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#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