Comments (3)
Hi!
What you want to do can be achieved with the following code.
await Anime.Play(Easing.Create<Linear>(0f, 1f, 2f), TranslateTo.Action<float>(x => { if (x > 0.5f) Debug.Log("After 50%"); }));
Or do you mean you want an alias that can write this in short?
from animetask.
The point is to have access to progress values no matter what kind of animation is being played, how long it takes or what easing functions are used. So basically normalized (always 0..1) time of the “scrubber”.
example use cases:
- fade value based on animation progress
- events triggered based on animation progress (similar to events fired on standard unity clip)
I suggested API based on standard IProgress interface as both UniTask and UniRx already support it
from animetask.
I see.
I support IProgress.
await Anime.Play(Easing.Create<Linear>(2f), Progress.Create<float>(x => Debug.Log(x)));
// new syntax
await Easing.Create<Linear>(2f).ToProgress(Progress.Create<float>(x => Debug.Log(x)));
Thank you for your idea.
from animetask.
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from animetask.