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2285 lines
79 KiB
2285 lines
79 KiB
//namespace DentedPixel{ |
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using System; |
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using UnityEngine; |
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/** |
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* Internal Representation of a Tween<br> |
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* <br> |
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* This class represents all of the optional parameters you can pass to a method (it also represents the internal representation of the tween).<br><br> |
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* <strong id='optional'>Optional Parameters</strong> are passed at the end of every method:<br> |
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* <br> |
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* <i>Example:</i><br> |
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* LeanTween.moveX( gameObject, 1f, 1f).setEase( <a href="LeanTweenType.html">LeanTweenType</a>.easeInQuad ).setDelay(1f);<br> |
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* <br> |
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* You can pass the optional parameters in any order, and chain on as many as you wish.<br> |
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* You can also <strong>pass parameters at a later time</strong> by saving a reference to what is returned.<br> |
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* <br> |
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* Retrieve a <strong>unique id</strong> for the tween by using the "id" property. You can pass this to LeanTween.pause, LeanTween.resume, LeanTween.cancel, LeanTween.isTweening methods<br> |
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* <br> |
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* <h4>Example:</h4> |
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* int id = LeanTween.moveX(gameObject, 1f, 3f).id;<br> |
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* <div style="color:gray"> // pause a specific tween</div> |
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* LeanTween.pause(id);<br> |
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* <div style="color:gray"> // resume later</div> |
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* LeanTween.resume(id);<br> |
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* <div style="color:gray"> // check if it is tweening before kicking of a new tween</div> |
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* if( LeanTween.isTweening( id ) ){<br> |
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* LeanTween.cancel( id );<br> |
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* LeanTween.moveZ(gameObject, 10f, 3f);<br> |
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* }<br> |
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* @class LTDescr |
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* @constructor |
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*/ |
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public class LTDescr |
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{ |
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public bool toggle; |
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public bool useEstimatedTime; |
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public bool useFrames; |
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public bool useManualTime; |
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public bool usesNormalDt; |
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public bool hasInitiliazed; |
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public bool hasExtraOnCompletes; |
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public bool hasPhysics; |
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public bool onCompleteOnRepeat; |
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public bool onCompleteOnStart; |
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public bool useRecursion; |
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public float ratioPassed; |
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public float passed; |
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public float delay; |
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public float time; |
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public float speed; |
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public float lastVal; |
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private uint _id; |
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public int loopCount; |
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public uint counter = uint.MaxValue; |
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public float direction; |
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public float directionLast; |
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public float overshoot; |
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public float period; |
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public float scale; |
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public bool destroyOnComplete; |
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public Transform trans; |
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internal Vector3 fromInternal; |
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public Vector3 from { get { return this.fromInternal; } set { this.fromInternal = value; } } |
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internal Vector3 toInternal; |
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public Vector3 to { get { return this.toInternal; } set { this.toInternal = value; } } |
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internal Vector3 diff; |
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internal Vector3 diffDiv2; |
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public TweenAction type; |
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private LeanTweenType easeType; |
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public LeanTweenType loopType; |
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public bool hasUpdateCallback; |
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public EaseTypeDelegate easeMethod; |
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public ActionMethodDelegate easeInternal {get; set; } |
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public ActionMethodDelegate initInternal {get; set; } |
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public delegate Vector3 EaseTypeDelegate(); |
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public delegate void ActionMethodDelegate(); |
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#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 |
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public SpriteRenderer spriteRen; |
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#endif |
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#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 |
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public RectTransform rectTransform; |
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public UnityEngine.UI.Text uiText; |
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public UnityEngine.UI.Image uiImage; |
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public UnityEngine.UI.RawImage rawImage; |
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public UnityEngine.Sprite[] sprites; |
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#endif |
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public LTDescrOptional _optional = new LTDescrOptional(); |
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public override string ToString(){ |
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return (trans!=null ? "name:"+trans.gameObject.name : "gameObject:null")+" toggle:"+toggle+" passed:"+passed+" time:"+time+" delay:"+delay+" direction:"+direction+" from:"+from+" to:"+to+" diff:"+diff+" type:"+type+" ease:"+easeType+" useEstimatedTime:"+useEstimatedTime+" id:"+id+" hasInitiliazed:"+hasInitiliazed; |
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} |
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public LTDescr(){ |
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} |
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[System.Obsolete("Use 'LeanTween.cancel( id )' instead")] |
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public LTDescr cancel( GameObject gameObject ){ |
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// Debug.Log("canceling id:"+this._id+" this.uniqueId:"+this.uniqueId+" go:"+this.trans.gameObject); |
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if(gameObject==this.trans.gameObject) |
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LeanTween.removeTween((int)this._id, this.uniqueId); |
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return this; |
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} |
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public int uniqueId{ |
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get{ |
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uint toId = _id | counter << 16; |
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/*uint backId = toId & 0xFFFF; |
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uint backCounter = toId >> 16; |
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if(_id!=backId || backCounter!=counter){ |
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Debug.LogError("BAD CONVERSION toId:"+_id); |
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}*/ |
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return (int)toId; |
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} |
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} |
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public int id{ |
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get{ |
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return uniqueId; |
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} |
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} |
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public LTDescrOptional optional{ |
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get{ |
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return _optional; |
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} |
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set{ |
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this._optional = optional; |
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} |
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} |
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public void reset(){ |
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this.toggle = this.useRecursion = this.usesNormalDt = true; |
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this.trans = null; |
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this.spriteRen = null; |
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this.passed = this.delay = this.lastVal = 0.0f; |
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this.hasUpdateCallback = this.useEstimatedTime = this.useFrames = this.hasInitiliazed = this.onCompleteOnRepeat = this.destroyOnComplete = this.onCompleteOnStart = this.useManualTime = this.hasExtraOnCompletes = false; |
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this.easeType = LeanTweenType.linear; |
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this.loopType = LeanTweenType.once; |
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this.loopCount = 0; |
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this.direction = this.directionLast = this.overshoot = this.scale = 1.0f; |
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this.period = 0.3f; |
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this.speed = -1f; |
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this.easeMethod = this.easeLinear; |
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this.from = this.to = Vector3.zero; |
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this._optional.reset(); |
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} |
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// Initialize and Internal Methods |
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public LTDescr setMoveX(){ |
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this.type = TweenAction.MOVE_X; |
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this.initInternal = ()=>{ this.fromInternal.x = trans.position.x; }; |
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this.easeInternal = ()=>{ trans.position=new Vector3( easeMethod().x,trans.position.y,trans.position.z); }; |
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return this; |
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} |
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public LTDescr setMoveY(){ |
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this.type = TweenAction.MOVE_Y; |
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this.initInternal = ()=>{ this.fromInternal.x = trans.position.y; }; |
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this.easeInternal = ()=>{ trans.position=new Vector3( trans.position.x,easeMethod().x,trans.position.z); }; |
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return this; |
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} |
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public LTDescr setMoveZ(){ |
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this.type = TweenAction.MOVE_Z; |
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this.initInternal = ()=>{ this.fromInternal.x = trans.position.z; };; |
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this.easeInternal = ()=>{ trans.position=new Vector3( trans.position.x,trans.position.y,easeMethod().x); }; |
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return this; |
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} |
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public LTDescr setMoveLocalX(){ |
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this.type = TweenAction.MOVE_LOCAL_X; |
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this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.x; }; |
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this.easeInternal = ()=>{ trans.localPosition=new Vector3( easeMethod().x,trans.localPosition.y,trans.localPosition.z); }; |
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return this; |
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} |
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public LTDescr setMoveLocalY(){ |
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this.type = TweenAction.MOVE_LOCAL_Y; |
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this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.y; }; |
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this.easeInternal = ()=>{ trans.localPosition=new Vector3( trans.localPosition.x,easeMethod().x,trans.localPosition.z); }; |
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return this; |
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} |
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public LTDescr setMoveLocalZ(){ |
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this.type = TweenAction.MOVE_LOCAL_Z; |
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this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.z; }; |
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this.easeInternal = ()=>{ trans.localPosition=new Vector3( trans.localPosition.x,trans.localPosition.y,easeMethod().x); }; |
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return this; |
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} |
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private void initFromInternal(){ this.fromInternal.x = 0; } |
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public LTDescr setMoveCurved(){ |
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this.type = TweenAction.MOVE_CURVED; |
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this.initInternal = this.initFromInternal; |
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this.easeInternal = ()=>{ |
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newVect = easeMethod(); |
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val = newVect.x; |
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if(this._optional.path.orientToPath){ |
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if(this._optional.path.orientToPath2d){ |
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this._optional.path.place2d( trans, val ); |
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}else{ |
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this._optional.path.place( trans, val ); |
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} |
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}else{ |
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trans.position = this._optional.path.point( val ); |
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} |
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}; |
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return this; |
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} |
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public LTDescr setMoveCurvedLocal(){ |
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this.type = TweenAction.MOVE_CURVED_LOCAL; |
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this.initInternal = this.initFromInternal; |
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this.easeInternal = ()=>{ |
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newVect = easeMethod(); |
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val = newVect.x; |
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if(this._optional.path.orientToPath){ |
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if(this._optional.path.orientToPath2d){ |
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this._optional.path.placeLocal2d( trans, val ); |
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}else{ |
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this._optional.path.placeLocal( trans, val ); |
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} |
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}else{ |
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trans.localPosition = this._optional.path.point( val ); |
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} |
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}; |
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return this; |
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} |
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public LTDescr setMoveSpline(){ |
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this.type = TweenAction.MOVE_SPLINE; |
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this.initInternal = this.initFromInternal; |
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this.easeInternal = ()=>{ |
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newVect = easeMethod(); |
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val = newVect.x; |
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if(this._optional.spline.orientToPath){ |
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if(this._optional.spline.orientToPath2d){ |
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this._optional.spline.place2d( trans, val ); |
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}else{ |
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this._optional.spline.place( trans, val ); |
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} |
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}else{ |
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trans.position = this._optional.spline.point( val ); |
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} |
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}; |
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return this; |
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} |
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public LTDescr setMoveSplineLocal(){ |
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this.type = TweenAction.MOVE_SPLINE_LOCAL; |
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this.initInternal = this.initFromInternal; |
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this.easeInternal = ()=>{ |
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newVect = easeMethod(); |
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val = newVect.x; |
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if(this._optional.spline.orientToPath){ |
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if(this._optional.spline.orientToPath2d){ |
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this._optional.spline.placeLocal2d( trans, val ); |
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}else{ |
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this._optional.spline.placeLocal( trans, val ); |
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} |
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}else{ |
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trans.localPosition = this._optional.spline.point( val ); |
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} |
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}; |
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return this; |
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} |
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public LTDescr setScaleX(){ |
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this.type = TweenAction.SCALE_X; |
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this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.x; }; |
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this.easeInternal = ()=>{ trans.localScale = new Vector3( easeMethod().x,trans.localScale.y,trans.localScale.z); }; |
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return this; |
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} |
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public LTDescr setScaleY(){ |
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this.type = TweenAction.SCALE_Y; |
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this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.y; }; |
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this.easeInternal = ()=>{ trans.localScale=new Vector3( trans.localScale.x,easeMethod().x,trans.localScale.z); }; |
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return this; |
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} |
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public LTDescr setScaleZ(){ |
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this.type = TweenAction.SCALE_Z; |
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this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.z; }; |
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this.easeInternal = ()=>{ trans.localScale=new Vector3( trans.localScale.x,trans.localScale.y,easeMethod().x); }; |
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return this; |
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} |
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public LTDescr setRotateX(){ |
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this.type = TweenAction.ROTATE_X; |
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this.initInternal = ()=>{ this.fromInternal.x = trans.eulerAngles.x; this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x);}; |
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this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(easeMethod().x,trans.eulerAngles.y,trans.eulerAngles.z); }; |
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return this; |
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} |
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public LTDescr setRotateY(){ |
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this.type = TweenAction.ROTATE_Y; |
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this.initInternal = ()=>{ this.fromInternal.x = trans.eulerAngles.y; this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x);}; |
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this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(trans.eulerAngles.x,easeMethod().x,trans.eulerAngles.z); }; |
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return this; |
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} |
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public LTDescr setRotateZ(){ |
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this.type = TweenAction.ROTATE_Z; |
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this.initInternal = ()=>{ |
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this.fromInternal.x = trans.eulerAngles.z; |
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this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x); |
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}; |
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this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(trans.eulerAngles.x,trans.eulerAngles.y,easeMethod().x); }; |
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return this; |
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} |
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public LTDescr setRotateAround(){ |
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this.type = TweenAction.ROTATE_AROUND; |
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this.initInternal = ()=>{ |
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this.fromInternal.x = 0f; |
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this._optional.origRotation = trans.rotation; |
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}; |
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this.easeInternal = ()=>{ |
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newVect = easeMethod(); |
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val = newVect.x; |
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Vector3 origPos = trans.localPosition; |
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Vector3 rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point ); |
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// Debug.Log("this._optional.point:"+this._optional.point); |
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trans.RotateAround(rotateAroundPt, this._optional.axis, -this._optional.lastVal); |
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Vector3 diff = origPos - trans.localPosition; |
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trans.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position |
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trans.rotation = this._optional.origRotation; |
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rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point ); |
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trans.RotateAround(rotateAroundPt, this._optional.axis, val); |
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this._optional.lastVal = val; |
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}; |
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return this; |
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} |
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public LTDescr setRotateAroundLocal(){ |
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this.type = TweenAction.ROTATE_AROUND_LOCAL; |
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this.initInternal = ()=>{ |
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this.fromInternal.x = 0f; |
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this._optional.origRotation = trans.localRotation; |
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}; |
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this.easeInternal = ()=>{ |
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newVect = easeMethod(); |
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val = newVect.x; |
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Vector3 origPos = trans.localPosition; |
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trans.RotateAround((Vector3)trans.TransformPoint( this._optional.point ), trans.TransformDirection(this._optional.axis), -this._optional.lastVal); |
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Vector3 diff = origPos - trans.localPosition; |
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trans.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position |
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trans.localRotation = this._optional.origRotation; |
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Vector3 rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point ); |
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trans.RotateAround(rotateAroundPt, trans.TransformDirection(this._optional.axis), val); |
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this._optional.lastVal = val; |
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}; |
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return this; |
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} |
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public LTDescr setAlpha(){ |
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this.type = TweenAction.ALPHA; |
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this.initInternal = ()=>{ |
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#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 |
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if(trans.gameObject.renderer){ this.fromInternal.x = trans.gameObject.renderer.material.color.a; }else if(trans.childCount>0){ foreach (Transform child in trans) { if(child.gameObject.renderer!=null){ Color col = child.gameObject.renderer.material.color; this.fromInternal.x = col.a; break; }}} |
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this.easeInternal = this.alpha; |
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break; |
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#else |
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SpriteRenderer ren = trans.GetComponent<SpriteRenderer>(); |
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if(ren!=null){ |
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this.fromInternal.x = ren.color.a; |
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}else{ |
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if(trans.GetComponent<Renderer>()!=null && trans.GetComponent<Renderer>().material.HasProperty("_Color")){ |
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this.fromInternal.x = trans.GetComponent<Renderer>().material.color.a; |
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}else if(trans.GetComponent<Renderer>()!=null && trans.GetComponent<Renderer>().material.HasProperty("_TintColor")){ |
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Color col = trans.GetComponent<Renderer>().material.GetColor("_TintColor"); |
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this.fromInternal.x = col.a; |
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}else if(trans.childCount>0){ |
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foreach (Transform child in trans) { |
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if(child.gameObject.GetComponent<Renderer>()!=null){ |
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Color col = child.gameObject.GetComponent<Renderer>().material.color; |
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this.fromInternal.x = col.a; |
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break; |
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} |
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} |
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} |
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} |
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#endif |
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this.easeInternal = ()=>{ |
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val = easeMethod().x; |
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#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 |
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alphaRecursive(this.trans, val, this.useRecursion); |
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#else |
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if(this.spriteRen!=null){ |
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this.spriteRen.color = new Color( this.spriteRen.color.r, this.spriteRen.color.g, this.spriteRen.color.b, val); |
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alphaRecursiveSprite(this.trans, val); |
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}else{ |
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alphaRecursive(this.trans, val, this.useRecursion); |
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} |
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#endif |
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}; |
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}; |
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this.easeInternal = ()=>{ |
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newVect = easeMethod(); |
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val = newVect.x; |
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#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 |
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alphaRecursive(this.trans, val, this.useRecursion); |
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#else |
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if(this.spriteRen!=null){ |
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this.spriteRen.color = new Color( this.spriteRen.color.r, this.spriteRen.color.g, this.spriteRen.color.b, val); |
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alphaRecursiveSprite(this.trans, val); |
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}else{ |
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alphaRecursive(this.trans, val, this.useRecursion); |
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} |
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#endif |
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}; |
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return this; |
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} |
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public LTDescr setTextAlpha(){ |
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this.type = TweenAction.TEXT_ALPHA; |
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this.initInternal = ()=>{ |
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this.uiText = trans.GetComponent<UnityEngine.UI.Text>(); |
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this.fromInternal.x = this.uiText != null ? this.uiText.color.a : 1f; |
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}; |
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this.easeInternal = ()=>{ textAlphaRecursive( trans, easeMethod().x, this.useRecursion ); }; |
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return this; |
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} |
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public LTDescr setAlphaVertex(){ |
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this.type = TweenAction.ALPHA_VERTEX; |
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this.initInternal = ()=>{ this.fromInternal.x = trans.GetComponent<MeshFilter>().mesh.colors32[0].a; }; |
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this.easeInternal = ()=>{ |
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newVect = easeMethod(); |
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val = newVect.x; |
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Mesh mesh = trans.GetComponent<MeshFilter>().mesh; |
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Vector3[] vertices = mesh.vertices; |
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Color32[] colors = new Color32[vertices.Length]; |
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if (colors.Length == 0){ //MaxFW fix: add vertex colors if the mesh doesn't have any |
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Color32 transparentWhiteColor32 = new Color32(0xff, 0xff, 0xff, 0x00); |
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colors = new Color32[mesh.vertices.Length]; |
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for (int k=0; k<colors.Length; k++) |
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colors[k] = transparentWhiteColor32; |
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mesh.colors32 = colors; |
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}// fix end |
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Color32 c = mesh.colors32[0]; |
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c = new Color( c.r, c.g, c.b, val); |
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for (int k= 0; k < vertices.Length; k++) |
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colors[k] = c; |
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mesh.colors32 = colors; |
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}; |
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return this; |
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} |
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public LTDescr setColor(){ |
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this.type = TweenAction.COLOR; |
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this.initInternal = ()=>{ |
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#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 |
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if(trans.gameObject.renderer){ |
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this.setFromColor( trans.gameObject.renderer.material.color ); |
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}else if(trans.childCount>0){ |
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foreach (Transform child in trans) { |
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if(child.gameObject.renderer!=null){ |
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this.setFromColor( child.gameObject.renderer.material.color ); |
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break; |
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} |
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} |
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} |
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#else |
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SpriteRenderer renColor = trans.GetComponent<SpriteRenderer>(); |
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if(renColor!=null){ |
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this.setFromColor( renColor.color ); |
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}else{ |
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if(trans.GetComponent<Renderer>()!=null && trans.GetComponent<Renderer>().material.HasProperty("_Color")){ |
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Color col = trans.GetComponent<Renderer>().material.color; |
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this.setFromColor( col ); |
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}else if(trans.GetComponent<Renderer>()!=null && trans.GetComponent<Renderer>().material.HasProperty("_TintColor")){ |
|
Color col = trans.GetComponent<Renderer>().material.GetColor ("_TintColor"); |
|
this.setFromColor( col ); |
|
}else if(trans.childCount>0){ |
|
foreach (Transform child in trans) { |
|
if(child.gameObject.GetComponent<Renderer>()!=null){ |
|
Color col = child.gameObject.GetComponent<Renderer>().material.color; |
|
this.setFromColor( col ); |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
#endif |
|
}; |
|
this.easeInternal = ()=>{ |
|
newVect = easeMethod(); |
|
val = newVect.x; |
|
Color toColor = tweenColor(this, val); |
|
|
|
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 |
|
|
|
if(this.spriteRen!=null){ |
|
this.spriteRen.color = toColor; |
|
colorRecursiveSprite( trans, toColor); |
|
}else{ |
|
#endif |
|
// Debug.Log("val:"+val+" tween:"+tween+" tween.diff:"+tween.diff); |
|
if(this.type==TweenAction.COLOR) |
|
colorRecursive(trans, toColor, this.useRecursion); |
|
|
|
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 |
|
} |
|
#endif |
|
if(dt!=0f && this._optional.onUpdateColor!=null){ |
|
this._optional.onUpdateColor(toColor); |
|
}else if(dt!=0f && this._optional.onUpdateColorObject!=null){ |
|
this._optional.onUpdateColorObject(toColor, this._optional.onUpdateParam); |
|
} |
|
}; |
|
return this; |
|
} |
|
|
|
public LTDescr setCallbackColor(){ |
|
this.type = TweenAction.CALLBACK_COLOR; |
|
this.initInternal = ()=>{ this.diff = new Vector3(1.0f,0.0f,0.0f); }; |
|
this.easeInternal = ()=>{ |
|
newVect = easeMethod(); |
|
val = newVect.x; |
|
Color toColor = tweenColor(this, val); |
|
|
|
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 |
|
if(this.spriteRen!=null){ |
|
this.spriteRen.color = toColor; |
|
colorRecursiveSprite( trans, toColor); |
|
}else{ |
|
#endif |
|
// Debug.Log("val:"+val+" tween:"+tween+" tween.diff:"+tween.diff); |
|
if(this.type==TweenAction.COLOR) |
|
colorRecursive(trans, toColor, this.useRecursion); |
|
|
|
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 |
|
} |
|
#endif |
|
if(dt!=0f && this._optional.onUpdateColor!=null){ |
|
this._optional.onUpdateColor(toColor); |
|
}else if(dt!=0f && this._optional.onUpdateColorObject!=null){ |
|
this._optional.onUpdateColorObject(toColor, this._optional.onUpdateParam); |
|
} |
|
}; |
|
return this; |
|
} |
|
|
|
|
|
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 |
|
|
|
public LTDescr setTextColor(){ |
|
this.type = TweenAction.TEXT_COLOR; |
|
this.initInternal = ()=>{ |
|
this.uiText = trans.GetComponent<UnityEngine.UI.Text>(); |
|
this.setFromColor( this.uiText != null ? this.uiText.color : Color.white ); |
|
}; |
|
this.easeInternal = ()=>{ |
|
newVect = easeMethod(); |
|
val = newVect.x; |
|
Color toColor = tweenColor(this, val); |
|
this.uiText.color = toColor; |
|
if (dt!=0f && this._optional.onUpdateColor != null) |
|
this._optional.onUpdateColor(toColor); |
|
|
|
if(this.useRecursion && trans.childCount>0) |
|
textColorRecursive(this.trans, toColor); |
|
}; |
|
return this; |
|
} |
|
|
|
public LTDescr setCanvasAlpha(){ |
|
this.type = TweenAction.CANVAS_ALPHA; |
|
this.initInternal = ()=>{ |
|
this.uiImage = trans.GetComponent<UnityEngine.UI.Image>(); |
|
if(this.uiImage!=null){ |
|
this.fromInternal.x = this.uiImage.color.a; |
|
}else{ |
|
this.rawImage = trans.GetComponent<UnityEngine.UI.RawImage>(); |
|
if(this.rawImage != null){ |
|
this.fromInternal.x = this.rawImage.color.a; |
|
}else{ |
|
this.fromInternal.x = 1f; |
|
} |
|
} |
|
|
|
}; |
|
this.easeInternal = ()=>{ |
|
newVect = easeMethod(); |
|
val = newVect.x; |
|
if(this.uiImage!=null){ |
|
Color c = this.uiImage.color; c.a = val; this.uiImage.color = c; |
|
}else if(this.rawImage!=null){ |
|
Color c = this.rawImage.color; c.a = val; this.rawImage.color = c; |
|
} |
|
if(this.useRecursion){ |
|
alphaRecursive( this.rectTransform, val, 0 ); |
|
textAlphaChildrenRecursive( this.rectTransform, val); |
|
} |
|
}; |
|
return this; |
|
} |
|
|
|
public LTDescr setCanvasGroupAlpha(){ |
|
this.type = TweenAction.CANVASGROUP_ALPHA; |
|
this.initInternal = ()=>{this.fromInternal.x = trans.GetComponent<CanvasGroup>().alpha;}; |
|
this.easeInternal = ()=>{ this.trans.GetComponent<CanvasGroup>().alpha = easeMethod().x; }; |
|
return this; |
|
} |
|
|
|
public LTDescr setCanvasColor(){ |
|
this.type = TweenAction.CANVAS_COLOR; |
|
this.initInternal = ()=>{ |
|
this.uiImage = trans.GetComponent<UnityEngine.UI.Image>(); |
|
if(this.uiImage==null){ |
|
this.rawImage = trans.GetComponent<UnityEngine.UI.RawImage>(); |
|
this.setFromColor( this.rawImage!=null ? this.rawImage.color : Color.white ); |
|
}else{ |
|
this.setFromColor( this.uiImage.color ); |
|
} |
|
|
|
}; |
|
this.easeInternal = ()=>{ |
|
newVect = easeMethod(); |
|
val = newVect.x; |
|
Color toColor = tweenColor(this, val); |
|
if(this.uiImage!=null){ |
|
this.uiImage.color = toColor; |
|
}else if(this.rawImage!=null){ |
|
this.rawImage.color = toColor; |
|
} |
|
|
|
if (dt!=0f && this._optional.onUpdateColor != null) |
|
this._optional.onUpdateColor(toColor); |
|
|
|
if(this.useRecursion) |
|
colorRecursive(this.rectTransform, toColor); |
|
}; |
|
return this; |
|
} |
|
|
|
public LTDescr setCanvasMoveX(){ |
|
this.type = TweenAction.CANVAS_MOVE_X; |
|
this.initInternal = ()=>{ this.fromInternal.x = this.rectTransform.anchoredPosition3D.x; }; |
|
this.easeInternal = ()=>{ Vector3 c = this.rectTransform.anchoredPosition3D; this.rectTransform.anchoredPosition3D = new Vector3(easeMethod().x, c.y, c.z); }; |
|
return this; |
|
} |
|
|
|
public LTDescr setCanvasMoveY(){ |
|
this.type = TweenAction.CANVAS_MOVE_Y; |
|
this.initInternal = ()=>{ this.fromInternal.x = this.rectTransform.anchoredPosition3D.y; }; |
|
this.easeInternal = ()=>{ Vector3 c = this.rectTransform.anchoredPosition3D; this.rectTransform.anchoredPosition3D = new Vector3(c.x, easeMethod().x, c.z); }; |
|
return this; |
|
} |
|
|
|
public LTDescr setCanvasMoveZ(){ |
|
this.type = TweenAction.CANVAS_MOVE_Z; |
|
this.initInternal = ()=>{ this.fromInternal.x = this.rectTransform.anchoredPosition3D.z; }; |
|
this.easeInternal = ()=>{ Vector3 c = this.rectTransform.anchoredPosition3D; this.rectTransform.anchoredPosition3D = new Vector3(c.x, c.y, easeMethod().x); }; |
|
return this; |
|
} |
|
|
|
private void initCanvasRotateAround(){ |
|
this.lastVal = 0.0f; |
|
this.fromInternal.x = 0.0f; |
|
this._optional.origRotation = this.rectTransform.rotation; |
|
} |
|
|
|
public LTDescr setCanvasRotateAround(){ |
|
this.type = TweenAction.CANVAS_ROTATEAROUND; |
|
this.initInternal = this.initCanvasRotateAround; |
|
this.easeInternal = ()=>{ |
|
newVect = easeMethod(); |
|
val = newVect.x; |
|
RectTransform rect = this.rectTransform; |
|
Vector3 origPos = rect.localPosition; |
|
rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), this._optional.axis, -val); |
|
Vector3 diff = origPos - rect.localPosition; |
|
|
|
rect.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position |
|
rect.rotation = this._optional.origRotation; |
|
rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), this._optional.axis, val); |
|
}; |
|
return this; |
|
} |
|
|
|
public LTDescr setCanvasRotateAroundLocal(){ |
|
this.type = TweenAction.CANVAS_ROTATEAROUND_LOCAL; |
|
this.initInternal = this.initCanvasRotateAround; |
|
this.easeInternal = ()=>{ |
|
newVect = easeMethod(); |
|
val = newVect.x; |
|
RectTransform rect = this.rectTransform; |
|
Vector3 origPos = rect.localPosition; |
|
rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), rect.TransformDirection(this._optional.axis), -val); |
|
Vector3 diff = origPos - rect.localPosition; |
|
|
|
rect.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position |
|
rect.rotation = this._optional.origRotation; |
|
rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), rect.TransformDirection(this._optional.axis), val); |
|
}; |
|
return this; |
|
} |
|
|
|
public LTDescr setCanvasPlaySprite(){ |
|
this.type = TweenAction.CANVAS_PLAYSPRITE; |
|
this.initInternal = ()=>{ |
|
this.uiImage = trans.GetComponent<UnityEngine.UI.Image>(); |
|
this.fromInternal.x = 0f; |
|
}; |
|
this.easeInternal = ()=>{ |
|
newVect = easeMethod(); |
|
val = newVect.x; |
|
int frame = (int)Mathf.Round( val ); |
|
this.uiImage.sprite = this.sprites[ frame ]; |
|
}; |
|
return this; |
|
} |
|
|
|
public LTDescr setCanvasMove(){ |
|
this.type = TweenAction.CANVAS_MOVE; |
|
this.initInternal = ()=>{ this.fromInternal = this.rectTransform.anchoredPosition3D; }; |
|
this.easeInternal = ()=>{ this.rectTransform.anchoredPosition3D = easeMethod(); }; |
|
return this; |
|
} |
|
|
|
public LTDescr setCanvasScale(){ |
|
this.type = TweenAction.CANVAS_SCALE; |
|
this.initInternal = ()=>{ this.from = this.rectTransform.localScale; }; |
|
this.easeInternal = ()=>{ this.rectTransform.localScale = easeMethod(); }; |
|
return this; |
|
} |
|
|
|
public LTDescr setCanvasSizeDelta(){ |
|
this.type = TweenAction.CANVAS_SIZEDELTA; |
|
this.initInternal = ()=>{ this.from = this.rectTransform.sizeDelta; }; |
|
this.easeInternal = ()=>{ this.rectTransform.sizeDelta = easeMethod(); }; |
|
return this; |
|
} |
|
#endif |
|
|
|
private void callback(){ newVect = easeMethod(); val = newVect.x; } |
|
|
|
public LTDescr setCallback(){ |
|
this.type = TweenAction.CALLBACK; |
|
this.initInternal = ()=>{}; |
|
this.easeInternal = this.callback; |
|
return this; |
|
} |
|
public LTDescr setValue3(){ |
|
this.type = TweenAction.VALUE3; |
|
this.initInternal = ()=>{}; |
|
this.easeInternal = this.callback; |
|
return this; |
|
} |
|
|
|
public LTDescr setMove(){ |
|
this.type = TweenAction.MOVE; |
|
this.initInternal = ()=>{ this.from = trans.position; }; |
|
this.easeInternal = ()=>{ |
|
newVect = easeMethod(); |
|
trans.position = newVect; |
|
}; |
|
return this; |
|
} |
|
|
|
public LTDescr setMoveLocal(){ |
|
this.type = TweenAction.MOVE_LOCAL; |
|
this.initInternal = ()=>{ this.from = trans.localPosition; }; |
|
this.easeInternal = ()=>{ |
|
newVect = easeMethod(); |
|
trans.localPosition = newVect; |
|
}; |
|
return this; |
|
} |
|
|
|
public LTDescr setMoveToTransform(){ |
|
this.type = TweenAction.MOVE_TO_TRANSFORM; |
|
this.initInternal = ()=>{ this.from = trans.position; }; |
|
this.easeInternal = ()=>{ |
|
this.to = this._optional.toTrans.position; |
|
this.diff = this.to - this.from; |
|
this.diffDiv2 = this.diff * 0.5f; |
|
|
|
newVect = easeMethod(); |
|
this.trans.position = newVect; |
|
}; |
|
return this; |
|
} |
|
|
|
public LTDescr setRotate(){ |
|
this.type = TweenAction.ROTATE; |
|
this.initInternal = ()=>{ this.from = trans.eulerAngles; this.to = new Vector3(LeanTween.closestRot( this.fromInternal.x, this.toInternal.x), LeanTween.closestRot( this.from.y, this.to.y), LeanTween.closestRot( this.from.z, this.to.z)); }; |
|
this.easeInternal = ()=>{ |
|
newVect = easeMethod(); |
|
trans.eulerAngles = newVect; |
|
}; |
|
return this; |
|
} |
|
|
|
public LTDescr setRotateLocal(){ |
|
this.type = TweenAction.ROTATE_LOCAL; |
|
this.initInternal = ()=>{ this.from = trans.localEulerAngles; this.to = new Vector3(LeanTween.closestRot( this.fromInternal.x, this.toInternal.x), LeanTween.closestRot( this.from.y, this.to.y), LeanTween.closestRot( this.from.z, this.to.z)); }; |
|
this.easeInternal = ()=>{ |
|
newVect = easeMethod(); |
|
trans.localEulerAngles = newVect; |
|
}; |
|
return this; |
|
} |
|
|
|
public LTDescr setScale(){ |
|
this.type = TweenAction.SCALE; |
|
this.initInternal = ()=>{ this.from = trans.localScale; }; |
|
this.easeInternal = ()=>{ |
|
newVect = easeMethod(); |
|
trans.localScale = newVect; |
|
}; |
|
return this; |
|
} |
|
|
|
public LTDescr setGUIMove(){ |
|
this.type = TweenAction.GUI_MOVE; |
|
this.initInternal = ()=>{ this.from = new Vector3(this._optional.ltRect.rect.x, this._optional.ltRect.rect.y, 0); }; |
|
this.easeInternal = ()=>{ Vector3 v = easeMethod(); this._optional.ltRect.rect = new Rect( v.x, v.y, this._optional.ltRect.rect.width, this._optional.ltRect.rect.height); }; |
|
return this; |
|
} |
|
|
|
public LTDescr setGUIMoveMargin(){ |
|
this.type = TweenAction.GUI_MOVE_MARGIN; |
|
this.initInternal = ()=>{ this.from = new Vector2(this._optional.ltRect.margin.x, this._optional.ltRect.margin.y); }; |
|
this.easeInternal = ()=>{ Vector3 v = easeMethod(); this._optional.ltRect.margin = new Vector2(v.x, v.y); }; |
|
return this; |
|
} |
|
|
|
public LTDescr setGUIScale(){ |
|
this.type = TweenAction.GUI_SCALE; |
|
this.initInternal = ()=>{ this.from = new Vector3(this._optional.ltRect.rect.width, this._optional.ltRect.rect.height, 0); }; |
|
this.easeInternal = ()=>{ Vector3 v = easeMethod(); this._optional.ltRect.rect = new Rect( this._optional.ltRect.rect.x, this._optional.ltRect.rect.y, v.x, v.y); }; |
|
return this; |
|
} |
|
|
|
public LTDescr setGUIAlpha(){ |
|
this.type = TweenAction.GUI_ALPHA; |
|
this.initInternal = ()=>{ this.fromInternal.x = this._optional.ltRect.alpha; }; |
|
this.easeInternal = ()=>{ this._optional.ltRect.alpha = easeMethod().x; }; |
|
return this; |
|
} |
|
|
|
public LTDescr setGUIRotate(){ |
|
this.type = TweenAction.GUI_ROTATE; |
|
this.initInternal = ()=>{ if(this._optional.ltRect.rotateEnabled==false){ |
|
this._optional.ltRect.rotateEnabled = true; |
|
this._optional.ltRect.resetForRotation(); |
|
} |
|
|
|
this.fromInternal.x = this._optional.ltRect.rotation; |
|
}; |
|
this.easeInternal = ()=>{ this._optional.ltRect.rotation = easeMethod().x; }; |
|
return this; |
|
} |
|
|
|
public LTDescr setDelayedSound(){ |
|
this.type = TweenAction.DELAYED_SOUND; |
|
this.initInternal = ()=>{ this.hasExtraOnCompletes = true; }; |
|
this.easeInternal = this.callback; |
|
return this; |
|
} |
|
|
|
private void init(){ |
|
this.hasInitiliazed = true; |
|
|
|
usesNormalDt = !(useEstimatedTime || useManualTime || useFrames); // only set this to true if it uses non of the other timing modes |
|
|
|
if (useFrames) |
|
this.optional.initFrameCount = Time.frameCount; |
|
|
|
if (this.time <= 0f) // avoid dividing by zero |
|
this.time = Mathf.Epsilon; |
|
|
|
this.initInternal(); |
|
|
|
this.diff = this.to - this.from; |
|
this.diffDiv2 = this.diff * 0.5f; |
|
|
|
if (this._optional.onStart != null) |
|
this._optional.onStart(); |
|
|
|
if(this.onCompleteOnStart) |
|
callOnCompletes(); |
|
|
|
if(this.speed>=0){ |
|
initSpeed(); |
|
} |
|
} |
|
|
|
private void initSpeed(){ |
|
if(this.type==TweenAction.MOVE_CURVED || this.type==TweenAction.MOVE_CURVED_LOCAL){ |
|
this.time = this._optional.path.distance / this.speed; |
|
}else if(this.type==TweenAction.MOVE_SPLINE || this.type==TweenAction.MOVE_SPLINE_LOCAL){ |
|
this.time = this._optional.spline.distance/ this.speed; |
|
}else{ |
|
this.time = (this.to - this.from).magnitude / this.speed; |
|
} |
|
} |
|
|
|
public static float val; |
|
public static float dt; |
|
public static Vector3 newVect; |
|
|
|
/** |
|
* If you need a tween to happen immediately instead of waiting for the next Update call, you can force it with this method |
|
* |
|
* @method updateNow |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 0f ).updateNow(); |
|
*/ |
|
public LTDescr updateNow(){ |
|
updateInternal(); |
|
return this; |
|
} |
|
|
|
public bool updateInternal(){ |
|
|
|
float directionLocal = this.direction; |
|
if(this.usesNormalDt){ |
|
dt = LeanTween.dtActual; |
|
}else if( this.useEstimatedTime ){ |
|
dt = LeanTween.dtEstimated; |
|
}else if( this.useFrames ){ |
|
dt = this.optional.initFrameCount==0 ? 0 : 1; |
|
this.optional.initFrameCount = Time.frameCount; |
|
}else if( this.useManualTime ){ |
|
dt = LeanTween.dtManual; |
|
} |
|
|
|
// Debug.Log ("tween:" + this+ " dt:"+dt); |
|
if(this.delay<=0f && directionLocal!=0f){ |
|
if(trans==null) |
|
return true; |
|
|
|
// initialize if has not done so yet |
|
if(!this.hasInitiliazed) |
|
this.init(); |
|
|
|
dt = dt*directionLocal; |
|
this.passed += dt; |
|
|
|
this.passed = Mathf.Clamp(this.passed, 0f, this.time); |
|
|
|
this.ratioPassed = (this.passed / this.time); // need to clamp when finished so it will finish at the exact spot and not overshoot |
|
|
|
this.easeInternal(); |
|
|
|
if(this.hasUpdateCallback) |
|
this._optional.callOnUpdate(val, this.ratioPassed); |
|
|
|
bool isTweenFinished = directionLocal>0f ? this.passed>=this.time : this.passed<=0f; |
|
// Debug.Log("lt "+this+" dt:"+dt+" fin:"+isTweenFinished); |
|
if(isTweenFinished){ // increment or flip tween |
|
this.loopCount--; |
|
if(this.loopType==LeanTweenType.pingPong){ |
|
this.direction = 0.0f-directionLocal; |
|
}else{ |
|
this.passed = Mathf.Epsilon; |
|
} |
|
|
|
isTweenFinished = this.loopCount == 0 || this.loopType == LeanTweenType.once; // only return true if it is fully complete |
|
|
|
if(isTweenFinished==false && this.onCompleteOnRepeat && this.hasExtraOnCompletes) |
|
callOnCompletes(); // this only gets called if onCompleteOnRepeat is set to true, otherwise LeanTween class takes care of calling it |
|
|
|
return isTweenFinished; |
|
} |
|
}else{ |
|
this.delay -= dt; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
public void callOnCompletes(){ |
|
if(this.type==TweenAction.GUI_ROTATE) |
|
this._optional.ltRect.rotateFinished = true; |
|
|
|
if(this.type==TweenAction.DELAYED_SOUND){ |
|
AudioSource.PlayClipAtPoint((AudioClip)this._optional.onCompleteParam, this.to, this.from.x); |
|
} |
|
if(this._optional.onComplete!=null){ |
|
this._optional.onComplete(); |
|
}else if(this._optional.onCompleteObject!=null){ |
|
this._optional.onCompleteObject(this._optional.onCompleteParam); |
|
} |
|
} |
|
|
|
// Helper Methods |
|
|
|
public LTDescr setFromColor( Color col ){ |
|
this.from = new Vector3(0.0f, col.a, 0.0f); |
|
this.diff = new Vector3(1.0f,0.0f,0.0f); |
|
this._optional.axis = new Vector3( col.r, col.g, col.b ); |
|
return this; |
|
} |
|
|
|
private static void alphaRecursive( Transform transform, float val, bool useRecursion = true){ |
|
Renderer renderer = transform.gameObject.GetComponent<Renderer>(); |
|
if(renderer!=null){ |
|
foreach(Material mat in renderer.materials){ |
|
if(mat.HasProperty("_Color")){ |
|
mat.color = new Color( mat.color.r, mat.color.g, mat.color.b, val); |
|
}else if(mat.HasProperty("_TintColor")){ |
|
Color col = mat.GetColor ("_TintColor"); |
|
mat.SetColor("_TintColor", new Color( col.r, col.g, col.b, val)); |
|
} |
|
} |
|
} |
|
if(useRecursion && transform.childCount>0){ |
|
foreach (Transform child in transform) { |
|
alphaRecursive(child, val); |
|
} |
|
} |
|
} |
|
|
|
private static void colorRecursive( Transform transform, Color toColor, bool useRecursion = true ){ |
|
Renderer ren = transform.gameObject.GetComponent<Renderer>(); |
|
if(ren!=null){ |
|
foreach(Material mat in ren.materials){ |
|
mat.color = toColor; |
|
} |
|
} |
|
if(useRecursion && transform.childCount>0){ |
|
foreach (Transform child in transform) { |
|
colorRecursive(child, toColor); |
|
} |
|
} |
|
} |
|
|
|
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 |
|
|
|
private static void alphaRecursive( RectTransform rectTransform, float val, int recursiveLevel = 0){ |
|
if(rectTransform.childCount>0){ |
|
foreach (RectTransform child in rectTransform) { |
|
UnityEngine.UI.MaskableGraphic uiImage = child.GetComponent<UnityEngine.UI.Image>(); |
|
if (uiImage != null) { |
|
Color c = uiImage.color; c.a = val; uiImage.color = c; |
|
} else { |
|
uiImage = child.GetComponent<UnityEngine.UI.RawImage>(); |
|
if (uiImage != null) { |
|
Color c = uiImage.color; c.a = val; uiImage.color = c; |
|
} |
|
} |
|
|
|
alphaRecursive(child, val, recursiveLevel + 1); |
|
} |
|
} |
|
} |
|
|
|
private static void alphaRecursiveSprite( Transform transform, float val ){ |
|
if(transform.childCount>0){ |
|
foreach (Transform child in transform) { |
|
SpriteRenderer ren = child.GetComponent<SpriteRenderer>(); |
|
if(ren!=null) |
|
ren.color = new Color( ren.color.r, ren.color.g, ren.color.b, val); |
|
alphaRecursiveSprite(child, val); |
|
} |
|
} |
|
} |
|
|
|
private static void colorRecursiveSprite( Transform transform, Color toColor ){ |
|
if(transform.childCount>0){ |
|
foreach (Transform child in transform) { |
|
SpriteRenderer ren = transform.gameObject.GetComponent<SpriteRenderer>(); |
|
if(ren!=null) |
|
ren.color = toColor; |
|
colorRecursiveSprite(child, toColor); |
|
} |
|
} |
|
} |
|
|
|
private static void colorRecursive( RectTransform rectTransform, Color toColor ){ |
|
|
|
if(rectTransform.childCount>0){ |
|
foreach (RectTransform child in rectTransform) { |
|
UnityEngine.UI.MaskableGraphic uiImage = child.GetComponent<UnityEngine.UI.Image>(); |
|
if (uiImage != null) { |
|
uiImage.color = toColor; |
|
} else { |
|
uiImage = child.GetComponent<UnityEngine.UI.RawImage>(); |
|
if (uiImage != null) |
|
uiImage.color = toColor; |
|
} |
|
colorRecursive(child, toColor); |
|
} |
|
} |
|
} |
|
|
|
private static void textAlphaChildrenRecursive( Transform trans, float val, bool useRecursion = true ){ |
|
|
|
if(useRecursion && trans.childCount>0){ |
|
foreach (Transform child in trans) { |
|
UnityEngine.UI.Text uiText = child.GetComponent<UnityEngine.UI.Text>(); |
|
if(uiText!=null){ |
|
Color c = uiText.color; |
|
c.a = val; |
|
uiText.color = c; |
|
} |
|
textAlphaChildrenRecursive(child, val); |
|
} |
|
} |
|
} |
|
|
|
private static void textAlphaRecursive( Transform trans, float val, bool useRecursion = true ){ |
|
UnityEngine.UI.Text uiText = trans.GetComponent<UnityEngine.UI.Text>(); |
|
if(uiText!=null){ |
|
Color c = uiText.color; |
|
c.a = val; |
|
uiText.color = c; |
|
} |
|
if(useRecursion && trans.childCount>0){ |
|
foreach (Transform child in trans) { |
|
textAlphaRecursive(child, val); |
|
} |
|
} |
|
} |
|
|
|
private static void textColorRecursive(Transform trans, Color toColor ){ |
|
if(trans.childCount>0){ |
|
foreach (Transform child in trans) { |
|
UnityEngine.UI.Text uiText = child.GetComponent<UnityEngine.UI.Text>(); |
|
if(uiText!=null){ |
|
uiText.color = toColor; |
|
} |
|
textColorRecursive(child, toColor); |
|
} |
|
} |
|
} |
|
#endif |
|
|
|
private static Color tweenColor( LTDescr tween, float val ){ |
|
Vector3 diff3 = tween._optional.point - tween._optional.axis; |
|
float diffAlpha = tween.to.y - tween.from.y; |
|
return new Color(tween._optional.axis.x + diff3.x*val, tween._optional.axis.y + diff3.y*val, tween._optional.axis.z + diff3.z*val, tween.from.y + diffAlpha*val); |
|
} |
|
|
|
/** |
|
* Pause a tween |
|
* |
|
* @method pause |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
*/ |
|
public LTDescr pause(){ |
|
if(this.direction != 0.0f){ // check if tween is already paused |
|
this.directionLast = this.direction; |
|
this.direction = 0.0f; |
|
} |
|
|
|
return this; |
|
} |
|
|
|
/** |
|
* Resume a paused tween |
|
* |
|
* @method resume |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
*/ |
|
public LTDescr resume(){ |
|
this.direction = this.directionLast; |
|
|
|
return this; |
|
} |
|
|
|
/** |
|
* Set Axis optional axis for tweens where it is relevant |
|
* |
|
* @method setAxis |
|
* @param {Vector3} axis either the tween rotates around, or the direction it faces in the case of setOrientToPath |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setAxis(Vector3.forward); |
|
*/ |
|
public LTDescr setAxis( Vector3 axis ){ |
|
this._optional.axis = axis; |
|
return this; |
|
} |
|
|
|
/** |
|
* Delay the start of a tween |
|
* |
|
* @method setDelay |
|
* @param {float} float time The time to complete the tween in |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setDelay( 1.5f ); |
|
*/ |
|
public LTDescr setDelay( float delay ){ |
|
this.delay = delay; |
|
|
|
return this; |
|
} |
|
|
|
/** |
|
* Set the type of easing used for the tween. <br> |
|
* <ul><li><a href="LeanTweenType.html">List of all the ease types</a>.</li> |
|
* <li><a href="http://www.robertpenner.com/easing/easing_demo.html">This page helps visualize the different easing equations</a></li> |
|
* </ul> |
|
* |
|
* @method setEase |
|
* @param {LeanTweenType} easeType:LeanTweenType the easing type to use |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce ); |
|
*/ |
|
public LTDescr setEase( LeanTweenType easeType ){ |
|
|
|
switch( easeType ){ |
|
case LeanTweenType.linear: |
|
setEaseLinear(); break; |
|
case LeanTweenType.easeOutQuad: |
|
setEaseOutQuad(); break; |
|
case LeanTweenType.easeInQuad: |
|
setEaseInQuad(); break; |
|
case LeanTweenType.easeInOutQuad: |
|
setEaseInOutQuad(); break; |
|
case LeanTweenType.easeInCubic: |
|
setEaseInCubic();break; |
|
case LeanTweenType.easeOutCubic: |
|
setEaseOutCubic(); break; |
|
case LeanTweenType.easeInOutCubic: |
|
setEaseInOutCubic(); break; |
|
case LeanTweenType.easeInQuart: |
|
setEaseInQuart(); break; |
|
case LeanTweenType.easeOutQuart: |
|
setEaseOutQuart(); break; |
|
case LeanTweenType.easeInOutQuart: |
|
setEaseInOutQuart(); break; |
|
case LeanTweenType.easeInQuint: |
|
setEaseInQuint(); break; |
|
case LeanTweenType.easeOutQuint: |
|
setEaseOutQuint(); break; |
|
case LeanTweenType.easeInOutQuint: |
|
setEaseInOutQuint(); break; |
|
case LeanTweenType.easeInSine: |
|
setEaseInSine(); break; |
|
case LeanTweenType.easeOutSine: |
|
setEaseOutSine(); break; |
|
case LeanTweenType.easeInOutSine: |
|
setEaseInOutSine(); break; |
|
case LeanTweenType.easeInExpo: |
|
setEaseInExpo(); break; |
|
case LeanTweenType.easeOutExpo: |
|
setEaseOutExpo(); break; |
|
case LeanTweenType.easeInOutExpo: |
|
setEaseInOutExpo(); break; |
|
case LeanTweenType.easeInCirc: |
|
setEaseInCirc(); break; |
|
case LeanTweenType.easeOutCirc: |
|
setEaseOutCirc(); break; |
|
case LeanTweenType.easeInOutCirc: |
|
setEaseInOutCirc(); break; |
|
case LeanTweenType.easeInBounce: |
|
setEaseInBounce(); break; |
|
case LeanTweenType.easeOutBounce: |
|
setEaseOutBounce(); break; |
|
case LeanTweenType.easeInOutBounce: |
|
setEaseInOutBounce(); break; |
|
case LeanTweenType.easeInBack: |
|
setEaseInBack(); break; |
|
case LeanTweenType.easeOutBack: |
|
setEaseOutBack(); break; |
|
case LeanTweenType.easeInOutBack: |
|
setEaseInOutBack(); break; |
|
case LeanTweenType.easeInElastic: |
|
setEaseInElastic(); break; |
|
case LeanTweenType.easeOutElastic: |
|
setEaseOutElastic(); break; |
|
case LeanTweenType.easeInOutElastic: |
|
setEaseInOutElastic(); break; |
|
case LeanTweenType.punch: |
|
setEasePunch(); break; |
|
case LeanTweenType.easeShake: |
|
setEaseShake(); break; |
|
case LeanTweenType.easeSpring: |
|
setEaseSpring(); break; |
|
default: |
|
setEaseLinear(); break; |
|
} |
|
|
|
return this; |
|
} |
|
|
|
public LTDescr setEaseLinear(){ this.easeType = LeanTweenType.linear; this.easeMethod = this.easeLinear; return this; } |
|
|
|
public LTDescr setEaseSpring(){ this.easeType = LeanTweenType.easeSpring; this.easeMethod = this.easeSpring; return this; } |
|
|
|
public LTDescr setEaseInQuad(){ this.easeType = LeanTweenType.easeInQuad; this.easeMethod = this.easeInQuad; return this; } |
|
|
|
public LTDescr setEaseOutQuad(){ this.easeType = LeanTweenType.easeOutQuad; this.easeMethod = this.easeOutQuad; return this; } |
|
|
|
public LTDescr setEaseInOutQuad(){ this.easeType = LeanTweenType.easeInOutQuad; this.easeMethod = this.easeInOutQuad; return this;} |
|
|
|
public LTDescr setEaseInCubic(){ this.easeType = LeanTweenType.easeInCubic; this.easeMethod = this.easeInCubic; return this; } |
|
|
|
public LTDescr setEaseOutCubic(){ this.easeType = LeanTweenType.easeOutCubic; this.easeMethod = this.easeOutCubic; return this; } |
|
|
|
public LTDescr setEaseInOutCubic(){ this.easeType = LeanTweenType.easeInOutCubic; this.easeMethod = this.easeInOutCubic; return this; } |
|
|
|
public LTDescr setEaseInQuart(){ this.easeType = LeanTweenType.easeInQuart; this.easeMethod = this.easeInQuart; return this; } |
|
|
|
public LTDescr setEaseOutQuart(){ this.easeType = LeanTweenType.easeOutQuart; this.easeMethod = this.easeOutQuart; return this; } |
|
|
|
public LTDescr setEaseInOutQuart(){ this.easeType = LeanTweenType.easeInOutQuart; this.easeMethod = this.easeInOutQuart; return this; } |
|
|
|
public LTDescr setEaseInQuint(){ this.easeType = LeanTweenType.easeInQuint; this.easeMethod = this.easeInQuint; return this; } |
|
|
|
public LTDescr setEaseOutQuint(){ this.easeType = LeanTweenType.easeOutQuint; this.easeMethod = this.easeOutQuint; return this; } |
|
|
|
public LTDescr setEaseInOutQuint(){ this.easeType = LeanTweenType.easeInOutQuint; this.easeMethod = this.easeInOutQuint; return this; } |
|
|
|
public LTDescr setEaseInSine(){ this.easeType = LeanTweenType.easeInSine; this.easeMethod = this.easeInSine; return this; } |
|
|
|
public LTDescr setEaseOutSine(){ this.easeType = LeanTweenType.easeOutSine; this.easeMethod = this.easeOutSine; return this; } |
|
|
|
public LTDescr setEaseInOutSine(){ this.easeType = LeanTweenType.easeInOutSine; this.easeMethod = this.easeInOutSine; return this; } |
|
|
|
public LTDescr setEaseInExpo(){ this.easeType = LeanTweenType.easeInExpo; this.easeMethod = this.easeInExpo; return this; } |
|
|
|
public LTDescr setEaseOutExpo(){ this.easeType = LeanTweenType.easeOutExpo; this.easeMethod = this.easeOutExpo; return this; } |
|
|
|
public LTDescr setEaseInOutExpo(){ this.easeType = LeanTweenType.easeInOutExpo; this.easeMethod = this.easeInOutExpo; return this; } |
|
|
|
public LTDescr setEaseInCirc(){ this.easeType = LeanTweenType.easeInCirc; this.easeMethod = this.easeInCirc; return this; } |
|
|
|
public LTDescr setEaseOutCirc(){ this.easeType = LeanTweenType.easeOutCirc; this.easeMethod = this.easeOutCirc; return this; } |
|
|
|
public LTDescr setEaseInOutCirc(){ this.easeType = LeanTweenType.easeInOutCirc; this.easeMethod = this.easeInOutCirc; return this; } |
|
|
|
public LTDescr setEaseInBounce(){ this.easeType = LeanTweenType.easeInBounce; this.easeMethod = this.easeInBounce; return this; } |
|
|
|
public LTDescr setEaseOutBounce(){ this.easeType = LeanTweenType.easeOutBounce; this.easeMethod = this.easeOutBounce; return this; } |
|
|
|
public LTDescr setEaseInOutBounce(){ this.easeType = LeanTweenType.easeInOutBounce; this.easeMethod = this.easeInOutBounce; return this; } |
|
|
|
public LTDescr setEaseInBack(){ this.easeType = LeanTweenType.easeInBack; this.easeMethod = this.easeInBack; return this; } |
|
|
|
public LTDescr setEaseOutBack(){ this.easeType = LeanTweenType.easeOutBack; this.easeMethod = this.easeOutBack; return this; } |
|
|
|
public LTDescr setEaseInOutBack(){ this.easeType = LeanTweenType.easeInOutBack; this.easeMethod = this.easeInOutBack; return this; } |
|
|
|
public LTDescr setEaseInElastic(){ this.easeType = LeanTweenType.easeInElastic; this.easeMethod = this.easeInElastic; return this; } |
|
|
|
public LTDescr setEaseOutElastic(){ this.easeType = LeanTweenType.easeOutElastic; this.easeMethod = this.easeOutElastic; return this; } |
|
|
|
public LTDescr setEaseInOutElastic(){ this.easeType = LeanTweenType.easeInOutElastic; this.easeMethod = this.easeInOutElastic; return this; } |
|
|
|
public LTDescr setEasePunch(){ this._optional.animationCurve = LeanTween.punch; this.toInternal.x = this.from.x + this.to.x; this.easeMethod = this.tweenOnCurve; return this; } |
|
|
|
public LTDescr setEaseShake(){ this._optional.animationCurve = LeanTween.shake; this.toInternal.x = this.from.x + this.to.x; this.easeMethod = this.tweenOnCurve; return this; } |
|
|
|
private Vector3 tweenOnCurve(){ |
|
return new Vector3(this.from.x + (this.diff.x) * this._optional.animationCurve.Evaluate(ratioPassed), |
|
this.from.y + (this.diff.y) * this._optional.animationCurve.Evaluate(ratioPassed), |
|
this.from.z + (this.diff.z) * this._optional.animationCurve.Evaluate(ratioPassed) ); |
|
} |
|
|
|
// Vector3 Ease Methods |
|
|
|
private Vector3 easeInOutQuad(){ |
|
val = this.ratioPassed * 2f; |
|
|
|
if (val < 1f) { |
|
val = val * val; |
|
return new Vector3( this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); |
|
} |
|
val = (1f-val) * (val - 3f) + 1f; |
|
return new Vector3( this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); |
|
} |
|
|
|
private Vector3 easeInQuad(){ |
|
val = ratioPassed * ratioPassed; |
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); |
|
} |
|
|
|
private Vector3 easeOutQuad(){ |
|
val = this.ratioPassed; |
|
val = -val * (val - 2f); |
|
return (this.diff * val + this.from); |
|
} |
|
|
|
private Vector3 easeLinear(){ |
|
val = this.ratioPassed; |
|
return new Vector3(this.from.x+this.diff.x*val, this.from.y+this.diff.y*val, this.from.z+this.diff.z*val); |
|
} |
|
|
|
private Vector3 easeSpring(){ |
|
val = Mathf.Clamp01(this.ratioPassed); |
|
val = (Mathf.Sin(val * Mathf.PI * (0.2f + 2.5f * val * val * val)) * Mathf.Pow(1f - val, 2.2f ) + val) * (1f + (1.2f * (1f - val) )); |
|
return this.from + this.diff * val; |
|
} |
|
|
|
private Vector3 easeInCubic(){ |
|
val = this.ratioPassed * this.ratioPassed * this.ratioPassed; |
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); |
|
} |
|
|
|
private Vector3 easeOutCubic(){ |
|
val = this.ratioPassed - 1f; |
|
val = (val * val * val + 1); |
|
return new Vector3( this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z) ; |
|
} |
|
|
|
private Vector3 easeInOutCubic(){ |
|
val = this.ratioPassed * 2f; |
|
if (val < 1f) { |
|
val = val * val * val; |
|
return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); |
|
} |
|
val -= 2f; |
|
val = val * val * val + 2f; |
|
return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y,this.diffDiv2.z * val + this.from.z); |
|
} |
|
|
|
private Vector3 easeInQuart(){ |
|
val = this.ratioPassed * this.ratioPassed * this.ratioPassed * this.ratioPassed; |
|
return diff * val + this.from; |
|
} |
|
|
|
private Vector3 easeOutQuart(){ |
|
val = this.ratioPassed - 1f; |
|
val = -(val * val * val * val - 1); |
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y,this.diff.z * val + this.from.z); |
|
} |
|
|
|
private Vector3 easeInOutQuart(){ |
|
val = this.ratioPassed * 2f; |
|
if (val < 1f) { |
|
val = val * val * val * val; |
|
return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); |
|
} |
|
val -= 2f; |
|
// val = (val * val * val * val - 2f); |
|
return -this.diffDiv2 * (val * val * val * val - 2f) + this.from; |
|
} |
|
|
|
private Vector3 easeInQuint(){ |
|
val = this.ratioPassed; |
|
val = val * val * val * val * val; |
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); |
|
} |
|
|
|
private Vector3 easeOutQuint(){ |
|
val = this.ratioPassed - 1f; |
|
val = (val * val * val * val * val + 1f); |
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); |
|
} |
|
|
|
private Vector3 easeInOutQuint(){ |
|
val = this.ratioPassed * 2f; |
|
if (val < 1f){ |
|
val = val * val * val * val * val; |
|
return new Vector3(this.diffDiv2.x * val + this.from.x,this.diffDiv2.y * val + this.from.y,this.diffDiv2.z * val + this.from.z); |
|
} |
|
val -= 2f; |
|
val = (val * val * val * val * val + 2f); |
|
return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); |
|
} |
|
|
|
private Vector3 easeInSine(){ |
|
val = - Mathf.Cos(this.ratioPassed * LeanTween.PI_DIV2); |
|
return new Vector3(this.diff.x * val + this.diff.x + this.from.x, this.diff.y * val + this.diff.y + this.from.y, this.diff.z * val + this.diff.z + this.from.z); |
|
} |
|
|
|
private Vector3 easeOutSine(){ |
|
val = Mathf.Sin(this.ratioPassed * LeanTween.PI_DIV2); |
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y,this.diff.z * val + this.from.z); |
|
} |
|
|
|
private Vector3 easeInOutSine(){ |
|
val = -(Mathf.Cos(Mathf.PI * this.ratioPassed) - 1f); |
|
return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); |
|
} |
|
|
|
private Vector3 easeInExpo(){ |
|
val = Mathf.Pow(2f, 10f * (this.ratioPassed - 1f)); |
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); |
|
} |
|
|
|
private Vector3 easeOutExpo(){ |
|
val = (-Mathf.Pow(2f, -10f * this.ratioPassed) + 1f); |
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); |
|
} |
|
|
|
private Vector3 easeInOutExpo(){ |
|
val = this.ratioPassed * 2f; |
|
if (val < 1) return this.diffDiv2 * Mathf.Pow(2, 10 * (val - 1)) + this.from; |
|
val--; |
|
return this.diffDiv2 * (-Mathf.Pow(2, -10 * val) + 2) + this.from; |
|
} |
|
|
|
private Vector3 easeInCirc(){ |
|
val = -(Mathf.Sqrt(1f - this.ratioPassed * this.ratioPassed) - 1f); |
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); |
|
} |
|
|
|
private Vector3 easeOutCirc(){ |
|
val = this.ratioPassed - 1f; |
|
val = Mathf.Sqrt(1f - val * val); |
|
|
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); |
|
} |
|
|
|
private Vector3 easeInOutCirc(){ |
|
val = this.ratioPassed * 2f; |
|
if (val < 1f){ |
|
val = -(Mathf.Sqrt(1f - val * val) - 1f); |
|
return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); |
|
} |
|
val -= 2f; |
|
val = (Mathf.Sqrt(1f - val * val) + 1f); |
|
return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); |
|
} |
|
|
|
private Vector3 easeInBounce(){ |
|
val = this.ratioPassed; |
|
val = 1f - val; |
|
return new Vector3(this.diff.x - LeanTween.easeOutBounce(0, this.diff.x, val) + this.from.x, |
|
this.diff.y - LeanTween.easeOutBounce(0, this.diff.y, val) + this.from.y, |
|
this.diff.z - LeanTween.easeOutBounce(0, this.diff.z, val) + this.from.z); |
|
} |
|
|
|
private Vector3 easeOutBounce () |
|
{ |
|
val = ratioPassed; |
|
float valM, valN; // bounce values |
|
if (val < (valM = 1 - 1.75f * this.overshoot / 2.75f)) { |
|
val = 1 / valM / valM * val * val; |
|
} else if (val < (valN = 1 - .75f * this.overshoot / 2.75f)) { |
|
val -= (valM + valN) / 2; |
|
// first bounce, height: 1/4 |
|
val = 7.5625f * val * val + 1 - .25f * this.overshoot * this.overshoot; |
|
} else if (val < (valM = 1 - .25f * this.overshoot / 2.75f)) { |
|
val -= (valM + valN) / 2; |
|
// second bounce, height: 1/16 |
|
val = 7.5625f * val * val + 1 - .0625f * this.overshoot * this.overshoot; |
|
} else { // valN = 1 |
|
val -= (valM + 1) / 2; |
|
// third bounce, height: 1/64 |
|
val = 7.5625f * val * val + 1 - .015625f * this.overshoot * this.overshoot; |
|
} |
|
return this.diff * val + this.from; |
|
} |
|
|
|
private Vector3 easeInOutBounce(){ |
|
val = this.ratioPassed * 2f; |
|
if (val < 1f){ |
|
return new Vector3(LeanTween.easeInBounce(0, this.diff.x, val) * 0.5f + this.from.x, |
|
LeanTween.easeInBounce(0, this.diff.y, val) * 0.5f + this.from.y, |
|
LeanTween.easeInBounce(0, this.diff.z, val) * 0.5f + this.from.z); |
|
}else { |
|
val = val - 1f; |
|
return new Vector3(LeanTween.easeOutBounce(0, this.diff.x, val) * 0.5f + this.diffDiv2.x + this.from.x, |
|
LeanTween.easeOutBounce(0, this.diff.y, val) * 0.5f + this.diffDiv2.y + this.from.y, |
|
LeanTween.easeOutBounce(0, this.diff.z, val) * 0.5f + this.diffDiv2.z + this.from.z); |
|
} |
|
} |
|
|
|
private Vector3 easeInBack(){ |
|
val = this.ratioPassed; |
|
val /= 1; |
|
float s = 1.70158f * this.overshoot; |
|
return this.diff * (val) * val * ((s + 1) * val - s) + this.from; |
|
} |
|
|
|
private Vector3 easeOutBack(){ |
|
float s = 1.70158f * this.overshoot; |
|
val = (this.ratioPassed / 1) - 1; |
|
val = ((val) * val * ((s + 1) * val + s) + 1); |
|
return this.diff * val + this.from; |
|
} |
|
|
|
private Vector3 easeInOutBack(){ |
|
float s = 1.70158f * this.overshoot; |
|
val = this.ratioPassed * 2f; |
|
if ((val) < 1){ |
|
s *= (1.525f) * overshoot; |
|
return this.diffDiv2 * (val * val * (((s) + 1) * val - s)) + this.from; |
|
} |
|
val -= 2; |
|
s *= (1.525f) * overshoot; |
|
val = ((val) * val * (((s) + 1) * val + s) + 2); |
|
return this.diffDiv2 * val + this.from; |
|
} |
|
|
|
private Vector3 easeInElastic(){ |
|
return new Vector3(LeanTween.easeInElastic(this.from.x,this.to.x,this.ratioPassed,this.overshoot,this.period), |
|
LeanTween.easeInElastic(this.from.y,this.to.y,this.ratioPassed,this.overshoot,this.period), |
|
LeanTween.easeInElastic(this.from.z,this.to.z,this.ratioPassed,this.overshoot,this.period)); |
|
} |
|
|
|
private Vector3 easeOutElastic(){ |
|
return new Vector3(LeanTween.easeOutElastic(this.from.x,this.to.x,this.ratioPassed,this.overshoot,this.period), |
|
LeanTween.easeOutElastic(this.from.y,this.to.y,this.ratioPassed,this.overshoot,this.period), |
|
LeanTween.easeOutElastic(this.from.z,this.to.z,this.ratioPassed,this.overshoot,this.period)); |
|
} |
|
|
|
private Vector3 easeInOutElastic() |
|
{ |
|
return new Vector3(LeanTween.easeInOutElastic(this.from.x,this.to.x,this.ratioPassed,this.overshoot,this.period), |
|
LeanTween.easeInOutElastic(this.from.y,this.to.y,this.ratioPassed,this.overshoot,this.period), |
|
LeanTween.easeInOutElastic(this.from.z,this.to.z,this.ratioPassed,this.overshoot,this.period)); |
|
} |
|
|
|
/** |
|
* Set how far past a tween will overshoot for certain ease types (compatible: easeInBack, easeInOutBack, easeOutBack, easeOutElastic, easeInElastic, easeInOutElastic). <br> |
|
* @method setOvershoot |
|
* @param {float} overshoot:float how far past the destination it will go before settling in |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutBack ).setOvershoot(2f); |
|
*/ |
|
public LTDescr setOvershoot( float overshoot ){ |
|
this.overshoot = overshoot; |
|
return this; |
|
} |
|
|
|
/** |
|
* Set how short the iterations are for certain ease types (compatible: easeOutElastic, easeInElastic, easeInOutElastic). <br> |
|
* @method setPeriod |
|
* @param {float} period:float how short the iterations are that the tween will animate at (default 0.3f) |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutElastic ).setPeriod(0.3f); |
|
*/ |
|
public LTDescr setPeriod( float period ){ |
|
this.period = period; |
|
return this; |
|
} |
|
|
|
/** |
|
* Set how large the effect is for certain ease types (compatible: punch, shake, animation curves). <br> |
|
* @method setScale |
|
* @param {float} scale:float how much the ease will be multiplied by (default 1f) |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.punch ).setScale(2f); |
|
*/ |
|
public LTDescr setScale( float scale ){ |
|
this.scale = scale; |
|
return this; |
|
} |
|
|
|
/** |
|
* Set the type of easing used for the tween with a custom curve. <br> |
|
* @method setEase (AnimationCurve) |
|
* @param {AnimationCurve} easeDefinition:AnimationCurve an <a href="http://docs.unity3d.com/Documentation/ScriptReference/AnimationCurve.html" target="_blank">AnimationCure</a> that describes the type of easing you want, this is great for when you want a unique type of movement |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce ); |
|
*/ |
|
public LTDescr setEase( AnimationCurve easeCurve ){ |
|
this._optional.animationCurve = easeCurve; |
|
this.easeMethod = this.tweenOnCurve; |
|
this.easeType = LeanTweenType.animationCurve; |
|
return this; |
|
} |
|
|
|
/** |
|
* Set the end that the GameObject is tweening towards |
|
* @method setTo |
|
* @param {Vector3} to:Vector3 point at which you want the tween to reach |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LTDescr descr = LeanTween.move( cube, Vector3.up, new Vector3(1f,3f,0f), 1.0f ).setEase( LeanTweenType.easeInOutBounce );<br> |
|
* // Later your want to change your destination or your destiation is constantly moving<br> |
|
* descr.setTo( new Vector3(5f,10f,3f) );<br> |
|
*/ |
|
public LTDescr setTo( Vector3 to ){ |
|
if(this.hasInitiliazed){ |
|
this.to = to; |
|
this.diff = to - this.from; |
|
}else{ |
|
this.to = to; |
|
} |
|
|
|
return this; |
|
} |
|
|
|
public LTDescr setTo( Transform to ){ |
|
this._optional.toTrans = to; |
|
return this; |
|
} |
|
|
|
/** |
|
* Set the beginning of the tween |
|
* @method setFrom |
|
* @param {Vector3} from:Vector3 the point you would like the tween to start at |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LTDescr descr = LeanTween.move( cube, Vector3.up, new Vector3(1f,3f,0f), 1.0f ).setFrom( new Vector3(5f,10f,3f) );<br> |
|
*/ |
|
public LTDescr setFrom( Vector3 from ){ |
|
if(this.trans){ |
|
this.init(); |
|
} |
|
this.from = from; |
|
// this.hasInitiliazed = true; // this is set, so that the "from" value isn't overwritten later on when the tween starts |
|
this.diff = this.to - this.from; |
|
this.diffDiv2 = this.diff * 0.5f; |
|
return this; |
|
} |
|
|
|
public LTDescr setFrom( float from ){ |
|
return setFrom( new Vector3(from, 0f, 0f) ); |
|
} |
|
|
|
public LTDescr setDiff( Vector3 diff ){ |
|
this.diff = diff; |
|
return this; |
|
} |
|
|
|
public LTDescr setHasInitialized( bool has ){ |
|
this.hasInitiliazed = has; |
|
return this; |
|
} |
|
|
|
public LTDescr setId( uint id, uint global_counter ){ |
|
this._id = id; |
|
this.counter = global_counter; |
|
// Debug.Log("Global counter:"+global_counter); |
|
return this; |
|
} |
|
|
|
/** |
|
* Set the point of time the tween will start in |
|
* @method setPassed |
|
* @param {float} passedTime:float the length of time in seconds the tween will start in |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* int tweenId = LeanTween.moveX(gameObject, 5f, 2.0f ).id;<br> |
|
* // Later<br> |
|
* LTDescr descr = description( tweenId );<br> |
|
* descr.setPassed( 1f );<br> |
|
*/ |
|
public LTDescr setPassed( float passed ){ |
|
this.passed = passed; |
|
return this; |
|
} |
|
|
|
/** |
|
* Set the finish time of the tween |
|
* @method setTime |
|
* @param {float} finishTime:float the length of time in seconds you wish the tween to complete in |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* int tweenId = LeanTween.moveX(gameObject, 5f, 2.0f ).id;<br> |
|
* // Later<br> |
|
* LTDescr descr = description( tweenId );<br> |
|
* descr.setTime( 1f );<br> |
|
*/ |
|
public LTDescr setTime( float time ){ |
|
float passedTimeRatio = this.passed / this.time; |
|
this.passed = time * passedTimeRatio; |
|
this.time = time; |
|
return this; |
|
} |
|
|
|
/** |
|
* Set the finish time of the tween |
|
* @method setSpeed |
|
* @param {float} speed:float the speed in unity units per second you wish the object to travel (overrides the given time) |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveLocalZ( gameObject, 10f, 1f).setSpeed(0.2f) // the given time is ignored when speed is set<br> |
|
*/ |
|
public LTDescr setSpeed( float speed ){ |
|
this.speed = speed; |
|
if(this.hasInitiliazed) |
|
initSpeed(); |
|
return this; |
|
} |
|
|
|
/** |
|
* Set the tween to repeat a number of times. |
|
* @method setRepeat |
|
* @param {int} repeatNum:int the number of times to repeat the tween. -1 to repeat infinite times |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 10 ).setLoopPingPong(); |
|
*/ |
|
public LTDescr setRepeat( int repeat ){ |
|
this.loopCount = repeat; |
|
if((repeat>1 && this.loopType == LeanTweenType.once) || (repeat < 0 && this.loopType == LeanTweenType.once)){ |
|
this.loopType = LeanTweenType.clamp; |
|
} |
|
if(this.type==TweenAction.CALLBACK || this.type==TweenAction.CALLBACK_COLOR){ |
|
this.setOnCompleteOnRepeat(true); |
|
} |
|
return this; |
|
} |
|
|
|
public LTDescr setLoopType( LeanTweenType loopType ){ |
|
this.loopType = loopType; |
|
return this; |
|
} |
|
|
|
public LTDescr setUseEstimatedTime( bool useEstimatedTime ){ |
|
this.useEstimatedTime = useEstimatedTime; |
|
this.usesNormalDt = false; |
|
return this; |
|
} |
|
|
|
/** |
|
* Set ignore time scale when tweening an object when you want the animation to be time-scale independent (ignores the Time.timeScale value). Great for pause screens, when you want all other action to be stopped (or slowed down) |
|
* @method setIgnoreTimeScale |
|
* @param {bool} useUnScaledTime:bool whether to use the unscaled time or not |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setIgnoreTimeScale( true ); |
|
*/ |
|
public LTDescr setIgnoreTimeScale( bool useUnScaledTime ){ |
|
this.useEstimatedTime = useUnScaledTime; |
|
this.usesNormalDt = false; |
|
return this; |
|
} |
|
|
|
/** |
|
* Use frames when tweening an object, when you don't want the animation to be time-frame independent... |
|
* @method setUseFrames |
|
* @param {bool} useFrames:bool whether to use estimated time or not |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setUseFrames( true ); |
|
*/ |
|
public LTDescr setUseFrames( bool useFrames ){ |
|
this.useFrames = useFrames; |
|
this.usesNormalDt = false; |
|
return this; |
|
} |
|
|
|
public LTDescr setUseManualTime( bool useManualTime ){ |
|
this.useManualTime = useManualTime; |
|
this.usesNormalDt = false; |
|
return this; |
|
} |
|
|
|
public LTDescr setLoopCount( int loopCount ){ |
|
this.loopType = LeanTweenType.clamp; |
|
this.loopCount = loopCount; |
|
return this; |
|
} |
|
|
|
/** |
|
* No looping involved, just run once (the default) |
|
* @method setLoopOnce |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopOnce(); |
|
*/ |
|
public LTDescr setLoopOnce(){ this.loopType = LeanTweenType.once; return this; } |
|
|
|
/** |
|
* When the animation gets to the end it starts back at where it began |
|
* @method setLoopClamp |
|
* @param {int} loops:int (defaults to -1) how many times you want the loop to happen (-1 for an infinite number of times) |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopClamp( 2 ); |
|
*/ |
|
public LTDescr setLoopClamp(){ |
|
this.loopType = LeanTweenType.clamp; |
|
if(this.loopCount==0) |
|
this.loopCount = -1; |
|
return this; |
|
} |
|
public LTDescr setLoopClamp( int loops ){ |
|
this.loopCount = loops; |
|
return this; |
|
} |
|
|
|
/** |
|
* When the animation gets to the end it then tweens back to where it started (and on, and on) |
|
* @method setLoopPingPong |
|
* @param {int} loops:int (defaults to -1) how many times you want the loop to happen in both directions (-1 for an infinite number of times). Passing a value of 1 will cause the object to go towards and back from it's destination once. |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopPingPong( 2 ); |
|
*/ |
|
public LTDescr setLoopPingPong(){ |
|
this.loopType = LeanTweenType.pingPong; |
|
if(this.loopCount==0) |
|
this.loopCount = -1; |
|
return this; |
|
} |
|
public LTDescr setLoopPingPong( int loops ) { |
|
this.loopType = LeanTweenType.pingPong; |
|
this.loopCount = loops == -1 ? loops : loops * 2; |
|
return this; |
|
} |
|
|
|
/** |
|
* Have a method called when the tween finishes |
|
* @method setOnComplete |
|
* @param {Action} onComplete:Action the method that should be called when the tween is finished ex: tweenFinished(){ } |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
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* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished ); |
|
*/ |
|
public LTDescr setOnComplete( Action onComplete ){ |
|
this._optional.onComplete = onComplete; |
|
this.hasExtraOnCompletes = true; |
|
return this; |
|
} |
|
|
|
/** |
|
* Have a method called when the tween finishes |
|
* @method setOnComplete (object) |
|
* @param {Action<object>} onComplete:Action<object> the method that should be called when the tween is finished ex: tweenFinished( object myObj ){ } |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* object tweenFinishedObj = "hi" as object; |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished, tweenFinishedObj ); |
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*/ |
|
public LTDescr setOnComplete( Action<object> onComplete ){ |
|
this._optional.onCompleteObject = onComplete; |
|
this.hasExtraOnCompletes = true; |
|
return this; |
|
} |
|
public LTDescr setOnComplete( Action<object> onComplete, object onCompleteParam ){ |
|
this._optional.onCompleteObject = onComplete; |
|
this.hasExtraOnCompletes = true; |
|
if(onCompleteParam!=null) |
|
this._optional.onCompleteParam = onCompleteParam; |
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return this; |
|
} |
|
|
|
/** |
|
* Pass an object to along with the onComplete Function |
|
* @method setOnCompleteParam |
|
* @param {object} onComplete:object an object that |
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* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.delayedCall(1.5f, enterMiniGameStart).setOnCompleteParam( new object[]{""+5} );<br><br> |
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* void enterMiniGameStart( object val ){<br> |
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* object[] arr = (object [])val;<br> |
|
* int lvl = int.Parse((string)arr[0]);<br> |
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* }<br> |
|
*/ |
|
public LTDescr setOnCompleteParam( object onCompleteParam ){ |
|
this._optional.onCompleteParam = onCompleteParam; |
|
this.hasExtraOnCompletes = true; |
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return this; |
|
} |
|
|
|
|
|
/** |
|
* Have a method called on each frame that the tween is being animated (passes a float value) |
|
* @method setOnUpdate |
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* @param {Action<float>} onUpdate:Action<float> a method that will be called on every frame with the float value of the tweened object |
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* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );<br> |
|
* <br> |
|
* void tweenMoved( float val ){ }<br> |
|
*/ |
|
public LTDescr setOnUpdate( Action<float> onUpdate ){ |
|
this._optional.onUpdateFloat = onUpdate; |
|
this.hasUpdateCallback = true; |
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return this; |
|
} |
|
public LTDescr setOnUpdateRatio(Action<float,float> onUpdate) |
|
{ |
|
this._optional.onUpdateFloatRatio = onUpdate; |
|
this.hasUpdateCallback = true; |
|
return this; |
|
} |
|
|
|
public LTDescr setOnUpdateObject( Action<float,object> onUpdate ){ |
|
this._optional.onUpdateFloatObject = onUpdate; |
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this.hasUpdateCallback = true; |
|
return this; |
|
} |
|
public LTDescr setOnUpdateVector2( Action<Vector2> onUpdate ){ |
|
this._optional.onUpdateVector2 = onUpdate; |
|
this.hasUpdateCallback = true; |
|
return this; |
|
} |
|
public LTDescr setOnUpdateVector3( Action<Vector3> onUpdate ){ |
|
this._optional.onUpdateVector3 = onUpdate; |
|
this.hasUpdateCallback = true; |
|
return this; |
|
} |
|
public LTDescr setOnUpdateColor( Action<Color> onUpdate ){ |
|
this._optional.onUpdateColor = onUpdate; |
|
this.hasUpdateCallback = true; |
|
return this; |
|
} |
|
public LTDescr setOnUpdateColor( Action<Color,object> onUpdate ){ |
|
this._optional.onUpdateColorObject = onUpdate; |
|
this.hasUpdateCallback = true; |
|
return this; |
|
} |
|
|
|
#if !UNITY_FLASH |
|
|
|
public LTDescr setOnUpdate( Action<Color> onUpdate ){ |
|
this._optional.onUpdateColor = onUpdate; |
|
this.hasUpdateCallback = true; |
|
return this; |
|
} |
|
|
|
public LTDescr setOnUpdate( Action<Color,object> onUpdate ){ |
|
this._optional.onUpdateColorObject = onUpdate; |
|
this.hasUpdateCallback = true; |
|
return this; |
|
} |
|
|
|
/** |
|
* Have a method called on each frame that the tween is being animated (passes a float value and a object) |
|
* @method setOnUpdate (object) |
|
* @param {Action<float,object>} onUpdate:Action<float,object> a method that will be called on every frame with the float value of the tweened object, and an object of the person's choosing |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );<br> |
|
* <br> |
|
* void tweenMoved( float val, object obj ){ }<br> |
|
*/ |
|
public LTDescr setOnUpdate( Action<float,object> onUpdate, object onUpdateParam = null ){ |
|
this._optional.onUpdateFloatObject = onUpdate; |
|
this.hasUpdateCallback = true; |
|
if(onUpdateParam!=null) |
|
this._optional.onUpdateParam = onUpdateParam; |
|
return this; |
|
} |
|
|
|
public LTDescr setOnUpdate( Action<Vector3,object> onUpdate, object onUpdateParam = null ){ |
|
this._optional.onUpdateVector3Object = onUpdate; |
|
this.hasUpdateCallback = true; |
|
if(onUpdateParam!=null) |
|
this._optional.onUpdateParam = onUpdateParam; |
|
return this; |
|
} |
|
|
|
public LTDescr setOnUpdate( Action<Vector2> onUpdate, object onUpdateParam = null ){ |
|
this._optional.onUpdateVector2 = onUpdate; |
|
this.hasUpdateCallback = true; |
|
if(onUpdateParam!=null) |
|
this._optional.onUpdateParam = onUpdateParam; |
|
return this; |
|
} |
|
|
|
/** |
|
* Have a method called on each frame that the tween is being animated (passes a float value) |
|
* @method setOnUpdate (Vector3) |
|
* @param {Action<Vector3>} onUpdate:Action<Vector3> a method that will be called on every frame with the float value of the tweened object |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );<br> |
|
* <br> |
|
* void tweenMoved( Vector3 val ){ }<br> |
|
*/ |
|
public LTDescr setOnUpdate( Action<Vector3> onUpdate, object onUpdateParam = null ){ |
|
this._optional.onUpdateVector3 = onUpdate; |
|
this.hasUpdateCallback = true; |
|
if(onUpdateParam!=null) |
|
this._optional.onUpdateParam = onUpdateParam; |
|
return this; |
|
} |
|
#endif |
|
|
|
|
|
/** |
|
* Have an object passed along with the onUpdate method |
|
* @method setOnUpdateParam |
|
* @param {object} onUpdateParam:object an object that will be passed along with the onUpdate method |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );<br> |
|
* <br> |
|
* void tweenMoved( float val, object obj ){ }<br> |
|
*/ |
|
public LTDescr setOnUpdateParam( object onUpdateParam ){ |
|
this._optional.onUpdateParam = onUpdateParam; |
|
return this; |
|
} |
|
|
|
/** |
|
* While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon |
|
* @method setOrientToPath |
|
* @param {bool} doesOrient:bool whether the gameobject will orient to the path it is animating along |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setAxis(Vector3.forward);<br> |
|
*/ |
|
public LTDescr setOrientToPath( bool doesOrient ){ |
|
if(this.type==TweenAction.MOVE_CURVED || this.type==TweenAction.MOVE_CURVED_LOCAL){ |
|
if(this._optional.path==null) |
|
this._optional.path = new LTBezierPath(); |
|
this._optional.path.orientToPath = doesOrient; |
|
}else{ |
|
this._optional.spline.orientToPath = doesOrient; |
|
} |
|
return this; |
|
} |
|
|
|
/** |
|
* While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon |
|
* @method setOrientToPath2d |
|
* @param {bool} doesOrient:bool whether the gameobject will orient to the path it is animating along |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath2d(true).setAxis(Vector3.forward);<br> |
|
*/ |
|
public LTDescr setOrientToPath2d( bool doesOrient2d ){ |
|
setOrientToPath(doesOrient2d); |
|
if(this.type==TweenAction.MOVE_CURVED || this.type==TweenAction.MOVE_CURVED_LOCAL){ |
|
this._optional.path.orientToPath2d = doesOrient2d; |
|
}else{ |
|
this._optional.spline.orientToPath2d = doesOrient2d; |
|
} |
|
return this; |
|
} |
|
|
|
public LTDescr setRect( LTRect rect ){ |
|
this._optional.ltRect = rect; |
|
return this; |
|
} |
|
|
|
public LTDescr setRect( Rect rect ){ |
|
this._optional.ltRect = new LTRect(rect); |
|
return this; |
|
} |
|
|
|
public LTDescr setPath( LTBezierPath path ){ |
|
this._optional.path = path; |
|
return this; |
|
} |
|
|
|
/** |
|
* Set the point at which the GameObject will be rotated around |
|
* @method setPoint |
|
* @param {Vector3} point:Vector3 point at which you want the object to rotate around (local space) |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.rotateAround( cube, Vector3.up, 360.0f, 1.0f ) .setPoint( new Vector3(1f,0f,0f) ) .setEase( LeanTweenType.easeInOutBounce );<br> |
|
*/ |
|
public LTDescr setPoint( Vector3 point ){ |
|
this._optional.point = point; |
|
return this; |
|
} |
|
|
|
public LTDescr setDestroyOnComplete( bool doesDestroy ){ |
|
this.destroyOnComplete = doesDestroy; |
|
return this; |
|
} |
|
|
|
public LTDescr setAudio( object audio ){ |
|
this._optional.onCompleteParam = audio; |
|
return this; |
|
} |
|
|
|
/** |
|
* Set the onComplete method to be called at the end of every loop cycle (also applies to the delayedCall method) |
|
* @method setOnCompleteOnRepeat |
|
* @param {bool} isOn:bool does call onComplete on every loop cycle |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.delayedCall(gameObject,0.3f, delayedMethod).setRepeat(4).setOnCompleteOnRepeat(true); |
|
*/ |
|
public LTDescr setOnCompleteOnRepeat( bool isOn ){ |
|
this.onCompleteOnRepeat = isOn; |
|
return this; |
|
} |
|
|
|
/** |
|
* Set the onComplete method to be called at the beginning of the tween (it will still be called when it is completed as well) |
|
* @method setOnCompleteOnStart |
|
* @param {bool} isOn:bool does call onComplete at the start of the tween |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.delayedCall(gameObject, 2f, ()=>{<br> // Flash an object 5 times |
|
* LeanTween.alpha(gameObject, 0f, 1f);<br> |
|
* LeanTween.alpha(gameObject, 1f, 0f).setDelay(1f);<br> |
|
* }).setOnCompleteOnStart(true).setRepeat(5);<br> |
|
*/ |
|
public LTDescr setOnCompleteOnStart( bool isOn ){ |
|
this.onCompleteOnStart = isOn; |
|
return this; |
|
} |
|
|
|
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 |
|
public LTDescr setRect( RectTransform rect ){ |
|
this.rectTransform = rect; |
|
return this; |
|
} |
|
|
|
public LTDescr setSprites( UnityEngine.Sprite[] sprites ){ |
|
this.sprites = sprites; |
|
return this; |
|
} |
|
|
|
public LTDescr setFrameRate( float frameRate ){ |
|
this.time = this.sprites.Length / frameRate; |
|
return this; |
|
} |
|
#endif |
|
|
|
/** |
|
* Have a method called when the tween starts |
|
* @method setOnStart |
|
* @param {Action<>} onStart:Action<> the method that should be called when the tween is starting ex: tweenStarted( ){ } |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* <i>C#:</i><br> |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( ()=>{ Debug.Log("I started!"); }); |
|
* <i>Javascript:</i><br> |
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( function(){ Debug.Log("I started!"); } ); |
|
*/ |
|
public LTDescr setOnStart( Action onStart ){ |
|
this._optional.onStart = onStart; |
|
return this; |
|
} |
|
|
|
/** |
|
* Set the direction of a tween -1f for backwards 1f for forwards (currently only bezier and spline paths are supported) |
|
* @method setDirection |
|
* @param {float} direction:float the direction that the tween should run, -1f for backwards 1f for forwards |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.moveSpline(gameObject, new Vector3[]{new Vector3(0f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,1f)}, 1.5f).setDirection(-1f);<br> |
|
*/ |
|
|
|
public LTDescr setDirection( float direction ){ |
|
if(this.direction!=-1f && this.direction!=1f){ |
|
Debug.LogWarning("You have passed an incorrect direction of '"+direction+"', direction must be -1f or 1f"); |
|
return this; |
|
} |
|
|
|
if(this.direction!=direction){ |
|
// Debug.Log("reverse path:"+this.path+" spline:"+this._optional.spline+" hasInitiliazed:"+this.hasInitiliazed); |
|
if(this.hasInitiliazed){ |
|
this.direction = direction; |
|
}else{ |
|
if(this._optional.path!=null){ |
|
this._optional.path = new LTBezierPath( LTUtility.reverse( this._optional.path.pts ) ); |
|
}else if(this._optional.spline!=null){ |
|
this._optional.spline = new LTSpline( LTUtility.reverse( this._optional.spline.pts ) ); |
|
} |
|
// this.passed = this.time - this.passed; |
|
} |
|
} |
|
|
|
return this; |
|
} |
|
|
|
/** |
|
* Set whether or not the tween will recursively effect an objects children in the hierarchy |
|
* @method setRecursive |
|
* @param {bool} useRecursion:bool whether the tween will recursively effect an objects children in the hierarchy |
|
* @return {LTDescr} LTDescr an object that distinguishes the tween |
|
* @example |
|
* LeanTween.alpha(gameObject, 0f, 1f).setRecursive(true);<br> |
|
*/ |
|
|
|
public LTDescr setRecursive( bool useRecursion ){ |
|
this.useRecursion = useRecursion; |
|
|
|
return this; |
|
} |
|
} |
|
|
|
//}
|
|
|