+ private void OnEnable()
+ {
+ //set the local scale to zero so it can grow
+ transform.localScale = Vector3.zero;
+ m_currentTime = 0.0f;
+ }
+
+ void Update()
+ {
+ if (m_timeToDelayStart <= 0.0)
+ {
+ //increment current time by DT
+ m_currentTime += Time.deltaTime;
+
+ if (!(m_currentTime > m_timeToReachDesiredScale))
+ {
+ //Switch as to which effect will happen
+ switch (m_interpolationEffect)
+ {
+ case Effect.BOUNCE_IN_OUT:
+ gameObject.transform.localScale = (Vector3.one * Mathf.LerpUnclamped(0, m_desiredScale, Interpolation.BounceInOut(m_currentTime / m_timeToReachDesiredScale)));
+ break;
+ case Effect.ELASTIC_IN_OUT:
+ gameObject.transform.localScale = (Vector3.one * Mathf.LerpUnclamped(0, m_desiredScale, Interpolation.ElasticInOut(m_currentTime / m_timeToReachDesiredScale)));
+ break;
+ case Effect.LINEAR:
+ gameObject.transform.localScale = (Vector3.one * Mathf.LerpUnclamped(0, m_desiredScale, Interpolation.Linear(m_currentTime / m_timeToReachDesiredScale)));
+ break;
+ case Effect.CIRCULAR_IN_OUT:
+ gameObject.transform.localScale = (Vector3.one * Mathf.LerpUnclamped(0, m_desiredScale, Interpolation.CircularInOut(m_currentTime / m_timeToReachDesiredScale)));
+ break;
+ }
+ }
+ }
+ else
+ {
+ //reduce the delay start by DT
+ m_timeToDelayStart -= Time.deltaTime;
+ }
+ }
+}
diff --git a/Assets/Scripts/UI/Animation/HelicopterGrowEffect.cs b/Assets/Scripts/UI/Animation/HelicopterGrowEffect.cs
new file mode 100644
index 0000000..07b1323
--- /dev/null
+++ b/Assets/Scripts/UI/Animation/HelicopterGrowEffect.cs
@@ -0,0 +1,52 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class HelicopterGrowEffect : MonoBehaviour
+{
+ [Header("Configuration")]
+ [Tooltip("The desired Scale to reach")]
+ [SerializeField] float m_desiredScale = 1.0f;
+ [Tooltip("How much time it will take to reach the desired scale")]
+ [SerializeField] float m_timeToReachDesiredScale = 1.0f;
+ [Tooltip("How fast the helicopter effect will spin")]
+ [SerializeField] float m_rotationSpeed = 2.0f;
+ [Tooltip("the angle of rotation per frame")]
+ [SerializeField] float m_rotationAngle = 10.0f;
+
+ //private member variables
+ private float m_currentTime = 0.0f;
+ private Quaternion startingRotation = Quaternion.identity;
+
+ private void OnEnable()
+ {
+ m_currentTime = 0.0f;
+ //set the base transform to 0 so it can grow
+ transform.localScale = Vector3.zero;
+ //set the staring rotation variable to the current rotation
+ startingRotation = transform.rotation;
+
+ }
+
+ void Update()
+ {
+ //increment current time by delta time
+ m_currentTime += Time.deltaTime;
+ if (m_currentTime <= m_timeToReachDesiredScale)
+ {
+ //rotate the object by the rotation angle and rotation speed
+ gameObject.transform.Rotate(Vector3.forward, (m_rotationAngle * (m_rotationSpeed * Time.deltaTime)));
+ //lerp the scale to the desired scale
+ gameObject.transform.localScale = (Vector3.one * Mathf.LerpUnclamped(0, m_desiredScale, Interpolation.ElasticInOut(m_currentTime/m_timeToReachDesiredScale)));
+ //leave the function
+ return;
+ }
+ else
+ {
+ //when the lerping is done set the rotation to the starting rotation
+ gameObject.transform.rotation = startingRotation;
+ //set the scale to the desired scale
+ gameObject.transform.localScale = Vector3.one * m_desiredScale;
+ }
+ }
+}
diff --git a/Assets/Scripts/UI/Animation/ImageFade.cs b/Assets/Scripts/UI/Animation/ImageFade.cs
new file mode 100644
index 0000000..ee1a2ff
--- /dev/null
+++ b/Assets/Scripts/UI/Animation/ImageFade.cs
@@ -0,0 +1,150 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+///
+/// Component that when attached to an Image will fade in or out based on isFadingIn
+///
+[RequireComponent(typeof(Image))]
+public class ImageFade : MonoBehaviour
+{
+ [Header("Configuration")]
+ [Tooltip("The Time it takes for the object to fade")]
+ [SerializeField] float m_timeToFade = 1.5f;
+ [Tooltip("The Time it takes before the object begins its fading")]
+ [SerializeField] float m_delayTimeToStart = 1.5f;
+ [Tooltip("Boolean to determing if the image is fading in or out")]
+ [SerializeField] bool m_isFadingIn = true;
+ [Tooltip("Boolean to determing if the image is a button or out")]
+ [SerializeField] bool m_doesHaveChildText = false;
+
+ //Sibling Components
+ private Image m_image;
+ private Text m_text;
+
+ //Member variables
+ private Color m_startColor;
+ private Color m_buttonTextStartColor;
+ private Color m_desiredEndColor;
+ private float m_timeElapsed = 0.0f;
+
+ private void OnEnable()
+ {
+ m_timeElapsed = 0.0f;
+ GetSiblingComponents();
+ //set the starting color to the color of the object
+ SetStartingColor();
+ //Start the Fade Coroutine
+ StartCoroutine(Fade());
+ }
+
+ //Function that sets the image color value determined on if you want to fade in or out
+ private void SetStartingColor()
+ {
+ //start color is set to the images current color
+ m_startColor = m_image.color;
+ //create new varibles to be messed with later
+ Color modifiedColor = m_startColor;
+ Color modifiedTextColor = new Color();
+ if (m_doesHaveChildText)
+ {
+ //if this had childed text component buttonTextStartcolor is set to the text's current color
+ m_buttonTextStartColor = m_text.color;
+ modifiedTextColor = m_buttonTextStartColor;
+ }
+ //sets the starting colors alpha values
+ if (m_isFadingIn)
+ {
+ //if it is fading in set alpha values to 0
+ modifiedColor.a = 0.0f;
+ modifiedTextColor.a = 0.0f;
+ }
+ //Set the current colors to be the modified colors for fading
+ m_image.color = modifiedColor;
+ if (m_doesHaveChildText)
+ {
+ m_text.color = modifiedTextColor;
+ }
+ }
+
+ ///
+ /// Gets the Required Sibling components
+ ///
+ private void GetSiblingComponents()
+ {
+ m_image = GetComponent();
+ if (m_doesHaveChildText)
+ {
+ m_text = GetComponentInChildren();
+ }
+ }
+
+ ///
+ /// Coroutine that fades the Image by lerping the alpha from either 1-0 or 0-1
+ ///
+ IEnumerator Fade()
+ {
+ //Wait for the delay
+ yield return new WaitForSeconds(m_delayTimeToStart);
+ //create new color
+ Color newColor = m_startColor;
+ Color newTextColor = new Color();
+ if (m_doesHaveChildText)
+ {
+ newTextColor = m_text.color;
+ }
+ while (m_timeElapsed < m_timeToFade)
+ {
+ float time = m_timeElapsed / m_timeToFade;
+ if (m_isFadingIn)
+ {
+ //set new colors alpha to the lerp value of time
+ newColor.a = Mathf.Lerp(0, m_startColor.a, time);
+ if (m_doesHaveChildText)
+ {
+ newTextColor.a = Mathf.Lerp(0, m_buttonTextStartColor.a, time);
+ }
+ }
+ else
+ {
+ //set new colors alpha to the lerp value of time
+ newColor.a = Mathf.Lerp(m_startColor.a, 0, time);
+ if (m_doesHaveChildText)
+ {
+ newTextColor.a = Mathf.Lerp(m_buttonTextStartColor.a, 0, time);
+ }
+ }
+ //set image color to the new color
+ if (m_doesHaveChildText)
+ {
+ m_text.color = newTextColor;
+ }
+ m_image.color = newColor;
+ //add deltaTime to time elapsed
+ m_timeElapsed += Time.deltaTime;
+ yield return null;
+ }
+ //when the loop finishes set the colors to be what they are supposed to be
+ if (m_isFadingIn)
+ {
+ m_image.color = m_startColor;
+ if (m_doesHaveChildText)
+ {
+ m_text.color = m_buttonTextStartColor;
+ }
+ }
+ else
+ {
+ //if not is fading in set the alpha values to 0
+ Color desiredColor = m_startColor;
+ desiredColor.a = 0.0f;
+ m_image.color = desiredColor;
+ if(m_doesHaveChildText)
+ {
+ desiredColor = m_buttonTextStartColor;
+ desiredColor.a = 0.0f;
+ m_text.color = desiredColor;
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/UI/Animation/LerpFromOffset.cs b/Assets/Scripts/UI/Animation/LerpFromOffset.cs
new file mode 100644
index 0000000..80d74de
--- /dev/null
+++ b/Assets/Scripts/UI/Animation/LerpFromOffset.cs
@@ -0,0 +1,108 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class LerpFromOffset : MonoBehaviour
+{
+ ///
+ /// Effect Enum only to be used by this class, for chossing which interpolation effect to use
+ ///
+ private enum Effect
+ {
+ BOUNCE_OUT,
+ ELASTIC_OUT,
+ LINEAR,
+ CIRCULAR_OUT,
+ CIRCULAR_IN,
+ CIRCULAR_IN_OUT,
+ INVERSE_CIRCULAR_IN_OUT
+ }
+
+ [Header("Configuration")]
+ [Tooltip("The The Effect you would like to happen")]
+ [SerializeField] Effect m_effect = Effect.LINEAR;
+ [Tooltip("The direction you want the object to lerp from")]
+ [SerializeField] Vector3 m_offsetDirection = Vector3.zero;
+ [Tooltip("The the distnace you want to multiply the direction by")]
+ [SerializeField] float m_offsetDistance = 1.0f;
+ [Tooltip("How much time it will take for the object to reach its original position")]
+ [SerializeField] float m_timeToReachPosition = 1.5f;
+ [Tooltip("How much time it will take to start moving")]
+ [SerializeField] float m_delayStart = 1.5f;
+
+
+ //Memeber variables
+ private Vector3 m_offset = Vector3.zero;
+ private Vector3 m_desiredPos = Vector3.zero;
+ private float m_currentTime = 0.0f;
+
+ void OnEnable()
+ {
+ m_offset = Vector3.zero;
+ m_desiredPos = Vector3.zero;
+ m_currentTime = 0.0f;
+
+ Setup();
+ }
+ ///
+ /// Method that sets up all of the needed things and places the object at the calcuated offset
+ ///
+ void Setup()
+ {
+ //calculate offset position
+ m_offset = m_offsetDirection.normalized * m_offsetDistance;
+ //set the desired position to the current position
+ m_desiredPos = transform.position;
+ //move the object to the offset position to begin lerping
+ transform.position = m_desiredPos + m_offset;
+ }
+
+ void Update()
+ {
+ if (m_delayStart <= 0.0f)
+ {
+ //add deltaTime to the current time
+ m_currentTime += Time.deltaTime;
+ if (m_currentTime < m_timeToReachPosition)
+ {
+ //based on which effect is selected this will lerp from the curretn position to the desired position
+ switch (m_effect)
+ {
+ //Lerps using the BouceOut Interpolation
+ case Effect.BOUNCE_OUT:
+ transform.position = Vector3.LerpUnclamped(m_desiredPos + m_offset, m_desiredPos, Interpolation.BounceOut(m_currentTime / m_timeToReachPosition));
+ break;
+ //Lerps using the ElasticOut Interpolation
+ case Effect.ELASTIC_OUT:
+ transform.position = Vector3.LerpUnclamped(m_desiredPos + m_offset, m_desiredPos, Interpolation.ElasticOut(m_currentTime / m_timeToReachPosition));
+ break;
+ //Lerps using the Linear Interpolation
+ case Effect.LINEAR:
+ transform.position = Vector3.LerpUnclamped(m_desiredPos + m_offset, m_desiredPos, Interpolation.Linear(m_currentTime / m_timeToReachPosition));
+ break;
+ //Lerps using the CircularOut Interpolation
+ case Effect.CIRCULAR_OUT:
+ transform.position = Vector3.LerpUnclamped(m_desiredPos + m_offset, m_desiredPos, Interpolation.CircularOut(m_currentTime / m_timeToReachPosition));
+ break;
+ //Lerps using the CircularInOut Interpolation
+ case Effect.CIRCULAR_IN_OUT:
+ transform.position = Vector3.LerpUnclamped(m_desiredPos + m_offset, m_desiredPos, Interpolation.CircularInOut(m_currentTime / m_timeToReachPosition));
+ break;
+ //Lerps using the CircularIn Interpolation
+ case Effect.CIRCULAR_IN:
+ transform.position = Vector3.LerpUnclamped(m_desiredPos + m_offset, m_desiredPos, Interpolation.SineIn(m_currentTime / m_timeToReachPosition));
+ break;
+ }
+
+ return;
+ }
+ //set the current position to the desired position
+ transform.position = m_desiredPos;
+ }
+ else
+ {
+ //remove Deltatime from the m_delayStart
+ m_delayStart -= Time.deltaTime;
+ }
+ }
+}
diff --git a/Assets/Scripts/UI/Animation/Shared/Interpolation.cs b/Assets/Scripts/UI/Animation/Shared/Interpolation.cs
new file mode 100644
index 0000000..e441366
--- /dev/null
+++ b/Assets/Scripts/UI/Animation/Shared/Interpolation.cs
@@ -0,0 +1,220 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+///
+/// Methods that make LERPs nice
+///
+static public class Interpolation
+{
+
+ static public float Linear(float t)
+ {
+ return t;
+ }
+
+ static public float SmoothStep(float t)
+ {
+ return t * t * (3.0f - 2.0f * t);
+ }
+
+ static public float SmootherStep(float t)
+ {
+ return t * t * t * (t * (6.0f * t - 15.0f) + 10.0f);
+ }
+
+ static public float SineIn(float t)
+ {
+ return Mathf.Sin((t - 1.0f) * Mathf.PI * 0.5f) + 1.0f;
+ }
+
+ static public float SineOut(float t)
+ {
+ return Mathf.Sin(t * Mathf.PI * 0.5f);
+ }
+
+ static public float SineInOut(float t)
+ {
+ return (1.0f - Mathf.Cos(t * Mathf.PI)) * 0.5f;
+ }
+
+ static public float QuadraticIn(float t)
+ {
+ return t * t;
+ }
+
+ static public float QuadraticOut(float t)
+ {
+ return -(t * (t - 2.0f));
+ }
+
+ static public float QuadraticInOut(float t)
+ {
+ return (t < 0.5f) ? 2.0f * (t * t) : (-2.0f * t * t) + (4 * t) - 1;
+ }
+
+ static public float CubicIn(float t)
+ {
+ return Mathf.Pow(t, 3);
+ }
+
+ static public float CubicOut(float t)
+ {
+ return 1.0f - Mathf.Pow(1.0f - t, 3);
+ }
+
+ static public float CubicInOut(float t)
+ {
+ return (t < 0.5f) ? Mathf.Pow(t * 2.0f, 3) * 0.5f : 1.0f - Mathf.Pow((1.0f - t) * 2.0f, 3) * 0.5f;
+ }
+
+ static public float QuarticIn(float t)
+ {
+ return Mathf.Pow(t, 4);
+ }
+
+ static public float QuarticOut(float t)
+ {
+ return 1.0f - Mathf.Pow(1.0f - t, 4);
+ }
+
+ static public float QuarticInOut(float t)
+ {
+ return (t < 0.5f) ? Mathf.Pow(t * 2.0f, 4) * 0.5f : 1.0f - Mathf.Pow((1.0f - t) * 2.0f, 4) * 0.5f;
+ }
+
+ static public float QuinticIn(float t)
+ {
+ return Mathf.Pow(t, 5);
+ }
+
+ static public float QuinticOut(float t)
+ {
+ return 1.0f - Mathf.Pow(1.0f - t, 5);
+ }
+
+ static public float QuinticInOut(float t)
+ {
+ return (t < 0.5f) ? Mathf.Pow(t * 2.0f, 5) * 0.5f : 1.0f - Mathf.Pow((1.0f - t) * 2.0f, 5) * 0.5f;
+ }
+
+ static public float CircularIn(float t)
+ {
+ return 1.0f - Mathf.Sqrt(1.0f - (t * t));
+ }
+
+ static public float CircularOut(float t)
+ {
+ return Mathf.Sqrt((2.0f - t) * t);
+ }
+
+ static public float CircularInOut(float t)
+ {
+ return (t < 0.5f) ? (1.0f - Mathf.Sqrt(1.0f - 4.0f * (t * t ))) * 0.5f : (Mathf.Sqrt(-((t * 2.0f) - 3.0f) * ((t * 2.0f) - 1.0f)) + 1.0f) * 0.5f;
+ }
+
+ static public float ExpoIn(float t)
+ {
+ return (t == 0.0f) ? 0.0f : Mathf.Pow(2, 10.0f * (t - 1.0f));
+ }
+
+ static public float ExpoOut(float t)
+ {
+ return (t == 1.0f) ? 1.0f : 1.0f - Mathf.Pow(2, -10.0f * t);
+ }
+
+ static public float ExpoInOut(float t)
+ {
+ if (t == 0.0f || t == 1.0f) return t;
+
+ t = t * 2.0f;
+ if (t < 1.0f)
+ {
+ return Mathf.Pow(1024.0f, t - 1.0f) * 0.5f;
+ }
+
+ return (-Mathf.Pow(2.0f, -10.0f * (t - 1.0f)) + 2.0f) * 0.5f;
+ }
+
+ static public float BackIn(float t)
+ {
+ float s = 1.70158f;
+
+ return t * t * ((s + 1.0f) * t - s);
+ }
+
+ static public float BackOut(float t)
+ {
+ float s = 1.70158f;
+
+ t = (t - 1.0f);
+ return t * t * ((s + 1.0f) * t + s) + 1.0f;
+ }
+
+ static public float BackInOut(float t)
+ {
+ float s = 1.70158f * 1.525f;
+
+ t = t * 2.0f;
+ if (t < 1.0f)
+ {
+ return (t * t * ((s + 1.0f) * t - s)) * 0.5f;
+ }
+
+ t = t - 2.0f;
+ return (t * t * ((s + 1.0f) * t + s) + 2.0f) * 0.5f;
+ }
+
+ static public float BounceIn(float t)
+ {
+ return 1.0f - BounceOut(1.0f - t);
+ }
+
+ static public float BounceOut(float t)
+ {
+ if (t < (1.0f / 2.75f)) return 7.5625f * t * t;
+ else if (t < (2.0f / 2.75f)) return 7.5625f * (t -= (1.5f / 2.75f)) * t + 0.75f;
+ else if (t < (2.5f / 2.75f)) return 7.5625f * (t -= (2.25f / 2.75f)) * t + 0.9375f;
+
+ return 7.5625f * (t -= (2.625f / 2.75f)) * t + 0.984375f;
+ }
+
+ static public float BounceInOut(float t)
+ {
+ if (t < 0.5f) return BounceIn(t * 2.0f) * 0.5f;
+
+ return BounceOut(t * 2.0f - 1.0f) * 0.5f + 0.5f;
+ }
+
+ static public float ElasticIn(float t)
+ {
+ if (t == 0.0f || t == 1.0f) return t;
+
+ return -Mathf.Pow(2.0f, 10.0f * (t - 1.0f)) * Mathf.Sin((t - 1.1f) * 5.0f * Mathf.PI);
+ }
+
+ static public float ElasticOut(float t)
+ {
+ if (t == 0.0f || t == 1.0f) return t;
+
+ return Mathf.Pow(2.0f, -10.0f * t) * Mathf.Sin((t - 0.1f) * 5.0f * Mathf.PI) + 1.0f;
+ }
+
+ static public float ElasticInOut(float t)
+ {
+ if (t == 0.0f || t == 1.0f) return t;
+
+ t = t * 2.0f;
+ if (t < 1.0f)
+ {
+ return Mathf.Pow(2, 10.0f * (t - 1)) * Mathf.Sin((t - 1.1f) * 5.0f * Mathf.PI) * -0.5f;
+ }
+
+ return (Mathf.Pow(2.0f, -10.0f * (t - 1)) * Mathf.Sin((t - 1.1f) * 5.0f * Mathf.PI) * 0.5f) + 1.0f;
+ }
+
+ static public float CatmullRom(float t, float p0, float p1, float p2, float p3)
+ {
+ return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t * t + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t * t * t);
+ }
+}