/// <summary> /// Creates a new Sequence. /// </summary> /// <param name="p_parms"> /// A <see cref="SequenceParms"/> representing the Sequence parameters. /// You can pass an existing one, or create a new one inline via method chaining, /// like <c>new SequenceParms().Id("sequence1").Loops(2).OnComplete(myFunction)</c> /// </param> public Sequence(SequenceParms p_parms) { if (p_parms != null) p_parms.InitializeSequence(this); // Automatically pause the sequence. _isPaused = true; // Add this sequence to HOTWeen tweens. HOTween.AddSequence(this); }
/// <summary> /// Creates a new Sequence. /// </summary> /// <param name="p_parms"> /// A <see cref="SequenceParms"/> representing the Sequence parameters. /// You can pass an existing one, or create a new one inline via method chaining, /// like <c>new SequenceParms().Id("sequence1").Loops(2).OnComplete(myFunction)</c> /// </param> public Sequence(SequenceParms p_parms) { if (p_parms != null) { p_parms.InitializeSequence(this); } // Automatically pause the sequence. _isPaused = true; // Add this sequence to HOTWeen tweens. HOTween.AddSequence(this); }
/// <summary> /// Clears this sequence and resets its parameters, so it can be re-used. /// You can check if a Sequence is clean by querying its isEmpty property. /// </summary> /// <param name="p_parms"> /// New parameters for the Sequence /// (if NULL, note that the dafult ones will be used, and not the previous ones) /// </param> public void Clear(SequenceParms p_parms = null) { Kill(false); Reset(); hasCallbacks = false; prevIncrementalCompletedLoops = prevIncrementalCompletedLoops = 0; _destroyed = false; // Apply new parms if (p_parms != null) { p_parms.InitializeSequence(this); } _isPaused = true; }
void JumpMotion() { animator.SetTrigger("Jump"); SequenceParms sparams = new SequenceParms(); //.OnComplete(gameObject, "OnCompleteJump"); Sequence mySequence = new Sequence(sparams); TweenParms parms; tf.position = startPosition; parms = new TweenParms().Prop("position", startPosition).Ease(EaseType.EaseOutQuad).OnComplete(OnDoneTakeOff); mySequence.Append(HOTween.To(tf, 0.4f, parms)); parms = new TweenParms().Prop("position", endPosition).Ease(EaseType.EaseOutQuad).OnComplete(OnDoneAir); mySequence.Append(HOTween.To(tf, 0.2f, parms)); parms = new TweenParms().Prop("position", endPosition).Ease(EaseType.EaseOutQuad).OnComplete(OnDoneLanding); mySequence.Append(HOTween.To(tf, 0.6f, parms)); mySequence.Play(); }
/// <summary> /// Clears this sequence and resets its parameters, so it can be re-used. /// You can check if a Sequence is clean by querying its isEmpty property. /// </summary> /// <param name="p_parms"> /// New parameters for the Sequence /// (if NULL, note that the dafult ones will be used, and not the previous ones) /// </param> public void Clear(SequenceParms p_parms = null) { Kill(false); Reset(); hasCallbacks = false; prevIncrementalCompletedLoops = prevIncrementalCompletedLoops = 0; _destroyed = false; // Apply new parms if (p_parms != null) p_parms.InitializeSequence(this); _isPaused = true; }
void TweenMove2Back(Transform tr, Vector3 pos1, Vector3 pos2, Vector3 pos3) { tr.localPosition = pos1; SequenceParms sparams = new SequenceParms(); //.OnComplete(tr, "OnCompleteTween", 1); Sequence mySequence = new Sequence(sparams); TweenParms parms; parms = new TweenParms().Prop("localPosition", pos2).Ease(EaseType.Linear); mySequence.Append(HOTween.To(tr, 0.1f, parms)); parms = new TweenParms().Prop("localPosition", pos3).Ease(EaseType.Linear); //.OnComplete(OnCompleteMove); mySequence.Append(HOTween.To(tr, 0.1f, parms)); mySequence.Play(); }