alpha() public static method

public static alpha ( GameObject gameObject, float to, float time ) : LTDescr,
gameObject GameObject
to float
time float
return LTDescr,
 void FadeFinished()
 {
     LeanTween.alpha(tooFar, 0f, 1f).setEase(LeanTweenType.linear);
 }
        /// <summary>
        /// Show portrait with the supplied portrait options
        /// </summary>
        /// <param name="options"></param>
        public virtual void Show(PortraitOptions options)
        {
            options = CleanPortraitOptions(options);

            if (options.shiftIntoPlace)
            {
                options.fromPosition = Instantiate(options.toPosition) as RectTransform;
                if (options.offset == PositionOffset.OffsetLeft)
                {
                    options.fromPosition.anchoredPosition =
                        new Vector2(options.fromPosition.anchoredPosition.x - Mathf.Abs(options.shiftOffset.x),
                                    options.fromPosition.anchoredPosition.y - Mathf.Abs(options.shiftOffset.y));
                }
                else if (options.offset == PositionOffset.OffsetRight)
                {
                    options.fromPosition.anchoredPosition =
                        new Vector2(options.fromPosition.anchoredPosition.x + Mathf.Abs(options.shiftOffset.x),
                                    options.fromPosition.anchoredPosition.y + Mathf.Abs(options.shiftOffset.y));
                }
                else
                {
                    options.fromPosition.anchoredPosition = new Vector2(options.fromPosition.anchoredPosition.x, options.fromPosition.anchoredPosition.y);
                }
            }

            SetupPortrait(options);

            // LeanTween doesn't handle 0 duration properly
            float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;

            // Fade out a duplicate of the existing portrait image
            if (options.character.State.portraitImage != null)
            {
                GameObject tempGO = GameObject.Instantiate(options.character.State.portraitImage.gameObject);
                tempGO.transform.SetParent(options.character.State.portraitImage.transform, false);
                tempGO.transform.localPosition = Vector3.zero;
                tempGO.transform.localScale    = options.character.State.position.localScale;

                Image tempImage = tempGO.GetComponent <Image>();
                tempImage.sprite         = options.character.State.portraitImage.sprite;
                tempImage.preserveAspect = true;
                tempImage.color          = options.character.State.portraitImage.color;

                LeanTween.alpha(tempImage.rectTransform, 0f, duration).setEase(stage.FadeEaseType).setOnComplete(() => {
                    Destroy(tempGO);
                });
            }

            // Fade in the new sprite image
            if (options.character.State.portraitImage.sprite != options.portrait ||
                options.character.State.portraitImage.color.a < 1f)
            {
                options.character.State.portraitImage.sprite = options.portrait;
                options.character.State.portraitImage.color  = new Color(1f, 1f, 1f, 0f);
                LeanTween.alpha(options.character.State.portraitImage.rectTransform, 1f, duration).setEase(stage.FadeEaseType);
            }

            DoMoveTween(options);

            FinishCommand(options);

            if (!stage.CharactersOnStage.Contains(options.character))
            {
                stage.CharactersOnStage.Add(options.character);
            }

            // Update character state after showing
            options.character.State.onScreen = true;
            options.character.State.display  = DisplayType.Show;
            options.character.State.portrait = options.portrait;
            options.character.State.facing   = options.facing;
            options.character.State.position = options.toPosition;
        }
 // Start is called before the first frame update
 void Start()
 {
     onScreentext = GetComponentInChildren<Text>();
     panelRect = GetComponent<RectTransform>();
     LeanTween.alpha(panelRect, 0f, 0f).setEase(LeanTweenType.linear);
 }
Example #4
0
    public void Initialize(Vector3 from, Vector3 to)
    {
        transform.position   = from;
        transform.rotation   = Quaternion.Euler(0, 0, Mathf.Atan2(to.y - from.y, to.x - from.x) * Mathf.Rad2Deg);
        fadeOut              = false;
        spriteRenderer.color = new Color(1, 1, 1, 0);
        float distance = Vector2.Distance(from, to);
        float time     = distance / 2;

        LeanTween.alpha(this.gameObject, 0.3f, time * 0.4f);
        LeanTween.move(this.gameObject, to, time).setOnUpdate((float val) => { if (val > 0.8f && fadeOut == false)
                                                                               {
                                                                                   fadeOut = true; LeanTween.alpha(this.gameObject, 0f, time * 0.2f);
                                                                               }
                                                              }).setOnComplete(() => Destroy(this.gameObject));
    }
Example #5
0
 // Start is called before the first frame update
 private void OnEnable()
 {
     LeanTween.alpha(gameObject, 1f, .7f);
 }
 private void FadeInNewTip()
 {
     LoadNewTip();
     LeanTween.alpha(TipFadeObject, 0, AutomaticTipFadeTime).setEase(AutomaticTipTweenType);
 }
 public void Flash()
 {
     LeanTween.alpha(_myRect, 1.0f, 2)
     .setLoopPingPong()
     .setEase(LeanTweenType.easeOutQuart);
 }
Example #8
0
 void heal()
 {
     collider.enabled = false;
     LeanTween.alpha(this.gameObject, 0, 1f).setOnComplete(() => Destroy(this.gameObject));
     PlayerProperties.playerScript.healPlayer(healAmount);
 }
Example #9
0
 public void Previous(float time, float delay, LeanTweenType ease)
 {
     LeanTween.alpha(gameObject, _previousColor.a, time)
     .setDelay(delay)
     .setEase(ease);
 }
Example #10
0
    IEnumerator GachaFullAnimation()
    {
        //Fall downwards
        LeanTween.moveY(gameObject, -3.8f, 0.5f).setEase(LeanTweenType.easeOutCubic);
        yield return(new WaitForSeconds(0.5f));

        //Float upwards, grow larger, fade screen
        sr.sortingLayerName = "Foreground";
        sr.sortingOrder     = 1;
        LeanTween.value(gameObject, 0, 0.5f, 1.5f).setOnUpdate((float value) =>
        {
            machineKnob.fadeScreenImage.color = new Color(machineKnob.fadeScreenImage.color.r, machineKnob.fadeScreenImage.color.g, machineKnob.fadeScreenImage.color.b, value);
        });
        LeanTween.moveY(gameObject, 3, 0.75f).setEase(LeanTweenType.easeOutCubic);
        LeanTween.scale(gameObject, transform.localScale * 2f, 0.75f).setEase(LeanTweenType.easeOutQuad);
        LeanTween.rotateZ(gameObject, 810, 0.75f).setEase(LeanTweenType.easeOutCubic);
        yield return(new WaitForSeconds(0.65f));

        //Jut downwards
        LeanTween.moveY(gameObject, 0, 0.35f).setEase(LeanTweenType.easeInCubic);
        yield return(new WaitForSeconds(0.35f));

        //Split open, revealing contents
        sr.enabled = false;
        machineKnob.playsound(2);
        GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraShakeHandler>().ShakeCamera(0.15f, 0.35f);

        lHalf = new GameObject("Left Half");
        lHalf.AddComponent <SpriteRenderer>();
        switch (receivedItems[0].rarity)
        {
        case Item.Rarity.Common:
            lHalf.GetComponent <SpriteRenderer>().sprite = commonCapsuleTop;
            break;

        case Item.Rarity.Uncommon:
            lHalf.GetComponent <SpriteRenderer>().sprite = uncommonCapsuleTop;
            break;

        case Item.Rarity.Rare:
            lHalf.GetComponent <SpriteRenderer>().sprite = rareCapsuleTop;
            break;

        case Item.Rarity.UltraRare:
            lHalf.GetComponent <SpriteRenderer>().sprite = ultraRareCapsuleTop;
            break;
        }
        lHalf.GetComponent <SpriteRenderer>().sortingLayerName = "Foreground";
        lHalf.GetComponent <SpriteRenderer>().sortingOrder     = 2;

        rHalf = new GameObject("Right Half");
        rHalf.transform.eulerAngles = new Vector3(rHalf.transform.eulerAngles.x, rHalf.transform.eulerAngles.y, 90);
        rHalf.AddComponent <SpriteRenderer>().sprite           = capsuleBottom;
        rHalf.GetComponent <SpriteRenderer>().flipX            = true;
        rHalf.GetComponent <SpriteRenderer>().sortingLayerName = "Foreground";
        rHalf.GetComponent <SpriteRenderer>().sortingOrder     = 2;

        lHalf.transform.position    = transform.position + Vector3.left;
        lHalf.transform.localScale *= 2;
        lHalf.transform.eulerAngles = new Vector3(lHalf.transform.eulerAngles.x, lHalf.transform.eulerAngles.y, 90);
        rHalf.transform.position    = transform.position + Vector3.right;
        rHalf.transform.localScale *= 2;
        rHalf.transform.eulerAngles = new Vector3(rHalf.transform.eulerAngles.x, rHalf.transform.eulerAngles.y, 90);

        LeanTween.moveX(lHalf, lHalf.transform.position.x - 3, 0.5f).setEase(LeanTweenType.easeOutCubic);
        LeanTween.moveX(rHalf, rHalf.transform.position.x + 3, 0.5f).setEase(LeanTweenType.easeOutCubic);

        gachaItem = new GameObject("Gacha Item");
        gachaItem.AddComponent <SpriteRenderer>().sprite           = receivedItems[0].image;
        gachaItem.GetComponent <SpriteRenderer>().color            = new Color(255, 255, 255, 0);
        gachaItem.GetComponent <SpriteRenderer>().sortingLayerName = "Foreground";
        gachaItem.GetComponent <SpriteRenderer>().sortingOrder     = 3;
        LeanTween.scale(gachaItem, gachaItem.transform.localScale * 2, 1.5f).setEase(LeanTweenType.easeOutCubic);
        LeanTween.alpha(gachaItem, 1, 0.25f).setEase(LeanTweenType.easeOutCubic);
        yield return(new WaitForSeconds(0.5f));

        //Spawn text objects
        topText = Instantiate(topTextPrefab);
        topText.GetComponent <TextMeshProUGUI>().text = "You received:";
        topText.transform.SetParent(GameObject.FindGameObjectWithTag("Text Canvas").transform, false);
        TextMeshProUGUI topTMP = topText.GetComponent <TextMeshProUGUI>();

        topTMP.color = new Color(topTMP.color.r, topTMP.color.g, topTMP.color.b, 0);
        LeanTween.moveY(topText, transform.position.y + 3, 1.5f).setEase(LeanTweenType.easeOutCubic);
        LeanTween.scale(topText, new Vector2(3.5f, 3.5f), 1.5f).setEase(LeanTweenType.easeOutCubic);
        LeanTween.value(gameObject, 0, 1, 0.5f).setEase(LeanTweenType.easeOutCubic).setOnUpdate((float value) =>
        {
            topTMP.color = new Color(topTMP.color.r, topTMP.color.g, topTMP.color.b, value);
        });
        yield return(new WaitForSeconds(0.75f));

        bottomText = Instantiate(bottomTextPrefab);
        bottomText.transform.SetParent(GameObject.FindGameObjectWithTag("Text Canvas").transform, false);
        bottomText.GetComponent <TextMeshProUGUI>().text = receivedItems[0].itemName;
        TextMeshProUGUI bottomTMP = bottomText.GetComponent <TextMeshProUGUI>();

        bottomTMP.color = new Color(bottomTMP.color.r, bottomTMP.color.g, bottomTMP.color.b, 0);
        LeanTween.moveY(bottomText, transform.position.y - 3, 1.5f).setEase(LeanTweenType.easeOutCubic);
        LeanTween.scale(bottomText, new Vector2(3.5f, 3.5f), 1.5f).setEase(LeanTweenType.easeOutCubic);
        LeanTween.value(gameObject, 0, 1, 0.5f).setEase(LeanTweenType.easeOutCubic).setOnUpdate((float value) =>
        {
            bottomTMP.color = new Color(bottomTMP.color.r, bottomTMP.color.g, bottomTMP.color.b, value);
        });
        yield return(new WaitForSeconds(0.75f));

        machineKnob.SetState(MachineKnob.State.Displaying);
    }
Example #11
0
 protected void Corpse()
 {
     LeanTween.alpha(gameObject, 0f, 2f).setOnComplete(() => SimplePool.Despawn(gameObject));
 }
 // Use this for initialization
 void Start()
 {
     LeanTween.alpha(gameObject, 0, 0.7f).setDelay(Random.Range(0, 2)).setLoopPingPong(-1);
 }
Example #13
0
    private void StateMachine()
    {
        switch (currentState)
        {
        ////////////////////////////////////////////////////
        case States.Patrol:
            if (currentState != lastState)
            {
                isIdle = false;

                lastState = currentState;
            }
            Patrol();
            if (Vector3.Distance(transform.position, playerTransform.position) <= detectionDistance)
            {
                currentState = States.Chase;
            }
            else if (Vector3.Distance(transform.position, playerTransform.position) <= distanceToAttack)
            {
                currentState = States.Attack;
            }
            else if (wasHit)
            {
                currentState = States.Hit;
                life--;
                wasHit = false;
            }



            break;

        ////////////////////////////////////////
        case States.Chase:
            if (currentState != lastState)
            {
                darkAnimator.SetBool("IsWalking", true);
                coloredAnimator.SetBool("IsWalking", true);
                lastState = currentState;
                isIdle    = false;
            }
            Chase();
            Debug.DrawLine(transform.position, transform.position + transform.right * distanceToAttack);
            if (Vector3.Distance(transform.position, playerTransform.position) > detectionDistance)
            {
                currentState = States.Patrol;
            }
            else if (Vector3.Distance(transform.position, playerTransform.position) <= distanceToAttack)
            {
                currentState = States.Attack;
            }
            else if (wasHit)
            {
                currentState = States.Hit;
                life--;
                wasHit = false;
            }
            break;

        ///////////////////////////////////////
        case States.Stunned:
            if (currentState != lastState)
            {
                timeWhenStunned = Time.timeSinceLevelLoad;

                lastState = currentState;
            }
            Stunned();
            wasHit = false;
            if (Time.timeSinceLevelLoad >= timeWhenStunned + maxTimeStunned)
            {
                //stunnedMask.transform.localScale = Vector3.zero;
                currentState = States.Transition;
                nextState    = States.Patrol;
                life         = numOfLives;
            }
            break;

        ////////////////////////////////////////////////////
        case States.Transition:
            if (currentState != lastState)
            {
                darkAnimator.SetBool("IsWalking", false);
                coloredAnimator.SetBool("IsWalking", false);
                if (nextState == States.Stunned)
                {
                    darkMaterial.SetFloat("Respawn", 0f);
                    LeanTween.alpha(coloredStunnedRenderer.gameObject, 1f, BLINK_TIME).setEaseInCirc();
                }
                else
                {
                    darkMaterial.SetFloat("Respawn", 1f);
                    LeanTween.alpha(coloredStunnedRenderer.gameObject, 0f, BLINK_TIME).setEaseOutCirc();
                }

                lastState = currentState;
            }
            UpdateEffect();
            wasHit = false;
            if (animationTime == 1f || animationTime == 0f)
            {
                currentState = nextState;
            }
            break;

        ////////////////////////////////////////////////////
        case States.Attack:
            if (currentState != lastState)
            {
                darkAnimator.SetBool("IsWalking", false);
                coloredAnimator.SetBool("IsWalking", false);
                MainCharacterControls.mainCharacter.WasHit(transform.position);
                attackTime = Time.timeSinceLevelLoad;

                lastState = currentState;
            }


            if (Time.timeSinceLevelLoad >= attackTime + rechargeTime)
            {
                currentState = States.Chase;
            }
            else if (wasHit)
            {
                currentState = States.Hit;
                life--;
                wasHit = false;
            }

            break;

        ////////////////////////////////////////////////////
        case States.None:
            break;

        ////////////////////////////////////////////////////
        case States.Hit:
            if (currentState != lastState)
            {
                darkAnimator.SetBool("IsWalking", false);
                darkAnimator.SetTrigger("IsHit");
                hitDirection = transform.position - playerTransform.position;
                hitTime      = Time.timeSinceLevelLoad;
                hitMoveSpeed = hitForce;

                lastState = currentState;
            }
            hitDirection.z = 0f;
            if (!IsFlying)
            {
                hitDirection.y = 0f;
            }

            Vector2 minPoint = areaLimits.bounds.min + darkRenderer.bounds.extents;
            Vector3 maxPoint = areaLimits.bounds.max - darkRenderer.bounds.extents;
            hitMoveSpeed        = Mathf.Max(hitMoveSpeed - hitStopForce * Time.deltaTime, 0f);
            transform.position += hitDirection * hitMoveSpeed * Time.deltaTime;
            Vector2 nextPos = new Vector3(Mathf.Clamp(transform.position.x, minPoint.x, maxPoint.x), Mathf.Clamp(transform.position.y, minPoint.y, maxPoint.y), transform.position.z);
            transform.position = nextPos;


            if (life == 0 && hitMoveSpeed == 0f)
            {
                currentState = States.Transition;
                nextState    = States.Stunned;
                life         = numOfLives;
            }
            else if (Time.timeSinceLevelLoad >= hitTime + hitStunTime)
            {
                currentState = States.Chase;
            }



            break;
        }
    }
 // Start is called before the first frame update
 void Start()
 {
     LeanTween.alpha(back1.GetComponent <RectTransform>(), 0f, 1f).setDelay(2f);
     LeanTween.alpha(back2.GetComponent <RectTransform>(), 0f, 1f).setDelay(1.5f);
     LeanTween.alpha(back3.GetComponent <RectTransform>(), 0f, 1f).setDelay(1f);
 }
Example #15
0
 void destroySpear()
 {
     animator.SetTrigger("Pop");
     LeanTween.alpha(this.gameObject, 0, 0.5f);
     Destroy(this.gameObject, 6f / 12f);
 }
Example #16
0
 private void Start()
 {
     spriteRenderer.color = new Color(customColor.r, customColor.g, customColor.b, 0);
     LeanTween.alpha(this.gameObject, 1, 0.25f);
     spriteRenderer.sprite = runeSprites[Random.Range(0, runeSprites.Count)];
 }
 public void OnLoadStart()
 {
     LoadObjectsTurn();
     LoadNewTip();
     LeanTween.alpha(FadeObject, 0, AutomaticTipFadeTime).setEase(AutomaticTipTweenType);
 }
Example #18
0
 /// <summary>
 /// <para>L'opacité du rideau diminue jusqu'à 0, rendu final transparent</para>
 /// </summary>
 /// <returns></returns>
 public void FadeToMin()
 {
     LeanTween.alpha(gameObject.GetComponent <RectTransform>(), 0f, 2f);
 }
 private void FadeOutOldTip()
 {
     LeanTween.alpha(TipFadeObject, 1, AutomaticTipFadeTime).setEase(AutomaticTipTweenType).setOnComplete(FadeInNewTip);
 }
Example #20
0
    void AnimateElementsSeq01()
    {
        // animation
        LeanTween.alpha(superTireSmallLogo, 1f, 0.75f)
        .setEase(LeanTweenType.easeInOutCubic)
        .setDelay(0f);

        LeanTween.delayedCall(0.15f, () => { UIManager.Instance.soundManager.PlaySound("PlaySawLowHighTone"); });

        LeanTween.scale(popupBg, new Vector3(1f, 1f, 1f), 0.65f)
        .setDelay(0.15f)
        .setOvershoot(0.5f)
        .setEase(LeanTweenType.easeOutBack);


        LeanTween.delayedCall(0.95f, () => { UIManager.Instance.soundManager.PlaySound("PlayNoiseMidHighTone"); });

        // Scale In Bright Effect
        LeanTween.scale(raceTrackBrightBg, new Vector3(1f, 1f, 1f), 0.65f)
        .setDelay(0.75f)
        .setOvershoot(0.95f)
        .setEase(LeanTweenType.easeOutBack)
        .setFromColor(elementShowColor);

        LeanTween.alpha(raceTrackBg, 1f, 0.85f)
        .setEase(LeanTweenType.easeOutSine)
        .setDelay(0.95f);

        LeanTween.scale(titleText, new Vector3(titleScale.x, titleScale.y, 1f), 0.65f)
        .setDelay(0.35f)
        .setEase(LeanTweenType.easeOutBack);

        LeanTween.scale(congratsBg, new Vector3(1f, 1f, 1f), 0.65f)
        .setDelay(0.35f)
        .setEase(LeanTweenType.easeOutBack)
        .setOnComplete(() => {
            // Fade Out Bright Effect
            LeanTween.alpha(raceTrackBrightBg, 0f, 0.75f)
            .setEase(LeanTweenType.easeOutCubic)
            .setDelay(0f);
        });

        // show track times
        LeanTween.delayedCall(1.2f, () => {
            // all time circle
            LeanTween.scale(trackRecordCircleBright, new Vector3(1, 1, 1), 0.35f).setDelay(0f).setEase(LeanTweenType.easeOutCubic);

            LeanTween.alpha(trackRecordCircleBright, 1f, 0.35f)
            .setEase(LeanTweenType.easeOutCubic)
            .setDelay(0f);

            LeanTween.alphaCanvas(trackRecordCircle.GetComponent <CanvasGroup>(), 1f, 0.5f)
            .setEase(LeanTweenType.easeOutCubic)
            .setDelay(0.33f);

            LeanTween.alpha(trackRecordCircleBright, 0f, 0.45f)
            .setEase(LeanTweenType.easeOutSine)
            .setDelay(0.45f);

            // track time circle
            LeanTween.scale(yourTimeCircleBright, new Vector3(1, 1, 1), 0.35f).setDelay(0f).setEase(LeanTweenType.easeOutCubic);

            LeanTween.alpha(yourTimeCircleBright, 1f, 0.35f)
            .setEase(LeanTweenType.easeOutCubic)
            .setDelay(0f);

            LeanTween.alphaCanvas(yourTimeCircle.GetComponent <CanvasGroup>(), 1f, 0.5f)
            .setEase(LeanTweenType.easeOutCubic)
            .setDelay(0.33f);

            LeanTween.alpha(yourTimeCircleBright, 0f, 0.45f)
            .setEase(LeanTweenType.easeOutSine)
            .setDelay(0.45f)
            .setOnComplete(AnimateElementsSeq02);
        });
    }
Example #21
0
        void Start()
        {
//			Time.timeScale = 0.25f;

            LeanTest.timeout  = 46f;
            LeanTest.expected = 59;

            LeanTween.init(15 + 1200);

            // add a listener
            LeanTween.addListener(cube1, 0, eventGameObjectCalled);

            LeanTest.expect(LeanTween.isTweening() == false, "NOTHING TWEEENING AT BEGINNING");

            LeanTest.expect(LeanTween.isTweening(cube1) == false, "OBJECT NOT TWEEENING AT BEGINNING");

            LeanTween.scaleX(cube4, 2f, 0f).setOnComplete(() => {
                LeanTest.expect(cube4.transform.localScale.x == 2f, "TWEENED WITH ZERO TIME");
            });

            // dispatch event that is received
            LeanTween.dispatchEvent(0);
            LeanTest.expect(eventGameObjectWasCalled, "EVENT GAMEOBJECT RECEIVED");

            // do not remove listener
            LeanTest.expect(LeanTween.removeListener(cube2, 0, eventGameObjectCalled) == false, "EVENT GAMEOBJECT NOT REMOVED");
            // remove listener
            LeanTest.expect(LeanTween.removeListener(cube1, 0, eventGameObjectCalled), "EVENT GAMEOBJECT REMOVED");

            // add a listener
            LeanTween.addListener(1, eventGeneralCalled);

            // dispatch event that is received
            LeanTween.dispatchEvent(1);
            LeanTest.expect(eventGeneralWasCalled, "EVENT ALL RECEIVED");

            // remove listener
            LeanTest.expect(LeanTween.removeListener(1, eventGeneralCalled), "EVENT ALL REMOVED");

            lt1Id = LeanTween.move(cube1, new Vector3(3f, 2f, 0.5f), 1.1f).id;
            LeanTween.move(cube2, new Vector3(-3f, -2f, -0.5f), 1.1f);

            LeanTween.reset();

            // Queue up a bunch of tweens, cancel some of them but expect the remainder to finish
            GameObject[] cubes    = new GameObject[99];
            int[]        tweenIds = new int[cubes.Length];
            for (int i = 0; i < cubes.Length; i++)
            {
                GameObject c = cubeNamed("cancel" + i);
                tweenIds[i] = LeanTween.moveX(c, 100f, 1f).id;
                cubes [i]   = c;
            }
            int onCompleteCount = 0;

            LeanTween.delayedCall(cubes[0], 0.2f, () => {
                for (int i = 0; i < cubes.Length; i++)
                {
                    if (i % 3 == 0)
                    {
                        LeanTween.cancel(cubes [i]);
                    }
                    else if (i % 3 == 1)
                    {
                        LeanTween.cancel(tweenIds[i]);
                    }
                    else if (i % 3 == 2)
                    {
                        LTDescr descr = LeanTween.descr(tweenIds[i]);
//						Debug.Log("descr:"+descr);
                        descr.setOnComplete(() => {
                            onCompleteCount++;
//							Debug.Log("onCompleteCount:"+onCompleteCount);
                            if (onCompleteCount >= 33)
                            {
                                LeanTest.expect(true, "CANCELS DO NOT EFFECT FINISHING");
                            }
                        });
                    }
                }
            });

            Vector3[] splineArr = new Vector3[] { new Vector3(-1f, 0f, 0f), new Vector3(0f, 0f, 0f), new Vector3(4f, 0f, 0f), new Vector3(20f, 0f, 0f), new Vector3(30f, 0f, 0f) };
            LTSpline  cr        = new LTSpline(splineArr);

            cr.place(cube4.transform, 0.5f);
            LeanTest.expect((Vector3.Distance(cube4.transform.position, new Vector3(10f, 0f, 0f)) <= 0.7f), "SPLINE POSITIONING AT HALFWAY", "position is:" + cube4.transform.position + " but should be:(10f,0f,0f)");
            LeanTween.color(cube4, Color.green, 0.01f);

//			Debug.Log("Point 2:"+cr.ratioAtPoint(splineArr[2]));

            // OnStart Speed Test for ignoreTimeScale vs normal timeScale

            GameObject cubeDest    = cubeNamed("cubeDest");
            Vector3    cubeDestEnd = new Vector3(100f, 20f, 0f);

            LeanTween.move(cubeDest, cubeDestEnd, 0.7f);

            GameObject cubeToTrans = cubeNamed("cubeToTrans");

            LeanTween.move(cubeToTrans, cubeDest.transform, 1.2f).setEase(LeanTweenType.easeOutQuad).setOnComplete(() => {
                LeanTest.expect(cubeToTrans.transform.position == cubeDestEnd, "MOVE TO TRANSFORM WORKS");
            });

            GameObject cubeDestroy = cubeNamed("cubeDestroy");

            LeanTween.moveX(cubeDestroy, 200f, 0.05f).setDelay(0.02f).setDestroyOnComplete(true);
            LeanTween.moveX(cubeDestroy, 200f, 0.1f).setDestroyOnComplete(true).setOnComplete(() => {
                LeanTest.expect(true, "TWO DESTROY ON COMPLETE'S SUCCEED");
            });

            GameObject cubeSpline = cubeNamed("cubeSpline");

            LeanTween.moveSpline(cubeSpline, new Vector3[] { new Vector3(0.5f, 0f, 0.5f), new Vector3(0.75f, 0f, 0.75f), new Vector3(1f, 0f, 1f), new Vector3(1f, 0f, 1f) }, 0.1f).setOnComplete(() => {
                LeanTest.expect(Vector3.Distance(new Vector3(1f, 0f, 1f), cubeSpline.transform.position) < 0.01f, "SPLINE WITH TWO POINTS SUCCEEDS");
            });

            // This test works when it is positioned last in the test queue (probably worth fixing when you have time)
            GameObject jumpCube = cubeNamed("jumpTime");

            jumpCube.transform.position    = new Vector3(100f, 0f, 0f);
            jumpCube.transform.localScale *= 100f;
            int jumpTimeId = LeanTween.moveX(jumpCube, 200f, 1f).id;

            LeanTween.delayedCall(gameObject, 0.2f, () => {
                LTDescr d     = LeanTween.descr(jumpTimeId);
                float beforeX = jumpCube.transform.position.x;
                d.setTime(0.5f);
                LeanTween.delayedCall(0.0f, () => { }).setOnStart(() => {
                    float diffAmt = 1f;                    // This variable is dependent on a good frame-rate because it evalutes at the next Update
                    beforeX      += Time.deltaTime * 100f * 2f;
                    LeanTest.expect(Mathf.Abs(jumpCube.transform.position.x - beforeX) < diffAmt, "CHANGING TIME DOESN'T JUMP AHEAD", "Difference:" + Mathf.Abs(jumpCube.transform.position.x - beforeX) + " beforeX:" + beforeX + " now:" + jumpCube.transform.position.x + " dt:" + Time.deltaTime);
                });
            });

            // Tween with time of zero is needs to be set to it's final value
            GameObject zeroCube = cubeNamed("zeroCube");

            LeanTween.moveX(zeroCube, 10f, 0f).setOnComplete(() => {
                LeanTest.expect(zeroCube.transform.position.x == 10f, "ZERO TIME FINSHES CORRECTLY", "final x:" + zeroCube.transform.position.x);
            });

            // Scale, and OnStart
            GameObject cubeScale = cubeNamed("cubeScale");

            LeanTween.scale(cubeScale, new Vector3(5f, 5f, 5f), 0.01f).setOnStart(() => {
                LeanTest.expect(true, "ON START WAS CALLED");
            }).setOnComplete(() => {
                LeanTest.expect(cubeScale.transform.localScale.z == 5f, "SCALE", "expected scale z:" + 5f + " returned:" + cubeScale.transform.localScale.z);
            });

            // Rotate
            GameObject cubeRotate = cubeNamed("cubeRotate");

            LeanTween.rotate(cubeRotate, new Vector3(0f, 180f, 0f), 0.02f).setOnComplete(() => {
                LeanTest.expect(cubeRotate.transform.eulerAngles.y == 180f, "ROTATE", "expected rotate y:" + 180f + " returned:" + cubeRotate.transform.eulerAngles.y);
            });

            // RotateAround
            GameObject cubeRotateA = cubeNamed("cubeRotateA");

            LeanTween.rotateAround(cubeRotateA, Vector3.forward, 90f, 0.3f).setOnComplete(() => {
                LeanTest.expect(cubeRotateA.transform.eulerAngles.z == 90f, "ROTATE AROUND", "expected rotate z:" + 90f + " returned:" + cubeRotateA.transform.eulerAngles.z);
            });

            // RotateAround 360
            GameObject cubeRotateB = cubeNamed("cubeRotateB");

            cubeRotateB.transform.position = new Vector3(200f, 10f, 8f);
            LeanTween.rotateAround(cubeRotateB, Vector3.forward, 360f, 0.3f).setPoint(new Vector3(5f, 3f, 2f)).setOnComplete(() => {
                LeanTest.expect(cubeRotateB.transform.position.ToString() == (new Vector3(200f, 10f, 8f)).ToString(), "ROTATE AROUND 360", "expected rotate pos:" + (new Vector3(200f, 10f, 8f)) + " returned:" + cubeRotateB.transform.position);
            });

            // Alpha, onUpdate with passing value, onComplete value
            LeanTween.alpha(cubeAlpha1, 0.5f, 0.1f).setOnUpdate((float val) => {
                LeanTest.expect(val != 0f, "ON UPDATE VAL");
            }).setOnCompleteParam("Hi!").setOnComplete((object completeObj) => {
                LeanTest.expect(((string)completeObj) == "Hi!", "ONCOMPLETE OBJECT");
                LeanTest.expect(cubeAlpha1.GetComponent <Renderer>().material.color.a == 0.5f, "ALPHA");
            });
            // Color
            float onStartTime = -1f;

            LeanTween.color(cubeAlpha2, Color.cyan, 0.3f).setOnComplete(() => {
                LeanTest.expect(cubeAlpha2.GetComponent <Renderer>().material.color == Color.cyan, "COLOR");
                LeanTest.expect(onStartTime >= 0f && onStartTime < Time.time, "ON START", "onStartTime:" + onStartTime + " time:" + Time.time);
            }).setOnStart(() => {
                onStartTime = Time.time;
            });
            // moveLocalY (make sure uses y values)
            Vector3 beforePos = cubeAlpha1.transform.position;

            LeanTween.moveY(cubeAlpha1, 3f, 0.2f).setOnComplete(() => {
                LeanTest.expect(cubeAlpha1.transform.position.x == beforePos.x && cubeAlpha1.transform.position.z == beforePos.z, "MOVE Y");
            });

            Vector3 beforePos2 = cubeAlpha2.transform.localPosition;

            LeanTween.moveLocalZ(cubeAlpha2, 12f, 0.2f).setOnComplete(() => {
                LeanTest.expect(cubeAlpha2.transform.localPosition.x == beforePos2.x && cubeAlpha2.transform.localPosition.y == beforePos2.y, "MOVE LOCAL Z", "ax:" + cubeAlpha2.transform.localPosition.x + " bx:" + beforePos.x + " ay:" + cubeAlpha2.transform.localPosition.y + " by:" + beforePos2.y);
            });

            AudioClip audioClip = LeanAudio.createAudio(new AnimationCurve(new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f)), new AnimationCurve(new Keyframe(0f, 0.001f, 0f, 0f), new Keyframe(1f, 0.001f, 0f, 0f)), LeanAudio.options());

            LeanTween.delayedSound(gameObject, audioClip, new Vector3(0f, 0f, 0f), 0.1f).setDelay(0.2f).setOnComplete(() => {
                LeanTest.expect(Time.time > 0, "DELAYED SOUND");
            });

            // Easing Methods
            int totalEasingCheck        = 0;
            int totalEasingCheckSuccess = 0;

            for (int j = 0; j < 2; j++)
            {
                bool isCheckingFrom       = j == 1;
                int  totalTweenTypeLength = (int)LeanTweenType.easeShake;
                for (int i = (int)LeanTweenType.notUsed; i < totalTweenTypeLength; i++)
                {
                    LeanTweenType easeType = (LeanTweenType)i;
                    GameObject    cube     = cubeNamed("cube" + easeType);
                    LTDescr       descr    = LeanTween.moveLocalX(cube, 5, 0.1f).setOnComplete((object obj) => {
                        GameObject cubeIn = obj as GameObject;
                        totalEasingCheck++;
                        if (cubeIn.transform.position.x == 5f)
                        {
                            totalEasingCheckSuccess++;
                        }
                        if (totalEasingCheck == (2 * totalTweenTypeLength))
                        {
                            LeanTest.expect(totalEasingCheck == totalEasingCheckSuccess, "EASING TYPES");
                        }
                    }).setOnCompleteParam(cube);

                    if (isCheckingFrom)
                    {
                        descr.setFrom(-5f);
                    }
                }
            }

            // value2
            bool value2UpdateCalled = false;

            LeanTween.value(gameObject, new Vector2(0, 0), new Vector2(256, 96), 0.1f).setOnUpdate((Vector2 value) => {
                value2UpdateCalled = true;
            });
            LeanTween.delayedCall(0.2f, () => {
                LeanTest.expect(value2UpdateCalled, "VALUE2 UPDATE");
            });

            // check descr
//			LTDescr descr2 = LeanTween.descr( descrId );
//			LeanTest.expect(descr2 == null,"DESCRIPTION STARTS AS NULL");

            StartCoroutine(timeBasedTesting());
        }
Example #22
0
 public override void durationFinishedProcedure()
 {
     StopAllCoroutines();
     LeanTween.alpha(this.gameObject, 0, 0.5f).setOnComplete(() => { targetEnemy.removeStatus(this); Destroy(this.gameObject); });
 }
Example #23
0
        protected override void ApplyTween(GameObject go)
        {
            var images = go.GetComponentsInChildren <Image>();

            for (int i = 0; i < images.Length; i++)
            {
                var image = images[i];
                if (Mathf.Approximately(duration, 0f))
                {
                    switch (fadeMode)
                    {
                    case FadeMode.Alpha:
                        Color tempColor = image.color;
                        tempColor.a = targetAlpha;
                        image.color = tempColor;
                        break;

                    case FadeMode.Color:
                        image.color = targetColor;
                        break;
                    }
                }
                else
                {
                    switch (fadeMode)
                    {
                    case FadeMode.Alpha:
                        LeanTween.alpha(image.rectTransform, targetAlpha, duration).setEase(tweenType).setEase(tweenType);
                        break;

                    case FadeMode.Color:
                        LeanTween.color(image.rectTransform, targetColor, duration).setEase(tweenType).setEase(tweenType);
                        break;
                    }
                }
            }

            var texts = go.GetComponentsInChildren <Text>();

            for (int i = 0; i < texts.Length; i++)
            {
                var text = texts[i];
                if (Mathf.Approximately(duration, 0f))
                {
                    switch (fadeMode)
                    {
                    case FadeMode.Alpha:
                        Color tempColor = text.color;
                        tempColor.a = targetAlpha;
                        text.color  = tempColor;
                        break;

                    case FadeMode.Color:
                        text.color = targetColor;
                        break;
                    }
                }
                else
                {
                    switch (fadeMode)
                    {
                    case FadeMode.Alpha:
                        LeanTween.textAlpha(text.rectTransform, targetAlpha, duration).setEase(tweenType);
                        break;

                    case FadeMode.Color:
                        LeanTween.textColor(text.rectTransform, targetColor, duration).setEase(tweenType);
                        break;
                    }
                }
            }

            var textMeshes = go.GetComponentsInChildren <TextMesh>();

            for (int i = 0; i < textMeshes.Length; i++)
            {
                var textMesh = textMeshes[i];
                if (Mathf.Approximately(duration, 0f))
                {
                    switch (fadeMode)
                    {
                    case FadeMode.Alpha:
                        Color tempColor = textMesh.color;
                        tempColor.a    = targetAlpha;
                        textMesh.color = tempColor;
                        break;

                    case FadeMode.Color:
                        textMesh.color = targetColor;
                        break;
                    }
                }
                else
                {
                    switch (fadeMode)
                    {
                    case FadeMode.Alpha:
                        LeanTween.alpha(go, targetAlpha, duration).setEase(tweenType);
                        break;

                    case FadeMode.Color:
                        LeanTween.color(go, targetColor, duration).setEase(tweenType);
                        break;
                    }
                }
            }

#if UNITY_2018_1_OR_NEWER
            var tmpros = go.GetComponentsInChildren <TMPro.TMP_Text>();
            for (int i = 0; i < tmpros.Length; i++)
            {
                var tmpro = tmpros[i];
                if (Mathf.Approximately(duration, 0f))
                {
                    switch (fadeMode)
                    {
                    case FadeMode.Alpha:
                        Color tempColor = tmpro.color;
                        tempColor.a = targetAlpha;
                        tmpro.color = tempColor;
                        break;

                    case FadeMode.Color:
                        tmpro.color = targetColor;
                        break;
                    }
                }
                else
                {
                    switch (fadeMode)
                    {
                    case FadeMode.Alpha:
                        LeanTween.value(tmpro.gameObject, tmpro.color.a, targetAlpha.Value, duration)
                        .setEase(tweenType)
                        .setOnUpdate((float alphaValue) =>
                        {
                            Color tempColor = tmpro.color;
                            tempColor.a     = alphaValue;
                            tmpro.color     = tempColor;
                        });
                        break;

                    case FadeMode.Color:
                        LeanTween.value(tmpro.gameObject, tmpro.color, targetColor.Value, duration)
                        .setEase(tweenType)
                        .setOnUpdate((Color colorValue) =>
                        {
                            tmpro.color = colorValue;
                        });
                        break;
                    }
                }
            }
#endif
            //canvas groups don't support color but we can anim the alpha IN the color
            var canvasGroups = go.GetComponentsInChildren <CanvasGroup>();
            for (int i = 0; i < canvasGroups.Length; i++)
            {
                var canvasGroup = canvasGroups[i];
                if (Mathf.Approximately(duration, 0f))
                {
                    switch (fadeMode)
                    {
                    case FadeMode.Alpha:
                        canvasGroup.alpha = targetAlpha.Value;
                        break;

                    case FadeMode.Color:
                        canvasGroup.alpha = targetColor.Value.a;
                        break;
                    }
                }
                else
                {
                    switch (fadeMode)
                    {
                    case FadeMode.Alpha:
                        LeanTween.alphaCanvas(canvasGroup, targetAlpha, duration).setEase(tweenType);
                        break;

                    case FadeMode.Color:
                        LeanTween.alphaCanvas(canvasGroup, targetColor.Value.a, duration).setEase(tweenType);
                        break;
                    }
                }
            }
        }
Example #24
0
 // Use this for initialization
 void Start()
 {
     LeanTween.alpha(this.gameObject, 0, 0.5f);
 }
 public void HideDangerIndicator()
 {
     LeanTween.cancel(fadeInId);
     fadeOutId = LeanTween.alpha(_sprite.gameObject, 0f, _fadeTime * Time.timeScale).id;
 }
Example #26
0
 //LeanTween.addListener
 //LeanTween.alpha
 public static LTDescr LeanAlpha(this GameObject gameObject, float to, float time)
 {
     return(LeanTween.alpha(gameObject, to, time));
 }
Example #27
0
 private void TweenArrowAlpha(float destinationAlpha)
 {
     LeanTween.alpha(leftArrow.rectTransform, destinationAlpha, tweenTime).setEase(easeType);
     LeanTween.alpha(rightArrow.rectTransform, destinationAlpha, tweenTime).setEase(easeType);
 }
Example #28
0
 //LeanTween.alpha (RectTransform)
 public static LTDescr LeanAlpha(this RectTransform rectTransform, float to, float time)
 {
     return(LeanTween.alpha(rectTransform, to, time));
 }
 public void FadeIn() {
     LeanTween.alpha(panelRect, 1f, 1f).setEase(LeanTweenType.linear);
 }
Example #30
0
        /// <summary>
        /// Show portrait with the supplied portrait options
        /// </summary>
        /// <param name="options"></param>

        // 显示角色命令
        public virtual void Show(PortraitOptions options)
        {
            // 清理和检查参数
            options = CleanPortraitOptions(options);

            // 使用Shift功能
            // 起点是相对位置
            if (options.shiftIntoPlace)
            {
                // 复制出来的是GameObject
                options.fromPosition = Instantiate(options.toPosition) as RectTransform;

                // 起点在左侧
                if (options.offset == PositionOffset.OffsetLeft)
                {
                    options.fromPosition.anchoredPosition =
                        new Vector2(options.fromPosition.anchoredPosition.x - Mathf.Abs(options.shiftOffset.x),
                                    options.fromPosition.anchoredPosition.y - Mathf.Abs(options.shiftOffset.y));
                }

                // 起点在右侧
                else if (options.offset == PositionOffset.OffsetRight)
                {
                    options.fromPosition.anchoredPosition =
                        new Vector2(options.fromPosition.anchoredPosition.x + Mathf.Abs(options.shiftOffset.x),
                                    options.fromPosition.anchoredPosition.y + Mathf.Abs(options.shiftOffset.y));
                }
                else
                {
                    // 直接使用Offset
                    // 进行偏移
                    options.fromPosition.anchoredPosition = new Vector2(options.fromPosition.anchoredPosition.x, options.fromPosition.anchoredPosition.y);
                }
            }

            // 设置角色Portrait的朝向
            SetupPortrait(options);

            // 防止0
            // LeanTween doesn't handle 0 duration properly
            float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;

            // 旧形象
            // 消失效果
            // Fade out a duplicate of the existing portrait image
            if (options.character.State.portraitImage != null && options.character.State.portraitImage.overrideSprite != null)
            {
                // 复制出当前Portrait
                // 播放消失效果
                // portraitImage是Image类型
                GameObject tempGO = GameObject.Instantiate(options.character.State.portraitImage.gameObject);

                // 放置在当前Portrait前
                tempGO.transform.SetParent(options.character.State.portraitImage.transform, false);
                tempGO.transform.localPosition = Vector3.zero;
                tempGO.transform.localScale    = options.character.State.position.localScale;
                // 设置形象图片
                Image tempImage = tempGO.GetComponent <Image>();
                tempImage.overrideSprite = options.character.State.portraitImage.overrideSprite;
                tempImage.preserveAspect = true;
                tempImage.color          = options.character.State.portraitImage.color;

                // alpha消失效果
                LeanTween.
                alpha(tempImage.rectTransform, 0f, duration).
                setEase(stage.FadeEaseType).
                setOnComplete(
                    () => {
                    Destroy(tempGO);
                }
                    ).
                setRecursive(false);
            }

            // 渐显新的形象
            // Fade in the new sprite image
            if (options.character.State.portraitImage.overrideSprite != options.portrait ||
                options.character.State.portraitImage.color.a < 1f)
            {
                options.character.State.portraitImage.overrideSprite = options.portrait;
                options.character.State.portraitImage.color          = new Color(1f, 1f, 1f, 0f);
                LeanTween.
                alpha(options.character.State.portraitImage.rectTransform, 1f, duration).
                setEase(stage.FadeEaseType).
                setRecursive(false);
            }

            // 移动角色形象
            // 到目标点
            DoMoveTween(options);

            // 立即执行onComplete
            // 还是fade结束后,调用
            // PortraitOptions: 各种参数
            FinishCommand(options);

            // 添加角色到
            // CharactersOnStage列表
            if (!stage.CharactersOnStage.Contains(options.character))
            {
                stage.CharactersOnStage.Add(options.character);
            }

            // 更新角色状态
            // Update character state after showing
            options.character.State.onScreen = true;
            options.character.State.display  = DisplayType.Show;
            options.character.State.portrait = options.portrait;
            options.character.State.facing   = options.facing;
            options.character.State.position = options.toPosition;
        }