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