예제 #1
0
    public static void KillAllTweensOfObject(object target)
    {
        var tweens = DOTween.TweensByTarget(target);

        if (tweens != null)
        {
            foreach (var tween in tweens)
            {
                tween.Kill();
            }
        }
    }
예제 #2
0
파일: CardBody.cs 프로젝트: MgCohen/Frost
    private void OnDestroy()
    {
        var tweens = DOTween.TweensByTarget(transform, true);

        if (tweens != null)
        {
            foreach (var t in tweens)
            {
                t.Kill();
            }
        }
    }
    protected override void Execute(List <GameEntity> entities)
    {
        foreach (var animatedEntity in entities)
        {
            if (_contexts.global.isDebugAccess)
            {
                _contexts.manage.CreateEntity()
                .AddLogMessage($" ___ Apply moving animation to object: {animatedEntity.ToString()}", TypeLogMessage.Trace, false, GetType());
            }

            Vector3 target     = animatedEntity.moveAnimation.target;
            float   duration   = animatedEntity.moveAnimation.duration;
            var     postAction = animatedEntity.moveAnimation.postAction;
            animatedEntity.RemoveMoveAnimation();

            var transform = animatedEntity.transform.value;
            var tweens    = DOTween.TweensByTarget(transform, false, filledList);

            if (tweens == null || tweens.Count == 0)
            {
                animatedEntity.AddAnimationInfo(new List <Action>()
                {
                    postAction
                });

                transform.DOMove(target, duration).onComplete += delegate()
                {
                    if (animatedEntity != null)
                    {
                        animatedEntity.isAnimationDone = true;

                        if (_contexts.global.isDebugAccess)
                        {
                            _contexts.manage.CreateEntity()
                            .AddLogMessage($" ___ Added done animation component to: {animatedEntity.ToString()}",
                                           TypeLogMessage.Trace, false, GetType());
                        }
                    }
                };
            }
            else
            {
                animatedEntity.animationInfo.completeActions.Add(postAction);
                DOTween.Kill(transform);

                transform.DOMove(target, duration).onComplete += delegate()
                {
                    if (animatedEntity != null)
                    {
                        animatedEntity.isAnimationDone = true;

                        if (_contexts.global.isDebugAccess)
                        {
                            _contexts.manage.CreateEntity()
                            .AddLogMessage($" ___ Added done animation component to: {animatedEntity.ToString()}",
                                           TypeLogMessage.Trace, false, GetType());
                        }
                    }
                };
            }
        }
    }
예제 #4
0
    async void Start()
    {
        //Position 移動到座標
        transform.DOMove(Vector3.one, 2);
        transform.DOLocalMoveX(1, 2);
        transform.DOLocalMoveY(1, 2);

        //Rotate 旋轉
        transform.DORotate(new Vector3(0, 0, 180), 2);
        transform.DOLocalRotate(new Vector3(0, 90, 0), 2);
        transform.DORotateQuaternion(new Quaternion(0.1f, 0.1f, 0.1f, 0.1f), 2);
        transform.DOLookAt(Vector3.one, 2);

        //縮放 Scale
        transform.DOScale(Vector3.one * 2, 2);

        //震動 + 彈性
        //第一個參數 punch:方向 力的大小
        //第二個參數 duration:持續時間
        //第三個參數 Vibrato: 震動頻率
        //第四個參數 Elasticity 彈性
        transform.DOPunchPosition(new Vector3(0, 1, 0), 2, 10, 10);

        //Shake 震動
        transform.DOShakePosition(2, Vector3.one, 20, 0);

        //Blend(座標位置增加或減少)
        transform.DOBlendableMoveBy(Vector3.one, 2);
        transform.DOBlendableMoveBy(-Vector3.one * 2, 2);

        //Material 材質Tint顏色變化
        Material material = GetComponent <MeshRenderer>().material;

        material.DOColor(Color.red, "_Color", 2);

        //Alpha 透明
        material.DOFade(0, 2);

        //Gradient 顏色和透明度漸變
        material.DOGradientColor(_gradient, "_Color", 2);
        material.DOVector(Color.clear, "_Color", 2);

        //顏色混合
        material.DOBlendableColor(Color.red, "_Color", 2);
        material.DOBlendableColor(Color.green, "_Color", 2);

        //隊列執行
        Sequence quence = DOTween.Sequence();

        quence.Append(transform.DOMove(Vector3.one, 2)); //0~2秒
        quence.AppendInterval(1);                        //2~3秒
        quence.AppendCallback(AppendCallBack);
        quence.Join(transform.DOScale(Vector3.one * 2, 2));
        quence.Append(transform.DOMove(new Vector3(1, 0, 0), 2));        //3~5秒
        quence.Join(transform.DOScale(Vector3.one, 2));
        //插入執行(會覆蓋當前秒數的執行)
        quence.Insert(2, transform.DOMove(-Vector3.one, 1));        //2秒開始
        //插入方法執行
        quence.InsertCallback(5, InsertCallBack);

        //多種方法調用
        transform.DOMove(Vector3.one, 1).SetLoops(-1, LoopType.Yoyo).SetEase(Ease.Linear);

        //結束點到起點
        transform.DOMove(Vector3.one, 2).From();

        //延遲調用
        transform.DOMove(Vector3.one, 2).SetDelay(3);

        //移動速度
        transform.DOMove(Vector3.one, 10).SetSpeedBased();

        //以ID調用
        transform.DOMove(Vector3.one, 10).SetId("ID");
        DOTween.Play("ID");

        //增量移動
        transform.DOMove(Vector3.one, 2).SetRelative(true);

        //幀函數
        transform.DOMove(Vector3.one, 2).SetUpdate(UpdateType.Normal, true);

        //Flash運動曲線 漸大或漸小
        transform.DOMove(Vector3.one, 2).SetEase(Ease.Flash, 10, 1);
        transform.DOMove(Vector3.one, 2).SetEase(Ease.Flash, 10, -1);

        //結合AnimationCurve使用
        transform.DOMove(Vector3.one * 2, 2).SetEase(_curve);

        //曲線運動 自訂義函數設置
        transform.DOMove(Vector3.one * 2, 2).SetEase(EaseFun);

        //回調函數
        transform.DOMove(Vector3.one * 2, 2).OnComplete(() => { Debug.Log("OnComplete"); });
        transform.DOMove(Vector3.one * 2, 2).OnKill(() => { Debug.Log("OnKill"); });
        transform.DOMove(Vector3.one * 2, 2).OnPlay(() => { Debug.Log("OnPlay"); });
        transform.DOMove(Vector3.one * 2, 2).OnPause(() => { Debug.Log("OnPause"); });
        transform.DOMove(Vector3.one * 2, 2).OnStart(() => { Debug.Log("OnStart"); });
        transform.DOMove(Vector3.one * 2, 2).OnStepComplete(() => { Debug.Log("OnStepComplete"); });
        transform.DOMove(Vector3.one * 2, 2).OnUpdate(() => { Debug.Log("OnUpdate"); });
        transform.DOMove(Vector3.one * 2, 2).OnRewind(() => { Debug.Log("OnRewind"); });

        //常見方法
        transform.DOMove(Vector3.one * 2, 2);
        await Task.Delay(TimeSpan.FromSeconds(0.0001f));

        transform.DOPause();
        transform.DOPlay();
        transform.DORestart();
        transform.DORewind();
        transform.DOSmoothRewind();
        transform.DOPlayBackwards();
        await Task.Delay(TimeSpan.FromSeconds(0.5f));

        transform.DOPlayForward();
        transform.DOTogglePause();

        //獲取數據
        var list1 = DOTween.PausedTweens();
        var list2 = DOTween.PlayingTweens();
        var list3 = DOTween.TweensById("ID");
        var list4 = DOTween.TweensByTarget(transform, true);
        var list5 = DOTween.IsTweening("ID");
        var list6 = DOTween.TotalPlayingTweens();

        //修改移動模式
        var tweener = transform.DOMove(Vector3.one * 2, 2);
        await Task.Delay(TimeSpan.FromSeconds(1));

        Debug.Log(tweener.fullPosition);
        await Task.Delay(TimeSpan.FromSeconds(0.5f));

        tweener.fullPosition = 0;

        var tweener1 = transform.DOMove(Vector3.one * 2, 1).SetLoops(3);
        await Task.Delay(TimeSpan.FromSeconds(1.1f));

        Debug.Log(tweener1.CompletedLoops());        //1.1秒
        await Task.Delay(TimeSpan.FromSeconds(1.1f));

        Debug.Log(tweener1.CompletedLoops());        //2.2秒
        await Task.Delay(TimeSpan.FromSeconds(1.1f));

        Debug.Log(tweener1.CompletedLoops());        //3.3秒

        //獲取時間數據
        var tweener2 = transform.DOMove(Vector3.one * 2, 1).SetLoops(3);

        tweener2.Delay();                        //延遲
        tweener2.Duration();                     //持續時間
        tweener2.Elapsed();                      //已經播放的時間
        tweener2.ElapsedDirectionalPercentage(); //過去方向百分比
        tweener2.ElapsedPercentage();            //過去百分比


        //協程 指定循環次數
        _tweener = transform.DOMove(Vector3.one * 2, 1).SetLoops(3);
        StartCoroutine(Wait());
    }