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//namespace DentedPixel{
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using System;
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using UnityEngine;
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/**
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* Internal Representation of a Tween<br>
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* <br>
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* This class represents all of the optional parameters you can pass to a method (it also represents the internal representation of the tween).<br><br>
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* <strong id='optional'>Optional Parameters</strong> are passed at the end of every method:<br>
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* <br>
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* <i>Example:</i><br>
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* LeanTween.moveX( gameObject, 1f, 1f).setEase( <a href="LeanTweenType.html">LeanTweenType</a>.easeInQuad ).setDelay(1f);<br>
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* <br>
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* You can pass the optional parameters in any order, and chain on as many as you wish.<br>
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* You can also <strong>pass parameters at a later time</strong> by saving a reference to what is returned.<br>
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* <br>
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* Retrieve a <strong>unique id</strong> for the tween by using the "id" property. You can pass this to LeanTween.pause, LeanTween.resume, LeanTween.cancel, LeanTween.isTweening methods<br>
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* <br>
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* <h4>Example:</h4>
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* int id = LeanTween.moveX(gameObject, 1f, 3f).id;<br>
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* <div style="color:gray"> // pause a specific tween</div>
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* LeanTween.pause(id);<br>
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* <div style="color:gray"> // resume later</div>
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* LeanTween.resume(id);<br>
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* <div style="color:gray"> // check if it is tweening before kicking of a new tween</div>
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* if( LeanTween.isTweening( id ) ){<br>
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* LeanTween.cancel( id );<br>
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* LeanTween.moveZ(gameObject, 10f, 3f);<br>
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* }<br>
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* @class LTDescr
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* @constructor
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*/
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public class LTDescr
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{
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public bool toggle;
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public bool useEstimatedTime;
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public bool useFrames;
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public bool useManualTime;
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public bool usesNormalDt;
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public bool hasInitiliazed;
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public bool hasExtraOnCompletes;
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public bool hasPhysics;
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public bool onCompleteOnRepeat;
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public bool onCompleteOnStart;
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public bool useRecursion;
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public float ratioPassed;
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public float passed;
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public float delay;
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public float time;
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public float speed;
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public float lastVal;
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private uint _id;
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public int loopCount;
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public uint counter = uint.MaxValue;
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public float direction;
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public float directionLast;
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public float overshoot;
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public float period;
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public float scale;
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public bool destroyOnComplete;
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public Transform trans;
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internal Vector3 fromInternal;
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public Vector3 from { get { return this.fromInternal; } set { this.fromInternal = value; } }
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internal Vector3 toInternal;
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public Vector3 to { get { return this.toInternal; } set { this.toInternal = value; } }
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internal Vector3 diff;
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internal Vector3 diffDiv2;
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public TweenAction type;
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private LeanTweenType easeType;
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public LeanTweenType loopType;
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public bool hasUpdateCallback;
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public EaseTypeDelegate easeMethod;
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public ActionMethodDelegate easeInternal {get; set; }
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public ActionMethodDelegate initInternal {get; set; }
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public delegate Vector3 EaseTypeDelegate();
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public delegate void ActionMethodDelegate();
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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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public SpriteRenderer spriteRen;
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#endif
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#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5
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public RectTransform rectTransform;
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public UnityEngine.UI.Text uiText;
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public UnityEngine.UI.Image uiImage;
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public UnityEngine.UI.RawImage rawImage;
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public UnityEngine.Sprite[] sprites;
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#endif
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public LTDescrOptional _optional = new LTDescrOptional();
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public override string ToString(){
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return (trans!=null ? "name:"+trans.gameObject.name : "gameObject:null")+" toggle:"+toggle+" passed:"+passed+" time:"+time+" delay:"+delay+" direction:"+direction+" from:"+from+" to:"+to+" diff:"+diff+" type:"+type+" ease:"+easeType+" useEstimatedTime:"+useEstimatedTime+" id:"+id+" hasInitiliazed:"+hasInitiliazed;
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}
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public LTDescr(){
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}
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[System.Obsolete("Use 'LeanTween.cancel( id )' instead")]
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public LTDescr cancel( GameObject gameObject ){
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// Debug.Log("canceling id:"+this._id+" this.uniqueId:"+this.uniqueId+" go:"+this.trans.gameObject);
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if(gameObject==this.trans.gameObject)
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LeanTween.removeTween((int)this._id, this.uniqueId);
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return this;
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}
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public int uniqueId{
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get{
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uint toId = _id | counter << 16;
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/*uint backId = toId & 0xFFFF;
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uint backCounter = toId >> 16;
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if(_id!=backId || backCounter!=counter){
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Debug.LogError("BAD CONVERSION toId:"+_id);
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}*/
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return (int)toId;
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}
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}
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public int id{
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get{
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return uniqueId;
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}
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}
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public LTDescrOptional optional{
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get{
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return _optional;
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}
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set{
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this._optional = optional;
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}
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}
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public void reset(){
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this.toggle = this.useRecursion = this.usesNormalDt = true;
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this.trans = null;
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this.spriteRen = null;
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this.passed = this.delay = this.lastVal = 0.0f;
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this.hasUpdateCallback = this.useEstimatedTime = this.useFrames = this.hasInitiliazed = this.onCompleteOnRepeat = this.destroyOnComplete = this.onCompleteOnStart = this.useManualTime = this.hasExtraOnCompletes = false;
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this.easeType = LeanTweenType.linear;
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this.loopType = LeanTweenType.once;
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this.loopCount = 0;
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this.direction = this.directionLast = this.overshoot = this.scale = 1.0f;
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this.period = 0.3f;
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this.speed = -1f;
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this.easeMethod = this.easeLinear;
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this.from = this.to = Vector3.zero;
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this._optional.reset();
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}
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// Initialize and Internal Methods
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public LTDescr setMoveX(){
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this.type = TweenAction.MOVE_X;
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this.initInternal = ()=>{ this.fromInternal.x = trans.position.x; };
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this.easeInternal = ()=>{ trans.position=new Vector3( easeMethod().x,trans.position.y,trans.position.z); };
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return this;
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}
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public LTDescr setMoveY(){
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this.type = TweenAction.MOVE_Y;
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this.initInternal = ()=>{ this.fromInternal.x = trans.position.y; };
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this.easeInternal = ()=>{ trans.position=new Vector3( trans.position.x,easeMethod().x,trans.position.z); };
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return this;
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}
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public LTDescr setMoveZ(){
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this.type = TweenAction.MOVE_Z;
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this.initInternal = ()=>{ this.fromInternal.x = trans.position.z; };;
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this.easeInternal = ()=>{ trans.position=new Vector3( trans.position.x,trans.position.y,easeMethod().x); };
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return this;
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}
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public LTDescr setMoveLocalX(){
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this.type = TweenAction.MOVE_LOCAL_X;
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this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.x; };
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this.easeInternal = ()=>{ trans.localPosition=new Vector3( easeMethod().x,trans.localPosition.y,trans.localPosition.z); };
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return this;
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}
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public LTDescr setMoveLocalY(){
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this.type = TweenAction.MOVE_LOCAL_Y;
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this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.y; };
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this.easeInternal = ()=>{ trans.localPosition=new Vector3( trans.localPosition.x,easeMethod().x,trans.localPosition.z); };
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return this;
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}
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public LTDescr setMoveLocalZ(){
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this.type = TweenAction.MOVE_LOCAL_Z;
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this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.z; };
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this.easeInternal = ()=>{ trans.localPosition=new Vector3( trans.localPosition.x,trans.localPosition.y,easeMethod().x); };
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return this;
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}
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private void initFromInternal(){ this.fromInternal.x = 0; }
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public LTDescr setMoveCurved(){
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this.type = TweenAction.MOVE_CURVED;
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this.initInternal = this.initFromInternal;
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this.easeInternal = ()=>{
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newVect = easeMethod();
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val = newVect.x;
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if(this._optional.path.orientToPath){
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if(this._optional.path.orientToPath2d){
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this._optional.path.place2d( trans, val );
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}else{
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this._optional.path.place( trans, val );
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}
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}else{
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trans.position = this._optional.path.point( val );
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}
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};
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return this;
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}
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public LTDescr setMoveCurvedLocal(){
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this.type = TweenAction.MOVE_CURVED_LOCAL;
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this.initInternal = this.initFromInternal;
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this.easeInternal = ()=>{
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newVect = easeMethod();
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val = newVect.x;
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if(this._optional.path.orientToPath){
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if(this._optional.path.orientToPath2d){
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this._optional.path.placeLocal2d( trans, val );
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}else{
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this._optional.path.placeLocal( trans, val );
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}
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}else{
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trans.localPosition = this._optional.path.point( val );
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}
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};
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return this;
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}
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public LTDescr setMoveSpline(){
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this.type = TweenAction.MOVE_SPLINE;
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this.initInternal = this.initFromInternal;
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this.easeInternal = ()=>{
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newVect = easeMethod();
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val = newVect.x;
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if(this._optional.spline.orientToPath){
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if(this._optional.spline.orientToPath2d){
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this._optional.spline.place2d( trans, val );
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}else{
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this._optional.spline.place( trans, val );
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}
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}else{
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trans.position = this._optional.spline.point( val );
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}
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};
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return this;
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}
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public LTDescr setMoveSplineLocal(){
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this.type = TweenAction.MOVE_SPLINE_LOCAL;
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this.initInternal = this.initFromInternal;
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this.easeInternal = ()=>{
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newVect = easeMethod();
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val = newVect.x;
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if(this._optional.spline.orientToPath){
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if(this._optional.spline.orientToPath2d){
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this._optional.spline.placeLocal2d( trans, val );
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}else{
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this._optional.spline.placeLocal( trans, val );
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}
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}else{
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trans.localPosition = this._optional.spline.point( val );
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}
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};
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return this;
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}
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public LTDescr setScaleX(){
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this.type = TweenAction.SCALE_X;
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this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.x; };
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this.easeInternal = ()=>{ trans.localScale = new Vector3( easeMethod().x,trans.localScale.y,trans.localScale.z); };
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return this;
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}
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public LTDescr setScaleY(){
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this.type = TweenAction.SCALE_Y;
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this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.y; };
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this.easeInternal = ()=>{ trans.localScale=new Vector3( trans.localScale.x,easeMethod().x,trans.localScale.z); };
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return this;
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}
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public LTDescr setScaleZ(){
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this.type = TweenAction.SCALE_Z;
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this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.z; };
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this.easeInternal = ()=>{ trans.localScale=new Vector3( trans.localScale.x,trans.localScale.y,easeMethod().x); };
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return this;
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}
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public LTDescr setRotateX(){
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this.type = TweenAction.ROTATE_X;
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this.initInternal = ()=>{ this.fromInternal.x = trans.eulerAngles.x; this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x);};
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this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(easeMethod().x,trans.eulerAngles.y,trans.eulerAngles.z); };
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return this;
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}
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public LTDescr setRotateY(){
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this.type = TweenAction.ROTATE_Y;
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this.initInternal = ()=>{ this.fromInternal.x = trans.eulerAngles.y; this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x);};
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this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(trans.eulerAngles.x,easeMethod().x,trans.eulerAngles.z); };
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return this;
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}
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public LTDescr setRotateZ(){
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this.type = TweenAction.ROTATE_Z;
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this.initInternal = ()=>{
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this.fromInternal.x = trans.eulerAngles.z;
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this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x);
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};
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this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(trans.eulerAngles.x,trans.eulerAngles.y,easeMethod().x); };
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return this;
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}
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public LTDescr setRotateAround(){
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this.type = TweenAction.ROTATE_AROUND;
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this.initInternal = ()=>{
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this.fromInternal.x = 0f;
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this._optional.origRotation = trans.rotation;
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};
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this.easeInternal = ()=>{
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newVect = easeMethod();
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val = newVect.x;
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Vector3 origPos = trans.localPosition;
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Vector3 rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point );
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// Debug.Log("this._optional.point:"+this._optional.point);
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trans.RotateAround(rotateAroundPt, this._optional.axis, -this._optional.lastVal);
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Vector3 diff = origPos - trans.localPosition;
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trans.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position
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trans.rotation = this._optional.origRotation;
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rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point );
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trans.RotateAround(rotateAroundPt, this._optional.axis, val);
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this._optional.lastVal = val;
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};
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return this;
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}
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public LTDescr setRotateAroundLocal(){
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this.type = TweenAction.ROTATE_AROUND_LOCAL;
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this.initInternal = ()=>{
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this.fromInternal.x = 0f;
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this._optional.origRotation = trans.localRotation;
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};
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this.easeInternal = ()=>{
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newVect = easeMethod();
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val = newVect.x;
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Vector3 origPos = trans.localPosition;
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trans.RotateAround((Vector3)trans.TransformPoint( this._optional.point ), trans.TransformDirection(this._optional.axis), -this._optional.lastVal);
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Vector3 diff = origPos - trans.localPosition;
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trans.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position
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trans.localRotation = this._optional.origRotation;
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Vector3 rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point );
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trans.RotateAround(rotateAroundPt, trans.TransformDirection(this._optional.axis), val);
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this._optional.lastVal = val;
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};
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return this;
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}
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public LTDescr setAlpha(){
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this.type = TweenAction.ALPHA;
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this.initInternal = ()=>{
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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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if(trans.gameObject.renderer){ this.fromInternal.x = trans.gameObject.renderer.material.color.a; }else if(trans.childCount>0){ foreach (Transform child in trans) { if(child.gameObject.renderer!=null){ Color col = child.gameObject.renderer.material.color; this.fromInternal.x = col.a; break; }}}
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this.easeInternal = this.alpha;
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break;
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#else
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SpriteRenderer ren = trans.GetComponent<SpriteRenderer>();
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if(ren!=null){
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this.fromInternal.x = ren.color.a;
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}else{
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if(trans.GetComponent<Renderer>()!=null && trans.GetComponent<Renderer>().material.HasProperty("_Color")){
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this.fromInternal.x = trans.GetComponent<Renderer>().material.color.a;
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}else if(trans.GetComponent<Renderer>()!=null && trans.GetComponent<Renderer>().material.HasProperty("_TintColor")){
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Color col = trans.GetComponent<Renderer>().material.GetColor("_TintColor");
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this.fromInternal.x = col.a;
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}else if(trans.childCount>0){
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foreach (Transform child in trans) {
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if(child.gameObject.GetComponent<Renderer>()!=null){
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Color col = child.gameObject.GetComponent<Renderer>().material.color;
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this.fromInternal.x = col.a;
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break;
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}
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}
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}
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}
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#endif
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this.easeInternal = ()=>{
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val = easeMethod().x;
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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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alphaRecursive(this.trans, val, this.useRecursion);
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#else
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if(this.spriteRen!=null){
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this.spriteRen.color = new Color( this.spriteRen.color.r, this.spriteRen.color.g, this.spriteRen.color.b, val);
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alphaRecursiveSprite(this.trans, val);
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}else{
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alphaRecursive(this.trans, val, this.useRecursion);
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}
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#endif
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};
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};
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this.easeInternal = ()=>{
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newVect = easeMethod();
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val = newVect.x;
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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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alphaRecursive(this.trans, val, this.useRecursion);
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#else
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if(this.spriteRen!=null){
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this.spriteRen.color = new Color( this.spriteRen.color.r, this.spriteRen.color.g, this.spriteRen.color.b, val);
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alphaRecursiveSprite(this.trans, val);
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}else{
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alphaRecursive(this.trans, val, this.useRecursion);
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}
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#endif
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};
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return this;
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}
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public LTDescr setTextAlpha(){
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this.type = TweenAction.TEXT_ALPHA;
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this.initInternal = ()=>{
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this.uiText = trans.GetComponent<UnityEngine.UI.Text>();
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this.fromInternal.x = this.uiText != null ? this.uiText.color.a : 1f;
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};
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this.easeInternal = ()=>{ textAlphaRecursive( trans, easeMethod().x, this.useRecursion ); };
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return this;
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}
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public LTDescr setAlphaVertex(){
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this.type = TweenAction.ALPHA_VERTEX;
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this.initInternal = ()=>{ this.fromInternal.x = trans.GetComponent<MeshFilter>().mesh.colors32[0].a; };
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this.easeInternal = ()=>{
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newVect = easeMethod();
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|
val = newVect.x;
|
|
Mesh mesh = trans.GetComponent<MeshFilter>().mesh;
|
|
Vector3[] vertices = mesh.vertices;
|
|
Color32[] colors = new Color32[vertices.Length];
|
|
if (colors.Length == 0){ //MaxFW fix: add vertex colors if the mesh doesn't have any
|
|
Color32 transparentWhiteColor32 = new Color32(0xff, 0xff, 0xff, 0x00);
|
|
colors = new Color32[mesh.vertices.Length];
|
|
for (int k=0; k<colors.Length; k++)
|
|
colors[k] = transparentWhiteColor32;
|
|
mesh.colors32 = colors;
|
|
}// fix end
|
|
Color32 c = mesh.colors32[0];
|
|
c = new Color( c.r, c.g, c.b, val);
|
|
for (int k= 0; k < vertices.Length; k++)
|
|
colors[k] = c;
|
|
mesh.colors32 = colors;
|
|
};
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setColor(){
|
|
this.type = TweenAction.COLOR;
|
|
this.initInternal = ()=>{
|
|
#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2
|
|
if(trans.gameObject.renderer){
|
|
this.setFromColor( trans.gameObject.renderer.material.color );
|
|
}else if(trans.childCount>0){
|
|
foreach (Transform child in trans) {
|
|
if(child.gameObject.renderer!=null){
|
|
this.setFromColor( child.gameObject.renderer.material.color );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
SpriteRenderer renColor = trans.GetComponent<SpriteRenderer>();
|
|
if(renColor!=null){
|
|
this.setFromColor( renColor.color );
|
|
}else{
|
|
if(trans.GetComponent<Renderer>()!=null && trans.GetComponent<Renderer>().material.HasProperty("_Color")){
|
|
Color col = trans.GetComponent<Renderer>().material.color;
|
|
this.setFromColor( col );
|
|
}else if(trans.GetComponent<Renderer>()!=null && trans.GetComponent<Renderer>().material.HasProperty("_TintColor")){
|
|
Color col = trans.GetComponent<Renderer>().material.GetColor ("_TintColor");
|
|
this.setFromColor( col );
|
|
}else if(trans.childCount>0){
|
|
foreach (Transform child in trans) {
|
|
if(child.gameObject.GetComponent<Renderer>()!=null){
|
|
Color col = child.gameObject.GetComponent<Renderer>().material.color;
|
|
this.setFromColor( col );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
};
|
|
this.easeInternal = ()=>{
|
|
newVect = easeMethod();
|
|
val = newVect.x;
|
|
Color toColor = tweenColor(this, val);
|
|
|
|
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2
|
|
|
|
if(this.spriteRen!=null){
|
|
this.spriteRen.color = toColor;
|
|
colorRecursiveSprite( trans, toColor);
|
|
}else{
|
|
#endif
|
|
// Debug.Log("val:"+val+" tween:"+tween+" tween.diff:"+tween.diff);
|
|
if(this.type==TweenAction.COLOR)
|
|
colorRecursive(trans, toColor, this.useRecursion);
|
|
|
|
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2
|
|
}
|
|
#endif
|
|
if(dt!=0f && this._optional.onUpdateColor!=null){
|
|
this._optional.onUpdateColor(toColor);
|
|
}else if(dt!=0f && this._optional.onUpdateColorObject!=null){
|
|
this._optional.onUpdateColorObject(toColor, this._optional.onUpdateParam);
|
|
}
|
|
};
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setCallbackColor(){
|
|
this.type = TweenAction.CALLBACK_COLOR;
|
|
this.initInternal = ()=>{ this.diff = new Vector3(1.0f,0.0f,0.0f); };
|
|
this.easeInternal = ()=>{
|
|
newVect = easeMethod();
|
|
val = newVect.x;
|
|
Color toColor = tweenColor(this, val);
|
|
|
|
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2
|
|
if(this.spriteRen!=null){
|
|
this.spriteRen.color = toColor;
|
|
colorRecursiveSprite( trans, toColor);
|
|
}else{
|
|
#endif
|
|
// Debug.Log("val:"+val+" tween:"+tween+" tween.diff:"+tween.diff);
|
|
if(this.type==TweenAction.COLOR)
|
|
colorRecursive(trans, toColor, this.useRecursion);
|
|
|
|
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2
|
|
}
|
|
#endif
|
|
if(dt!=0f && this._optional.onUpdateColor!=null){
|
|
this._optional.onUpdateColor(toColor);
|
|
}else if(dt!=0f && this._optional.onUpdateColorObject!=null){
|
|
this._optional.onUpdateColorObject(toColor, this._optional.onUpdateParam);
|
|
}
|
|
};
|
|
return this;
|
|
}
|
|
|
|
|
|
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5
|
|
|
|
public LTDescr setTextColor(){
|
|
this.type = TweenAction.TEXT_COLOR;
|
|
this.initInternal = ()=>{
|
|
this.uiText = trans.GetComponent<UnityEngine.UI.Text>();
|
|
this.setFromColor( this.uiText != null ? this.uiText.color : Color.white );
|
|
};
|
|
this.easeInternal = ()=>{
|
|
newVect = easeMethod();
|
|
val = newVect.x;
|
|
Color toColor = tweenColor(this, val);
|
|
this.uiText.color = toColor;
|
|
if (dt!=0f && this._optional.onUpdateColor != null)
|
|
this._optional.onUpdateColor(toColor);
|
|
|
|
if(this.useRecursion && trans.childCount>0)
|
|
textColorRecursive(this.trans, toColor);
|
|
};
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setCanvasAlpha(){
|
|
this.type = TweenAction.CANVAS_ALPHA;
|
|
this.initInternal = ()=>{
|
|
this.uiImage = trans.GetComponent<UnityEngine.UI.Image>();
|
|
if(this.uiImage!=null){
|
|
this.fromInternal.x = this.uiImage.color.a;
|
|
}else{
|
|
this.rawImage = trans.GetComponent<UnityEngine.UI.RawImage>();
|
|
if(this.rawImage != null){
|
|
this.fromInternal.x = this.rawImage.color.a;
|
|
}else{
|
|
this.fromInternal.x = 1f;
|
|
}
|
|
}
|
|
|
|
};
|
|
this.easeInternal = ()=>{
|
|
newVect = easeMethod();
|
|
val = newVect.x;
|
|
if(this.uiImage!=null){
|
|
Color c = this.uiImage.color; c.a = val; this.uiImage.color = c;
|
|
}else if(this.rawImage!=null){
|
|
Color c = this.rawImage.color; c.a = val; this.rawImage.color = c;
|
|
}
|
|
if(this.useRecursion){
|
|
alphaRecursive( this.rectTransform, val, 0 );
|
|
textAlphaChildrenRecursive( this.rectTransform, val);
|
|
}
|
|
};
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setCanvasGroupAlpha(){
|
|
this.type = TweenAction.CANVASGROUP_ALPHA;
|
|
this.initInternal = ()=>{this.fromInternal.x = trans.GetComponent<CanvasGroup>().alpha;};
|
|
this.easeInternal = ()=>{ this.trans.GetComponent<CanvasGroup>().alpha = easeMethod().x; };
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setCanvasColor(){
|
|
this.type = TweenAction.CANVAS_COLOR;
|
|
this.initInternal = ()=>{
|
|
this.uiImage = trans.GetComponent<UnityEngine.UI.Image>();
|
|
if(this.uiImage==null){
|
|
this.rawImage = trans.GetComponent<UnityEngine.UI.RawImage>();
|
|
this.setFromColor( this.rawImage!=null ? this.rawImage.color : Color.white );
|
|
}else{
|
|
this.setFromColor( this.uiImage.color );
|
|
}
|
|
|
|
};
|
|
this.easeInternal = ()=>{
|
|
newVect = easeMethod();
|
|
val = newVect.x;
|
|
Color toColor = tweenColor(this, val);
|
|
if(this.uiImage!=null){
|
|
this.uiImage.color = toColor;
|
|
}else if(this.rawImage!=null){
|
|
this.rawImage.color = toColor;
|
|
}
|
|
|
|
if (dt!=0f && this._optional.onUpdateColor != null)
|
|
this._optional.onUpdateColor(toColor);
|
|
|
|
if(this.useRecursion)
|
|
colorRecursive(this.rectTransform, toColor);
|
|
};
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setCanvasMoveX(){
|
|
this.type = TweenAction.CANVAS_MOVE_X;
|
|
this.initInternal = ()=>{ this.fromInternal.x = this.rectTransform.anchoredPosition3D.x; };
|
|
this.easeInternal = ()=>{ Vector3 c = this.rectTransform.anchoredPosition3D; this.rectTransform.anchoredPosition3D = new Vector3(easeMethod().x, c.y, c.z); };
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setCanvasMoveY(){
|
|
this.type = TweenAction.CANVAS_MOVE_Y;
|
|
this.initInternal = ()=>{ this.fromInternal.x = this.rectTransform.anchoredPosition3D.y; };
|
|
this.easeInternal = ()=>{ Vector3 c = this.rectTransform.anchoredPosition3D; this.rectTransform.anchoredPosition3D = new Vector3(c.x, easeMethod().x, c.z); };
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setCanvasMoveZ(){
|
|
this.type = TweenAction.CANVAS_MOVE_Z;
|
|
this.initInternal = ()=>{ this.fromInternal.x = this.rectTransform.anchoredPosition3D.z; };
|
|
this.easeInternal = ()=>{ Vector3 c = this.rectTransform.anchoredPosition3D; this.rectTransform.anchoredPosition3D = new Vector3(c.x, c.y, easeMethod().x); };
|
|
return this;
|
|
}
|
|
|
|
private void initCanvasRotateAround(){
|
|
this.lastVal = 0.0f;
|
|
this.fromInternal.x = 0.0f;
|
|
this._optional.origRotation = this.rectTransform.rotation;
|
|
}
|
|
|
|
public LTDescr setCanvasRotateAround(){
|
|
this.type = TweenAction.CANVAS_ROTATEAROUND;
|
|
this.initInternal = this.initCanvasRotateAround;
|
|
this.easeInternal = ()=>{
|
|
newVect = easeMethod();
|
|
val = newVect.x;
|
|
RectTransform rect = this.rectTransform;
|
|
Vector3 origPos = rect.localPosition;
|
|
rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), this._optional.axis, -val);
|
|
Vector3 diff = origPos - rect.localPosition;
|
|
|
|
rect.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position
|
|
rect.rotation = this._optional.origRotation;
|
|
rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), this._optional.axis, val);
|
|
};
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setCanvasRotateAroundLocal(){
|
|
this.type = TweenAction.CANVAS_ROTATEAROUND_LOCAL;
|
|
this.initInternal = this.initCanvasRotateAround;
|
|
this.easeInternal = ()=>{
|
|
newVect = easeMethod();
|
|
val = newVect.x;
|
|
RectTransform rect = this.rectTransform;
|
|
Vector3 origPos = rect.localPosition;
|
|
rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), rect.TransformDirection(this._optional.axis), -val);
|
|
Vector3 diff = origPos - rect.localPosition;
|
|
|
|
rect.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position
|
|
rect.rotation = this._optional.origRotation;
|
|
rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), rect.TransformDirection(this._optional.axis), val);
|
|
};
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setCanvasPlaySprite(){
|
|
this.type = TweenAction.CANVAS_PLAYSPRITE;
|
|
this.initInternal = ()=>{
|
|
this.uiImage = trans.GetComponent<UnityEngine.UI.Image>();
|
|
this.fromInternal.x = 0f;
|
|
};
|
|
this.easeInternal = ()=>{
|
|
newVect = easeMethod();
|
|
val = newVect.x;
|
|
int frame = (int)Mathf.Round( val );
|
|
this.uiImage.sprite = this.sprites[ frame ];
|
|
};
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setCanvasMove(){
|
|
this.type = TweenAction.CANVAS_MOVE;
|
|
this.initInternal = ()=>{ this.fromInternal = this.rectTransform.anchoredPosition3D; };
|
|
this.easeInternal = ()=>{ this.rectTransform.anchoredPosition3D = easeMethod(); };
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setCanvasScale(){
|
|
this.type = TweenAction.CANVAS_SCALE;
|
|
this.initInternal = ()=>{ this.from = this.rectTransform.localScale; };
|
|
this.easeInternal = ()=>{ this.rectTransform.localScale = easeMethod(); };
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setCanvasSizeDelta(){
|
|
this.type = TweenAction.CANVAS_SIZEDELTA;
|
|
this.initInternal = ()=>{ this.from = this.rectTransform.sizeDelta; };
|
|
this.easeInternal = ()=>{ this.rectTransform.sizeDelta = easeMethod(); };
|
|
return this;
|
|
}
|
|
#endif
|
|
|
|
private void callback(){ newVect = easeMethod(); val = newVect.x; }
|
|
|
|
public LTDescr setCallback(){
|
|
this.type = TweenAction.CALLBACK;
|
|
this.initInternal = ()=>{};
|
|
this.easeInternal = this.callback;
|
|
return this;
|
|
}
|
|
public LTDescr setValue3(){
|
|
this.type = TweenAction.VALUE3;
|
|
this.initInternal = ()=>{};
|
|
this.easeInternal = this.callback;
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setMove(){
|
|
this.type = TweenAction.MOVE;
|
|
this.initInternal = ()=>{ this.from = trans.position; };
|
|
this.easeInternal = ()=>{
|
|
newVect = easeMethod();
|
|
trans.position = newVect;
|
|
};
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setMoveLocal(){
|
|
this.type = TweenAction.MOVE_LOCAL;
|
|
this.initInternal = ()=>{ this.from = trans.localPosition; };
|
|
this.easeInternal = ()=>{
|
|
newVect = easeMethod();
|
|
trans.localPosition = newVect;
|
|
};
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setMoveToTransform(){
|
|
this.type = TweenAction.MOVE_TO_TRANSFORM;
|
|
this.initInternal = ()=>{ this.from = trans.position; };
|
|
this.easeInternal = ()=>{
|
|
this.to = this._optional.toTrans.position;
|
|
this.diff = this.to - this.from;
|
|
this.diffDiv2 = this.diff * 0.5f;
|
|
|
|
newVect = easeMethod();
|
|
this.trans.position = newVect;
|
|
};
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setRotate(){
|
|
this.type = TweenAction.ROTATE;
|
|
this.initInternal = ()=>{ this.from = trans.eulerAngles; this.to = new Vector3(LeanTween.closestRot( this.fromInternal.x, this.toInternal.x), LeanTween.closestRot( this.from.y, this.to.y), LeanTween.closestRot( this.from.z, this.to.z)); };
|
|
this.easeInternal = ()=>{
|
|
newVect = easeMethod();
|
|
trans.eulerAngles = newVect;
|
|
};
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setRotateLocal(){
|
|
this.type = TweenAction.ROTATE_LOCAL;
|
|
this.initInternal = ()=>{ this.from = trans.localEulerAngles; this.to = new Vector3(LeanTween.closestRot( this.fromInternal.x, this.toInternal.x), LeanTween.closestRot( this.from.y, this.to.y), LeanTween.closestRot( this.from.z, this.to.z)); };
|
|
this.easeInternal = ()=>{
|
|
newVect = easeMethod();
|
|
trans.localEulerAngles = newVect;
|
|
};
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setScale(){
|
|
this.type = TweenAction.SCALE;
|
|
this.initInternal = ()=>{ this.from = trans.localScale; };
|
|
this.easeInternal = ()=>{
|
|
newVect = easeMethod();
|
|
trans.localScale = newVect;
|
|
};
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setGUIMove(){
|
|
this.type = TweenAction.GUI_MOVE;
|
|
this.initInternal = ()=>{ this.from = new Vector3(this._optional.ltRect.rect.x, this._optional.ltRect.rect.y, 0); };
|
|
this.easeInternal = ()=>{ Vector3 v = easeMethod(); this._optional.ltRect.rect = new Rect( v.x, v.y, this._optional.ltRect.rect.width, this._optional.ltRect.rect.height); };
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setGUIMoveMargin(){
|
|
this.type = TweenAction.GUI_MOVE_MARGIN;
|
|
this.initInternal = ()=>{ this.from = new Vector2(this._optional.ltRect.margin.x, this._optional.ltRect.margin.y); };
|
|
this.easeInternal = ()=>{ Vector3 v = easeMethod(); this._optional.ltRect.margin = new Vector2(v.x, v.y); };
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setGUIScale(){
|
|
this.type = TweenAction.GUI_SCALE;
|
|
this.initInternal = ()=>{ this.from = new Vector3(this._optional.ltRect.rect.width, this._optional.ltRect.rect.height, 0); };
|
|
this.easeInternal = ()=>{ Vector3 v = easeMethod(); this._optional.ltRect.rect = new Rect( this._optional.ltRect.rect.x, this._optional.ltRect.rect.y, v.x, v.y); };
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setGUIAlpha(){
|
|
this.type = TweenAction.GUI_ALPHA;
|
|
this.initInternal = ()=>{ this.fromInternal.x = this._optional.ltRect.alpha; };
|
|
this.easeInternal = ()=>{ this._optional.ltRect.alpha = easeMethod().x; };
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setGUIRotate(){
|
|
this.type = TweenAction.GUI_ROTATE;
|
|
this.initInternal = ()=>{ if(this._optional.ltRect.rotateEnabled==false){
|
|
this._optional.ltRect.rotateEnabled = true;
|
|
this._optional.ltRect.resetForRotation();
|
|
}
|
|
|
|
this.fromInternal.x = this._optional.ltRect.rotation;
|
|
};
|
|
this.easeInternal = ()=>{ this._optional.ltRect.rotation = easeMethod().x; };
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setDelayedSound(){
|
|
this.type = TweenAction.DELAYED_SOUND;
|
|
this.initInternal = ()=>{ this.hasExtraOnCompletes = true; };
|
|
this.easeInternal = this.callback;
|
|
return this;
|
|
}
|
|
|
|
private void init(){
|
|
this.hasInitiliazed = true;
|
|
|
|
usesNormalDt = !(useEstimatedTime || useManualTime || useFrames); // only set this to true if it uses non of the other timing modes
|
|
|
|
if (useFrames)
|
|
this.optional.initFrameCount = Time.frameCount;
|
|
|
|
if (this.time <= 0f) // avoid dividing by zero
|
|
this.time = Mathf.Epsilon;
|
|
|
|
this.initInternal();
|
|
|
|
this.diff = this.to - this.from;
|
|
this.diffDiv2 = this.diff * 0.5f;
|
|
|
|
if (this._optional.onStart != null)
|
|
this._optional.onStart();
|
|
|
|
if(this.onCompleteOnStart)
|
|
callOnCompletes();
|
|
|
|
if(this.speed>=0){
|
|
initSpeed();
|
|
}
|
|
}
|
|
|
|
private void initSpeed(){
|
|
if(this.type==TweenAction.MOVE_CURVED || this.type==TweenAction.MOVE_CURVED_LOCAL){
|
|
this.time = this._optional.path.distance / this.speed;
|
|
}else if(this.type==TweenAction.MOVE_SPLINE || this.type==TweenAction.MOVE_SPLINE_LOCAL){
|
|
this.time = this._optional.spline.distance/ this.speed;
|
|
}else{
|
|
this.time = (this.to - this.from).magnitude / this.speed;
|
|
}
|
|
}
|
|
|
|
public static float val;
|
|
public static float dt;
|
|
public static Vector3 newVect;
|
|
|
|
/**
|
|
* If you need a tween to happen immediately instead of waiting for the next Update call, you can force it with this method
|
|
*
|
|
* @method updateNow
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 0f ).updateNow();
|
|
*/
|
|
public LTDescr updateNow(){
|
|
updateInternal();
|
|
return this;
|
|
}
|
|
|
|
public bool updateInternal(){
|
|
|
|
float directionLocal = this.direction;
|
|
if(this.usesNormalDt){
|
|
dt = LeanTween.dtActual;
|
|
}else if( this.useEstimatedTime ){
|
|
dt = LeanTween.dtEstimated;
|
|
}else if( this.useFrames ){
|
|
dt = this.optional.initFrameCount==0 ? 0 : 1;
|
|
this.optional.initFrameCount = Time.frameCount;
|
|
}else if( this.useManualTime ){
|
|
dt = LeanTween.dtManual;
|
|
}
|
|
|
|
// Debug.Log ("tween:" + this+ " dt:"+dt);
|
|
if(this.delay<=0f && directionLocal!=0f){
|
|
if(trans==null)
|
|
return true;
|
|
|
|
// initialize if has not done so yet
|
|
if(!this.hasInitiliazed)
|
|
this.init();
|
|
|
|
dt = dt*directionLocal;
|
|
this.passed += dt;
|
|
|
|
this.passed = Mathf.Clamp(this.passed, 0f, this.time);
|
|
|
|
this.ratioPassed = (this.passed / this.time); // need to clamp when finished so it will finish at the exact spot and not overshoot
|
|
|
|
this.easeInternal();
|
|
|
|
if(this.hasUpdateCallback)
|
|
this._optional.callOnUpdate(val, this.ratioPassed);
|
|
|
|
bool isTweenFinished = directionLocal>0f ? this.passed>=this.time : this.passed<=0f;
|
|
// Debug.Log("lt "+this+" dt:"+dt+" fin:"+isTweenFinished);
|
|
if(isTweenFinished){ // increment or flip tween
|
|
this.loopCount--;
|
|
if(this.loopType==LeanTweenType.pingPong){
|
|
this.direction = 0.0f-directionLocal;
|
|
}else{
|
|
this.passed = Mathf.Epsilon;
|
|
}
|
|
|
|
isTweenFinished = this.loopCount == 0 || this.loopType == LeanTweenType.once; // only return true if it is fully complete
|
|
|
|
if(isTweenFinished==false && this.onCompleteOnRepeat && this.hasExtraOnCompletes)
|
|
callOnCompletes(); // this only gets called if onCompleteOnRepeat is set to true, otherwise LeanTween class takes care of calling it
|
|
|
|
return isTweenFinished;
|
|
}
|
|
}else{
|
|
this.delay -= dt;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void callOnCompletes(){
|
|
if(this.type==TweenAction.GUI_ROTATE)
|
|
this._optional.ltRect.rotateFinished = true;
|
|
|
|
if(this.type==TweenAction.DELAYED_SOUND){
|
|
AudioSource.PlayClipAtPoint((AudioClip)this._optional.onCompleteParam, this.to, this.from.x);
|
|
}
|
|
if(this._optional.onComplete!=null){
|
|
this._optional.onComplete();
|
|
}else if(this._optional.onCompleteObject!=null){
|
|
this._optional.onCompleteObject(this._optional.onCompleteParam);
|
|
}
|
|
}
|
|
|
|
// Helper Methods
|
|
|
|
public LTDescr setFromColor( Color col ){
|
|
this.from = new Vector3(0.0f, col.a, 0.0f);
|
|
this.diff = new Vector3(1.0f,0.0f,0.0f);
|
|
this._optional.axis = new Vector3( col.r, col.g, col.b );
|
|
return this;
|
|
}
|
|
|
|
private static void alphaRecursive( Transform transform, float val, bool useRecursion = true){
|
|
Renderer renderer = transform.gameObject.GetComponent<Renderer>();
|
|
if(renderer!=null){
|
|
foreach(Material mat in renderer.materials){
|
|
if(mat.HasProperty("_Color")){
|
|
mat.color = new Color( mat.color.r, mat.color.g, mat.color.b, val);
|
|
}else if(mat.HasProperty("_TintColor")){
|
|
Color col = mat.GetColor ("_TintColor");
|
|
mat.SetColor("_TintColor", new Color( col.r, col.g, col.b, val));
|
|
}
|
|
}
|
|
}
|
|
if(useRecursion && transform.childCount>0){
|
|
foreach (Transform child in transform) {
|
|
alphaRecursive(child, val);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void colorRecursive( Transform transform, Color toColor, bool useRecursion = true ){
|
|
Renderer ren = transform.gameObject.GetComponent<Renderer>();
|
|
if(ren!=null){
|
|
foreach(Material mat in ren.materials){
|
|
mat.color = toColor;
|
|
}
|
|
}
|
|
if(useRecursion && transform.childCount>0){
|
|
foreach (Transform child in transform) {
|
|
colorRecursive(child, toColor);
|
|
}
|
|
}
|
|
}
|
|
|
|
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5
|
|
|
|
private static void alphaRecursive( RectTransform rectTransform, float val, int recursiveLevel = 0){
|
|
if(rectTransform.childCount>0){
|
|
foreach (RectTransform child in rectTransform) {
|
|
UnityEngine.UI.MaskableGraphic uiImage = child.GetComponent<UnityEngine.UI.Image>();
|
|
if (uiImage != null) {
|
|
Color c = uiImage.color; c.a = val; uiImage.color = c;
|
|
} else {
|
|
uiImage = child.GetComponent<UnityEngine.UI.RawImage>();
|
|
if (uiImage != null) {
|
|
Color c = uiImage.color; c.a = val; uiImage.color = c;
|
|
}
|
|
}
|
|
|
|
alphaRecursive(child, val, recursiveLevel + 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void alphaRecursiveSprite( Transform transform, float val ){
|
|
if(transform.childCount>0){
|
|
foreach (Transform child in transform) {
|
|
SpriteRenderer ren = child.GetComponent<SpriteRenderer>();
|
|
if(ren!=null)
|
|
ren.color = new Color( ren.color.r, ren.color.g, ren.color.b, val);
|
|
alphaRecursiveSprite(child, val);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void colorRecursiveSprite( Transform transform, Color toColor ){
|
|
if(transform.childCount>0){
|
|
foreach (Transform child in transform) {
|
|
SpriteRenderer ren = transform.gameObject.GetComponent<SpriteRenderer>();
|
|
if(ren!=null)
|
|
ren.color = toColor;
|
|
colorRecursiveSprite(child, toColor);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void colorRecursive( RectTransform rectTransform, Color toColor ){
|
|
|
|
if(rectTransform.childCount>0){
|
|
foreach (RectTransform child in rectTransform) {
|
|
UnityEngine.UI.MaskableGraphic uiImage = child.GetComponent<UnityEngine.UI.Image>();
|
|
if (uiImage != null) {
|
|
uiImage.color = toColor;
|
|
} else {
|
|
uiImage = child.GetComponent<UnityEngine.UI.RawImage>();
|
|
if (uiImage != null)
|
|
uiImage.color = toColor;
|
|
}
|
|
colorRecursive(child, toColor);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void textAlphaChildrenRecursive( Transform trans, float val, bool useRecursion = true ){
|
|
|
|
if(useRecursion && trans.childCount>0){
|
|
foreach (Transform child in trans) {
|
|
UnityEngine.UI.Text uiText = child.GetComponent<UnityEngine.UI.Text>();
|
|
if(uiText!=null){
|
|
Color c = uiText.color;
|
|
c.a = val;
|
|
uiText.color = c;
|
|
}
|
|
textAlphaChildrenRecursive(child, val);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void textAlphaRecursive( Transform trans, float val, bool useRecursion = true ){
|
|
UnityEngine.UI.Text uiText = trans.GetComponent<UnityEngine.UI.Text>();
|
|
if(uiText!=null){
|
|
Color c = uiText.color;
|
|
c.a = val;
|
|
uiText.color = c;
|
|
}
|
|
if(useRecursion && trans.childCount>0){
|
|
foreach (Transform child in trans) {
|
|
textAlphaRecursive(child, val);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void textColorRecursive(Transform trans, Color toColor ){
|
|
if(trans.childCount>0){
|
|
foreach (Transform child in trans) {
|
|
UnityEngine.UI.Text uiText = child.GetComponent<UnityEngine.UI.Text>();
|
|
if(uiText!=null){
|
|
uiText.color = toColor;
|
|
}
|
|
textColorRecursive(child, toColor);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
private static Color tweenColor( LTDescr tween, float val ){
|
|
Vector3 diff3 = tween._optional.point - tween._optional.axis;
|
|
float diffAlpha = tween.to.y - tween.from.y;
|
|
return new Color(tween._optional.axis.x + diff3.x*val, tween._optional.axis.y + diff3.y*val, tween._optional.axis.z + diff3.z*val, tween.from.y + diffAlpha*val);
|
|
}
|
|
|
|
/**
|
|
* Pause a tween
|
|
*
|
|
* @method pause
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
*/
|
|
public LTDescr pause(){
|
|
if(this.direction != 0.0f){ // check if tween is already paused
|
|
this.directionLast = this.direction;
|
|
this.direction = 0.0f;
|
|
}
|
|
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Resume a paused tween
|
|
*
|
|
* @method resume
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
*/
|
|
public LTDescr resume(){
|
|
this.direction = this.directionLast;
|
|
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set Axis optional axis for tweens where it is relevant
|
|
*
|
|
* @method setAxis
|
|
* @param {Vector3} axis either the tween rotates around, or the direction it faces in the case of setOrientToPath
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setAxis(Vector3.forward);
|
|
*/
|
|
public LTDescr setAxis( Vector3 axis ){
|
|
this._optional.axis = axis;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Delay the start of a tween
|
|
*
|
|
* @method setDelay
|
|
* @param {float} float time The time to complete the tween in
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setDelay( 1.5f );
|
|
*/
|
|
public LTDescr setDelay( float delay ){
|
|
this.delay = delay;
|
|
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the type of easing used for the tween. <br>
|
|
* <ul><li><a href="LeanTweenType.html">List of all the ease types</a>.</li>
|
|
* <li><a href="http://www.robertpenner.com/easing/easing_demo.html">This page helps visualize the different easing equations</a></li>
|
|
* </ul>
|
|
*
|
|
* @method setEase
|
|
* @param {LeanTweenType} easeType:LeanTweenType the easing type to use
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce );
|
|
*/
|
|
public LTDescr setEase( LeanTweenType easeType ){
|
|
|
|
switch( easeType ){
|
|
case LeanTweenType.linear:
|
|
setEaseLinear(); break;
|
|
case LeanTweenType.easeOutQuad:
|
|
setEaseOutQuad(); break;
|
|
case LeanTweenType.easeInQuad:
|
|
setEaseInQuad(); break;
|
|
case LeanTweenType.easeInOutQuad:
|
|
setEaseInOutQuad(); break;
|
|
case LeanTweenType.easeInCubic:
|
|
setEaseInCubic();break;
|
|
case LeanTweenType.easeOutCubic:
|
|
setEaseOutCubic(); break;
|
|
case LeanTweenType.easeInOutCubic:
|
|
setEaseInOutCubic(); break;
|
|
case LeanTweenType.easeInQuart:
|
|
setEaseInQuart(); break;
|
|
case LeanTweenType.easeOutQuart:
|
|
setEaseOutQuart(); break;
|
|
case LeanTweenType.easeInOutQuart:
|
|
setEaseInOutQuart(); break;
|
|
case LeanTweenType.easeInQuint:
|
|
setEaseInQuint(); break;
|
|
case LeanTweenType.easeOutQuint:
|
|
setEaseOutQuint(); break;
|
|
case LeanTweenType.easeInOutQuint:
|
|
setEaseInOutQuint(); break;
|
|
case LeanTweenType.easeInSine:
|
|
setEaseInSine(); break;
|
|
case LeanTweenType.easeOutSine:
|
|
setEaseOutSine(); break;
|
|
case LeanTweenType.easeInOutSine:
|
|
setEaseInOutSine(); break;
|
|
case LeanTweenType.easeInExpo:
|
|
setEaseInExpo(); break;
|
|
case LeanTweenType.easeOutExpo:
|
|
setEaseOutExpo(); break;
|
|
case LeanTweenType.easeInOutExpo:
|
|
setEaseInOutExpo(); break;
|
|
case LeanTweenType.easeInCirc:
|
|
setEaseInCirc(); break;
|
|
case LeanTweenType.easeOutCirc:
|
|
setEaseOutCirc(); break;
|
|
case LeanTweenType.easeInOutCirc:
|
|
setEaseInOutCirc(); break;
|
|
case LeanTweenType.easeInBounce:
|
|
setEaseInBounce(); break;
|
|
case LeanTweenType.easeOutBounce:
|
|
setEaseOutBounce(); break;
|
|
case LeanTweenType.easeInOutBounce:
|
|
setEaseInOutBounce(); break;
|
|
case LeanTweenType.easeInBack:
|
|
setEaseInBack(); break;
|
|
case LeanTweenType.easeOutBack:
|
|
setEaseOutBack(); break;
|
|
case LeanTweenType.easeInOutBack:
|
|
setEaseInOutBack(); break;
|
|
case LeanTweenType.easeInElastic:
|
|
setEaseInElastic(); break;
|
|
case LeanTweenType.easeOutElastic:
|
|
setEaseOutElastic(); break;
|
|
case LeanTweenType.easeInOutElastic:
|
|
setEaseInOutElastic(); break;
|
|
case LeanTweenType.punch:
|
|
setEasePunch(); break;
|
|
case LeanTweenType.easeShake:
|
|
setEaseShake(); break;
|
|
case LeanTweenType.easeSpring:
|
|
setEaseSpring(); break;
|
|
default:
|
|
setEaseLinear(); break;
|
|
}
|
|
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setEaseLinear(){ this.easeType = LeanTweenType.linear; this.easeMethod = this.easeLinear; return this; }
|
|
|
|
public LTDescr setEaseSpring(){ this.easeType = LeanTweenType.easeSpring; this.easeMethod = this.easeSpring; return this; }
|
|
|
|
public LTDescr setEaseInQuad(){ this.easeType = LeanTweenType.easeInQuad; this.easeMethod = this.easeInQuad; return this; }
|
|
|
|
public LTDescr setEaseOutQuad(){ this.easeType = LeanTweenType.easeOutQuad; this.easeMethod = this.easeOutQuad; return this; }
|
|
|
|
public LTDescr setEaseInOutQuad(){ this.easeType = LeanTweenType.easeInOutQuad; this.easeMethod = this.easeInOutQuad; return this;}
|
|
|
|
public LTDescr setEaseInCubic(){ this.easeType = LeanTweenType.easeInCubic; this.easeMethod = this.easeInCubic; return this; }
|
|
|
|
public LTDescr setEaseOutCubic(){ this.easeType = LeanTweenType.easeOutCubic; this.easeMethod = this.easeOutCubic; return this; }
|
|
|
|
public LTDescr setEaseInOutCubic(){ this.easeType = LeanTweenType.easeInOutCubic; this.easeMethod = this.easeInOutCubic; return this; }
|
|
|
|
public LTDescr setEaseInQuart(){ this.easeType = LeanTweenType.easeInQuart; this.easeMethod = this.easeInQuart; return this; }
|
|
|
|
public LTDescr setEaseOutQuart(){ this.easeType = LeanTweenType.easeOutQuart; this.easeMethod = this.easeOutQuart; return this; }
|
|
|
|
public LTDescr setEaseInOutQuart(){ this.easeType = LeanTweenType.easeInOutQuart; this.easeMethod = this.easeInOutQuart; return this; }
|
|
|
|
public LTDescr setEaseInQuint(){ this.easeType = LeanTweenType.easeInQuint; this.easeMethod = this.easeInQuint; return this; }
|
|
|
|
public LTDescr setEaseOutQuint(){ this.easeType = LeanTweenType.easeOutQuint; this.easeMethod = this.easeOutQuint; return this; }
|
|
|
|
public LTDescr setEaseInOutQuint(){ this.easeType = LeanTweenType.easeInOutQuint; this.easeMethod = this.easeInOutQuint; return this; }
|
|
|
|
public LTDescr setEaseInSine(){ this.easeType = LeanTweenType.easeInSine; this.easeMethod = this.easeInSine; return this; }
|
|
|
|
public LTDescr setEaseOutSine(){ this.easeType = LeanTweenType.easeOutSine; this.easeMethod = this.easeOutSine; return this; }
|
|
|
|
public LTDescr setEaseInOutSine(){ this.easeType = LeanTweenType.easeInOutSine; this.easeMethod = this.easeInOutSine; return this; }
|
|
|
|
public LTDescr setEaseInExpo(){ this.easeType = LeanTweenType.easeInExpo; this.easeMethod = this.easeInExpo; return this; }
|
|
|
|
public LTDescr setEaseOutExpo(){ this.easeType = LeanTweenType.easeOutExpo; this.easeMethod = this.easeOutExpo; return this; }
|
|
|
|
public LTDescr setEaseInOutExpo(){ this.easeType = LeanTweenType.easeInOutExpo; this.easeMethod = this.easeInOutExpo; return this; }
|
|
|
|
public LTDescr setEaseInCirc(){ this.easeType = LeanTweenType.easeInCirc; this.easeMethod = this.easeInCirc; return this; }
|
|
|
|
public LTDescr setEaseOutCirc(){ this.easeType = LeanTweenType.easeOutCirc; this.easeMethod = this.easeOutCirc; return this; }
|
|
|
|
public LTDescr setEaseInOutCirc(){ this.easeType = LeanTweenType.easeInOutCirc; this.easeMethod = this.easeInOutCirc; return this; }
|
|
|
|
public LTDescr setEaseInBounce(){ this.easeType = LeanTweenType.easeInBounce; this.easeMethod = this.easeInBounce; return this; }
|
|
|
|
public LTDescr setEaseOutBounce(){ this.easeType = LeanTweenType.easeOutBounce; this.easeMethod = this.easeOutBounce; return this; }
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|
|
|
public LTDescr setEaseInOutBounce(){ this.easeType = LeanTweenType.easeInOutBounce; this.easeMethod = this.easeInOutBounce; return this; }
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|
|
|
public LTDescr setEaseInBack(){ this.easeType = LeanTweenType.easeInBack; this.easeMethod = this.easeInBack; return this; }
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|
|
|
public LTDescr setEaseOutBack(){ this.easeType = LeanTweenType.easeOutBack; this.easeMethod = this.easeOutBack; return this; }
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|
|
|
public LTDescr setEaseInOutBack(){ this.easeType = LeanTweenType.easeInOutBack; this.easeMethod = this.easeInOutBack; return this; }
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|
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|
public LTDescr setEaseInElastic(){ this.easeType = LeanTweenType.easeInElastic; this.easeMethod = this.easeInElastic; return this; }
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|
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|
public LTDescr setEaseOutElastic(){ this.easeType = LeanTweenType.easeOutElastic; this.easeMethod = this.easeOutElastic; return this; }
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|
public LTDescr setEaseInOutElastic(){ this.easeType = LeanTweenType.easeInOutElastic; this.easeMethod = this.easeInOutElastic; return this; }
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|
|
|
public LTDescr setEasePunch(){ this._optional.animationCurve = LeanTween.punch; this.toInternal.x = this.from.x + this.to.x; this.easeMethod = this.tweenOnCurve; return this; }
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|
|
|
public LTDescr setEaseShake(){ this._optional.animationCurve = LeanTween.shake; this.toInternal.x = this.from.x + this.to.x; this.easeMethod = this.tweenOnCurve; return this; }
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|
|
|
private Vector3 tweenOnCurve(){
|
|
return new Vector3(this.from.x + (this.diff.x) * this._optional.animationCurve.Evaluate(ratioPassed),
|
|
this.from.y + (this.diff.y) * this._optional.animationCurve.Evaluate(ratioPassed),
|
|
this.from.z + (this.diff.z) * this._optional.animationCurve.Evaluate(ratioPassed) );
|
|
}
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|
|
|
// Vector3 Ease Methods
|
|
|
|
private Vector3 easeInOutQuad(){
|
|
val = this.ratioPassed * 2f;
|
|
|
|
if (val < 1f) {
|
|
val = val * val;
|
|
return new Vector3( this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
|
|
}
|
|
val = (1f-val) * (val - 3f) + 1f;
|
|
return new Vector3( this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
|
|
}
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|
|
|
private Vector3 easeInQuad(){
|
|
val = ratioPassed * ratioPassed;
|
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z);
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|
}
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|
|
|
private Vector3 easeOutQuad(){
|
|
val = this.ratioPassed;
|
|
val = -val * (val - 2f);
|
|
return (this.diff * val + this.from);
|
|
}
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|
|
|
private Vector3 easeLinear(){
|
|
val = this.ratioPassed;
|
|
return new Vector3(this.from.x+this.diff.x*val, this.from.y+this.diff.y*val, this.from.z+this.diff.z*val);
|
|
}
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|
|
|
private Vector3 easeSpring(){
|
|
val = Mathf.Clamp01(this.ratioPassed);
|
|
val = (Mathf.Sin(val * Mathf.PI * (0.2f + 2.5f * val * val * val)) * Mathf.Pow(1f - val, 2.2f ) + val) * (1f + (1.2f * (1f - val) ));
|
|
return this.from + this.diff * val;
|
|
}
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|
|
|
private Vector3 easeInCubic(){
|
|
val = this.ratioPassed * this.ratioPassed * this.ratioPassed;
|
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z);
|
|
}
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|
|
|
private Vector3 easeOutCubic(){
|
|
val = this.ratioPassed - 1f;
|
|
val = (val * val * val + 1);
|
|
return new Vector3( this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z) ;
|
|
}
|
|
|
|
private Vector3 easeInOutCubic(){
|
|
val = this.ratioPassed * 2f;
|
|
if (val < 1f) {
|
|
val = val * val * val;
|
|
return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
|
|
}
|
|
val -= 2f;
|
|
val = val * val * val + 2f;
|
|
return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y,this.diffDiv2.z * val + this.from.z);
|
|
}
|
|
|
|
private Vector3 easeInQuart(){
|
|
val = this.ratioPassed * this.ratioPassed * this.ratioPassed * this.ratioPassed;
|
|
return diff * val + this.from;
|
|
}
|
|
|
|
private Vector3 easeOutQuart(){
|
|
val = this.ratioPassed - 1f;
|
|
val = -(val * val * val * val - 1);
|
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y,this.diff.z * val + this.from.z);
|
|
}
|
|
|
|
private Vector3 easeInOutQuart(){
|
|
val = this.ratioPassed * 2f;
|
|
if (val < 1f) {
|
|
val = val * val * val * val;
|
|
return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
|
|
}
|
|
val -= 2f;
|
|
// val = (val * val * val * val - 2f);
|
|
return -this.diffDiv2 * (val * val * val * val - 2f) + this.from;
|
|
}
|
|
|
|
private Vector3 easeInQuint(){
|
|
val = this.ratioPassed;
|
|
val = val * val * val * val * val;
|
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z);
|
|
}
|
|
|
|
private Vector3 easeOutQuint(){
|
|
val = this.ratioPassed - 1f;
|
|
val = (val * val * val * val * val + 1f);
|
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z);
|
|
}
|
|
|
|
private Vector3 easeInOutQuint(){
|
|
val = this.ratioPassed * 2f;
|
|
if (val < 1f){
|
|
val = val * val * val * val * val;
|
|
return new Vector3(this.diffDiv2.x * val + this.from.x,this.diffDiv2.y * val + this.from.y,this.diffDiv2.z * val + this.from.z);
|
|
}
|
|
val -= 2f;
|
|
val = (val * val * val * val * val + 2f);
|
|
return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
|
|
}
|
|
|
|
private Vector3 easeInSine(){
|
|
val = - Mathf.Cos(this.ratioPassed * LeanTween.PI_DIV2);
|
|
return new Vector3(this.diff.x * val + this.diff.x + this.from.x, this.diff.y * val + this.diff.y + this.from.y, this.diff.z * val + this.diff.z + this.from.z);
|
|
}
|
|
|
|
private Vector3 easeOutSine(){
|
|
val = Mathf.Sin(this.ratioPassed * LeanTween.PI_DIV2);
|
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y,this.diff.z * val + this.from.z);
|
|
}
|
|
|
|
private Vector3 easeInOutSine(){
|
|
val = -(Mathf.Cos(Mathf.PI * this.ratioPassed) - 1f);
|
|
return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
|
|
}
|
|
|
|
private Vector3 easeInExpo(){
|
|
val = Mathf.Pow(2f, 10f * (this.ratioPassed - 1f));
|
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z);
|
|
}
|
|
|
|
private Vector3 easeOutExpo(){
|
|
val = (-Mathf.Pow(2f, -10f * this.ratioPassed) + 1f);
|
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z);
|
|
}
|
|
|
|
private Vector3 easeInOutExpo(){
|
|
val = this.ratioPassed * 2f;
|
|
if (val < 1) return this.diffDiv2 * Mathf.Pow(2, 10 * (val - 1)) + this.from;
|
|
val--;
|
|
return this.diffDiv2 * (-Mathf.Pow(2, -10 * val) + 2) + this.from;
|
|
}
|
|
|
|
private Vector3 easeInCirc(){
|
|
val = -(Mathf.Sqrt(1f - this.ratioPassed * this.ratioPassed) - 1f);
|
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z);
|
|
}
|
|
|
|
private Vector3 easeOutCirc(){
|
|
val = this.ratioPassed - 1f;
|
|
val = Mathf.Sqrt(1f - val * val);
|
|
|
|
return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z);
|
|
}
|
|
|
|
private Vector3 easeInOutCirc(){
|
|
val = this.ratioPassed * 2f;
|
|
if (val < 1f){
|
|
val = -(Mathf.Sqrt(1f - val * val) - 1f);
|
|
return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
|
|
}
|
|
val -= 2f;
|
|
val = (Mathf.Sqrt(1f - val * val) + 1f);
|
|
return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
|
|
}
|
|
|
|
private Vector3 easeInBounce(){
|
|
val = this.ratioPassed;
|
|
val = 1f - val;
|
|
return new Vector3(this.diff.x - LeanTween.easeOutBounce(0, this.diff.x, val) + this.from.x,
|
|
this.diff.y - LeanTween.easeOutBounce(0, this.diff.y, val) + this.from.y,
|
|
this.diff.z - LeanTween.easeOutBounce(0, this.diff.z, val) + this.from.z);
|
|
}
|
|
|
|
private Vector3 easeOutBounce ()
|
|
{
|
|
val = ratioPassed;
|
|
float valM, valN; // bounce values
|
|
if (val < (valM = 1 - 1.75f * this.overshoot / 2.75f)) {
|
|
val = 1 / valM / valM * val * val;
|
|
} else if (val < (valN = 1 - .75f * this.overshoot / 2.75f)) {
|
|
val -= (valM + valN) / 2;
|
|
// first bounce, height: 1/4
|
|
val = 7.5625f * val * val + 1 - .25f * this.overshoot * this.overshoot;
|
|
} else if (val < (valM = 1 - .25f * this.overshoot / 2.75f)) {
|
|
val -= (valM + valN) / 2;
|
|
// second bounce, height: 1/16
|
|
val = 7.5625f * val * val + 1 - .0625f * this.overshoot * this.overshoot;
|
|
} else { // valN = 1
|
|
val -= (valM + 1) / 2;
|
|
// third bounce, height: 1/64
|
|
val = 7.5625f * val * val + 1 - .015625f * this.overshoot * this.overshoot;
|
|
}
|
|
return this.diff * val + this.from;
|
|
}
|
|
|
|
private Vector3 easeInOutBounce(){
|
|
val = this.ratioPassed * 2f;
|
|
if (val < 1f){
|
|
return new Vector3(LeanTween.easeInBounce(0, this.diff.x, val) * 0.5f + this.from.x,
|
|
LeanTween.easeInBounce(0, this.diff.y, val) * 0.5f + this.from.y,
|
|
LeanTween.easeInBounce(0, this.diff.z, val) * 0.5f + this.from.z);
|
|
}else {
|
|
val = val - 1f;
|
|
return new Vector3(LeanTween.easeOutBounce(0, this.diff.x, val) * 0.5f + this.diffDiv2.x + this.from.x,
|
|
LeanTween.easeOutBounce(0, this.diff.y, val) * 0.5f + this.diffDiv2.y + this.from.y,
|
|
LeanTween.easeOutBounce(0, this.diff.z, val) * 0.5f + this.diffDiv2.z + this.from.z);
|
|
}
|
|
}
|
|
|
|
private Vector3 easeInBack(){
|
|
val = this.ratioPassed;
|
|
val /= 1;
|
|
float s = 1.70158f * this.overshoot;
|
|
return this.diff * (val) * val * ((s + 1) * val - s) + this.from;
|
|
}
|
|
|
|
private Vector3 easeOutBack(){
|
|
float s = 1.70158f * this.overshoot;
|
|
val = (this.ratioPassed / 1) - 1;
|
|
val = ((val) * val * ((s + 1) * val + s) + 1);
|
|
return this.diff * val + this.from;
|
|
}
|
|
|
|
private Vector3 easeInOutBack(){
|
|
float s = 1.70158f * this.overshoot;
|
|
val = this.ratioPassed * 2f;
|
|
if ((val) < 1){
|
|
s *= (1.525f) * overshoot;
|
|
return this.diffDiv2 * (val * val * (((s) + 1) * val - s)) + this.from;
|
|
}
|
|
val -= 2;
|
|
s *= (1.525f) * overshoot;
|
|
val = ((val) * val * (((s) + 1) * val + s) + 2);
|
|
return this.diffDiv2 * val + this.from;
|
|
}
|
|
|
|
private Vector3 easeInElastic(){
|
|
return new Vector3(LeanTween.easeInElastic(this.from.x,this.to.x,this.ratioPassed,this.overshoot,this.period),
|
|
LeanTween.easeInElastic(this.from.y,this.to.y,this.ratioPassed,this.overshoot,this.period),
|
|
LeanTween.easeInElastic(this.from.z,this.to.z,this.ratioPassed,this.overshoot,this.period));
|
|
}
|
|
|
|
private Vector3 easeOutElastic(){
|
|
return new Vector3(LeanTween.easeOutElastic(this.from.x,this.to.x,this.ratioPassed,this.overshoot,this.period),
|
|
LeanTween.easeOutElastic(this.from.y,this.to.y,this.ratioPassed,this.overshoot,this.period),
|
|
LeanTween.easeOutElastic(this.from.z,this.to.z,this.ratioPassed,this.overshoot,this.period));
|
|
}
|
|
|
|
private Vector3 easeInOutElastic()
|
|
{
|
|
return new Vector3(LeanTween.easeInOutElastic(this.from.x,this.to.x,this.ratioPassed,this.overshoot,this.period),
|
|
LeanTween.easeInOutElastic(this.from.y,this.to.y,this.ratioPassed,this.overshoot,this.period),
|
|
LeanTween.easeInOutElastic(this.from.z,this.to.z,this.ratioPassed,this.overshoot,this.period));
|
|
}
|
|
|
|
/**
|
|
* Set how far past a tween will overshoot for certain ease types (compatible: easeInBack, easeInOutBack, easeOutBack, easeOutElastic, easeInElastic, easeInOutElastic). <br>
|
|
* @method setOvershoot
|
|
* @param {float} overshoot:float how far past the destination it will go before settling in
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutBack ).setOvershoot(2f);
|
|
*/
|
|
public LTDescr setOvershoot( float overshoot ){
|
|
this.overshoot = overshoot;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set how short the iterations are for certain ease types (compatible: easeOutElastic, easeInElastic, easeInOutElastic). <br>
|
|
* @method setPeriod
|
|
* @param {float} period:float how short the iterations are that the tween will animate at (default 0.3f)
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutElastic ).setPeriod(0.3f);
|
|
*/
|
|
public LTDescr setPeriod( float period ){
|
|
this.period = period;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set how large the effect is for certain ease types (compatible: punch, shake, animation curves). <br>
|
|
* @method setScale
|
|
* @param {float} scale:float how much the ease will be multiplied by (default 1f)
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.punch ).setScale(2f);
|
|
*/
|
|
public LTDescr setScale( float scale ){
|
|
this.scale = scale;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the type of easing used for the tween with a custom curve. <br>
|
|
* @method setEase (AnimationCurve)
|
|
* @param {AnimationCurve} easeDefinition:AnimationCurve an <a href="http://docs.unity3d.com/Documentation/ScriptReference/AnimationCurve.html" target="_blank">AnimationCure</a> that describes the type of easing you want, this is great for when you want a unique type of movement
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce );
|
|
*/
|
|
public LTDescr setEase( AnimationCurve easeCurve ){
|
|
this._optional.animationCurve = easeCurve;
|
|
this.easeMethod = this.tweenOnCurve;
|
|
this.easeType = LeanTweenType.animationCurve;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the end that the GameObject is tweening towards
|
|
* @method setTo
|
|
* @param {Vector3} to:Vector3 point at which you want the tween to reach
|
|
* @return {LTDescr} 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 );<br>
|
|
* // Later your want to change your destination or your destiation is constantly moving<br>
|
|
* descr.setTo( new Vector3(5f,10f,3f) );<br>
|
|
*/
|
|
public LTDescr setTo( Vector3 to ){
|
|
if(this.hasInitiliazed){
|
|
this.to = to;
|
|
this.diff = to - this.from;
|
|
}else{
|
|
this.to = to;
|
|
}
|
|
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setTo( Transform to ){
|
|
this._optional.toTrans = to;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the beginning of the tween
|
|
* @method setFrom
|
|
* @param {Vector3} from:Vector3 the point you would like the tween to start at
|
|
* @return {LTDescr} 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) );<br>
|
|
*/
|
|
public LTDescr setFrom( Vector3 from ){
|
|
if(this.trans){
|
|
this.init();
|
|
}
|
|
this.from = from;
|
|
// this.hasInitiliazed = true; // this is set, so that the "from" value isn't overwritten later on when the tween starts
|
|
this.diff = this.to - this.from;
|
|
this.diffDiv2 = this.diff * 0.5f;
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setFrom( float from ){
|
|
return setFrom( new Vector3(from, 0f, 0f) );
|
|
}
|
|
|
|
public LTDescr setDiff( Vector3 diff ){
|
|
this.diff = diff;
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setHasInitialized( bool has ){
|
|
this.hasInitiliazed = has;
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setId( uint id, uint global_counter ){
|
|
this._id = id;
|
|
this.counter = global_counter;
|
|
// Debug.Log("Global counter:"+global_counter);
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the point of time the tween will start in
|
|
* @method setPassed
|
|
* @param {float} passedTime:float the length of time in seconds the tween will start in
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* int tweenId = LeanTween.moveX(gameObject, 5f, 2.0f ).id;<br>
|
|
* // Later<br>
|
|
* LTDescr descr = description( tweenId );<br>
|
|
* descr.setPassed( 1f );<br>
|
|
*/
|
|
public LTDescr setPassed( float passed ){
|
|
this.passed = passed;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the finish time of the tween
|
|
* @method setTime
|
|
* @param {float} finishTime:float the length of time in seconds you wish the tween to complete in
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* int tweenId = LeanTween.moveX(gameObject, 5f, 2.0f ).id;<br>
|
|
* // Later<br>
|
|
* LTDescr descr = description( tweenId );<br>
|
|
* descr.setTime( 1f );<br>
|
|
*/
|
|
public LTDescr setTime( float time ){
|
|
float passedTimeRatio = this.passed / this.time;
|
|
this.passed = time * passedTimeRatio;
|
|
this.time = time;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the finish time of the tween
|
|
* @method setSpeed
|
|
* @param {float} speed:float the speed in unity units per second you wish the object to travel (overrides the given time)
|
|
* @return {LTDescr} 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<br>
|
|
*/
|
|
public LTDescr setSpeed( float speed ){
|
|
this.speed = speed;
|
|
if(this.hasInitiliazed)
|
|
initSpeed();
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the tween to repeat a number of times.
|
|
* @method setRepeat
|
|
* @param {int} repeatNum:int the number of times to repeat the tween. -1 to repeat infinite times
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 10 ).setLoopPingPong();
|
|
*/
|
|
public LTDescr setRepeat( int repeat ){
|
|
this.loopCount = repeat;
|
|
if((repeat>1 && this.loopType == LeanTweenType.once) || (repeat < 0 && this.loopType == LeanTweenType.once)){
|
|
this.loopType = LeanTweenType.clamp;
|
|
}
|
|
if(this.type==TweenAction.CALLBACK || this.type==TweenAction.CALLBACK_COLOR){
|
|
this.setOnCompleteOnRepeat(true);
|
|
}
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setLoopType( LeanTweenType loopType ){
|
|
this.loopType = loopType;
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setUseEstimatedTime( bool useEstimatedTime ){
|
|
this.useEstimatedTime = useEstimatedTime;
|
|
this.usesNormalDt = false;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* 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)
|
|
* @method setIgnoreTimeScale
|
|
* @param {bool} useUnScaledTime:bool whether to use the unscaled time or not
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setIgnoreTimeScale( true );
|
|
*/
|
|
public LTDescr setIgnoreTimeScale( bool useUnScaledTime ){
|
|
this.useEstimatedTime = useUnScaledTime;
|
|
this.usesNormalDt = false;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Use frames when tweening an object, when you don't want the animation to be time-frame independent...
|
|
* @method setUseFrames
|
|
* @param {bool} useFrames:bool whether to use estimated time or not
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setUseFrames( true );
|
|
*/
|
|
public LTDescr setUseFrames( bool useFrames ){
|
|
this.useFrames = useFrames;
|
|
this.usesNormalDt = false;
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setUseManualTime( bool useManualTime ){
|
|
this.useManualTime = useManualTime;
|
|
this.usesNormalDt = false;
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setLoopCount( int loopCount ){
|
|
this.loopType = LeanTweenType.clamp;
|
|
this.loopCount = loopCount;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* No looping involved, just run once (the default)
|
|
* @method setLoopOnce
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopOnce();
|
|
*/
|
|
public LTDescr setLoopOnce(){ this.loopType = LeanTweenType.once; return this; }
|
|
|
|
/**
|
|
* When the animation gets to the end it starts back at where it began
|
|
* @method setLoopClamp
|
|
* @param {int} loops:int (defaults to -1) how many times you want the loop to happen (-1 for an infinite number of times)
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopClamp( 2 );
|
|
*/
|
|
public LTDescr setLoopClamp(){
|
|
this.loopType = LeanTweenType.clamp;
|
|
if(this.loopCount==0)
|
|
this.loopCount = -1;
|
|
return this;
|
|
}
|
|
public LTDescr setLoopClamp( int loops ){
|
|
this.loopCount = loops;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* When the animation gets to the end it then tweens back to where it started (and on, and on)
|
|
* @method setLoopPingPong
|
|
* @param {int} loops: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.
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopPingPong( 2 );
|
|
*/
|
|
public LTDescr setLoopPingPong(){
|
|
this.loopType = LeanTweenType.pingPong;
|
|
if(this.loopCount==0)
|
|
this.loopCount = -1;
|
|
return this;
|
|
}
|
|
public LTDescr setLoopPingPong( int loops ) {
|
|
this.loopType = LeanTweenType.pingPong;
|
|
this.loopCount = loops == -1 ? loops : loops * 2;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Have a method called when the tween finishes
|
|
* @method setOnComplete
|
|
* @param {Action} onComplete:Action the method that should be called when the tween is finished ex: tweenFinished(){ }
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished );
|
|
*/
|
|
public LTDescr setOnComplete( Action onComplete ){
|
|
this._optional.onComplete = onComplete;
|
|
this.hasExtraOnCompletes = true;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Have a method called when the tween finishes
|
|
* @method setOnComplete (object)
|
|
* @param {Action<object>} onComplete:Action<object> the method that should be called when the tween is finished ex: tweenFinished( object myObj ){ }
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* object tweenFinishedObj = "hi" as object;
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished, tweenFinishedObj );
|
|
*/
|
|
public LTDescr setOnComplete( Action<object> onComplete ){
|
|
this._optional.onCompleteObject = onComplete;
|
|
this.hasExtraOnCompletes = true;
|
|
return this;
|
|
}
|
|
public LTDescr setOnComplete( Action<object> onComplete, object onCompleteParam ){
|
|
this._optional.onCompleteObject = onComplete;
|
|
this.hasExtraOnCompletes = true;
|
|
if(onCompleteParam!=null)
|
|
this._optional.onCompleteParam = onCompleteParam;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Pass an object to along with the onComplete Function
|
|
* @method setOnCompleteParam
|
|
* @param {object} onComplete:object an object that
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.delayedCall(1.5f, enterMiniGameStart).setOnCompleteParam( new object[]{""+5} );<br><br>
|
|
* void enterMiniGameStart( object val ){<br>
|
|
* object[] arr = (object [])val;<br>
|
|
* int lvl = int.Parse((string)arr[0]);<br>
|
|
* }<br>
|
|
*/
|
|
public LTDescr setOnCompleteParam( object onCompleteParam ){
|
|
this._optional.onCompleteParam = onCompleteParam;
|
|
this.hasExtraOnCompletes = true;
|
|
return this;
|
|
}
|
|
|
|
|
|
/**
|
|
* Have a method called on each frame that the tween is being animated (passes a float value)
|
|
* @method setOnUpdate
|
|
* @param {Action<float>} onUpdate:Action<float> a method that will be called on every frame with the float value of the tweened object
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );<br>
|
|
* <br>
|
|
* void tweenMoved( float val ){ }<br>
|
|
*/
|
|
public LTDescr setOnUpdate( Action<float> onUpdate ){
|
|
this._optional.onUpdateFloat = onUpdate;
|
|
this.hasUpdateCallback = true;
|
|
return this;
|
|
}
|
|
public LTDescr setOnUpdateRatio(Action<float,float> onUpdate)
|
|
{
|
|
this._optional.onUpdateFloatRatio = onUpdate;
|
|
this.hasUpdateCallback = true;
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setOnUpdateObject( Action<float,object> onUpdate ){
|
|
this._optional.onUpdateFloatObject = onUpdate;
|
|
this.hasUpdateCallback = true;
|
|
return this;
|
|
}
|
|
public LTDescr setOnUpdateVector2( Action<Vector2> onUpdate ){
|
|
this._optional.onUpdateVector2 = onUpdate;
|
|
this.hasUpdateCallback = true;
|
|
return this;
|
|
}
|
|
public LTDescr setOnUpdateVector3( Action<Vector3> onUpdate ){
|
|
this._optional.onUpdateVector3 = onUpdate;
|
|
this.hasUpdateCallback = true;
|
|
return this;
|
|
}
|
|
public LTDescr setOnUpdateColor( Action<Color> onUpdate ){
|
|
this._optional.onUpdateColor = onUpdate;
|
|
this.hasUpdateCallback = true;
|
|
return this;
|
|
}
|
|
public LTDescr setOnUpdateColor( Action<Color,object> onUpdate ){
|
|
this._optional.onUpdateColorObject = onUpdate;
|
|
this.hasUpdateCallback = true;
|
|
return this;
|
|
}
|
|
|
|
#if !UNITY_FLASH
|
|
|
|
public LTDescr setOnUpdate( Action<Color> onUpdate ){
|
|
this._optional.onUpdateColor = onUpdate;
|
|
this.hasUpdateCallback = true;
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setOnUpdate( Action<Color,object> onUpdate ){
|
|
this._optional.onUpdateColorObject = onUpdate;
|
|
this.hasUpdateCallback = true;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Have a method called on each frame that the tween is being animated (passes a float value and a object)
|
|
* @method setOnUpdate (object)
|
|
* @param {Action<float,object>} onUpdate:Action<float,object> a method that will be called on every frame with the float value of the tweened object, and an object of the person's choosing
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );<br>
|
|
* <br>
|
|
* void tweenMoved( float val, object obj ){ }<br>
|
|
*/
|
|
public LTDescr setOnUpdate( Action<float,object> onUpdate, object onUpdateParam = null ){
|
|
this._optional.onUpdateFloatObject = onUpdate;
|
|
this.hasUpdateCallback = true;
|
|
if(onUpdateParam!=null)
|
|
this._optional.onUpdateParam = onUpdateParam;
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setOnUpdate( Action<Vector3,object> onUpdate, object onUpdateParam = null ){
|
|
this._optional.onUpdateVector3Object = onUpdate;
|
|
this.hasUpdateCallback = true;
|
|
if(onUpdateParam!=null)
|
|
this._optional.onUpdateParam = onUpdateParam;
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setOnUpdate( Action<Vector2> onUpdate, object onUpdateParam = null ){
|
|
this._optional.onUpdateVector2 = onUpdate;
|
|
this.hasUpdateCallback = true;
|
|
if(onUpdateParam!=null)
|
|
this._optional.onUpdateParam = onUpdateParam;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Have a method called on each frame that the tween is being animated (passes a float value)
|
|
* @method setOnUpdate (Vector3)
|
|
* @param {Action<Vector3>} onUpdate:Action<Vector3> a method that will be called on every frame with the float value of the tweened object
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );<br>
|
|
* <br>
|
|
* void tweenMoved( Vector3 val ){ }<br>
|
|
*/
|
|
public LTDescr setOnUpdate( Action<Vector3> onUpdate, object onUpdateParam = null ){
|
|
this._optional.onUpdateVector3 = onUpdate;
|
|
this.hasUpdateCallback = true;
|
|
if(onUpdateParam!=null)
|
|
this._optional.onUpdateParam = onUpdateParam;
|
|
return this;
|
|
}
|
|
#endif
|
|
|
|
|
|
/**
|
|
* Have an object passed along with the onUpdate method
|
|
* @method setOnUpdateParam
|
|
* @param {object} onUpdateParam:object an object that will be passed along with the onUpdate method
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );<br>
|
|
* <br>
|
|
* void tweenMoved( float val, object obj ){ }<br>
|
|
*/
|
|
public LTDescr setOnUpdateParam( object onUpdateParam ){
|
|
this._optional.onUpdateParam = onUpdateParam;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon
|
|
* @method setOrientToPath
|
|
* @param {bool} doesOrient:bool whether the gameobject will orient to the path it is animating along
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setAxis(Vector3.forward);<br>
|
|
*/
|
|
public LTDescr setOrientToPath( bool doesOrient ){
|
|
if(this.type==TweenAction.MOVE_CURVED || this.type==TweenAction.MOVE_CURVED_LOCAL){
|
|
if(this._optional.path==null)
|
|
this._optional.path = new LTBezierPath();
|
|
this._optional.path.orientToPath = doesOrient;
|
|
}else{
|
|
this._optional.spline.orientToPath = doesOrient;
|
|
}
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon
|
|
* @method setOrientToPath2d
|
|
* @param {bool} doesOrient:bool whether the gameobject will orient to the path it is animating along
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath2d(true).setAxis(Vector3.forward);<br>
|
|
*/
|
|
public LTDescr setOrientToPath2d( bool doesOrient2d ){
|
|
setOrientToPath(doesOrient2d);
|
|
if(this.type==TweenAction.MOVE_CURVED || this.type==TweenAction.MOVE_CURVED_LOCAL){
|
|
this._optional.path.orientToPath2d = doesOrient2d;
|
|
}else{
|
|
this._optional.spline.orientToPath2d = doesOrient2d;
|
|
}
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setRect( LTRect rect ){
|
|
this._optional.ltRect = rect;
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setRect( Rect rect ){
|
|
this._optional.ltRect = new LTRect(rect);
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setPath( LTBezierPath path ){
|
|
this._optional.path = path;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the point at which the GameObject will be rotated around
|
|
* @method setPoint
|
|
* @param {Vector3} point:Vector3 point at which you want the object to rotate around (local space)
|
|
* @return {LTDescr} 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 );<br>
|
|
*/
|
|
public LTDescr setPoint( Vector3 point ){
|
|
this._optional.point = point;
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setDestroyOnComplete( bool doesDestroy ){
|
|
this.destroyOnComplete = doesDestroy;
|
|
return this;
|
|
}
|
|
|
|
public LTDescr setAudio( object audio ){
|
|
this._optional.onCompleteParam = audio;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the onComplete method to be called at the end of every loop cycle (also applies to the delayedCall method)
|
|
* @method setOnCompleteOnRepeat
|
|
* @param {bool} isOn:bool does call onComplete on every loop cycle
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.delayedCall(gameObject,0.3f, delayedMethod).setRepeat(4).setOnCompleteOnRepeat(true);
|
|
*/
|
|
public LTDescr setOnCompleteOnRepeat( bool isOn ){
|
|
this.onCompleteOnRepeat = isOn;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the onComplete method to be called at the beginning of the tween (it will still be called when it is completed as well)
|
|
* @method setOnCompleteOnStart
|
|
* @param {bool} isOn:bool does call onComplete at the start of the tween
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.delayedCall(gameObject, 2f, ()=>{<br> // Flash an object 5 times
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* LeanTween.alpha(gameObject, 0f, 1f);<br>
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* LeanTween.alpha(gameObject, 1f, 0f).setDelay(1f);<br>
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* }).setOnCompleteOnStart(true).setRepeat(5);<br>
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*/
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public LTDescr setOnCompleteOnStart( bool isOn ){
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this.onCompleteOnStart = isOn;
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return this;
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}
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#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5
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public LTDescr setRect( RectTransform rect ){
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this.rectTransform = rect;
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return this;
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}
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public LTDescr setSprites( UnityEngine.Sprite[] sprites ){
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this.sprites = sprites;
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return this;
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}
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|
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public LTDescr setFrameRate( float frameRate ){
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this.time = this.sprites.Length / frameRate;
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return this;
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}
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#endif
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|
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/**
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* Have a method called when the tween starts
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* @method setOnStart
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* @param {Action<>} onStart:Action<> the method that should be called when the tween is starting ex: tweenStarted( ){ }
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* @return {LTDescr} LTDescr an object that distinguishes the tween
|
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* @example
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* <i>C#:</i><br>
|
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* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( ()=>{ Debug.Log("I started!"); });
|
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* <i>Javascript:</i><br>
|
|
* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( function(){ Debug.Log("I started!"); } );
|
|
*/
|
|
public LTDescr setOnStart( Action onStart ){
|
|
this._optional.onStart = onStart;
|
|
return this;
|
|
}
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|
|
|
/**
|
|
* Set the direction of a tween -1f for backwards 1f for forwards (currently only bezier and spline paths are supported)
|
|
* @method setDirection
|
|
* @param {float} direction:float the direction that the tween should run, -1f for backwards 1f for forwards
|
|
* @return {LTDescr} 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);<br>
|
|
*/
|
|
|
|
public LTDescr setDirection( float direction ){
|
|
if(this.direction!=-1f && this.direction!=1f){
|
|
Debug.LogWarning("You have passed an incorrect direction of '"+direction+"', direction must be -1f or 1f");
|
|
return this;
|
|
}
|
|
|
|
if(this.direction!=direction){
|
|
// Debug.Log("reverse path:"+this.path+" spline:"+this._optional.spline+" hasInitiliazed:"+this.hasInitiliazed);
|
|
if(this.hasInitiliazed){
|
|
this.direction = direction;
|
|
}else{
|
|
if(this._optional.path!=null){
|
|
this._optional.path = new LTBezierPath( LTUtility.reverse( this._optional.path.pts ) );
|
|
}else if(this._optional.spline!=null){
|
|
this._optional.spline = new LTSpline( LTUtility.reverse( this._optional.spline.pts ) );
|
|
}
|
|
// this.passed = this.time - this.passed;
|
|
}
|
|
}
|
|
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set whether or not the tween will recursively effect an objects children in the hierarchy
|
|
* @method setRecursive
|
|
* @param {bool} useRecursion:bool whether the tween will recursively effect an objects children in the hierarchy
|
|
* @return {LTDescr} LTDescr an object that distinguishes the tween
|
|
* @example
|
|
* LeanTween.alpha(gameObject, 0f, 1f).setRecursive(true);<br>
|
|
*/
|
|
|
|
public LTDescr setRecursive( bool useRecursion ){
|
|
this.useRecursion = useRecursion;
|
|
|
|
return this;
|
|
}
|
|
}
|
|
|
|
//}
|