LTDescr Class
Internal Representation of a Tween
This class represents all of the optional parameters you can pass to a method (it also represents the internal representation of the tween).
Optional Parameters are passed at the end of every method:
Example:
LeanTween.moveX( gameObject, 1f, 1f).setEase( LeanTweenType.easeInQuad ).setDelay(1f);
You can pass the optional parameters in any order, and chain on as many as you wish.
You can also pass parameters at a later time by saving a reference to what is returned.
Retrieve a unique id for the tween by using the "id" property. You can pass this to LeanTween.pause, LeanTween.resume, LeanTween.cancel, LeanTween.isTweening methods
Example:
int id = LeanTween.moveX(gameObject, 1f, 3f).id;LeanTween.cancel( id );
LeanTween.moveZ(gameObject, 10f, 3f);
}
Constructor
LTDescr
()
Item Index
Methods
- pause
- resume
- setAxis
- setDelay
- setDirection
- setEase
- setEase (AnimationCurve)
- setFrom
- setIgnoreTimeScale
- setLoopClamp
- setLoopOnce
- setLoopPingPong
- setOnComplete
- setOnComplete (object)
- setOnCompleteOnRepeat
- setOnCompleteOnStart
- setOnCompleteParam
- setOnStart
- setOnUpdate
- setOnUpdate (object)
- setOnUpdate (Vector3)
- setOnUpdateParam
- setOrientToPath
- setOrientToPath2d
- setOvershoot
- setPassed
- setPeriod
- setPoint
- setRecursive
- setRepeat
- setScale
- setSpeed
- setTime
- setTo
- setUseFrames
- updateNow
Methods
resume
()
LTDescr
Resume a paused tween
Returns:
LTDescr an object that distinguishes the tween
setAxis
-
axis
Set Axis optional axis for tweens where it is relevant
Parameters:
-
axis
Vector3either the tween rotates around, or the direction it faces in the case of setOrientToPath
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setAxis(Vector3.forward);
setDelay
-
float
Delay the start of a tween
Parameters:
-
float
Floattime The time to complete the tween in
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setDelay( 1.5f );
setDirection
-
direction:float
Set the direction of a tween -1f for backwards 1f for forwards (currently only bezier and spline paths are supported)
Parameters:
-
direction:float
Floatthe direction that the tween should run, -1f for backwards 1f for forwards
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveSpline(gameObject, new Vector3[]{new Vector3(0f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,1f)}, 1.5f).setDirection(-1f);
setEase
-
easeType:LeanTweenType
Set the type of easing used for the tween.
Parameters:
-
easeType:LeanTweenType
LeanTweenTypethe easing type to use
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce );
setEase (AnimationCurve)
-
easeDefinition:AnimationCurve
Set the type of easing used for the tween with a custom curve.
Parameters:
-
easeDefinition:AnimationCurve
AnimationCurvean AnimationCure that describes the type of easing you want, this is great for when you want a unique type of movement
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce );
setFrom
-
from:Vector3
Set the beginning of the tween
Parameters:
-
from:Vector3
Vector3the point you would like the tween to start at
Returns:
LTDescr an object that distinguishes the tween
Example:
LTDescr descr = LeanTween.move( cube, Vector3.up, new Vector3(1f,3f,0f), 1.0f ).setFrom( new Vector3(5f,10f,3f) );
setIgnoreTimeScale
-
useUnScaledTime:bool
Set ignore time scale when tweening an object when you want the animation to be time-scale independent (ignores the Time.timeScale value). Great for pause screens, when you want all other action to be stopped (or slowed down)
Parameters:
-
useUnScaledTime:bool
Boolwhether to use the unscaled time or not
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setIgnoreTimeScale( true );
setLoopClamp
-
loops:int
When the animation gets to the end it starts back at where it began
Parameters:
-
loops:int
Int(defaults to -1) how many times you want the loop to happen (-1 for an infinite number of times)
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopClamp( 2 );
setLoopOnce
()
LTDescr
No looping involved, just run once (the default)
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopOnce();
setLoopPingPong
-
loops:int
When the animation gets to the end it then tweens back to where it started (and on, and on)
Parameters:
-
loops:int
Int(defaults to -1) how many times you want the loop to happen in both directions (-1 for an infinite number of times). Passing a value of 1 will cause the object to go towards and back from it's destination once.
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopPingPong( 2 );
setOnComplete
-
onComplete:Action
Have a method called when the tween finishes
Parameters:
-
onComplete:Action
Actionthe method that should be called when the tween is finished ex: tweenFinished(){ }
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished );
setOnComplete (object)
-
onComplete:Action<object>
Have a method called when the tween finishes
Parameters:
-
onComplete:Action<object>
Actionthe method that should be called when the tween is finished ex: tweenFinished( object myObj ){ }
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished );
setOnCompleteOnRepeat
-
isOn:bool
Set the onComplete method to be called at the end of every loop cycle (also applies to the delayedCall method)
Parameters:
-
isOn:bool
Booldoes call onComplete on every loop cycle
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.delayedCall(gameObject,0.3f, delayedMethod).setRepeat(4).setOnCompleteOnRepeat(true);
setOnCompleteOnStart
-
isOn:bool
Set the onComplete method to be called at the beginning of the tween (it will still be called when it is completed as well)
Parameters:
-
isOn:bool
Booldoes call onComplete at the start of the tween
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.delayedCall(gameObject, 2f, ()=>{
// Flash an object 5 times
LeanTween.alpha(gameObject, 0f, 1f);
LeanTween.alpha(gameObject, 1f, 0f).setDelay(1f);
}).setOnCompleteOnStart(true).setRepeat(5);
setOnCompleteParam
-
onComplete:object
Pass an object to along with the onComplete Function
Parameters:
-
onComplete:object
Objectan object that
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.delayedCall(1.5f, enterMiniGameStart).setOnCompleteParam( new object[]{""+5} );
void enterMiniGameStart( object val ){
object[] arr = (object [])val;
int lvl = int.Parse((string)arr[0]);
}
setOnStart
-
onStart:Action<>
Have a method called when the tween starts
Parameters:
-
onStart:Action<>
Action<>the method that should be called when the tween is starting ex: tweenStarted( ){ }
Returns:
LTDescr an object that distinguishes the tween
Example:
C#:
LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( ()=>{ Debug.Log("I started!"); });
Javascript:
LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( function(){ Debug.Log("I started!"); } );
setOnUpdate
-
onUpdate:Action<float>
Have a method called on each frame that the tween is being animated (passes a float value)
Parameters:
-
onUpdate:Action<float>
Actiona method that will be called on every frame with the float value of the tweened object
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );
void tweenMoved( float val ){ }
setOnUpdate (object)
-
onUpdate:Action<float,object>
Have a method called on each frame that the tween is being animated (passes a float value and a object)
Parameters:
-
onUpdate:Action<float,object>
Actiona method that will be called on every frame with the float value of the tweened object, and an object of the person's choosing
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );
void tweenMoved( float val, object obj ){ }
setOnUpdate (Vector3)
-
onUpdate:Action<Vector3>
Have a method called on each frame that the tween is being animated (passes a float value)
Parameters:
-
onUpdate:Action<Vector3>
Actiona method that will be called on every frame with the float value of the tweened object
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );
void tweenMoved( Vector3 val ){ }
setOnUpdateParam
-
onUpdateParam:object
Have an object passed along with the onUpdate method
Parameters:
-
onUpdateParam:object
Objectan object that will be passed along with the onUpdate method
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );
void tweenMoved( float val, object obj ){ }
setOrientToPath
-
doesOrient:bool
While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon
Parameters:
-
doesOrient:bool
Boolwhether the gameobject will orient to the path it is animating along
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setAxis(Vector3.forward);
setOrientToPath2d
-
doesOrient:bool
While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon
Parameters:
-
doesOrient:bool
Boolwhether the gameobject will orient to the path it is animating along
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath2d(true).setAxis(Vector3.forward);
setOvershoot
-
overshoot:float
Set how far past a tween will overshoot for certain ease types (compatible: easeInBack, easeInOutBack, easeOutBack, easeOutElastic, easeInElastic, easeInOutElastic).
Parameters:
-
overshoot:float
Floathow far past the destination it will go before settling in
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutBack ).setOvershoot(2f);
setPassed
-
passedTime:float
Set the point of time the tween will start in
Parameters:
-
passedTime:float
Floatthe length of time in seconds the tween will start in
Returns:
LTDescr an object that distinguishes the tween
Example:
int tweenId = LeanTween.moveX(gameObject, 5f, 2.0f ).id;
// Later
LTDescr descr = description( tweenId );
descr.setPassed( 1f );
setPeriod
-
period:float
Set how short the iterations are for certain ease types (compatible: easeOutElastic, easeInElastic, easeInOutElastic).
Parameters:
-
period:float
Floathow short the iterations are that the tween will animate at (default 0.3f)
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutElastic ).setPeriod(0.3f);
setPoint
-
point:Vector3
Set the point at which the GameObject will be rotated around
Parameters:
-
point:Vector3
Vector3point at which you want the object to rotate around (local space)
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.rotateAround( cube, Vector3.up, 360.0f, 1.0f ) .setPoint( new Vector3(1f,0f,0f) ) .setEase( LeanTweenType.easeInOutBounce );
setRecursive
-
useRecursion:bool
Set whether or not the tween will recursively effect an objects children in the hierarchy
Parameters:
-
useRecursion:bool
Boolwhether the tween will recursively effect an objects children in the hierarchy
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.alpha(gameObject, 0f, 1f).setRecursive(true);
setRepeat
-
repeatNum:int
Set the tween to repeat a number of times.
Parameters:
-
repeatNum:int
Intthe number of times to repeat the tween. -1 to repeat infinite times
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 10 ).setLoopPingPong();
setScale
-
scale:float
Set how large the effect is for certain ease types (compatible: punch, shake, animation curves).
Parameters:
-
scale:float
Floathow much the ease will be multiplied by (default 1f)
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.punch ).setScale(2f);
setSpeed
-
speed:float
Set the finish time of the tween
Parameters:
-
speed:float
Floatthe speed in unity units per second you wish the object to travel (overrides the given time)
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveLocalZ( gameObject, 10f, 1f).setSpeed(0.2f) // the given time is ignored when speed is set
setTime
-
finishTime:float
Set the finish time of the tween
Parameters:
-
finishTime:float
Floatthe length of time in seconds you wish the tween to complete in
Returns:
LTDescr an object that distinguishes the tween
Example:
int tweenId = LeanTween.moveX(gameObject, 5f, 2.0f ).id;
// Later
LTDescr descr = description( tweenId );
descr.setTime( 1f );
setTo
-
to:Vector3
Set the end that the GameObject is tweening towards
Parameters:
-
to:Vector3
Vector3point at which you want the tween to reach
Returns:
LTDescr an object that distinguishes the tween
Example:
LTDescr descr = LeanTween.move( cube, Vector3.up, new Vector3(1f,3f,0f), 1.0f ).setEase( LeanTweenType.easeInOutBounce );
// Later your want to change your destination or your destiation is constantly moving
descr.setTo( new Vector3(5f,10f,3f) );
setUseFrames
-
useFrames:bool
Use frames when tweening an object, when you don't want the animation to be time-frame independent...
Parameters:
-
useFrames:bool
Boolwhether to use estimated time or not
Returns:
LTDescr an object that distinguishes the tween
Example:
LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setUseFrames( true );