コード例 #1
0
 // Use this for initialization
 void Start()
 {
     ID        = System.Guid.NewGuid().ToString();
     _easeType = easeType;
     _loopType = loopType;
     restart();
 }
コード例 #2
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 public override void Reset()
 {
     base.Reset();
     id = new FsmString
     {
         UseVariable = true
     };
     time     = 1f;
     delay    = 0f;
     loopType = iTween.LoopType.none;
     vector   = new FsmVector3
     {
         UseVariable = true
     };
     speed = new FsmFloat
     {
         UseVariable = true
     };
     space        = Space.World;
     orientToPath = false;
     lookAtObject = new FsmGameObject
     {
         UseVariable = true
     };
     lookAtVector = new FsmVector3
     {
         UseVariable = true
     };
     lookTime = 0f;
     axis     = AxisRestriction.none;
 }
コード例 #3
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    new public void SetEnemyPath(Vector3[] enemyPath, iTween.EaseType easeType, iTween.LoopType loopType)
    {
        iTween.Stop(gameObject);                // stops any running iTween

        // move enemy along the path
        if (loopType == 0)              // If not looping, explode at the end of the path
        {
            iTween.MoveTo(gameObject, iTween.Hash(
                              "path", enemyPath,
                              "speed", speed * 2,
                              "easeType", easeType,
                              "islocal", true,
                              "movetopath", moveToPath,
                              "looptype", loopType,
                              "oncomplete", "SetNewPath"));
        }
        else
        {
            iTween.MoveTo(gameObject, iTween.Hash(
                              "path", enemyPath,
                              "speed", speed * 2,
                              "easeType", easeType,
                              "islocal", true,
                              "movetopath", moveToPath,
                              "looptype", loopType));
        }
    }
コード例 #4
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ファイル: iTweenMoveBy.cs プロジェクト: GameDiffs/TheForest
 public override void Reset()
 {
     base.Reset();
     this.id = new FsmString
     {
         UseVariable = true
     };
     this.time = 1f;
     this.delay = 0f;
     this.loopType = iTween.LoopType.none;
     this.vector = new FsmVector3
     {
         UseVariable = true
     };
     this.speed = new FsmFloat
     {
         UseVariable = true
     };
     this.space = Space.World;
     this.orientToPath = false;
     this.lookAtObject = new FsmGameObject
     {
         UseVariable = true
     };
     this.lookAtVector = new FsmVector3
     {
         UseVariable = true
     };
     this.lookTime = 0f;
     this.axis = iTweenFsmAction.AxisRestriction.none;
 }
コード例 #5
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 public override void Reset()
 {
     base.Reset();
     transformPosition = new FsmGameObject {
         UseVariable = true
     };
     vectorPosition = new FsmVector3 {
         UseVariable = true
     };
     time     = 1f;
     delay    = 0f;
     loopType = iTween.LoopType.none;
     speed    = new FsmFloat {
         UseVariable = true
     };
     space        = Space.World;
     orientToPath = new FsmBool {
         Value = true
     };
     lookAtObject = new FsmGameObject {
         UseVariable = true
     };
     lookAtVector = new FsmVector3 {
         UseVariable = true
     };
     lookTime = 0f;
     axis     = iTweenFsmAction.AxisRestriction.none;
 }
コード例 #6
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 public override void Reset()
 {
     base.Reset();
     this.id = new FsmString
     {
         UseVariable = true
     };
     this.time     = 1f;
     this.delay    = 0f;
     this.loopType = iTween.LoopType.none;
     this.vector   = new FsmVector3
     {
         UseVariable = true
     };
     this.speed = new FsmFloat
     {
         UseVariable = true
     };
     this.space        = Space.World;
     this.orientToPath = false;
     this.lookAtObject = new FsmGameObject
     {
         UseVariable = true
     };
     this.lookAtVector = new FsmVector3
     {
         UseVariable = true
     };
     this.lookTime = 0f;
     this.axis     = iTweenFsmAction.AxisRestriction.none;
 }
コード例 #7
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ファイル: Animation.cs プロジェクト: Ming4312/Unity_Evolution
 public void PlayAnimation(STATE s)
 {
     //switch playing animation
     iTween.StopByName(currentState.ToString());
     currentState = s;
     if (s == STATE.IDLE)
     {
         currentSprites = idleSprites;
         loopType       = iTween.LoopType.loop;
         totalTime      = defaultTotalTime;
     }
     else if (s == STATE.ATTACK)
     {
         currentSprites = attackSprites;
         loopType       = iTween.LoopType.none;
         totalTime      = defaultTotalTime;
     }
     else if (s == STATE.EAT)
     {
         currentSprites = eatingSprites;
     }
     else if (s == STATE.EVOLUTION)
     {
         currentSprites = evolutionSprite;
     }
     iTween.ValueTo(gameObject, iTween.Hash("name", currentState.ToString(),
                                            "from", 0,
                                            "to", currentSprites.Length,
                                            "time", totalTime,
                                            "looptype", loopType,
                                            "onupdate", "OnUpdateITween",
                                            "onupdatetarget", this.gameObject,
                                            "oncomplete", "OnCompleteITween",
                                            "oncompletetarget", this.gameObject));
 }
コード例 #8
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		public override void Reset()
		{
			base.Reset();
			time = 1f;
			delay = 0f;
			loopType = iTween.LoopType.none;
			vector = new FsmVector3 { UseVariable = true };
		}
コード例 #9
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ファイル: AttachedTween.cs プロジェクト: K-Yoshiki/menko
 public BaseSetting()
 {
     onStart  = false;
     time     = 1;
     delay    = 0;
     easeType = iTween.EaseType.linear;
     loopType = iTween.LoopType.none;
 }
コード例 #10
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		public override void Reset()
		{
			base.Reset();
			id = new FsmString{UseVariable = true};
			time = 1f;
			delay = 0f;
			loopType = iTween.LoopType.none;
			vector = new FsmVector3 { UseVariable = true };
			space = Space.World;
		}
コード例 #11
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ファイル: iTweenPunchScale.cs プロジェクト: tanohmz/shapewars
 public override void Reset()
 {
     base.Reset();
     time     = 1f;
     delay    = 0f;
     loopType = iTween.LoopType.none;
     vector   = new FsmVector3 {
         UseVariable = true
     };
 }
コード例 #12
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		public override void Reset()
		{
			base.Reset();
			time = 1f;
			delay = 0f;
			loopType = iTween.LoopType.none;
			vector = new FsmVector3 { UseVariable = true };
			space = Space.World;
			axis = iTweenFsmAction.AxisRestriction.none;
		}
コード例 #13
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		public override void Reset()
		{
			base.Reset();
			transformScale = new FsmGameObject { UseVariable = true};
			vectorScale = new FsmVector3 { UseVariable = true };
			time = 1f;
			delay = 0f;
			loopType = iTween.LoopType.none;
			speed = new FsmFloat { UseVariable = true };
		}
コード例 #14
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		public override void Reset()
		{
			base.Reset();
			transformTarget = new FsmGameObject { UseVariable = true};
			vectorTarget = new FsmVector3 { UseVariable = true};
			time = 1f;
			delay = 0f;
			loopType = iTween.LoopType.none;
			speed = new FsmFloat { UseVariable = true };
			axis = iTweenFsmAction.AxisRestriction.none;
		}
コード例 #15
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		public override void Reset()
		{
			base.Reset();
			transformRotation = new FsmGameObject { UseVariable = true};
			vectorRotation = new FsmVector3 { UseVariable = true };
			time = 1f;
			delay = 0f;
			loopType = iTween.LoopType.none;
			speed = new FsmFloat { UseVariable = true };
			space = Space.World;
		}
コード例 #16
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 public override void Reset()
 {
     base.Reset();
     time     = 1f;
     delay    = 0f;
     loopType = iTween.LoopType.none;
     vector   = new FsmVector3 {
         UseVariable = true
     };
     space = Space.World;
     axis  = iTweenFsmAction.AxisRestriction.none;
 }
コード例 #17
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 private void ParseLoopType(string loopTypeStr)
 {
     this.loopType  = iTween.LoopType.none;
     this.loopCount = 0;
     char[]   separator = new char[] { ' ', '=' };
     string[] strArray  = loopTypeStr.Split(separator, StringSplitOptions.RemoveEmptyEntries);
     if (strArray.Length != 2)
     {
         throw new Exception();
     }
     this.loopType  = (iTween.LoopType)Enum.Parse(typeof(iTween.LoopType), strArray[0]);
     this.loopCount = int.Parse(strArray[1]);
 }
コード例 #18
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ファイル: iTweenMoveTo.cs プロジェクト: ahvonenj/TheForest
 public override void Reset()
 {
     base.Reset();
     this.id = new FsmString
     {
         UseVariable = true
     };
     this.transformPosition = new FsmGameObject
     {
         UseVariable = true
     };
     this.vectorPosition = new FsmVector3
     {
         UseVariable = true
     };
     this.time     = 1f;
     this.delay    = 0f;
     this.loopType = iTween.LoopType.none;
     this.speed    = new FsmFloat
     {
         UseVariable = true
     };
     this.space        = Space.World;
     this.orientToPath = new FsmBool
     {
         Value = true
     };
     this.lookAtObject = new FsmGameObject
     {
         UseVariable = true
     };
     this.lookAtVector = new FsmVector3
     {
         UseVariable = true
     };
     this.lookTime = new FsmFloat
     {
         UseVariable = true
     };
     this.moveToPath = true;
     this.lookAhead  = new FsmFloat
     {
         UseVariable = true
     };
     this.transforms = new FsmGameObject[0];
     this.vectors    = new FsmVector3[0];
     this.tempVct3   = new Vector3[0];
     this.axis       = iTweenFsmAction.AxisRestriction.none;
     this.reverse    = false;
 }
コード例 #19
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 public override void Reset()
 {
     base.Reset();
     id = new FsmString {
         UseVariable = true
     };
     time     = 1f;
     delay    = 0f;
     loopType = iTween.LoopType.none;
     vector   = new FsmVector3 {
         UseVariable = true
     };
     space = Space.World;
 }
コード例 #20
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 // Update is called once per frame
 void Update()
 {
     if (easeType != _easeType || loopType != _loopType)
     {
         _easeType = easeType;
         _loopType = loopType;
         iTween comp = iTween.getById(gameObject, ID);
         if (null != comp)
         {
             comp.easeType = _easeType;
             comp.loopType = _loopType;
         }
     }
 }
コード例 #21
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 public override void Reset()
 {
     base.Reset();
     this.id = new FsmString
     {
         UseVariable = true
     };
     this.time     = 1f;
     this.delay    = 0f;
     this.loopType = iTween.LoopType.none;
     this.vector   = new FsmVector3
     {
         UseVariable = true
     };
 }
コード例 #22
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		public override void Reset()
		{
			base.Reset();
			time = 1f;
			delay = 0f;
			loopType = iTween.LoopType.none;
			vector = new FsmVector3 { UseVariable = true };
			speed = new FsmFloat { UseVariable = true };
			space = Space.World;
			orientToPath = false;
			lookAtObject = new FsmGameObject { UseVariable = true};
			lookAtVector = new FsmVector3 { UseVariable = true };
			lookTime = 0f;// new FsmFloat { UseVariable = true };
			axis = iTweenFsmAction.AxisRestriction.none;
		}
コード例 #23
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    public void MovePlatform(Vector3 position, iTween.LoopType loopType)
    {
        float x = position.x;
        float y = position.y;


        Hashtable config = iTween.Hash("x", x,
                                       "y", y,
                                       "speed", speed,
                                       "delay", delay,
                                       "easetype", iTween.EaseType.easeInOutCubic,
                                       "looptype", loopType,
                                       "name", "firstPlatform");

        iTween.MoveTo(gameObject, config);
    }
コード例 #24
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ファイル: iTweenScaleTo.cs プロジェクト: tanohmz/shapewars
 public override void Reset()
 {
     base.Reset();
     transformScale = new FsmGameObject {
         UseVariable = true
     };
     vectorScale = new FsmVector3 {
         UseVariable = true
     };
     time     = 1f;
     delay    = 0f;
     loopType = iTween.LoopType.none;
     speed    = new FsmFloat {
         UseVariable = true
     };
 }
コード例 #25
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    public void OnFadeOut(string name = "", iTween.LoopType loopType = iTween.LoopType.none)
    {
        Hashtable table = new Hashtable();

        table.Add("from", canvasGroup.alpha);
        table.Add("to", 0.0f);
        table.Add("time", timeToFade);
        table.Add("name", name);
        table.Add("looptype", loopType);
        table.Add("onupdatetarget", this.gameObject);
        table.Add("oncomplete", "OnFadeOutComplete");
        table.Add("onupdate", "OnFadeCanvasCallback");
        table.Add("easetype", easeType);

        iTween.ValueTo(gameObject, table);
    }
コード例 #26
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 //ループ型を解析
 void ParseLoopType(string loopTypeStr)
 {
     loopType  = iTween.LoopType.none;
     loopCount = 0;
     char[]   separator = { ' ', '=' };
     string[] args      = loopTypeStr.Split(separator, System.StringSplitOptions.RemoveEmptyEntries);
     if (args.Length == 2)
     {
         loopType  = (iTween.LoopType)System.Enum.Parse(typeof(iTween.LoopType), args[0]);
         loopCount = int.Parse(args[1]);
     }
     else
     {
         throw new System.Exception();
     }
 }
コード例 #27
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 public override void Reset()
 {
     base.Reset();
     transformRotation = new FsmGameObject {
         UseVariable = true
     };
     vectorRotation = new FsmVector3 {
         UseVariable = true
     };
     time     = 1f;
     delay    = 0f;
     loopType = iTween.LoopType.none;
     speed    = new FsmFloat {
         UseVariable = true
     };
     space = Space.World;
 }
コード例 #28
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ファイル: iTweenLookTo.cs プロジェクト: tanohmz/shapewars
 public override void Reset()
 {
     base.Reset();
     transformTarget = new FsmGameObject {
         UseVariable = true
     };
     vectorTarget = new FsmVector3 {
         UseVariable = true
     };
     time     = 1f;
     delay    = 0f;
     loopType = iTween.LoopType.none;
     speed    = new FsmFloat {
         UseVariable = true
     };
     axis = iTweenFsmAction.AxisRestriction.none;
 }
コード例 #29
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        public void SetLoopType(LoopType newLoopType)
        {
            switch (newLoopType)
            {
            case LoopType.Once:
                loopType = iTween.LoopType.none;
                break;

            case LoopType.Loop:
                loopType = iTween.LoopType.loop;
                break;

            case LoopType.PingPong:
                loopType = iTween.LoopType.pingPong;
                break;
            }
        }
コード例 #30
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		public override void Reset()
		{
			base.Reset();
			id = new FsmString{UseVariable = true};
			transformPosition = new FsmGameObject { UseVariable = true};
			vectorPosition = new FsmVector3 { UseVariable = true };
			time = 1f;
			delay = 0f;
			loopType = iTween.LoopType.none;
			speed = new FsmFloat { UseVariable = true };
			space = Space.World;
			orientToPath = new FsmBool { Value = true };
			lookAtObject = new FsmGameObject { UseVariable = true};
			lookAtVector = new FsmVector3 { UseVariable = true };
			lookTime = 0f;
			axis = iTweenFsmAction.AxisRestriction.none;
		}
コード例 #31
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 public override void Reset()
 {
     base.Reset();
     this.id = new FsmString
     {
         UseVariable = true
     };
     this.time = 1f;
     this.delay = 0f;
     this.loopType = iTween.LoopType.none;
     this.vector = new FsmVector3
     {
         UseVariable = true
     };
     this.space = Space.World;
     this.axis = iTweenFsmAction.AxisRestriction.none;
 }
コード例 #32
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 public override void Reset()
 {
     base.Reset();
     this.id = new FsmString
     {
         UseVariable = true
     };
     this.time     = 1f;
     this.delay    = 0f;
     this.loopType = iTween.LoopType.none;
     this.vector   = new FsmVector3
     {
         UseVariable = true
     };
     this.space = Space.World;
     this.axis  = iTweenFsmAction.AxisRestriction.none;
 }
コード例 #33
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    protected void SetMoverStat(MoveType type, float deley, float Time, iTween.LoopType loopType, iTween.EaseType ease, string PathName1 = null, string PathName2 = null, string PathName3 = null, float x = 0, float y = 0)
    {
        MoverStat newMM;

        newMM.m_eMoveType = type;
        newMM.m_delay     = deley;
        newMM.m_PathName1 = PathName1;
        newMM.m_PathName2 = PathName2;
        newMM.m_PathName3 = PathName3;
        newMM.m_Time      = Time;
        newMM.m_LoopType  = loopType;
        newMM.m_EaseType  = ease;

        newMM.m_x = x;
        newMM.m_y = y;

        m_moveList.Add(newMM);
    }
コード例 #34
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ファイル: iTweenScaleAdd.cs プロジェクト: GameDiffs/TheForest
 public override void Reset()
 {
     base.Reset();
     this.id = new FsmString
     {
         UseVariable = true
     };
     this.time = 1f;
     this.delay = 0f;
     this.loopType = iTween.LoopType.none;
     this.vector = new FsmVector3
     {
         UseVariable = true
     };
     this.speed = new FsmFloat
     {
         UseVariable = true
     };
 }
コード例 #35
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ファイル: TankController.cs プロジェクト: sika0819/Tank
    public void Shake(float strength, float duration, iTween.LoopType loopType)
    {
        if (TankObj)
        {
            Hashtable args = new Hashtable();
            //摇摆的幅度
            args.Add("amount", new Vector3(strength, 0, strength));
            //是世界坐标系还是局部坐标系
            args.Add("islocal", true);
            //游戏对象是否将面向其方向
            //args.Add("orienttopath", true);
            //动画的整体时间。如果与speed共存那么优先speed
            args.Add("easeType", iTween.EaseType.linear);
            args.Add("time", duration);
            args.Add("loopType", loopType);

            iTween.ShakePosition(TankObj, args);
        }
    }
コード例 #36
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ファイル: iTweenMoveTo.cs プロジェクト: tanohmz/shapewars
 public override void Reset()
 {
     base.Reset();
     transformPosition = new FsmGameObject {
         UseVariable = true
     };
     vectorPosition = new FsmVector3 {
         UseVariable = true
     };
     time     = 1f;
     delay    = 0f;          //new FsmFloat { UseVariable = true };
     loopType = iTween.LoopType.none;
     speed    = new FsmFloat {
         UseVariable = true
     };
     space        = Space.World;
     orientToPath = new FsmBool {
         Value = true
     };
     lookAtObject = new FsmGameObject {
         UseVariable = true
     };
     lookAtVector = new FsmVector3 {
         UseVariable = true
     };
     lookTime = new FsmFloat {
         UseVariable = true
     };
     moveToPath = true;             // new FsmBool { UseVariable = true };
     lookAhead  = new FsmFloat {
         UseVariable = true
     };
     transforms = new FsmGameObject[0];
     vectors    = new FsmVector3[0];
     tempVct3   = new Vector3[0];
     axis       = iTweenFsmAction.AxisRestriction.none;
     reverse    = false;          //new FsmBool { UseVariable = true };
 }
コード例 #37
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		public override void Reset()
		{
			base.Reset();
			transformPosition = new FsmGameObject { UseVariable = true };
			vectorPosition = new FsmVector3 { UseVariable = true };
			time = 1f;
			delay = 0f; //new FsmFloat { UseVariable = true };
			loopType = iTween.LoopType.none;
			speed = new FsmFloat { UseVariable = true };
			space = Space.World;
			orientToPath = new FsmBool { Value = true };
			lookAtObject = new FsmGameObject { UseVariable = true};
			lookAtVector = new FsmVector3 { UseVariable = true };
			lookTime = new FsmFloat { UseVariable = true };
			moveToPath = true; // new FsmBool { UseVariable = true };
			lookAhead = new FsmFloat { UseVariable = true };
			transforms = new FsmGameObject[0];
			vectors = new FsmVector3[0];
			tempVct3 = new Vector3[0];
			axis = iTweenFsmAction.AxisRestriction.none;
			reverse = false; //new FsmBool { UseVariable = true };
			
		}
コード例 #38
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 public override void Reset()
 {
     base.Reset();
     this.id = new FsmString
     {
         UseVariable = true
     };
     this.transformScale = new FsmGameObject
     {
         UseVariable = true
     };
     this.vectorScale = new FsmVector3
     {
         UseVariable = true
     };
     this.time     = 1f;
     this.delay    = 0f;
     this.loopType = iTween.LoopType.none;
     this.speed    = new FsmFloat
     {
         UseVariable = true
     };
 }
コード例 #39
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ファイル: iTweener.cs プロジェクト: rmarx/ReverseRPG
 public iTweener LoopType( iTween.LoopType loopType )
 {
     _loopType = loopType;
     return this;
 }
コード例 #40
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 /// <summary>
 /// For the type of loop to apply once the animation has completed.
 /// Not supported by iTweenValueTo.
 /// </summary>
 /// <param name="loopType"></param>
 /// <returns></returns>
 public TSelf LoopType(iTween.LoopType loopType)
 {
     return(AddArgument("looptype", loopType));
 }
コード例 #41
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 public iTweener Looptype(iTween.LoopType loopType)
 {
     _loopType = loopType;
     return(this);
 }
コード例 #42
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 /// <summary>
 /// Sets the type of the loop.
 /// <para></para>for the type of loop to apply once the animation has completed
 /// </summary>
 /// <param name="looptype">Looptype.</param>
 public iTweenHashBuilder SetLoopType(iTween.LoopType looptype)
 {
     hashTable.Add("looptype", looptype);
     return(this);
 }
コード例 #43
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 protected void RectAnchorTo(Vector2 anchor, float time = 0, iTween.EaseType easeType = iTween.EaseType.linear, iTween.LoopType looptype = iTween.LoopType.none)
 {
     iTween.ValueTo(gameObject, iTween.Hash(
                        "from", Rect.anchoredPosition,
                        "to", anchor,
                        "time", time,
                        "easetype", easeType,
                        "oncomplete", (Action <object>)(newValue => { }),
                        "looptype", looptype,
                        "oncompletetarget", gameObject,
                        "onUpdate", (Action <object>)(newValue => { Rect.anchoredPosition = (Vector2)newValue; })
                        ));
 }
コード例 #44
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ファイル: AttachedTween.cs プロジェクト: K-Yoshiki/menko
	public BaseSetting()
	{
		onStart = false;
		time = 1;
		delay = 0;
		easeType = iTween.EaseType.linear;
		loopType = iTween.LoopType.none;
	}
コード例 #45
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		//ループ型を解析
		void ParseLoopType(string loopTypeStr)
		{
			loopType = iTween.LoopType.none;
			loopCount = 0;
			char[] separator = { ' ', '=' };
			string[] args = loopTypeStr.Split(separator, System.StringSplitOptions.RemoveEmptyEntries);
			if( args.Length == 2 )
			{
				loopType = (iTween.LoopType)System.Enum.Parse(typeof(iTween.LoopType), args[0]);
				loopCount = int.Parse(args[1]);
			}
			else
			{
				throw new System.Exception();
			}
		}
コード例 #46
0
ファイル: iTween.cs プロジェクト: GameDiffs/TheForest
 private void RetrieveArgs()
 {
     foreach (Hashtable hashtable in iTween.tweens)
     {
         if ((GameObject)hashtable["target"] == base.gameObject)
         {
             this.tweenArguments = hashtable;
             break;
         }
     }
     this.id = (string)this.tweenArguments["id"];
     this.type = (string)this.tweenArguments["type"];
     this._name = (string)this.tweenArguments["name"];
     this.method = (string)this.tweenArguments["method"];
     if (this.tweenArguments.Contains("time"))
     {
         this.time = (float)this.tweenArguments["time"];
     }
     else
     {
         this.time = iTween.Defaults.time;
     }
     if (base.GetComponent<Rigidbody>() != null)
     {
         this.physics = true;
     }
     if (this.tweenArguments.Contains("delay"))
     {
         this.delay = (float)this.tweenArguments["delay"];
     }
     else
     {
         this.delay = iTween.Defaults.delay;
     }
     if (this.tweenArguments.Contains("namedcolorvalue"))
     {
         if (this.tweenArguments["namedcolorvalue"].GetType() == typeof(iTween.NamedValueColor))
         {
             this.namedcolorvalue = (iTween.NamedValueColor)((int)this.tweenArguments["namedcolorvalue"]);
         }
         else
         {
             try
             {
                 this.namedcolorvalue = (iTween.NamedValueColor)((int)Enum.Parse(typeof(iTween.NamedValueColor), (string)this.tweenArguments["namedcolorvalue"], true));
             }
             catch
             {
                 UnityEngine.Debug.LogWarning("iTween: Unsupported namedcolorvalue supplied! Default will be used.");
                 this.namedcolorvalue = iTween.NamedValueColor._Color;
             }
         }
     }
     else
     {
         this.namedcolorvalue = iTween.Defaults.namedColorValue;
     }
     if (this.tweenArguments.Contains("looptype"))
     {
         if (this.tweenArguments["looptype"].GetType() == typeof(iTween.LoopType))
         {
             this.loopType = (iTween.LoopType)((int)this.tweenArguments["looptype"]);
         }
         else
         {
             try
             {
                 this.loopType = (iTween.LoopType)((int)Enum.Parse(typeof(iTween.LoopType), (string)this.tweenArguments["looptype"], true));
             }
             catch
             {
                 UnityEngine.Debug.LogWarning("iTween: Unsupported loopType supplied! Default will be used.");
                 this.loopType = iTween.LoopType.none;
             }
         }
     }
     else
     {
         this.loopType = iTween.LoopType.none;
     }
     if (this.tweenArguments.Contains("easetype"))
     {
         if (this.tweenArguments["easetype"].GetType() == typeof(iTween.EaseType))
         {
             this.easeType = (iTween.EaseType)((int)this.tweenArguments["easetype"]);
         }
         else
         {
             try
             {
                 this.easeType = (iTween.EaseType)((int)Enum.Parse(typeof(iTween.EaseType), (string)this.tweenArguments["easetype"], true));
             }
             catch
             {
                 UnityEngine.Debug.LogWarning("iTween: Unsupported easeType supplied! Default will be used.");
                 this.easeType = iTween.Defaults.easeType;
             }
         }
     }
     else
     {
         this.easeType = iTween.Defaults.easeType;
     }
     if (this.tweenArguments.Contains("space"))
     {
         if (this.tweenArguments["space"].GetType() == typeof(Space))
         {
             this.space = (Space)((int)this.tweenArguments["space"]);
         }
         else
         {
             try
             {
                 this.space = (Space)((int)Enum.Parse(typeof(Space), (string)this.tweenArguments["space"], true));
             }
             catch
             {
                 UnityEngine.Debug.LogWarning("iTween: Unsupported space supplied! Default will be used.");
                 this.space = iTween.Defaults.space;
             }
         }
     }
     else
     {
         this.space = iTween.Defaults.space;
     }
     if (this.tweenArguments.Contains("islocal"))
     {
         this.isLocal = (bool)this.tweenArguments["islocal"];
     }
     else
     {
         this.isLocal = iTween.Defaults.isLocal;
     }
     if (this.tweenArguments.Contains("ignoretimescale"))
     {
         this.useRealTime = (bool)this.tweenArguments["ignoretimescale"];
     }
     else
     {
         this.useRealTime = iTween.Defaults.useRealTime;
     }
     this.GetEasingFunction();
 }
コード例 #47
0
ファイル: ITweenAniBase.cs プロジェクト: zhutaorun/unitygame
 override public void setLoopType(iTween.LoopType value)
 {
     m_loopType = value;
 }