// Use this for initialization void Start() { ID = System.Guid.NewGuid().ToString(); _easeType = easeType; _loopType = loopType; restart(); }
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; }
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)); } }
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; }
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; }
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)); }
public override void Reset() { base.Reset(); time = 1f; delay = 0f; loopType = iTween.LoopType.none; vector = new FsmVector3 { UseVariable = true }; }
public BaseSetting() { onStart = false; time = 1; delay = 0; easeType = iTween.EaseType.linear; loopType = iTween.LoopType.none; }
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; }
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; }
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 }; }
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; }
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; }
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]); }
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; }
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; }
// 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; } } }
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 }; }
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; }
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); }
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 }; }
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); }
//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(); } }
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; }
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; }
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; } }
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; }
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; }
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); }
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 }; }
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); } }
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 }; }
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 }; }
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 }; }
public iTweener LoopType( iTween.LoopType loopType ) { _loopType = loopType; return this; }
/// <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)); }
public iTweener Looptype(iTween.LoopType loopType) { _loopType = loopType; return(this); }
/// <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); }
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; }) )); }
//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(); } }
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(); }
override public void setLoopType(iTween.LoopType value) { m_loopType = value; }