コード例 #1
0
ファイル: PlayerHand.cs プロジェクト: hubatish/barVR
 public void MoveTo(Ingredient ingredient, Transform t, TweenCallback callback)
 {
     //Should tween
     //ingredient.transform.position = t.position;
     ingredient.GetComponent<Rigidbody>().DOMove(t.position, 1f).OnComplete(callback);
     ingredient.GetComponent<Rigidbody>().velocity = Vector3.zero;
 }
コード例 #2
0
ファイル: Tween.cs プロジェクト: kyallbarrows/Cinch_4-3
    /// <summary>
    /// Initializes a new instance of the <see cref="Tween"/> class.
    /// </summary>
    /// <param name='targetObj'>
    /// The objet to perform the Tween on.
    /// </param>
    /// <param name='propertyName'>
    /// Property name, eg. "X", "Y", "ScaleX", "Alpha", etc.
    /// </param>
    /// <param name='endVal'>
    /// The value to tween to.  The tween will run from the property's value at start time to the end value.
    /// </param>
    /// <param name='duration'>
    /// Duration in seconds of the tween.
    /// </param>
    /// <param name='easingType'>
    /// Easing type.  Any function matching the see cref="EaseValue"/> delegate.  
    /// </param>
    /// <param name='delay'>
    /// Delay, in seconds.
    /// </param>
    /// <param name='startCallback'>
    /// Called when tween starts (after any delay).  
    /// </param>
    /// <param name='endCallback'>
    /// Called when tween ends
    /// </param>
    /// <exception cref='Exception'>
    /// Thrown when a Tween is created before Stage
    /// </exception>
    /// <exception cref='ArgumentException'>
    /// Thrown when targetObj param is null or targetObj does not have property referenced by propertyName arg.
    /// </exception>
    public Tween(DisplayObjectContainer targetObj, string propertyName, float endVal, float duration, EaseValue easingType, float delay = 0f, TweenCallback startCallback = null, TweenCallback endCallback = null)
    {
        if (TweenRunner.Instance == null)
            throw new Exception("TweenRunner must be added to Stage before creating Tweens");

        if (targetObj == null)
            throw new ArgumentException("targetObj is null");

        Id = Guid.NewGuid();
        TargetObj = targetObj;
        if (!String.IsNullOrEmpty(propertyName))
        {
            Property = targetObj.GetType().GetProperty(propertyName);
            if (Property == null)
                throw new ArgumentException("targetObj does not have property named " + propertyName);
        }
        //StartVal gets set when tween actually starts running, since the value may change during a delay
        EndVal = endVal;
        StartTime = TweenRunner.Instance.__GetCurrentTime();
        Duration = duration;
        EasingType = easingType;
        Delay = delay;
        StartCallback = startCallback;
        EndCallback = endCallback;

        if (!String.IsNullOrEmpty(propertyName))
            TweenRunner.Instance.__AddTween(this);
    }
コード例 #3
0
        public virtual void FadeOut(float duration, TweenCallback onComplete=null)
        {
            if (isTransitionComplete == false)
                return;

            isTransitionComplete = false;
            Sequence tween = DOTween.Sequence ();
            tween.Append (canvasGroup.DOFade (0.0f, duration).OnComplete (OnCompleteTransition));
            if (onComplete != null)
                tween.OnComplete (onComplete);
            tween.Play ();
        }
コード例 #4
0
ファイル: Easing.cs プロジェクト: WEASEL4994/GameJam2016
    public static IEnumerator tween_cr(Type easeType, float start, float end, float time, TweenCallback callback)
    {
        float t = 0;
        while (t < time)
        {
            float val = Ease(easeType, start, end, t / time);
            if (callback != null) { callback(val); }

            t += Time.deltaTime;
            yield return null;
        }

        if (callback != null) { callback(end); }
    }
コード例 #5
0
ファイル: Tweening.cs プロジェクト: DatZach/Californium
        public static TweenFunc Create(TweenType tweenType, double startValue, double endValue, double duration, TweenCallback finished = null)
        {
            var time = 0.0;
            var called = false;

            return overrideTimer =>
            {
                var t = overrideTimer != null ? overrideTimer.Value : (time = Math.Min(time + GameOptions.Timestep, duration));

                if (t >= duration && !called && finished != null)
                {
                    called = true;
                    finished();
                }

                return (TweenMain(tweenType, t, duration) / (1 / (endValue - startValue))) + startValue;
            };
        }
コード例 #6
0
ファイル: Tweening.cs プロジェクト: DatZach/Californium
        public static TweenFunc None(double value, double duration = 0, TweenCallback finished = null)
        {
            var time = 0.0;
            var called = false;

            return overrideTimer =>
            {
                var t = overrideTimer != null ? overrideTimer.Value : (time = Math.Min(time + GameOptions.Timestep, duration));

                if (t >= duration && !called && finished != null)
                {
                    called = true;
                    finished();
                }

                return value;
            };
        }
コード例 #7
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	public static void TitleScreenExit(TweenCallback callback){
		if (instance!=null){
			GameManager.isAnimating = true;
			instance.bg.enabled = true;
			instance.bg.DOColor(new Color(0,0,0,0.7f),1.5f).OnComplete(()=>{
				SFXManager.PlayOneShot(SFXManager.SFX.ping,1,0.5f);
				CharExit();
				CameraEffect.Shake(0.5f);
				instance.bg.color = new Color(1,1,1,1);
				instance.bg.DOColor(new Color(0,0,0,0),0.5f).OnComplete(()=>instance.bg.enabled=false);
			});
			instance.titleName.rectTransform.anchoredPosition = new Vector2(0,0);
			instance.titleName.rectTransform.localScale = new Vector3(1,1,1);
			DOTween.To(()=>instance.titleName.rectTransform.anchoredPosition,
			           (Vector2 anchorPos)=>{instance.titleName.rectTransform.anchoredPosition = anchorPos;},
			new Vector2(0,250),0.5f).SetDelay(1.5f).SetEase(Ease.OutBack).OnComplete(()=>GameManager.isAnimating=false);
			instance.titleName.rectTransform.DOScale(0.5f,0.5f).SetDelay(1.5f).SetEase(Ease.OutBack).OnComplete(callback) ;
		}
	}
コード例 #8
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    public void Play(bool forward = true, TweenCallback onCompleteCallback = null, TweenCallback onRewindCallback = null)
    {
        if (!this.enabled)
        {
            // onCompleteCallback?.Invoke();
            if (onCompleteCallback != null)
            {
                onCompleteCallback();
            }

            return;
        }

        if (autoKill)
        {
            Initialize();

            tweener.Pause();
        }

        var newTweenParams = CommonTweenParams;

        if (onCompleteCallback != null)
        {
            newTweenParams.OnComplete(onCompleteCallback);
        }

        if (onRewindCallback != null)
        {
            newTweenParams.OnRewind(onRewindCallback);
        }

        tweener.SetAs(newTweenParams);

        if (forward) {
            ResetFrom();
            tweener.PlayForward();
        } else {
            tweener.PlayBackwards();
        }

        isForward = forward;
    }
コード例 #9
0
ファイル: GOTween.cs プロジェクト: wildrabbit/jamrabbit
    public GOTween(GameObject target,
        float duration,
        EaseFunction easeFunction = null,
        TweenCallback completeCallback = null,
        TweenCallback updateCallback = null)
    {
        if (easeFunction == null)
        {
            m_ease = EaseFunctions.LinearNone;
        }
        else
        {
            m_ease = easeFunction;
        }

        m_target = target;
        m_duration = duration;
        m_elapsed = 0.0f;
        m_completeCallback = completeCallback;
        m_updateCallback = updateCallback;
    }
コード例 #10
0
ファイル: TweenParams.cs プロジェクト: kanon1109/dotween
        /// <summary>Clears and resets this TweenParams instance using default values,
        /// so it can be reused without instantiating another one</summary>
        public TweenParams Clear()
        {
            id = target = null;
            updateType = DOTween.defaultUpdateType;
            isIndependentUpdate = DOTween.defaultTimeScaleIndependent;
            onStart = onPlay = onRewind = onUpdate = onStepComplete = onComplete = onKill = null;
            onWaypointChange = null;
            isRecyclable = DOTween.defaultRecyclable;
            isSpeedBased = false;
            autoKill = DOTween.defaultAutoKill;
            loops = 1;
            loopType = DOTween.defaultLoopType;
            delay = 0;
            isRelative = false;
            easeType = Ease.Unset;
            customEase = null;
            easeOvershootOrAmplitude = DOTween.defaultEaseOvershootOrAmplitude;
            easePeriod = DOTween.defaultEasePeriod;

            return this;
        }
コード例 #11
0
 public static void animVec2CallbackU(DOGetter <Vector2> getter, DOSetter <Vector2> setter, float duration, Vector2 animTo, TweenCallback onUpd, Ease easeType = Ease.Linear)
 {
     DOTween.To(getter, setter, animTo, duration).SetEase(easeType).SetUpdate(false).OnUpdate(onUpd);
 }
コード例 #12
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    public static void PlayAnim(RectTransform target, Vector2 endValue, float duration, float scaleEndValue, TweenCallback action)
    {
        DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration)
        .SetOptions(false).SetTarget(target).SetEase <Tweener>(Ease.Linear);
        Vector3 endValueV3 = new Vector3(scaleEndValue, scaleEndValue, scaleEndValue);

        DOTween.To(() => target.localScale, x => target.localScale = x, endValueV3, duration).SetTarget(target)
        .SetEase <Tweener>(Ease.Linear).OnComplete <Tweener>(action);
    }
コード例 #13
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        private static IEnumerator NextFixedFrameCoroutine(TweenCallback callback)
        {
            yield return(new WaitForFixedUpdate());

            callback.Invoke();
        }
コード例 #14
0
ファイル: WMG_Anim.cs プロジェクト: QSilver/UnityBlob
 public static void animPositionCallbacks(GameObject obj, float duration, Ease easeType, Vector3 animTo, TweenCallback onUpd, TweenCallback onComp, string tid)
 {
     DOTween.To(()=> obj.transform.localPosition, x=> obj.transform.localPosition = x, animTo, duration).SetEase(easeType).SetUpdate(false)
         .OnUpdate(onUpd).OnComplete(onComp).SetId(tid);
 }
コード例 #15
0
ファイル: Easing.cs プロジェクト: Vicky-V/BreakMEOWT
 public static Coroutine StartTween(MonoBehaviour parent, Type easeType, float start, float end, float time, TweenCallback callback)
 {
     return parent.StartCoroutine(tween_cr(easeType, start, end, time, callback));
 }
コード例 #16
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        public virtual void SlideOut(float duration, SlideTo to, TweenCallback onComplete=null)
        {
            if (isTransitionComplete == false)
                return;
            isTransitionComplete = false;

            rectTransform.localPosition = _defaultLocalPosition;
            Sequence tween = DOTween.Sequence ();
            switch (to)
            {
            case SlideTo.Up:
                tween.Append (rectTransform
                    .DOLocalMoveY (_defaultLocalPosition.y + rectTransform.sizeDelta.y, duration)
                    .OnComplete (OnCompleteTransition));
                break;
            case SlideTo.Down:
                tween.Append (rectTransform
                    .DOLocalMoveY (_defaultLocalPosition.y - rectTransform.sizeDelta.y, duration)
                    .OnComplete (OnCompleteTransition));
                break;
            case SlideTo.Left:
                tween.Append (rectTransform
                    .DOLocalMoveX (_defaultLocalPosition.x - rectTransform.sizeDelta.x, duration)
                    .OnComplete (OnCompleteTransition));
                break;
            case SlideTo.Right:
                tween.Append (rectTransform
                    .DOLocalMoveX (_defaultLocalPosition.x + rectTransform.sizeDelta.x, duration)
                    .OnComplete (OnCompleteTransition));
                break;
            default:
                Debug.LogErrorFormat ("{0} NotFoend {1}", typeof (SlideTo).Name, to);
                break;
            }
            if (onComplete != null)
                tween.OnComplete (onComplete);
            tween.Play ();
        }
コード例 #17
0
ファイル: CardManager.cs プロジェクト: Pasdedeux/MJAssembly
    /// <summary>
    /// 指定两张牌移动到两者之间的位置,放大,最后移动到屏幕游戏右下角,缩小
    /// </summary>
    /// <param name="baseCard1">Base card1.</param>
    /// <param name="baseCard2">Base card2.</param>
    private void EffectMoveToMiddlePoint(BaseCard baseCard1, BaseCard baseCard2, Action action = null)
    {
        Debug.Log("移动到两点间的位置");
        float moveTime       = _cardConfig.CardMoveNormalTime;
        float middleMoveTime = _cardConfig.CardMoveToMiddleTime;

        Sequence sq;

        if (action == null)
        {
            sq = _cardMiddleSequence;
            if (sq != null)
            {
                sq.Complete();
                sq.Kill();
                sq = null;
            }
        }

        sq = DOTween.Sequence();
        sq.PrependCallback(() => { _canPlayBack = false; /*InputControlManager.Instance.IsEnable = false;*/ });

        GameObject obj1 = baseCard1.cardObj;
        GameObject obj2 = baseCard2.cardObj;

        Vector3 pos1           = obj1.transform.position;
        Vector3 pos2           = obj2.transform.position;
        Vector3 targetPosLeft  = (pos1 + pos2) * 0.5f + Vector3.left * CARDS_HALFWIDTH;
        Vector3 targetPosRight = (pos1 + pos2) * 0.5f + Vector3.right * CARDS_HALFWIDTH;

        TweenCallback getMiddleFunc = () =>
        {
            _smog.transform.position = (targetPosLeft + targetPosRight) * 0.5f;
            _smog.SetActive(true);
            LitTool.DelayPlayFunction(1f, () =>
            {
                _smog.transform.position = Vector3.one * 999;
                _smog.SetActive(false);
            });
        };

        //移动到中心点
        if (pos1.x <= pos2.x)
        {
            baseCard1.sprite.sortingOrder = 10000 - 1;
            baseCard2.sprite.sortingOrder = 10000 + 1;

            sq.Join(obj1.transform.DOMove(targetPosLeft + Vector3.left * _cardConfig.CardMoveOutRange, _cardConfig.CardMoveOutTime).SetEase(Ease.OutQuint));
            sq.Join(obj2.transform.DOMove(targetPosRight + Vector3.right * _cardConfig.CardMoveOutRange, _cardConfig.CardMoveOutTime).SetEase(Ease.OutQuint));

            sq.AppendInterval(_cardConfig.CardMoveOutTime);

            sq.Join(obj1.transform.DOMove(targetPosLeft, middleMoveTime).SetEase(_cardConfig.EaseType));
            sq.Join(obj2.transform.DOMove(targetPosRight, middleMoveTime).SetEase(_cardConfig.EaseType).OnComplete(getMiddleFunc));          //reache call Back
        }
        else
        {
            baseCard1.sprite.sortingOrder = 10000 + 1;
            baseCard2.sprite.sortingOrder = 10000 - 1;

            sq.Join(obj1.transform.DOMove(targetPosRight + Vector3.right * _cardConfig.CardMoveOutRange, _cardConfig.CardMoveOutTime).SetEase(Ease.OutQuint));
            sq.Join(obj2.transform.DOMove(targetPosLeft + Vector3.left * _cardConfig.CardMoveOutRange, _cardConfig.CardMoveOutTime).SetEase(Ease.OutQuint));

            sq.AppendInterval(_cardConfig.CardMoveOutTime);

            sq.Join(obj1.transform.DOMove(targetPosRight, middleMoveTime).SetEase(_cardConfig.EaseType));
            sq.Join(obj2.transform.DOMove(targetPosLeft, middleMoveTime).SetEase(_cardConfig.EaseType).OnComplete(getMiddleFunc));           //reache call Back
        }
        //_cardMiddleSequence.Join( obj1.transform.DOScale( Vector3.one * 1.1f, middleMoveTime * 0.5f ).SetEase( Ease.Linear ) );
        //_cardMiddleSequence.Join( obj2.transform.DOScale( Vector3.one * 1.1f, middleMoveTime * 0.5f ).SetEase( Ease.Linear ) );

        //中心点等待
        sq.AppendInterval(_cardConfig.MiddleStayTime);

        sq.Join(baseCard2.sprite.material.DOFade(0f, moveTime));
        sq.Join(baseCard1.sprite.material.DOFade(0f, moveTime));

        sq.Join(obj1.transform.DOScale(Vector3.one * 0.5f, moveTime).SetEase(Ease.Linear));
        sq.Join(obj2.transform.DOScale(Vector3.one * 0.5f, moveTime).SetEase(Ease.Linear));

        //结束
        sq.AppendCallback(() => { _canPlayBack = true; CheckCameraPos(); if (action != null)
                                  {
                                      action();
                                  }
                                  sq.Kill(); /*baseCard1.cardObj.SetActive( false ); baseCard2.cardObj.SetActive( false );*/ });
    }
コード例 #18
0
 public static Tweener ShowCenterToBig(Transform trans, TweenCallback callback)
 {
     trans.localScale = Vector3.zero;
     trans.gameObject.SetActive(true);
     return(trans.DOScale(Vector3.one, 1.5f).SetEase(Ease.InOutSine).SetAutoKill(false).OnComplete(callback));
 }
コード例 #19
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 public static Tweener TryAddUITween(this Transform trans, UIAnimationType mUIShowStyle, TweenCallback callback = null)
 {
     if (mUIShowStyle == UIAnimationType.CenterToBig)
     {
         return(CUITweener.ShowCenterToBig(trans, callback));
     }
     else if (mUIShowStyle == UIAnimationType.FromDown || mUIShowStyle == UIAnimationType.FromLeft || mUIShowStyle == UIAnimationType.FromRight || mUIShowStyle == UIAnimationType.FromTop)
     {
         return(CUITweener.ShowFromDir(trans, mUIShowStyle, callback));
     }
     else
     {
         return(null);
     }
 }
コード例 #20
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 /// <summary>
 /// Starts the Close animation. (Coroutine inside TransitionManager)
 /// </summary>
 public void Close(TweenCallback callback = null) => AnimateTransition(false, callback);
コード例 #21
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 /// <summary>
 /// Starts the Open animation
 /// </summary>
 public void Open(TweenCallback callback = null) => AnimateTransition(true, callback);
コード例 #22
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        /// <summary>
        /// Perform movement of "wheel" of letters to find, and change the position to a "next one".
        /// </summary>
        /// <param name="_dropArea"></param>
        /// <param name="_position"></param>
        /// <param name="_callback"></param>
        void positionigAreaDropElement(DropSingleArea _dropArea, DropAreaPositions _position, TweenCallback _callback = null)
        {
            float    durantion = 0.4f;
            Sequence _sequence = DOTween.Sequence();
            bool     needFade  = false;

            if (_position == DropAreaPositions.CompletedPos)
            {
                needFade = true;
            }

            // - Actual elimination
            _dropArea.transform.DOLocalRotate(getRotation(_position), durantion);
            _sequence.Append(_dropArea.transform.DOLocalMove(getPosition(_position), durantion)).OnComplete(delegate()
            {
                if (needFade)
                {
                    _sequence.Append(_dropArea.GetComponent <MeshRenderer>().materials[0].DOFade(0, durantion));
                    _sequence.Append(_dropArea.LetterLable.transform.DOLocalMove(new Vector3(getPosition(_position).x, -2, getPosition(_position).z), durantion));
                    // pro only
                    // sequence.Append(Aree[actualAreaIndex].LetterLable.DOFade(0, 0.4f));
                    //if (_dropArea.DrawSprite)
                    //    _dropArea.DrawSprite.DOFade(0, 0.4f);
                    if (_dropArea.DrawText)
                    {
                        _dropArea.DrawText.DOFade(0, 0.4f);
                    }
                }
                if (_callback != null)
                {
                    _callback();
                }
            });
        }
コード例 #23
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 public static void PlayPunchAnimation(Transform obj, float animationTime, float punchSize, TweenCallback animationCompleteCallBack)
 {
     obj.DOKill(true);
     obj.DOPunchScale(new Vector3(punchSize, punchSize, 0f), animationTime, 2, 1f).OnComplete(animationCompleteCallBack);
 }
コード例 #24
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 public static void animPositionCallbacks(GameObject obj, float duration, Ease easeType, Vector3 animTo, TweenCallback onUpd, TweenCallback onComp, string tid)
 {
     DOTween.To(() => obj.transform.localPosition, x => obj.transform.localPosition = x, animTo, duration).SetEase(easeType).SetUpdate(false)
     .OnUpdate(onUpd).OnComplete(onComp).SetId(tid);
 }
コード例 #25
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        public static void TweenJump(GameObject go, Vector3 end, float power, int num, float time, Vector3 ro, TweenCallback cb)
        {
            Sequence tw = go.transform.DOLocalJump(end, 800, 1, time);

            tw.OnComplete(cb);
            go.transform.DOBlendableLocalRotateBy(ro, time);
        }
コード例 #26
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ファイル: WMG_Anim.cs プロジェクト: zwbrant/uw-earthgames-stp
	public static void animFloatCallbacks(DOGetter<float> getter, DOSetter<float> setter, float duration, float animTo, TweenCallback onUpd, TweenCallback onComp, Ease easeType = Ease.Linear) {
		DOTween.To(getter, setter, animTo, duration).SetEase(easeType).SetUpdate(false).OnUpdate(onUpd).OnComplete(onComp);
	}
コード例 #27
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 TweenConfiguredSource()
 {
     onCompleteCallbackDelegate = OnCompleteCallbackDelegate;
     onUpdateDelegate           = OnUpdate;
 }
コード例 #28
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ファイル: WMG_Anim.cs プロジェクト: zwbrant/uw-earthgames-stp
	public static void animVec2CallbackU(DOGetter<Vector2> getter, DOSetter<Vector2> setter, float duration, Vector2 animTo, TweenCallback onUpd, Ease easeType = Ease.Linear) {
		DOTween.To(getter, setter, animTo, duration).SetEase(easeType).SetUpdate(false).OnUpdate(onUpd);
	}
コード例 #29
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ファイル: DOVirtual.cs プロジェクト: kanon1109/dotween
 /// <summary>
 /// Tweens a virtual float.
 /// You can add regular settings to the generated tween,
 /// but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter
 /// </summary>
 /// <param name="from">The value to start from</param>
 /// <param name="to">The value to tween to</param>
 /// <param name="duration">The duration of the tween</param>
 /// <param name="onVirtualUpdate">A callback which must accept a parameter of type float, called at each update</param>
 /// <returns></returns>
 public static Tweener Float(float from, float to, float duration, TweenCallback<float> onVirtualUpdate)
 {
     float val = from;
     return DOTween.To(() => val, x => val = x, to, duration).OnUpdate(() => onVirtualUpdate(val));
 }
コード例 #30
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ファイル: TweenParams.cs プロジェクト: kanon1109/dotween
 /// <summary>Sets the onStart callback for the tween.
 /// Called the first time the tween is set in a playing state, after any eventual delay</summary>
 public TweenParams OnStart(TweenCallback action)
 {
     this.onStart = action;
     return this;
 }
コード例 #31
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 public void SetOnComplete(TweenCallback onComplete)
 {
     m_onComplete = onComplete;
 }
コード例 #32
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ファイル: TweenParams.cs プロジェクト: kanon1109/dotween
 /// <summary>Sets the onPlay callback for the tween.
 /// Called when the tween is set in a playing state, after any eventual delay.
 /// Also called each time the tween resumes playing from a paused state</summary>
 public TweenParams OnPlay(TweenCallback action)
 {
     this.onPlay = action;
     return this;
 }
コード例 #33
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ファイル: AudioMng.cs プロジェクト: tobia88/LiangMadFramework
    public void Fade(Sound _snd, float _volume, float _duration, TweenCallback _callback = null)
    {
        AudioSource src = GetSource(_snd);

        src.DOFade(_volume, _duration).OnComplete(_callback);
    }
コード例 #34
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ファイル: TweenParams.cs プロジェクト: kanon1109/dotween
 /// <summary>Sets the onRewind callback for the tween.
 /// Called when the tween is rewinded,
 /// either by calling <code>Rewind</code> or by reaching the start position while playing backwards.
 /// Rewinding a tween that is already rewinded will not fire this callback</summary>
 public TweenParams OnRewind(TweenCallback action)
 {
     this.onRewind = action;
     return this;
 }
コード例 #35
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 /// <summary>
 /// 销毁时的动画
 /// 子类可以继承后修改他实现自己的动画效果
 /// </summary>
 public virtual void AnimOnDestroy(TweenCallback callback = null)
 {
     //放大显示
     transform.FadeOutUINode(0.5f, callback);
 }
コード例 #36
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ファイル: TweenParams.cs プロジェクト: kanon1109/dotween
 /// <summary>Sets the onUpdate callback for the tween.
 /// Called each time the tween updates</summary>
 public TweenParams OnUpdate(TweenCallback action)
 {
     this.onUpdate = action;
     return this;
 }
コード例 #37
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 public static void animFloatCallbacks(DOGetter <float> getter, DOSetter <float> setter, float duration, float animTo, TweenCallback onUpd, TweenCallback onComp, Ease easeType = Ease.Linear)
 {
     DOTween.To(getter, setter, animTo, duration).SetEase(easeType).SetUpdate(false).OnUpdate(onUpd).OnComplete(onComp);
 }
コード例 #38
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ファイル: TweenParams.cs プロジェクト: kanon1109/dotween
 /// <summary>Sets the onComplete callback for the tween.
 /// Called the moment the tween reaches its final forward position, loops included</summary>
 public TweenParams OnComplete(TweenCallback action)
 {
     this.onComplete = action;
     return this;
 }
コード例 #39
0
 public static void animRotationCallbacks(GameObject obj, float duration, Ease easeType, Vector3 animTo, bool relative, TweenCallback onUpd, TweenCallback onComp)
 {
     obj.transform.DOLocalRotate(animTo, duration, RotateMode.FastBeyond360).SetEase(easeType).SetUpdate(false).SetRelative(relative)
     .OnUpdate(onUpd).OnComplete(onComp);
 }
コード例 #40
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ファイル: TweenParams.cs プロジェクト: kanon1109/dotween
 /// <summary>Sets the onKill callback for the tween.
 /// Called the moment the tween is killed</summary>
 public TweenParams OnKill(TweenCallback action)
 {
     this.onKill = action;
     return this;
 }
コード例 #41
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 public static void animScaleCallbackC(GameObject obj, float duration, Ease easeType, Vector3 animTo, TweenCallback onComp)
 {
     DOTween.To(() => obj.transform.localScale, x => obj.transform.localScale = x, animTo, duration).SetEase(easeType).SetUpdate(false)
     .OnComplete(onComp);
 }
コード例 #42
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ファイル: TweenParams.cs プロジェクト: kanon1109/dotween
 /// <summary>Sets the onWaypointChange callback for the tween.
 /// Called when a path tween reaches a new waypoint</summary>
 public TweenParams OnWaypointChange(TweenCallback<int> action)
 {
     this.onWaypointChange = action;
     return this;
 }
コード例 #43
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        public static void TweenBaitJump(GameObject go, Vector3 end, float power, int num, float time, TweenCallback cb)
        {
            Sequence tw = go.transform.DOLocalJump(end, power, 1, time);

            tw.OnComplete(cb);
        }
コード例 #44
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ファイル: ButtonController.cs プロジェクト: hjc00/MyRoguelike
 private void PauseGame()
 {
     Time.timeScale    = 0;
     onOpenPausePanel -= PauseGame;
 }
コード例 #45
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ファイル: LuaExtend.cs プロジェクト: ly774508966/ECS_XLua
    //do float Tweener To(DOSetter<float> setter, float startValue, float endValue, float duration);
    public static Tweener doFloatTo(DG.Tweening.Core.DOSetter <float> call, float startValue, float endValue, float duration, TweenCallback finish = null)
    {
        Tweener tw = null;

        tw = DOTween.To(call, startValue, endValue, duration);
        if (finish != null)
        {
            tw.OnComplete(finish);
        }
        return(tw);
    }
コード例 #46
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ファイル: ButtonController.cs プロジェクト: hjc00/MyRoguelike
 private void OnDestroy()
 {
     onOpenPausePanel -= PauseGame;
 }
コード例 #47
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        public virtual void SlideIn(float duration, SlideTo to, TweenCallback onComplete=null)
        {
            if (isTransitionComplete == false)
                return;
            isTransitionComplete = false;

            switch (to)
            {
            case SlideTo.Up:
                rectTransform.localPosition = _defaultLocalPosition + new Vector3 (0.0f, -rectTransform.sizeDelta.y);
                break;
            case SlideTo.Down:
                rectTransform.localPosition = _defaultLocalPosition + new Vector3 (0.0f, rectTransform.sizeDelta.y);
                break;
            case SlideTo.Left:
                rectTransform.localPosition = _defaultLocalPosition + new Vector3 (rectTransform.sizeDelta.x, 0.0f);
                break;
            case SlideTo.Right:
                rectTransform.localPosition = _defaultLocalPosition + new Vector3 (-rectTransform.sizeDelta.x, 0.0f);
                break;
            default:
                Debug.LogErrorFormat ("{0} NotFoend {1}", typeof (SlideTo).Name, to);
                break;
            }

            Sequence tween = DOTween.Sequence ().Append (rectTransform
                .DOLocalMoveX (0.0f, duration)
                .OnComplete (OnCompleteTransition));

            if (onComplete != null)
                tween.OnComplete (onComplete);
            tween.Play ();
        }
コード例 #48
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 public static T OnComplete <T>(this T t, TweenCallback action)
     where T : Tween => default;
コード例 #49
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ファイル: DOVirtual.cs プロジェクト: SilasDarkmoon/CapsMVC
 /// <summary>Fires the given callback after the given time.</summary>
 /// <param name="delay">Callback delay</param>
 /// <param name="callback">Callback to fire when the delay has expired</param>
 /// <param name="ignoreTimeScale">If TRUE (default) ignores Unity's timeScale</param>
 public static Tween DelayedCall(float delay, TweenCallback callback, bool ignoreTimeScale = true)
 {
     return(DOTween.Sequence().AppendInterval(delay).OnStepComplete(callback).SetUpdate(UpdateType.Normal, ignoreTimeScale).SetAutoKill(true));
 }
コード例 #50
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ファイル: WMG_Anim.cs プロジェクト: QSilver/UnityBlob
 public static void animScaleCallbackC(GameObject obj, float duration, Ease easeType, Vector3 animTo, TweenCallback onComp)
 {
     DOTween.To(()=> obj.transform.localScale, x=> obj.transform.localScale = x, animTo, duration).SetEase(easeType).SetUpdate(false)
         .OnComplete(onComp);
 }
コード例 #51
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ファイル: DOVirtual.cs プロジェクト: kanon1109/dotween
 /// <summary>Fires the given callback after the given time.</summary>
 /// <param name="delay">Callback delay</param>
 /// <param name="callback">Callback to fire when the delay has expired</param>
 /// <param name="ignoreTimeScale">If TRUE (default) ignores Unity's timeScale</param>
 public static Tween DelayedCall(float delay, TweenCallback callback, bool ignoreTimeScale = true)
 {
     return DOTween.Sequence().AppendInterval(delay).OnComplete(callback).SetUpdate(UpdateType.Normal, ignoreTimeScale).SetAutoKill(true);
 }
コード例 #52
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ファイル: Score.cs プロジェクト: JasonClarke226/UnityTetris
 protected override void InternalAlphaScreen(float timeToTween, float alpha, TweenCallback callback)
 {
     base.InternalAlphaScreen(timeToTween, Mathf.Clamp(alpha, 0.2f, 1f), callback);
 }
コード例 #53
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ファイル: DOVirtual.cs プロジェクト: SilasDarkmoon/CapsMVC
        /// <summary>
        /// Tweens a virtual float.
        /// You can add regular settings to the generated tween,
        /// but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter
        /// </summary>
        /// <param name="from">The value to start from</param>
        /// <param name="to">The value to tween to</param>
        /// <param name="duration">The duration of the tween</param>
        /// <param name="onVirtualUpdate">A callback which must accept a parameter of type float, called at each update</param>
        /// <returns></returns>
        public static Tweener Float(float from, float to, float duration, TweenCallback <float> onVirtualUpdate)
        {
            float val = from;

            return(DOTween.To(() => val, x => val = x, to, duration).OnUpdate(() => onVirtualUpdate(val)));
        }
コード例 #54
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        private static IEnumerator NextFrameCoroutine(TweenCallback callback)
        {
            yield return(null);

            callback.Invoke();
        }
コード例 #55
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ファイル: WMG_Anim.cs プロジェクト: QSilver/UnityBlob
 public static void animFloatCallbackU(DOGetter<float> getter, DOSetter<float> setter, float duration, float animTo, TweenCallback onUpd)
 {
     DOTween.To(getter, setter, animTo, duration).SetUpdate(false).OnUpdate(onUpd);
 }
コード例 #56
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 /// <summary>
 /// Call function in nexe fixed frame
 /// </summary>
 /// <param name="callback"></param>
 public static void NextFixedFrame(TweenCallback callback)
 {
     instance.StartCoroutine(NextFixedFrameCoroutine(callback));
 }
コード例 #57
0
ファイル: WMG_Anim.cs プロジェクト: QSilver/UnityBlob
 public static void animRotationCallbackU(GameObject obj, float duration, Ease easeType, Vector3 animTo, bool relative, TweenCallback onUpd)
 {
     obj.transform.DOLocalRotate(animTo, duration, RotateMode.FastBeyond360).SetEase(easeType).SetUpdate(false).SetRelative(relative)
         .OnUpdate(onUpd);
 }
コード例 #58
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 /// <summary>
 /// 移动到某个地方
 /// </summary>
 /// <param name="pos">目标位置</param>
 /// <param name="isBack">是否返回原位</param>
 /// <param name="actComplete">移动结束回调</param>
 private void moveAct(Vector3 pos, bool isBack, TweenCallback actComplete = null)
 {
     this.isMoveBack = isBack;
     this.roleGo.transform.DOLocalMove(pos, this.atkMoveDuration).SetEase(Ease.Linear).OnComplete(actComplete);
 }
コード例 #59
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 public SequenceCallback(float sequencedPosition, TweenCallback callback)
 {
     tweenType = TweenType.Callback;
     this.sequencedPosition = sequencedPosition;
     onStart = callback;
 }
コード例 #60
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 /// <summary>
 /// Delayed call of delegate.
 /// </summary>
 /// <param name="callback">Callback to call.</param>
 /// <param name="delay">Delay in seconds.</param>
 public static TweenCase DelayedCall(float delay, TweenCallback callback, bool unscaledTime = false)
 {
     return(new TweenCaseDefault().SetTime(delay).SetUnscaledMode(unscaledTime).OnComplete(callback));
 }