This allows for modifying the look and feel of the transition as well as adjusting the sequence in which the transitions occur. In addition to that, we support many easing functions, variable transition durations and a configurable transition delay. Transition transition-delay transition-duration transition-property transition-timing-function unity-slice-bottom -unity-slice-left -unity-slice-right -unity-slice-top unity-text-outline -unity-text-outline-color -unity-text-outline-width Letter-spacing word-spacing -unity-paragraph-spacing Padding padding-bottom padding-left padding-right padding-top Margin margin-bottom margin-left margin-right margin-top Height width max-height min-height max-width min-width īorder-width border-top-width border-right-width border-left-width border-bottom-width īorder-radius border-top-right-radius border-top-left-radius border-bottom-left-radius border-bottom -right-radius īorder-color border-top-color border-right-color border-left-color border-bottom-color We think most frequent use cases are covered by the current implementation.įlex flex-basis flex-grow flex-shrink Finally, not animatable do not support the transition framework at all. This is usually a property that does not have an "in between" state, or the one that would be really difficult to animate, like the text alignment. The discrete animation allows for changing a parameter, but in a single step from the initial value to the end value. The fully animatable implies that the value will transition gradually from the previous value to the final one, at a speed that follows the easing function and transition duration. We have three different categories of property: We may have worked really hard to provide as much functionality as possible from day one, with as few exceptions as possible. This is a large feature, because it touches every USS property. We have a lot of work ahead of us with regards to the themes.Here is a quick tutorial going over all the step to apply a transition in the UI builder. Multiple style sheets to dictate the colors and font-related properties (one for the editor dark, one for the editor light, one for each runtime theme I intend to use).When I need these in the editor, I usually add them directly to the uxml files when I need these in the runtime, I usually import them in my own runtime theme. One or more style sheets to dictate the layout I'm looking for (margins, paddings, flex, etc.) which I can reuse everywhere (and need to test against every theme I intend to use).What I personally do is use multiple style sheets in the following fashion: We tend to try and have the same layout across the editor and runtime themes when we can, so that it is consistent, but the colors can definitely differ between runtime and editor (and even within the editor). The reason I say that I can't tell you how to simply do this is that you don't have access to the editor or default runtime theme files, so there would be a lot of trials and errors to get there, as we define a lot of selectors. Then you could add these style sheets to the uxml files directly and you would get more consistent results everywhere. In most cases, user-defined selectors should win against Unity-defined selectors, so with a lot of work, you should be able to create style sheets that would make the editor and the default runtime theme look the same way. At the moment, we are not shipping the editor themes as something that can be used in a build. You won't be able to use the same theme everywhere because in the editor use-case, the "current" editor theme will always be applied and the editor and runtime themes do not necessarily have the same selectors defined, which would be a requirement for the themes to be truly interchangeable.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |