LT() public static method

public static LT ( U9LeanTweenTransition, hoToTween, GameObject target, Vector3 to, float duration, Hashtable args ) : U9LeanTweenTransition,
hoToTween U9LeanTweenTransition,
target GameObject
to Vector3
duration float
args Hashtable
return U9LeanTweenTransition,
コード例 #1
0
    private void MoveIntro(Edge edge)
    {
        Vector3 MoveTo = new Vector3(0, 0, 0);

        switch (edge)
        {
        case Edge.Bottom:
            MoveTo = new Vector3(0, 800, 0);
            break;

        case Edge.Left:
            MoveTo = new Vector3(800, _IntroLogo.transform.position.y, 0);
            break;

        case Edge.Right:
            MoveTo = new Vector3(-800, _IntroLogo.transform.position.y, 0);
            break;

        case Edge.Top:
            MoveTo = new Vector3(0, -800, 0);
            break;
        }

        //U9Transition transitions = U9T.HOT(HOTween.To, _IntroLogo.transform, 0.2f, new TweenParms().Prop("localPosition", MoveTo, false).Ease(EaseType.EaseOutQuad));

        U9Transition transitions = U9T.LT(LeanTween.moveLocal, _IntroLogo, MoveTo, 0.2f, iTween.Hash("ease", LeanTweenType.easeOutQuad));


        transitions.Ended += (transition) =>
        {
            Destroy(_IntroLogo);
        };
        U9T.S(U9T.W(0.2f), transitions).Begin();
    }
コード例 #2
0
    public IEnumerator StartGameIE()
    {
        colorPalette = colorManager.getBlockColors();

        foreach (Transform t in transform)
        {
            GameObject.Destroy(t.gameObject);
        }

        BackgroundBlocks = new List <Blocks>();

        // Initialise space for the blocks in the grid
        blocks = new Block[gridSize, gridSize];

        // Calculate the bottom left position of the grid
        gridBaseline = -0.5f * new Vector3(((blockPaddingSize + blockSize) * (gridSize - 1)), (blockPaddingSize + blockSize) * (gridSize - 1), 0f);

        gridBaseline.y += 60.0f;

        // Initialise Game Services
        GooglePlayGames.PlayGamesPlatform.Activate();

        // Spawn the static background blocks
        for (int j = gridSize - 2, nj = 0; j > nj; j--)
        {
            for (int i = 1, ni = gridSize - 1; i < ni; i++)
            {
                Block backgroundBlockInstance = (Block)Instantiate(blockPrefab);

                backgroundBlockInstance.SquareSize              = blockSize;
                backgroundBlockInstance.Color                   = HexColor.ColorFromHex("D2D2D2" /*"E9ECEE"*/);
                backgroundBlockInstance.transform.parent        = transform;
                backgroundBlockInstance.transform.localPosition = GridPosTo3DPos(i, j, -10);
                backgroundBlockInstance.transform.localScale    = Vector3.one;             // * 0.001f;
                backgroundBlockInstance.IsBackground            = true;
                backgroundBlockInstance.gameObject.layer        = 8;

                Blocks sBlock = new Blocks();
                sBlock.block = backgroundBlockInstance;

                BackgroundBlocks.Add(sBlock);

                //U9Transition transitions = U9T.HOT (HOTween.To, backgroundBlockInstance.gameObject.transform, 0.3f, new TweenParms().Prop("localScale", Vector3.one,false).Ease(EaseType.EaseOutExpo));
                U9Transition transitions = U9T.LT(LeanTween.scale, backgroundBlockInstance.gameObject, Vector3.one, 0.3f, iTween.Hash("ease", LeanTweenType.easeOutExpo));
                //U9Transition transitions = U9T.T (iTween.ScaleTo, backgroundBlockInstance.gameObject, iTween.Hash ("scale", new Vector3(1,1,1), "time", 0.3f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo ));

                transitions.Begin();

                yield return(new WaitForSeconds(0.05f));
            }
        }


        GameObject intro = (GameObject)Instantiate(_IntroEffect);

        StartNewGame();

        GameCreated = true;
    }
コード例 #3
0
    /// <summary>
    /// Returns a transition that moves the block in the source position to the destination position
    /// </summary>
    /// <returns>The move block transition.</returns>
    /// <param name="sourceI">Source i.</param>
    /// <param name="sourceJ">Source j.</param>
    /// <param name="destI">Destination i.</param>
    /// <param name="destJ">Destination j.</param>
    U9Transition CreateMoveBlockTransition(int sourceI, int sourceJ, int destI, int destJ)
    {
        Block b = blocks [sourceI, sourceJ];

        // If the source block does not exist then return a null transition.
        if (!b)
        {
            return(U9T.Null());
        }

        //!!
        // If source and dest positions are the same then return a null transition
        if (sourceI == destI && sourceJ == destJ)
        {
            //return U9T.T (iTween.ShakePosition, b.gameObject, iTween.Hash ("x", 0.05f, "y", 0.05f, "time", 0.3f, "islocal", false));
            return(U9T.Null());
        }
        //!!

        // If the destination position is already occupied then return a null transition
        if (blocks [destI, destJ])
        {
            Debug.LogError("Destination is already occupied by a block!");
            return(U9T.Null());
        }

        // Move the block in data
        blocks [sourceI, sourceJ] = null;
        blocks [destI, destJ]     = b;

        // Update the blocks position
        b.I = destI;
        b.J = destJ;

        // Disable the fading on the block
        b.Ghost = false;

        // Return a tween to move the blocks gameObject

        //return U9T.HOT(HOTween.To, b.gameObject.transform, 0.3f, new TweenParms().Prop("localPosition", GridPosTo3DPos (destI, destJ, 0), false).Ease(EaseType.EaseOutCirc));
        //return U9T.T (iTween.MoveTo, b.gameObject, iTween.Hash ("position", GridPosTo3DPos (destI, destJ, 0), "time", 0.3f, "islocal", true, "easetype", iTween.EaseType.easeOutCirc ));
        return(U9T.LT(LeanTween.moveLocal, b.gameObject, GridPosTo3DPos(destI, destJ, 0), 0.3f, iTween.Hash("ease", LeanTweenType.easeOutCirc)));
    }
コード例 #4
0
    /// <summary>
    /// Instantiates a block and returns a transition to move it into place
    /// </summary>
    /// <returns>The spawn transition.</returns>
    /// <param name="i">The index.</param>
    /// <param name="j">J.</param>
    U9Transition SpawnBlock(int i, int j)
    {
        Block b = (Block)Instantiate(blockPrefab);

        b.transform.parent        = transform;
        b.transform.localPosition = GridPosTo3DPos(i, j, blockSize);
        b.transform.localScale    = Vector3.one;
        b.Color = colorPalette [Random.Range(0, GetColourPalletteSize())];

        Color temporaryColorHolder = b.Color;

        temporaryColorHolder.a *= 0.5f;

        b.Ghost       = true;
        b.SquareSize  = blockSize;
        b.I           = i;
        b.J           = j;
        blocks [i, j] = b;

        //return U9T.HOT(HOTween.To, b.gameObject.transform, 0.2f, new TweenParms().Prop("localPosition", GridPosTo3DPos (i, j, 0), false).Ease(EaseType.EaseOutQuad));
        //return U9T.T (iTween.MoveTo, b.gameObject, iTween.Hash ("position", GridPosTo3DPos (i, j, 0), "time", 0.2f, "islocal", true, "easetype", iTween.EaseType.easeOutQuad ));
        return(U9T.LT(LeanTween.moveLocal, b.gameObject, GridPosTo3DPos(i, j, 0), 0.2f, iTween.Hash("ease", LeanTweenType.easeOutCirc)));
    }
コード例 #5
0
    /// <summary>
    /// Creates a transition which disappears the block and spawns a score label in its place, which will itself disappear after some time.
    /// </summary>
    /// <returns>The disappear transition.</returns>
    /// <param name="score">Score.</param>
    public U9Transition CreateDisappearTransition(int score)
    {
        U9Transition scorePopupTransition = null;

        //U9Transition blockDisappearTransition = U9T.HOT (iTween.ScaleTo, squareSprite.gameObject, iTween.Hash ("scale", Vector3.zero, "time", 0.25f, "easetype", iTween.EaseType.easeInOutQuad ));

        //U9Transition bDT = U9T.HOT (HOTween.To, Scaling, 0.25f, new TweenParms().Prop("localScale", Vector3.zero, false).Ease(EaseType.EaseInOutQuad));
        U9Transition bDLT = U9T.LT(LeanTween.scale, squareGO, Vector3.zero, 0.25f, iTween.Hash("ease", LeanTweenType.easeInOutQuad));

        if (score > 0)
        {
            /*GameObject popupScoreInstance = (GameObject)Instantiate(scorePrefab[score-3], transform.position, Quaternion.identity);
             * popupScoreInstance.transform.parent = transform;
             * popupScoreInstance.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
             *
             * int materialIn = 5*(score-3);
             * for(int i = materialIn; i < 5 + materialIn; i++)
             * {
             *      if(scoreMaterial[i].color == color)
             *      {
             *              Color newColor = new Color(scoreMaterial[i].color.r, scoreMaterial[i].color.g, scoreMaterial[i].color.b, 0);
             *              popupScoreInstance.renderer.material.color = newColor;
             *              break;
             *      }
             * }
             *
             * U9Transition ScaleIn = U9T.LT (LeanTween.scale, popupScoreInstance, new Vector3(53f, 53f, 53f), 1f, iTween.Hash("ease", LeanTweenType.linear));
             * U9Transition FadeIn = U9T.HOT (HOTween.To, popupScoreInstance.renderer.material, 0.35f, new TweenParms().Prop("color", new Color(color.r, color.g, color.b, 1), false).Ease(EaseType.EaseInOutQuad));
             * U9Transition FadeOut = U9T.HOT (HOTween.To, popupScoreInstance.renderer.material, 0.55f, new TweenParms().Prop("color", new Color(color.r, color.g, color.b, 0), false).Ease(EaseType.EaseInOutQuad).Delay(0.65f));
             *
             * ScaleIn.Begin();
             * FadeIn.Begin();
             * FadeOut.Begin();*/


            PopupScoreLabel popupScoreLabelInstance = (PopupScoreLabel)Instantiate(popupScoreLabelPrefab, transform.position, Quaternion.identity);

            popupScoreLabelInstance.transform.parent     = transform;
            popupScoreLabelInstance.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
            popupScoreLabelInstance.Score = score;
            Color c = new Color(color.r, color.g, color.b, 0);
            popupScoreLabelInstance.Color = c;

            U9Transition ScaleIn = U9T.LT(LeanTween.scale, popupScoreLabelInstance.gameObject, new Vector3(0.6f, 0.6f, 0.6f), 1f, iTween.Hash("ease", LeanTweenType.linear));
            U9Transition FadeIn  = U9T.HOT(HOTween.To, popupScoreLabelInstance.GetComponent <UILabel>(), 0.35f, new TweenParms().Prop("color", new Color(color.r, color.g, color.b, 1), false).Ease(EaseType.EaseInOutQuad));
            U9Transition FadeOut = U9T.HOT(HOTween.To, popupScoreLabelInstance.GetComponent <UILabel>(), 0.55f, new TweenParms().Prop("color", new Color(color.r, color.g, color.b, 0), false).Ease(EaseType.EaseInOutQuad).Delay(0.65f));

            ScaleIn.Begin();
            FadeIn.Begin();
            FadeOut.Begin();
            //U9Transition FadeIn  = U9T.LT (LeanTween.alpha, popupScoreLabelInstance, 1.0f, 0.35f, iTween.Hash("ease", LeanTweenType.easeInCubic));

            Destroy(popupScoreLabelInstance, 5.0f);
        }

        bDLT.Ended += (transition) =>
        {
            Destroy(gameObject, 4.0f);
        };

        return(new InstantTransition(U9T.S(bDLT)));
    }