Browse Source

Added LeanTween

master
NickFowler 4 years ago
parent
commit
905f38fc97
62 changed files with 23140 additions and 8 deletions
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      GGJ2020/Assets/LeanTween.meta
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      GGJ2020/Assets/LeanTween/Editor/LeanTweenDocumentationEditor.cs
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      GGJ2020/Assets/Plugins/LeanTween/LeanAudio.cs
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      GGJ2020/Assets/Plugins/LeanTween/LeanTest.cs
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/*
Font sizes for all selectors other than the body are given in percentages,
with 100% equal to 13px. To calculate a font size percentage, multiply the
desired size in pixels by 7.6923076923.
Here's a quick lookup table:
10px - 76.923%
11px - 84.615%
12px - 92.308%
13px - 100%
14px - 107.692%
15px - 115.385%
16px - 123.077%
17px - 130.769%
18px - 138.462%
19px - 146.154%
20px - 153.846%
*/
html {
background: #fff;
color: #333;
overflow-y: scroll;
}
body {
font: 13px/1.4 'Lucida Grande', 'Lucida Sans Unicode', 'DejaVu Sans', 'Bitstream Vera Sans', 'Helvetica', 'Arial', sans-serif;
margin: 0;
padding: 0;
}
/* -- Links ----------------------------------------------------------------- */
a {
color: #356de4;
text-decoration: none;
}
.hidden {
display: none;
}
a:hover { text-decoration: underline; }
/* "Jump to Table of Contents" link is shown to assistive tools, but hidden from
sight until it's focused. */
.jump {
position: absolute;
padding: 3px 6px;
left: -99999px;
top: 0;
}
.jump:focus { left: 40%; }
/* -- Paragraphs ------------------------------------------------------------ */
p { margin: 1.3em 0; }
dd p, td p { margin-bottom: 0; }
dd p:first-child, td p:first-child { margin-top: 0; }
/* -- Headings -------------------------------------------------------------- */
h1, h2, h3, h4, h5, h6 {
color: #D98527;/*was #f80*/
font-family: 'Trebuchet MS', sans-serif;
font-weight: bold;
line-height: 1.1;
margin: 1.1em 0 0.5em;
}
h1 {
font-size: 184.6%;
color: #30418C;
margin: 0.75em 0 0.5em;
}
h2 {
font-size: 153.846%;
color: #E48A2B;
}
h3 { font-size: 138.462%; }
h4 {
border-bottom: 1px solid #DBDFEA;
color: #E48A2B;
font-size: 115.385%;
font-weight: normal;
padding-bottom: 2px;
}
h5, h6 { font-size: 107.692%; }
/* -- Code and examples ----------------------------------------------------- */
code, kbd, pre, samp {
font-family: Menlo, Monaco, 'DejaVu Sans Mono', 'Bitstream Vera Sans Mono', 'Courier New', Courier, monospace;
font-size: 92.308%;
line-height: 1.35;
}
p code, p kbd, p samp {
background: #FCFBFA;
border: 1px solid #EFEEED;
padding: 0 3px;
}
a code, a kbd, a samp,
pre code, pre kbd, pre samp,
table code, table kbd, table samp,
.intro code, .intro kbd, .intro samp,
.toc code, .toc kbd, .toc samp {
background: none;
border: none;
padding: 0;
}
pre.code, pre.terminal, pre.cmd {
overflow-x: auto;
*overflow-x: scroll;
padding: 0.3em 0.6em;
}
pre.code {
background: #FCFBFA;
border: 1px solid #EFEEED;
border-left-width: 5px;
}
pre.terminal, pre.cmd {
background: #F0EFFC;
border: 1px solid #D0CBFB;
border-left: 5px solid #D0CBFB;
}
/* Don't reduce the font size of <code>/<kbd>/<samp> elements inside <pre>
blocks. */
pre code, pre kbd, pre samp { font-size: 100%; }
/* Used to denote text that shouldn't be selectable, such as line numbers or
shell prompts. Guess which browser this doesn't work in. */
.noselect {
-moz-user-select: -moz-none;
-khtml-user-select: none;
-webkit-user-select: none;
-o-user-select: none;
user-select: none;
}
/* -- Lists ----------------------------------------------------------------- */
dd { margin: 0.2em 0 0.7em 1em; }
dl { margin: 1em 0; }
dt { font-weight: bold; }
/* -- Tables ---------------------------------------------------------------- */
caption, th { text-align: left; }
table {
border-collapse: collapse;
width: 100%;
}
td, th {
border: 1px solid #fff;
padding: 5px 12px;
vertical-align: top;
}
td { background: #E6E9F5; }
td dl { margin: 0; }
td dl dl { margin: 1em 0; }
td pre:first-child { margin-top: 0; }
th {
background: #D2D7E6;/*#97A0BF*/
border-bottom: none;
border-top: none;
color: #000;/*#FFF1D5*/
font-family: 'Trebuchet MS', sans-serif;
font-weight: bold;
line-height: 1.3;
white-space: nowrap;
}
/* -- Layout and Content ---------------------------------------------------- */
#doc {
margin: auto;
min-width: 1024px;
}
.content { padding: 0 20px 0 25px; }
.sidebar {
padding: 0 15px 0 10px;
}
#bd {
padding: 7px 0 130px;
position: relative;
width: 99%;
}
/* -- Table of Contents ----------------------------------------------------- */
/* The #toc id refers to the single global table of contents, while the .toc
class refers to generic TOC lists that could be used throughout the page. */
.toc code, .toc kbd, .toc samp { font-size: 100%; }
.toc li { font-weight: bold; }
.toc li li { font-weight: normal; }
/* -- Intro and Example Boxes ----------------------------------------------- */
.intro, .example { margin-bottom: 2em; }
.example {
-moz-border-radius: 4px;
-webkit-border-radius: 4px;
border-radius: 4px;
-moz-box-shadow: 0 0 5px #bfbfbf;
-webkit-box-shadow: 0 0 5px #bfbfbf;
box-shadow: 0 0 5px #bfbfbf;
padding: 0.5em 0.5em 0.5em 0.5em;
background-color: #EFF2FA;
}
.intro {
background: none repeat scroll 0 0 #F0F1F8; border: 1px solid #D4D8EB; padding: 0 1em;
}
.example h4{
margin:0.0em 0 0.0em;
}
.example p {
margin:0.3em 0;
}
/* -- Other Styles ---------------------------------------------------------- */
/* These are probably YUI-specific, and should be moved out of Selleck's default
theme. */
.button {
border: 1px solid #dadada;
-moz-border-radius: 3px;
-webkit-border-radius: 3px;
border-radius: 3px;
color: #444;
display: inline-block;
font-family: Helvetica, Arial, sans-serif;
font-size: 92.308%;
font-weight: bold;
padding: 4px 13px 3px;
-moz-text-shadow: 1px 1px 0 #fff;
-webkit-text-shadow: 1px 1px 0 #fff;
text-shadow: 1px 1px 0 #fff;
white-space: nowrap;
background: #EFEFEF; /* old browsers */
background: -moz-linear-gradient(top, #f5f5f5 0%, #efefef 50%, #e5e5e5 51%, #dfdfdf 100%); /* firefox */
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#f5f5f5), color-stop(50%,#efefef), color-stop(51%,#e5e5e5), color-stop(100%,#dfdfdf)); /* webkit */
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#f5f5f5', endColorstr='#dfdfdf',GradientType=0 ); /* ie */
}
.button:hover {
border-color: #466899;
color: #fff;
text-decoration: none;
-moz-text-shadow: 1px 1px 0 #222;
-webkit-text-shadow: 1px 1px 0 #222;
text-shadow: 1px 1px 0 #222;
background: #6396D8; /* old browsers */
background: -moz-linear-gradient(top, #6396D8 0%, #5A83BC 50%, #547AB7 51%, #466899 100%); /* firefox */
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#6396D8), color-stop(50%,#5A83BC), color-stop(51%,#547AB7), color-stop(100%,#466899)); /* webkit */
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#6396D8', endColorstr='#466899',GradientType=0 ); /* ie */
}
.newwindow { text-align: center; }
.header .version em {
display: block;
text-align: right;
}
.header .version form {
display: block;
text-align: right;
}
#classdocs .item {
border-bottom: 1px solid #466899;
margin: 1em 0;
padding: 1.5em;
}
.params, .returns{
font-size:11px;
}
.returns-description p{
margin:0 0 0.6em 0;
}
#classdocs .item .params p,
#classdocs .item .returns p,{
display: inline;
}
#classdocs .item em code, #classdocs .item em.comment {
color: green;
}
#classdocs .item em.comment a {
color: green;
text-decoration: underline;
}
#classdocs .foundat {
font-size: 11px;
font-style: normal;
}
.attrs .emits {
margin-left: 2em;
padding: .5em;
border-left: 1px dashed #ccc;
}
abbr {
border-bottom: 1px dashed #ccc;
font-size: 80%;
cursor: help;
}
.prettyprint li.L0,
.prettyprint li.L1,
.prettyprint li.L2,
.prettyprint li.L3,
.prettyprint li.L5,
.prettyprint li.L6,
.prettyprint li.L7,
.prettyprint li.L8 {
list-style: decimal;
}
ul li p {
margin-top: 0;
}
.method .name {
font-size: 110%;
}
.apidocs .methods .extends .method,
.apidocs .properties .extends .property,
.apidocs .attrs .extends .attr,
.apidocs .events .extends .event {
font-weight: bold;
}
.apidocs .methods .extends .inherited,
.apidocs .properties .extends .inherited,
.apidocs .attrs .extends .inherited,
.apidocs .events .extends .inherited {
font-weight: normal;
}
#hd {
background: whiteSmoke;
background: -moz-linear-gradient(top,#DCDBD9 0,#F6F5F3 100%);
background: -webkit-gradient(linear,left top,left bottom,color-stop(0%,#DCDBD9),color-stop(100%,#F6F5F3));
filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#dcdbd9',endColorstr='#F6F5F3',GradientType=0);
border-bottom: 1px solid #DFDFDF;
padding: 0 15px 1px 20px;
margin-bottom: 15px;
}
#hd img {
margin-right: 10px;
vertical-align: middle;
}
/* -- API Docs CSS ---------------------------------------------------------- */
/*
This file is organized so that more generic styles are nearer the top, and more
specific styles are nearer the bottom of the file. This allows us to take full
advantage of the cascade to avoid redundant style rules. Please respect this
convention when making changes.
*/
/* -- Generic TabView styles ------------------------------------------------ */
/*
These styles apply to all API doc tabviews. To change styles only for a
specific tabview, see the other sections below.
*/
.yui3-js-enabled .apidocs .tabview {
visibility: visible; /* Hide until the TabView finishes rendering. */
_visibility: visible;
}
.apidocs .tabview.yui3-tabview-content { visibility: visible; }
.apidocs .tabview .yui3-tabview-panel { background: #fff; }
/* -- Generic Content Styles ------------------------------------------------ */
/* Headings */
h2, h3, h4, h5, h6 {
border: none;
color: #30418C;
font-weight: bold;
text-decoration: none;
}
.link-docs {
float: right;
font-size: 15px;
margin: 4px 4px 6px;
padding: 6px 30px 5px;
}
.apidocs { zoom: 1; }
/* Generic box styles. */
.apidocs .box {
border: 1px solid;
border-radius: 3px;
margin: 1em 0;
padding: 0 1em;
}
/* A flag is a compact, capsule-like indicator of some kind. It's used to
indicate private and protected items, item return types, etc. in an
attractive and unobtrusive way. */
.apidocs .flag {
background: #bababa;
border-radius: 3px;
color: #fff;
font-size: 11px;
margin: 0 0.5em;
padding: 2px 4px 1px;
}
/* Class/module metadata such as "Uses", "Extends", "Defined in", etc. */
.apidocs .meta {
background: #f9f9f9;
border-color: #efefef;
color: #555;
font-size: 11px;
padding: 3px 6px;
}
.apidocs .meta p { margin: 0; }
/* Deprecation warning. */
.apidocs .box.deprecated,
.apidocs .flag.deprecated {
background: #fdac9f;
border: 1px solid #fd7775;
}
.apidocs .box.deprecated p { margin: 0.5em 0; }
.apidocs .flag.deprecated { color: #333; }
/* Module/Class intro description. */
.apidocs .intro {
background: #f0f1f8;
border-color: #d4d8eb;
}
/* Loading spinners. */
#bd.loading .apidocs,
#api-list.loading .yui3-tabview-panel {
background: #fff url(../img/spinner.gif) no-repeat center 70px;
min-height: 150px;
}
#bd.loading .apidocs .content,
#api-list.loading .yui3-tabview-panel .apis {
display: none;
}
.apidocs .no-visible-items { color: #666; }
/* Generic inline list. */
.apidocs ul.inline {
display: inline;
list-style: none;
margin: 0;
padding: 0;
}
.apidocs ul.inline li { display: inline; }
/* Comma-separated list. */
.apidocs ul.commas li:after { content: ','; }
.apidocs ul.commas li:last-child:after { content: ''; }
/* Keyboard shortcuts. */
kbd .cmd { font-family: Monaco, Helvetica; }
/* -- Generic Access Level styles ------------------------------------------- */
.apidocs .item.protected,
.apidocs .item.private,
.apidocs .index-item.protected,
.apidocs .index-item.deprecated,
.apidocs .index-item.private {
display: none;
}
.show-deprecated .item.deprecated,
.show-deprecated .index-item.deprecated,
.show-protected .item.protected,
.show-protected .index-item.protected,
.show-private .item.private,
.show-private .index-item.private {
display: block;
}
.hide-inherited .item.inherited,
.hide-inherited .index-item.inherited {
display: none;
}
/* -- Generic Item Index styles --------------------------------------------- */
.apidocs .index { margin: 1.5em 0 3em; }
.apidocs .index h3 {
border-bottom: 1px solid #efefef;
color: #333;
font-size: 13px;
margin: 2em 0 0.6em;
padding-bottom: 2px;
}
.apidocs .index .no-visible-items { margin-top: 2em; }
.apidocs .index-list {
border-color: #efefef;
font-size: 12px;
list-style: none;
margin: 0;
padding: 0;
-moz-column-count: 4;
-moz-column-gap: 10px;
-moz-column-width: 170px;
-ms-column-count: 4;
-ms-column-gap: 10px;
-ms-column-width: 170px;
-o-column-count: 4;
-o-column-gap: 10px;
-o-column-width: 170px;
-webkit-column-count: 4;
-webkit-column-gap: 10px;
-webkit-column-width: 170px;
column-count: 4;
column-gap: 10px;
column-width: 170px;
}
.apidocs .no-columns .index-list {
-moz-column-count: 1;
-ms-column-count: 1;
-o-column-count: 1;
-webkit-column-count: 1;
column-count: 1;
}
.apidocs .index-item { white-space: nowrap; }
.apidocs .index-item .flag {
background: none;
border: none;
color: #afafaf;
display: inline;
margin: 0 0 0 0.2em;
padding: 0;
}
/* -- Generic API item styles ----------------------------------------------- */
.apidocs .args {
display: inline;
margin: 0 0.5em;
}
.apidocs .flag.chainable { background: #46ca3b; }
.apidocs .flag.protected { background: #9b86fc; }
.apidocs .flag.private { background: #fd6b1b; }
.apidocs .flag.async { background: #356de4; }
.apidocs .flag.required { background: #e60923; }
.apidocs .item {
border-bottom: 1px solid #efefef;
margin: 1.5em 0 2em;
padding-bottom: 2em;
}
.apidocs .item h4,
.apidocs .item h5,
.apidocs .item h6 {
color: #333;
font-family: inherit;
font-size: 100%;
}
.apidocs .item .description p,
.apidocs .item pre.code {
margin: 1em 0 0;
}
.apidocs .item .meta {
background: none;
border: none;
padding: 0;
}
.apidocs .item .name {
display: inline;
font-size: 14px;
}
.apidocs .item .type,
.apidocs .item .type a,
.apidocs .returns-inline {
color: #555;
}
.apidocs .item .type,
.apidocs .returns-inline {
font-size: 11px;
margin: 0 0 0 0;
}
.apidocs .item .type a { border-bottom: 1px dotted #afafaf; }
.apidocs .item .type a:hover { border: none; }
/* -- Item Parameter List --------------------------------------------------- */
.apidocs .params-list {
list-style: square;
margin: 0 0 0 2em;
padding: 0;
}
.apidocs .param { margin-bottom: 0em; }
.apidocs .param .type,
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<h1>LTBezierPath Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/LeanTween.cs.html#l2592"><code>LeanTween.cs:2592</code></a>
</div>
</div>
<div class="box intro">
<p>Manually animate along a bezier path with this class</p>
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_LTBezierPath" class="method item">
<h3 class="name"><code>LTBezierPath</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>pts</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l2592"><code>LeanTween.cs:2592</code></a>
</p>
</div>
<div class="description">
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">pts</code>
<span class="type">Vector3 Array</span>
<div class="param-description">
<p>A set of points that define one or many bezier paths (the paths should be passed in multiples of 4, which correspond to each individual bezier curve)<br />
It goes in the order: <strong>startPoint</strong>,endControl,startControl,<strong>endPoint</strong> - <strong>Note:</strong> the control for the end and start are reversed! This is just a <em>quirk</em> of the API.<br />
<img src="http://dentedpixel.com/assets/LTBezierExplanation.gif" width="413" height="196" style="margin-top:10px" /></p>
</div>
</li>
</ul>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>LTBezierPath ltPath = new LTBezierPath( new Vector3[] { new Vector3(0f,0f,0f),new Vector3(1f,0f,0f), new Vector3(1f,0f,0f), new Vector3(1f,1f,0f)} );<br /><br />
LeanTween.move(lt, ltPath.vec3, 4.0f).setOrientToPath(true).setDelay(1f).setEase(LeanTweenType.easeInOutQuad); // animate <br />
Vector3 pt = ltPath.point( 0.6f ); // retrieve a point along the path</p>
</div>
</div>
</div>
</div>
<div id="classdocs" class="tabview">
<ul class="api-class-tabs">
<li class="api-class-tab index"><a href="#index">Index</a></li>
<li class="api-class-tab methods"><a href="#methods">Methods</a></li>
<li class="api-class-tab properties"><a href="#properties">Properties</a></li>
</ul>
<div>
<div id="index" class="api-class-tabpanel index">
<h2 class="off-left">Item Index</h2>
<div class="index-section methods">
<h3>Methods</h3>
<ul class="index-list methods">
<li class="index-item method">
<a href="#method_place">place</a>
</li>
<li class="index-item method">
<a href="#method_place">place</a>
</li>
<li class="index-item method">
<a href="#method_placeLocal">placeLocal</a>
</li>
<li class="index-item method">
<a href="#method_placeLocal">placeLocal</a>
</li>
<li class="index-item method">
<a href="#method_point">point</a>
</li>
</ul>
</div>
<div class="index-section properties">
<h3>Properties</h3>
<ul class="index-list properties">
<li class="index-item property">
<a href="#property_distance distance of the path (in unity units)">distance distance of the path (in unity units)</a>
</li>
</ul>
</div>
</div>
<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method_place" class="method item">
<h3 class="name"><code>place</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>transform:Transform</code>
</li>
<li class="arg">
<code>ratio:float</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l2691"><code>LeanTween.cs:2691</code></a>
</p>
</div>
<div class="description">
<p>Place an object along a certain point on the path (facing the direction perpendicular to the path) <summary>Move a GameObject to a certain location</summary></p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">transform:Transform</code>
<span class="type">Transform</span>
<div class="param-description">
<p>the transform of the object you wish to place along the path</p>
</div>
</li>
<li class="param">
<code class="param-name">ratio:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>ratio of the point along the path you wish to receive (0-1)</p>
</div>
</li>
</ul>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>ltPath.place( transform, 0.6f );</p>
</div>
</div>
</div>
<div id="method_place" class="method item">
<h3 class="name"><code>place</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>transform:Transform</code>
</li>
<li class="arg">
<code>ratio:float</code>
</li>
<li class="arg">
<code>rotation:Vector3</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l2705"><code>LeanTween.cs:2705</code></a>
</p>
</div>
<div class="description">
<p>Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path <summary>Move a GameObject to a certain location</summary></p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">transform:Transform</code>
<span class="type">Transform</span>
<div class="param-description">
<p>the transform of the object you wish to place along the path</p>
</div>
</li>
<li class="param">
<code class="param-name">ratio:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>ratio of the point along the path you wish to receive (0-1)</p>
</div>
</li>
<li class="param">
<code class="param-name">rotation:Vector3</code>
<span class="type">Vector3</span>
<div class="param-description">
<p>the direction in which to place the transform ex: Vector3.up</p>
</div>
</li>
</ul>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>ltPath.place( transform, 0.6f, Vector3.left );</p>
</div>
</div>
</div>
<div id="method_placeLocal" class="method item">
<h3 class="name"><code>placeLocal</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>transform:Transform</code>
</li>
<li class="arg">
<code>ratio:float</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l2723"><code>LeanTween.cs:2723</code></a>
</p>
</div>
<div class="description">
<p>Place an object along a certain point on the path (facing the direction perpendicular to the path) - Local Space, not world-space <summary>Move a GameObject to a certain location</summary></p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">transform:Transform</code>
<span class="type">Transform</span>
<div class="param-description">
<p>the transform of the object you wish to place along the path</p>
</div>
</li>
<li class="param">
<code class="param-name">ratio:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>ratio of the point along the path you wish to receive (0-1)</p>
</div>
</li>
</ul>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>ltPath.placeLocal( transform, 0.6f );</p>
</div>
</div>
</div>
<div id="method_placeLocal" class="method item">
<h3 class="name"><code>placeLocal</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>transform:Transform</code>
</li>
<li class="arg">
<code>ratio:float</code>
</li>
<li class="arg">
<code>rotation:Vector3</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l2736"><code>LeanTween.cs:2736</code></a>
</p>
</div>
<div class="description">
<p>Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path - Local Space, not world-space <summary>Move a GameObject to a certain location</summary></p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">transform:Transform</code>
<span class="type">Transform</span>
<div class="param-description">
<p>the transform of the object you wish to place along the path</p>
</div>
</li>
<li class="param">
<code class="param-name">ratio:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>ratio of the point along the path you wish to receive (0-1)</p>
</div>
</li>
<li class="param">
<code class="param-name">rotation:Vector3</code>
<span class="type">Vector3</span>
<div class="param-description">
<p>the direction in which to place the transform ex: Vector3.up</p>
</div>
</li>
</ul>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>ltPath.placeLocal( transform, 0.6f, Vector3.left );</p>
</div>
</div>
</div>
<div id="method_point" class="method item">
<h3 class="name"><code>point</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>ratio:float</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="returns-inline">
<span class="type">Vector3</span>
</span>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l2652"><code>LeanTween.cs:2652</code></a>
</p>
</div>
<div class="description">
<p>Retrieve a point along a path <summary>Move a GameObject to a certain location</summary></p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">ratio:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>ratio of the point along the path you wish to receive (0-1)</p>
</div>
</li>
</ul>
</div>
<div class="returns">
<h4>Returns:</h4>
<div class="returns-description">
<span class="type">Vector3</span>:
<p>Vector3 position of the point along the path</p>
</div>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>transform.position = ltPath.point( 0.6f );</p>
</div>
</div>
</div>
</div>
<div id="properties" class="api-class-tabpanel">
<h2 class="off-left">Properties</h2>
<div id="property_distance distance of the path (in unity units)" class="property item">
<h3 class="name"><code>distance distance of the path (in unity units)</code></h3>
<span class="type">Float</span>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l2643"><code>LeanTween.cs:2643</code></a>
</p>
</div>
<div class="description">
</div>
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<a href="https://www.assetstore.unity3d.com/en/#!/content/9455" target="_blank"><img src="http://dentedpixel.com/assets/LTEditor-doc-icon.jpg" width="175" height="175" /><br>Create tweens with: Visual Editor. Sculpt complex spline paths.</a>
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<a href="https://itunes.apple.com/us/app/monkeyshines/id530998075?mt=8" target="_blank"><img src="http://a1.mzstatic.com/us/r30/Purple3/v4/d4/2b/ce/d42bce69-b3d3-d7f8-88e9-caa92664b5b1/icon350x350.jpeg" width="175" height="175" /><br>RIN - A swinging good time!</a>
<br>
<a href="https://itunes.apple.com/us/app/princess-piano/id445283531?mt=8" target="_blank"><img src="http://a3.mzstatic.com/us/r1000/096/Purple/v4/8c/1e/05/8c1e0590-db82-1d72-2956-2b6470f37ed0/mza_4230031260893485317.175x175-75.jpg" width="175" height="175" /><br>Princess Piano - Learn musical notation<br>in this melodious adventure!</a>
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<h1>LTEvent Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/LeanTween.cs.html#l3454"><code>LeanTween.cs:3454</code></a>
</div>
</div>
<div class="box intro">
<p>Object that describes the event to an event listener</p>
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_LTEvent" class="method item">
<h3 class="name"><code>LTEvent</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>data:object</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l3454"><code>LeanTween.cs:3454</code></a>
</p>
</div>
<div class="description">
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">data:object</code>
<span class="type">Object</span>
<div class="param-description">
<p>Data that has been passed from the dispatchEvent method</p>
</div>
</li>
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<a href="https://www.assetstore.unity3d.com/en/#!/content/9455" target="_blank"><img src="http://dentedpixel.com/assets/LTEditor-doc-icon.jpg" width="175" height="175" /><br>Create tweens with: Visual Editor. Sculpt complex spline paths.</a>
<br>
<a href="https://itunes.apple.com/us/app/monkeyshines/id530998075?mt=8" target="_blank"><img src="http://a1.mzstatic.com/us/r30/Purple3/v4/d4/2b/ce/d42bce69-b3d3-d7f8-88e9-caa92664b5b1/icon350x350.jpeg" width="175" height="175" /><br>RIN - A swinging good time!</a>
<br>
<a href="https://itunes.apple.com/us/app/princess-piano/id445283531?mt=8" target="_blank"><img src="http://a3.mzstatic.com/us/r1000/096/Purple/v4/8c/1e/05/8c1e0590-db82-1d72-2956-2b6470f37ed0/mza_4230031260893485317.175x175-75.jpg" width="175" height="175" /><br>Princess Piano - Learn musical notation<br>in this melodious adventure!</a>
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<h1>LTRect Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/LeanTween.cs.html#l3212"><code>LeanTween.cs:3212</code></a>
</div>
</div>
<div class="box intro">
<p>Animate GUI Elements by creating this object and passing the *.rect variable to the GUI method<br /><br />
<strong>Example Javascript: </strong><br />var bRect:LTRect = new LTRect( 0, 0, 100, 50 );<br />
LeanTween.scale( bRect, Vector2(bRect.rect.width, bRect.rect.height) * 1.3, 0.25 );<br />
function OnGUI(){<br />
  if(GUI.Button(bRect.rect, &quot;Scale&quot;)){ }<br />
}<br />
<br />
<strong>Example C#: </strong> <br />
LTRect bRect = new LTRect( 0f, 0f, 100f, 50f );<br />
LeanTween.scale( bRect, new Vector2(150f,75f), 0.25f );<br />
void OnGUI(){<br />
  if(GUI.Button(bRect.rect, &quot;Scale&quot;)){ }<br />
}<br /></p>
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_LTRect" class="method item">
<h3 class="name"><code>LTRect</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>x:float</code>
</li>
<li class="arg">
<code>y:float</code>
</li>
<li class="arg">
<code>width:float</code>
</li>
<li class="arg">
<code>height:float</code>
</li>
<li class="arg">
<code>alpha:float</code>
</li>
<li class="arg">
<code>rotation:float</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l3212"><code>LeanTween.cs:3212</code></a>
</p>
</div>
<div class="description">
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">x:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>X location</p>
</div>
</li>
<li class="param">
<code class="param-name">y:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>Y location</p>
</div>
</li>
<li class="param">
<code class="param-name">width:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>Width</p>
</div>
</li>
<li class="param">
<code class="param-name">height:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>Height</p>
</div>
</li>
<li class="param">
<code class="param-name">alpha:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>(Optional) initial alpha amount (0-1)</p>
</div>
</li>
<li class="param">
<code class="param-name">rotation:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>(Optional) initial rotation in degrees (0-360)</p>
</div>
</li>
</ul>
</div>
</div>
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</ul>
<div>
<div id="index" class="api-class-tabpanel index">
<h2 class="off-left">Item Index</h2>
<div class="index-section properties">
<h3>Properties</h3>
<ul class="index-list properties">
<li class="index-item property">
<a href="#property_rect">rect</a>
</li>
</ul>
</div>
</div>
<div id="properties" class="api-class-tabpanel">
<h2 class="off-left">Properties</h2>
<div id="property_rect" class="property item">
<h3 class="name"><code>rect</code></h3>
<span class="type">Rect rect:Rect Rect object that controls the positioning and size</span>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l3239"><code>LeanTween.cs:3239</code></a>
</p>
</div>
<div class="description">
<p>Pass this value to the GUI Methods</p>
</div>
</div>
</div>
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<h1>LTSeq Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/LTSeq.cs.html#l5"><code>LTSeq.cs:5</code></a>
</div>
</div>
<div class="box intro">
<p>Internal Representation of a Sequence<br>
<br>
  <h4>Example:</h4>
var seq = LeanTween.sequence();<br>
seq.append(1f); <span style="color:gray">// delay everything one second</span><br>
seq.append( () =&gt; { <span style="color:gray">// fire an event before start</span><br>
 Debug.Log(&quot;I have started&quot;);<br>
});<br>
seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); <span style="color:gray">// do a tween</span><br>
seq.append( (object obj) =&gt; { <span style="color:gray">// fire event after tween</span><br>
 var dict = obj as Dictionary&lt;string,string&gt;;<br>
 Debug.Log(&quot;We are done now obj value:&quot;+dict[&quot;hi&quot;]);<br>
}, new Dictionary&lt;string,string&gt;(){ {&quot;hi&quot;,&quot;sup&quot;} } );<br></p>
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_LTSeq" class="method item">
<h3 class="name"><code>LTSeq</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/LTSeq.cs.html#l5"><code>LTSeq.cs:5</code></a>
</p>
</div>
<div class="description">
</div>
</div>
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<ul class="api-class-tabs">
<li class="api-class-tab index"><a href="#index">Index</a></li>
<li class="api-class-tab methods"><a href="#methods">Methods</a></li>
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<h2 class="off-left">Item Index</h2>
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<h3>Methods</h3>
<ul class="index-list methods">
<li class="index-item method">
<a href="#method_add (method(object))">add (method(object))</a>
</li>
<li class="index-item method">
<a href="#method_add (tween)">add (tween)</a>
</li>
<li class="index-item method">
<a href="#method_append (delay)">append (delay)</a>
</li>
<li class="index-item method">
<a href="#method_append (method)">append (method)</a>
</li>
</ul>
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<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method_add (method(object))" class="method item">
<h3 class="name"><code>add (method(object))</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>callback:System.Action</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="returns-inline">
<span class="type"><a href="../classes/LTSeq.html" class="crosslink">LTSeq</a></span>
</span>
<div class="meta">
<p>
Defined in
<a href="../files/LTSeq.cs.html#l132"><code>LTSeq.cs:132</code></a>
</p>
</div>
<div class="description">
<p>Add a time delay to the sequence</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">callback:System.Action</code>
<span class="type">System.Action</span>
<div class="param-description">
<p>method you want to be called</p>
</div>
</li>
</ul>
</div>
<div class="returns">
<h4>Returns:</h4>
<div class="returns-description">
<span class="type"><a href="../classes/LTSeq.html" class="crosslink">LTSeq</a></span>:
<p>LTSeq an object that you can add tweens, methods and time on to</p>
</div>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>var seq = LeanTween.sequence();<br>
seq.append( () =&gt; { // fire an event before start<br>
 Debug.Log(&quot;I have started&quot;);<br>
});<br>
seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween<br>
seq.append((object obj) =&gt; { // fire event after tween
 var dict = obj as Dictionary&lt;string,string&gt;;
 Debug.Log(&quot;We are done now obj value:&quot;+dict[&quot;hi&quot;]);
 }, new Dictionary&lt;string,string&gt;(){ {&quot;hi&quot;,&quot;sup&quot;} } );</p>
</div>
</div>
</div>
<div id="method_add (tween)" class="method item">
<h3 class="name"><code>add (tween)</code></h3>
<span class="paren">()</span>
<span class="returns-inline">
<span class="type"><a href="../classes/LTSeq.html" class="crosslink">LTSeq</a></span>
</span>
<div class="meta">
<p>
Defined in
<a href="../files/LTSeq.cs.html#l166"><code>LTSeq.cs:166</code></a>
</p>
</div>
<div class="description">
<p>Retrieve a sequencer object where you can easily chain together tweens and methods one after another</p>
</div>
<div class="returns">
<h4>Returns:</h4>
<div class="returns-description">
<span class="type"><a href="../classes/LTSeq.html" class="crosslink">LTSeq</a></span>:
<p>LTSeq an object that you can add tweens, methods and time on to</p>
</div>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>var seq = LeanTween.sequence();<br>
seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a move tween<br>
seq.append( LeanTween.rotateAround( avatar1, Vector3.forward, 360f, 1f ) ); // then do a rotate tween<br></p>
</div>
</div>
</div>
<div id="method_append (delay)" class="method item">
<h3 class="name"><code>append (delay)</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>delay:float</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="returns-inline">
<span class="type"><a href="../classes/LTSeq.html" class="crosslink">LTSeq</a></span>
</span>
<div class="meta">
<p>
Defined in
<a href="../files/LTSeq.cs.html#l94"><code>LTSeq.cs:94</code></a>
</p>
</div>
<div class="description">
<p>Add a time delay to the sequence</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">delay:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>amount of time to add to the sequence</p>
</div>
</li>
</ul>
</div>
<div class="returns">
<h4>Returns:</h4>
<div class="returns-description">
<span class="type"><a href="../classes/LTSeq.html" class="crosslink">LTSeq</a></span>:
<p>LTDescr an object that distinguishes the tween
var seq = LeanTween.sequence();<br>
seq.append(1f); // delay everything one second<br>
seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween<br></p>
</div>
</div>
</div>
<div id="method_append (method)" class="method item">
<h3 class="name"><code>append (method)</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>callback:System.Action</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="returns-inline">
<span class="type"><a href="../classes/LTSeq.html" class="crosslink">LTSeq</a></span>
</span>
<div class="meta">
<p>
Defined in
<a href="../files/LTSeq.cs.html#l109"><code>LTSeq.cs:109</code></a>
</p>
</div>
<div class="description">
<p>Add a time delay to the sequence</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">callback:System.Action</code>
<span class="type">System.Action</span>
<div class="param-description">
<p>method you want to be called</p>
</div>
</li>
</ul>
</div>
<div class="returns">
<h4>Returns:</h4>
<div class="returns-description">
<span class="type"><a href="../classes/LTSeq.html" class="crosslink">LTSeq</a></span>:
<p>LTSeq an object that you can add tweens, methods and time on to</p>
</div>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>var seq = LeanTween.sequence();<br>
seq.append( () =&gt; { // fire an event before start<br>
 Debug.Log(&quot;I have started&quot;);<br>
});<br>
seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween<br>
seq.append( () =&gt; { // fire event after tween<br>
 Debug.Log(&quot;We are done now&quot;);<br>
});;<br></p>
</div>
</div>
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<br>
<a href="https://itunes.apple.com/us/app/monkeyshines/id530998075?mt=8" target="_blank"><img src="http://a1.mzstatic.com/us/r30/Purple3/v4/d4/2b/ce/d42bce69-b3d3-d7f8-88e9-caa92664b5b1/icon350x350.jpeg" width="175" height="175" /><br>RIN - A swinging good time!</a>
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<input type="checkbox" id="api-show-deprecated">
Deprecated
</label>
</div>
<div class="apidocs">
<div id="docs-main">
<div class="content">
<h1>LTSpline Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/LeanTween.cs.html#l2774"><code>LeanTween.cs:2774</code></a>
</div>
</div>
<div class="box intro">
<p>Animate along a set of points that need to be in the format: controlPoint, point1, point2.... pointLast, endControlPoint <summary>Move a GameObject to a certain location</summary></p>
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_LTSpline" class="method item">
<h3 class="name"><code>LTSpline</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>pts</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l2774"><code>LeanTween.cs:2774</code></a>
</p>
</div>
<div class="description">
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">pts</code>
<span class="type">Vector3 Array</span>
<div class="param-description">
<p>A set of points that define the points the path will pass through (starting with starting control point, and ending with a control point)<br />
<i><strong>Note:</strong> The first and last item just define the angle of the end points, they are not actually used in the spline path itself. If you do not care about the angle you can jus set the first two items and last two items as the same value.</i></p>
</div>
</li>
</ul>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>LTSpline ltSpline = new LTSpline( new Vector3[] { new Vector3(0f,0f,0f),new Vector3(0f,0f,0f), new Vector3(0f,0.5f,0f), new Vector3(1f,1f,0f), new Vector3(1f,1f,0f)} );<br /><br />
LeanTween.moveSpline(lt, ltSpline.vec3, 4.0f).setOrientToPath(true).setDelay(1f).setEase(LeanTweenType.easeInOutQuad); // animate <br />
Vector3 pt = ltSpline.point( 0.6f ); // retrieve a point along the path</p>
</div>
</div>
</div>
</div>
<div id="classdocs" class="tabview">
<ul class="api-class-tabs">
<li class="api-class-tab index"><a href="#index">Index</a></li>
<li class="api-class-tab methods"><a href="#methods">Methods</a></li>
<li class="api-class-tab properties"><a href="#properties">Properties</a></li>
</ul>
<div>
<div id="index" class="api-class-tabpanel index">
<h2 class="off-left">Item Index</h2>
<div class="index-section methods">
<h3>Methods</h3>
<ul class="index-list methods">
<li class="index-item method">
<a href="#method_place">place</a>
</li>
<li class="index-item method">
<a href="#method_place">place</a>
</li>
<li class="index-item method">
<a href="#method_placeLocal">placeLocal</a>
</li>
<li class="index-item method">
<a href="#method_placeLocal">placeLocal</a>
</li>
<li class="index-item method">
<a href="#method_point">point</a>
</li>
<li class="index-item method">
<a href="#method_ratioAtPoint">ratioAtPoint</a>
</li>
</ul>
</div>
<div class="index-section properties">
<h3>Properties</h3>
<ul class="index-list properties">
<li class="index-item property">
<a href="#property_distance distance of the spline (in unity units)">distance distance of the spline (in unity units)</a>
</li>
</ul>
</div>
</div>
<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method_place" class="method item">
<h3 class="name"><code>place</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>transform:Transform</code>
</li>
<li class="arg">
<code>ratio:float</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l2992"><code>LeanTween.cs:2992</code></a>
</p>
</div>
<div class="description">
<p>Place an object along a certain point on the path (facing the direction perpendicular to the path) <summary>Move a GameObject to a certain location</summary></p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">transform:Transform</code>
<span class="type">Transform</span>
<div class="param-description">
<p>the transform of the object you wish to place along the path</p>
</div>
</li>
<li class="param">
<code class="param-name">ratio:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>ratio of the point along the path you wish to receive (0-1)</p>
</div>
</li>
</ul>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>ltPath.place( transform, 0.6f );</p>
</div>
</div>
</div>
<div id="method_place" class="method item">
<h3 class="name"><code>place</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>transform:Transform</code>
</li>
<li class="arg">
<code>ratio:float</code>
</li>
<li class="arg">
<code>rotation:Vector3</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l3005"><code>LeanTween.cs:3005</code></a>
</p>
</div>
<div class="description">
<p>Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path <summary>Move a GameObject to a certain location</summary></p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">transform:Transform</code>
<span class="type">Transform</span>
<div class="param-description">
<p>the transform of the object you wish to place along the path</p>
</div>
</li>
<li class="param">
<code class="param-name">ratio:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>ratio of the point along the path you wish to receive (0-1)</p>
</div>
</li>
<li class="param">
<code class="param-name">rotation:Vector3</code>
<span class="type">Vector3</span>
<div class="param-description">
<p>the direction in which to place the transform ex: Vector3.up</p>
</div>
</li>
</ul>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>ltPath.place( transform, 0.6f, Vector3.left );</p>
</div>
</div>
</div>
<div id="method_placeLocal" class="method item">
<h3 class="name"><code>placeLocal</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>transform:Transform</code>
</li>
<li class="arg">
<code>ratio:float</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l3024"><code>LeanTween.cs:3024</code></a>
</p>
</div>
<div class="description">
<p>Place an object along a certain point on the path (facing the direction perpendicular to the path) - Local Space, not world-space <summary>Move a GameObject to a certain location</summary></p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">transform:Transform</code>
<span class="type">Transform</span>
<div class="param-description">
<p>the transform of the object you wish to place along the path</p>
</div>
</li>
<li class="param">
<code class="param-name">ratio:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>ratio of the point along the path you wish to receive (0-1)</p>
</div>
</li>
</ul>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>ltPath.placeLocal( transform, 0.6f );</p>
</div>
</div>
</div>
<div id="method_placeLocal" class="method item">
<h3 class="name"><code>placeLocal</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>transform:Transform</code>
</li>
<li class="arg">
<code>ratio:float</code>
</li>
<li class="arg">
<code>rotation:Vector3</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l3037"><code>LeanTween.cs:3037</code></a>
</p>
</div>
<div class="description">
<p>Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path - Local Space, not world-space <summary>Move a GameObject to a certain location</summary></p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">transform:Transform</code>
<span class="type">Transform</span>
<div class="param-description">
<p>the transform of the object you wish to place along the path</p>
</div>
</li>
<li class="param">
<code class="param-name">ratio:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>ratio of the point along the path you wish to receive (0-1)</p>
</div>
</li>
<li class="param">
<code class="param-name">rotation:Vector3</code>
<span class="type">Vector3</span>
<div class="param-description">
<p>the direction in which to place the transform ex: Vector3.up</p>
</div>
</li>
</ul>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>ltPath.placeLocal( transform, 0.6f, Vector3.left );</p>
</div>
</div>
</div>
<div id="method_point" class="method item">
<h3 class="name"><code>point</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>ratio:float</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="returns-inline">
<span class="type">Vector3</span>
</span>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l2951"><code>LeanTween.cs:2951</code></a>
</p>
</div>
<div class="description">
<p>Retrieve a point along a path <summary>Move a GameObject to a certain location</summary></p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">ratio:float</code>
<span class="type">Float</span>
<div class="param-description">
<p>ratio of the point along the path you wish to receive (0-1)</p>
</div>
</li>
</ul>
</div>
<div class="returns">
<h4>Returns:</h4>
<div class="returns-description">
<span class="type">Vector3</span>:
<p>Vector3 position of the point along the path</p>
</div>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>transform.position = ltSpline.point( 0.6f );</p>
</div>
</div>
</div>
<div id="method_ratioAtPoint" class="method item">
<h3 class="name"><code>ratioAtPoint</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>point:Vector3</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="returns-inline">
<span class="type">Float</span>
</span>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l2927"><code>LeanTween.cs:2927</code></a>
</p>
</div>
<div class="description">
<p>Retrieve a point along a path <summary>Move a GameObject to a certain location</summary></p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">point:Vector3</code>
<span class="type">Vector3</span>
<div class="param-description">
<p>given a current location it makes the best approximiation of where it is along the path ratio-wise (0-1)</p>
</div>
</li>
</ul>
</div>
<div class="returns">
<h4>Returns:</h4>
<div class="returns-description">
<span class="type">Float</span>:
<p>float of ratio along the path</p>
</div>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>ratioIter = ltSpline.ratioAtPoint( transform.position );</p>
</div>
</div>
</div>
</div>
<div id="properties" class="api-class-tabpanel">
<h2 class="off-left">Properties</h2>
<div id="property_distance distance of the spline (in unity units)" class="property item">
<h3 class="name"><code>distance distance of the spline (in unity units)</code></h3>
<span class="type">Float</span>
<div class="meta">
<p>
Defined in
<a href="../files/LeanTween.cs.html#l2790"><code>LeanTween.cs:2790</code></a>
</p>
</div>
<div class="description">
</div>
</div>
</div>
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<h1>LeanAudio Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/LeanAudio.cs.html#l30"><code>LeanAudio.cs:30</code></a>
</div>
</div>
<div class="box intro">
<p>Create Audio dynamically and easily playback</p>
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_LeanAudio" class="method item">
<h3 class="name"><code>LeanAudio</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/LeanAudio.cs.html#l30"><code>LeanAudio.cs:30</code></a>
</p>
</div>
<div class="description">
</div>
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</ul>
<div>
<div id="index" class="api-class-tabpanel index">
<h2 class="off-left">Item Index</h2>
<div class="index-section methods">
<h3>Methods</h3>
<ul class="index-list methods">
<li class="index-item method">
<a href="#method_createAudio">createAudio</a>
</li>
</ul>
</div>
</div>
<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method_createAudio" class="method item">
<h3 class="name"><code>createAudio</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>volumeCurve:AnimationCurve</code>
</li>
<li class="arg">
<code>frequencyCurve:AnimationCurve</code>
</li>
<li class="arg">
<code>options:LeanAudioOptions</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="returns-inline">
<span class="type">AudioClip</span>
</span>
<div class="meta">
<p>
Defined in
<a href="../files/LeanAudio.cs.html#l65"><code>LeanAudio.cs:65</code></a>
</p>
</div>
<div class="description">
<p>Create dynamic audio from a set of Animation Curves and other options.</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">volumeCurve:AnimationCurve</code>
<span class="type">AnimationCurve</span>
<div class="param-description">
<p>describing the shape of the audios volume (from 0-1). The length of the audio is dicated by the end value here.</p>
</div>
</li>
<li class="param">
<code class="param-name">frequencyCurve:AnimationCurve</code>
<span class="type">AnimationCurve</span>
<div class="param-description">
<p>describing the width of the oscillations between the sound waves in seconds. Large numbers mean a lower note, while higher numbers mean a tighter frequency and therefor a higher note. Values are usually between 0.01 and 0.000001 (or smaller)</p>
</div>
</li>
<li class="param">
<code class="param-name">options:LeanAudioOptions</code>
<span class="type"><a href="../classes/LeanAudioOptions.html" class="crosslink">LeanAudioOptions</a></span>
<div class="param-description">
<p>You can pass any other values in here like vibrato or the frequency you would like the sound to be encoded at. See <a href="LeanAudioOptions.html">LeanAudioOptions</a> for more details.</p>
</div>
</li>
</ul>
</div>
<div class="returns">
<h4>Returns:</h4>
<div class="returns-description">
<span class="type">AudioClip</span>:
<p>AudioClip of the procedurally generated audio</p>
</div>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));<br>
AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));<br>
AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0f,0f)} ));<br></p>
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<h1>LeanAudioOptions Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/LeanAudio.cs.html#l316"><code>LeanAudio.cs:316</code></a>
</div>
</div>
<div class="box intro">
<p>Pass in options to LeanAudio</p>
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_LeanAudioOptions" class="method item">
<h3 class="name"><code>LeanAudioOptions</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/LeanAudio.cs.html#l316"><code>LeanAudio.cs:316</code></a>
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<h2 class="off-left">Item Index</h2>
<div class="index-section methods">
<h3>Methods</h3>
<ul class="index-list methods">
<li class="index-item method">
<a href="#method_setFrequency">setFrequency</a>
</li>
<li class="index-item method">
<a href="#method_setVibrato">setVibrato</a>
</li>
</ul>
</div>
</div>
<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method_setFrequency" class="method item">
<h3 class="name"><code>setFrequency</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>frequencyRate:int</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="returns-inline">
<span class="type"><a href="../classes/LeanAudioOptions.html" class="crosslink">LeanAudioOptions</a></span>
</span>
<div class="meta">
<p>
Defined in
<a href="../files/LeanAudio.cs.html#l343"><code>LeanAudio.cs:343</code></a>
</p>
</div>
<div class="description">
<p>Set the frequency for the audio is encoded. 44100 is CD quality, but you can usually get away with much lower (or use a lower amount to get a more 8-bit sound).</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">frequencyRate:int</code>
<span class="type">Int</span>
<div class="param-description">
<p>of the frequency you wish to encode the AudioClip at</p>
</div>
</li>
</ul>
</div>
<div class="returns">
<h4>Returns:</h4>
<div class="returns-description">
<span class="type"><a href="../classes/LeanAudioOptions.html" class="crosslink">LeanAudioOptions</a></span>:
<p>LeanAudioOptions describing optional values</p>
</div>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));<br>
AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));<br>
AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0f,0f)} ).setFrequency(12100) );<br></p>
</div>
</div>
</div>
<div id="method_setVibrato" class="method item">
<h3 class="name"><code>setVibrato</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>vibratoArray:Vector3[]</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="returns-inline">
<span class="type"><a href="../classes/LeanAudioOptions.html" class="crosslink">LeanAudioOptions</a></span>
</span>
<div class="meta">
<p>
Defined in
<a href="../files/LeanAudio.cs.html#l359"><code>LeanAudio.cs:359</code></a>
</p>
</div>
<div class="description">
<p>Set details about the shape of the curve by adding vibrato modulations through it (alters the peak values giving it a wah-wah effect). You can add as many as you want to sculpt out more detail in the sound wave.</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">vibratoArray:Vector3[]</code>
<span class="type">Vector3</span>
<div class="param-description">
<p>The first value is the period in seconds that you wish to have the vibrato wave fluctuate at. The second value is the minimum height you wish the vibrato wave to dip down to (default is zero). The third is reserved for future effects.</p>
</div>
</li>
</ul>
</div>
<div class="returns">
<h4>Returns:</h4>
<div class="returns-description">
<span class="type"><a href="../classes/LeanAudioOptions.html" class="crosslink">LeanAudioOptions</a></span>:
<p>LeanAudioOptions describing optional values</p>
</div>
</div>
<div class="example">
<h4>Example:</h4>
<div class="example-content">
<p>AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));<br>
AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));<br>
AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0.3f,0f)} ).setFrequency(12100) );<br></p>
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GGJ2020/Assets/LeanTween/Editor/LeanTweenDocumentationEditor.cs View File

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using UnityEngine;
using System.Collections;
#if UNITY_EDITOR
using UnityEditor;
public class LeanTweenDocumentationEditor : Editor {
[MenuItem ("Help/LeanTween Documentation")]
static void openDocumentation()
{
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3
// Loops through all items in case the user has moved the default installation directory
string[] guids = AssetDatabase.FindAssets ("LeanTween", null);
string documentationPath = "";
foreach (string guid in guids){
string path = AssetDatabase.GUIDToAssetPath(guid);
if(path.IndexOf("classes/LeanTween.html")>=0){
documentationPath = path;
break;
}
}
documentationPath = documentationPath.Substring(documentationPath.IndexOf("/"));
string browserPath = "file://" + Application.dataPath + documentationPath + "#index";
Application.OpenURL(browserPath);
#else
// assumes the default installation directory
string documentationPath = "file://"+Application.dataPath + "/LeanTween/Documentation/classes/LeanTween.html#index";
Application.OpenURL(documentationPath);
#endif
}
[MenuItem ("Help/LeanTween Forum (ask questions)")]
static void openForum()
{
Application.OpenURL("http://forum.unity3d.com/threads/leantween-a-tweening-engine-that-is-up-to-5x-faster-than-competing-engines.161113/");
}
[MenuItem ("Help/LeanTween GitHub (contribute code)")]
static void openGit()
{
Application.OpenURL("https://github.com/dentedpixel/LeanTween");
}
[MenuItem ("Help/LeanTween Support (donate)")]
static void openLTDonate()
{
Application.OpenURL("https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=YJPUT3RAK5VL8");
}
[MenuItem ("Help/Dented Pixel News")]
static void openDPNews()
{
Application.OpenURL("http://dentedpixel.com/category/developer-diary/");
}
}
#endif

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The MIT License (MIT)
Copyright (c) 2017 Russell Savage - Dented Pixel
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
TERMS OF USE - EASING EQUATIONS
Open source under the BSD License.
Copyright (c)2001 Robert Penner
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
Neither the name of the author nor the names of contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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licenseType: Store
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LeanTween is an efficient tweening engine for Unity3d
Full Documentation:
http://dentedpixel.com/LeanTweenDocumentation/classes/LeanTween.html
This can also be accessed offline! From the Unity menu Help->LeanTween Documentation
Getting Started
There are many examples included! Look in the “LeanTween/LeanTweenExamples" folder to see many of the methods outlined.

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GGJ2020/Assets/Plugins/LeanTween/LTDescr.cs
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GGJ2020/Assets/Plugins/LeanTween/LTDescrOptional.cs View File

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//namespace DentedPixel{
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
public class LTDescrOptional {
public Transform toTrans { get; set; }
public Vector3 point { get; set; }
public Vector3 axis { get; set; }
public float lastVal{ get; set; }
public Quaternion origRotation { get; set; }
public LTBezierPath path { get; set; }
public LTSpline spline { get; set; }
public AnimationCurve animationCurve;
public int initFrameCount;
public LTRect ltRect { get; set; } // maybe get rid of this eventually
public Action<float> onUpdateFloat { get; set; }
public Action<float,float> onUpdateFloatRatio { get; set; }
public Action<float,object> onUpdateFloatObject { get; set; }
public Action<Vector2> onUpdateVector2 { get; set; }
public Action<Vector3> onUpdateVector3 { get; set; }
public Action<Vector3,object> onUpdateVector3Object { get; set; }
public Action<Color> onUpdateColor { get; set; }
public Action<Color,object> onUpdateColorObject { get; set; }
public Action onComplete { get; set; }
public Action<object> onCompleteObject { get; set; }
public object onCompleteParam { get; set; }
public object onUpdateParam { get; set; }
public Action onStart { get; set; }
// #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2
// public SpriteRenderer spriteRen { get; set; }
// #endif
//
// #if LEANTWEEN_1
// public Hashtable optional;
// #endif
// #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5
// public RectTransform rectTransform;
// public UnityEngine.UI.Text uiText;
// public UnityEngine.UI.Image uiImage;
// public UnityEngine.Sprite[] sprites;
// #endif
public void reset(){
animationCurve = null;
this.onUpdateFloat = null;
this.onUpdateFloatRatio = null;
this.onUpdateVector2 = null;
this.onUpdateVector3 = null;
this.onUpdateFloatObject = null;
this.onUpdateVector3Object = null;
this.onUpdateColor = null;
this.onComplete = null;
this.onCompleteObject = null;
this.onCompleteParam = null;
this.onStart = null;
this.point = Vector3.zero;
this.initFrameCount = 0;
}
public void callOnUpdate( float val, float ratioPassed){
if(this.onUpdateFloat!=null)
this.onUpdateFloat(val);
if (this.onUpdateFloatRatio != null){
this.onUpdateFloatRatio(val,ratioPassed);
}else if(this.onUpdateFloatObject!=null){
this.onUpdateFloatObject(val, this.onUpdateParam);
}else if(this.onUpdateVector3Object!=null){
this.onUpdateVector3Object(LTDescr.newVect, this.onUpdateParam);
}else if(this.onUpdateVector3!=null){
this.onUpdateVector3(LTDescr.newVect);
}else if(this.onUpdateVector2!=null){
this.onUpdateVector2(new Vector2(LTDescr.newVect.x,LTDescr.newVect.y));
}
}
}
//}

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GGJ2020/Assets/Plugins/LeanTween/LTSeq.cs View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/**
* Internal Representation of a Sequence<br>
* <br>
* &nbsp;&nbsp;<h4>Example:</h4>
* var seq = LeanTween.sequence();<br>
* seq.append(1f); <span style="color:gray">// delay everything one second</span><br>
* seq.append( () => { <span style="color:gray">// fire an event before start</span><br>
* &nbsp;Debug.Log("I have started");<br>
* });<br>
* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); <span style="color:gray">// do a tween</span><br>
* seq.append( (object obj) => { <span style="color:gray">// fire event after tween</span><br>
* &nbsp;var dict = obj as Dictionary<string,string>;<br>
* &nbsp;Debug.Log("We are done now obj value:"+dict["hi"]);<br>
* }, new Dictionary<string,string>(){ {"hi","sup"} } );<br>
* @class LTSeq
* @constructor
*/
public class LTSeq {
public LTSeq previous;
public LTSeq current;
public LTDescr tween;
public float totalDelay;
public float timeScale;
private int debugIter;
public uint counter;
public bool toggle = false;
private uint _id;
public int id{
get{
uint toId = _id | counter << 16;
/*uint backId = toId & 0xFFFF;
uint backCounter = toId >> 16;
if(_id!=backId || backCounter!=counter){
Debug.LogError("BAD CONVERSION toId:"+_id);
}*/
return (int)toId;
}
}
public void reset(){
previous = null;
tween = null;
totalDelay = 0f;
}
public void init(uint id, uint global_counter){
reset();
_id = id;
counter = global_counter;
this.current = this;
}
private LTSeq addOn(){
this.current.toggle = true;
LTSeq lastCurrent = this.current;
this.current = LeanTween.sequence(true);
Debug.Log("this.current:" + this.current.id + " lastCurrent:" + lastCurrent.id);
this.current.previous = lastCurrent;
lastCurrent.toggle = false;
this.current.totalDelay = lastCurrent.totalDelay;
this.current.debugIter = lastCurrent.debugIter + 1;
return current;
}
private float addPreviousDelays(){
// Debug.Log("delay:"+delay+" count:"+this.current.count+" this.current.totalDelay:"+this.current.totalDelay);
LTSeq prev = this.current.previous;
if (prev != null && prev.tween!=null) {
return this.current.totalDelay + prev.tween.time;
}
return this.current.totalDelay;
}
/**
* Add a time delay to the sequence
* @method append (delay)
* @param {float} delay:float amount of time to add to the sequence
* @return {LTSeq} LTDescr an object that distinguishes the tween
* var seq = LeanTween.sequence();<br>
* seq.append(1f); // delay everything one second<br>
* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween<br>
*/
public LTSeq append( float delay ){
this.current.totalDelay += delay;
return this.current;
}
/**
* Add a time delay to the sequence
* @method append (method)
* @param {System.Action} callback:System.Action method you want to be called
* @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to
* @example
* var seq = LeanTween.sequence();<br>
* seq.append( () => { // fire an event before start<br>
* &nbsp;Debug.Log("I have started");<br>
* });<br>
* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween<br>
* seq.append( () => { // fire event after tween<br>
* &nbsp;Debug.Log("We are done now");<br>
* });;<br>
*/
public LTSeq append( System.Action callback ){
LTDescr newTween = LeanTween.delayedCall(0f, callback);
// Debug.Log("newTween:" + newTween);
append(newTween);
return addOn();
}
/**
* Add a time delay to the sequence
* @method add (method(object))
* @param {System.Action} callback:System.Action method you want to be called
* @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to
* @example
* var seq = LeanTween.sequence();<br>
* seq.append( () => { // fire an event before start<br>
* &nbsp;Debug.Log("I have started");<br>
* });<br>
* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween<br>
* seq.append((object obj) => { // fire event after tween
* &nbsp;var dict = obj as Dictionary<string,string>;
* &nbsp;Debug.Log("We are done now obj value:"+dict["hi"]);
* &nbsp;}, new Dictionary<string,string>(){ {"hi","sup"} } );
*/
public LTSeq append( System.Action<object> callback, object obj ){
append(LeanTween.delayedCall(0f, callback).setOnCompleteParam(obj));
return addOn();
}
public LTSeq append( GameObject gameObject, System.Action callback ){
append(LeanTween.delayedCall(gameObject, 0f, callback));
return addOn();
}
public LTSeq append( GameObject gameObject, System.Action<object> callback, object obj ){
append(LeanTween.delayedCall(gameObject, 0f, callback).setOnCompleteParam(obj));
return addOn();
}
/**
* Retrieve a sequencer object where you can easily chain together tweens and methods one after another
*
* @method add (tween)
* @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to
* @example
* var seq = LeanTween.sequence();<br>
* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a move tween<br>
* seq.append( LeanTween.rotateAround( avatar1, Vector3.forward, 360f, 1f ) ); // then do a rotate tween<br>
*/
public LTSeq append( LTDescr tween ){
this.current.tween = tween;
// Debug.Log("tween:" + tween + " delay:" + this.current.totalDelay);
this.current.totalDelay = addPreviousDelays();
tween.setDelay( this.current.totalDelay );
return addOn();
}
public LTSeq insert( LTDescr tween ){
this.current.tween = tween;
tween.setDelay( addPreviousDelays() );
return addOn();
}
public LTSeq setScale( float timeScale ){
// Debug.Log("this.current:" + this.current.previous.debugIter+" tween:"+this.current.previous.tween);
setScaleRecursive(this.current, timeScale, 500);
return addOn();
}
private void setScaleRecursive( LTSeq seq, float timeScale, int count ){
if (count > 0) {
this.timeScale = timeScale;
// Debug.Log("seq.count:" + count + " seq.tween:" + seq.tween);
seq.totalDelay *= timeScale;
if (seq.tween != null) {
// Debug.Log("seq.tween.time * timeScale:" + seq.tween.time * timeScale + " seq.totalDelay:"+seq.totalDelay +" time:"+seq.tween.time+" seq.tween.delay:"+seq.tween.delay);
if (seq.tween.time != 0f)
seq.tween.setTime(seq.tween.time * timeScale);
seq.tween.setDelay(seq.tween.delay * timeScale);
}
if (seq.previous != null)
setScaleRecursive(seq.previous, timeScale, count - 1);
}
}
public LTSeq reverse(){
return addOn();
}
}

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using UnityEngine;
using System.Collections.Generic;
public class LeanAudioStream {
public int position = 0;
public AudioClip audioClip;
public float[] audioArr;
public LeanAudioStream( float[] audioArr ){
this.audioArr = audioArr;
}
public void OnAudioRead(float[] data) {
int count = 0;
while (count < data.Length) {
data[count] = audioArr[this.position];
position++;
count++;
}
}
public void OnAudioSetPosition(int newPosition) {
this.position = newPosition;
}
}
/**
* Create Audio dynamically and easily playback
*
* @class LeanAudio
* @constructor
*/
public class LeanAudio : object {
public static float MIN_FREQEUNCY_PERIOD = 0.000115f;
public static int PROCESSING_ITERATIONS_MAX = 50000;
public static float[] generatedWaveDistances;
public static int generatedWaveDistancesCount = 0;
private static float[] longList;
public static LeanAudioOptions options(){
if(generatedWaveDistances==null){
generatedWaveDistances = new float[ PROCESSING_ITERATIONS_MAX ];
longList = new float[ PROCESSING_ITERATIONS_MAX ];
}
return new LeanAudioOptions();
}
public static LeanAudioStream createAudioStream( AnimationCurve volume, AnimationCurve frequency, LeanAudioOptions options = null ){
if(options==null)
options = new LeanAudioOptions();
options.useSetData = false;
int generatedWavePtsLength = createAudioWave( volume, frequency, options);
createAudioFromWave( generatedWavePtsLength, options );
return options.stream;
}
/**
* Create dynamic audio from a set of Animation Curves and other options.
*
* @method createAudio
* @param {AnimationCurve} volumeCurve:AnimationCurve describing the shape of the audios volume (from 0-1). The length of the audio is dicated by the end value here.
* @param {AnimationCurve} frequencyCurve:AnimationCurve describing the width of the oscillations between the sound waves in seconds. Large numbers mean a lower note, while higher numbers mean a tighter frequency and therefor a higher note. Values are usually between 0.01 and 0.000001 (or smaller)
* @param {LeanAudioOptions} options:LeanAudioOptions You can pass any other values in here like vibrato or the frequency you would like the sound to be encoded at. See <a href="LeanAudioOptions.html">LeanAudioOptions</a> for more details.
* @return {AudioClip} AudioClip of the procedurally generated audio
* @example
* AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));<br>
* AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));<br>
* AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0f,0f)} ));<br>
*/
public static AudioClip createAudio( AnimationCurve volume, AnimationCurve frequency, LeanAudioOptions options = null ){
if(options==null)
options = new LeanAudioOptions();
int generatedWavePtsLength = createAudioWave( volume, frequency, options);
// Debug.Log("generatedWavePtsLength:"+generatedWavePtsLength);
return createAudioFromWave( generatedWavePtsLength, options );
}
private static int createAudioWave( AnimationCurve volume, AnimationCurve frequency, LeanAudioOptions options ){
float time = volume[ volume.length - 1 ].time;
int listLength = 0;
// List<float> list = new List<float>();
// generatedWaveDistances = new List<float>();
// float[] vibratoValues = new float[ vibrato.Length ];
float passed = 0f;
for(int i = 0; i < PROCESSING_ITERATIONS_MAX; i++){
float f = frequency.Evaluate(passed);
if(f<MIN_FREQEUNCY_PERIOD)
f = MIN_FREQEUNCY_PERIOD;
float height = volume.Evaluate(passed + 0.5f*f);
if(options.vibrato!=null){
for(int j=0; j<options.vibrato.Length; j++){
float peakMulti = Mathf.Abs( Mathf.Sin( 1.5708f + passed * (1f/options.vibrato[j][0]) * Mathf.PI ) );
float diff = (1f-options.vibrato[j][1]);
peakMulti = options.vibrato[j][1] + diff*peakMulti;
height *= peakMulti;
}
}
// Debug.Log("i:"+i+" f:"+f+" passed:"+passed+" height:"+height+" time:"+time);
if(passed + 0.5f*f>=time)
break;
if(listLength >= PROCESSING_ITERATIONS_MAX-1){
Debug.LogError("LeanAudio has reached it's processing cap. To avoid this error increase the number of iterations ex: LeanAudio.PROCESSING_ITERATIONS_MAX = "+(PROCESSING_ITERATIONS_MAX*2));
break;
}else{
int distPoint = listLength / 2;
//generatedWaveDistances.Add( f );
passed += f;
generatedWaveDistances[ distPoint ] = passed;
//Debug.Log("distPoint:"+distPoint+" passed:"+passed);
//list.Add( passed );
//list.Add( i%2==0 ? -height : height );
longList[ listLength ] = passed;
longList[ listLength + 1 ] = i%2==0 ? -height : height;
}
listLength += 2;
}
listLength += -2;
generatedWaveDistancesCount = listLength / 2;
/*float[] wave = new float[ listLength ];
for(int i = 0; i < wave.Length; i++){
wave[i] = longList[i];
}*/
return listLength;
}
private static AudioClip createAudioFromWave( int waveLength, LeanAudioOptions options ){
float time = longList[ waveLength - 2 ];
float[] audioArr = new float[ (int)(options.frequencyRate*time) ];
int waveIter = 0;
float subWaveDiff = longList[waveIter];
float subWaveTimeLast = 0f;
float subWaveTime = longList[waveIter];
float waveHeight = longList[waveIter+1];
for(int i = 0; i < audioArr.Length; i++){
float passedTime = (float)i / (float)options.frequencyRate;
if(passedTime > longList[waveIter] ){
subWaveTimeLast = longList[waveIter];
waveIter += 2;
subWaveDiff = longList[waveIter] - longList[waveIter-2];
waveHeight = longList[waveIter+1];
// Debug.Log("passed wave i:"+i);
}
subWaveTime = passedTime - subWaveTimeLast;
float ratioElapsed = subWaveTime / subWaveDiff;
float value = Mathf.Sin( ratioElapsed * Mathf.PI );
if(options.waveStyle==LeanAudioOptions.LeanAudioWaveStyle.Square){
if(value>0f)
value = 1f;
if(value<0f)
value = -1f;
}else if(options.waveStyle==LeanAudioOptions.LeanAudioWaveStyle.Sawtooth){
float sign = value > 0f ? 1f : -1f;
if(ratioElapsed<0.5f){
value = (ratioElapsed*2f)*sign;
}else{ // 0.5f - 1f
value = (1f - ratioElapsed)*2f*sign;
}
}else if(options.waveStyle==LeanAudioOptions.LeanAudioWaveStyle.Noise){
float peakMulti = (1f-options.waveNoiseInfluence) + Mathf.PerlinNoise(0f, passedTime * options.waveNoiseScale ) * options.waveNoiseInfluence;
/*if(i<25){
Debug.Log("passedTime:"+passedTime+" peakMulti:"+peakMulti+" infl:"+options.waveNoiseInfluence);
}*/
value *= peakMulti;
}
//if(i<25)
// Debug.Log("passedTime:"+passedTime+" value:"+value+" ratioElapsed:"+ratioElapsed+" subWaveTime:"+subWaveTime+" subWaveDiff:"+subWaveDiff);
value *= waveHeight;
if(options.modulation!=null){
for(int k=0; k<options.modulation.Length; k++){
float peakMulti = Mathf.Abs( Mathf.Sin( 1.5708f + passedTime * (1f/options.modulation[k][0]) * Mathf.PI ) );
float diff = (1f-options.modulation[k][1]);
peakMulti = options.modulation[k][1] + diff*peakMulti;
// if(k<10){
// Debug.Log("k:"+k+" peakMulti:"+peakMulti+" value:"+value+" after:"+(value*peakMulti));
// }
value *= peakMulti;
}
}
audioArr[i] = value;
// Debug.Log("pt:"+pt+" i:"+i+" val:"+audioArr[i]+" len:"+audioArr.Length);
}
int lengthSamples = audioArr.Length;
#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7
bool is3dSound = false;
AudioClip audioClip = AudioClip.Create("Generated Audio", lengthSamples, 1, options.frequencyRate, is3dSound, false);
#else
AudioClip audioClip = null;
if(options.useSetData){
audioClip = AudioClip.Create("Generated Audio", lengthSamples, 1, options.frequencyRate, false, null, OnAudioSetPosition);
audioClip.SetData(audioArr, 0);
}else{
options.stream = new LeanAudioStream(audioArr);
// Debug.Log("len:"+audioArr.Length+" lengthSamples:"+lengthSamples+" freqRate:"+options.frequencyRate);
audioClip = AudioClip.Create("Generated Audio", lengthSamples, 1, options.frequencyRate, false, options.stream.OnAudioRead, options.stream.OnAudioSetPosition);
options.stream.audioClip = audioClip;
}
#endif
return audioClip;
}
private static void OnAudioSetPosition(int newPosition) {
}
public static AudioClip generateAudioFromCurve( AnimationCurve curve, int frequencyRate = 44100 ){
float curveTime = curve[ curve.length - 1 ].time;
float time = curveTime;
float[] audioArr = new float[ (int)(frequencyRate*time) ];
// Debug.Log("curveTime:"+curveTime+" AudioSettings.outputSampleRate:"+AudioSettings.outputSampleRate);
for(int i = 0; i < audioArr.Length; i++){
float pt = (float)i / (float)frequencyRate;
audioArr[i] = curve.Evaluate( pt );
// Debug.Log("pt:"+pt+" i:"+i+" val:"+audioArr[i]+" len:"+audioArr.Length);
}
int lengthSamples = audioArr.Length;//(int)( (float)frequencyRate * curveTime );
#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7
bool is3dSound = false;
AudioClip audioClip = AudioClip.Create("Generated Audio", lengthSamples, 1, frequencyRate, is3dSound, false);
#else
AudioClip audioClip = AudioClip.Create("Generated Audio", lengthSamples, 1, frequencyRate, false);
#endif
audioClip.SetData(audioArr, 0);
return audioClip;
}
public static AudioSource play( AudioClip audio, float volume ){
AudioSource audioSource = playClipAt(audio, Vector3.zero);
audioSource.volume = volume;
return audioSource;
}
public static AudioSource play( AudioClip audio ){
return playClipAt( audio, Vector3.zero );
}
public static AudioSource play( AudioClip audio, Vector3 pos ){
return playClipAt( audio, pos );
}
public static AudioSource play( AudioClip audio, Vector3 pos, float volume ){
// Debug.Log("audio length:"+audio.length);
AudioSource audioSource = playClipAt(audio, pos);
audioSource.minDistance = 1f;
//audioSource.pitch = pitch;
audioSource.volume = volume;
return audioSource;
}
public static AudioSource playClipAt( AudioClip clip, Vector3 pos ) {
GameObject tempGO = new GameObject(); // create the temp object
tempGO.transform.position = pos; // set its position
AudioSource aSource = tempGO.AddComponent<AudioSource>(); // add an audio source
aSource.clip = clip; // define the clip
aSource.Play(); // start the sound
GameObject.Destroy(tempGO, clip.length); // destroy object after clip duration
return aSource; // return the AudioSource reference
}
public static void printOutAudioClip( AudioClip audioClip, ref AnimationCurve curve, float scaleX = 1f ){
// Debug.Log("Audio channels:"+audioClip.channels+" frequency:"+audioClip.frequency+" length:"+audioClip.length+" samples:"+audioClip.samples);
float[] samples = new float[audioClip.samples * audioClip.channels];
audioClip.GetData(samples, 0);
int i = 0;
Keyframe[] frames = new Keyframe[samples.Length];
while (i < samples.Length) {
frames[i] = new Keyframe( (float)i * scaleX, samples[i] );
++i;
}
curve = new AnimationCurve( frames );
}
}
/**
* Pass in options to LeanAudio
*
* @class LeanAudioOptions
* @constructor
*/
public class LeanAudioOptions : object {
public enum LeanAudioWaveStyle{
Sine,
Square,
Sawtooth,
Noise
}
public LeanAudioWaveStyle waveStyle = LeanAudioWaveStyle.Sine;
public Vector3[] vibrato;
public Vector3[] modulation;
public int frequencyRate = 44100;
public float waveNoiseScale = 1000;
public float waveNoiseInfluence = 1f;
public bool useSetData = true;
public LeanAudioStream stream;
public LeanAudioOptions(){}
/**
* Set the frequency for the audio is encoded. 44100 is CD quality, but you can usually get away with much lower (or use a lower amount to get a more 8-bit sound).
*
* @method setFrequency
* @param {int} frequencyRate:int of the frequency you wish to encode the AudioClip at
* @return {LeanAudioOptions} LeanAudioOptions describing optional values
* @example
* AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));<br>
* AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));<br>
* AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0f,0f)} ).setFrequency(12100) );<br>
*/
public LeanAudioOptions setFrequency( int frequencyRate ){
this.frequencyRate = frequencyRate;
return this;
}
/**
* Set details about the shape of the curve by adding vibrato modulations through it (alters the peak values giving it a wah-wah effect). You can add as many as you want to sculpt out more detail in the sound wave.
*
* @method setVibrato
* @param {Vector3[]} vibratoArray:Vector3[] The first value is the period in seconds that you wish to have the vibrato wave fluctuate at. The second value is the minimum height you wish the vibrato wave to dip down to (default is zero). The third is reserved for future effects.
* @return {LeanAudioOptions} LeanAudioOptions describing optional values
* @example
* AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));<br>
* AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));<br>
* AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0.3f,0f)} ).setFrequency(12100) );<br>
*/
public LeanAudioOptions setVibrato( Vector3[] vibrato ){
this.vibrato = vibrato;
return this;
}
/*
public LeanAudioOptions setModulation( Vector3[] modulation ){
this.modulation = modulation;
return this;
}*/
public LeanAudioOptions setWaveSine(){
this.waveStyle = LeanAudioWaveStyle.Sine;
return this;
}
public LeanAudioOptions setWaveSquare(){
this.waveStyle = LeanAudioWaveStyle.Square;
return this;
}
public LeanAudioOptions setWaveSawtooth(){
this.waveStyle = LeanAudioWaveStyle.Sawtooth;
return this;
}
public LeanAudioOptions setWaveNoise(){
this.waveStyle = LeanAudioWaveStyle.Noise;
return this;
}
public LeanAudioOptions setWaveStyle( LeanAudioWaveStyle style ){
this.waveStyle = style;
return this;
}
public LeanAudioOptions setWaveNoiseScale( float waveScale ){
this.waveNoiseScale = waveScale;
return this;
}
public LeanAudioOptions setWaveNoiseInfluence( float influence ){
this.waveNoiseInfluence = influence;
return this;
}
}

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- 0
GGJ2020/Assets/Plugins/LeanTween/LeanAudio.cs.meta View File

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guid: 52e41e970d9353942b27458440bec9eb
timeCreated: 1427917971
licenseType: Store
MonoImporter:
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+ 123
- 0
GGJ2020/Assets/Plugins/LeanTween/LeanTest.cs View File

@ -0,0 +1,123 @@
using UnityEngine;
using System.Collections;
public class LeanTester : MonoBehaviour {
public float timeout = 15f;
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5
public void Start(){
StartCoroutine( timeoutCheck() );
}
IEnumerator timeoutCheck(){
float pauseEndTime = Time.realtimeSinceStartup + timeout;
while (Time.realtimeSinceStartup < pauseEndTime)
{
yield return 0;
}
if(LeanTest.testsFinished==false){
Debug.Log(LeanTest.formatB("Tests timed out!"));
LeanTest.overview();
}
}
#endif
}
public class LeanTest : object {
public static int expected = 0;
private static int tests = 0;
private static int passes = 0;
public static float timeout = 15f;
public static bool timeoutStarted = false;
public static bool testsFinished = false;
public static void debug( string name, bool didPass, string failExplaination = null){
expect( didPass, name, failExplaination);
}
public static void expect( bool didPass, string definition, string failExplaination = null){
float len = printOutLength(definition);
int paddingLen = 40-(int)(len*1.05f);
#if UNITY_FLASH
string padding = padRight(paddingLen);
#else
string padding = "".PadRight(paddingLen,"_"[0]);
#endif
string logName = formatB(definition) +" " + padding + " [ "+ (didPass ? formatC("pass","green") : formatC("fail","red")) +" ]";
if(didPass==false && failExplaination!=null)
logName += " - " + failExplaination;
Debug.Log(logName);
if(didPass)
passes++;
tests++;
// Debug.Log("tests:"+tests+" expected:"+expected);
if(tests==expected && testsFinished==false){
overview();
}else if(tests>expected){
Debug.Log(formatB("Too many tests for a final report!") + " set LeanTest.expected = "+tests);
}
if(timeoutStarted==false){
timeoutStarted = true;
GameObject tester = new GameObject();
tester.name = "~LeanTest";
LeanTester test = tester.AddComponent(typeof(LeanTester)) as LeanTester;
test.timeout = timeout;
#if !UNITY_EDITOR
tester.hideFlags = HideFlags.HideAndDontSave;
#endif
}
}
public static string padRight(int len){
string str = "";
for(int i = 0; i < len; i++){
str += "_";
}
return str;
}
public static float printOutLength( string str ){
float len = 0.0f;
for(int i = 0; i < str.Length; i++){
if(str[i]=="I"[0]){
len += 0.5f;
}else if(str[i]=="J"[0]){
len += 0.85f;
}else{
len += 1.0f;
}
}
return len;
}
public static string formatBC( string str, string color ){
return formatC(formatB(str),color);
}
public static string formatB( string str ){
#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2
return str;
#else
return "<b>"+ str + "</b>";
#endif
}
public static string formatC( string str, string color ){
#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2
return str;
#else
return "<color="+color+">"+ str + "</color>";
#endif
}
public static void overview(){
testsFinished = true;
int failedCnt = (expected-passes);
string failedStr = failedCnt > 0 ? formatBC(""+failedCnt,"red") : ""+failedCnt;
Debug.Log(formatB("Final Report:")+" _____________________ PASSED: "+formatBC(""+passes,"green")+" FAILED: "+failedStr+" ");
}
}

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GGJ2020/Assets/Plugins/LeanTween/LeanTween.cs
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GGJ2020/Assets/Plugins/LeanTween/LeanTween.dll.zip View File

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oid sha256:f6e9d01ac12274bd58f2eeb63a9f2bd5ba30e7dc3c53e22ac86b0b066f9c5204
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+ 48
- 8
GGJ2020/Assets/Scripts/PlayerController.cs View File

@ -5,12 +5,13 @@ using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float walkSpeed;
public GameObject model;
private Vector2 receivedInput;
// Start is called before the first frame update
void Start()
{
StartCoroutine((FlipOnAxis()));
}
public void SetMovement(Vector2 input)
@ -20,19 +21,58 @@ public class PlayerController : MonoBehaviour
public void UpdatePosition()
{
float RunnerX, RunnerZ;
RunnerZ = Input.GetAxisRaw("Vertical");
RunnerX = Input.GetAxisRaw("Horizontal");
float HorseX, HorseZ;
HorseZ = Input.GetAxisRaw("Vertical");
HorseX = Input.GetAxisRaw("Horizontal");
//float rotateTo = RotateRunner(RunnerX, RunnerZ);
float rotateTo = RotateObject(HorseX, HorseZ);
RunnerZ = Input.GetAxis("Vertical") * Time.deltaTime * walkSpeed;
RunnerX = Input.GetAxis("Horizontal") * Time.deltaTime * walkSpeed;
HorseZ = Input.GetAxis("Vertical") * Time.deltaTime * walkSpeed;
HorseX = Input.GetAxis("Horizontal") * Time.deltaTime * walkSpeed;
transform.Translate(RunnerX, 0, RunnerZ);
transform.Translate(HorseX, 0, HorseZ);
LeanTween.rotateY(model, rotateTo, 0.1f);
}
public float RotateObject(float xInput, float zInput)
{
float to = model.transform.rotation.eulerAngles.y;
//Debug.Log(to);
if (Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxis("Vertical") != 0)
{
if (zInput > 0 && xInput == 0)
to = 0;
else if (zInput < 0 && xInput == 0)
to = 180;
else if (zInput == 0 && xInput > 0)
to = 90;
else if (zInput == 0 && xInput < 0)
to = 270;
else if (zInput > 0 && xInput > 0)
to = 45;
else if (zInput < 0 && xInput > 0)
to = 135;
else if (zInput < 0 && xInput < 0)
to = 225;
else if (zInput > 0 && xInput < 0)
to = 315;
}
return to;
}
public IEnumerator FlipOnAxis()
{
if (Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxis("Vertical") != 0)
{
LeanTween.rotateX(model, -90, 0.1f);
}
yield return new WaitForSeconds(0.5f);
}
}
// Update is called once per frame
void Update()
{

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