using UnityEngine; using System.Collections; using DentedPixel; public class PathSpline2d : MonoBehaviour { public Transform[] trans; public Texture2D spriteTexture; LTSpline cr; private GameObject sprite1; private GameObject sprite2; void Start () { cr = new LTSpline( new Vector3[] {trans[0].position, trans[1].position, trans[2].position, trans[3].position, trans[4].position} ); sprite1 = GameObject.Find("sprite1"); sprite2 = GameObject.Find("sprite2"); #if !(UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) sprite1.AddComponent(); sprite1.GetComponent().sprite = Sprite.Create( spriteTexture, new Rect(0.0f,0.0f,100.0f,100.0f), new Vector2(50.0f,50.0f), 10.0f); sprite2.AddComponent(); sprite2.GetComponent().sprite = Sprite.Create( spriteTexture, new Rect(0.0f,0.0f,100.0f,100.0f), new Vector2(0.0f,0.0f), 10.0f); #endif // LeanTween.moveSpline( ltLogo2, new Vector3[] {trans[0].position, trans[1].position, trans[2].position, trans[3].position, trans[4].position}, 1f).setEase(LeanTweenType.easeInOutQuad).setLoopPingPong().setOrientToPath(true); LTDescr zoomInPath_LT = LeanTween.moveSpline(sprite2, new Vector3[]{Vector3.zero, Vector3.zero, new Vector3(1,1,1), new Vector3(2,1,1), new Vector3(2,1,1)}, 1.5f).setOrientToPath2d(true); zoomInPath_LT.setUseEstimatedTime(true); } private float iter; void Update () { cr.place2d( sprite1.transform, iter ); iter += Time.deltaTime*0.1f; if(iter>1.0f) iter = 0.0f; } void OnDrawGizmos(){ if(cr!=null) cr.gizmoDraw(); } }