Animators | Custom animators for presentation and navigation transitions | Navigation library

 by   APUtils Swift Version: Current License: MIT

kandi X-RAY | Animators Summary

kandi X-RAY | Animators Summary

Animators is a Swift library typically used in User Interface, Navigation applications. Animators has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Custom animators for presentation and navigation transitions. Super simple to use! Just call one of two configuration methods to setup navigation or presentation animations.
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            kandi-support Support

              Animators has a low active ecosystem.
              It has 7 star(s) with 2 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Animators has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Animators is current.

            kandi-Quality Quality

              Animators has no bugs reported.

            kandi-Security Security

              Animators has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Animators is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Animators releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.

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            Animators Key Features

            No Key Features are available at this moment for Animators.

            Animators Examples and Code Snippets

            Adapters
            mavendot img1Lines of Code : 11dot img1no licencesLicense : No License
            copy iconCopy
            Daichi Furiya (Wasabeef) - 
            
            
            
            
            
            Contributions
            * [craya1982](https://github.com/craya1982)
            
            Thanks  

            Community Discussions

            QUESTION

            Infinite Jump how to limit the Jump?
            Asked 2021-Jun-12 at 06:16

            I'm using these script and the jump seems fine but the problem is I can do infinite Jump, how to limit the jump?

            Like... I only want to jump once and jump again after hit the ground, not jump in the air, nor double jump...

            ...

            ANSWER

            Answered 2021-Jun-10 at 09:28

            You should define a boolean variable like canJump. when you collide with ground it should be true. When you press space for jump, if your canJump variable true, you can start jump anim then set your canJump variable false

            Source https://stackoverflow.com/questions/67917244

            QUESTION

            How can I check if Animator ended playing specific State animation?
            Asked 2021-Jun-09 at 01:51

            This way it's getting inside all the time while the animation state is playing :

            ...

            ANSWER

            Answered 2021-Jun-09 at 01:51

            NOTE: The solution below is only really relevant if your animation isn't looping and I assume "StandUp" is non-looping. Otherwise, the event will be raised every time the animation loops.

            In my opinion, you'd be better off raising an animation event.

            You can raise an event from the specific animation in question by adding an event marker to the animation timeline.

            Then when you click on the event marker at the top of the timeline, you will see some options in the inspector.

            Then, you will need to supply a name for the event handler that you want to handle this event e.g MyEventRaised and attach a script to the object that has you animator component.

            Inside that script you can add the handler that you want for the event.

            Source https://stackoverflow.com/questions/67854953

            QUESTION

            Unity3D: When the enemy (clones) are hit, the original prefab enemy takes damage and not the clones?
            Asked 2021-May-21 at 12:45

            The clones spawn with an EnemyHealth script where their health parameters are set. Within in this script is a function called TakeDamage(). My only guess is that I'm not explicitly defining which enemy needs to have it's health drained within TakeDamage() but I'm having some trouble wrapping my head around that because each clone has its own health and TakeDamage() is called from my PlayerAttack script when the weapon collides with the enemy, so I was assuming it would only happen to the colliding enemy. But I guess I need a defined way for TakeDamage() to only affect the enemy that's involved with the collision.

            I'm self taught so I apologize if this is simple or a poor question, I've searched all over the place for several days now so I hope someone can help!


            EnemyHealth Script: ...

            ANSWER

            Answered 2021-May-20 at 23:20

            The reason only one enemy is taking damage is because you are referencing one enemies health component. Whatever enemy you assign in the inspector to your enemyHealth variable is the one that will take damage.

            Remove the enemyHealth variable from your PlayerAttack class.

            Inside of the collision function, you will get the enemyHealth from the object that you collided with.

            Source https://stackoverflow.com/questions/67628336

            QUESTION

            Sometimes text disappears in TextView during scale animation on some devices
            Asked 2021-May-12 at 17:12

            I want to start bounce scale animation of textview every activity's onResume. I noticed that sometimes text doesnt'show during textview scaling animation. I see only background of that textview. This bug appears only on some devices: few Xiaomi models, one Samsung, one Pixel. Works good on emulator. I am using Animator. I tried Animation class and bug still exists.How can I fix this?

            My Activity code:

            ...

            ANSWER

            Answered 2021-May-12 at 17:12

            I found that if i valueanimator with start value 0.01f instead of 0f bug dissappears. That works with animation class too. I think that something in android system clears text in TextView when scaleX and scaleY are zero.

            So 0.01f I think is ok, because it is not visible for user and looks the same as 0f

            Source https://stackoverflow.com/questions/67507858

            QUESTION

            Replacing all single quotes outside of brackets to parse to valid json
            Asked 2021-Apr-29 at 12:21

            I have a file I'd like to parse to json. First item looks as follows:

            ...

            ANSWER

            Answered 2021-Apr-29 at 12:21

            As @CharlesDuffy says, you can use ast.literal_eval().

            You can read the content directly from your file:

            Source https://stackoverflow.com/questions/67316632

            QUESTION

            Git "auto packing" seems to have removed all commits from branch
            Asked 2021-Apr-26 at 22:22

            Just before I committed, I had staged all my changes by using git .. (I was in a sub directory) and I had run git status to see the staged changes. Git had staged only the changed files at that point, just as expected.

            In the command line, I run git commit with a message, get this response:

            ...

            ANSWER

            Answered 2021-Apr-26 at 22:22

            tl;dr Checkout selectingDate.

            Here's what happened.

            You're on a case-insenstive filesystem. This is important because Git can store branch names as files; .git/refs/heads/selectingDate contains the commit ID of your selectingDate branch. At some point you did a git checkout SelectingDate which tried to open .git/refs/heads/SelectingDate and opened .git/refs/heads/selectingDate instead.

            This sort of works, but there's problems. While SelectingDate will match files named selectingDate, it won't match it in text such as .git/config which might have configuration for [branch "selectingDate"]. Your currently checked out commit is stored in .git/HEAD which now contains ref: refs/heads/SelectingDate.

            Then git gc happens and it packs your references. It deletes all the individual files in .git/refs and writes them in one text file .git/packed-refs. Now the branch names are case sensitive! .git/HEAD still says you're on SelectingDate. Git tries to return your checkout to "SelectingDate"'s commits, but it can't find a reference to it in .git/packed-refs and .git/refs/heads/selectingDate is gone. So it thinks it has no commits.

            To fix this, checkout selectingDate.

            If git branch also shows SelectingDate, delete it.

            If you accidentally delete both branches don't panic. Branches are just labels. Restore the branch with git branch selectingDate 910641c4. 910641c4 being the commit ID of your last commit to selectingDate.

            See also

            Source https://stackoverflow.com/questions/67270571

            QUESTION

            Android.Util.Property Class Implemention in C#
            Asked 2021-Mar-26 at 01:24

            I have been banging my head for days to find some help but maybe I am not looking at the right place.

            I am following this article to replicate Twitter like button animation (I don't want to use rebuilt libraries) - http://frogermcs.github.io/twitters-like-animation-in-android-alternative/

            I have a Custom View called LikeButtonView

            ...

            ANSWER

            Answered 2021-Mar-26 at 01:24

            If this helps anyone, we can do something like the following

            Source https://stackoverflow.com/questions/66781830

            QUESTION

            How can I apply the changes in runtime?
            Asked 2021-Mar-09 at 16:29
            using System.Collections;
            using System.Collections.Generic;
            using UnityEngine;
            
            public class AnimFlyertransportationController : MonoBehaviour
            {
                public GameObject JetFlame;
                public bool turnOffOn = false;
            
                // Start is called before the first frame update
                void Start()
                {
                    TurnAllAnimtorsOff(transform, turnOffOn);
            
                    if (turnOffOn)
                    {
                        JetFlame.SetActive(false);
                    }
                    else
                    {
                        JetFlame.SetActive(true);
                    }
                }
            
                // Update is called once per frame
                void Update()
                {
            
                }
            
                private void TurnAllAnimtorsOff(Transform root, bool onOff)
                {
                    Animator[] animators = root.GetComponentsInChildren();
            
                    foreach (Animator a in animators)
                    {
                        if (onOff)
                        {
                            a.enabled = false;
                        }
                        else
                        {
                            a.enabled = true;
                        }
                    }
                }
            }
            
            ...

            ANSWER

            Answered 2021-Mar-09 at 16:29

            Since you can anyway only do this in the UnityEditor you could use OnValidate

            This function is called when the script is loaded or a value is changed in the Inspector (Called in the editor only).

            Source https://stackoverflow.com/questions/66545375

            QUESTION

            Android/java - best practice for breaking up one large class full of calculations
            Asked 2021-Mar-05 at 16:24

            I am working on a simple sleep-aid app that allows users to choose a starting number of breaths per minute, a goal number of breaths per minute, and a total duration. The app then flashes a dim light on and off to match their chosen breaths per minute, slowing down over 5 mins to their goal, and then keeps going until the chosen duration.

            In order to do this I just wrote a whole bunch of calculations in the OnCreate method of a class extending android.app.Activity, but coming back months later I am now concerned about the readability/best practice so am now thinking I should either break it down into either multiple functions/classes, or create a utils class comprised of easily testable functions that each do part of the calculation.

            Here is the onCreate:

            ...

            ANSWER

            Answered 2021-Mar-05 at 16:24

            I recommend using a MVVM architecture pattern. You are doing a bunch of calculations on the main thread. This is kotlin. Something like:

            Source https://stackoverflow.com/questions/66495675

            QUESTION

            Getting exception while navigating between fragments after image capture (CameraX)
            Asked 2021-Mar-03 at 09:09

            I am using Camerax to capture images. but I want to navigate to another fragment after camera capture success.

            I am using this code.

            ...

            ANSWER

            Answered 2021-Mar-03 at 09:09

            call findNavController().navigate in UI Thread e.g. using below

            Source https://stackoverflow.com/questions/66451970

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

            Vulnerabilities

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            Install Animators

            Please check official guide.

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