private void Show() { GoodsItemVO vo = currSelectedVO; //todo:根据数据初始化整个详情 SetName(vo.name); SetOwn(vo.own); SetDetails(vo.description, vo.extraDescription); SetCost(vo.totalcost, vo.cout, vo.goodsCostType); Convert(); if (temp == null) { this.mTrans.localScale = new Vector3(0.1f, 0.1f, 0.1f); HOTween.Init(); parms = new TweenParms(); parms.Prop("localScale", new Vector3(1f, 1f, 1f)); parms.Ease(EaseType.EaseOutBack); parms.Delay(0.1f); parms.AutoKill(false); temp = HOTween.To(this.mTrans, 0.2f, parms); temp.intId = 1; } temp.PlayForward(); }
//creates a new HOTween tween which moves us to the next waypoint //(defined by passed arguments) internal void CreateTween() { //prepare HOTween's parameters, you can look them up here //http://www.holoville.com/hotween/documentation.html //////////////////////////////////////////////////////////// //create new HOTween plugin for curved paths //pass in array of Vector3 waypoint positions, relative = true plugPath = new PlugVector3Path(wpPos, true, pathtype); //orients the tween target along the path //constrains this game object on one axis if (orientToPath) { plugPath.OrientToPath(); } //create TweenParms for storing HOTween's parameters tParms = new TweenParms(); //sets the path plugin as tween position property tParms.Prop("position", plugPath); tParms.AutoKill(true); //use speed based tween with linear easing tParms.SpeedBased(); tParms.Ease(EaseType.Linear); tParms.OnComplete(OnPathComplete); //create a new tween, move this gameobject with given arguments tween = HOTween.To(transform, maxSpeed, tParms); }
public override void FireEvent() { if (tweener != null) { return; } TweenParms parms = new TweenParms(); parms.Prop(fieldName, GetTargetValue()); parms.Ease(easeType); parms.AutoKill(false); tweener = HOTween.To(TargetComponent, Duration, parms); }
private void SetRefreshChoiceOpen() { refreshT.gameObject.SetActive(true); if (parms == null) { refreshT.localScale = new Vector3(0.1f, 0.1f, 0.1f); parms = new TweenParms(); parms.Prop("localScale", new Vector3(1f, 1f, 1f)); parms.Ease(EaseType.EaseOutBack); parms.Delay(0.1f); parms.AutoKill(false); temp = HOTween.To(refreshT, 0.2f, parms); } temp.PlayForward(); }
private void Show() { //todo:根据数据初始化整个详情 if (currSelectedVO != null) { TitleText.text = currSelectedVO.title; DetailText.text = currSelectedVO.content; } //Convert(); if (temp == null) { this.mTrans.localScale = new Vector3(0.1f, 0.1f, 0.1f); HOTween.Init(); parms = new TweenParms(); parms.Prop("localScale", new Vector3(1f, 1f, 1f)); parms.Ease(EaseType.EaseOutBack); parms.Delay(0.1f); parms.AutoKill(false); temp = HOTween.To(this.mTrans, 0.2f, parms); temp.intId = 1; } temp.PlayForward(); }
//creates a new HOTween tween which moves us to the next waypoint //(defined by passed arguments) internal void CreateTween() { //play walk animation if set PlayWalk(); //prepare HOTween's parameters, you can look them up here //http://www.holoville.com/hotween/documentation.html //////////////////////////////////////////////////////////// //create new HOTween plugin for curved paths //pass in array of Vector3 waypoint positions, relative = true plugPath = new PlugVector3Path(wpPos, true, pathtype); //orients the tween target along the path //constrains this game object on one axis if (orientToPath || lockAxis != Axis.None) { plugPath.OrientToPath(lookAhead, lockAxis); } //lock position axis if (lockPosition != Axis.None) { plugPath.LockPosition(lockPosition); } //create a smooth path if closePath was true if (closePath) { plugPath.ClosePath(true); } //create TweenParms for storing HOTween's parameters tParms = new TweenParms(); //sets the path plugin as tween position property if (local) { tParms.Prop("localPosition", plugPath); } else { tParms.Prop("position", plugPath); } //additional tween parameters for partial tweens tParms.AutoKill(false); tParms.Pause(true); tParms.Loops(1); //differ between TimeValue like mentioned above at enum TimeValue //use speed with linear easing if (timeValue == TimeValue.speed) { tParms.SpeedBased(); tParms.Ease(EaseType.Linear); } else { //use time in seconds and the chosen easetype tParms.Ease(easetype); } //create a new tween, move this gameobject with given arguments tween = HOTween.To(transform, originSpeed, tParms); //continue new tween with adjusted speed if it was changed before if (originSpeed != speed) { ChangeSpeed(speed); } }
//creates a new HOTween tween with give arguments that moves along the path private void CreateTween() { //prepare HOTween's parameters, you can look them up here //http://www.holoville.com/hotween/documentation.html //create new plugin for curved paths //pass in array of Vector3 waypoint positions, relative = true plugPath = new PlugVector3Path(waypoints, true, pathType); //orients the tween target along the path if (orientToPath) { plugPath.OrientToPath(lookAhead, lockAxis); } //lock position axis, if set if (lockPosition != Holoville.HOTween.Axis.None) { plugPath.LockPosition(lockPosition); } //create a closed loop, if set if (loopType == LoopType.loop && closeLoop) { plugPath.ClosePath(true); } //create TweenParms for storing HOTween's parameters tParms = new TweenParms(); //sets the path plugin as tween position property tParms.Prop("position", plugPath); //additional tween parameters tParms.AutoKill(false); tParms.Loops(1); if (!moveToPath) { tParms.OnComplete(ReachedEnd); } //differ between TimeValue, use speed with linear easing //or time based tweening with an animation easetype if (timeValue == TimeValue.speed) { tParms.SpeedBased(); tParms.Ease(EaseType.Linear); } else { //use time in seconds and the chosen easetype if (easeType == Holoville.HOTween.EaseType.AnimationCurve) { tParms.Ease(animEaseType); } else { tParms.Ease(easeType); } } //finally create the tween tween = HOTween.To(transform, originSpeed, tParms); //continue new tween with adjusted speed if it was changed before if (originSpeed != speed) { ChangeSpeed(speed); } }