using UnityEngine; using System.Collections; using DentedPixel; public class GeneralBasics2dCS : MonoBehaviour { public Texture2D dudeTexture; public GameObject prefabParticles; #if !(UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) void Start () { // Setup GameObject avatarRotate = createSpriteDude( "avatarRotate", new Vector3(-2.51208f,10.7119f,-14.37754f)); GameObject avatarScale = createSpriteDude( "avatarScale", new Vector3(2.51208f,10.2119f,-14.37754f)); GameObject avatarMove = createSpriteDude( "avatarMove", new Vector3(-3.1208f,7.100643f,-14.37754f)); // Rotate Example LeanTween.rotateAround( avatarRotate, Vector3.forward, -360f, 5f); // Scale Example LeanTween.scale( avatarScale, new Vector3(1.7f, 1.7f, 1.7f), 5f).setEase(LeanTweenType.easeOutBounce); LeanTween.moveX( avatarScale, avatarScale.transform.position.x + 1f, 5f).setEase(LeanTweenType.easeOutBounce); // Simultaneously target many different tweens on the same object // Move Example LeanTween.move( avatarMove, avatarMove.transform.position + new Vector3(1.7f, 0f, 0f), 2f).setEase(LeanTweenType.easeInQuad); // Delay LeanTween.move( avatarMove, avatarMove.transform.position + new Vector3(2f, -1f, 0f), 2f).setDelay(3f); // Chain properties (delay, easing with a set repeating of type ping pong) LeanTween.scale( avatarScale, new Vector3(0.2f, 0.2f, 0.2f), 1f).setDelay(7f).setEase(LeanTweenType.easeInOutCirc).setLoopPingPong(3); // Call methods after a certain time period LeanTween.delayedCall(gameObject, 0.2f, advancedExamples); } GameObject createSpriteDude( string name, Vector3 pos, bool hasParticles = true ){ GameObject go = new GameObject(name); SpriteRenderer ren = go.AddComponent(); go.GetComponent().color = new Color(0f,181f/255f,1f); ren.sprite = Sprite.Create( dudeTexture, new Rect(0.0f,0.0f,256.0f,256.0f), new Vector2(0.5f,0f), 256f); go.transform.position = pos; if(hasParticles){ GameObject particles = (GameObject)GameObject.Instantiate(prefabParticles, Vector3.zero, prefabParticles.transform.rotation ); particles.transform.parent = go.transform; particles.transform.localPosition = prefabParticles.transform.position; } return go; } // Advanced Examples // It might be best to master the basics first, but this is included to tease the many possibilies LeanTween provides. void advancedExamples(){ LeanTween.delayedCall(gameObject, 14f, ()=>{ for(int i=0; i < 10; i++){ // Instantiate Container GameObject rotator = new GameObject("rotator"+i); rotator.transform.position = new Vector3(2.71208f,7.100643f,-12.37754f); // Instantiate Avatar GameObject dude = createSpriteDude( "dude"+i, new Vector3(-2.51208f,7.100643f,-14.37754f), false);//(GameObject)GameObject.Instantiate(prefabAvatar, Vector3.zero, prefabAvatar.transform.rotation ); dude.transform.parent = rotator.transform; dude.transform.localPosition = new Vector3(0f,0.5f,0.5f*i); // Scale, pop-in dude.transform.localScale = new Vector3(0f,0f,0f); LeanTween.scale(dude, new Vector3(0.65f,0.65f,0.65f), 1f).setDelay(i*0.2f).setEase(LeanTweenType.easeOutBack); // Color like the rainbow float period = LeanTween.tau/10*i; float red = Mathf.Sin(period + LeanTween.tau*0f/3f) * 0.5f + 0.5f; float green = Mathf.Sin(period + LeanTween.tau*1f/3f) * 0.5f + 0.5f; float blue = Mathf.Sin(period + LeanTween.tau*2f/3f) * 0.5f + 0.5f; Color rainbowColor = new Color(red, green, blue); LeanTween.color(dude, rainbowColor, 0.3f).setDelay(1.2f + i*0.4f); // Push into the wheel LeanTween.moveLocalZ(dude, -2f, 0.3f).setDelay(1.2f + i*0.4f).setEase(LeanTweenType.easeSpring).setOnComplete( ()=>{ LeanTween.rotateAround(rotator, Vector3.forward, -1080f, 12f); } ); // Jump Up and back down LeanTween.moveLocalY(dude,1.17f,1.2f).setDelay(5f + i*0.2f).setLoopPingPong(1).setEase(LeanTweenType.easeInOutQuad); // Alpha Out, and destroy LeanTween.alpha(dude, 0f, 0.6f).setDelay(9.2f + i*0.4f).setDestroyOnComplete(true).setOnComplete( ()=>{ Destroy( rotator ); // destroying parent as well } ); } }).setOnCompleteOnStart(true).setRepeat(-1); // Have the OnComplete play in the beginning and have the whole group repeat endlessly } #endif }