setTo() public method

public setTo ( Transform to ) : LTDescr
to Transform
return LTDescr
    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;
    }
        protected virtual void Punch(Vector3 axis, float intensity, float time)
        {
            GameObject go = punchObject;

            if (go == null)
            {
                go = Camera.main.gameObject;
            }

            if (go != null)
            {
                float   shakePeriodTime = 0.42f;                            // The period of each shake
                LTDescr shakeTween      = LeanTween.moveLocal(gameObject, axis * intensity, 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(punchObject, intensity, 0f, time).setOnUpdate(
                    (float val) => {
                    shakeTween.setTo(axis * val);
                }
                    ).setEase(LeanTweenType.easeInQuart);
            }
        }
Esempio n. 3
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    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;
            });
        }
    }
Esempio n. 4
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    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;
    }
Esempio n. 5
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    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
    }
Esempio n. 6
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        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
        }
Esempio n. 7
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    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);
    }
Esempio n. 8
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        public void shakeAndBake()
        {
            float   shakeAmt        = 1f;                               // 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.forward, 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);
        }
    void stopShake()
    {
        LeanTween.value(gameObject, 1f, 4.0f, 2.0f).setOnUpdate(
            (float val) => {
            //tween1.setTime(val*0.2f);
            tween2.setTime(val * 0.25f);

            //tween1.setTo(Vector3.up*val);
            tween2.setTo(Vector3.right * (1.0f / val));
        }
            ).setEase(LeanTweenType.easeInSine).setOnComplete(
            () => {
            //tween1.setRepeat(1);
            tween2.setRepeat(1);
            Debug.Log("finished");
        }
            );
    }
Esempio n. 10
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    protected void ShakePanel(object parameters)
    {
        // Parameters: RectTransform panel, Vector3 direction, float amount
        object[] parameterList = parameters as object[];

        RectTransform panel     = (RectTransform)parameterList[0];
        Vector3       direction = (Vector3)parameterList[1];
        float         amount    = (float)parameterList[2];

        // Check if we have a callback, sometimes this will be needed
        OnShakePanelComplete shakePanelComplete = null;

        if (parameterList.Length > 3)
        {
            shakePanelComplete = (OnShakePanelComplete)parameterList[3];
        }

        // Setup Shake Properties
        float forceJump = 9.5f;
        float height    = Mathf.PerlinNoise(forceJump, 0f) * amount;

        height = height * height * 0.3f;
        float   shakeAmt        = height * 0.2f;                    // the degrees to shake the camera
        float   shakePeriodTime = 0.32f;                            // The period of each shake
        float   dropOffTime     = 1.25f;                            // How long it takes the shaking to settle down to nothing
        LTDescr shakeTween      = LeanTween.moveLocal(panel.gameObject, direction * 1.5f, 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(panel.gameObject, shakeAmt, 0f, dropOffTime).setOnUpdate(
            (float val) => {
            shakeTween.setTo(direction * val);
        }
            ).setEase(LeanTweenType.easeOutQuad).setOnComplete(() => {
            if (shakePanelComplete != null)
            {
                shakePanelComplete();
            }
        });
    }
    public static void Shake(this GameObject gameObject, float force = 10f, float jump = 9.5f, float easeOff = 1.6f, float time = 0.42f)
    {
        float height = Mathf.PerlinNoise(jump, 0f) * force;

        height = height * height * 0.3f;

        float   shakeAmt        = height * 0.2f;                    // the degrees to shake
        float   shakePeriodTime = time;                             // The period of each shake
        float   dropOffTime     = easeOff;                          // 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 shake down to zero
        LeanTween.value(gameObject, shakeAmt, 0f, dropOffTime).setOnUpdate(
            (float val) => {
            shakeTween.setTo(Vector3.right * val);
        }
            ).setEase(LeanTweenType.easeOutQuad);
    }
Esempio n. 12
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    public void Shake()
    {
        float height = Mathf.PerlinNoise(jumpIterator, 0) * 5;

        height = height * height * 0.2f;

        //Degrees to shake the camera
        float shakeAmount = height;

        //Period of each shake
        float shakePeriodOfTime = 0.25f;

        //How long it takes for the shaking to stop
        float dropOffTime = 1.25f;

        //No idea what this stuff does
        LTDescr shakeTween = LeanTween.rotateAroundLocal(gameObject, Vector3.right, shakeAmount, shakePeriodOfTime).setEase(LeanTweenType.easeShake).setLoopClamp().setRepeat(-1);

        LeanTween.value(gameObject, shakeAmount, 0, dropOffTime).setOnUpdate((float val) => {
            shakeTween.setTo(Vector3.right * val);
        }).setEase(LeanTweenType.easeOutQuad);
    }
Esempio n. 13
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    public float jumpIter = 4.5f;   // Koliko jako ce se kamera tresti

    public void Shake()
    {
        float height = Mathf.PerlinNoise(jumpIter, 0f) * 5;

        height = height * height * 0.2f;

        float shakeAmt        = height; // * 0.01f; // stupnjevi po kojima se kamera trese
        float shakePeriodTime = 0.25f;  // period
        float dropOffTime     = 1.25f;  // koliko dugo treba da se stabilizira

        LTDescr shakeTween = LeanTween.rotateAroundLocal(gameObject, Vector3.right, shakeAmt, shakePeriodTime).setEase(LeanTweenType.easeShake).setLoopClamp().setRepeat(-1);

        // LeanTween ce koristiti easeShake od sve dok shakeAmt ne postane 0, a trebat ce 1.25 sekundi
        LeanTween.value(gameObject, shakeAmt, 0, dropOffTime).setOnUpdate(( float val ) => { shakeTween.setTo(Vector3.right * val); }).setEase(LeanTweenType.easeOutQuad);
    }
Esempio n. 14
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    public void Shake()
    {
        float height = Mathf.PerlinNoise(jumpIter, 0f) * 5;

        height = height * height * 0.2f;

        float shakeAmt        = height;
        float shakePeriodTime = 0.25f;
        float dropOffTime     = 1.25f;

        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);
    }