Animator | The component Animator allows you to animate any controls | User Interface library

 by   PavelTorgashov C# Version: Current License: No License

kandi X-RAY | Animator Summary

kandi X-RAY | Animator Summary

Animator is a C# library typically used in User Interface applications. Animator has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

The component Animator allows you to animate any controls on your WinForms. .
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            kandi-support Support

              Animator has a low active ecosystem.
              It has 40 star(s) with 23 fork(s). There are 6 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Animator is current.

            kandi-Quality Quality

              Animator has 0 bugs and 0 code smells.

            kandi-Security Security

              Animator has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Animator code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Animator does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Animator releases are not available. You will need to build from source code and install.

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            Animator Key Features

            No Key Features are available at this moment for Animator.

            Animator Examples and Code Snippets

            No Code Snippets are available at this moment for Animator.

            Community Discussions

            QUESTION

            Swift UIKit dynamics - Vary UIPushBehavior force magnitude by distance from center of source
            Asked 2022-Apr-16 at 17:39

            Can someone suggest how I can vary the UIPushBehavior magnitude force by distance from source. To mirror the affect of the force of wind from a fan on another object. So the closer the object is to the fan the stronger the force.

            ...

            ANSWER

            Answered 2022-Apr-16 at 17:39

            Use a UIFieldBehaviour to create a linear gravitational field in the direction of the fan. Then you can specify a falloff:

            Source https://stackoverflow.com/questions/71895467

            QUESTION

            Unity 3'nd Person Controller Camera Acting Weird
            Asked 2022-Apr-08 at 23:22

            I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.

            Starter Assets Input ...

            ANSWER

            Answered 2022-Apr-08 at 23:22

            I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().

            Images

            Source https://stackoverflow.com/questions/71804001

            QUESTION

            When I flip my sprite it goes out of the tilemaps foreground
            Asked 2022-Apr-02 at 14:45

            I came across a problem that I can't solve. Whenever I move my character if it's near the edge of the map it goes through the tilemaps collider and goes out of the map. Here's the screenshot I took:

            This is normal: link text

            This is when the bug occurs: bug

            Here's the code I'm using to move and flip the character:

            ...

            ANSWER

            Answered 2022-Apr-02 at 14:45

            You’d likely be better to get the SpriteRenderer component and change its flipX property rather than reversing the scale.

            Either way, if the sprite is moving in an unintended way when you flip it, it’s likely that the pivot isn’t set the way you want it — e.g. in this case it’s probably set to the bottom left of the sprite.

            Select the sprite asset, click “Sprite Editor” in the inspector, and set the sprite’s pivot to the middle or bottom middle. Apply the changes and the sprite should flip from the centre instead of from the edge.

            Source https://stackoverflow.com/questions/71716623

            QUESTION

            How to get the height of each line in edit text
            Asked 2022-Mar-20 at 19:22

            I want to animate the keyboard when a new line is added or removed just like how telegram does. I am able to add the animation like this:

            ...

            ANSWER

            Answered 2022-Mar-20 at 19:22

            The height of each line of an EditText is given by a StaticLayout that is created by the EditText.

            Source https://stackoverflow.com/questions/71546195

            QUESTION

            Character selection and uploading characters to the scene with photon pun2
            Asked 2022-Mar-18 at 02:15

            I'm trying to develop a 3D multiplayer game with Unity. I don't know much about Photon, there are similar questions to the one I'm going to ask, but I still haven't found a solution. I will be glad if you help. I have two scenes named "menu" and "game". In the menu scene, users make character selection after authenticating with playfab. After completing the selection, they connect to the lobby and set up a room and load the game scene. So far everything is successful. However, when the game scene is loaded, I have difficulty loading the characters selected by the users into the scene.

            Here is the code file where I make the users choose their characters:

            ...

            ANSWER

            Answered 2022-Mar-18 at 02:15

            Each player only knows their own setting for the index, because they use the value set in PlayerPrefs.

            Source https://stackoverflow.com/questions/71516468

            QUESTION

            Why animation with rotation can break my in-game object rotations?
            Asked 2022-Mar-03 at 11:00

            I'm new to Unity. I'm trying to create a planet model with some random plants in it. I use empty game object as a parent to spawn plant with random sprite when the game start. I also added a scipt to play some animations when the player collides with the plants. But I noticed that every time the animation plays my plant angle decreases by a certain degree. I use this code to make the plant spawner:

            ...

            ANSWER

            Answered 2021-Aug-19 at 17:41

            If I got you right, it might be a problem with Root Motion that applies the changes to the transform (learn more about it here)

            Unticking Apply Root Motion in Animator Component

            Try un-ticking this and tell me if it fixed it.

            Source https://stackoverflow.com/questions/68849325

            QUESTION

            Unity animation not completing
            Asked 2022-Feb-06 at 18:23

            i'm beginner on unity and game development. i'm trying to make a platformer game with unity, and i want to play a animation when the player is moving right or left, but the problem is that the isMoving variable for some reason is true animation is playing for a few moments (less than a second) and then is going to false again and the idle animation is playing.

            My Animator (Exit time is disabled for all transitions):

            My Movement script:

            ...

            ANSWER

            Answered 2022-Feb-06 at 17:43

            You using Update loop function that means this code will be executed each frame by unity. Similar to FixedUpdate, LateUpdate etc... You can read more here: HERE Once you pressing down you IF statement will be executed because you listening for BTN DOWN event. This means that TRUE will be returned only in one frame when you press actually button next frame it will return false. and your animations stops.

            1. Try to change bool to Trigger
            2. Or handle in another way bool var state.

            Source https://stackoverflow.com/questions/71009729

            QUESTION

            How to create a pie menu in Unity 3D for switching weapons?
            Asked 2021-Dec-31 at 09:41

            Long story short, I'm trying to create a UI panel where you hold and drag your mouse wheel button and select the option you want (while holding that button). So it is a pop-up menu that is triggered when you press the mouse wheel button. When you release the button, there are 2 possible situations:

            1. You didn't move your cursor to a valid position. The pop-up menu is closed.
            2. You moved your cursor to a valid position. You triggered an option from this pop-up menu.

            To give you an example, the weapon switch system in, say, Tomb Raider does this similarly. It looks like a roulette, you hold the button then move your cursor to a certain location that "belongs" to, say, shotgun. Then you release the button, the menu is closed and now you are equiped with a shotgun. Right now, the pop-up panel kinda works. However it's not a hold-release mechanism but a click mechanism. You click the button once, then the menu pops up and stays there.

            How do you do that in Unity3D?

            Here is my script so far:

            ...

            ANSWER

            Answered 2021-Dec-31 at 09:27

            First of all, what you are cresting is called a pie menu. You could create a script for the buttons inside your pie menu. Then let that script inherit from MonoBehaviour, IPointerEnterHandler and IPointerExitHandler. These interfaces force you to implement the following methods:

            Source https://stackoverflow.com/questions/70540686

            QUESTION

            Xamarin - pass data from CollectionView in one page to another page
            Asked 2021-Dec-27 at 19:13

            I want to know how do I pass data from one CollectionView which is in my MainPage.xaml to another page called DetailsPage when user clicks on a frame that is inside a CollectionView, I hope you know what I meant.

            This is my MainPage.xaml:

            ...

            ANSWER

            Answered 2021-Dec-27 at 19:13

            CollectionView has built in events for handling selection, it is not neccesary to use a GestureRecognizer

            Source https://stackoverflow.com/questions/70499447

            QUESTION

            Numba parallel code slower than its sequential counterpart
            Asked 2021-Dec-25 at 01:21

            I'm new to Numba and I'm trying to implement an old Fortran code in Python using Numba (version 0.54.1), but when I add parallel = True the program actually slows down. My program is very simple: I change the positions x and y in a L x L grid and for each position in the grid I perform a summation

            ...

            ANSWER

            Answered 2021-Dec-25 at 01:00

            One main issue is that the second function call compile the function again. Indeed, the types of the provided arguments change: in the first call the third argument is an integer (int transformed to a np.int_) while in the second call the third argument (k) is a floating point number (float transformed to a np.float64). Numba recompiles the function for different parameter types because they are deduced from the type of the arguments and it does not know you want to use a np.float64 type for the third argument (since the first time the function is compiled with for a np.int_ type). One simple solution to fix the problem is to change the first call to:

            Source https://stackoverflow.com/questions/70475773

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Animator

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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