public override string ToString() { return($"Tween ({GetType().Name})\n" + (Speed > 0 ? $"Speed: {Speed}\n" : $"Duration: {Duration}\n") + $"Delta Time: {DeltaTimeType}\n" + $"Ease Type: {(CustomEase != null ? "Custom Ease" : EaseType.ToString())}\n" + $"Loop: {LoopType.ToString()} {(LoopType != LoopType.None ? "(Amount: " + (LoopAmount < 1 ? "Infinite" : LoopAmount.ToString()) + ")" : string.Empty)}\n" + $"Callbacks: {(onInitialize != null ? "OnInitialize " : string.Empty)} {(onUpdate != null ? "OnUpdate " : string.Empty)} {(onCompleted != null ? "OnCompleted " : string.Empty)} {(onStepCompleted != null ? "OnLoopStepCompleted " : string.Empty)}"); }
private void FlipbookSetup_Load(object sender, EventArgs e) { string[] values = Enum.GetNames(typeof(LoopTypes)); int index = 0; foreach (string value in values) { int temp = flipbookStyle.Items.Add(value); if (value == LoopType.ToString()) { index = temp; } } flipbookStyle.SelectedIndex = index; frameSequenceText.Text = FrameSequence; endFrame.Text = Frames.ToString(); startFrame.Text = StartFrame.ToString(); gridXText.Text = FramesX.ToString(); gridYText.Text = FramesY.ToString(); }
/// <summary> /// Adds supplied Euler angles in degrees to a GameObject's rotation over time. /// </summary> /// <param name="amount"> /// A <see cref="Vector3"/> /// </param> /// <param name="time"> /// A <see cref="System.Single"/> /// </param> /// <param name="delay"> /// A <see cref="System.Single"/> /// </param> /// <param name="easetype"> /// A <see cref="EaseType"/> /// </param> /// <param name="looptype"> /// A <see cref="LoopType"/> /// </param> public static void RotateAdd(this GameObject go,Vector3 amount,float time,float delay,EaseType easeType,LoopType loopType){ iTween.RotateAdd(go,iTween.Hash("amount",amount,"time",time,"delay",delay,"easeType",easeType.ToString(),"looptype",loopType.ToString())); }
/// <summary> /// Instantly changes an AudioSource's volume and pitch then returns it to it's starting volume and pitch over time. Default AudioSource attached to GameObject will be used. /// </summary> /// <param name="volume"> /// A <see cref="System.Single"/> /// </param> /// <param name="pitch"> /// A <see cref="System.Single"/> /// </param> /// <param name="time"> /// A <see cref="System.Single"/> /// </param> /// <param name="delay"> /// A <see cref="System.Single"/> /// </param> /// <param name="looptype"> /// A <see cref="LoopType"/> /// </param> public static void AudioFrom(this GameObject go,float volume,float pitch,float time,float delay,LoopType loopType){ iTween.AudioFrom(go,iTween.Hash("volume",volume,"pitch",pitch,"time",time,"delay",delay,"looptype",loopType.ToString())); }
/// <summary> /// Changes a GameObject's position over time along a supplied path. /// </summary> /// <param name="go"> /// A <see cref="GameObject"/> /// </param> /// <param name="path"> /// A <see cref="Transform[]"/> /// </param> /// <param name="time"> /// A <see cref="System.Single"/> /// </param> /// <param name="delay"> /// A <see cref="System.Single"/> /// </param> /// <param name="easeType"> /// A <see cref="EaseType"/> /// </param> /// <param name="loopType"> /// A <see cref="LoopType"/> /// </param> public static void MoveTo(this GameObject go,Transform[] path,float time,float delay,EaseType easeType,LoopType loopType){ iTween.MoveTo(go,iTween.Hash("path",path,"time",time,"delay",delay,"easeType",easeType.ToString(),"looptype",loopType.ToString())); }
/// <summary> /// Changes a GameObject's position over time to a supplied destination. /// </summary> /// <param name="position"> /// A <see cref="Vector3"/> /// </param> /// <param name="time"> /// A <see cref="System.Single"/> /// </param> /// <param name="delay"> /// A <see cref="System.Single"/> /// </param> /// <param name="easeType"> /// A <see cref="EaseType"/> /// </param> /// <param name="loopType"> /// A <see cref="LoopType"/> /// </param> public static void MoveTo(this GameObject go,Vector3 position,float time,float delay,EaseType easeType,LoopType loopType){ iTween.MoveTo(go,iTween.Hash("position",position,"time",time,"delay",delay,"easeType",easeType.ToString(),"looptype",loopType.ToString())); }
/// <summary> /// Rotates a GameObject to look at the supplied Vector3 over time. /// </summary> /// <param name="lookTarget"> /// A <see cref="Vector3"/> /// </param> /// <param name="time"> /// A <see cref="System.Single"/> /// </param> /// <param name="delay"> /// A <see cref="System.Single"/> /// </param> /// <param name="easeType"> /// A <see cref="EaseType"/> /// </param> /// <param name="loopType"> /// A <see cref="LoopType"/> /// </param> public static void LookTo(this GameObject go,Vector3 lookTarget,float time,float delay,EaseType easeType,LoopType loopType){ iTween.LookTo(go,iTween.Hash("lookTarget",lookTarget,"time",time,"delay",delay,"easeType",easeType.ToString(),"looptype",loopType.ToString())); }
/// <summary> /// Changes a GameObject's alpha value over time. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorTo and using the "a" parameter. /// </summary> /// <param name="alpha"> /// A <see cref="System.Single"/> /// </param> /// <param name="time"> /// A <see cref="System.Single"/> /// </param> /// <param name="delay"> /// A <see cref="System.Single"/> /// </param> /// <param name="loopType"> /// A <see cref="LoopType"/> /// </param> public static void FadeTo(this GameObject go,float alpha,float time,float delay,LoopType loopType){ iTween.FadeTo(go,iTween.Hash("alpha",alpha,"time",time,"delay",delay,"looptype",loopType.ToString())); }
/// <summary> /// Changes a GameObject's color values over time. If a GUIText or GUITexture component is attached, they will become the target of the animation. /// </summary> /// <param name="color"> /// A <see cref="Color"/> /// </param> /// <param name="time"> /// A <see cref="System.Single"/> /// </param> /// <param name="delay"> /// A <see cref="System.Single"/> /// </param> /// <param name="loopType"> /// A <see cref="LoopType"/> /// </param> public static void ColorTo(this GameObject go,Color color,float time,float delay,LoopType loopType){ iTween.ColorTo(go,iTween.Hash("color",color,"time",time,"delay",delay,"looptype",loopType.ToString())); }
/// <summary> /// Changes a GameObject's scale over time. /// </summary> /// <param name="scale"> /// A <see cref="Vector3"/> /// </param> /// <param name="time"> /// A <see cref="System.Single"/> /// </param> /// <param name="delay"> /// A <see cref="System.Single"/> /// </param> /// <param name="easeType"> /// A <see cref="EaseType"/> /// </param> /// <param name="loopType"> /// A <see cref="LoopType"/> /// </param> public static void ScaleTo(this GameObject go,Vector3 scale,float time,float delay,EaseType easeType,LoopType loopType){ iTween.ScaleTo(go,iTween.Hash("scale",scale,"time",time,"delay",delay,"easeType",easeType.ToString(),"looptype",loopType.ToString())); }
/// <summary> /// Instantly changes a GameObject's Euler angles in degrees then returns it to it's starting rotation over time. /// </summary> /// <param name="rotation"> /// A <see cref="Vector3"/> /// </param> /// <param name="time"> /// A <see cref="System.Single"/> /// </param> /// <param name="delay"> /// A <see cref="System.Single"/> /// </param> /// <param name="easeType"> /// A <see cref="EaseType"/> /// </param> /// <param name="loopType"> /// A <see cref="LoopType"/> /// </param> public static void RotateFrom(this GameObject go,Vector3 rotation,float time,float delay,EaseType easeType,LoopType loopType){ iTween.RotateFrom(go,iTween.Hash("rotation",rotation,"time",time,"delay",delay,"easeType",easeType.ToString(),"looptype",loopType.ToString())); }
public void StartAnim(bool needCollider = true) { try { boxCollider = transform.GetChild(0).GetComponent <BoxCollider>(); boxCollider.enabled = needCollider; meshMat = transform.GetChild(0).GetChild(0).GetComponent <SkinnedMeshRenderer>().sharedMaterial; } catch (Exception e) { //throw; Debug.Log("*Warning*<color=yellow>" + "EnemyControl Try Exception" + "</color>"); } if (loopType == LoopType.Pinpong) { isRevert = !isRevert; try { if (!moveToPath) { transform.position = (Vector3)iTweenPath.GetPath(enemyType.ToString()).GetValue(0); } iTween.MoveTo(gameObject, iTween.Hash( "path", iTweenPath.GetPath(enemyType.ToString()), "movetopath", moveToPath, "delay", stayTime, "easetype", easeType, "looptype", iTween.LoopType.none, "speed", speed, "orienttopath", true, "lookTime", 1.1, "axis", "y", "oncomplete", "myCompleteFun", "oncompletetarget", gameObject)); } catch (Exception e) { Debug.Log("*Warning*<color=blue>" + "EnemyControl GetPath Exception:" + e + "</color>"); } } else { try { if (!moveToPath) { transform.position = (Vector3)iTweenPath.GetPath(enemyType.ToString()).GetValue(0); } iTween.MoveTo(gameObject, iTween.Hash( "path", iTweenPath.GetPath(enemyType.ToString()), "movetopath", moveToPath, "delay", stayTime, "easetype", easeType, "looptype", loopType.ToString().ToLower(), "speed", speed, "orienttopath", true, "lookTime", 1.1, "axis", "y")); } catch (Exception) { } } }
public override string ToString() { return("levelNumber = " + levelNumber + " - numberDotsToCreate = " + numberDotsToCreate + " - numberDotsOnCircle = " + numberDotsOnCircle + " - lineRadius = " + lineRadius + " - rotateDelay = " + rotateDelay + " - rotateVector = " + rotateVector + " - rotateEase " + rotateEase.ToString() + " - rotateLoopType = " + rotateLoopType.ToString()); }
public void PlayRotation() { GetComponent <Transform>().localEulerAngles = initialRotation; iTween.ValueTo(this.gameObject, iTween.Hash("delay", delayRotation, "from", GetComponent <Transform>().localEulerAngles, "to", targetRotation, "time", timeRotation, "looptype", LoopTypeRotation.ToString(), "onupdate", "RotateObject", "oncomplete", "OnRotationTweenCompleted", "easetype", EaseTypeRotation.ToString())); }
public void PlayScale() { GetComponent <Transform>().localScale = initialScale; iTween.ValueTo(this.gameObject, iTween.Hash("delay", delayScale, "from", GetComponent <Transform>().localScale, "to", targetScale, "time", timeScale, "looptype", LoopTypeScale.ToString(), "onupdate", "ScaleObject", "oncomplete", "OnScaleTweenCompleted", "easetype", EaseTypeScale.ToString())); }
public void PlayUIMovement() { GetComponent <RectTransform>().anchoredPosition = initialPosition2D; iTween.ValueTo(this.gameObject, iTween.Hash("delay", delayMovement, "from", GetComponent <RectTransform>().anchoredPosition, "to", targetPosition2D, "time", timeMovement, "looptype", LoopTypeMovement.ToString(), "onupdate", "MoveGuiElement", "oncomplete", "OnMovementTweenCompleted", "easetype", EaseTypeMovement.ToString())); }