// Use this for initialization IEnumerator Healed() { myPath.GetTween().timeScale = myPath.GetTween().timeScale - 0.25f * slowedLevel; yield return(new WaitForSeconds(3f)); slowedLevel = 0; isSlowedLV1 = false; isSlowedLV2 = false; isSlowedLV3 = false; myPath.GetTween().timeScale = myPath.GetTween().timeScale + 0.25f * slowedLevel; }
// Use this for initialization void Start() { DoPlayerPath.GetTween().timeScale += 0.02f; // 是动画速度变快 DoCar1Path.GetTween().timeScale += 0.02f; DoCar2Path.GetTween().timeScale += 0.02f; DoCar3Path.GetTween().timeScale += 0.02f; // 开始动画 DoCar1Path.DOPlayForward(); DoCar2Path.DOPlayForward(); DoCar3Path.DOPlayForward(); DoPlayerPath.DOPlayForward(); }
// Use this for initialization void Start() { t = track.GetTween(); t.timeScale = 0; canAccel = false; laps = gameMan.numOfLaps; }
private IEnumerator FiringSequence() { SetEmitterChargePathsStatus(true); m_WeaponCharging = true; m_ArrayPathForwardTween.DORewind(); m_ArrayPathReverseTween.DORewind(); float arrayPathForwardTweenDuration = Mathf.Abs(Mathf.Abs(m_AngleOfAttack.y) - Mathf.Abs(m_AngleToTarget)) / m_ArrayChargeTime; float arrayPathReverseTweenDuration = Mathf.Abs(Mathf.Abs(m_AngleOfAttack.x) - Mathf.Abs(m_AngleToTarget)) / m_ArrayChargeTime; m_ArrayPathForwardTween.GetTween().timeScale = arrayPathForwardTweenDuration; m_ArrayPathReverseTween.GetTween().timeScale = arrayPathReverseTweenDuration; m_ArrayPathForwardTween.DOPlay(); m_ArrayPathReverseTween.DOPlay(); while (!m_EmitterCollision) { yield return(null); } m_WeaponCharging = false; if (m_Target != null) { SetEmitterChargePathsStatus(false); m_EmitterCollision = false; m_WeaponDischarging = true; m_BeamClone.Fire(m_Target.transform.position, true); } }
public IEnumerator speedUp() { Tween t = dOTweenPath.GetTween(); for (int i = 0; i < 10; i++) { // Change the timeScale to 2x t.timeScale += rate; yield return(new WaitForSeconds(1f)); } }
void Start() { Vector3[] drawPoints = path.GetTween().PathGetDrawPoints(subdivisionsXSegment); int pointsCount = drawPoints.Length; LineRenderer lr = path.gameObject.AddComponent <LineRenderer>(); lr.material = material; lr.SetColors(startColor, endColor); lr.SetWidth(startW, endW); lr.SetVertexCount(pointsCount); for (int i = 0; i < pointsCount; ++i) { lr.SetPosition(i, drawPoints[i]); } }
void Start() { Curves = ListExtension.Shuffle <AnimationCurve>(Curves); for (int i = 0; i < Blossoms.Count; i++) { DOTweenPath path = Blossoms[i].GetComponent <DOTweenPath>(); Tween t = path.GetTween(); t.SetEase(Curves[i]); path.DOPause(); } for (int i = 0; i < Blossoms.Count; i++) { DoneBlossoms.Add(false); } StartRace(); }
private void StartRace() { int i = 0; foreach (KeyValuePair <string, float> competitor in BlossomCompetitionManager.Instance.CurrentResults) { float speed = MapRangeExtension.MapRange(competitor.Value, 0, BlossomCompetitionManager.Instance.GetCompetitionMaxScore(), 0.75f, 1.25f); DOTweenPath path = Blossoms[i].GetComponent <DOTweenPath>(); path.GetTween().timeScale = speed * 0.25f; BlossomAppearance appearance = Blossoms[i].GetComponent <BlossomAppearance>(); string id = competitor.Key; string growth = DialogueLua.GetVariable(id + "Growth").AsString; string color = DialogueLua.GetVariable(id + "Color").AsString; BlossomData.BlossomGrowth growthData = (BlossomData.BlossomGrowth)System.Enum.Parse(typeof(BlossomData.BlossomGrowth), growth); appearance.SetAppearance(growthData, color); string name = DialogueLua.GetVariable(id + "Name").AsString; Blossoms[i].GetComponentInChildren <TextMeshProUGUI>().text = name; i++; path.DOPlay(); } }