// Use this for initialization private void Start() { bool condition = false; gameObject.Queue( Cmd.ScaleTo(gameObject, 0.05f, 2.0f, Ease.OutQuart()), Cmd.ScaleTo(gameObject, 1.0f, 1.0f, Ease.OutBounce()), Cmd.RepeatForever( Cmd.Parallel( Cmd.Repeat(2, Cmd.ScaleBy(gameObject, 1.5f, 1.0f, Ease.OutBounce()) ), Cmd.RotateBy(gameObject, Quaternion.Euler(180.0f, 0.0f, 90.0f), 0.25f, Ease.InOutHermite()) ), Cmd.WaitForSeconds(0.25f), Cmd.TintTo(gameObject, Color.red, 0.5f, Ease.InBack(0.2f)), Cmd.TintBy(gameObject, Color.blue, 0.5f), Cmd.Condition(delegate() { condition = !condition; return(condition); }, Cmd.MoveBy(gameObject, new Vector3(0.0f, 2.0f, 0.0f), 0.25f, Ease.InOutHermite()), Cmd.MoveBy(gameObject, new Vector3(0.0f, -2.0f, 0.0f), 0.25f, Ease.InOutHermite()) ), Cmd.MoveTo(gameObject, new Vector3(0.0f, 0.0f, 0.0f), 0.25f, Ease.InOutHermite()), Cmd.Parallel( Cmd.ScaleTo(gameObject, 0.5f, 1.0f, Ease.OutBounce()), Cmd.RotateTo(gameObject, Quaternion.identity, 0.5f, Ease.InOutHermite()) ), Cmd.TintTo(gameObject, Color.white, 0.25f, Ease.InOutSin()), Cmd.MoveFrom(gameObject, new Vector3(0.0f, 0.0f, 0.8f), 0.5f, Ease.OutElastic()), Cmd.RotateFrom(gameObject, Quaternion.Euler(0.0f, 45.0f, 45.0f), 0.5f, Ease.InOutExpo()), Cmd.ScaleFrom(gameObject, 0.25f, 0.75f, Ease.InOutHermite()), Cmd.TintFrom(gameObject, Color.green, 0.25f, Ease.InOutQuint()), Cmd.ScaleTo(gameObject, 1.0f, 0.2f, Ease.Smooth()), Cmd.Wiggle(gameObject.ToRotationRef(true), 30f, 2.0), Cmd.Wobble(transform.ToPositionYRef(true), 3f, 2.0), Cmd.Parallel( Cmd.SquashAndStretch(gameObject.ToScaleRef(), 3f, 2.0), Cmd.Shake(transform.ToPositionRef(true), 0.3f, 2.0), Cmd.Shake(transform.ToRotationRef(true), 5f, 2.0) ) ) ); }