/// <summary> /// Tween a "Look At" to a world position in Vector 3. /// </summary> /// <param name="transform">The transform that will look at.</param> /// <param name="lookAtPosition">The world position toward which the designated transform will look at.</param> /// <param name="smooth">A linear interpolation parameter. The closer to 0, the smaller the steps will be.</param> /// <returns></returns> public static TriTween TritLookAt(this Transform transform, Vector3 lookAtPosition, float smooth = .1f) { TriTween tween = new TriTween(); tritMonoInstance.StartCoroutine(CoTrT.LookAtVector3(transform, lookAtPosition, smooth, value => tween = value)); return(tween); }
public static TriTween TritMoveEase(this Transform transform, Vector3 newValue, float smooth = .1f) { TriTween tween = new TriTween(); tritMonoInstance.StartCoroutine(CoTrT.MoveEase(transform, newValue, smooth, value => tween = value)); return(tween); }
/// <summary> /// Tween a Rotation to the orientation. /// </summary> /// <param name="transform">The transform that will rotate.</param> /// <param name="orientation">The rotation in euler angles which the transform will tween to</param> /// <param name="smooth">A linear interpolation parameter. The closer to 0, the smaller the steps will be.</param> public static TriTween TritRotate(this Transform transform, Vector3 orientation, float smooth = .1f) { TriTween tween = new TriTween(); tritMonoInstance.StartCoroutine(CoTrT.Rotate(transform, orientation, smooth, value => tween = value)); return(tween); }
/// <summary> /// Tween a slider value. /// </summary> /// <param name="slider">The slider that will move.</param> /// <param name="newValue">The new value of the slider</param> /// <param name="smooth">A linear interpolation parameter. The closer to 0, the smaller the steps will be.</param> public static void TritSlideValue(this Slider slider, float newValue, float smooth = .1f) { //TriTween tween = new TriTween(); slider.StartCoroutine(CoTrT.SlideValue(slider, newValue, smooth)); //return tween; }