Module: BattleUI::GoingInOut
- Included in:
- AbilityBar, ExpDistribution::Statistics, GenericChoice, InfoBar, PokemonSprite, TrainerPartyBalls, TrainerSprite
- Defined in:
- docs/5_Battle_01_Scene.rb
Overview
Module that implements the Going In & Out animation for each sprites/stacks of the UI
To work this module requires ‘animation_handler` to return a `Yuki::Animation::Handler` !
Instance Method Summary collapse
-
#animation_handler ⇒ Yuki::Animation::Handler{ Symbol => Yuki::Animation::TimedAnimation}
Get the animation handler.
-
#go_in
Tell the element to go into the scene.
-
#go_out(forced_delta = nil)
Tell the element to go out of the scene.
-
#in? ⇒ Boolean
Tell if the UI element is in.
-
#out? ⇒ Boolean
Tell if the UI element is out.
Instance Method Details
#animation_handler ⇒ Yuki::Animation::Handler{ Symbol => Yuki::Animation::TimedAnimation}
Get the animation handler
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# File 'docs/5_Battle_01_Scene.rb', line 297 def go_in end |
#go_in
Tell the element to go into the scene
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# File 'docs/5_Battle_01_Scene.rb', line 297 def go_in end |
#go_out(forced_delta = nil)
Tell the element to go out of the scene
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# File 'docs/5_Battle_01_Scene.rb', line 301 def go_out(forced_delta = nil) end |
#in? ⇒ Boolean
Note:
By default a UI element is considered as in because it’s initialized in its in position
Tell if the UI element is in
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# File 'docs/5_Battle_01_Scene.rb', line 306 def in? end |
#out? ⇒ Boolean
Tell if the UI element is out
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# File 'docs/5_Battle_01_Scene.rb', line 310 def out? end |