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Xerios committed Jun 4, 2016
1 parent 231eaf6 commit c9fc30d
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37 changes: 37 additions & 0 deletions Assets/Example1.cs
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using UnityEngine;
using UniRx;
using UnityEngine.UI;

public class Example1 : MonoBehaviour
{

public Button addButton;

public Text scoreText;

// We use IntReactiveProperty so that we can see and modify the value in the Inspector, other than that it's the same as ReactiveProperty<Int>
public IntReactiveProperty score = new IntReactiveProperty(0);

// Use this for initialization
void Start () {

// Change text when score is changed
score.SubscribeToText(scoreText);

// Add animation ( we use LeanTween for this because it's a simple library that just works )
score.Subscribe(_ => LeanTween.scale(scoreText.gameObject, Vector3.one, 0.2f).setFrom(Vector3.one*0.5f).setEase(LeanTweenType.easeOutBack));

/*
// Two above lines can also be written as follows :
score.Subscribe(x => {
scoreText.Text = x.toString();
LeanTween.scale(scoreText.gameObject, Vector3.one, 0.2f).setFrom(Vector3.one*0.5f).setEase(LeanTweenType.easeOutBack)
});
*/

// Button actions ------------------------
addButton.onClick.AddListener(() => {
score.Value++;
});
}
}
12 changes: 12 additions & 0 deletions Assets/Example1.cs.meta

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45 changes: 45 additions & 0 deletions Assets/Example2.cs
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using System;
using UnityEngine;
using UniRx;
using UnityEngine.UI;

public class Example2 : MonoBehaviour
{

public Button addButton, resetButton;

public Text scoreText, highscoreText;

public IntReactiveProperty score = new IntReactiveProperty(0);

// Use this for initialization
void Start () {

// Score from example 1 ( see example for more comments )
score.SubscribeToText(scoreText);
score.Subscribe(_ => AnimateObj(scoreText.gameObject));


// Highscore ---------------------------

// Scans through all values and gets the highest ( Math.Max( last, new ) ) and use it to compare with future values
var highscore = score.Scan(int.MinValue, Mathf.Max).ToReactiveProperty();

// Change text when highscore changes ( we format the string to BEST x before setting it to text )
highscore.SubscribeToText(highscoreText, x => string.Format("BEST {0}", x));

// Add animation when highscore changes
highscore.Subscribe(_ => AnimateObj(highscoreText.gameObject));


// Button actions ------------------------
addButton.onClick.AddListener(() => score.Value++);
resetButton.onClick.AddListener(() => score.Value=0);
}

public void AnimateObj(GameObject go) {
LeanTween.scale(go, Vector3.one, 0.2f)
.setFrom(Vector3.one*0.5f)
.setEase(LeanTweenType.easeOutBack);
}
}
12 changes: 12 additions & 0 deletions Assets/Example2.cs.meta

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51 changes: 51 additions & 0 deletions Assets/Example3.cs
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using System;
using UnityEngine;
using UniRx;
using UnityEngine.UI;

public class Example3 : MonoBehaviour
{

public Button addButton, resetButton;

public Text scoreText, deltaScoreText;

public IntReactiveProperty score = new IntReactiveProperty(0);

// Use this for initialization
void Start () {

// Score Delta
var scoreDelayed = score.Throttle(TimeSpan.FromMilliseconds(500)).ToReactiveProperty();
var scoreDelta = score.Select(x => x - scoreDelayed.Value);

// Change deltaScoreText and format it so that if the number is positive it has a "+" in front of it
scoreDelta.SubscribeToText(deltaScoreText, x => (x > 0 ? ("+" + x) : x.ToString()));

// Add animation everytime score delta changes
scoreDelta.Subscribe(_ => AnimateObj(deltaScoreText.gameObject));


scoreDelayed.Subscribe(delayedScore => {
// Change text
scoreText.text = delayedScore.ToString(); // You can also set by doing scoreDelayed.SubscribeToText(scoreText);
// Start animation
AnimateObj(scoreText.gameObject);
// Clear deltaScore ocne we've updated the score
deltaScoreText.text = "";
});


// Button actions ------------------------
addButton.onClick.AddListener(() => score.Value++);
resetButton.onClick.AddListener(() => score.Value=0);
}

public void AnimateObj(GameObject go) {
LeanTween.scale(go, Vector3.one, 0.2f)
.setFrom(Vector3.one*0.5f)
.setEase(LeanTweenType.easeOutBack);
}
}
12 changes: 12 additions & 0 deletions Assets/Example3.cs.meta

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9 changes: 9 additions & 0 deletions Assets/Plugins.meta

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106 changes: 106 additions & 0 deletions Assets/Plugins/ILeanTween.cs
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using System;
using UnityEngine;

public interface ILeanTween
{
void removeTween( int i, int uniqueId);
void removeTween( int i );
Vector3[] add(Vector3[] a, Vector3 b);
float closestRot( float from, float to );
void cancelAll();
void cancelAll(bool callComplete);
void cancel( GameObject gameObject );
void cancel( GameObject gameObject, bool callOnComplete );
void cancel( GameObject gameObject, int uniqueId );
void cancel( LTRect ltRect, int uniqueId );
void cancel( int uniqueId );
void cancel( int uniqueId, bool callOnComplete );
LTDescr descr( int uniqueId );
LTDescr description( int uniqueId );
LTDescr[] descriptions(GameObject gameObject = null);
void pause( int uniqueId );
void pause( GameObject gameObject );
void pauseAll();
void resumeAll();
void resume( int uniqueId );
void resume( GameObject gameObject );
bool isTweening( GameObject gameObject = null );
bool isTweening( int uniqueId );
bool isTweening( LTRect ltRect );
void drawBezierPath(Vector3 a, Vector3 b, Vector3 c, Vector3 d, float arrowSize = 0.0f, Transform arrowTransform = null);
LTDescr options(LTDescr seed);
LTDescr options();
GameObject tweenEmpty { get; }
LTDescr alpha(GameObject gameObject, float to, float time);
LTDescr alpha(LTRect ltRect, float to, float time);
LTDescr alphaVertex(GameObject gameObject, float to, float time);
LTDescr color(GameObject gameObject, Color to, float time);
LTDescr delayedCall( float delayTime, Action callback);
LTDescr delayedCall( float delayTime, Action<object> callback);
LTDescr delayedCall( GameObject gameObject, float delayTime, Action callback);
LTDescr delayedCall( GameObject gameObject, float delayTime, Action<object> callback);
LTDescr destroyAfter( LTRect rect, float delayTime);
LTDescr move(GameObject gameObject, Vector3 to, float time);
LTDescr move(GameObject gameObject, Vector2 to, float time);
LTDescr move(GameObject gameObject, Vector3[] to, float time);
LTDescr move(GameObject gameObject, LTBezierPath to, float time);
LTDescr move(GameObject gameObject, LTSpline to, float time);
LTDescr moveSpline(GameObject gameObject, Vector3[] to, float time);
LTDescr moveSplineLocal(GameObject gameObject, Vector3[] to, float time);
LTDescr move(LTRect ltRect, Vector2 to, float time);
LTDescr moveMargin(LTRect ltRect, Vector2 to, float time);
LTDescr moveX(GameObject gameObject, float to, float time);
LTDescr moveY(GameObject gameObject, float to, float time);
LTDescr moveZ(GameObject gameObject, float to, float time);
LTDescr moveLocal(GameObject gameObject, Vector3 to, float time);
LTDescr moveLocal(GameObject gameObject, Vector3[] to, float time);
LTDescr moveLocalX(GameObject gameObject, float to, float time);
LTDescr moveLocalY(GameObject gameObject, float to, float time);
LTDescr moveLocalZ(GameObject gameObject, float to, float time);
LTDescr moveLocal(GameObject gameObject, LTBezierPath to, float time);
LTDescr moveLocal(GameObject gameObject, LTSpline to, float time);
LTDescr move(GameObject gameObject, Transform to, float time);
LTDescr rotate(GameObject gameObject, Vector3 to, float time);
LTDescr rotate(LTRect ltRect, float to, float time);
LTDescr rotateLocal(GameObject gameObject, Vector3 to, float time);
LTDescr rotateX(GameObject gameObject, float to, float time);
LTDescr rotateY(GameObject gameObject, float to, float time);
LTDescr rotateZ(GameObject gameObject, float to, float time);
LTDescr rotateAround(GameObject gameObject, Vector3 axis, float add, float time);
LTDescr rotateAroundLocal(GameObject gameObject, Vector3 axis, float add, float time);
LTDescr scale(GameObject gameObject, Vector3 to, float time);
LTDescr scale(LTRect ltRect, Vector2 to, float time);
LTDescr scaleX(GameObject gameObject, float to, float time);
LTDescr scaleY(GameObject gameObject, float to, float time);
LTDescr scaleZ(GameObject gameObject, float to, float time);
LTDescr value(GameObject gameObject, float from, float to, float time);
LTDescr value(GameObject gameObject, Vector2 from, Vector2 to, float time);
LTDescr value(GameObject gameObject, Vector3 from, Vector3 to, float time);
LTDescr value(GameObject gameObject, Color from, Color to, float time);
LTDescr value(GameObject gameObject, Action<float> callOnUpdate, float from, float to, float time);
LTDescr value(GameObject gameObject, Action<float, float> callOnUpdateRatio, float from, float to, float time);
LTDescr value(GameObject gameObject, Action<Color> callOnUpdate, Color from, Color to, float time);
LTDescr value(GameObject gameObject, Action<Vector2> callOnUpdate, Vector2 from, Vector2 to, float time);
LTDescr value(GameObject gameObject, Action<Vector3> callOnUpdate, Vector3 from, Vector3 to, float time);
LTDescr value(GameObject gameObject, Action<float,object> callOnUpdate, float from, float to, float time);
LTDescr delayedSound( AudioClip audio, Vector3 pos, float volume );
LTDescr delayedSound( GameObject gameObject, AudioClip audio, Vector3 pos, float volume );


#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5
LTDescr play(RectTransform rectTransform, UnityEngine.Sprite[] sprites);
LTDescr textAlpha(RectTransform rectTransform, float to, float time);
LTDescr textColor(RectTransform rectTransform, Color to, float time);
LTDescr move(RectTransform rectTrans, Vector3 to, float time);
LTDescr moveX(RectTransform rectTrans, float to, float time);
LTDescr moveY(RectTransform rectTrans, float to, float time);
LTDescr moveZ(RectTransform rectTrans, float to, float time);
LTDescr rotate(RectTransform rectTrans, float to, float time);
LTDescr rotateAround(RectTransform rectTrans, Vector3 axis, float to, float time);
LTDescr rotateAroundLocal(RectTransform rectTrans, Vector3 axis, float to, float time);
LTDescr scale(RectTransform rectTrans, Vector3 to, float time);
LTDescr alpha(RectTransform rectTrans, float to, float time);
LTDescr color(RectTransform rectTrans, Color to, float time);
#endif
}

12 changes: 12 additions & 0 deletions Assets/Plugins/ILeanTween.cs.meta

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