예제 #1
0
    public void LookToAnimation(float time, iTween.EaseType eType = iTween.EaseType.linear, DelegateType.MovePathCallback onComplete = null)
    {
//         Hashtable args = new Hashtable();
//         args.Add("looktarget", targetPos);
//         args.Add("time", time);
//         args.Add("easetype", eType);
//         args.Add("oncomplete", "LookToAnimationComplete");
//         args.Add("oncompletetarget", gameObject);
//         iTween.LookTo(gameObject, args);

        Hashtable args = new Hashtable();

        args.Add("from", 0f);
        args.Add("to", 1f);
        args.Add("time", time);
        args.Add("easetype", eType);
        args.Add("onupdate", "LookToAnimationUpdate");
        args.Add("onupdatetarget", gameObject);
        args.Add("oncomplete", "LookToAnimationComplete");
        args.Add("oncompletetarget", gameObject);
        args.Add("ignoretimescale", false);
        iTween.ValueTo(gameObject, args);

        beginRotation    = gameObject.transform.localRotation;
        finalRotation    = Quaternion.LookRotation(posLookAt1 - posEnd);
        onLookToComplete = onComplete;
        isDoingLookTo    = true;
    }
예제 #2
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 // The PopIn function. Scales an object up from 0 to its normal size. Good for popping an object into the world.
 public static void PopIn(GameObject obj, float time = 1.5f, float delay = 0, iTween.EaseType easeType = iTween.EaseType.easeOutElastic)
 {
     if (iTween.Count(obj, "scale") < 1)
     {
         iTween.ScaleFrom(obj, iTween.Hash("scale", Vector3.zero, "time", time, "delay", delay, "easetype", easeType));
     }
 }
 protected void MoveTo(GameObject go, Vector3 vP, float time, iTween.EaseType type = iTween.EaseType.linear)
 {
     iTween.MoveTo(go, new Hashtable
     {
         {
             "isLocal",
             true
         },
         {
             "x",
             vP.x
         },
         {
             "y",
             vP.y
         },
         {
             "time",
             time
         },
         {
             "easetype",
             type
         }
     });
 }
예제 #4
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        /// <summary>
        /// Tweens a value from "From" to "To".
        /// </summary>
        /// <param name="data">The tween data.</param>
        /// <returns>The started tween reference.</returns>
        public Tween StartValueTo(ValueToAnimation data)
        {
            string id = tweenIdentifier.ToString();

            iTween.EaseType easeType = tweenTypeDictionary[data.EaseType];

            Hashtable args = new Hashtable();

            args["name"]             = id;
            args["onupdatetarget"]   = data.GameObject;
            args["onupdate"]         = data.OnUpdate;
            args["from"]             = 0f;
            args["to"]               = 1f;
            args["time"]             = data.Duration;
            args["delay"]            = data.Delay;
            args["easetype"]         = easeType;
            args["oncompletetarget"] = data.GameObject;
            args["oncomplete"]       = data.OnComplete;

            if (data.PingPongLoop)
            {
                args["looptype"] = iTween.LoopType.pingPong;
            }

            iTween.ValueTo(data.GameObject, args);

            tweenIdentifier++;
            return(new Tween(id));
        }
예제 #5
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 // The PopOut function. Scales an object down to 0 from its normal size. Good for popping an object out of the world.
 public static void PopOut(GameObject obj, float time = .2f, float delay = 0, iTween.EaseType easeType = iTween.EaseType.easeInQuad)
 {
     if (iTween.Count(obj, "scale") < 1)
     {
         iTween.ScaleTo(obj, iTween.Hash("scale", Vector3.zero, "time", time, "delay", delay, "easetype", easeType));
     }
 }
예제 #6
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    public override void Init()
    {
        this.EaseType = (iTween.EaseType)((int)Enum.Parse(typeof(iTween.EaseType), this.m_EaseType));
        NrTSingleton <EventTriggerMiniDrama> .Instance.CameraMove(this.GetPosition(), this.m_PosotionMoveTime, this.GetAngles(), this.m_AngleMoveTime, this.m_fieldOfView, this.m_FOVMoveTime, this.m_ActionTime, this.EaseType);

        this._StartTime = Time.time;
    }
예제 #7
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        public static void MoveTo(this RectTransform obj, Vector2 pos,
                                  float time, float delay, iTween.EaseType easeType,
                                  Action onCompleteDelegate = null)
        {
            iTweenEventHandler eventHandler = SetUpEventHandler(obj.gameObject);

            eventHandler.OnUpdateMoveDelegate = (Vector2 value) =>
            {
                obj.anchoredPosition = value;
            };

            eventHandler.OnCompleteDelegate = onCompleteDelegate;

            iTween.ValueTo(obj.gameObject, iTween.Hash(
                               "from", obj.anchoredPosition,
                               "to", pos,
                               "time", time,
                               "delay", delay,
                               "easetype", easeType,
                               "onupdate", "OnUpdateMove",
                               "onupdatetarget", eventHandler.gameObject,
                               "oncomplete", "OnComplete",
                               "oncompletetarget", eventHandler.gameObject
                               ));
        }
예제 #8
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    /**
     * 移动到目标点动画
     */
    static public void MoveTo(GameObject obj, Vector3 pos, float time,
                              iTween.FunCallback OnUpdate   = null, string updateParam                = "",
                              iTween.FunCallback OnComplete = null, string completeParam              = "",
                              iTween.EaseType type          = iTween.EaseType.linear, string loopType = "none")
    {
        Hashtable args = new Hashtable();

        args.Add("easeType", type);
        args.Add("time", time);
        args.Add("loopType", loopType);

        //移动中调用,参数和上面类似
        args.Add("onupdate", updateParam);
        args.Add("onupdateparams", completeParam);

        args.Add("x", pos.x);
        args.Add("y", pos.y);
        args.Add("z", pos.z);

        //执行期回调函数
        Dictionary <string, iTween.FunCallback> dic = new Dictionary <string, iTween.FunCallback>();

        if (OnUpdate != null)
        {
            dic.Add("onupdate", OnUpdate);
        }
        if (OnComplete != null)
        {
            dic.Add("oncomplete", OnComplete);
        }

        //最终让改对象开始移动
        iTween.MoveTo(obj, args, dic);
    }
예제 #9
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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));
        }
    }
예제 #10
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    public void CreatePathAnimation(float from, float to, float time, iTween.EaseType eType = iTween.EaseType.linear, DelegateType.MovePathCallback onComplete = null, DelegateType.MovePathCallback onUpdate = null)
    {
        if (to == from)
        {
            return;
        }

        Hashtable args = new Hashtable();

        args.Add("from", from);
        args.Add("to", to);
        args.Add("time", time);
        args.Add("easetype", eType);
        args.Add("onupdate", "AnimationOnUpdate");
        args.Add("onupdatetarget", gameObject);
        args.Add("oncomplete", "AnimationOnComplete");
        args.Add("oncompletetarget", gameObject);
        args.Add("ignoretimescale", false);
        iTween.ValueTo(gameObject, args);

        if (from <= 0.1f)
        {
            iLookAtPoint = 2;//ELookAtType.LookAtTwoPoints时才有用
        }
        else if (from >= 0.9f)
        {
            iLookAtPoint = 1;
        }

        onAnimationComplete = onComplete;
        onAnimationUpdate   = onUpdate;
    }
 private void MoveTo(GameObject go, Vector3 vP, float time, Action <int> act, iTween.EaseType type = iTween.EaseType.linear)
 {
     this.movedAct = act;
     iTween.MoveTo(go, new Hashtable
     {
         {
             "isLocal",
             true
         },
         {
             "x",
             vP.x
         },
         {
             "y",
             vP.y
         },
         {
             "time",
             time
         },
         {
             "easetype",
             type
         },
         {
             "oncomplete",
             "MoveEnd"
         },
         {
             "oncompleteparams",
             0
         }
     });
 }
예제 #12
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 public static void TickValue(
     GameObject go,
     float time,
     float from,
     float to,
     iTween.EaseType easeType,
     string name,
     Action <float> update,
     Action finish)
 {
     iTween.ValueTo(go, iTween.Hash(
                        "name", "iTweenValueTo_" + name,
                        "time", time,
                        "from", from,
                        "to", to,
                        "easetype", easeType,
                        "onupdate", (Action <object>)((x) =>
     {
         update.Call((float)x);
     }),
                        "oncomplete", (Action <object>)((x) =>
     {
         finish.Call();
     })
                        ));
 }
예제 #13
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        public void Injection(iTween.EaseType eType, bool isPlaySE, bool isTC, Action callback)
        {
            this._actCallback = callback;
            Hashtable hashtable = new Hashtable();

            hashtable.Add("position", this._vecTarget);
            hashtable.Add("isLocal", false);
            hashtable.Add("delay", 0.1f);
            hashtable.Add("time", this._moveTime);
            hashtable.Add("easeType", eType);
            hashtable.Add("oncomplete", "_onFinishedInjection");
            hashtable.Add("oncompletetarget", base.get_gameObject());
            base.get_gameObject().MoveTo(hashtable);
            base.get_transform().set_rotation(Quaternion.Euler(new Vector3(0f, 0f, 0f)));
            this._psTorpedoWake.Play();
            if (isPlaySE)
            {
                if (isTC)
                {
                    SoundUtils.PlaySE(SEFIleInfos.SE_905);
                }
                else
                {
                    SoundUtils.PlaySE(SEFIleInfos.SE_904);
                }
            }
        }
예제 #14
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 // Use this for initialization
 void Start()
 {
     ID        = System.Guid.NewGuid().ToString();
     _easeType = easeType;
     _loopType = loopType;
     restart();
 }
예제 #15
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    // RectTransform.MoveTo
    // Rect Transform을 현재 위치에서 지정한 위치로 이동시키는 애니메이션
    public static void MoveTo(this RectTransform target, Vector2 pos,
                              float time, float delay, iTween.EaseType easeType,
                              System.Action onCompleteDelegate = null)
    {
        // iTween이 발생시킨 이벤트를 제어하는 핸들러를 설정한다
        iTweenEventHandler eventHandler = SetUpEventHandler(target.gameObject);

        // 이동 애니메이션이 한 스텝 진행될 때마다 호출하는 콜백 메서드를 설정한다
        eventHandler.OnUpdateMoveDelegate = (Vector2 value) => {
            // Rect Transform의 위치를 갱신한다
            target.anchoredPosition = value;
        };

        // 애니메이션이 끝났을 때 호출되는 콜백 메서드를 설정한다
        eventHandler.OnCompleteDelegate = onCompleteDelegate;

        // iTween의 ValueTo 메서드를 호출해 애니메이션을 시작한다
        iTween.ValueTo(target.gameObject, iTween.Hash(
                           "from", target.anchoredPosition,
                           "to", pos,
                           "time", time,
                           "delay", delay,
                           "easetype", easeType,
                           "onupdate", "OnUpdateMove",
                           "onupdatetarget", eventHandler.gameObject,
                           "oncomplete", "OnComplete",
                           "oncompletetarget", eventHandler.gameObject
                           ));
    }
예제 #16
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 public void MoveTo(Vector2 vP, float time, Action <int> act, iTween.EaseType type = iTween.EaseType.linear, float delay = 0f)
 {
     if (0f >= time)
     {
         this.SetPosX(vP.x);
         this.SetPosY(vP.y);
         if (act != null)
         {
             act(0);
         }
     }
     else
     {
         this.movedAct = act;
         Hashtable hashtable = new Hashtable();
         hashtable.Add("isLocal", true);
         hashtable.Add("x", vP.x);
         hashtable.Add("y", vP.y);
         hashtable.Add("time", EfcCont.GetFixedTime(time));
         hashtable.Add("delay", delay);
         hashtable.Add("easetype", type);
         hashtable.Add("oncomplete", "MoveEnd");
         hashtable.Add("oncompleteparams", 0);
         iTween.MoveTo(base.gameObject, hashtable);
     }
 }
예제 #17
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    //LookAtTwoPoints专用
    public void LookToAnimation(bool bReverse, float time, iTween.EaseType eType = iTween.EaseType.linear, DelegateType.MovePathCallback onComplete = null)
    {
        if (elookAtType != ELookAtType.LookAtTwoPoints)
        {
            return;
        }

        Hashtable args = new Hashtable();

        args.Add("from", 0f);
        args.Add("to", 1f);
        args.Add("time", time);
        args.Add("easetype", eType);

        beginRotation = gameObject.transform.localRotation;
        if (!bReverse)
        {
            args.Add("onupdate", "LookToAnimationUpdate_ToPos2");
            args.Add("onupdatetarget", gameObject);
            finalRotation = Quaternion.LookRotation(posLookAt2 - posEnd);
        }
        else
        {
            args.Add("onupdate", "LookToAnimationUpdate");
            args.Add("onupdatetarget", gameObject);
            finalRotation = Quaternion.LookRotation(posLookAt1 - posBegin);
        }
        args.Add("oncomplete", "LookToAnimationComplete");
        args.Add("oncompletetarget", gameObject);
        args.Add("ignoretimescale", false);
        iTween.ValueTo(gameObject, args);
        onLookToComplete = onComplete;
        isDoingLookTo    = true;
    }
예제 #18
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        /// <summary>
        ///     Plays the Highlight animation.
        /// </summary>
        public void Highlight()
        {
            SetupHighlight();

            var highlightSize = new Vector3(1.3f, 1.3f, 1.3f);

            const float           time     = 0.7f;
            const iTween.EaseType easeType = iTween.EaseType.easeOutCubic;

            iTween.ScaleTo(_highlightImage, iTween.Hash(
                               "name", "HighlightScaleUp",
                               "scale", highlightSize,
                               "time", time,
                               "easetype", easeType
                               ));

            iTween.ValueTo(gameObject, iTween.Hash(
                               "name", "HighlightFadoOut",
                               "from", _maintImage.GetComponent <Image>().color.a,
                               "to", 0f,
                               "time", time,
                               "easetype", easeType,
                               "onupdate", "ColorUpdate"
                               ));
        }
예제 #19
0
        /// <summary>
        /// Moves the object to the specified empty slot.
        /// </summary>
        /// <param name="emptySlot">The empty slot.</param>
        public void Move(Transform emptySlot)
        {
            SetupMove();

            const float           time     = 0.5f;
            const iTween.EaseType easeType = iTween.EaseType.easeOutBounce;

            iTween.ValueTo(gameObject, iTween.Hash(
                               "name", "MoveOffsetMin",
                               "from", _mainRect.offsetMin,
                               "to", new Vector2(GlobalConstants.DotToCellPadding, GlobalConstants.DotToCellPadding),
                               "time", time,
                               "easetype", easeType,
                               "onupdate", "OffsetMinUpdate"
                               ));

            iTween.ValueTo(gameObject, iTween.Hash(
                               "name", "MoveOffsetMax",
                               "from", _mainRect.offsetMax,
                               "to", new Vector2(-GlobalConstants.DotToCellPadding, -GlobalConstants.DotToCellPadding),
                               // - because offsetMax is inversed
                               "time", time,
                               "easetype", easeType,
                               "onupdate", "OffsetMaxUpdate"
                               ));
        }
예제 #20
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 public void ScaleTo(float to, float duration, bool resetAfterComplete = true, iTween.EaseType ease = iTween.EaseType.easeOutQuad)
 {
     audioSource.clip = GetAudio(to);
     audioSource.Play();
     iTween.Stop(gameObject);
     iTween.ValueTo(gameObject, GetHash(to, duration, resetAfterComplete, ease));
 }
예제 #21
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        private void DoTweens()
        {
            _elapsedTime = 0;

            GameObject go = Fsm.GetOwnerDefaultTarget(transformObject);

            Vector3 position = isLocal.Value ? destinationObject.Value.transform.localPosition : destinationObject.Value.transform.position;
            Vector3 rotation = isLocal.Value ? destinationObject.Value.transform.localEulerAngles : destinationObject.Value.transform.eulerAngles;
            Vector3 scale    = destinationObject.Value.transform.localScale;

            iTween.EaseType rawEaseType = (iTween.EaseType)easeType.Value;

            iTween.MoveTo(go, iTween.Hash("position", position, "time", animationTime.Value, "easetype", rawEaseType, "islocal", isLocal.Value));
            iTween.RotateTo(go, iTween.Hash("rotation", rotation, "time", animationTime.Value, "easetype", rawEaseType, "islocal", isLocal.Value));
            iTween.ScaleTo(go, iTween.Hash("scale", scale, "time", animationTime.Value, "easetype", rawEaseType));

            //TODO: RectTransform tweening wont work for all cases, this should be made more flexible to take into account anchors, offsets, etc
            _rectTransform = go.transform as RectTransform;
            if (_rectTransform != null)
            {
                RectTransform destTransform = destinationObject.Value.transform as RectTransform;
                if (destTransform != null)
                {
                    _oldRectSize = _rectTransform.rect.size;
                    _newRectSize = destTransform.rect.size;
                }
                else
                {
                    _rectTransform = null;
                }
            }
        }
    public void ducTime(float _to, float _duration, iTween.EaseType easeType = iTween.EaseType.easeOutCubic, bool bDucAudio = false)
    {
        Interactivity interactivity = null;

        if (bDucAudio == true)
        {
            var go = GameObject.Find("__Interactivity");
            if (go)
            {
                interactivity = go.GetComponent <Interactivity>();
            }

            if (interactivity == null)
            {
                Debug.LogError("Unable to find __Interactivity");
            }
        }

        var fullSpeed = playbackSpeedInFramesPerSecond / 30.0f;
        var from      = Time.timeScale;

        Debug.Log(string.Format("duc {0} > {1}", from, _to));
        if (from == _to)
        {
            return;
        }

        var id = "CinematronDucTween";

        iTween.StopByName(gameObject, id);
        iTween.ValueTo(gameObject, iTween.Hash("name", id, "from", 0.0f, "to", 1.0f, "time", _duration, "easetype", easeType, "ignoretimescale", true,
                                               "onUpdate", (System.Action <object>)((x) =>
        {
            float f = Mathf.Clamp01((float)x);
            var ts  = Mathf.Lerp(from, _to, f);

            Time.timeScale = ts;

            if (bDucAudio == true)
            {
                AudioListener.volume = Mathf.Clamp(f, 0.0f, 1.0f);
                foreach (var a in interactivity.allAudios)
                {
                    if (a.isPlaying && a.gameObject.activeInHierarchy && a.gameObject.activeSelf)
                    {
                        a.pitch = ts * (1 / fullSpeed) * (playbackSpeedInFramesPerSecond / musicSpeedInFramesPerSecond);
                    }
                }
            }
        }),
                                               "onComplete", (System.Action <object>)((x) =>
        {
            Time.timeScale = _to;
            if (bDucAudio == true)
            {
                resyncMusic();
            }
        })));
    }
예제 #23
0
    public void glideToNextPosition()
    {
        if (moveIndex < moveTargets.Count)
        {
            float           moveDuration = 0.15f;
            iTween.EaseType movementType = iTween.EaseType.linear;
            if (moveIndex + 1 < moveTargets.Count)
            {
                if (moveTargets[moveIndex + 1].GetComponent <CibleDeplacementIHM>().jumpingTarget)
                {
                    // Debug.Log("jump");
                    moveDuration *= 2;
                    iTween.ScaleTo(gameObject, iTween.Hash("scale", notPlacedScale, "time", moveDuration, "easetype", iTween.EaseType.easeOutQuart, "oncomplete", "restoreScaleAfterJump"));
                }
            }
            else if (moveTargets[moveIndex].GetComponent <CibleDeplacementIHM>().jumpingTarget)
            {
                moveDuration *= 2;
            }
            if (moveTargets[moveIndex].GetComponent <CibleDeplacementIHM>().wallwalkTarget)
            {
                moveDuration *= 2;
                movementType  = iTween.EaseType.easeInOutSine;
            }
            iTween.MoveTo(gameObject, iTween.Hash("position", moveTargets[moveIndex].transform.position, "time", moveDuration, "easetype", movementType, "oncomplete", "glideToNextPosition"));
            moveIndex++;
        }
        // Une fois le token arrivé sur la case de destination
        else
        {
            pickUpOverflownToken();

            if (associatedToken.selected)
            {
                transform.position = new Vector3(transform.position.x, transform.position.y, -1);
            }
            else
            {
                transform.position = new Vector3(transform.position.x, transform.position.y, 0);
            }

            if (gManager.activePlayer.isScriptedPlayer())
            {
                waitBeforeEndingMove();
            }
            else if (gManager.onlineGameInterface.isOnlineOpponent(gManager.activePlayer.index) && moveTargets[moveIndex - 1].GetComponent <CibleDeplacementIHM>().jumpingTarget)
            {
                waitBeforeEndingMove();
            }
            else
            {
                moveIndex = 0;
                gliding   = false;
                Debug.Assert(gManager.actionCharacter.GetComponent <CharacterBehaviorIHM>() == this, "the character gliding should be actionCharacter");
                recomputePossibleActionsIHM(false, true);
                gManager.onlineGameInterface.EndReplayAction();
            }
        }
    }
예제 #24
0
 public static void ScaleFrom(this GameObject go, Vector2 scale, float time, iTween.EaseType ease = iTween.EaseType.linear)
 {
     iTween.ScaleFrom(go,
                      iTween.Hash("x", scale.x,
                                  "y", scale.y,
                                  "time", time,
                                  "easetype", ease));
 }
예제 #25
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 public BaseSetting()
 {
     onStart  = false;
     time     = 1;
     delay    = 0;
     easeType = iTween.EaseType.linear;
     loopType = iTween.LoopType.none;
 }
예제 #26
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    static int IntToEnum(IntPtr L)
    {
        int arg0 = (int)LuaDLL.lua_tonumber(L, 1);

        iTween.EaseType o = (iTween.EaseType)arg0;
        LuaScriptMgr.Push(L, o);
        return(1);
    }
예제 #27
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 public IEnumerator MenuOutTo(GameObject menu, Vector3 to, float time, iTween.EaseType easeType)
 {
     iTween.Stop(menu, "move");
     iTween.MoveTo(menu, iTween.Hash("x", to.x, "y", to.y, "time", time,
                                     "ignoretimescale", true, "easetype", easeType));
     yield return(StartCoroutine(CoreMethods.Wait(time)));
     //iTween.Stop(menu, "move");
 }
예제 #28
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    public void AnimateToTargetPosition(float animationTime, iTween.EaseType easeType)
    {
        object[]  args      = new object[] { "position", this.m_targetLocalPos, "isLocal", true, "time", animationTime, "easetype", easeType, "name", "position", "oncomplete", "OnMovedToTargetPos", "onompletetarget", base.gameObject };
        Hashtable hashtable = iTween.Hash(args);

        iTween.StopByName(base.gameObject, "position");
        iTween.MoveTo(base.gameObject, hashtable);
    }
예제 #29
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 // The Rock function. Rotates an object back and forth indefinitely. Good for rotating objects back and forth indefinitely ;)
 public static void Rock(GameObject obj, float amount = 10, float time = 1.5f, iTween.EaseType easeType = iTween.EaseType.easeInOutCubic)
 {
     if (iTween.Count(obj, "rotate") < 1)
     {
         obj.transform.Rotate(0, 0, -amount);
         iTween.RotateBy(obj, iTween.Hash("amount", new Vector3(0, 0, 2 * amount / 360), "time", time, "easetype", easeType, "looptype", "pingPong"));
     }
 }
 public iTweenStruct(Vector3 currentPos, Vector3 startPos, Vector3 endPos, GameObject itemToTween, iTween.EaseType easeType)
 {
     this.itemToTween = itemToTween;
     this.currentPos  = currentPos;
     this.startPos    = startPos;
     this.endPos      = endPos;
     this.easeType    = easeType;
 }
예제 #31
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	// Use this for initialization
	public IEnumerator StartIt (float delayModifier) {
		yield return new WaitForSeconds(time * (1f - delayModifier));
		time = time * delayModifier;
		easeType = iTween.EaseType.easeInCubic;
		Hashtable hash = new Hashtable();
		hash.Add("oncomplete", "AnimationFinished");
		hash.Add("time", time);
		hash.Add("isLocal", true);
		hash.Add("position", localPositionToMoveTo);
		hash.Add("easetype", easeType);
		iTween.MoveTo(gameObject, hash);
		
		transform.localScale = new Vector3(delayModifier * delayModifier * delayModifier * delayModifier * 10f, 3f, 3f);
		easeType = iTween.EaseType.easeOutCubic;
		hash = new Hashtable();
		hash.Add("oncomplete", "AnimationFinished");
		hash.Add("time", time);
		hash.Add("isLocal", true);
		hash.Add("scale", new Vector3(delayModifier * delayModifier * .5f, 1f, 1f));
		hash.Add("easetype", easeType);
		iTween.ScaleTo(gameObject, hash);
		particleSystem.startSize *= delayModifier;
		particleSystem.Play();
	}
예제 #32
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    //grab and set generic, neccesary iTween arguments:
    void RetrieveArgs()
    {
        foreach (Hashtable item in tweens) {
            if((GameObject)item["target"] == gameObject){
                tweenArguments=item;
                break;
            }
        }

        id=(string)tweenArguments["id"];
        type=(string)tweenArguments["type"];
        /* GFX47 MOD START */
        _name=(string)tweenArguments["name"];
        /* GFX47 MOD END */
        method=(string)tweenArguments["method"];

        if(tweenArguments.Contains("time")){
            time=(float)tweenArguments["time"];
        }else{
            time=Defaults.time;
        }

        //do we need to use physics, is there a rigidbody?
        if(rigidbody != null){
            physics=true;
        }

        if(tweenArguments.Contains("delay")){
            delay=(float)tweenArguments["delay"];
        }else{
            delay=Defaults.delay;
        }

        if(tweenArguments.Contains("namedcolorvalue")){
            //allows namedcolorvalue to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability:
            if(tweenArguments["namedcolorvalue"].GetType() == typeof(NamedValueColor)){
                namedcolorvalue=(NamedValueColor)tweenArguments["namedcolorvalue"];
            }else{
                try {
                    namedcolorvalue=(NamedValueColor)Enum.Parse(typeof(NamedValueColor),(string)tweenArguments["namedcolorvalue"],true);
                } catch {
                    Debug.LogWarning("iTween: Unsupported namedcolorvalue supplied! Default will be used.");
                    namedcolorvalue = iTween.NamedValueColor._Color;
                }
            }
        }else{
            namedcolorvalue=Defaults.namedColorValue;
        }

        if(tweenArguments.Contains("looptype")){
            //allows loopType to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability:
            if(tweenArguments["looptype"].GetType() == typeof(LoopType)){
                loopType=(LoopType)tweenArguments["looptype"];
            }else{
                try {
                    loopType=(LoopType)Enum.Parse(typeof(LoopType),(string)tweenArguments["looptype"],true);
                } catch {
                    Debug.LogWarning("iTween: Unsupported loopType supplied! Default will be used.");
                    loopType = iTween.LoopType.none;
                }
            }
        }else{
            loopType = iTween.LoopType.none;
        }

        if(tweenArguments.Contains("easetype")){
            //allows easeType to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability:
            if(tweenArguments["easetype"].GetType() == typeof(EaseType)){
                easeType=(EaseType)tweenArguments["easetype"];
            }else{
                try {
                    easeType=(EaseType)Enum.Parse(typeof(EaseType),(string)tweenArguments["easetype"],true);
                } catch {
                    Debug.LogWarning("iTween: Unsupported easeType supplied! Default will be used.");
                    easeType=Defaults.easeType;
                }
            }
        }else{
            easeType=Defaults.easeType;
        }

        if(tweenArguments.Contains("space")){
            //allows space to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability:
            if(tweenArguments["space"].GetType() == typeof(Space)){
                space=(Space)tweenArguments["space"];
            }else{
                try {
                    space=(Space)Enum.Parse(typeof(Space),(string)tweenArguments["space"],true);
                } catch {
                    Debug.LogWarning("iTween: Unsupported space supplied! Default will be used.");
                    space = Defaults.space;
                }
            }
        }else{
            space = Defaults.space;
        }

        if(tweenArguments.Contains("islocal")){
            isLocal = (bool)tweenArguments["islocal"];
        }else{
            isLocal = Defaults.isLocal;
        }

        // Added by PressPlay
        if (tweenArguments.Contains("ignoretimescale"))
        {
            useRealTime = (bool)tweenArguments["ignoretimescale"];
        }
        else
        {
            useRealTime = Defaults.useRealTime;
        }

        //instantiates a cached ease equation reference:
        GetEasingFunction();
    }
예제 #33
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 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();
 }
예제 #34
0
 override public void setEaseType(iTween.EaseType value)
 {
     m_easeType = value;
 }
예제 #35
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 public iTweener EaseType(iTween.EaseType easeType)
 {
     _easeType = easeType;
     return this;
 }
예제 #36
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	public BaseSetting()
	{
		onStart = false;
		time = 1;
		delay = 0;
		easeType = iTween.EaseType.linear;
		loopType = iTween.LoopType.none;
	}