void Awake() { // Save our start position Vector2 startPos = RectTransform.anchoredPosition; // Save our end position Vector2 endPos = new Vector2(startPos.x, startPos.y + 300f); /* * // Create a QuadraticInOut Tween * m_OpenTween = EZTween.QuadraticInOut(m_MoveDuration, t => { * // On every update we lerp our position based on the t * RectTransform.anchoredPosition = Vector2.Lerp(startPos, endPos, t); * }).OnComplete(() => { * // When the Tween is done, we move back to the start position * RectTransform.anchoredPosition = startPos; * }); * //*/ m_OpenTween = EZTween.CubicOut(m_MoveDuration, t => { // On every update we lerp our position based on the t RectTransform.anchoredPosition = Vector2.LerpUnclamped(startPos, endPos, t); }).OnComplete(() => { // When the Tween is done, we move back to the start position RectTransform.anchoredPosition = startPos; }); }
void Update() { if (Input.GetKeyDown(KeyCode.Space)) { //Debug.Log("Open Tween Playing"); openTween.Play(); EZTween.QuadraticInOut(10f, t => { }).Play("ID"); } }
// Start is called before the first frame update void Start() { Tween tween = EZTween.Linear(2f, t => { }).OnComplete(() => { //Debug.Log("Done!"); }); //tween.Play(); //tween.Pause(); //tween.Stop(); //tween.Restart(); //EZTween.QuadraticInOut(1f, t => { //Debug.Log(t); //}).Play(); }
private void Awake() { EZTween.Init(); }