/// <summary> /// Create a tweener do TC_Shake on target transform /// </summary> /// <param name="_Range">Max Range of shake</param> /// <param name="_ShakeTimes">shaking times</param> /// <param name="_fade">shaking will fade if true</param> /// <param name="_seed">use seed to control the random shake position</param> static public UCL_Tweener UCL_Shake(this Transform target, float duration, float _Range, int _ShakeTimes, int _seed, bool _fade = true) { return(LibTween.Tweener(duration).AddComponent(TC_Shake(target, _Range, _ShakeTimes, _seed, _fade))); }
/// <summary> /// Create a Tweener contains TC_Jump /// </summary> /// <param name="iDuration">duration of tweener</param> /// <param name="iTarget">Move target</param> /// <param name="iTargetPosition">Target position that target will move to</param> /// <param name="iJumpTimes">Jump times</param> /// <param name="iUp">Up vector of jump , etc. (0,1,0)</param> /// <param name="iHeight">Initial Jump height</param> /// <param name="iBounciness">Height decade after each jump, if == 1 then the height stay the same each jump</param> /// <returns></returns> static public UCL_Tweener UCL_Jump(this Transform iTarget, float iDuration, Vector3 iTargetPosition, int iJumpTimes, Vector3 iUp, float iHeight, float iBounciness) { return(LibTween.Tweener(iDuration).AddComponent(TC_Jump(iTarget, iTargetPosition, iJumpTimes, iUp, iHeight, iBounciness))); }