/// <summary> /// Start the tweening operation. /// </summary> static public UTweenTransform Begin(GameObject go, float duration, Transform from, Transform to) { UTweenTransform comp = UTweener.Begin <UTweenTransform>(go, duration); comp.from = from; comp.to = to; if (duration <= 0f) { comp.Sample(1f, true); comp.enabled = false; } return(comp); }
/// <summary> /// Start the tweening operation. /// </summary> static public UTweenPosition Begin(GameObject go, float duration, Vector3 pos) { UTweenPosition comp = UTweener.Begin <UTweenPosition>(go, duration); comp.from = comp.value; comp.to = pos; if (duration <= 0f) { comp.Sample(1f, true); comp.enabled = false; } return(comp); }
/// <summary> /// Start the tweening operation. /// </summary> static public UTweenRotation Begin(GameObject go, float duration, Quaternion rot) { UTweenRotation comp = UTweener.Begin <UTweenRotation>(go, duration); comp.from = comp.value.eulerAngles; comp.to = rot.eulerAngles; if (duration <= 0f) { comp.Sample(1f, true); comp.enabled = false; } return(comp); }
/// <summary> /// Start the tweening operation. /// </summary> static public UTweenScale Begin(GameObject go, float duration, Vector3 scale) { UTweenScale comp = UTweener.Begin <UTweenScale>(go, duration); comp.from = comp.value; comp.to = scale; if (duration <= 0f) { comp.Sample(1f, true); comp.enabled = false; } return(comp); }
/// <summary> /// Start the tweening operation. /// </summary> static public UTweenColor Begin(GameObject go, float duration, Color color) { #if UNITY_EDITOR if (!Application.isPlaying) { return(null); } #endif UTweenColor comp = UTweener.Begin <UTweenColor>(go, duration); comp.from = comp.value; comp.to = color; if (duration <= 0f) { comp.Sample(1f, true); comp.enabled = false; } return(comp); }
/// <summary> /// Update the tweening factor and call the virtual update function. /// </summary> void Update() { float delta = ignoreTimeScale ? URealTime.deltaTime : Time.deltaTime; float time = ignoreTimeScale ? URealTime.time : Time.time; if (!mStarted) { mStarted = true; mStartTime = time + delay; } if (time < mStartTime) { return; } // Advance the sampling factor mFactor += amountPerDelta * delta; // Loop style simply resets the play factor after it exceeds 1. if (style == Style.Loop) { if (mFactor > 1f) { mFactor -= Mathf.Floor(mFactor); } } else if (style == Style.PingPong) { // Ping-pong style reverses the direction if (mFactor > 1f) { mFactor = 1f - (mFactor - Mathf.Floor(mFactor)); mAmountPerDelta = -mAmountPerDelta; } else if (mFactor < 0f) { mFactor = -mFactor; mFactor -= Mathf.Floor(mFactor); mAmountPerDelta = -mAmountPerDelta; } } // If the factor goes out of range and this is a one-time tweening operation, disable the script if ((style == Style.Once) && (duration == 0f || mFactor > 1f || mFactor < 0f)) { mFactor = Mathf.Clamp01(mFactor); Sample(mFactor, true); // Disable this script unless the function calls above changed something if (duration == 0f || (mFactor == 1f && mAmountPerDelta > 0f || mFactor == 0f && mAmountPerDelta < 0f)) { enabled = false; } if (current == null) { current = this; if (onFinished != null) { mTemp = onFinished; onFinished = new List <UEventDelegate>(); // Notify the listener delegates UEventDelegate.Execute(mTemp); // Re-add the previous persistent delegates for (int i = 0; i < mTemp.Count; ++i) { UEventDelegate ed = mTemp[i]; if (ed != null && !ed.oneShot) { UEventDelegate.Add(onFinished, ed, ed.oneShot); } } mTemp = null; } // Deprecated legacy functionality support if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished)) { eventReceiver.SendMessage(callWhenFinished, this, SendMessageOptions.DontRequireReceiver); } current = null; } } else { Sample(mFactor, false); } }