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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<SpriteRenderer>();
sprite1.GetComponent<SpriteRenderer>().sprite = Sprite.Create( spriteTexture, new Rect(0.0f,0.0f,100.0f,100.0f), new Vector2(50.0f,50.0f), 10.0f);
sprite2.AddComponent<SpriteRenderer>();
sprite2.GetComponent<SpriteRenderer>().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();
}
}