/// <summary> /// Create a TweenSlider Component and start a tween /// </summary> /// <param name="go">GameObject to apply tween to</param> /// <param name="duration">Duration of tween</param> /// <param name="value">The ending value for the tween</param> /// <param name="finished">A optional callback to fire when the tween is done</param> /// <returns>Returns a reference to the new TweenAlpha component</returns> public static TweenSlider Tween(GameObject go, float duration, float value, UnityAction finished = null) { TweenSlider cls = TweenMain.Tween <TweenSlider>(go, duration, finished); cls.from = cls.value; cls.to = value; cls.Start(); return(cls); }
/// <summary> /// Create a TweenRot Component and start a tween /// </summary> /// <param name="go">GameObject to apply tween too</param> /// <param name="duration">Duration of tween</param> /// <param name="rot">The ending value for the tween</param> /// <param name="finished">A optional Callback to fire when the tween is done</param> /// <returns>Return reference to the new TweenRot component</returns> public static TweenRot Tween(GameObject go, float duration, Quaternion rot, UnityAction finished = null) { TweenRot cls = TweenMain.Tween <TweenRot>(go, duration, finished); cls.from = cls.value.eulerAngles; cls.to = rot.eulerAngles; cls.Start(); return(cls); }
/// <summary> /// Create a TweenCGAlpha Component and start a tween /// </summary> /// <param name="go">GameObject to apply tween too</param> /// <param name="duration">Duration of tween</param> /// <param name="alpha">The ending value for the tween</param> /// <param name="finished">A optional Callback to fire when the tween is done</param> /// <returns>Return reference to the new TweenCGAlpha component</returns> public static TweenCGAlpha Tween(GameObject go, float duration, float alpha, UnityAction finished = null) { TweenCGAlpha cls = TweenMain.Tween <TweenCGAlpha>(go, duration, finished); cls.from = cls.value; cls.to = alpha; cls.Start(); return(cls); }
/// <summary> /// Create a TweenScale Component and start a tween /// </summary> /// <param name="go">GameObject to apply tween too</param> /// <param name="duration">Duration of tween</param> /// <param name="scale">The ending value for the tween</param> /// <param name="finished">A optional Callback to fire when the tween is done</param> /// <returns>Return reference to the new TweenScale component</returns> public static TweenScale Tween(GameObject go, float duration, Vector3 scale, UnityAction finished = null) { TweenScale cls = TweenMain.Tween <TweenScale>(go, duration, finished); cls.from = cls.value; cls.to = scale; cls.Start(); return(cls); }
/// <summary> /// Create a TweenScale Component, and starts a tween. /// </summary> /// <param name="go">GameObject to Apply the tween too</param> /// <param name="duration">How long the tween will take</param> /// <param name="scale">The final Value at the end of the tween</param> /// <param name="method">The tweening method</parm> /// <param name="finished">The method execute at the end of the tween</param> /// <returns>Reference to the TweenScale component</returns> public static TweenScale Tween(GameObject go, float duration, Vector3 scale, Style style = Style.Once, Method method = Method.Linear, UnityAction finished = null, bool newObj = true) { TweenScale cls = TweenMain.Tween <TweenScale>(go, duration, style, method, finished, newObj); cls.from = cls.value; cls.to = scale; cls.Start(); return(cls); }
/// <summary> /// Create a TweenRot Component and start a tween /// </summary> /// <param name="go">GameObject to apply tween too</param> /// <param name="duration">Duration of tween</param> /// <param name="fromVal">The starting value for the tween</param> /// <param name="toVal">The ending value for the tween</param> /// <param name="style">The style of tween (Once, Looped, PingPong)</param> /// <param name="method">The Interpolation method of the tween</param> /// <param name="finished">A optional Callback to fire when the tween is done</param> /// <returns>Return reference to the new TweenRot component</returns> public static TweenRot Tween(GameObject go, float duration, Quaternion fromVal, Quaternion toVal, Style style, Method method, UnityAction finished = null) { TweenRot cls = TweenMain.Tween <TweenRot>(go, duration, style, method, finished); cls.from = fromVal.eulerAngles; cls.to = toVal.eulerAngles; cls.Start(); return(cls); }
/// <summary> /// Create a TweenAlpha Component, and starts a tween. /// </summary> /// <param name="go">GameObject to Apply the tween too</param> /// <param name="duration">How long the tween will take</param> /// <param name="alpha">The final Value at the end of the tween</param> /// <param name="method">The tweening method</parm> /// <param name="finished">The method execute at the end of the tween</param> /// <returns>Reference to the TweenAlpha component</returns> public static TweenAlpha Tween(GameObject go, float duration, float alpha, Style style = Style.Once, Method method = Method.Linear, UnityAction finished = null) { TweenAlpha cls = TweenMain.Tween <TweenAlpha>(go, duration, style, method, finished); cls.from = cls.value; cls.to = alpha; cls.Start(); return(cls); }
/// <summary> /// Create a TweenRot Component, and starts a tween. /// </summary> /// <param name="go">GameObject to Apply the tween too</param> /// <param name="duration">How long the tween will take</param> /// <param name="rot">The Fianl Value at the end of the tween</param> /// <param name="method">The tweening method</parm> /// <param name="finished">The method execute at the end of the tween</param> /// <returns>Reference to the TweenRot component</returns> static public TweenRot Tween(GameObject go, float duration, Quaternion rot, Style style = Style.Once, Method method = Method.Linear, UnityAction finished = null, bool newObj = true) { TweenRot cls = TweenMain.Tween <TweenRot>(go, duration, style, method, finished, newObj); cls.from = cls.value.eulerAngles; cls.to = rot.eulerAngles; cls.Start(); return(cls); }
/// <summary> /// Create a TweenPos Component, and starts a tween. /// </summary> /// <param name="go">GameObject to Apply the tween too</param> /// <param name="duration">How long the tween will take</param> /// <param name="pos">The final Value at the end of the tween</param> /// <param name="Style">The tweening style</parm> /// <param name="method">The tweening method</parm> /// <param name="finished">The method execute at the end of the tween</param> /// <returns>Reference to the TweenPos component</returns> public static TweenPos Tween(GameObject go, float duration, Vector3 pos, Style style = Style.Once, Method method = Method.Linear, UnityAction finished = null) { TweenPos cls = TweenMain.Tween <TweenPos>(go, duration, style, method, finished); cls.from = cls.value; cls.to = pos; cls.Start(); return(cls); }
/// <summary> /// Create a TweenSlider Component and start a tween /// </summary> /// <param name="go">GameObject to apply tween to</param> /// <param name="duration">Duration of tween</param> /// <param name="fromVal">The starting value for the tween</param> /// <param name="toVal">The ending value for the tween</param> /// <param name="style">The style of tween (Once, Looped, PingPong)</param> /// <param name="method">The Interpolation method of the tween</param> /// <param name="finished">A optional callback to fire when the tween is done</param> /// <returns>Returns a reference to the new TweenAlpha component</returns> public static TweenSlider Tween(GameObject go, float duration, float fromVal, float toVal, Style style, Method method, UnityAction finished = null) { TweenSlider cls = TweenMain.Tween <TweenSlider>(go, duration, style, method, finished); cls.from = fromVal; cls.to = toVal; cls.Start(); return(cls); }
/// <summary> /// Create a TweenPos Component and start a tween /// </summary> /// <param name="go">GameObject to apply tween too</param> /// <param name="duration">Duration of tween</param> /// <param name="pos">The ending value for the tween</param> /// <param name="finished">A optional Callback to fire when the tween is done</param> /// <param name="cSpace">A optional Arugmeant to define the coordnaite space to work in</param> /// <returns>Return reference to the new TweenPos component</returns> public static TweenPos Tween(GameObject go, float duration, Vector3 pos, UnityAction finished = null, CSpace cSpace = CSpace.Anchored) { TweenPos cls = TweenMain.Tween <TweenPos>(go, duration, finished); cls.CSpace = cSpace; cls.from = cls.value; cls.to = pos; cls.Start(); return(cls); }
/// <summary> /// Create a TweenPos Component and start a tween /// </summary> /// <param name="go">GameObject to apply tween too</param> /// <param name="duration">Duration of tween</param> /// <param name="fromVal">The starting value for the tween</param> /// <param name="toVal">The ending value for the tween</param> /// <param name="style">The style of tween (Once, Looped, PingPong)</param> /// <param name="method">The Interpolation method of the tween</param> /// <param name="finished">A optional Callback to fire when the tween is done</param> /// <param name="cSpace">A optional Arugmeant to define the coordnaite space to work in</param> /// <returns>Return reference to the new TweenPos component</returns> public static TweenPos Tween(GameObject go, float duration, Vector3 fromVal, Vector3 toVal, Style style, Method method, UnityAction finished = null, CSpace cSpace = CSpace.Anchored) { TweenPos cls = TweenMain.Tween <TweenPos>(go, duration, style, method, finished); cls.CSpace = cSpace; cls.from = fromVal; cls.to = toVal; cls.Start(); return(cls); }
void Update() { float delta = ignoreTimeScale ? UnScaledTime.deltaTime : Time.deltaTime; float time = ignoreTimeScale ? UnScaledTime.time : Time.time; if (!_Started) { _Started = true; _StartTime = time + delay; } if (time < _StartTime) { return; } _Factor += amountPerDelta * delta; if (style == Style.Loop) { if (_Factor > 1f) { _Factor -= Mathf.Floor(_Factor); } } else if (style == Style.PingPong) { if (_Factor > 1f) { _Factor = 1f - (_Factor - Mathf.Floor(_Factor)); _AmountPerDelta = -_AmountPerDelta; } else if (_Factor < 0f) { _Factor = -_Factor; _Factor -= Mathf.Floor(_Factor); _AmountPerDelta = -_AmountPerDelta; } } if ((style == Style.Once) && (duration == 0f || _Factor > 1f || _Factor < 0f)) { _Factor = Mathf.Clamp01(_Factor); Sample(_Factor, true); if (duration == 0f || (_Factor == 1f && _AmountPerDelta > 0f || _Factor == 0f && amountPerDelta < 0f)) { enabled = false; } //Event Callback stuff if (self == null) { self = this; if (OnFinished != null) { OnFinished.Invoke(); } } self = null; } else { Sample(_Factor, false); } }