#pragma strict import DentedPixel; #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 public var button:RectTransform; function Start () { Debug.Log("For better examples see the 4.6_Examples folder!"); if(button==null){ Debug.LogError("Button not assigned! Create a new button via Hierarchy->Create->UI->Button. Then assign it to the button variable"); return; } // Tweening various values in a block callback style LeanTween.value(button.gameObject, button.anchoredPosition, new Vector2(200f,100f), 1f ).setOnUpdateVector3( function(val:Vector3){ button.anchoredPosition = new Vector2(val.x, val.y); } ); LeanTween.value(gameObject, 1f, 0.5f, 1f ).setOnUpdate( function(volume:float){ Debug.Log("volume:"+volume); } ); LeanTween.value(gameObject, gameObject.transform.position, gameObject.transform.position + new Vector3(0,1f,0), 1f ).setOnUpdateVector3( function(val:Vector3){ gameObject.transform.position = val; } ); LeanTween.value(gameObject, Color.red, Color.green, 1f ).setOnUpdateColor( function(val:Color){ var image:UnityEngine.UI.Image = button.gameObject.GetComponent( UnityEngine.UI.Image ); image.color = val; } ); // Tweening Using Unity's new Canvas GUI System LeanTween.move(button, new Vector3(200f,-100f,0f), 1f).setDelay(1f); LeanTween.rotateAround(button, Vector3.forward, 90f, 1f).setDelay(2f); LeanTween.scale(button, button.localScale*2f, 1f).setDelay(3f); LeanTween.rotateAround(button, Vector3.forward, -90f, 1f).setDelay(4f).setEase(LeanTweenType.easeInOutElastic); } #endif