public static rotateAroundLocal ( GameObject gameObject, Vector3 axis, float add, float time ) : LTDescr, | ||
gameObject | GameObject | |
axis | Vector3 | |
add | float | |
time | float | |
Résultat | LTDescr, |
public void Shake() { float height = Mathf.PerlinNoise(jumIter, 0f) * 5; height = height * height * 0.2f; float shakeAmt = height; // degrees to shake the camera float shakePeriodTime = 0.25f; // period of each shake float dropOffTime = 1.25f; // how long it takes to settle down to nothing LTDescr shakeTween = LeanTween .rotateAroundLocal(gameObject, Vector3.right, shakeAmt, shakePeriodTime) .setEase(LeanTweenType.easeShake) .setLoopClamp() .setRepeat(-1); LeanTween.value(gameObject, shakeAmt, 0, dropOffTime) .setOnUpdate((float val) => { shakeTween.setTo(Vector3.right * val); }) .setEase(LeanTweenType.easeOutQuad); }
void Awake() { //Screen.showCursor = false; distanceBetweenShoulders = rightShoulder.position.x - leftShoulder.position.x; virtualWidth = 2 * distanceBetweenShoulders; virtualHeight = rightShoulder.position.y - hips.position.y; virtualCenter = new Vector3(virtualWidth * 0.5f, virtualHeight, 0f); totalScreenWidth = Screen.width; totalScreenHeight = Screen.height; print("RESOLUTION: " + totalScreenWidth + " " + totalScreenHeight); //Debug.Break (); print("Current " + Screen.currentResolution.width + " " + Screen.currentResolution.height); actualScreenWidth = Screen.currentResolution.width; actualScreenHeight = Screen.currentResolution.height; GameObject g = new GameObject(); g.name = "BoundingBox"; boundingBox = g.AddComponent <BoxCollider> (); boundingBox.size = new Vector3(virtualWidth, virtualHeight, virtualHeight); bottomLeftCube = GameObject.CreatePrimitive(PrimitiveType.Cube); topRightCube = GameObject.CreatePrimitive(PrimitiveType.Cube); handClampedCube = GameObject.CreatePrimitive(PrimitiveType.Cube); bottomLeftCube.renderer.enabled = topRightCube.renderer.enabled = handClampedCube.renderer.enabled = false; bottomLeftCube.transform.localScale = topRightCube.transform.localScale = handClampedCube.transform.localScale = Vector3.one * 0.05f; //handCursor.color = new Color(handCursor.color.r, handCursor.color.g, handCursor.color.b, 1f); //handCursor.CrossFadeAlpha (1f, 1f, true); LeanTween.rotateAroundLocal(handCursor.gameObject, Vector3.forward, -15f, 1f).setEase(LeanTweenType.easeInOutSine); //enabled = false; LeanTween.rotateZ(handCursor.gameObject, -15f, 1f).setLoopPingPong().setDelay(1f).setEase(LeanTweenType.easeInOutSine); LeanTween.value(gameObject, UpdateCanvasGroupAlpha, 0f, 1f, 1f); enabled = false; print("Set up correctly"); }
private void OnButtonHit(Button button) { string key = button.name; if (key.Equals("StartGUI")) { if (!gameStarted && !animationRunning) { animationRunning = true; button.interactable = false; LeanTween.moveLocalY(errorText.gameObject, 0, backgroundSpeed).setEase(backgroundEase); LeanTween.rotateAroundLocal(button.gameObject, new Vector3(0, 0, 1), 5, 0.2f) .setEase(LeanTweenType.easeShake) .setRepeat(3) .setOnComplete(() => { LeanTween.moveLocalY(errorText.gameObject, -130, 0.3f).setDelay(2).setOnComplete(() => animationRunning = false); button.interactable = true; }); } else if (gameStarted) { button.interactable = false; GUIEvents.current.OnManualControl(); } } }
void Start() { tween1 = LeanTween.rotateAroundLocal(gameObject, Vector3.up, 1f, 0.2f).setEase(LeanTweenType.easeShake).setLoopClamp().setRepeat(-1); tween2 = LeanTween.rotateAroundLocal(gameObject, Vector3.right, 1f, 0.25f).setEase(LeanTweenType.easeShake).setLoopClamp().setRepeat(-1).setDelay(0.05f); LeanTween.delayedCall(gameObject, 3f, stopShake); }
public void ScreenShake() { /************** * Camera Shake **************/ if (!LeanTween.isTweening(camx.gameObject)) { float height = Mathf.PerlinNoise(jumpIter, 0f) * 5f; height = height * height * 0.2f; float shakeAmt = height * 0.9f; // the degrees to shake the camera float shakePeriodTime = 0.2f; // The period of each shake float dropOffTime = 0.3f; // How long it takes the shaking to settle down to nothing LTDescr shakeTween = LeanTween.rotateAroundLocal(camx.gameObject, Vector3.right, shakeAmt, shakePeriodTime) .setEase(LeanTweenType.easeShake) // this is a special ease that is good for shaking .setLoopClamp() .setRepeat(-1); // Slow the camera shake down to zero LeanTween.value(camx.gameObject, shakeAmt, 0f, dropOffTime).setOnUpdate( (float val) => { shakeTween.setTo(Vector3.right * val); } ).setEase(LeanTweenType.easeOutQuad).setOnComplete( () => { LeanTween.cancel(camx.gameObject); camx.transform.rotation = Quaternion.identity; }); } }
IEnumerator Rotate(float angle, float rotationTime) { clockwise = !clockwise; if (tweenID != 0) { LeanTween.pause(tweenID); tweaningPaused = true; yield return(new WaitForSeconds(stopTimer)); tweaningPaused = false; LeanTween.resume(tweenID); } if (clockwise) { tweenID = LeanTween.rotateAroundLocal(gameObject, Vector3.forward, angle, rotationTime).id; } else { tweenID = LeanTween.rotateAroundLocal(gameObject, Vector3.back, angle, rotationTime).id; } yield return(null); }
public override void Collected() { if (!isCollected) { collectionSound.start(); if (SoundManager.manager.hype > 50 && SoundManager.manager.hype < 60) { SoundManager.manager.hype = 80f; } if (SoundManager.manager.hype < 100) { SoundManager.manager.hype += 10f; } if (SoundManager.manager.hype > 100) { SoundManager.manager.hype = 100; } collect_time = Time.time + delay; isCollected = true; LeanTween.rotateAroundLocal(gameObject, new Vector3(0, 0, 1), 720, 1).setEase(LeanTweenType.easeOutBack); } }
//<summary> //move incorrect letters back to original position so user // can try spelling word again //</summary> public void ResetIncorrectLetters(float delayTime) { List <GameObject> incorrectLetters = IncorrectObjects(Constants.Tags.TAG_TARGET_BLANK); foreach (GameObject go in incorrectLetters) { // make sure letters are scaled back to original size go.transform.localScale = new Vector3(WordCreation.letterScale, WordCreation.letterScale, 1); // change letter back to original color LeanTween.color(go, Color.white, .1f).setDelay(delayTime); Debug.Log("Resetting incorrect letter " + go.name); // move letter up in y-direction and away from the target blanks Vector3 posn = new Vector3(go.transform.position.x, 0, -2); //spin incorrect letters LeanTween.rotateAroundLocal(go, Vector3.up, 360f, 1); LeanTween.move(go, posn, 1.0f).setDelay(delayTime); // begin pulsing letters go.GetComponent <PulseBehavior>().StartPulsing(go, delayTime); // allow for letters to be dragged again by user go.GetComponent <GestureManager>().EnableGestures(go); //reset the blank variable so user can try again with these letters go.GetComponent <Properties>().isinblank = false; } }
//<summary> // move incorrect sound blanks back to original position // so user can try matching them to letters again //</summary> public void ResetIncorrectSounds(float delayTime) { List <GameObject> incorrectSounds = IncorrectObjects(Constants.Tags.TAG_TARGET_LETTER); foreach (GameObject go in incorrectSounds) { // make sure sound blank is correct scale go.transform.localScale = new Vector3(.3f, .3f, 1); Debug.Log("Resetting incorrect sound " + go.name); // move sound blank up in y-direction and away from the target letters/jars Vector3 posn = new Vector3(go.transform.position.x, 0, -2); LeanTween.move(go, posn, 1.0f).setDelay(delayTime); // start pulsing sound blank go.GetComponent <PulseBehavior>().StartPulsing(go, delayTime); // allow for touch gestures for sound blank again go.GetComponent <GestureManager>().EnableGestures(go); // find the jar that the sound object was dragged onto Vector2 position = go.transform.position; Collider2D[] jar = Physics2D.OverlapCircleAll(position, 2f, 1, 1.5f, 0); //spin incorrect letters LeanTween.rotateAroundLocal(go, Vector3.up, 360f, 1); // change color of letter back to white LeanTween.color(jar[0].gameObject, Color.white, .01f).setDelay(delayTime); //reset the is in blank variable so user can try again with incorrect sounds go.GetComponent <Properties>().isinblank = false; } }
public void RunRoomFailedAnimation() { print("RUN failed animation"); LeanTween.rotateAroundLocal(createRoomBtn, new Vector3(0, 0, 1), 5, 0.2f) .setEase(LeanTweenType.easeShake) .setRepeat(3); }
void bigGuyJump() { float height = Mathf.PerlinNoise(jumpIter, 0f) * 10f; height = height * height * 0.3f; // //Debug.Log("height:"+height+" jumpIter:"+jumpIter); LeanTween.moveY(avatarBig, height, 1f).setEase(LeanTweenType.easeInOutQuad).setOnComplete(() => { LeanTween.moveY(avatarBig, 0f, 0.27f).setEase(LeanTweenType.easeInQuad).setOnComplete(() => { LeanTween.cancel(gameObject); /************** * Camera Shake **************/ float shakeAmt = height * 0.2f; // the degrees to shake the camera float shakePeriodTime = 0.42f; // The period of each shake float dropOffTime = 1.6f; // How long it takes the shaking to settle down to nothing LTDescr shakeTween = LeanTween.rotateAroundLocal(gameObject, Vector3.right, shakeAmt, shakePeriodTime) .setEase(LeanTweenType.easeShake) // this is a special ease that is good for shaking .setLoopClamp() .setRepeat(-1); // Slow the camera shake down to zero LeanTween.value(gameObject, shakeAmt, 0f, dropOffTime).setOnUpdate( (float val) => { shakeTween.setTo(Vector3.right * val); } ).setEase(LeanTweenType.easeOutQuad); /******************** * Shake scene objects ********************/ // Make the boxes jump from the big stomping GameObject[] boxes = GameObject.FindGameObjectsWithTag("Respawn"); // I just arbitrarily tagged the boxes with this since it was available in the scene foreach (GameObject box in boxes) { box.GetComponent <Rigidbody>().AddForce(Vector3.up * 100 * height); } // Make the lamps spin from the big stomping GameObject[] lamps = GameObject.FindGameObjectsWithTag("GameController"); // I just arbitrarily tagged the lamps with this since it was available in the scene foreach (GameObject lamp in lamps) { float z = lamp.transform.eulerAngles.z; z = z > 0.0f && z < 180f ? 1 : -1; // push the lamps in whatever direction they are currently swinging lamp.GetComponent <Rigidbody>().AddForce(new Vector3(z, 0f, 0f) * 15 * height); } // Play BOOM! LeanAudio.play(boomAudioClip, transform.position, height * 0.2f); // Like this sound? : http://leanaudioplay.dentedpixel.com/?d=a:fvb:8,0,0.003005181,0,0,0.01507768,0.002227979,0,0,8~8,8.130963E-06,0.06526042,0,-1,0.0007692695,2.449077,9.078861,9.078861,0.01541314,0.9343268,-40,-40,0.05169491,0.03835937,-0.08621139,-0.08621139,8~0.1,0,0,~44100 // Have the jump happen again 2 seconds from now LeanTween.delayedCall(2f, bigGuyJump); }); }); jumpIter += 5.2f; }
public void SnapToTargetAngleAction(int targetToolIndex, float time) { float c_angle = (360f + transform.localEulerAngles.z) % 360f; float t_angle = stickerTools [targetToolIndex].IdealAngle - c_angle; LeanTween.rotateAroundLocal(gameObject, Vector3.forward, t_angle, time).setOnComplete(CheckRaycast).setEaseInOutBack(); }
public void ShowSignIn() { Tracker.ScreenVisit(SCREEN_NAME.SIGN_IN); #if PLAY_STORE || UNITY_IOS || UNITY_TVOS Social.localUser.Authenticate((bool success) => { isSignedIn = success; DataStorage.IgnoreSignIn = !success; if (!success) { if (signInFailedEffect) { return; } signInFailedEffect = true; float shakeAmount = 20; float shakePeriodTime = .25f; LTDescr shakeTween = LeanTween.rotateAroundLocal(buttons[0].gameObject, Vector3.forward, shakeAmount, shakePeriodTime) .setEase(LeanTweenType.easeShake).setLoopClamp().setRepeat(-1); LeanTween.value(buttons[0].gameObject, shakeAmount, 0f, 2).setOnUpdate((float val) => { shakeTween.setTo(Vector3.right * val); }).setEase(LeanTweenType.easeOutQuad).setOnComplete(() => { signInFailedEffect = false; }); return; } buttons[0].gameObject.SetActive(false); buttons[1].gameObject.SetActive(true); }); #endif }
void bigGuyJump() { float height = Mathf.PerlinNoise(jumpIter, 0f) * 10f; height = height * height * 0.3f; // Debug.Log("height:"+height+" jumpIter:"+jumpIter); LeanTween.moveY(avatarBig, height, 1f).setEase(LeanTweenType.easeInOutQuad).setOnComplete(() => { LeanTween.moveY(avatarBig, 0f, 0.27f).setEase(LeanTweenType.easeInQuad).setOnComplete(() => { LeanTween.cancel(gameObject); /************** * Camera Shake **************/ float shakeAmt = height * 0.2f; // the degrees to shake the camera float shakePeriodTime = 0.42f; // The period of each shake float dropOffTime = 1.6f; // How long it takes the shaking to settle down to nothing LTDescr shakeTween = LeanTween.rotateAroundLocal(gameObject, Vector3.right, shakeAmt, shakePeriodTime) .setEase(LeanTweenType.easeShake) // this is a special ease that is good for shaking .setLoopClamp() .setRepeat(-1); // Slow the camera shake down to zero LeanTween.value(gameObject, shakeAmt, 0f, dropOffTime).setOnUpdate( (float val) => { shakeTween.setTo(Vector3.right * val); } ).setEase(LeanTweenType.easeOutQuad); /******************** * Shake scene objects ********************/ // Make the boxes jump from the big stomping GameObject[] boxes = GameObject.FindGameObjectsWithTag("Respawn"); // I just arbitrarily tagged the boxes with this since it was available in the scene foreach (GameObject box in boxes) { box.rigidbody.AddForce(Vector3.up * 100 * height); } // Make the lamps spin from the big stomping GameObject[] lamps = GameObject.FindGameObjectsWithTag("GameController"); // I just arbitrarily tagged the lamps with this since it was available in the scene foreach (GameObject lamp in lamps) { float z = lamp.transform.eulerAngles.z; z = z > 0.0f && z < 180f ? 1 : -1; // push the lamps in whatever direction they are currently swinging lamp.rigidbody.AddForce(new Vector3(z, 0f, 0f) * 15 * height); } // Play BOOM! playAudio(boomAudioClip, transform.position, height * 0.2f, 0.34f); // Have the jump happen again 2 seconds from now LeanTween.delayedCall(2f, bigGuyJump); }); }); jumpIter += 5.2f; }
public void ShakeCamera(Vector3 side, bool isUp) { LeanTween.cancel(gameObject); transform.localRotation = Quaternion.Euler(Vector3.zero); float height = Mathf.PerlinNoise(force1, 0f) * force2; height = height * height * 0.3f; /************** * Camera Shake **************/ float shakeAmt = height * 0.2f * (isUp ? -1 : 1); // the degrees to shake the camera LTDescr shakeTween = LeanTween.rotateAroundLocal(gameObject, side, shakeAmt, shakePeriodTime) .setEase(LeanTweenType.easeShake) // this is a special ease that is good for shaking .setLoopClamp() .setRepeat(-1); // Slow the camera shake down to zero LeanTween.value(gameObject, shakeAmt, 0f, time).setOnUpdate( (float val) => { shakeTween.setTo(side * val); } ).setEase(LeanTweenType.easeOutQuad); // Play BOOM! LeanAudio.play(boomAudioClip, transform.position, height * 0.2f); // Like this sound? : http://leanaudioplay.dentedpixel.com/?d=a:fvb:8,0,0.003005181,0,0,0.01507768,0.002227979,0,0,8~8,8.130963E-06,0.06526042,0,-1,0.0007692695,2.449077,9.078861,9.078861,0.01541314,0.9343268,-40,-40,0.05169491,0.03835937,-0.08621139,-0.08621139,8~0.1,0,0,~44100 }
public void Shoot(Unit shooter) { target = shooter.target; var shooterPos = shooter.gameObject.transform.position; var lookVector = target.transform.position - shooterPos; var normalizedLookVector = lookVector.normalized; var distSquare = lookVector.magnitude; var spdSquare = distSquare / (shooter.attackDelay * shooter.attackDelay); moveSpeed = Mathf.Sqrt(spdSquare); moveSpeed *= 1.4f; moveValue = moveSpeed * new Vector2(normalizedLookVector.x, normalizedLookVector.z); gameObject.transform.position = new Vector3( shooterPos.x, shooterPos.y + 0.5f, shooterPos.z); gameObject.transform.LookAt(target.transform); gameObject.transform.eulerAngles = new Vector3(-180.0f, target.transform.eulerAngles.y, -180.0f); SoundManager.GetInstance().Play(EFFECT_TYPE.BowShoot); LeanTween.rotateAroundLocal(gameObject, Vector3.up, 720.0f, shooter.attackDelay); ChangeState <UnitStateWalkAndSeek>(); StartCoroutine("RemoveSelftAfter", shooter.attackDelay); }
void Start() { // Time.timeScale = 1f/4f; // *********** Main Window ********** // Scale the whole window in mainWindow.localScale = Vector3.zero; LeanTween.scale(mainWindow, new Vector3(1f, 1f, 1f), 0.6f).setEase(LeanTweenType.easeOutBack); LeanTween.alphaCanvas(mainWindow.GetComponent <CanvasGroup>(), 0f, 1f).setDelay(2f).setLoopPingPong().setRepeat(2); // Fade the main paragraph in while moving upwards mainParagraphText.anchoredPosition3D += new Vector3(0f, -10f, 0f); LeanTween.textAlpha(mainParagraphText, 0f, 0.6f).setFrom(0f).setDelay(0f); LeanTween.textAlpha(mainParagraphText, 1f, 0.6f).setEase(LeanTweenType.easeOutQuad).setDelay(0.6f); LeanTween.move(mainParagraphText, mainParagraphText.anchoredPosition3D + new Vector3(0f, 10f, 0f), 0.6f).setEase(LeanTweenType.easeOutQuad).setDelay(0.6f); // Flash text to purple and back LeanTween.textColor(mainTitleText, new Color(133f / 255f, 145f / 255f, 223f / 255f), 0.6f).setEase(LeanTweenType.easeOutQuad).setDelay(0.6f).setLoopPingPong().setRepeat(-1); // Fade button in LeanTween.textAlpha(mainButton2, 1f, 2f).setFrom(0f).setDelay(0f).setEase(LeanTweenType.easeOutQuad); LeanTween.alpha(mainButton2, 1f, 2f).setFrom(0f).setDelay(0f).setEase(LeanTweenType.easeOutQuad); // *********** Pause Button ********** // Drop pause button in pauseWindow.anchoredPosition3D += new Vector3(0f, 200f, 0f); LeanTween.moveY(pauseWindow, pauseWindow.anchoredPosition3D.y + -200f, 0.6f).setEase(LeanTweenType.easeOutSine).setDelay(0.6f); // Punch Pause Symbol RectTransform pauseText = pauseWindow.Find("PauseText").GetComponent <RectTransform>(); LeanTween.moveZ(pauseText, pauseText.anchoredPosition3D.z - 80f, 1.5f).setEase(LeanTweenType.punch).setDelay(2.0f); // Rotate rings around in opposite directions LeanTween.rotateAroundLocal(pauseRing1, Vector3.forward, 360f, 12f).setRepeat(-1); LeanTween.rotateAroundLocal(pauseRing2, Vector3.forward, -360f, 22f).setRepeat(-1); // *********** Chat Window ********** // Flip the chat window in chatWindow.RotateAround(chatWindow.position, Vector3.up, -180f); LeanTween.rotateAround(chatWindow, Vector3.up, 180f, 2f).setEase(LeanTweenType.easeOutElastic).setDelay(1.2f); // Play a series of sprites on the window on repeat endlessly LeanTween.play(chatRect, chatSprites).setLoopPingPong(); // Animate the bar up and down while changing the color to red-ish LeanTween.color(chatBar2, new Color(248f / 255f, 67f / 255f, 108f / 255f, 0.5f), 1.2f).setEase(LeanTweenType.easeInQuad).setLoopPingPong().setDelay(1.2f); LeanTween.scale(chatBar2, new Vector2(1f, 0.7f), 1.2f).setEase(LeanTweenType.easeInQuad).setLoopPingPong(); // Write in paragraph text string origText = chatText.text; chatText.text = ""; LeanTween.value(gameObject, 0, (float)origText.Length, 6f).setEase(LeanTweenType.easeOutQuad).setOnUpdate((float val) => { chatText.text = origText.Substring(0, Mathf.RoundToInt(val)); }).setLoopClamp().setDelay(2.0f); }
/// <summary> /// Rotates the gameObject back and forth around the given axis. /// </summary> /// <param name="gameObject"></param> /// <param name="axis"></param> /// <param name="angle"></param> /// <param name="duration"></param> /// <param name="loops"></param> /// <param name="ease"></param> /// <param name="onComplete"></param> public static void Wobble( GameObject gameObject, Vector3 axis, float angle, float duration, int loops, LeanTweenType ease = LeanTweenType.linear, Action onComplete = null) { loops = Mathf.Clamp(loops, 0, int.MaxValue); var wobbleDuration = duration / (loops + 1); var halfWobbleDuration = wobbleDuration * 0.5f; var halfAngle = angle * 0.5f; void Start() { WobbleStart(); } void WobbleStart() { LeanTween.rotateAroundLocal(gameObject, axis, -halfAngle, halfWobbleDuration) .setEase(ease) .setOnComplete(() => { if (loops == 0) { WobbleEnd(); } else { WobbleLoop(); } }); } void WobbleLoop() { LeanTween.rotateAroundLocal(gameObject, axis, angle, halfWobbleDuration) .setLoopPingPong(loops) .setEase(ease) .setOnComplete(WobbleEnd); } void WobbleEnd() { LeanTween.rotateAroundLocal(gameObject, axis, halfAngle, halfWobbleDuration) .setEase(ease) .setOnComplete(OnComplete); } void OnComplete() { onComplete?.Invoke(); } Start(); }
// TEST CODE - need to refine public void Shake() { StopShake(); tween1 = LeanTween.rotateAroundLocal(gameObject, new Vector3(0, 0, 1f), 0.5f, 0.2f).setEase(LeanTweenType.easeShake).setLoopClamp().setRepeat(-1); tween2 = LeanTween.rotateAroundLocal(gameObject, new Vector3(0, 0, -1f), 0.5f, 0.25f).setEase(LeanTweenType.easeShake).setLoopClamp().setRepeat(-1).setDelay(0.05f); LeanTween.delayedCall(gameObject, 0.5f, StopShake); }
protected override void OnPuzzleCompleted() { anchorPoint.connectedBody = null; ropeJoint.connectedBody = null; LeanTween.rotateAroundLocal(gearPiece, Vector3.forward, 360f, 5f).setLoopClamp(); LeanTween.move(gearPiece, gearPiece.transform.position + new Vector3(3f, 0f, 0f), 1f); gearPiece.transform.GetChild(0).gameObject.SetActive(false); }
void Start() { LTDescr ltDescr = LeanTween.rotateAroundLocal(gameObject, axis, add, time); ltDescr.setDelay(delay); ltDescr.setRepeat(repeat); ltDescr.setDestroyOnComplete(destroyOnComplete); }
public void Rotate() { isButy = true; LeanTween.rotateAroundLocal(gameObject, rotationAxis, (rotationCorrection), rotationTime) .setEase(rotationEasing) .setOnComplete(OnRotationComplete); }
public void RingRotation(GameObject ringObj, int i) { print("In function!"); // x axis float angle = (i % 2 == 0) ? -360f : 360f; LeanTween.rotateAroundLocal(ringObj, ringObj.transform.up, angle, 2.2f).setRepeat(999).setDelay(Random.Range(2, 4)); }
public static LTDescr TweenShake(this Transform transform, float amplitude = .2f, float duration = .42f, int loopsCount = 1) { return(LeanTween.rotateAroundLocal(transform.gameObject, new Vector3(Random.Range(0f, 1f), Random.Range(0f, 1f), z: Random.Range(0f, 1f)), amplitude, duration) .setEase(LeanTweenType.easeShake) .setLoopClamp(loopsCount)); }
public static LTDescr TweenShakeZ(this Transform transform, float amplitude = .2f, float duration = .42f, int loopsCount = 1) { return(LeanTween.rotateAroundLocal(transform.gameObject, Vector3.forward, Random.Range(-amplitude - .1f, amplitude + .1f), duration) .setEase(LeanTweenType.easeShake) .setLoopClamp(loopsCount)); }
// Start is called before the first frame update void Start() { NextDialogue(); lastPos = marty.transform.position; timeSwitchManager.enabled = false; marty.enabled = false; victoryPanel.SetActive(false); LeanTween.rotateAroundLocal(gearPuzzlePiece.gameObject, Vector3.forward, 360f, 5f).setLoopClamp(); }
void Update() { LeanTween.dtManual = Time.deltaTime; if (Input.GetKeyDown(KeyCode.Q)) { LeanTween.scale(this.gameObject, Vector3.one * 3f, 1.0f).setEase(LeanTweenType.easeSpring).setUseManualTime(true); print("scale punch time independent!"); } if (Input.GetKeyDown(KeyCode.S)) { LeanTween.scale(this.gameObject, Vector3.one * 3f, 1.0f).setEase(LeanTweenType.easeSpring); print("scale punch!"); } if (Input.GetKeyDown(KeyCode.R)) { // LeanTween.rotate(this.gameObject, Vector3.one, 1.0f).setEase(LeanTweenType.punch); LeanTween.rotateAroundLocal(this.gameObject, this.transform.forward, -80f, 5.0f).setPoint(new Vector3(1.25f, 0f, 0f)); print("rotate punch!"); } if (Input.GetKeyDown(KeyCode.M)) { // LeanTween.move(this.gameObject, new Vector3(0f,0f,1f), 1.0f).setEase(LeanTweenType.punch); print("move punch!"); LeanTween.moveX(this.gameObject, 1f, 1f).setOnComplete(destroyOnComp).setOnCompleteParam(this.gameObject); } if (Input.GetKeyDown(KeyCode.C)) { LeanTween.color(this.gameObject, new Color(1f, 0f, 0f, 0.5f), 1f); } if (Input.GetKeyDown(KeyCode.E)) { LeanTween.delayedCall(gameObject, 0.3f, delayedMethod).setRepeat(4).setOnCompleteOnRepeat(true).setOnCompleteParam("hi"); } if (Input.GetKeyDown(KeyCode.C)) { Color to = new Color(Random.Range(0f, 1f), 0f, Random.Range(0f, 1f), 0.0f); GameObject l = GameObject.Find("LCharacter"); LeanTween.color(l, to, 4.0f).setRepeat(2).setLoopPingPong().setEase(LeanTweenType.easeOutBounce); } if (Input.GetKeyDown(KeyCode.V)) { LeanTween.value(gameObject, updateColor, new Color(1.0f, 0.0f, 0.0f, 1.0f), Color.blue, 4.0f);//.setRepeat(2).setLoopPingPong().setEase(LeanTweenType.easeOutBounce); } if (Input.GetKeyDown(KeyCode.P)) { LeanTween.delayedCall(0.05f, enterMiniGameStart).setOnCompleteParam(new object[] { "" + 5 }); } }
public void RotateFast(Direction dir) { LeanTween.cancel(_rotor); var rot = Quaternion.Inverse(_rotor.transform.localRotation); var axis = rot * dir.Rotated(1).Axis(); LeanTween.rotateAroundLocal(_rotor, axis, 900f, NodeRotateTime * 3) .setEase(LeanTweenType.easeInOutSine); }
public void init() { transform.localPosition = _localPosition; LeanTween.rotateAroundLocal(transform.parent.gameObject, _zAxis, 360, rotateTime).setEase(LeanTweenType.easeInOutQuint).setDelay(rotateDelay); LeanTween.rotateAroundLocal(gameObject, -_zAxis, 360, rotateTime).setEase(LeanTweenType.easeInOutQuint).setDelay(rotateDelay); LeanTween.moveLocal(gameObject, Vector3.zero, moveTime).setDelay(moveDelay); Logic.UI.CommonAnimations.CommonFadeToAnimation fadeto = Logic.UI.CommonAnimations.CommonFadeToAnimation.Get(gameObject); fadeto.init(1f, 0, moveTime, moveDelay); }
private IEnumerator ReprocutionAnimCo() { LeanTween.rotateAroundLocal(_sprite.gameObject, Vector3.forward, _forceMax, _durationMin) .setEase(LeanTweenType.easeShake) // this is a special ease that is good for shaking .setLoopClamp(); yield return(new WaitForSeconds(_animal.ReproductionTime)); CancelAnims(); }