/** * @fn public void TimeScaleEase(EaseType type, float start, float end, float duration) * @author 김경호([email protected]) * @brief TimeScale을 Tween한다. */ public void TimeScaleEase(EaseType type, float start, float end, float duration) { TweenInformation info = new TweenInformation(); info.SetTweenValue(type, TweenType.TimeScale, null, duration, 0.0f, false, null, new Vector2(start, end)); _tweenObjectList.Add(info); }
public void PositionXYZEaseDelay(GameObject targetObject, EaseType type, TweenType tweentype, float start, float end, float delay, float duration, bool isLocal = false, EventHandler hdr = null) { TweenInformation info = new TweenInformation(); info.SetTweenValue(type, tweentype, targetObject, duration, delay, isLocal, hdr, new Vector2(start, end)); _tweenObjectList.Add(info); }
public void FogEase(EaseType type, Color start, Color end, float duration) { TweenInformation info = new TweenInformation(); info.SetTweenValue(type, TweenType.Fog, null, duration, 0.0f, false, null, new Vector2(start.r, end.r), new Vector3(start.g, end.g), new Vector2(start.b, end.b)); _tweenObjectList.Add(info); }
/** * @fn public void ScaleEase(GameObject targetObject, EaseType type, Vector3 start, Vector3 end, float duration, EventHandler hdr = null) * @author 김경호([email protected]) * @brief GameObject Scale을 트윈한다. * @param targetObject tween할 GameObject * @param type Tween에 사용할 Ease Type * @param start 시작크기 * @param end 목표크기 * @param duration Tween의 지속시간 * @param hdr Tween이 끝난 후 호출될 Event함수 */ public void ScaleEase(GameObject targetObject, EaseType type, Vector3 start, Vector3 end, float duration, EventHandler hdr = null) { TweenInformation info = new TweenInformation(); info.SetTweenValue(type, TweenType.Scale, targetObject, duration, 0.0f, true, hdr, new Vector2(start.x, end.x), new Vector2(start.y, end.y), new Vector2(start.z, end.z)); _tweenObjectList.Add(info); }
/** * @fn public void PositionEase(GameObject targetObject, EaseType type, Vector3 start, Vector3 end, float duration, bool isLocal = false, EventHandler hdr = null) * @author 김경호([email protected]) * @brief GameObject position을 트윈한다. * @param targetObject tween할 GameObject * @param type Tween에 사용할 Ease Type * @param start 시작점 * @param end 도착점 * @param duration Tween의 지속시간 * @param isLocal 위치 이동의 공간이 로컬인지 월드인지 셋팅 * @param hdr 이동이 끝난 후 호출될 Event함수 */ public void PositionEase(GameObject targetObject, EaseType type, Vector3 start, Vector3 end, float duration, bool isLocal = false, EventHandler hdr = null, object obj = null) { TweenInformation info = new TweenInformation(); info.SetTweenValue(type, TweenType.Position, targetObject, duration, 0.0f, isLocal, hdr, obj, new Vector2(start.x, end.x), new Vector2(start.y, end.y), new Vector2(start.z, end.z)); _tweenObjectList.Add(info); }
/** * @fn public void RotationEase(GameObject targetObject, EaseType type, Quaternion start, Quaternion end, float duration, bool isLocal = false, EventHandler hdr = null) * @author 김경호([email protected]) * @brief GameObject 회전을 트윈한다. * @param targetObject tween할 GameObject * @param type Tween에 사용할 Ease Type * @param start 시작 Quaternion * @param end 목표 Quaternion * @param duration Tween의 지속시간 * @param hdr Tween 이 끝난 후 호출될 Event함수 */ public void RotationEase(GameObject targetObject, EaseType type, Quaternion start, Quaternion end, float duration, bool isLocal = false, EventHandler hdr = null) { TweenInformation info = new TweenInformation(); float tempEndX; float tempEndY; float tempEndZ; if (start.eulerAngles.x > end.eulerAngles.x) { tempEndX = end.eulerAngles.x + 360.0f; } else { tempEndX = end.eulerAngles.x - 360.0f; } if (Mathf.Abs(start.eulerAngles.x - end.eulerAngles.x) < Mathf.Abs(start.eulerAngles.x - tempEndX)) { tempEndX = end.eulerAngles.x; } if (start.eulerAngles.y > end.eulerAngles.y) { tempEndY = end.eulerAngles.y + 360.0f; } else { tempEndY = end.eulerAngles.y - 360.0f; } if (Mathf.Abs(start.eulerAngles.y - end.eulerAngles.y) < Mathf.Abs(start.eulerAngles.y - tempEndY)) { tempEndY = end.eulerAngles.y; } if (start.eulerAngles.z > end.eulerAngles.z) { tempEndZ = end.eulerAngles.z + 360.0f; } else { tempEndZ = end.eulerAngles.z - 360.0f; } if (Mathf.Abs(start.eulerAngles.z - end.eulerAngles.z) < Mathf.Abs(start.eulerAngles.z - tempEndZ)) { tempEndZ = end.eulerAngles.z; } //Debug.Log(tempEndY); info.SetTweenValue(type, TweenType.Rotation, targetObject, duration, 0.0f, isLocal, hdr, new Vector2(start.eulerAngles.x, tempEndX), new Vector2(start.eulerAngles.y, tempEndY), new Vector2(start.eulerAngles.z, tempEndZ)); _tweenObjectList.Add(info); }
public void PositionEaseDelay(GameObject targetObject, EaseType type, Vector3 end, float duration, float delay, bool isLocal = false, EventHandler hdr = null) { if (isLocal == true) { TweenInformation info = new TweenInformation(); info.SetTweenValue(type, TweenType.Position, targetObject, duration, delay, isLocal, hdr, new Vector2(targetObject.transform.localPosition.x, end.x), new Vector2(targetObject.transform.localPosition.y, end.y), new Vector2(targetObject.transform.localPosition.z, end.z)); _tweenObjectList.Add(info); } else { TweenInformation info = new TweenInformation(); info.SetTweenValue(type, TweenType.Position, targetObject, duration, delay, isLocal, hdr, new Vector2(targetObject.transform.position.x, end.x), new Vector2(targetObject.transform.position.y, end.y), new Vector2(targetObject.transform.position.z, end.z)); _tweenObjectList.Add(info); } }