예제 #1
0
        /// <summary>
        /// Start the tweening operation.
        /// </summary>

        static public TweenVoxel Begin(GameObject go, float duration, VoxelProperty prop)
        {
            TweenVoxel tween = Tween.Begin <TweenVoxel>(go, duration);

            tween.from = tween.property;
            tween.to   = prop;

            if (duration <= 0f)
            {
                tween.Sample(1f, true);
                tween.enabled = false;
            }
            return(tween);
        }
예제 #2
0
        public void emission()
        {
            VoxelProperty prop = new VoxelProperty();

            this._voxel.color         = beginColor_;
            this.transform.localScale = this.beginScale_;
            prop.color = endColor_;

            prop.position = this.transform.position + director_ * speed_ * time_;
            prop.scale    = this.endScale_;
            Tween tween = TweenVoxel.Begin(this.gameObject, time_, prop);

            tween.method     = this.method_;
            tween.onFinished = delegate {
                this.gameObject.SetActive(false);
            };
        }
예제 #3
0
        /// <summary>
        /// Start the tweening operation.
        /// </summary>
        //13801889517 zhou ping
        static public TweenVoxel Begin(Voxel_ vox, float duration, VoxelData to, Vector3 offset)
        {
            TweenVoxel comp = Tween.Begin <TweenVoxel>(vox.gameObject, duration);

            comp.from.localPosition = vox.gameObject.transform.localPosition;            // = comp.alpha;
            comp.from.color         = vox.color;
            comp.vox = vox;
            comp.to.localPosition.x = to.pos.x + offset.x;            //-1;
            comp.to.localPosition.y = to.pos.y + offset.y;            //-4;
            comp.to.localPosition.z = to.pos.z + offset.z;            //-0.5f;
            comp.to.color           = to.color;
            //comp.to = alpha;

            /*
             * if (duration <= 0f)
             * {
             *      comp.Sample(1f, true);
             *      comp.enabled = false;
             * }*/
            return(comp);
        }