setDirection() public method

public setDirection ( float direction ) : LTDescr
direction float
return LTDescr
コード例 #1
0
 private void OnMovingBlockTriggerExit(int id)
 {
     if (id == Id)
     {
         // If the movement is completed, we need to create a new one in a reversed direction
         if (movement.ratioPassed == 1f)
         {
             movement = LeanTween.moveSpline(gameObject, spline.pts, MovementSpeed / 2).setEase(LeanTweenType.easeInOutQuad).setDirection(-1);
             rotation = LeanTween.rotate(gameObject, initialRotation.eulerAngles, MovementSpeed / 2);
         }
         else
         {
             movement.setDirection(-1).setTime(MovementSpeed / 2);
             rotation.setDirection(-1).setTime(MovementSpeed / 2);
         }
     }
 }
コード例 #2
0
ファイル: TestingPunch.cs プロジェクト: rickyvelis/MazeGame
    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!");

            LeanTween.moveLocalX(gameObject, 5, 1).setOnComplete(() =>
            {
                Debug.Log("on complete move local X");
            }).setOnCompleteOnStart(true);

            GameObject light = GameObject.Find("DirectionalLight");
            Light      lt    = light.GetComponent <Light>();

            LeanTween.value(lt.gameObject, lt.intensity, 0.0f, 1.5f)
            .setEase(LeanTweenType.linear)
            .setLoopPingPong()
            .setRepeat(-1)
            .setOnUpdate((float val) =>
            {
                lt.intensity = val;
            });
        }
        if (Input.GetKeyDown(KeyCode.S))
        {
            print("scale punch!");

            tweenStatically(this.gameObject);

            LeanTween.scale(this.gameObject, new Vector3(1.15f, 1.15f, 1.15f), 0.6f);

            LeanTween.rotateAround(this.gameObject, Vector3.forward, -360f, 0.3f).setOnComplete(() =>
            {
                LeanTween.rotateAround(this.gameObject, Vector3.forward, -360f, 0.4f).setOnComplete(() =>
                {
                    LeanTween.scale(this.gameObject, new Vector3(1f, 1f, 1f), 0.1f);

                    LeanTween.value(this.gameObject, (v) =>
                    {
                    }, 0, 1, 0.3f).setDelay(1);
                });
            });
        }

        if (Input.GetKeyDown(KeyCode.T))
        {
            Vector3[] pts = new Vector3[] { new Vector3(-1f, 0f, 0f), new Vector3(0f, 0f, 0f), new Vector3(4f, 0f, 0f), new Vector3(20f, 0f, 0f) };
            descr = LeanTween.move(gameObject, pts, 15f).setOrientToPath(true).setDirection(1f).setOnComplete(() =>
            {
                Debug.Log("move path finished");
            });
        }

        if (Input.GetKeyDown(KeyCode.Y)) // Reverse the move path
        {
            descr.setDirection(-descr.direction);
        }

        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!");
            Time.timeScale = 0.25f;
            float start = Time.realtimeSinceStartup;
            LeanTween.moveX(this.gameObject, 1f, 1f).setOnComplete(destroyOnComp).setOnCompleteParam(this.gameObject).setOnComplete(() =>
            {
                float end  = Time.realtimeSinceStartup;
                float diff = end - start;
                Debug.Log("start:" + start + " end:" + end + " diff:" + diff + " x:" + this.gameObject.transform.position.x);
            }).setEase(LeanTweenType.easeInBack).setOvershoot(overShootValue).setPeriod(0.3f);
        }

        if (Input.GetKeyDown(KeyCode.C))
        {
            LeanTween.color(this.gameObject, new Color(1f, 0f, 0f, 0.5f), 1f);

            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).setLoopPingPong(1).setEase(LeanTweenType.easeOutBounce);
        }

        if (Input.GetKeyDown(KeyCode.E))
        {
            LeanTween.delayedCall(gameObject, 0.3f, delayedMethod).setRepeat(4).setOnCompleteOnRepeat(true).setOnCompleteParam("hi");
        }

        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 });
        }

        if (Input.GetKeyDown(KeyCode.U))
        {
#if !UNITY_FLASH
            LeanTween.value(gameObject, (Vector2 val) =>
            {
                // Debug.Log("tweening vec2 val:"+val);
                transform.position = new Vector3(val.x, transform.position.y, transform.position.z);
            }, new Vector2(0f, 0f), new Vector2(5f, 100f), 1f).setEase(LeanTweenType.easeOutBounce);

            GameObject l = GameObject.Find("LCharacter");
            Debug.Log("x:" + l.transform.position.x + " y:" + l.transform.position.y);
            LeanTween.value(l, new Vector2(l.transform.position.x, l.transform.position.y), new Vector2(l.transform.position.x, l.transform.position.y + 5), 1f).setOnUpdate(
                (Vector2 val) =>
            {
                Debug.Log("tweening vec2 val:" + val);
                l.transform.position = new Vector3(val.x, val.y, transform.position.z);
            }

                );
#endif
        }
    }