//namespace DentedPixel{ using System; using UnityEngine; /** * Internal Representation of a Tween
*
* This class represents all of the optional parameters you can pass to a method (it also represents the internal representation of the tween).

* Optional Parameters are passed at the end of every method:
*
*   Example:
*   LeanTween.moveX( gameObject, 1f, 1f).setEase( LeanTweenType.easeInQuad ).setDelay(1f);
*
* You can pass the optional parameters in any order, and chain on as many as you wish.
* You can also pass parameters at a later time by saving a reference to what is returned.
*
* Retrieve a unique id for the tween by using the "id" property. You can pass this to LeanTween.pause, LeanTween.resume, LeanTween.cancel, LeanTween.isTweening methods
*
*   

Example:

*   int id = LeanTween.moveX(gameObject, 1f, 3f).id;
*
  // pause a specific tween
*   LeanTween.pause(id);
*
  // resume later
*   LeanTween.resume(id);
*
  // check if it is tweening before kicking of a new tween
*   if( LeanTween.isTweening( id ) ){
*       LeanTween.cancel( id );
*       LeanTween.moveZ(gameObject, 10f, 3f);
*   }
* @class LTDescr * @constructor */ public class LTDescr { public bool toggle; public bool useEstimatedTime; public bool useFrames; public bool useManualTime; public bool usesNormalDt; public bool hasInitiliazed; public bool hasExtraOnCompletes; public bool hasPhysics; public bool onCompleteOnRepeat; public bool onCompleteOnStart; public bool useRecursion; public float ratioPassed; public float passed; public float delay; public float time; public float speed; public float lastVal; private uint _id; public int loopCount; public uint counter; public float direction; public float directionLast; public float overshoot; public float period; public float scale; public bool destroyOnComplete; public Transform trans; public LTRect ltRect; internal Vector3 fromInternal; public Vector3 from { get { return this.fromInternal; } set { this.fromInternal = value; } } internal Vector3 toInternal; public Vector3 to { get { return this.toInternal; } set { this.toInternal = value; } } internal Vector3 diff; internal Vector3 diffDiv2; public TweenAction type; public LeanTweenType tweenType; public LeanTweenType loopType; public bool hasUpdateCallback; public EaseTypeDelegate easeMethod; public ActionMethodDelegate easeInternal {get; set; } public ActionMethodDelegate initInternal {get; set; } public delegate Vector3 EaseTypeDelegate(); public delegate void ActionMethodDelegate(); #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 public SpriteRenderer spriteRen; #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.UI.RawImage rawImage; public UnityEngine.Sprite[] sprites; #endif public LTDescrOptional _optional = new LTDescrOptional(); private static uint global_counter = 0; public override string ToString(){ return (trans!=null ? "name:"+trans.gameObject.name : "gameObject:null")+" toggle:"+toggle+" passed:"+passed+" time:"+time+" delay:"+delay+" direction:"+direction+" from:"+from+" to:"+to+" diff:"+diff+" type:"+type+" ease:"+tweenType+" useEstimatedTime:"+useEstimatedTime+" id:"+id+" hasInitiliazed:"+hasInitiliazed; } public LTDescr(){ } [System.Obsolete("Use 'LeanTween.cancel( id )' instead")] public LTDescr cancel( GameObject gameObject ){ // Debug.Log("canceling id:"+this._id+" this.uniqueId:"+this.uniqueId+" go:"+this.trans.gameObject); if(gameObject==this.trans.gameObject) LeanTween.removeTween((int)this._id, this.uniqueId); return this; } public int uniqueId{ 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 int id{ get{ return uniqueId; } } public LTDescrOptional optional{ get{ return _optional; } set{ this._optional = optional; } } public void reset(){ this.toggle = this.useRecursion = this.usesNormalDt = true; this.trans = null; this.passed = this.delay = this.lastVal = 0.0f; this.hasUpdateCallback = this.useEstimatedTime = this.useFrames = this.hasInitiliazed = this.onCompleteOnRepeat = this.destroyOnComplete = this.onCompleteOnStart = this.useManualTime = this.hasExtraOnCompletes = false; this.tweenType = LeanTweenType.linear; this.loopType = LeanTweenType.once; this.loopCount = 0; this.direction = this.directionLast = this.overshoot = this.scale = 1.0f; this.period = 0.3f; this.speed = -1f; this.easeMethod = this.easeLinear; this.from = this.to = Vector3.zero; this._optional.reset(); global_counter++; if(global_counter>0x8000) global_counter = 0; } // Initialize and Internal Methods public LTDescr setMoveX(){ this.type = TweenAction.MOVE_X; this.initInternal = ()=>{ this.fromInternal.x = trans.position.x; }; this.easeInternal = ()=>{ trans.position=new Vector3( easeMethod().x,trans.position.y,trans.position.z); }; return this; } public LTDescr setMoveY(){ this.type = TweenAction.MOVE_Y; this.initInternal = ()=>{ this.fromInternal.x = trans.position.y; }; this.easeInternal = ()=>{ trans.position=new Vector3( trans.position.x,easeMethod().x,trans.position.z); }; return this; } public LTDescr setMoveZ(){ this.type = TweenAction.MOVE_Z; this.initInternal = ()=>{ this.fromInternal.x = trans.position.z; };; this.easeInternal = ()=>{ trans.position=new Vector3( trans.position.x,trans.position.y,easeMethod().x); }; return this; } public LTDescr setMoveLocalX(){ this.type = TweenAction.MOVE_LOCAL_X; this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.x; }; this.easeInternal = ()=>{ trans.localPosition=new Vector3( easeMethod().x,trans.localPosition.y,trans.localPosition.z); }; return this; } public LTDescr setMoveLocalY(){ this.type = TweenAction.MOVE_LOCAL_Y; this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.y; }; this.easeInternal = ()=>{ trans.localPosition=new Vector3( trans.localPosition.x,easeMethod().x,trans.localPosition.z); }; return this; } public LTDescr setMoveLocalZ(){ this.type = TweenAction.MOVE_LOCAL_Z; this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.z; }; this.easeInternal = ()=>{ trans.localPosition=new Vector3( trans.localPosition.x,trans.localPosition.y,easeMethod().x); }; return this; } private void initFromInternal(){ this.fromInternal.x = 0; } public LTDescr setMoveCurved(){ this.type = TweenAction.MOVE_CURVED; this.initInternal = this.initFromInternal; this.easeInternal = ()=>{ newVect = easeMethod(); val = newVect.x; if(this._optional.path.orientToPath){ if(this._optional.path.orientToPath2d){ this._optional.path.place2d( trans, val ); }else{ this._optional.path.place( trans, val ); } }else{ trans.position = this._optional.path.point( val ); } }; return this; } public LTDescr setMoveCurvedLocal(){ this.type = TweenAction.MOVE_CURVED_LOCAL; this.initInternal = this.initFromInternal; this.easeInternal = ()=>{ newVect = easeMethod(); val = newVect.x; if(this._optional.path.orientToPath){ if(this._optional.path.orientToPath2d){ this._optional.path.placeLocal2d( trans, val ); }else{ this._optional.path.placeLocal( trans, val ); } }else{ trans.localPosition = this._optional.path.point( val ); } }; return this; } public LTDescr setMoveSpline(){ this.type = TweenAction.MOVE_SPLINE; this.initInternal = this.initFromInternal; this.easeInternal = ()=>{ newVect = easeMethod(); val = newVect.x; if(this._optional.spline.orientToPath){ if(this._optional.spline.orientToPath2d){ this._optional.spline.place2d( trans, val ); }else{ this._optional.spline.place( trans, val ); } }else{ trans.position = this._optional.spline.point( val ); } }; return this; } public LTDescr setMoveSplineLocal(){ this.type = TweenAction.MOVE_SPLINE_LOCAL; this.initInternal = this.initFromInternal; this.easeInternal = ()=>{ newVect = easeMethod(); val = newVect.x; if(this._optional.spline.orientToPath){ if(this._optional.spline.orientToPath2d){ this._optional.spline.placeLocal2d( trans, val ); }else{ this._optional.spline.placeLocal( trans, val ); } }else{ trans.localPosition = this._optional.spline.point( val ); } }; return this; } public LTDescr setScaleX(){ this.type = TweenAction.SCALE_X; this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.x; }; this.easeInternal = ()=>{ trans.localScale = new Vector3( easeMethod().x,trans.localScale.y,trans.localScale.z); }; return this; } public LTDescr setScaleY(){ this.type = TweenAction.SCALE_Y; this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.y; }; this.easeInternal = ()=>{ trans.localScale=new Vector3( trans.localScale.x,easeMethod().x,trans.localScale.z); }; return this; } public LTDescr setScaleZ(){ this.type = TweenAction.SCALE_Z; this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.z; }; this.easeInternal = ()=>{ trans.localScale=new Vector3( trans.localScale.x,trans.localScale.y,easeMethod().x); }; return this; } public LTDescr setRotateX(){ this.type = TweenAction.ROTATE_X; this.initInternal = ()=>{ this.fromInternal.x = trans.eulerAngles.x; this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x);}; this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(easeMethod().x,trans.eulerAngles.y,trans.eulerAngles.z); }; return this; } public LTDescr setRotateY(){ this.type = TweenAction.ROTATE_Y; this.initInternal = ()=>{ this.fromInternal.x = trans.eulerAngles.y; this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x);}; this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(trans.eulerAngles.x,easeMethod().x,trans.eulerAngles.z); }; return this; } public LTDescr setRotateZ(){ this.type = TweenAction.ROTATE_Z; this.initInternal = ()=>{ this.fromInternal.x = trans.eulerAngles.z; this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x); }; this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(trans.eulerAngles.x,trans.eulerAngles.y,easeMethod().x); }; return this; } public LTDescr setRotateAround(){ this.type = TweenAction.ROTATE_AROUND; this.initInternal = ()=>{ this.fromInternal.x = 0f; this._optional.origRotation = trans.rotation; }; this.easeInternal = ()=>{ newVect = easeMethod(); val = newVect.x; Vector3 origPos = trans.localPosition; Vector3 rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point ); // Debug.Log("this._optional.point:"+this._optional.point); trans.RotateAround(rotateAroundPt, this._optional.axis, -this._optional.lastVal); Vector3 diff = origPos - trans.localPosition; trans.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position trans.rotation = this._optional.origRotation; rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point ); trans.RotateAround(rotateAroundPt, this._optional.axis, val); this._optional.lastVal = val; }; return this; } public LTDescr setRotateAroundLocal(){ this.type = TweenAction.ROTATE_AROUND_LOCAL; this.initInternal = ()=>{ this.fromInternal.x = 0f; this._optional.origRotation = trans.localRotation; }; this.easeInternal = ()=>{ newVect = easeMethod(); val = newVect.x; Vector3 origPos = trans.localPosition; trans.RotateAround((Vector3)trans.TransformPoint( this._optional.point ), trans.TransformDirection(this._optional.axis), -this._optional.lastVal); Vector3 diff = origPos - trans.localPosition; trans.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position trans.localRotation = this._optional.origRotation; Vector3 rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point ); trans.RotateAround(rotateAroundPt, trans.TransformDirection(this._optional.axis), val); this._optional.lastVal = val; }; return this; } public LTDescr setAlpha(){ this.type = TweenAction.ALPHA; this.initInternal = ()=>{ #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 if(trans.gameObject.renderer){ this.fromInternal.x = trans.gameObject.renderer.material.color.a; }else if(trans.childCount>0){ foreach (Transform child in trans) { if(child.gameObject.renderer!=null){ Color col = child.gameObject.renderer.material.color; this.fromInternal.x = col.a; break; }}} this.easeInternal = this.alpha; break; #else SpriteRenderer ren = trans.gameObject.GetComponent(); if(ren!=null){ this.fromInternal.x = ren.color.a; }else{ if(trans.gameObject.GetComponent()!=null && trans.gameObject.GetComponent().material.HasProperty("_Color")){ this.fromInternal.x = trans.gameObject.GetComponent().material.color.a; }else if(trans.gameObject.GetComponent()!=null && trans.gameObject.GetComponent().material.HasProperty("_TintColor")){ Color col = trans.gameObject.GetComponent().material.GetColor("_TintColor"); this.fromInternal.x = col.a; }else if(trans.childCount>0){ foreach (Transform child in trans) { if(child.gameObject.GetComponent()!=null){ Color col = child.gameObject.GetComponent().material.color; this.fromInternal.x = col.a; break; } } } } #endif this.easeInternal = ()=>{ val = easeMethod().x; #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 alphaRecursive(this.trans, val, this.useRecursion); #else if(this.spriteRen!=null){ this.spriteRen.color = new Color( this.spriteRen.color.r, this.spriteRen.color.g, this.spriteRen.color.b, val); alphaRecursiveSprite(this.trans, val); }else{ alphaRecursive(this.trans, val, this.useRecursion); } #endif }; }; this.easeInternal = ()=>{ newVect = easeMethod(); val = newVect.x; #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 alphaRecursive(this.trans, val, this.useRecursion); #else if(this.spriteRen!=null){ this.spriteRen.color = new Color( this.spriteRen.color.r, this.spriteRen.color.g, this.spriteRen.color.b, val); alphaRecursiveSprite(this.trans, val); }else{ alphaRecursive(this.trans, val, this.useRecursion); } #endif }; return this; } public LTDescr setTextAlpha(){ this.type = TweenAction.TEXT_ALPHA; this.initInternal = ()=>{ this.uiText = trans.gameObject.GetComponent(); this.fromInternal.x = this.uiText != null ? this.uiText.color.a : 1f; }; this.easeInternal = ()=>{ textAlphaRecursive( trans, easeMethod().x, this.useRecursion ); }; return this; } public LTDescr setAlphaVertex(){ this.type = TweenAction.ALPHA_VERTEX; this.initInternal = ()=>{ this.fromInternal.x = trans.GetComponent().mesh.colors32[0].a; }; this.easeInternal = ()=>{ newVect = easeMethod(); val = newVect.x; Mesh mesh = trans.GetComponent().mesh; Vector3[] vertices = mesh.vertices; Color32[] colors = new Color32[vertices.Length]; if (colors.Length == 0){ //MaxFW fix: add vertex colors if the mesh doesn't have any Color32 transparentWhiteColor32 = new Color32(0xff, 0xff, 0xff, 0x00); colors = new Color32[mesh.vertices.Length]; for (int k=0; k{ #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 if(trans.gameObject.renderer){ this.setFromColor( trans.gameObject.renderer.material.color ); }else if(trans.childCount>0){ foreach (Transform child in trans) { if(child.gameObject.renderer!=null){ this.setFromColor( child.gameObject.renderer.material.color ); break; } } } #else SpriteRenderer renColor = trans.gameObject.GetComponent(); if(renColor!=null){ this.setFromColor( renColor.color ); }else{ if(trans.gameObject.GetComponent()!=null && trans.gameObject.GetComponent().material.HasProperty("_Color")){ Color col = trans.gameObject.GetComponent().material.color; this.setFromColor( col ); }else if(trans.gameObject.GetComponent()!=null && trans.gameObject.GetComponent().material.HasProperty("_TintColor")){ Color col = trans.gameObject.GetComponent().material.GetColor ("_TintColor"); this.setFromColor( col ); }else if(trans.childCount>0){ foreach (Transform child in trans) { if(child.gameObject.GetComponent()!=null){ Color col = child.gameObject.GetComponent().material.color; this.setFromColor( col ); break; } } } } #endif }; this.easeInternal = ()=>{ newVect = easeMethod(); val = newVect.x; Color toColor = tweenColor(this, val); #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 if(this.spriteRen!=null){ this.spriteRen.color = toColor; colorRecursiveSprite( trans, toColor); }else{ #endif // Debug.Log("val:"+val+" tween:"+tween+" tween.diff:"+tween.diff); if(this.type==TweenAction.COLOR) colorRecursive(trans, toColor, this.useRecursion); #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 } #endif if(dt!=0f && this._optional.onUpdateColor!=null){ this._optional.onUpdateColor(toColor); }else if(dt!=0f && this._optional.onUpdateColorObject!=null){ this._optional.onUpdateColorObject(toColor, this._optional.onUpdateParam); } }; return this; } public LTDescr setCallbackColor(){ this.type = TweenAction.CALLBACK_COLOR; this.initInternal = ()=>{ this.diff = new Vector3(1.0f,0.0f,0.0f); }; this.easeInternal = ()=>{ newVect = easeMethod(); val = newVect.x; Color toColor = tweenColor(this, val); #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 if(this.spriteRen!=null){ this.spriteRen.color = toColor; colorRecursiveSprite( trans, toColor); }else{ #endif // Debug.Log("val:"+val+" tween:"+tween+" tween.diff:"+tween.diff); if(this.type==TweenAction.COLOR) colorRecursive(trans, toColor, this.useRecursion); #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 } #endif if(dt!=0f && this._optional.onUpdateColor!=null){ this._optional.onUpdateColor(toColor); }else if(dt!=0f && this._optional.onUpdateColorObject!=null){ this._optional.onUpdateColorObject(toColor, this._optional.onUpdateParam); } }; return this; } #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 public LTDescr setTextColor(){ this.type = TweenAction.TEXT_COLOR; this.initInternal = ()=>{ this.uiText = trans.gameObject.GetComponent(); this.setFromColor( this.uiText != null ? this.uiText.color : Color.white ); }; this.easeInternal = ()=>{ newVect = easeMethod(); val = newVect.x; Color toColor = tweenColor(this, val); this.uiText.color = toColor; if (dt!=0f && this._optional.onUpdateColor != null) this._optional.onUpdateColor(toColor); if(this.useRecursion && trans.childCount>0) textColorRecursive(this.trans, toColor); }; return this; } public LTDescr setCanvasAlpha(){ this.type = TweenAction.CANVAS_ALPHA; this.initInternal = ()=>{ this.uiImage = trans.gameObject.GetComponent(); if(this.uiImage!=null){ this.fromInternal.x = this.uiImage.color.a; }else{ this.rawImage = trans.gameObject.GetComponent(); if(this.rawImage != null){ this.fromInternal.x = this.rawImage.color.a; }else{ this.fromInternal.x = 1f; } } }; this.easeInternal = ()=>{ newVect = easeMethod(); val = newVect.x; if(this.uiImage!=null){ Color c = this.uiImage.color; c.a = val; this.uiImage.color = c; }else if(this.rawImage!=null){ Color c = this.rawImage.color; c.a = val; this.rawImage.color = c; } if(this.useRecursion){ alphaRecursive( this.rectTransform, val, 0 ); textAlphaRecursive( this.rectTransform, val); } }; return this; } public LTDescr setCanvasGroupAlpha(){ this.type = TweenAction.CANVASGROUP_ALPHA; this.initInternal = ()=>{this.fromInternal.x = trans.gameObject.GetComponent().alpha;}; this.easeInternal = ()=>{ this.trans.GetComponent().alpha = easeMethod().x; }; return this; } public LTDescr setCanvasColor(){ this.type = TweenAction.CANVAS_COLOR; this.initInternal = ()=>{ this.uiImage = trans.gameObject.GetComponent(); if(this.uiImage==null){ this.rawImage = trans.gameObject.GetComponent(); this.setFromColor( this.rawImage!=null ? this.rawImage.color : Color.white ); }else{ this.setFromColor( this.uiImage.color ); } }; this.easeInternal = ()=>{ newVect = easeMethod(); val = newVect.x; Color toColor = tweenColor(this, val); if(this.uiImage!=null){ this.uiImage.color = toColor; }else if(this.rawImage!=null){ this.rawImage.color = toColor; } if (dt!=0f && this._optional.onUpdateColor != null) this._optional.onUpdateColor(toColor); if(this.useRecursion) colorRecursive(this.rectTransform, toColor); }; return this; } public LTDescr setCanvasMoveX(){ this.type = TweenAction.CANVAS_MOVE_X; this.initInternal = ()=>{ this.fromInternal.x = this.rectTransform.anchoredPosition3D.x; }; this.easeInternal = ()=>{ Vector3 c = this.rectTransform.anchoredPosition3D; this.rectTransform.anchoredPosition3D = new Vector3(easeMethod().x, c.y, c.z); }; return this; } public LTDescr setCanvasMoveY(){ this.type = TweenAction.CANVAS_MOVE_Y; this.initInternal = ()=>{ this.fromInternal.x = this.rectTransform.anchoredPosition3D.y; }; this.easeInternal = ()=>{ Vector3 c = this.rectTransform.anchoredPosition3D; this.rectTransform.anchoredPosition3D = new Vector3(c.x, easeMethod().x, c.z); }; return this; } public LTDescr setCanvasMoveZ(){ this.type = TweenAction.CANVAS_MOVE_Z; this.initInternal = ()=>{ this.fromInternal.x = this.rectTransform.anchoredPosition3D.z; }; this.easeInternal = ()=>{ Vector3 c = this.rectTransform.anchoredPosition3D; this.rectTransform.anchoredPosition3D = new Vector3(c.x, c.y, easeMethod().x); }; return this; } private void initCanvasRotateAround(){ this.lastVal = 0.0f; this.fromInternal.x = 0.0f; this._optional.origRotation = this.rectTransform.rotation; } public LTDescr setCanvasRotateAround(){ this.type = TweenAction.CANVAS_ROTATEAROUND; this.initInternal = this.initCanvasRotateAround; this.easeInternal = ()=>{ newVect = easeMethod(); val = newVect.x; RectTransform rect = this.rectTransform; Vector3 origPos = rect.localPosition; rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), this._optional.axis, -val); Vector3 diff = origPos - rect.localPosition; rect.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position rect.rotation = this._optional.origRotation; rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), this._optional.axis, val); }; return this; } public LTDescr setCanvasRotateAroundLocal(){ this.type = TweenAction.CANVAS_ROTATEAROUND_LOCAL; this.initInternal = this.initCanvasRotateAround; this.easeInternal = ()=>{ newVect = easeMethod(); val = newVect.x; RectTransform rect = this.rectTransform; Vector3 origPos = rect.localPosition; rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), rect.TransformDirection(this._optional.axis), -val); Vector3 diff = origPos - rect.localPosition; rect.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position rect.rotation = this._optional.origRotation; rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), rect.TransformDirection(this._optional.axis), val); }; return this; } public LTDescr setCanvasPlaySprite(){ this.type = TweenAction.CANVAS_PLAYSPRITE; this.initInternal = ()=>{ this.uiImage = trans.gameObject.GetComponent(); this.fromInternal.x = 0f; }; this.easeInternal = ()=>{ newVect = easeMethod(); val = newVect.x; int frame = (int)Mathf.Round( val ); this.uiImage.sprite = this.sprites[ frame ]; }; return this; } public LTDescr setCanvasMove(){ this.type = TweenAction.CANVAS_MOVE; this.initInternal = ()=>{ this.fromInternal = this.rectTransform.anchoredPosition3D; }; this.easeInternal = ()=>{ this.rectTransform.anchoredPosition3D = easeMethod(); }; return this; } public LTDescr setCanvasScale(){ this.type = TweenAction.CANVAS_SCALE; this.initInternal = ()=>{ this.from = this.rectTransform.localScale; }; this.easeInternal = ()=>{ this.rectTransform.localScale = easeMethod(); }; return this; } public LTDescr setCanvasSizeDelta(){ this.type = TweenAction.CANVAS_SIZEDELTA; this.initInternal = ()=>{ this.from = this.rectTransform.sizeDelta; }; this.easeInternal = ()=>{ this.rectTransform.sizeDelta = easeMethod(); }; return this; } #endif private void callback(){ newVect = easeMethod(); val = newVect.x; } public LTDescr setCallback(){ this.type = TweenAction.CALLBACK; this.initInternal = ()=>{}; this.easeInternal = this.callback; return this; } public LTDescr setValue3(){ this.type = TweenAction.VALUE3; this.initInternal = ()=>{}; this.easeInternal = this.callback; return this; } public LTDescr setMove(){ this.type = TweenAction.MOVE; this.initInternal = ()=>{ this.from = trans.position; }; this.easeInternal = ()=>{ newVect = easeMethod(); trans.position = newVect; }; return this; } public LTDescr setMoveLocal(){ this.type = TweenAction.MOVE_LOCAL; this.initInternal = ()=>{ this.from = trans.localPosition; }; this.easeInternal = ()=>{ newVect = easeMethod(); trans.localPosition = newVect; }; return this; } public LTDescr setMoveToTransform(){ this.type = TweenAction.MOVE_TO_TRANSFORM; this.initInternal = ()=>{ this.from = trans.position; }; this.easeInternal = ()=>{ this.to = this._optional.toTrans.position; this.diff = this.to - this.from; this.diffDiv2 = this.diff * 0.5f; newVect = easeMethod(); this.trans.position = newVect; }; return this; } public LTDescr setRotate(){ this.type = TweenAction.ROTATE; this.initInternal = ()=>{ this.from = trans.eulerAngles; this.to = new Vector3(LeanTween.closestRot( this.fromInternal.x, this.toInternal.x), LeanTween.closestRot( this.from.y, this.to.y), LeanTween.closestRot( this.from.z, this.to.z)); }; this.easeInternal = ()=>{ newVect = easeMethod(); trans.eulerAngles = newVect; }; return this; } public LTDescr setRotateLocal(){ this.type = TweenAction.ROTATE_LOCAL; this.initInternal = ()=>{ this.from = trans.localEulerAngles; this.to = new Vector3(LeanTween.closestRot( this.fromInternal.x, this.toInternal.x), LeanTween.closestRot( this.from.y, this.to.y), LeanTween.closestRot( this.from.z, this.to.z)); }; this.easeInternal = ()=>{ newVect = easeMethod(); trans.localEulerAngles = newVect; }; return this; } public LTDescr setScale(){ this.type = TweenAction.SCALE; this.initInternal = ()=>{ this.from = trans.localScale; }; this.easeInternal = ()=>{ newVect = easeMethod(); trans.localScale = newVect; }; return this; } public LTDescr setGUIMove(){ this.type = TweenAction.GUI_MOVE; this.initInternal = ()=>{ this.from = new Vector3(this._optional.ltRect.rect.x, this._optional.ltRect.rect.y, 0); }; this.easeInternal = ()=>{ Vector3 v = easeMethod(); this._optional.ltRect.rect = new Rect( v.x, v.y, this._optional.ltRect.rect.width, this._optional.ltRect.rect.height); }; return this; } public LTDescr setGUIMoveMargin(){ this.type = TweenAction.GUI_MOVE_MARGIN; this.initInternal = ()=>{ this.from = new Vector2(this._optional.ltRect.margin.x, this._optional.ltRect.margin.y); }; this.easeInternal = ()=>{ Vector3 v = easeMethod(); this._optional.ltRect.margin = new Vector2(v.x, v.y); }; return this; } public LTDescr setGUIScale(){ this.type = TweenAction.GUI_SCALE; this.initInternal = ()=>{ this.from = new Vector3(this._optional.ltRect.rect.width, this._optional.ltRect.rect.height, 0); }; this.easeInternal = ()=>{ Vector3 v = easeMethod(); this._optional.ltRect.rect = new Rect( this._optional.ltRect.rect.x, this._optional.ltRect.rect.y, v.x, v.y); }; return this; } public LTDescr setGUIAlpha(){ this.type = TweenAction.GUI_ALPHA; this.initInternal = ()=>{ this.fromInternal.x = this._optional.ltRect.alpha; }; this.easeInternal = ()=>{ this._optional.ltRect.alpha = easeMethod().x; }; return this; } public LTDescr setGUIRotate(){ this.type = TweenAction.GUI_ROTATE; this.initInternal = ()=>{ if(this._optional.ltRect.rotateEnabled==false){ this._optional.ltRect.rotateEnabled = true; this._optional.ltRect.resetForRotation(); } this.fromInternal.x = this._optional.ltRect.rotation; }; this.easeInternal = ()=>{ this._optional.ltRect.rotation = easeMethod().x; }; return this; } public LTDescr setDelayedSound(){ this.type = TweenAction.DELAYED_SOUND; this.initInternal = ()=>{ this.hasExtraOnCompletes = true; }; this.easeInternal = this.callback; return this; } private void init(){ this.hasInitiliazed = true; usesNormalDt = !(useEstimatedTime || useManualTime || useFrames); // only set this to true if it uses non of the other timing modes if (useFrames) this.optional.initFrameCount = Time.frameCount; if (this.time <= 0f) // avoid dividing by zero this.time = Mathf.Epsilon; this.initInternal(); this.diff = this.to - this.from; this.diffDiv2 = this.diff * 0.5f; if (this._optional.onStart != null) this._optional.onStart(); if(this.onCompleteOnStart) callOnCompletes(); if(this.speed>=0){ initSpeed(); } } private void initSpeed(){ if(this.type==TweenAction.MOVE_CURVED || this.type==TweenAction.MOVE_CURVED_LOCAL){ this.time = this._optional.path.distance / this.speed; }else if(this.type==TweenAction.MOVE_SPLINE || this.type==TweenAction.MOVE_SPLINE_LOCAL){ this.time = this._optional.spline.distance/ this.speed; }else{ this.time = (this.to - this.from).magnitude / this.speed; } } public static float val; public static float dt; public static Vector3 newVect; /** * If you need a tween to happen immediately instead of waiting for the next Update call, you can force it with this method * * @method updateNow * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 0f ).updateNow(); */ public LTDescr updateNow(){ updateInternal(); return this; } public bool updateInternal(){ float directionLocal = this.direction; if(this.usesNormalDt){ dt = LeanTween.dtActual; }else if( this.useEstimatedTime ){ dt = LeanTween.dtEstimated; }else if( this.useFrames ){ dt = this.optional.initFrameCount==0 ? 0 : 1; this.optional.initFrameCount = Time.frameCount; }else if( this.useManualTime ){ dt = LeanTween.dtManual; } // Debug.Log ("tween:" + this+ " dt:"+dt); if(this.delay<=0f && directionLocal!=0f){ if(trans==null) return true; // initialize if has not done so yet if(!this.hasInitiliazed) this.init(); dt = dt*directionLocal; this.passed += dt; this.ratioPassed = Mathf.Clamp01(this.passed / this.time); // need to clamp when finished so it will finish at the exact spot and not overshoot this.easeInternal(); if(this.hasUpdateCallback) this._optional.callOnUpdate(val, this.ratioPassed); bool isTweenFinished = directionLocal>0f ? this.passed>=this.time : this.passed<=0f; // Debug.Log("lt "+this+" dt:"+dt+" fin:"+isTweenFinished); if(isTweenFinished){ // increment or flip tween this.loopCount--; if(this.loopType==LeanTweenType.pingPong){ this.direction = 0.0f-directionLocal; }else{ this.passed = Mathf.Epsilon; } isTweenFinished = this.loopCount == 0 || this.loopType == LeanTweenType.once; // only return true if it is fully complete if(isTweenFinished==false && this.onCompleteOnRepeat && this.hasExtraOnCompletes) callOnCompletes(); // this only gets called if onCompleteOnRepeat is set to true, otherwise LeanTween class takes care of calling it return isTweenFinished; } }else{ this.delay -= dt; } return false; } public void callOnCompletes(){ if(this.type==TweenAction.GUI_ROTATE) this._optional.ltRect.rotateFinished = true; if(this.type==TweenAction.DELAYED_SOUND){ AudioSource.PlayClipAtPoint((AudioClip)this._optional.onCompleteParam, this.to, this.from.x); } if(this._optional.onComplete!=null){ this._optional.onComplete(); }else if(this._optional.onCompleteObject!=null){ this._optional.onCompleteObject(this._optional.onCompleteParam); } } // Helper Methods public LTDescr setFromColor( Color col ){ this.from = new Vector3(0.0f, col.a, 0.0f); this.diff = new Vector3(1.0f,0.0f,0.0f); this._optional.axis = new Vector3( col.r, col.g, col.b ); return this; } private static void alphaRecursive( Transform transform, float val, bool useRecursion = true){ Renderer renderer = transform.gameObject.GetComponent(); if(renderer!=null){ foreach(Material mat in renderer.materials){ if(mat.HasProperty("_Color")){ mat.color = new Color( mat.color.r, mat.color.g, mat.color.b, val); }else if(mat.HasProperty("_TintColor")){ Color col = mat.GetColor ("_TintColor"); mat.SetColor("_TintColor", new Color( col.r, col.g, col.b, val)); } } } if(useRecursion && transform.childCount>0){ foreach (Transform child in transform) { alphaRecursive(child, val); } } } private static void colorRecursive( Transform transform, Color toColor, bool useRecursion = true ){ Renderer ren = transform.gameObject.GetComponent(); if(ren!=null){ foreach(Material mat in ren.materials){ mat.color = toColor; } } if(useRecursion && transform.childCount>0){ foreach (Transform child in transform) { colorRecursive(child, toColor); } } } #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 private static void alphaRecursive( RectTransform rectTransform, float val, int recursiveLevel = 0){ if(rectTransform.childCount>0){ foreach (RectTransform child in rectTransform) { UnityEngine.UI.MaskableGraphic uiImage = child.GetComponent(); if (uiImage != null) { Color c = uiImage.color; c.a = val; uiImage.color = c; } else { uiImage = child.GetComponent(); if (uiImage != null) { Color c = uiImage.color; c.a = val; uiImage.color = c; } } alphaRecursive(child, val, recursiveLevel + 1); } } } private static void alphaRecursiveSprite( Transform transform, float val ){ if(transform.childCount>0){ foreach (Transform child in transform) { SpriteRenderer ren = child.GetComponent(); if(ren!=null) ren.color = new Color( ren.color.r, ren.color.g, ren.color.b, val); alphaRecursiveSprite(child, val); } } } private static void colorRecursiveSprite( Transform transform, Color toColor ){ if(transform.childCount>0){ foreach (Transform child in transform) { SpriteRenderer ren = transform.gameObject.GetComponent(); if(ren!=null) ren.color = toColor; colorRecursiveSprite(child, toColor); } } } private static void colorRecursive( RectTransform rectTransform, Color toColor ){ if(rectTransform.childCount>0){ foreach (RectTransform child in rectTransform) { UnityEngine.UI.MaskableGraphic uiImage = child.GetComponent(); if (uiImage != null) { uiImage.color = toColor; } else { uiImage = child.GetComponent(); if (uiImage != null) uiImage.color = toColor; } colorRecursive(child, toColor); } } } private static void textAlphaRecursive( Transform trans, float val, bool useRecursion = true ){ UnityEngine.UI.Text uiText = trans.gameObject.GetComponent(); if(uiText!=null){ Color c = uiText.color; c.a = val; uiText.color = c; } if(useRecursion && trans.childCount>0){ foreach (Transform child in trans) { textAlphaRecursive(child, val); } } } private static void textColorRecursive(Transform trans, Color toColor ){ if(trans.childCount>0){ foreach (Transform child in trans) { UnityEngine.UI.Text uiText = child.gameObject.GetComponent(); if(uiText!=null){ uiText.color = toColor; } textColorRecursive(child, toColor); } } } #endif private static Color tweenColor( LTDescr tween, float val ){ Vector3 diff3 = tween._optional.point - tween._optional.axis; float diffAlpha = tween.to.y - tween.from.y; return new Color(tween._optional.axis.x + diff3.x*val, tween._optional.axis.y + diff3.y*val, tween._optional.axis.z + diff3.z*val, tween.from.y + diffAlpha*val); } /** * Pause a tween * * @method pause * @return {LTDescr} LTDescr an object that distinguishes the tween */ public LTDescr pause(){ if(this.direction != 0.0f){ // check if tween is already paused this.directionLast = this.direction; this.direction = 0.0f; } return this; } /** * Resume a paused tween * * @method resume * @return {LTDescr} LTDescr an object that distinguishes the tween */ public LTDescr resume(){ this.direction = this.directionLast; return this; } public LTDescr setAxis( Vector3 axis ){ this._optional.axis = axis; return this; } /** * Delay the start of a tween * * @method setDelay * @param {float} float time The time to complete the tween in * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setDelay( 1.5f ); */ public LTDescr setDelay( float delay ){ this.delay = delay; return this; } /** * Set the type of easing used for the tween.
* * * @method setEase * @param {LeanTweenType} easeType:LeanTweenType the easing type to use * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce ); */ public LTDescr setEase( LeanTweenType easeType ){ switch( easeType ){ case LeanTweenType.linear: setEaseLinear(); break; case LeanTweenType.easeOutQuad: setEaseOutQuad(); break; case LeanTweenType.easeInQuad: setEaseInQuad(); break; case LeanTweenType.easeInOutQuad: setEaseInOutQuad(); break; case LeanTweenType.easeInCubic: setEaseInCubic();break; case LeanTweenType.easeOutCubic: setEaseOutCubic(); break; case LeanTweenType.easeInOutCubic: setEaseInOutCubic(); break; case LeanTweenType.easeInQuart: setEaseInQuart(); break; case LeanTweenType.easeOutQuart: setEaseOutQuart(); break; case LeanTweenType.easeInOutQuart: setEaseInOutQuart(); break; case LeanTweenType.easeInQuint: setEaseInQuint(); break; case LeanTweenType.easeOutQuint: setEaseOutQuint(); break; case LeanTweenType.easeInOutQuint: setEaseInOutQuint(); break; case LeanTweenType.easeInSine: setEaseInSine(); break; case LeanTweenType.easeOutSine: setEaseOutSine(); break; case LeanTweenType.easeInOutSine: setEaseInOutSine(); break; case LeanTweenType.easeInExpo: setEaseInExpo(); break; case LeanTweenType.easeOutExpo: setEaseOutExpo(); break; case LeanTweenType.easeInOutExpo: setEaseInOutExpo(); break; case LeanTweenType.easeInCirc: setEaseInCirc(); break; case LeanTweenType.easeOutCirc: setEaseOutCirc(); break; case LeanTweenType.easeInOutCirc: setEaseInOutCirc(); break; case LeanTweenType.easeInBounce: setEaseInBounce(); break; case LeanTweenType.easeOutBounce: setEaseOutBounce(); break; case LeanTweenType.easeInOutBounce: setEaseInOutBounce(); break; case LeanTweenType.easeInBack: setEaseInBack(); break; case LeanTweenType.easeOutBack: setEaseOutBack(); break; case LeanTweenType.easeInOutBack: setEaseInOutBack(); break; case LeanTweenType.easeInElastic: setEaseInElastic(); break; case LeanTweenType.easeOutElastic: setEaseOutElastic(); break; case LeanTweenType.easeInOutElastic: setEaseInOutElastic(); break; case LeanTweenType.punch: setEasePunch(); break; case LeanTweenType.easeShake: setEaseShake(); break; case LeanTweenType.easeSpring: setEaseSpring(); break; default: setEaseLinear(); break; } return this; } public LTDescr setEaseLinear(){ this.tweenType = LeanTweenType.linear; this.easeMethod = this.easeLinear; return this; } public LTDescr setEaseSpring(){ this.tweenType = LeanTweenType.easeSpring; this.easeMethod = this.easeSpring; return this; } public LTDescr setEaseInQuad(){ this.tweenType = LeanTweenType.easeInQuad; this.easeMethod = this.easeInQuad; return this; } public LTDescr setEaseOutQuad(){ this.tweenType = LeanTweenType.easeOutQuad; this.easeMethod = this.easeOutQuad; return this; } public LTDescr setEaseInOutQuad(){ this.tweenType = LeanTweenType.easeInOutQuad; this.easeMethod = this.easeInOutQuad; return this;} public LTDescr setEaseInCubic(){ this.tweenType = LeanTweenType.easeInCubic; this.easeMethod = this.easeInCubic; return this; } public LTDescr setEaseOutCubic(){ this.tweenType = LeanTweenType.easeOutCubic; this.easeMethod = this.easeOutCubic; return this; } public LTDescr setEaseInOutCubic(){ this.tweenType = LeanTweenType.easeInOutCubic; this.easeMethod = this.easeInOutCubic; return this; } public LTDescr setEaseInQuart(){ this.tweenType = LeanTweenType.easeInQuart; this.easeMethod = this.easeInQuart; return this; } public LTDescr setEaseOutQuart(){ this.tweenType = LeanTweenType.easeOutQuart; this.easeMethod = this.easeOutQuart; return this; } public LTDescr setEaseInOutQuart(){ this.tweenType = LeanTweenType.easeInOutQuart; this.easeMethod = this.easeInOutQuart; return this; } public LTDescr setEaseInQuint(){ this.tweenType = LeanTweenType.easeInQuint; this.easeMethod = this.easeInQuint; return this; } public LTDescr setEaseOutQuint(){ this.tweenType = LeanTweenType.easeOutQuint; this.easeMethod = this.easeOutQuint; return this; } public LTDescr setEaseInOutQuint(){ this.tweenType = LeanTweenType.easeInOutQuint; this.easeMethod = this.easeInOutQuint; return this; } public LTDescr setEaseInSine(){ this.tweenType = LeanTweenType.easeInSine; this.easeMethod = this.easeInSine; return this; } public LTDescr setEaseOutSine(){ this.tweenType = LeanTweenType.easeOutSine; this.easeMethod = this.easeOutSine; return this; } public LTDescr setEaseInOutSine(){ this.tweenType = LeanTweenType.easeInOutSine; this.easeMethod = this.easeInOutSine; return this; } public LTDescr setEaseInExpo(){ this.tweenType = LeanTweenType.easeInExpo; this.easeMethod = this.easeInExpo; return this; } public LTDescr setEaseOutExpo(){ this.tweenType = LeanTweenType.easeOutExpo; this.easeMethod = this.easeOutExpo; return this; } public LTDescr setEaseInOutExpo(){ this.tweenType = LeanTweenType.easeInOutExpo; this.easeMethod = this.easeInOutExpo; return this; } public LTDescr setEaseInCirc(){ this.tweenType = LeanTweenType.easeInCirc; this.easeMethod = this.easeInCirc; return this; } public LTDescr setEaseOutCirc(){ this.tweenType = LeanTweenType.easeOutCirc; this.easeMethod = this.easeOutCirc; return this; } public LTDescr setEaseInOutCirc(){ this.tweenType = LeanTweenType.easeInOutCirc; this.easeMethod = this.easeInOutCirc; return this; } public LTDescr setEaseInBounce(){ this.tweenType = LeanTweenType.easeInBounce; this.easeMethod = this.easeInBounce; return this; } public LTDescr setEaseOutBounce(){ this.tweenType = LeanTweenType.easeOutBounce; this.easeMethod = this.easeOutBounce; return this; } public LTDescr setEaseInOutBounce(){ this.tweenType = LeanTweenType.easeInOutBounce; this.easeMethod = this.easeInOutBounce; return this; } public LTDescr setEaseInBack(){ this.tweenType = LeanTweenType.easeInBack; this.easeMethod = this.easeInBack; return this; } public LTDescr setEaseOutBack(){ this.tweenType = LeanTweenType.easeOutBack; this.easeMethod = this.easeOutBack; return this; } public LTDescr setEaseInOutBack(){ this.tweenType = LeanTweenType.easeInOutBack; this.easeMethod = this.easeInOutBack; return this; } public LTDescr setEaseInElastic(){ this.tweenType = LeanTweenType.easeInElastic; this.easeMethod = this.easeInElastic; return this; } public LTDescr setEaseOutElastic(){ this.tweenType = LeanTweenType.easeOutElastic; this.easeMethod = this.easeOutElastic; return this; } public LTDescr setEaseInOutElastic(){ this.tweenType = LeanTweenType.easeInOutElastic; this.easeMethod = this.easeInOutElastic; return this; } public LTDescr setEasePunch(){ this._optional.animationCurve = LeanTween.punch; this.toInternal.x = this.from.x + this.to.x; this.easeMethod = this.tweenOnCurve; return this; } public LTDescr setEaseShake(){ this._optional.animationCurve = LeanTween.shake; this.toInternal.x = this.from.x + this.to.x; this.easeMethod = this.tweenOnCurve; return this; } private Vector3 tweenOnCurve(){ return new Vector3(this.from.x + (this.diff.x) * this._optional.animationCurve.Evaluate(ratioPassed), this.from.y + (this.diff.y) * this._optional.animationCurve.Evaluate(ratioPassed), this.from.z + (this.diff.z) * this._optional.animationCurve.Evaluate(ratioPassed) ); } // Vector3 Ease Methods private Vector3 easeInOutQuad(){ val = this.ratioPassed * 2f; if (val < 1f) { val = val * val; return new Vector3( this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); } val = (1f-val) * (val - 3f) + 1f; return new Vector3( this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); } private Vector3 easeInQuad(){ val = ratioPassed * ratioPassed; return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); } private Vector3 easeOutQuad(){ val = this.ratioPassed; val = -val * (val - 2f); return (this.diff * val + this.from); } private Vector3 easeLinear(){ val = this.ratioPassed; return new Vector3(this.from.x+this.diff.x*val, this.from.y+this.diff.y*val, this.from.z+this.diff.z*val); } private Vector3 easeSpring(){ val = Mathf.Clamp01(this.ratioPassed); val = (Mathf.Sin(val * Mathf.PI * (0.2f + 2.5f * val * val * val)) * Mathf.Pow(1f - val, 2.2f ) + val) * (1f + (1.2f * (1f - val) )); return this.from + this.diff * val; } private Vector3 easeInCubic(){ val = this.ratioPassed * this.ratioPassed * this.ratioPassed; return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); } private Vector3 easeOutCubic(){ val = this.ratioPassed - 1f; val = (val * val * val + 1); return new Vector3( this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z) ; } private Vector3 easeInOutCubic(){ val = this.ratioPassed * 2f; if (val < 1f) { val = val * val * val; return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); } val -= 2f; val = val * val * val + 2f; return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y,this.diffDiv2.z * val + this.from.z); } private Vector3 easeInQuart(){ val = this.ratioPassed * this.ratioPassed * this.ratioPassed * this.ratioPassed; return diff * val + this.from; } private Vector3 easeOutQuart(){ val = this.ratioPassed - 1f; val = -(val * val * val * val - 1); return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y,this.diff.z * val + this.from.z); } private Vector3 easeInOutQuart(){ val = this.ratioPassed * 2f; if (val < 1f) { val = val * val * val * val; return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); } val -= 2f; // val = (val * val * val * val - 2f); return -this.diffDiv2 * (val * val * val * val - 2f) + this.from; } private Vector3 easeInQuint(){ val = this.ratioPassed; val = val * val * val * val * val; return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); } private Vector3 easeOutQuint(){ val = this.ratioPassed - 1f; val = (val * val * val * val * val + 1f); return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); } private Vector3 easeInOutQuint(){ val = this.ratioPassed * 2f; if (val < 1f){ val = val * val * val * val * val; return new Vector3(this.diffDiv2.x * val + this.from.x,this.diffDiv2.y * val + this.from.y,this.diffDiv2.z * val + this.from.z); } val -= 2f; val = (val * val * val * val * val + 2f); return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); } private Vector3 easeInSine(){ val = - Mathf.Cos(this.ratioPassed * LeanTween.PI_DIV2); return new Vector3(this.diff.x * val + this.diff.x + this.from.x, this.diff.y * val + this.diff.y + this.from.y, this.diff.z * val + this.diff.z + this.from.z); } private Vector3 easeOutSine(){ val = Mathf.Sin(this.ratioPassed * LeanTween.PI_DIV2); return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y,this.diff.z * val + this.from.z); } private Vector3 easeInOutSine(){ val = -(Mathf.Cos(Mathf.PI * this.ratioPassed) - 1f); return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); } private Vector3 easeInExpo(){ val = Mathf.Pow(2f, 10f * (this.ratioPassed - 1f)); return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); } private Vector3 easeOutExpo(){ val = (-Mathf.Pow(2f, -10f * this.ratioPassed) + 1f); return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); } private Vector3 easeInOutExpo(){ val = this.ratioPassed * 2f; val = Mathf.Pow(2f, 10f * (val - 1f)); if (val < 1f) return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); val--; val = (-Mathf.Pow(2f, -10f * val) + 2f); return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); } private Vector3 easeInCirc(){ val = -(Mathf.Sqrt(1f - this.ratioPassed * this.ratioPassed) - 1f); return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); } private Vector3 easeOutCirc(){ val = this.ratioPassed - 1f; val = Mathf.Sqrt(1f - val * val); return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); } private Vector3 easeInOutCirc(){ val = this.ratioPassed * 2f; if (val < 1f){ val = -(Mathf.Sqrt(1f - val * val) - 1f); return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); } val -= 2f; val = (Mathf.Sqrt(1f - val * val) + 1f); return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); } private Vector3 easeInBounce(){ val = this.ratioPassed; val = 1f - val; return new Vector3(this.diff.x - LeanTween.easeOutBounce(0, this.diff.x, val) + this.from.x, this.diff.y - LeanTween.easeOutBounce(0, this.diff.y, val) + this.from.y, this.diff.z - LeanTween.easeOutBounce(0, this.diff.z, val) + this.from.z); } private Vector3 easeOutBounce(){ val = ratioPassed; if (val < (1 / 2.75f)){ val = (7.5625f * val * val); return this.diff * val + this.from; }else if (val < (2 / 2.75f)){ val -= (1.5f / 2.75f); val = (7.5625f * (val) * val + .75f); return this.diff * val + this.from; }else if (val < (2.5 / 2.75)){ val -= (2.25f / 2.75f); val = (7.5625f * (val) * val + .9375f); return this.diff * val + this.from; }else{ val -= (2.625f / 2.75f); val = 7.5625f * (val) * val + .984375f; return this.diff * val + this.from; } } private Vector3 easeInOutBounce(){ val = this.ratioPassed * 2f; if (val < 1f){ return new Vector3(LeanTween.easeInBounce(0, this.diff.x, val) * 0.5f + this.from.x, LeanTween.easeInBounce(0, this.diff.y, val) * 0.5f + this.from.y, LeanTween.easeInBounce(0, this.diff.z, val) * 0.5f + this.from.z); }else { val = val - 1f; return new Vector3(LeanTween.easeOutBounce(0, this.diff.x, val) * 0.5f + this.diffDiv2.x + this.from.x, LeanTween.easeOutBounce(0, this.diff.y, val) * 0.5f + this.diffDiv2.y + this.from.y, LeanTween.easeOutBounce(0, this.diff.z, val) * 0.5f + this.diffDiv2.z + this.from.z); } } private Vector3 easeInBack(){ val = this.ratioPassed; val /= 1; float s = 1.70158f * this.overshoot; return this.diff * (val) * val * ((s + 1) * val - s) + this.from; } private Vector3 easeOutBack(){ float s = 1.70158f * this.overshoot; val = (this.ratioPassed / 1) - 1; val = ((val) * val * ((s + 1) * val + s) + 1); return this.diff * val + this.from; } private Vector3 easeInOutBack(){ float s = 1.70158f * this.overshoot; val = this.ratioPassed * 2f; if ((val) < 1){ s *= (1.525f) * overshoot; return this.diffDiv2 * (val * val * (((s) + 1) * val - s)) + this.from; } val -= 2; s *= (1.525f) * overshoot; val = ((val) * val * (((s) + 1) * val + s) + 2); return this.diffDiv2 * val + this.from; } private Vector3 easeInElastic(){ return new Vector3(LeanTween.easeInElastic(this.from.x,this.to.x,this.ratioPassed,this.overshoot,this.period), LeanTween.easeInElastic(this.from.y,this.to.y,this.ratioPassed,this.overshoot,this.period), LeanTween.easeInElastic(this.from.z,this.to.z,this.ratioPassed,this.overshoot,this.period)); } private Vector3 easeOutElastic(){ return new Vector3(LeanTween.easeOutElastic(this.from.x,this.to.x,this.ratioPassed,this.overshoot,this.period), LeanTween.easeOutElastic(this.from.y,this.to.y,this.ratioPassed,this.overshoot,this.period), LeanTween.easeOutElastic(this.from.z,this.to.z,this.ratioPassed,this.overshoot,this.period)); } private Vector3 easeInOutElastic() { return new Vector3(LeanTween.easeInOutElastic(this.from.x,this.to.x,this.ratioPassed,this.overshoot,this.period), LeanTween.easeInOutElastic(this.from.y,this.to.y,this.ratioPassed,this.overshoot,this.period), LeanTween.easeInOutElastic(this.from.z,this.to.z,this.ratioPassed,this.overshoot,this.period)); } /** * Set how far past a tween will overshoot for certain ease types (compatible: easeInBack, easeInOutBack, easeOutBack, easeOutElastic, easeInElastic, easeInOutElastic).
* @method setOvershoot * @param {float} overshoot:float how far past the destination it will go before settling in * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutBack ).setOvershoot(2f); */ public LTDescr setOvershoot( float overshoot ){ this.overshoot = overshoot; return this; } /** * Set how short the iterations are for certain ease types (compatible: easeOutElastic, easeInElastic, easeInOutElastic).
* @method setPeriod * @param {float} period:float how short the iterations are that the tween will animate at (default 0.3f) * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutElastic ).setPeriod(0.3f); */ public LTDescr setPeriod( float period ){ this.period = period; return this; } /** * Set how large the effect is for certain ease types (compatible: punch, shake, animation curves).
* @method setScale * @param {float} scale:float how much the ease will be multiplied by (default 1f) * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.punch ).setScale(2f); */ public LTDescr setScale( float scale ){ this.scale = scale; return this; } /** * Set the type of easing used for the tween with a custom curve.
* @method setEase (AnimationCurve) * @param {AnimationCurve} easeDefinition:AnimationCurve an AnimationCure that describes the type of easing you want, this is great for when you want a unique type of movement * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce ); */ public LTDescr setEase( AnimationCurve easeCurve ){ this._optional.animationCurve = easeCurve; this.easeMethod = this.tweenOnCurve; this.tweenType = LeanTweenType.animationCurve; return this; } /** * Set the end that the GameObject is tweening towards * @method setTo * @param {Vector3} to:Vector3 point at which you want the tween to reach * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LTDescr descr = LeanTween.move( cube, Vector3.up, new Vector3(1f,3f,0f), 1.0f ).setEase( LeanTweenType.easeInOutBounce );
* // Later your want to change your destination or your destiation is constantly moving
* descr.setTo( new Vector3(5f,10f,3f) );
*/ public LTDescr setTo( Vector3 to ){ if(this.hasInitiliazed){ this.to = to; this.diff = to - this.from; }else{ this.to = to; } return this; } public LTDescr setTo( Transform to ){ this._optional.toTrans = to; return this; } /** * Set the beginning of the tween * @method setFrom * @param {Vector3} from:Vector3 the point you would like the tween to start at * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LTDescr descr = LeanTween.move( cube, Vector3.up, new Vector3(1f,3f,0f), 1.0f ).setFrom( new Vector3(5f,10f,3f) );
*/ public LTDescr setFrom( Vector3 from ){ if(this.trans){ this.init(); } this.from = from; // this.hasInitiliazed = true; // this is set, so that the "from" value isn't overwritten later on when the tween starts this.diff = this.to - this.from; return this; } public LTDescr setFrom( float from ){ return setFrom( new Vector3(from, 0f, 0f) ); } public LTDescr setDiff( Vector3 diff ){ this.diff = diff; return this; } public LTDescr setHasInitialized( bool has ){ this.hasInitiliazed = has; return this; } public LTDescr setId( uint id ){ this._id = id; this.counter = global_counter; // Debug.Log("Global counter:"+global_counter); return this; } /** * Set the finish time of the tween * @method setTime * @param {float} finishTime:float the length of time in seconds you wish the tween to complete in * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * int tweenId = LeanTween.moveX(gameObject, 5f, 2.0f ).id;
* // Later
* LTDescr descr = description( tweenId );
* descr.setTime( 1f );
*/ public LTDescr setTime( float time ){ float passedTimeRatio = this.passed / this.time; this.passed = time * passedTimeRatio; this.time = time; return this; } /** * Set the finish time of the tween * @method setSpeed * @param {float} speed:float the speed in unity units per second you wish the object to travel (overrides the given time) * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveLocalZ( gameObject, 10f, 1f).setSpeed(0.2f) // the given time is ignored when speed is set
*/ public LTDescr setSpeed( float speed ){ this.speed = speed; if(this.hasInitiliazed) initSpeed(); return this; } /** * Set the tween to repeat a number of times. * @method setRepeat * @param {int} repeatNum:int the number of times to repeat the tween. -1 to repeat infinite times * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 10 ).setLoopPingPong(); */ public LTDescr setRepeat( int repeat ){ this.loopCount = repeat; if((repeat>1 && this.loopType == LeanTweenType.once) || (repeat < 0 && this.loopType == LeanTweenType.once)){ this.loopType = LeanTweenType.clamp; } if(this.type==TweenAction.CALLBACK || this.type==TweenAction.CALLBACK_COLOR){ this.setOnCompleteOnRepeat(true); } return this; } public LTDescr setLoopType( LeanTweenType loopType ){ this.loopType = loopType; return this; } public LTDescr setUseEstimatedTime( bool useEstimatedTime ){ this.useEstimatedTime = useEstimatedTime; this.usesNormalDt = false; return this; } /** * Set ignore time scale when tweening an object when you want the animation to be time-scale independent (ignores the Time.timeScale value). Great for pause screens, when you want all other action to be stopped (or slowed down) * @method setIgnoreTimeScale * @param {bool} useUnScaledTime:bool whether to use the unscaled time or not * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setIgnoreTimeScale( true ); */ public LTDescr setIgnoreTimeScale( bool useUnScaledTime ){ this.useEstimatedTime = useUnScaledTime; this.usesNormalDt = false; return this; } /** * Use frames when tweening an object, when you don't want the animation to be time-frame independent... * @method setUseFrames * @param {bool} useFrames:bool whether to use estimated time or not * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setUseFrames( true ); */ public LTDescr setUseFrames( bool useFrames ){ this.useFrames = useFrames; this.usesNormalDt = false; return this; } public LTDescr setUseManualTime( bool useManualTime ){ this.useManualTime = useManualTime; this.usesNormalDt = false; return this; } public LTDescr setLoopCount( int loopCount ){ this.loopType = LeanTweenType.clamp; this.loopCount = loopCount; return this; } /** * No looping involved, just run once (the default) * @method setLoopOnce * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopOnce(); */ public LTDescr setLoopOnce(){ this.loopType = LeanTweenType.once; return this; } /** * When the animation gets to the end it starts back at where it began * @method setLoopClamp * @param {int} loops:int (defaults to -1) how many times you want the loop to happen (-1 for an infinite number of times) * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopClamp( 2 ); */ public LTDescr setLoopClamp(){ this.loopType = LeanTweenType.clamp; if(this.loopCount==0) this.loopCount = -1; return this; } public LTDescr setLoopClamp( int loops ){ this.loopCount = loops; return this; } /** * When the animation gets to the end it then tweens back to where it started (and on, and on) * @method setLoopPingPong * @param {int} loops:int (defaults to -1) how many times you want the loop to happen in both directions (-1 for an infinite number of times). Passing a value of 1 will cause the object to go towards and back from it's destination once. * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopPingPong( 2 ); */ public LTDescr setLoopPingPong(){ this.loopType = LeanTweenType.pingPong; if(this.loopCount==0) this.loopCount = -1; return this; } public LTDescr setLoopPingPong( int loops ) { this.loopType = LeanTweenType.pingPong; this.loopCount = loops == -1 ? loops : loops * 2; return this; } /** * Have a method called when the tween finishes * @method setOnComplete * @param {Action} onComplete:Action the method that should be called when the tween is finished ex: tweenFinished(){ } * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished ); */ public LTDescr setOnComplete( Action onComplete ){ this._optional.onComplete = onComplete; this.hasExtraOnCompletes = true; return this; } /** * Have a method called when the tween finishes * @method setOnComplete (object) * @param {Action} onComplete:Action the method that should be called when the tween is finished ex: tweenFinished( object myObj ){ } * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished ); */ public LTDescr setOnComplete( Action onComplete ){ this._optional.onCompleteObject = onComplete; this.hasExtraOnCompletes = true; return this; } public LTDescr setOnComplete( Action onComplete, object onCompleteParam ){ this._optional.onCompleteObject = onComplete; this.hasExtraOnCompletes = true; if(onCompleteParam!=null) this._optional.onCompleteParam = onCompleteParam; return this; } /** * Pass an object to along with the onComplete Function * @method setOnCompleteParam * @param {object} onComplete:object an object that * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.delayedCall(1.5f, enterMiniGameStart).setOnCompleteParam( new object[]{""+5} );

* void enterMiniGameStart( object val ){
*  object[] arr = (object [])val;
*  int lvl = int.Parse((string)arr[0]);
* }
*/ public LTDescr setOnCompleteParam( object onCompleteParam ){ this._optional.onCompleteParam = onCompleteParam; this.hasExtraOnCompletes = true; return this; } /** * Have a method called on each frame that the tween is being animated (passes a float value) * @method setOnUpdate * @param {Action} onUpdate:Action a method that will be called on every frame with the float value of the tweened object * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );
*
* void tweenMoved( float val ){ }
*/ public LTDescr setOnUpdate( Action onUpdate ){ this._optional.onUpdateFloat = onUpdate; this.hasUpdateCallback = true; return this; } public LTDescr setOnUpdateRatio(Action onUpdate) { this._optional.onUpdateFloatRatio = onUpdate; this.hasUpdateCallback = true; return this; } public LTDescr setOnUpdateObject( Action onUpdate ){ this._optional.onUpdateFloatObject = onUpdate; this.hasUpdateCallback = true; return this; } public LTDescr setOnUpdateVector2( Action onUpdate ){ this._optional.onUpdateVector2 = onUpdate; this.hasUpdateCallback = true; return this; } public LTDescr setOnUpdateVector3( Action onUpdate ){ this._optional.onUpdateVector3 = onUpdate; this.hasUpdateCallback = true; return this; } public LTDescr setOnUpdateColor( Action onUpdate ){ this._optional.onUpdateColor = onUpdate; this.hasUpdateCallback = true; return this; } public LTDescr setOnUpdateColor( Action onUpdate ){ this._optional.onUpdateColorObject = onUpdate; this.hasUpdateCallback = true; return this; } #if !UNITY_FLASH public LTDescr setOnUpdate( Action onUpdate ){ this._optional.onUpdateColor = onUpdate; this.hasUpdateCallback = true; return this; } public LTDescr setOnUpdate( Action onUpdate ){ this._optional.onUpdateColorObject = onUpdate; this.hasUpdateCallback = true; return this; } /** * Have a method called on each frame that the tween is being animated (passes a float value and a object) * @method setOnUpdate (object) * @param {Action} onUpdate:Action a method that will be called on every frame with the float value of the tweened object, and an object of the person's choosing * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );
*
* void tweenMoved( float val, object obj ){ }
*/ public LTDescr setOnUpdate( Action onUpdate, object onUpdateParam = null ){ this._optional.onUpdateFloatObject = onUpdate; this.hasUpdateCallback = true; if(onUpdateParam!=null) this._optional.onUpdateParam = onUpdateParam; return this; } public LTDescr setOnUpdate( Action onUpdate, object onUpdateParam = null ){ this._optional.onUpdateVector3Object = onUpdate; this.hasUpdateCallback = true; if(onUpdateParam!=null) this._optional.onUpdateParam = onUpdateParam; return this; } public LTDescr setOnUpdate( Action onUpdate, object onUpdateParam = null ){ this._optional.onUpdateVector2 = onUpdate; this.hasUpdateCallback = true; if(onUpdateParam!=null) this._optional.onUpdateParam = onUpdateParam; return this; } /** * Have a method called on each frame that the tween is being animated (passes a float value) * @method setOnUpdate (Vector3) * @param {Action} onUpdate:Action a method that will be called on every frame with the float value of the tweened object * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );
*
* void tweenMoved( Vector3 val ){ }
*/ public LTDescr setOnUpdate( Action onUpdate, object onUpdateParam = null ){ this._optional.onUpdateVector3 = onUpdate; this.hasUpdateCallback = true; if(onUpdateParam!=null) this._optional.onUpdateParam = onUpdateParam; return this; } #endif /** * Have an object passed along with the onUpdate method * @method setOnUpdateParam * @param {object} onUpdateParam:object an object that will be passed along with the onUpdate method * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );
*
* void tweenMoved( float val, object obj ){ }
*/ public LTDescr setOnUpdateParam( object onUpdateParam ){ this._optional.onUpdateParam = onUpdateParam; return this; } /** * While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon * @method setOrientToPath * @param {bool} doesOrient:bool whether the gameobject will orient to the path it is animating along * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setAxis(Vector3.forward);
*/ public LTDescr setOrientToPath( bool doesOrient ){ if(this.type==TweenAction.MOVE_CURVED || this.type==TweenAction.MOVE_CURVED_LOCAL){ if(this._optional.path==null) this._optional.path = new LTBezierPath(); this._optional.path.orientToPath = doesOrient; }else{ this._optional.spline.orientToPath = doesOrient; } return this; } /** * While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon * @method setOrientToPath2d * @param {bool} doesOrient:bool whether the gameobject will orient to the path it is animating along * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath2d(true).setAxis(Vector3.forward);
*/ public LTDescr setOrientToPath2d( bool doesOrient2d ){ setOrientToPath(doesOrient2d); if(this.type==TweenAction.MOVE_CURVED || this.type==TweenAction.MOVE_CURVED_LOCAL){ this._optional.path.orientToPath2d = doesOrient2d; }else{ this._optional.spline.orientToPath2d = doesOrient2d; } return this; } public LTDescr setRect( LTRect rect ){ this._optional.ltRect = rect; return this; } public LTDescr setRect( Rect rect ){ this._optional.ltRect = new LTRect(rect); return this; } public LTDescr setPath( LTBezierPath path ){ this._optional.path = path; return this; } /** * Set the point at which the GameObject will be rotated around * @method setPoint * @param {Vector3} point:Vector3 point at which you want the object to rotate around (local space) * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.rotateAround( cube, Vector3.up, 360.0f, 1.0f ) .setPoint( new Vector3(1f,0f,0f) ) .setEase( LeanTweenType.easeInOutBounce );
*/ public LTDescr setPoint( Vector3 point ){ this._optional.point = point; return this; } public LTDescr setDestroyOnComplete( bool doesDestroy ){ this.destroyOnComplete = doesDestroy; return this; } public LTDescr setAudio( object audio ){ this._optional.onCompleteParam = audio; return this; } /** * Set the onComplete method to be called at the end of every loop cycle (also applies to the delayedCall method) * @method setOnCompleteOnRepeat * @param {bool} isOn:bool does call onComplete on every loop cycle * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.delayedCall(gameObject,0.3f, delayedMethod).setRepeat(4).setOnCompleteOnRepeat(true); */ public LTDescr setOnCompleteOnRepeat( bool isOn ){ this.onCompleteOnRepeat = isOn; return this; } /** * Set the onComplete method to be called at the beginning of the tween (it will still be called when it is completed as well) * @method setOnCompleteOnStart * @param {bool} isOn:bool does call onComplete at the start of the tween * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.delayedCall(gameObject, 2f, ()=>{
// Flash an object 5 times *  LeanTween.alpha(gameObject, 0f, 1f);
*  LeanTween.alpha(gameObject, 1f, 0f).setDelay(1f);
* }).setOnCompleteOnStart(true).setRepeat(5);
*/ public LTDescr setOnCompleteOnStart( bool isOn ){ this.onCompleteOnStart = isOn; return this; } #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 public LTDescr setRect( RectTransform rect ){ this.rectTransform = rect; return this; } public LTDescr setSprites( UnityEngine.Sprite[] sprites ){ this.sprites = sprites; return this; } public LTDescr setFrameRate( float frameRate ){ this.time = this.sprites.Length / frameRate; return this; } #endif /** * Have a method called when the tween starts * @method setOnStart * @param {Action<>} onStart:Action<> the method that should be called when the tween is starting ex: tweenStarted( ){ } * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * C#:
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( ()=>{ Debug.Log("I started!"); }); * Javascript:
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( function(){ Debug.Log("I started!"); } ); */ public LTDescr setOnStart( Action onStart ){ this._optional.onStart = onStart; return this; } /** * Set the direction of a tween -1f for backwards 1f for forwards (currently only bezier and spline paths are supported) * @method setDirection * @param {float} direction:float the direction that the tween should run, -1f for backwards 1f for forwards * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.moveSpline(gameObject, new Vector3[]{new Vector3(0f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,1f)}, 1.5f).setDirection(-1f);
*/ public LTDescr setDirection( float direction ){ if(this.direction!=-1f && this.direction!=1f){ Debug.LogWarning("You have passed an incorrect direction of '"+direction+"', direction must be -1f or 1f"); return this; } if(this.direction!=direction){ // Debug.Log("reverse path:"+this.path+" spline:"+this._optional.spline+" hasInitiliazed:"+this.hasInitiliazed); if(this.hasInitiliazed){ this.direction = direction; }else{ if(this._optional.path!=null){ this._optional.path = new LTBezierPath( LTUtility.reverse( this._optional.path.pts ) ); }else if(this._optional.spline!=null){ this._optional.spline = new LTSpline( LTUtility.reverse( this._optional.spline.pts ) ); } // this.passed = this.time - this.passed; } } return this; } /** * Set whether or not the tween will recursively effect an objects children in the hierarchy * @method setRecursive * @param {bool} useRecursion:bool whether the tween will recursively effect an objects children in the hierarchy * @return {LTDescr} LTDescr an object that distinguishes the tween * @example * LeanTween.alpha(gameObject, 0f, 1f).setRecursive(true);
*/ public LTDescr setRecursive( bool useRecursion ){ this.useRecursion = useRecursion; return this; } } //}