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- using UnityEngine;
- using System.Collections;
- public class Canvas : MonoBehaviour {
- public GameObject header;
- public GameObject botHeader;
- public GameObject continueOption;
- private RectTransform headerRect;
- private RectTransform botHeaderRect;
- private Vector2 headerStartPos;
- private Vector2 botHeaderStartPos;
- private float slideStep;
- private bool slide = true;
- // Use this for initialization
- void Start () {
- headerRect = header.GetComponent<RectTransform>();
- botHeaderRect = botHeader.GetComponent<RectTransform>();
- headerRect.sizeDelta = new Vector2(Screen.width, headerRect.sizeDelta.y);
- botHeaderRect.sizeDelta = new Vector2(Screen.width, botHeaderRect.sizeDelta.y);
- headerRect.anchoredPosition = new Vector2(Screen.width, headerRect.anchoredPosition.y);
- botHeaderRect.anchoredPosition = new Vector2(-Screen.width, botHeaderRect.anchoredPosition.y);
- headerStartPos = headerRect.anchoredPosition;
- botHeaderStartPos = botHeaderRect.anchoredPosition;
- }
- // Update is called once per frame
- void Update () {
- if (slide) {
- headerRect.anchoredPosition = new Vector2(Mathf.Lerp(headerStartPos.x, 0, slideStep), headerRect.anchoredPosition.y);
- botHeaderRect.anchoredPosition = new Vector2(Mathf.Lerp(botHeaderStartPos.x, 0, slideStep), botHeaderRect.anchoredPosition.y);
- slideStep += Time.deltaTime * 0.75f;
- if(slideStep > 1)
- {
- headerRect.anchoredPosition = new Vector2(0, headerRect.anchoredPosition.y);
- botHeaderRect.anchoredPosition = new Vector2(0, botHeaderRect.anchoredPosition.y);
- slide = false;
- }
- }
- }
- public void ifTouchisNotAButton()
- {
- UnityEngine.SceneManagement.SceneManager.LoadScene("Game");
- }
- }
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