protected virtual void OnGUI() { if (_tween == null) { return; } GUILayout.Label("elapsed: " + string.Format("{0:0.##}", _tween.totalElapsedTime)); if (GUILayout.Button("play")) { _tween.play(); } if (GUILayout.Button("pause")) { _tween.pause(); } if (GUILayout.Button("reverse")) { _tween.reverse(); } if (GUILayout.Button("restart")) { _tween.restart(); } if (GUILayout.Button("play backwards")) { _tween.playBackwards(); } if (GUILayout.Button("play forward")) { _tween.playForward(); } if (GUILayout.Button("complete")) { _tween.complete(); } GUILayout.Label("Time Scale: " + string.Format("{0:0.##}", _tween.timeScale)); var newTweenTimeScale = GUILayout.HorizontalSlider(_tweenTimeScale, 0, 3); if (newTweenTimeScale != _tweenTimeScale) { _tweenTimeScale = newTweenTimeScale; _tween.timeScale = _tweenTimeScale; } easeTypesGUI(); }
/// <summary> /// adds an AbstractTween (Tween, TweenChain or TweenFlow) to the current list of running Tweens /// </summary> public static void addTween(AbstractGoTween tween) { // early out for invalid items if (!tween.isValid()) { return; } // dont add the same tween twice if (_tweens.Contains(tween)) { return; } // check for dupes and handle them before adding the tween. we only need to check for Tweens if (duplicatePropertyRule != GoDuplicatePropertyRuleType.None && tween is GoTween) { // if handleDuplicatePropertiesInTween returns true it indicates we should not add this tween if (handleDuplicatePropertiesInTween(tween as GoTween)) { return; } // if we became invalid after handling dupes dont add the tween if (!tween.isValid()) { return; } } _tweens.Add(tween); tween.play(); // enable ourself if we are not enabled if (!instance.enabled) // purposely using the static instace property just once for initialization { _instance.enabled = true; } // if the Tween isn't paused and it is a "from" tween jump directly to the start position if (tween is GoTween && ((GoTween)tween).isFrom && tween.state != GoTweenState.Paused) { tween.update(0); } // should we start up the time scale independent update? if (!_instance._timeScaleIndependentUpdateIsRunning && tween.updateType == GoUpdateType.TimeScaleIndependentUpdate) { _instance.StartCoroutine(_instance.timeScaleIndependentUpdate()); } #if UNITY_EDITOR _instance.gameObject.name = string.Format("GoKit ({0} tweens)", _tweens.Count); #endif }
static public int play(IntPtr l) { try { AbstractGoTween self = (AbstractGoTween)checkSelf(l); self.play(); return(0); } catch (Exception e) { return(error(l, e)); } }
public override void ApplyPattern(Transform transform, ref AbstractGoTween tween) { var path = new GoSpline("little_curve_r"); var move = Go.to(transform, 1f, new GoTweenConfig().positionPath(path, true)); var path2 = new GoSpline("forward_top_bot"); var move3 = Go.to(transform, 5f, new GoTweenConfig().positionPath(path2, true)); var chain = new GoTweenChain(new GoTweenCollectionConfig().setIterations(1)); chain.append(move); chain.append(move3); tween = chain; tween.play(); }
// Use this for initialization void Start() { var path = new GoSpline("little_curve"); var move = Go.to(transform, 1f, new GoTweenConfig() .positionPath(path, true)); var move2 = Go.to(transform, 1f, new GoTweenConfig().positionPath(path, true)); var path2 = new GoSpline("forward_top_bot"); var move3 = Go.to(transform, 5f, new GoTweenConfig().positionPath(path2, true)); var chain = new GoTweenChain(new GoTweenCollectionConfig().setIterations(1)); chain.append(move); chain.append(move2); chain.append(move3); _tween = chain; _tween.play(); }
public override void ApplyPattern(Transform transform, ref AbstractGoTween tween) { var path = new GoSpline("top_to_bot_one_third"); var move = Go.to(transform, 2f, new GoTweenConfig().positionPath(path, true)); var path2 = new GoSpline("diag_right_to_left_one_square"); var move2 = Go.to(transform, 2f, new GoTweenConfig().positionPath(path2, true)); var path3 = new GoSpline("top_to_bot_one_third"); var move3 = Go.to(transform, 2f, new GoTweenConfig().positionPath(path3, true)); var move4 = Go.to(transform, 2f, new GoTweenConfig().positionPath(path3, true)); var chain = new GoTweenChain(new GoTweenCollectionConfig().setIterations(1)); chain.append(move); chain.append(move2); chain.append(move3); chain.append(move4); tween = chain; tween.play(); }
/// <summary> /// adds an AbstractTween (Tween, TweenChain or TweenFlow) to the current list of running Tweens /// </summary> public static void addTween( AbstractGoTween tween ) { // early out for invalid items if( !tween.isValid() ) return; // dont add the same tween twice if( _tweens.Contains( tween ) ) return; // check for dupes and handle them before adding the tween. we only need to check for Tweens if( duplicatePropertyRule != GoDuplicatePropertyRuleType.None && tween is GoTween ) { // if handleDuplicatePropertiesInTween returns true it indicates we should not add this tween if( handleDuplicatePropertiesInTween( tween as GoTween ) ) return; // if we became invalid after handling dupes dont add the tween if( !tween.isValid() ) return; } _tweens.Add( tween ); tween.play (); // enable ourself if we are not enabled if( !instance.enabled ) // purposely using the static instace property just once for initialization _instance.enabled = true; // if the Tween isn't paused and it is a "from" tween jump directly to the start position if( tween is GoTween && ((GoTween)tween).isFrom && tween.state != GoTweenState.Paused ) tween.update( 0 ); // should we start up the time scale independent update? if( !_instance._timeScaleIndependentUpdateIsRunning && tween.updateType == GoUpdateType.TimeScaleIndependentUpdate ) _instance.StartCoroutine( _instance.timeScaleIndependentUpdate() ); #if UNITY_EDITOR _instance.gameObject.name = string.Format( "GoKit ({0} tweens)", _tweens.Count ); #endif }