Trigger like $EVT_PARK but when slide change starts - jssor

I am using $EVT_PARK to change captions but this only triggers when the slide change has completed. I would like to fade between captions during the slide movement. I can build that but need a trigger to activate when each slide change starts rather than finishes. Many thanks for any suggestions.

Please use $EVT_POSITION_CHANGE.
You will get actual position.

Related

Swift: Custom Slider (Slide To Unlock style)

I am trying to implement a slider in the known slide to unlock style from older iphones to perform an action inside my swift app. The Slider should change background color and change the text inside while dragging. When the user drags til the end, the thumbView should stick to the right side and wait for a confirmation (some event) coming in to finally present a new view.
The slider should look something like this:
First state
Second state while dragging
Third state after releasing
I have found a few things on the internet but nothing that comes close to what I want to do. How would I go about doing this? My guess would be a combination of views with drag events but I feel like there must be an easier way. Any Ideas?
Maybe a UISlider with a transparent track on a rectangle view with your text and color. You can set your image as the UISlider's thumb and receive events as the value changes and when the user touches and releases it.
You can use that to for example, animate the thumb back to the start when the user releases on any place except the end of the track. Also, you can set the slider's value from 0 to 1 and use it to calculate the color, so it changes smoothly.
When the user releases on the end of the track, you activate the activity indicator and start your process to present the next view....
Even though this is a possibility, I think I'd try doing a custom control using a pan gesture. It'd give you more control and you could for example choose how the thumb image animates when going back to the start on release.... I dont' think you can do that with UISlider's setValue(animated:).

How to remove the highlight state of button in unity?

I have created button animations but i want it to show just the normal, pressed and disabled animation clips. Do You Have any idea how we can achieve this.
When The Cursor Goes over it should keep playing the "normal animation clip".
Make sure that your Button Settings look similar to this example and that you have created all the needed animations for your button with the correct names.
In this example the Button plays the Normal animation when the player highlights as well. You could also add the Normal animation to the Selected Trigger or just let it empty (or don't create the animation with that specific name)
If you just wan't to keep playing the Normal Animation let Highlighted and Selected empty

How to show smooth transition in pageview if jumpTo function id used?

I am trying to change the current page upon click event using jumpToPage().
But, it's changing it very abruptly without any animation.
The point of transition is that the user does not have to click next and plus if clicked on the wrong checkbox then he would know that if I scroll up I can change the option again.
Use animateToPage:
Animates the controlled PageView from the current page to the given page.
The animation lasts for the given duration and follows the given curve. The returned Future resolves when the animation completes.
You have to provide a duration and a curve
https://api.flutter.dev/flutter/widgets/PageController/animateToPage.html
See all the curves animations here:
https://api.flutter.dev/flutter/animation/Curves-class.html

How to make an animation clip on Unity to loop

I am using the Unity Mecanim, and I have two animation clips:
The problem is that when the animation of a clip finish it doesnt start again from the beggining, it doesnt loop, and I cannot find any option to make it loop.
Any help, where to look for the loop options?
EDIT:
I find the options according to the answers here but there are not editable, is it because I download this from Asset Store?
Its probably too late to help you with this, but just incase anyone else has this issue, your looping options are greyed out because your animation from the asset store is read-only, select your animation in the project window, and press Ctrl+D to duplicate it, and you should be able to now set the looping options on the new animation as the other answerers have described.
Click on your Run_Impulse animation file and there is an option:
http://docs.unity3d.com/Documentation/Components/class-AnimationClip.html
Loop Pose option should be cheked for make it loop
Here, there is more information about making loop an animation clip:
http://docs.unity3d.com/Documentation/Manual/LoopingAnimationClips.html
EDIT: I add an image. You have to select your imported FBX (not the animation file inside) and check the Loop Time.
http://answers.unity3d.com/questions/204331/animation-loop.html
Go to the animation and set it as looping .In the Animation window look at the bottom for something that should say 'Default' - it's a drop-down menu with looping options (Loop starts the animation over, PingPong plays it back and forth, Clamp Forever freezes the animation at the state of the last frame etc.)

Fully Customize UIPIckerView?

Target: To give feel like casino scrollers.
Description: I want to make a scroller which will start automatically as i click any button... which scroll with maximum speed and slow down speed and stop after certain speed just like you must have seen in Casino scrolls.
I am not allowed to use UIPickerView
Can any one please guide me so that i can complete this task
Thanks
I know this is the heck solution.
If you want to scroll on button clickable (then you would be knowing which position to stop) so you can always use
selectRow:inComponent:animated:
Selects a row in a specified component of the picker view. so you can animate that scroll by selecting row on unwanted position and after some time(you can use timer once the timer is done) select the row at wanted position.
You could use a UIScrollView with a very large content size and a repeating pattern inside it. You'd probably need extra code to make it only come to a stop at appropriate points. To avoid ever hitting the end of the scroll view, you could jump back up by the length of the repeating pattern whenever you get a chance.