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--- a/Gameton-06/Assets/Gameton/Scenes/Personal Scenes/dev_mingu/Tiles/Background_99.asset.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: cfad74a2eaac535488fcc6a76ef85c11 -NativeFormatImporter: - externalObjects: {} - mainObjectFileID: 11400000 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/CharacterBase.cs b/Gameton-06/Assets/Gameton/Scripts/Character/CharacterBase.cs index 853d27f4..72d1b621 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Character/CharacterBase.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Character/CharacterBase.cs @@ -7,7 +7,6 @@ namespace TON public class CharacterBase : MonoBehaviour, IDamage { - public float currentHP; public float maxHP; public float currentSP; @@ -20,6 +19,7 @@ namespace TON public Transform firePoint; // 스킬 발사 위치 + public CollisionDetector attackCollider; // 기본 공격 감지를 위한 자식 오브젝트 public Animator animator; @@ -33,18 +33,51 @@ namespace TON joystick = ControllerUI.Instance.joystick; ControllerUI.Instance.linkedCharactor = this; + attackCollider.EnableCollider(false); // 기본 공격 Enable 비활성화 + Initialize(); } public void Initialize() { int playerIndex = PlayerPrefs.GetInt("SelectedPlayerIndex", 0); - PlayerData playerData = PlayerDataManager.Singleton.players[playerIndex]; + PlayerData playerData = PlayerDataManager.Singleton.playersData[playerIndex]; currentHP = maxHP = playerData.hp; currentSP = maxSP = playerData.mp; } + + public int level = 1; // 현재 레벨 + public int exp = 0; // 현재 경험치 + public int expVariable = 10; // 경험치 변수 (조정 가능) + + // 현재 레벨에서 다음 레벨까지 필요한 경험치 계산 + private int GetRequiredExp(int currentLevel) + { + return (6 * currentLevel * currentLevel) + (currentLevel * expVariable); + } + + // 경험치 추가 및 레벨업 처리 + public void AddExp(int amount) + { + exp += amount; // 경험치 추가 + bool leveledUp = false; // 레벨업 여부 체크 + + while (exp >= GetRequiredExp(level)) // 경험치가 충분하면 반복해서 레벨업 + { + exp -= GetRequiredExp(level); // 초과 경험치 유지 + level++; // 레벨 증가 + leveledUp = true; + } + + if (leveledUp) + { + // 경험치와 레벨 데이터를 파일에 업데이트 한다. + Debug.Log($"레벨업! 현재 레벨: {level}, 남은 경험치: {exp}"); + } + } + public void FixedUpdate() { @@ -113,25 +146,35 @@ namespace TON { // 공격 애니메이션 적용 animator.Play("Default Attack"); + + // 공격 범위 Collider 활성화 + attackCollider.EnableCollider(true); + + // 일정 시간 후 Collider 다시 비활성화 (예: 0.5초 후) + Invoke("DisableAttackCollider", 0.5f); + } + + private void DisableAttackCollider() + { + attackCollider.EnableCollider(false); } public void SkillAttack(string skillName) { animator.Play("Skill Attack"); - // 총알 생성 + // 스킬 생성 GameObject skill = ObjectPoolManager.Instance.GetEffect(skillName); // skill.transform.SetParent(firePoint); skill.transform.SetPositionAndRotation(firePoint.position, firePoint.rotation); - - // 🔥 총알 방향 반전 + // 🔥 스킬 방향 반전 var bulletScale = skill.transform.localScale; bulletScale.x = Mathf.Abs(bulletScale.x) * lastDirection; skill.transform.localScale = bulletScale; - // 총알 이동 방향 설정 + // 스킬 이동 방향 설정 Rigidbody2D skillRb = skill.GetComponent(); skillRb.velocity = new Vector2(lastDirection * 5f, 0f); } diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/CollisionDetector .cs b/Gameton-06/Assets/Gameton/Scripts/Character/CollisionDetector .cs new file mode 100644 index 00000000..d1813866 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Character/CollisionDetector .cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + public class CollisionDetector : MonoBehaviour + { + private Collider2D col; // 자식 오브젝트의 Collider + + private DamageCalculator damageCalculator = new DamageCalculator(); + private PlayerData playerData; + + private void Awake() + { + col = GetComponent(); + col.enabled = false; // 초기에는 감지 비활성화 + + playerData = PlayerDataManager.Singleton.player; + } + + private void OnTriggerEnter2D(Collider2D collision) + { + if (!col.enabled) return; // Collider가 활성화된 경우에만 실행 + + if (collision.CompareTag("Monster")) // 적과 충돌 시 제거 + { + // 기본 데미지 계산 + // TODO: 장비 공격력 반영 필요 + // float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, playerData.equipmentAttack, playerData.defensivePower); + + // 몬스터 방어력 + float monsterDefencePower = collision.GetComponent().defencePower; + float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, 0, monsterDefencePower); + + // 치명타 적용 (캐릭터는 적용) + damage = damageCalculator.ApplyCriticalDamage(damage); + + collision.GetComponent().ApplyDamage(damage); + } + } + + // 부모(캐릭터)에서 호출할 메서드 + public void EnableCollider(bool isEnabled) + { + col.enabled = isEnabled; + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/CollisionDetector .cs.meta b/Gameton-06/Assets/Gameton/Scripts/Character/CollisionDetector .cs.meta new file mode 100644 index 00000000..ba6da083 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Character/CollisionDetector .cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c70bfc4e889c3aa40a51378afd6deda8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/Heart.meta b/Gameton-06/Assets/Gameton/Scripts/Character/Heart.meta new file mode 100644 index 00000000..d76d25ac --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Character/Heart.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8fdf4902484ac024db58b4d3bdf63a71 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartDataManager.cs new file mode 100644 index 00000000..f2999520 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartDataManager.cs @@ -0,0 +1,117 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + public class HeartDataManager : SingletonBase + { + public List heartDatas { get; private set; } + public HeartData currentHeartData { get; private set; } + private int characterId; + + public int GetCurrentHearts() => currentHeartData.currentHearts; + public int GetMaxHearts() => currentHeartData.maxHearts; + public int GetHeartRechargeTime() => currentHeartData.heartRechargeTime; + public DateTime GetLastHeartTime() => DateTime.Parse(currentHeartData.lastHeartTime); + + + protected override void Awake() + { + base.Awake(); + LoadHeartData(); + } + + private void LoadHeartData() + { + heartDatas = JSONLoader.LoadFromResources>("Heart"); + if (heartDatas == null) + { + heartDatas = new List(); + } + } + + // 캐릭터 생성 시 하트 초기값 생성 + public void CreateNewHeartSystem(int characterId) + { + HeartData heartData = new HeartData(characterId); + heartDatas.Add(heartData); + JSONLoader.SaveToFile(heartDatas, "heart"); + Debug.Log($"heartData test:: {heartData.currentHearts}"); + } + + public void SetCurrentUserHeart() + { + characterId = PlayerPrefs.GetInt("SelectedPlayerIndex", -1); + if (characterId > -1) + { + currentHeartData = heartDatas[characterId]; + if (currentHeartData != null) + { + RechargeHearts(); + } + else + { + Debug.Log("하트 정보 불러오기 중 오류 발생 ::: 초기값으로 재정의 합니다."); + CreateNewHeartSystem(characterId); + } + } + else + { + Debug.LogError("유효하지 않은 캐릭터 정보입니다."); + } + + } + + // 하트 데이터 저장 + public void SaveHeartData() + { + heartDatas[characterId] = currentHeartData; + JSONLoader.SaveToFile(heartDatas, "heart"); + } + + // 게임이 다시 실행될때 마지막 하트 소모 시간과 현재 시간을 계산해서 하트 충전량을 반영 + public void RechargeHearts() + { + if (currentHeartData.currentHearts >= currentHeartData.maxHearts) return; + + DateTime lastTime = DateTime.Parse(currentHeartData.lastHeartTime); + TimeSpan timePassed = DateTime.Now - lastTime; + int heartsToRecover = (int)(timePassed.TotalSeconds / currentHeartData.heartRechargeTime); + + if (heartsToRecover > 0) + { + currentHeartData.currentHearts = Mathf.Min(currentHeartData.currentHearts + heartsToRecover, currentHeartData.maxHearts); + currentHeartData.lastHeartTime = DateTime.Now.ToString(); + SaveHeartData(); + } + } + + // 하트 소모 시 데이터 및 화면 UI를 업데이트트 + public void UseHeart() + { + if (currentHeartData.currentHearts > 0) + { + currentHeartData.currentHearts--; + currentHeartData.lastHeartTime = DateTime.Now.ToString(); + SaveHeartData(); + + FindObjectOfType().UpdateHeartUI(); // UI 업데이트 + } + } + + // 데이터 파일에 저장된 마지막 하트 사용시간과 동기화화 + public int GetRemainingRechargeTime() + { + if (currentHeartData.currentHearts >= currentHeartData.maxHearts) return 0; + + DateTime lastTime = DateTime.Parse(currentHeartData.lastHeartTime); + TimeSpan timePassed = DateTime.Now - lastTime; + int timeLeft = currentHeartData.heartRechargeTime - (int)timePassed.TotalSeconds; + + return Mathf.Max(0, timeLeft); + } + + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartDataManager.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartDataManager.cs.meta new file mode 100644 index 00000000..246abadb --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartDataManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ca4edb88329beff4985e4e7e946cde59 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartSystem.cs b/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartSystem.cs new file mode 100644 index 00000000..6cfc836d --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartSystem.cs @@ -0,0 +1,56 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +namespace TON +{ + public class HeartSystem : MonoBehaviour + { + public List heartImages; // 하트 UI 리스트 + public Sprite fullHeartSprite; // 채워진 하트 + public Sprite emptyHeartSprite; // 빈 하트 + private HeartData heartData; + + public TextMeshProUGUI timerText; // 하트 충전 타이머 UI + + + private void Start() + { + UpdateHeartUI(); // 시작 시 UI 갱신 + InvokeRepeating(nameof(UpdateTimer), 0, 1f); // 1초마다 업데이트 + } + + public void UpdateHeartUI() + { + int currentHearts = HeartDataManager.Singleton.GetCurrentHearts(); + + for (int i = 0; i < heartImages.Count; i++) + { + heartImages[i].sprite = (i < currentHearts) ? fullHeartSprite : emptyHeartSprite; + } + } + + private void UpdateTimer() + { + if (HeartDataManager.Singleton.GetCurrentHearts() >= HeartDataManager.Singleton.GetMaxHearts()) + { + timerText.text = "0:00"; + return; + } + + int timeLeft = HeartDataManager.Singleton.GetRemainingRechargeTime(); + + if (timeLeft <= 0) + { + HeartDataManager.Singleton.RechargeHearts(); + UpdateHeartUI(); + return; + } + + timerText.text = $"{timeLeft / 60:D2}:{timeLeft % 60:D2}"; // mm:ss 포맷 + } + } +} \ No newline at end of file diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartSystem.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartSystem.cs.meta new file mode 100644 index 00000000..0486333b --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Character/Heart/HeartSystem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: da6da2289d3d066469e66212f110b960 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/PlayerSpawner.cs b/Gameton-06/Assets/Gameton/Scripts/Character/PlayerSpawner.cs index a15372b9..fb2f77ff 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Character/PlayerSpawner.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Character/PlayerSpawner.cs @@ -9,7 +9,7 @@ namespace TON public static void SpawnPlayerCharacter() { - List playerDatas = PlayerDataManager.Singleton.players; + List playerDatas = PlayerDataManager.Singleton.playersData; // 저장된 인덱스 가져오기 int selectedIndex = PlayerPrefs.GetInt("SelectedPlayerIndex", 0); diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/Skill/DarknessBall.cs b/Gameton-06/Assets/Gameton/Scripts/Character/Skill/DarknessBall.cs index 6c75e4cf..468aa4e3 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Character/Skill/DarknessBall.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Character/Skill/DarknessBall.cs @@ -7,10 +7,21 @@ namespace TON public class DarknessBall : PoolAble { private float elapsedTime; // 경과 시간 저장 변수 + public float destoryTime = 2f; + + [SerializeField] + private float damage; + private string id = "K0003"; + + private DamageCalculator damageCalculator = new DamageCalculator(); + private PlayerData playerData; + void OnEnable() { elapsedTime = 0f; // 오브젝트가 활성화될 때 초기화 + damage = SkillDataManager.Singleton.GetSkillData(id).damage; + playerData = PlayerDataManager.Singleton.player; } void Update() @@ -18,7 +29,7 @@ namespace TON elapsedTime += Time.deltaTime; // 경과 시간 누적 // 2초가 지나면 오브젝트 풀에 반환 - if (elapsedTime >= 2f) + if (elapsedTime >= destoryTime) { ReleaseObject(); } @@ -28,7 +39,17 @@ namespace TON { if (collision.CompareTag("Monster")) // 적과 충돌 시 제거 { - // collision.gameObject.Damage(); + // 기본 데미지 계산 + // TODO: 장비 공격력 반영 필요 + // float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, playerData.equipmentAttack, playerData.defensivePower); + + // 몬스터 방어력 + float monsterDefencePower = collision.GetComponent().defencePower; + float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower * this.damage, 0, monsterDefencePower); + + // 치명타 적용 + damage = damageCalculator.ApplyCriticalDamage(damage); + collision.GetComponent().ApplyDamage(damage); ReleaseObject(); } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/Skill/FireBall.cs b/Gameton-06/Assets/Gameton/Scripts/Character/Skill/FireBall.cs index eed2b161..06b5a4ea 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Character/Skill/FireBall.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Character/Skill/FireBall.cs @@ -7,12 +7,22 @@ namespace TON { public class FireBall : PoolAble { - private float elapsedTime; // 경과 시간 저장 변수 + public float destoryTime = 2f; + + [SerializeField] + private float damage; + private string id = "K0001"; + + + private DamageCalculator damageCalculator = new DamageCalculator(); + private PlayerData playerData; void OnEnable() { elapsedTime = 0f; // 오브젝트가 활성화될 때 초기화 + damage = SkillDataManager.Singleton.GetSkillData(id).damage; + playerData = PlayerDataManager.Singleton.player; } void Update() @@ -20,7 +30,7 @@ namespace TON elapsedTime += Time.deltaTime; // 경과 시간 누적 // 2초가 지나면 오브젝트 풀에 반환 - if (elapsedTime >= 2f) + if (elapsedTime >= destoryTime) { ReleaseObject(); } @@ -30,6 +40,17 @@ namespace TON { if (collision.CompareTag("Monster")) // 적과 충돌 시 제거 { + // 기본 데미지 계산 + // TODO: 장비 공격력 반영 필요 + // float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, playerData.equipmentAttack, playerData.defensivePower); + + // 몬스터 방어력 + float monsterDefencePower = collision.GetComponent().defencePower; + float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower * this.damage, 0, monsterDefencePower); + + // 치명타 적용 + damage = damageCalculator.ApplyCriticalDamage(damage); + collision.GetComponent().ApplyDamage(damage); ReleaseObject(); } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/Skill/IceBall.cs b/Gameton-06/Assets/Gameton/Scripts/Character/Skill/IceBall.cs index 1295645a..90712a59 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Character/Skill/IceBall.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Character/Skill/IceBall.cs @@ -7,10 +7,20 @@ namespace TON public class IceBall : PoolAble { private float elapsedTime; // 경과 시간 저장 변수 + public float destoryTime = 2f; + + [SerializeField] + private float damage; + private string id = "K0002"; + + private DamageCalculator damageCalculator = new DamageCalculator(); + private PlayerData playerData; void OnEnable() { elapsedTime = 0f; // 오브젝트가 활성화될 때 초기화 + damage = SkillDataManager.Singleton.GetSkillData(id).damage; + playerData = PlayerDataManager.Singleton.player; } void Update() @@ -18,7 +28,7 @@ namespace TON elapsedTime += Time.deltaTime; // 경과 시간 누적 // 2초가 지나면 오브젝트 풀에 반환 - if (elapsedTime >= 2f) + if (elapsedTime >= destoryTime) { ReleaseObject(); } @@ -28,6 +38,17 @@ namespace TON { if (collision.CompareTag("Monster")) // 적과 충돌 시 제거 { + // 기본 데미지 계산 + // TODO: 장비 공격력 반영 필요 + // float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, playerData.equipmentAttack, playerData.defensivePower); + + // 몬스터 방어력 + float monsterDefencePower = collision.GetComponent().defencePower; + float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower * this.damage, 0, monsterDefencePower); + + // 치명타 적용 + damage = damageCalculator.ApplyCriticalDamage(damage); + collision.GetComponent().ApplyDamage(damage); ReleaseObject(); } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/Skill/SkillDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/Character/Skill/SkillDataManager.cs new file mode 100644 index 00000000..7d9290dd --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Character/Skill/SkillDataManager.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + public class SkillDataManager : SingletonBase + { + public List skillDatas { get; private set; } + + protected override void Awake() + { + base.Awake(); + LoadSkillData(); + } + + private void LoadSkillData() + { + skillDatas = JSONLoader.LoadFromResources>("Skill"); + if (skillDatas == null) + { + skillDatas = new List(); + } + } + + public SkillData GetSkillData(string skillId) + { + return skillDatas.Find(v => v.id == skillId); + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Character/Skill/SkillDataManager.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Character/Skill/SkillDataManager.cs.meta new file mode 100644 index 00000000..b3ebf247 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Character/Skill/SkillDataManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6eedee4d78efcd0409acbbe2ca1da519 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/BootStrapper.cs b/Gameton-06/Assets/Gameton/Scripts/Common/BootStrapper.cs index a78052a9..ac95554b 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Common/BootStrapper.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Common/BootStrapper.cs @@ -1,4 +1,5 @@ #if UNITY_EDITOR +using System.Collections.Generic; using UnityEditor.SceneManagement; using UnityEngine; using UnityEngine.SceneManagement; @@ -42,11 +43,17 @@ namespace TON { Main.Singleton.Initialize(); + List playersData = PlayerDataManager.Singleton.playersData; + PlayerPrefs.SetInt("SelectedPlayerIndex", 0); + HeartDataManager.Singleton.SetCurrentUserHeart(); + + // TODO : Custom Order After System Load // UIManager.Show(UIList.IngameUI); + // UIManager.Show(UIList.LobbyUI); UIManager.Show(UIList.ControllerUI); + // UIManager.Show(UIList.IngameOptionUI); // UIManager.Show(UIList.CharaterSelectUI); - // UIManager.Show(UIList.TitleUI); } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/DamageCalculator.cs b/Gameton-06/Assets/Gameton/Scripts/Common/DamageCalculator.cs new file mode 100644 index 00000000..1bc84eb7 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Common/DamageCalculator.cs @@ -0,0 +1,46 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + public class DamageCalculator + { + public float criticalChance = 0.3f; // 캐릭터 치명타 확률 (30%) + public float criticalMultiplier = 1.5f; // 치명타 배율 (1.5배) + + /// + /// 일반 공격 데미지 계산 + /// + public float CalculateBaseDamage(float baseAttack, float equipmentAttack, float defenseValue) + { + // 1. 총 공격력 계산 + float totalAttackPower = baseAttack + equipmentAttack; + + // 2. 데미지 변수 (0.9 ~ 1.1 랜덤 값) + float damageMultiplier = Random.Range(0.9f, 1.1f); + + // 3. 방어력 계산 (1 - 방어력 값) + float defenseEffect = 1 - defenseValue; + + // 4. 기본 데미지 계산 + float baseDamage = (totalAttackPower * damageMultiplier) * defenseEffect; + + return Mathf.Round(baseDamage); // 소수점 제거 (선택 사항) + } + + /// + /// 치명타 적용 (치명타 확률이 0보다 클 경우에만 적용) + /// + public float ApplyCriticalDamage(float damage) + { + if (Random.value < criticalChance) // Random.value는 0.0 ~ 1.0 사이의 랜덤 값 + { + damage *= criticalMultiplier; + Debug.Log("💥 치명타 발생! 💥"); + } + + return Mathf.Round(damage); // 소수점 제거 + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/DamageCalculator.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Common/DamageCalculator.cs.meta new file mode 100644 index 00000000..190d7f6d --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Common/DamageCalculator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 600b739ee220368499772ed0a8756028 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/PlayerDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/Common/PlayerDataManager.cs index e325d95b..ac556369 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Common/PlayerDataManager.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Common/PlayerDataManager.cs @@ -7,7 +7,9 @@ namespace TON public class PlayerDataManager : SingletonBase { // 사용자가 생성해둔 플레이어 데이터를 싱글톤으로 전역 사용하기 위함 - public List players { get; private set; } + public List playersData { get; private set; } + + public PlayerData player { get; private set; } protected override void Awake() { @@ -17,11 +19,25 @@ namespace TON private void LoadPlayerData() { - players = JSONLoader.LoadFromResources>("Player"); - if (players == null) + playersData = JSONLoader.LoadFromResources>("Player"); + if (playersData == null) { - players = new List(); + playersData = new List(); } } + + public void SetCurrentUserData() + { + int characterId = PlayerPrefs.GetInt("SelectedPlayerIndex", -1); + if (characterId > -1) + { + player = playersData[characterId]; + } + else + { + Debug.LogError("유효하지 않은 캐릭터 정보 입니다."); + } + } + } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Common/UIList.cs b/Gameton-06/Assets/Gameton/Scripts/Common/UIList.cs index f2acde97..fd63748d 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Common/UIList.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Common/UIList.cs @@ -17,9 +17,10 @@ namespace TON LogUI, - GameOverUI, - GameWinUI, - PauseUI, + GameOverUI, // 게임 오버 시 노출되는 UI + GameWinUI, // 게임 클리어 시 노출되는 UI + PauseUI, // 일시중지 버튼 선택 시 노출되는 UI + IngameOptionUI, // 화면 우측 상단 골드, 인벤토리, 옵션 버튼 UI PANEL_END, diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/HeartData.cs b/Gameton-06/Assets/Gameton/Scripts/GameData/HeartData.cs new file mode 100644 index 00000000..e6209c83 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/HeartData.cs @@ -0,0 +1,37 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + [System.Serializable] + public class HeartData + { + public int characterId; + public int currentHearts; + public int maxHearts = 3; + public int heartRechargeTime = 600; // 10분 + public string lastHeartTime; + + // 캐릭터 생성시 하트 데이터 생성자 + public HeartData(int characterId) + { + this.characterId = characterId; + currentHearts = maxHearts; + } + // 하트 소모 시 변경할 객체 생성자자 + public void UseHeart() + { + if (currentHearts > 0) + { + currentHearts--; + lastHeartTime = DateTime.UtcNow.ToString(); // 마지막 사용 시간 갱신 + } + else + { + Debug.Log("하트가 부족합니다!"); + } + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/HeartData.cs.meta b/Gameton-06/Assets/Gameton/Scripts/GameData/HeartData.cs.meta new file mode 100644 index 00000000..33956549 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/HeartData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e006f5e55c10bc94b873cdacefc572de +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/PlayerData.cs b/Gameton-06/Assets/Gameton/Scripts/GameData/PlayerData.cs index 5fa750eb..957e10e2 100644 --- a/Gameton-06/Assets/Gameton/Scripts/GameData/PlayerData.cs +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/PlayerData.cs @@ -25,8 +25,6 @@ namespace TON public int attackPower; // 기본 방어력 public int defensivePower; - // 캐릭터 이동 속도 - public int speed; // 캐릭터 크리티컬 수치 public int critical; @@ -41,7 +39,6 @@ namespace TON mp = 100; attackPower = 50; defensivePower = 30; - speed = 100; critical = 30; } } diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/SkillData.cs b/Gameton-06/Assets/Gameton/Scripts/GameData/SkillData.cs new file mode 100644 index 00000000..23af7e9b --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/SkillData.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + [System.Serializable] + public class SkillData + { + public string id; + public string name; + public int mpConsumption; + public float damage; + public int coolDown; + public int slotNumber; + public int requiredLevel; + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/SkillData.cs.meta b/Gameton-06/Assets/Gameton/Scripts/GameData/SkillData.cs.meta new file mode 100644 index 00000000..a24ae256 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/SkillData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ceb094546f5f41047bee44a58756e6de +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs new file mode 100644 index 00000000..b2ee2ff8 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs @@ -0,0 +1,127 @@ +using System.Collections; +using System.Collections.Generic; +using System.Numerics; +using Unity.VisualScripting; +using UnityEngine; +using DamageCalculator = TON.DamageCalculator; +using Vector3 = UnityEngine.Vector3; + +namespace TON +{ + public class MonsterBase : MonoBehaviour, IDamage + { + public int id; // 적 고유 ID + public int hp; // HP + public int damage; // 공격력 + + public float speed = 2; // 이동속도 + + [SerializeField] + private SpriteRenderer _spriteRenderer; + private Animator _animator; + + private Vector3 _direction; + private bool _isWalking; + private float _currentTime; + + [SerializeField] + private int _idleTime = 2; + + [SerializeField] + private int walkingTime = 2; + + [SerializeField] + private GameObject _target; + + public float defencePower; + + // Start is called before the first frame update + void Start() + { + _currentTime = Time.realtimeSinceStartup; + + _animator = GetComponent(); + + _direction = new Vector3(1, 0, 0); + + _spriteRenderer.flipX = !(_direction.x > 0); + + // TODO: 몬스터 방어력 세팅 임시값 + defencePower = 10f; + } + + // Update is called once per frame + void Update() + { + // todo : 타겟 감지 >> 몬스터의 원형 시야 안에 플레이어가 충돌했는지 여부 + // todo : 충돌 했으면 attack 전환 (바로 그냥 공격하게 따라가지 말고) + // todo : 시야를 벗어났으면 idle 전환 + + + if (_isWalking) + { + // walking 상태에서 walkingTime을 초과할 경우 idle 애니메이션 재생 + transform.Translate(_direction * speed * Time.deltaTime); + + if (Time.realtimeSinceStartup - _currentTime >= walkingTime) + { + _isWalking = false; + _currentTime = Time.realtimeSinceStartup; + } + } + else + { + // 지금 기다렸던 시간이 idleTime을 초과할 경우에 walk 애니메이션 재생 + if (Time.realtimeSinceStartup - _currentTime >= _idleTime) + { + // 초기화 + _currentTime = Time.realtimeSinceStartup; + + if (_isWalking == false) + { + _direction *= -1; + _spriteRenderer.flipX = !(_direction.x > 0); + } + + _isWalking = true; + } + } + _animator.SetBool("Walk", _isWalking); // 걷기 애니메이션 + } + + // 단순 플레이어 태그 기준 따라가는 코드 + private void FixedUpdate() + { + // 타겟의 위치에서 내 현제 위치를 뺌 + // UnityEngine.Vector2 direction = target.transform.position - transform.position; + + // 방향 * 속도 * 시간간격 + // transform.Translate(direction.normalized * speed * Time.deltaTime); + // animator.SetBool("Iidle", true); + + } + + public void ApplyDamage(float damage) + { + // TODO: 몬스터 피해 값 코드 + // 체력이 감소되는 부분 + // 몬스터 죽고 파괴되는 부분 + // 피격됐을때 애니메이션 + } + + void MonsterAttack() + { + // 임시 반영 수정 예정 + DamageCalculator damageCalculator = new DamageCalculator(); + + float baseAttack = 30f; + float equipmentAttack = 10f; + float defense = 0.1f; + + // 기본 데미지 계산 (치명타 없음) + float damage = damageCalculator.CalculateBaseDamage(baseAttack, equipmentAttack, defense); + + Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterControl.cs.meta b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs.meta similarity index 100% rename from Gameton-06/Assets/Gameton/Scripts/Monster/MonsterControl.cs.meta rename to Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs.meta diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterControl.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterControl.cs deleted file mode 100644 index 109c6240..00000000 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterControl.cs +++ /dev/null @@ -1,35 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using System.Numerics; -using UnityEngine; - -namespace TON -{ - public class MonsterControl : MonoBehaviour - { - public float speed = 2; - - GameObject target; - - // Start is called before the first frame update - void Start() - { - target = GameObject.FindGameObjectWithTag("Player"); - } - - // Update is called once per frame - void Update() - { - - } - - private void FixedUpdate() - { - // 타겟의 위치에서 내 현제 위치를 뺌 - UnityEngine.Vector2 direction = target.transform.position - transform.position; - - // 방향 * 속도 * 시간간격 - transform.Translate(direction.normalized * speed * Time.deltaTime); - } - } -} diff --git a/Gameton-06/Assets/Gameton/Scripts/Scenes/LobbyScene.cs b/Gameton-06/Assets/Gameton/Scripts/Scenes/LobbyScene.cs index 4261f732..ca943b3b 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Scenes/LobbyScene.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Scenes/LobbyScene.cs @@ -22,8 +22,9 @@ namespace TON } UIManager.Show(UIList.LobbyUI); - UIManager.Show(UIList.ControllerUI); - PlayerSpawner.SpawnPlayerCharacter(); + UIManager.Show(UIList.IngameOptionUI); + // UIManager.Show(UIList.ControllerUI); + // PlayerSpawner.SpawnPlayerCharacter(); } diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/CharaterCreateUI.cs b/Gameton-06/Assets/Gameton/Scripts/UI/CharaterCreateUI.cs index 303d5dc6..a23a5703 100644 --- a/Gameton-06/Assets/Gameton/Scripts/UI/CharaterCreateUI.cs +++ b/Gameton-06/Assets/Gameton/Scripts/UI/CharaterCreateUI.cs @@ -8,8 +8,11 @@ namespace TON { public class CharaterCreateUI : UIBase { + [SerializeField] private Button cancelButton; // Create 버튼 참조 [SerializeField] private Button createButton; // Create 버튼 참조 [SerializeField] private List playerDatas; + [SerializeField] private List heartDatas; + public GameObject characterCreateUI_Modal; @@ -17,7 +20,9 @@ namespace TON private void Start() { - playerDatas = PlayerDataManager.Singleton.players; + playerDatas = PlayerDataManager.Singleton.playersData; + heartDatas = HeartDataManager.Singleton.heartDatas; + // 처음에는 버튼을 비활성화 createButton.interactable = false; } @@ -51,12 +56,25 @@ namespace TON // 생성한 캐릭터를 저장한다 PlayerData player = new PlayerData(playerDatas.Count, selectedCharacter, characterName.text); playerDatas.Add(player); + PlayerDataManager.Singleton.SetCurrentUserData(); JSONLoader.SaveToFile(playerDatas, "player"); + // 하트 시스템을 생성한다 + HeartDataManager.Singleton.CreateNewHeartSystem(playerDatas.Count); + HeartDataManager.Singleton.SetCurrentUserHeart(); + // 씬 변경 UIManager.Hide(UIList.CharaterCreateUI); Main.Singleton?.ChangeScene(SceneType.Lobby); } + + public void OnClickCancelButton() + { + // 캐릭터 이름 입력 모달 비활성화 + characterCreateUI_Modal.SetActive(false); + TMP_InputField characterName = characterCreateUI_Modal.GetComponentInChildren(); + characterName.text = ""; + } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/CharaterSelectUI.cs b/Gameton-06/Assets/Gameton/Scripts/UI/CharaterSelectUI.cs index 3f88729f..8d5f1a87 100644 --- a/Gameton-06/Assets/Gameton/Scripts/UI/CharaterSelectUI.cs +++ b/Gameton-06/Assets/Gameton/Scripts/UI/CharaterSelectUI.cs @@ -13,6 +13,7 @@ namespace TON [SerializeField] private Button playButton; // Play 버튼 참조 [SerializeField] private List playerDatas; + [SerializeField] private List heartDatas; private int currentSelectCharacterIndex; @@ -23,7 +24,8 @@ namespace TON private void Start() { - playerDatas = PlayerDataManager.Singleton.players; + playerDatas = PlayerDataManager.Singleton.playersData; + heartDatas = HeartDataManager.Singleton.heartDatas; // 캐릭터를 선택한 이후에 버튼 활성화 할 수 있도록 초기 비활성화 적용 playButton.interactable = false; @@ -58,6 +60,8 @@ namespace TON public void OnClickPlayButton() { PlayerPrefs.SetInt("SelectedPlayerIndex", currentSelectCharacterIndex); + PlayerDataManager.Singleton.SetCurrentUserData(); + HeartDataManager.Singleton.SetCurrentUserHeart(); UIManager.Hide(UIList.CharaterSelectUI); diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/CharaterSelectUI_SlotItem.cs b/Gameton-06/Assets/Gameton/Scripts/UI/CharaterSelectUI_SlotItem.cs index 539ba193..2fca9c7b 100644 --- a/Gameton-06/Assets/Gameton/Scripts/UI/CharaterSelectUI_SlotItem.cs +++ b/Gameton-06/Assets/Gameton/Scripts/UI/CharaterSelectUI_SlotItem.cs @@ -17,6 +17,7 @@ namespace TON public void SetCharaterData(Sprite image, string name, int i) { character_image.sprite = image; + character_image.enabled = true; charater_name.text = name; index = i; } diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/IngameOptionUI.cs b/Gameton-06/Assets/Gameton/Scripts/UI/IngameOptionUI.cs new file mode 100644 index 00000000..e24ab26b --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/UI/IngameOptionUI.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +namespace TON +{ + public class IngameOptionUI : UIBase + { + // Start is called before the first frame update + void Start() + { + UIManager.Show(UIList.IngameOptionUI); + } + + public void OnClickOptionButton() + { + Scene activeScene = UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene(); + + if (activeScene.name.Equals("Lobby")) + { + // + } + else if (activeScene.name.StartsWith("Stage")) + { + // + } + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/IngameOptionUI.cs.meta b/Gameton-06/Assets/Gameton/Scripts/UI/IngameOptionUI.cs.meta new file mode 100644 index 00000000..1a091c24 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/UI/IngameOptionUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e7071f2c21ef22f4188e27a9d7b993b9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/LobbyUI.cs b/Gameton-06/Assets/Gameton/Scripts/UI/LobbyUI.cs index 7990d273..8c7ed68c 100644 --- a/Gameton-06/Assets/Gameton/Scripts/UI/LobbyUI.cs +++ b/Gameton-06/Assets/Gameton/Scripts/UI/LobbyUI.cs @@ -1,15 +1,31 @@ using System.Collections; using System.Collections.Generic; +using TMPro; using UnityEngine; +using UnityEngine.UI; namespace TON { public class LobbyUI : UIBase { + public SerializableDictionary playerImages; + [SerializeField] + private TextMeshProUGUI characterName; + + private void Start() + { + Image playerObj = GameObject.Find("TON.Player").GetComponent(); + PlayerData player = PlayerDataManager.Singleton.player; + playerObj.sprite = playerImages.GetValueOrDefault(player.type); + + characterName.text = player.name; + } + public void OnClickStageEntryButton() { UIManager.Hide(UIList.LobbyUI); UIManager.Show(UIList.StageEntryUI); + } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/StageEntryUI.cs b/Gameton-06/Assets/Gameton/Scripts/UI/StageEntryUI.cs index d24b26a5..228b8816 100644 --- a/Gameton-06/Assets/Gameton/Scripts/UI/StageEntryUI.cs +++ b/Gameton-06/Assets/Gameton/Scripts/UI/StageEntryUI.cs @@ -39,5 +39,11 @@ namespace TON Debug.Log("OnClickPlayButton::::" + currentSelectStage); } + + public void OnClickTest() + { + Debug.Log("OnClickTest::::"); + HeartDataManager.Singleton.UseHeart(); + } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/SwipeController.cs b/Gameton-06/Assets/Gameton/Scripts/UI/SwipeController.cs new file mode 100644 index 00000000..ffa3c9bb --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/UI/SwipeController.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace TON +{ + public class SwipeController : MonoBehaviour + { + [SerializeField] int maxPage; + + [SerializeField] int currentPage; + [SerializeField] Vector2 targetPos; + [SerializeField] Vector2 pageStep; + [SerializeField] RectTransform levelPagesRect; + [SerializeField] float tweenTime; + [SerializeField] LeanTweenType tweenType; + + + private void Awake() + { + currentPage = 1; + targetPos = levelPagesRect.localPosition; + } + + public void Next() + { + if (currentPage < maxPage) + { + currentPage++; + targetPos += pageStep; + MovePage(); + } + } + + public void Previous() + { + if (currentPage > 1) + { + currentPage--; + targetPos -= pageStep; + MovePage(); + } + } + + public void MovePage() + { + levelPagesRect.LeanMoveLocal(targetPos, tweenTime).setEase(tweenType); + } + } +} diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/SwipeController.cs.meta b/Gameton-06/Assets/Gameton/Scripts/UI/SwipeController.cs.meta new file mode 100644 index 00000000..5ba717e2 --- /dev/null +++ b/Gameton-06/Assets/Gameton/Scripts/UI/SwipeController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2f2a180c175deed42b216234359be860 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Gameton/Scripts/UI/TitleUI.cs b/Gameton-06/Assets/Gameton/Scripts/UI/TitleUI.cs index 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heartContainers; + private Image[] heartFills; + + public Transform heartsParent; + public GameObject heartContainerPrefab; + + private void Start() + { + // Should I use lists? Maybe :) + heartContainers = new GameObject[(int)PlayerStats.Instance.MaxTotalHealth]; + heartFills = new Image[(int)PlayerStats.Instance.MaxTotalHealth]; + + PlayerStats.Instance.onHealthChangedCallback += UpdateHeartsHUD; + InstantiateHeartContainers(); + UpdateHeartsHUD(); + } + + public void UpdateHeartsHUD() + { + SetHeartContainers(); + SetFilledHearts(); + } + + void SetHeartContainers() + { + for (int i = 0; i < heartContainers.Length; i++) + { + if (i < PlayerStats.Instance.MaxHealth) + { + heartContainers[i].SetActive(true); + } + else + { + heartContainers[i].SetActive(false); + } + } + } + + void SetFilledHearts() + { + for (int i = 0; i < heartFills.Length; i++) + { + if (i < PlayerStats.Instance.Health) + { + heartFills[i].fillAmount = 1; + } + else + { + heartFills[i].fillAmount = 0; + } + } + + if (PlayerStats.Instance.Health % 1 != 0) + { + int lastPos = Mathf.FloorToInt(PlayerStats.Instance.Health); + heartFills[lastPos].fillAmount = PlayerStats.Instance.Health % 1; + } + } + + void InstantiateHeartContainers() + { + for (int i = 0; i < PlayerStats.Instance.MaxTotalHealth; i++) + { + GameObject temp = Instantiate(heartContainerPrefab); + temp.transform.SetParent(heartsParent, false); + heartContainers[i] = temp; + heartFills[i] = temp.transform.Find("HeartFill").GetComponent(); + } + } +} diff --git a/Gameton-06/Assets/HealthHeartSystem/Scripts/HealthBarController.cs.meta b/Gameton-06/Assets/HealthHeartSystem/Scripts/HealthBarController.cs.meta new file mode 100644 index 00000000..c6774413 --- /dev/null +++ b/Gameton-06/Assets/HealthHeartSystem/Scripts/HealthBarController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5c0f78e4acfe21a4594760304164796e +timeCreated: 1528773206 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/HealthHeartSystem/Scripts/HealthBarHUDTester.cs b/Gameton-06/Assets/HealthHeartSystem/Scripts/HealthBarHUDTester.cs new file mode 100644 index 00000000..4afd3101 --- /dev/null +++ b/Gameton-06/Assets/HealthHeartSystem/Scripts/HealthBarHUDTester.cs @@ -0,0 +1,23 @@ +/* + * Author: ariel oliveira [o.arielg@gmail.com] + */ + +using UnityEngine; + +public class HealthBarHUDTester : MonoBehaviour +{ + public void AddHealth() + { + PlayerStats.Instance.AddHealth(); + } + + public void Heal(float health) + { + PlayerStats.Instance.Heal(health); + } + + public void Hurt(float dmg) + { + PlayerStats.Instance.TakeDamage(dmg); + } +} diff --git a/Gameton-06/Assets/HealthHeartSystem/Scripts/HealthBarHUDTester.cs.meta b/Gameton-06/Assets/HealthHeartSystem/Scripts/HealthBarHUDTester.cs.meta new file mode 100644 index 00000000..143d6583 --- /dev/null +++ b/Gameton-06/Assets/HealthHeartSystem/Scripts/HealthBarHUDTester.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dcf2586f5b209a045af9dff869aa39f4 +timeCreated: 1528773206 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/HealthHeartSystem/Scripts/PlayerStats.cs b/Gameton-06/Assets/HealthHeartSystem/Scripts/PlayerStats.cs new file mode 100644 index 00000000..13654058 --- /dev/null +++ b/Gameton-06/Assets/HealthHeartSystem/Scripts/PlayerStats.cs @@ -0,0 +1,67 @@ +/* + * Author: ariel oliveira [o.arielg@gmail.com] + */ + +using UnityEngine; + +public class PlayerStats : MonoBehaviour +{ + public delegate void OnHealthChangedDelegate(); + public OnHealthChangedDelegate onHealthChangedCallback; + + #region Sigleton + private static PlayerStats instance; + public static PlayerStats Instance + { + get + { + if (instance == null) + instance = FindObjectOfType(); + return instance; + } + } + #endregion + + [SerializeField] + private float health; + [SerializeField] + private float maxHealth; + [SerializeField] + private float maxTotalHealth; + + public float Health { get { return health; } } + public float MaxHealth { get { return maxHealth; } } + public float MaxTotalHealth { get { return maxTotalHealth; } } + + public void Heal(float health) + { + this.health += health; + ClampHealth(); + } + + public void TakeDamage(float dmg) + { + health -= dmg; + ClampHealth(); + } + + public void AddHealth() + { + if (maxHealth < maxTotalHealth) + { + maxHealth += 1; + health = maxHealth; + + if (onHealthChangedCallback != null) + onHealthChangedCallback.Invoke(); + } + } + + void ClampHealth() + { + health = Mathf.Clamp(health, 0, maxHealth); + + if (onHealthChangedCallback != null) + onHealthChangedCallback.Invoke(); + } +} diff --git a/Gameton-06/Assets/HealthHeartSystem/Scripts/PlayerStats.cs.meta b/Gameton-06/Assets/HealthHeartSystem/Scripts/PlayerStats.cs.meta new file mode 100644 index 00000000..b86d9969 --- /dev/null +++ b/Gameton-06/Assets/HealthHeartSystem/Scripts/PlayerStats.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ec0b64c0b1dccc64d91eee52d85267bd +timeCreated: 1528773206 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/HealthHeartSystem/readme.txt b/Gameton-06/Assets/HealthHeartSystem/readme.txt new file mode 100644 index 00000000..0aff3705 --- /dev/null +++ b/Gameton-06/Assets/HealthHeartSystem/readme.txt @@ -0,0 +1,8 @@ +How it works? +All heart containers are instantiated at start, and unused heart containers are disabled until being used. +The property fillAMount of UI Images are used to fill the hearts. 1 heart equals to 1 health. + +Why using floats? +Well, this assets was originally part of a game of mine, where the player would have a health between 3 and 20. Monsters +would deal about 1 damage, and later in the game the player could get armors (reducing damage by 25% or 50%, multiplying +the damage by 0.75f or 0.5f, respectively). \ No newline at end of file diff --git a/Gameton-06/Assets/HealthHeartSystem/readme.txt.meta b/Gameton-06/Assets/HealthHeartSystem/readme.txt.meta new file mode 100644 index 00000000..425ba78a --- /dev/null +++ b/Gameton-06/Assets/HealthHeartSystem/readme.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 780e5d2cf97f26e4596b2505309867ff +timeCreated: 1528808420 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween.meta b/Gameton-06/Assets/LeanTween.meta new file mode 100644 index 00000000..0bc313d3 --- /dev/null +++ b/Gameton-06/Assets/LeanTween.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5e6a0fa47acf54892bbdae89028eaec3 diff --git a/Gameton-06/Assets/LeanTween/Documentation.meta b/Gameton-06/Assets/LeanTween/Documentation.meta new file mode 100644 index 00000000..69aee151 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6737b2aaab0f546e39693df5f551dfc8 diff --git a/Gameton-06/Assets/LeanTween/Documentation/assets.meta b/Gameton-06/Assets/LeanTween/Documentation/assets.meta new file mode 100644 index 00000000..ed25ad6d --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/assets.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cb26df1b849af495bbce0f91bac5a3f7 diff --git a/Gameton-06/Assets/LeanTween/Documentation/assets/css.meta b/Gameton-06/Assets/LeanTween/Documentation/assets/css.meta new file mode 100644 index 00000000..03b114ed --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/assets/css.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1f4f05e2c3c7b4c5eb028eb9c0c93886 diff --git a/Gameton-06/Assets/LeanTween/Documentation/assets/css/main.css b/Gameton-06/Assets/LeanTween/Documentation/assets/css/main.css new file mode 100644 index 00000000..621cf576 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/assets/css/main.css @@ -0,0 +1,836 @@ +/* +Font sizes for all selectors other than the body are given in percentages, +with 100% equal to 13px. To calculate a font size percentage, multiply the +desired size in pixels by 7.6923076923. + +Here's a quick lookup table: + +10px - 76.923% +11px - 84.615% +12px - 92.308% +13px - 100% +14px - 107.692% +15px - 115.385% +16px - 123.077% +17px - 130.769% +18px - 138.462% +19px - 146.154% +20px - 153.846% +*/ + + +html { + background: #fff; + color: #333; + overflow-y: scroll; +} + +body { + font: 13px/1.4 'Lucida Grande', 'Lucida Sans Unicode', 'DejaVu Sans', 'Bitstream Vera Sans', 'Helvetica', 'Arial', sans-serif; + margin: 0; + padding: 0; +} + +/* -- Links ----------------------------------------------------------------- */ +a { + color: #356de4; + text-decoration: none; +} + +.hidden { + display: none; +} + +a:hover { text-decoration: underline; } + +/* "Jump to Table of Contents" link is shown to assistive tools, but hidden from + sight until it's focused. */ +.jump { + position: absolute; + padding: 3px 6px; + left: -99999px; + top: 0; +} + +.jump:focus { left: 40%; } + +/* -- Paragraphs ------------------------------------------------------------ */ +p { margin: 1.3em 0; } +dd p, td p { margin-bottom: 0; } +dd p:first-child, td p:first-child { margin-top: 0; } + +/* -- Headings -------------------------------------------------------------- */ +h1, h2, h3, h4, h5, h6 { + color: #D98527;/*was #f80*/ + font-family: 'Trebuchet MS', sans-serif; + font-weight: bold; + line-height: 1.1; + margin: 1.1em 0 0.5em; +} + +h1 { + font-size: 184.6%; + color: #30418C; + margin: 0.75em 0 0.5em; +} + +h2 { + font-size: 153.846%; + color: #E48A2B; +} + +h3 { font-size: 138.462%; } + +h4 { + border-bottom: 1px solid #DBDFEA; + color: #E48A2B; + font-size: 115.385%; + font-weight: normal; + padding-bottom: 2px; +} + +h5, h6 { font-size: 107.692%; } + +/* -- Code and examples ----------------------------------------------------- */ +code, kbd, pre, samp { + font-family: Menlo, Monaco, 'DejaVu Sans Mono', 'Bitstream Vera Sans Mono', 'Courier New', Courier, monospace; + font-size: 92.308%; + line-height: 1.35; +} + +p code, p kbd, p samp { + background: #FCFBFA; + border: 1px solid #EFEEED; + padding: 0 3px; +} + +a code, a kbd, a samp, +pre code, pre kbd, pre samp, +table code, table kbd, table samp, +.intro code, .intro kbd, .intro samp, +.toc code, .toc kbd, .toc samp { + background: none; + border: none; + padding: 0; +} + +pre.code, pre.terminal, pre.cmd { + overflow-x: auto; + *overflow-x: scroll; + padding: 0.3em 0.6em; +} + +pre.code { + background: #FCFBFA; + border: 1px solid #EFEEED; + border-left-width: 5px; +} + +pre.terminal, pre.cmd { + background: #F0EFFC; + border: 1px solid #D0CBFB; + border-left: 5px solid #D0CBFB; +} + +/* Don't reduce the font size of // elements inside
+   blocks. */
+pre code, pre kbd, pre samp { font-size: 100%; }
+
+/* Used to denote text that shouldn't be selectable, such as line numbers or
+   shell prompts. Guess which browser this doesn't work in. */
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+    -khtml-user-select: none;
+    -webkit-user-select: none;
+    -o-user-select: none;
+    user-select: none;
+}
+
+/* -- Lists ----------------------------------------------------------------- */
+dd { margin: 0.2em 0 0.7em 1em; }
+dl { margin: 1em 0; }
+dt { font-weight: bold; }
+
+/* -- Tables ---------------------------------------------------------------- */
+caption, th { text-align: left; }
+
+table {
+    border-collapse: collapse;
+    width: 100%;
+}
+
+td, th {
+    border: 1px solid #fff;
+    padding: 5px 12px;
+    vertical-align: top;
+}
+
+td { background: #E6E9F5; }
+td dl { margin: 0; }
+td dl dl { margin: 1em 0; }
+td pre:first-child { margin-top: 0; }
+
+th {
+    background: #D2D7E6;/*#97A0BF*/
+    border-bottom: none;
+    border-top: none;
+    color: #000;/*#FFF1D5*/
+    font-family: 'Trebuchet MS', sans-serif;
+    font-weight: bold;
+    line-height: 1.3;
+    white-space: nowrap;
+}
+
+
+/* -- Layout and Content ---------------------------------------------------- */
+#doc {
+    margin: auto;
+    min-width: 1024px;
+}
+
+.content { padding: 0 20px 0 25px; }
+
+.sidebar {
+    padding: 0 15px 0 10px;
+}
+#bd {
+    padding: 7px 0 130px;
+    position: relative;
+    width: 99%;
+}
+
+/* -- Table of Contents ----------------------------------------------------- */
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+/* The #toc id refers to the single global table of contents, while the .toc
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+.toc li { font-weight: bold; }
+.toc li li { font-weight: normal; }
+
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+.example {
+    -moz-border-radius: 4px;
+    -webkit-border-radius: 4px;
+    border-radius: 4px;
+    -moz-box-shadow: 0 0 5px #bfbfbf;
+    -webkit-box-shadow: 0 0 5px #bfbfbf;
+    box-shadow: 0 0 5px #bfbfbf;
+    padding: 0.5em 0.5em 0.5em 0.5em;
+    background-color: #EFF2FA;
+}
+.intro {
+    background: none repeat scroll 0 0 #F0F1F8; border: 1px solid #D4D8EB; padding: 0 1em;
+}
+
+.example h4{
+    margin:0.0em 0 0.0em;
+}
+
+.example p {
+    margin:0.3em 0;
+}
+
+
+/* -- Other Styles ---------------------------------------------------------- */
+
+/* These are probably YUI-specific, and should be moved out of Selleck's default
+   theme. */
+
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+    background: -moz-linear-gradient(top, #f5f5f5 0%, #efefef 50%, #e5e5e5 51%, #dfdfdf 100%); /* firefox */
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+    filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#f5f5f5', endColorstr='#dfdfdf',GradientType=0 ); /* ie */
+}
+
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+    border-color: #466899;
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+    text-shadow: 1px 1px 0 #222;
+
+    background: #6396D8; /* old browsers */
+    background: -moz-linear-gradient(top, #6396D8 0%, #5A83BC 50%, #547AB7 51%, #466899 100%); /* firefox */
+    background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#6396D8), color-stop(50%,#5A83BC), color-stop(51%,#547AB7), color-stop(100%,#466899)); /* webkit */
+    filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#6396D8', endColorstr='#466899',GradientType=0 ); /* ie */
+}
+
+.newwindow { text-align: center; }
+
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+}
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+    font-size:11px;
+}
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+    margin:0 0 0.6em 0;
+}
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+}
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+}
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+}
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+    cursor: help;
+}
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+}
+
+ul li p {
+    margin-top: 0;
+}
+
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+    font-size: 110%;
+}
+
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+.apidocs .properties .extends .property,
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+.apidocs .events .extends .event {
+    font-weight: bold;
+}
+
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+.apidocs .events .extends .inherited {
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+}
+
+#hd {
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+    background: -moz-linear-gradient(top,#DCDBD9 0,#F6F5F3 100%);
+    background: -webkit-gradient(linear,left top,left bottom,color-stop(0%,#DCDBD9),color-stop(100%,#F6F5F3));
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+    border-bottom: 1px solid #DFDFDF;
+    padding: 0 15px 1px 20px;
+    margin-bottom: 15px;
+}
+
+#hd img {
+    margin-right: 10px;
+    vertical-align: middle;
+}
+
+
+/* -- API Docs CSS ---------------------------------------------------------- */
+
+/*
+This file is organized so that more generic styles are nearer the top, and more
+specific styles are nearer the bottom of the file. This allows us to take full
+advantage of the cascade to avoid redundant style rules. Please respect this
+convention when making changes.
+*/
+
+/* -- Generic TabView styles ------------------------------------------------ */
+
+/*
+These styles apply to all API doc tabviews. To change styles only for a
+specific tabview, see the other sections below.
+*/
+
+.yui3-js-enabled .apidocs .tabview {
+    visibility: visible; /* Hide until the TabView finishes rendering. */
+    _visibility: visible;
+}
+
+.apidocs .tabview.yui3-tabview-content { visibility: visible; }
+.apidocs .tabview .yui3-tabview-panel { background: #fff; }
+
+/* -- Generic Content Styles ------------------------------------------------ */
+
+/* Headings */
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+    color: #30418C;
+    font-weight: bold;
+    text-decoration: none;
+}
+
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+    float: right;
+    font-size: 15px;
+    margin: 4px 4px 6px;
+    padding: 6px 30px 5px;
+}
+
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+
+/* Generic box styles. */
+.apidocs .box {
+    border: 1px solid;
+    border-radius: 3px;
+    margin: 1em 0;
+    padding: 0 1em;
+}
+
+/* A flag is a compact, capsule-like indicator of some kind. It's used to
+   indicate private and protected items, item return types, etc. in an
+   attractive and unobtrusive way. */
+.apidocs .flag {
+    background: #bababa;
+    border-radius: 3px;
+    color: #fff;
+    font-size: 11px;
+    margin: 0 0.5em;
+    padding: 2px 4px 1px;
+}
+
+/* Class/module metadata such as "Uses", "Extends", "Defined in", etc. */
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+    background: #f9f9f9;
+    border-color: #efefef;
+    color: #555;
+    font-size: 11px;
+    padding: 3px 6px;
+}
+
+.apidocs .meta p { margin: 0; }
+
+/* Deprecation warning. */
+.apidocs .box.deprecated,
+.apidocs .flag.deprecated {
+    background: #fdac9f;
+    border: 1px solid #fd7775;
+}
+
+.apidocs .box.deprecated p { margin: 0.5em 0; }
+.apidocs .flag.deprecated { color: #333; }
+
+/* Module/Class intro description. */
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+    background: #f0f1f8;
+    border-color: #d4d8eb;
+}
+
+/* Loading spinners. */
+#bd.loading .apidocs,
+#api-list.loading .yui3-tabview-panel {
+    background: #fff url(../img/spinner.gif) no-repeat center 70px;
+    min-height: 150px;
+}
+
+#bd.loading .apidocs .content,
+#api-list.loading .yui3-tabview-panel .apis {
+    display: none;
+}
+
+.apidocs .no-visible-items { color: #666; }
+
+/* Generic inline list. */
+.apidocs ul.inline {
+    display: inline;
+    list-style: none;
+    margin: 0;
+    padding: 0;
+}
+
+.apidocs ul.inline li { display: inline; }
+
+/* Comma-separated list. */
+.apidocs ul.commas li:after { content: ','; }
+.apidocs ul.commas li:last-child:after { content: ''; }
+
+/* Keyboard shortcuts. */
+kbd .cmd { font-family: Monaco, Helvetica; }
+
+/* -- Generic Access Level styles ------------------------------------------- */
+.apidocs .item.protected,
+.apidocs .item.private,
+.apidocs .index-item.protected,
+.apidocs .index-item.deprecated,
+.apidocs .index-item.private {
+    display: none;
+}
+
+.show-deprecated .item.deprecated,
+.show-deprecated .index-item.deprecated,
+.show-protected .item.protected,
+.show-protected .index-item.protected,
+.show-private .item.private,
+.show-private .index-item.private {
+    display: block;
+}
+
+.hide-inherited .item.inherited,
+.hide-inherited .index-item.inherited {
+    display: none;
+}
+
+/* -- Generic Item Index styles --------------------------------------------- */
+.apidocs .index { margin: 1.5em 0 3em; }
+
+.apidocs .index h3 {
+    border-bottom: 1px solid #efefef;
+    color: #333;
+    font-size: 13px;
+    margin: 2em 0 0.6em;
+    padding-bottom: 2px;
+}
+
+.apidocs .index .no-visible-items { margin-top: 2em; }
+
+.apidocs .index-list {
+    border-color: #efefef;
+    font-size: 12px;
+    list-style: none;
+    margin: 0;
+    padding: 0;
+    -moz-column-count: 4;
+    -moz-column-gap: 10px;
+    -moz-column-width: 170px;
+    -ms-column-count: 4;
+    -ms-column-gap: 10px;
+    -ms-column-width: 170px;
+    -o-column-count: 4;
+    -o-column-gap: 10px;
+    -o-column-width: 170px;
+    -webkit-column-count: 4;
+    -webkit-column-gap: 10px;
+    -webkit-column-width: 170px;
+    column-count: 4;
+    column-gap: 10px;
+    column-width: 170px;
+}
+
+.apidocs .no-columns .index-list {
+    -moz-column-count: 1;
+    -ms-column-count: 1;
+    -o-column-count: 1;
+    -webkit-column-count: 1;
+    column-count: 1;
+}
+
+.apidocs .index-item { white-space: nowrap; }
+
+.apidocs .index-item .flag {
+    background: none;
+    border: none;
+    color: #afafaf;
+    display: inline;
+    margin: 0 0 0 0.2em;
+    padding: 0;
+}
+
+/* -- Generic API item styles ----------------------------------------------- */
+.apidocs .args {
+    display: inline;
+    margin: 0 0.5em;
+}
+
+.apidocs .flag.chainable { background: #46ca3b; }
+.apidocs .flag.protected { background: #9b86fc; }
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+.apidocs .flag.async { background: #356de4; }
+.apidocs .flag.required { background: #e60923; }
+
+.apidocs .item {
+    border-bottom: 1px solid #efefef;
+    margin: 1.5em 0 2em;
+    padding-bottom: 2em;
+}
+
+.apidocs .item h4,
+.apidocs .item h5,
+.apidocs .item h6 {
+    color: #333;
+    font-family: inherit;
+    font-size: 100%;
+}
+
+.apidocs .item .description p,
+.apidocs .item pre.code {
+    margin: 1em 0 0;
+}
+
+.apidocs .item .meta {
+    background: none;
+    border: none;
+    padding: 0;
+}
+
+.apidocs .item .name {
+    display: inline;
+    font-size: 14px;
+}
+
+.apidocs .item .type,
+.apidocs .item .type a,
+.apidocs .returns-inline {
+    color: #555;
+}
+
+.apidocs .item .type,
+.apidocs .returns-inline {
+    font-size: 11px;
+    margin: 0 0 0 0;
+}
+
+.apidocs .item .type a { border-bottom: 1px dotted #afafaf; }
+.apidocs .item .type a:hover { border: none; }
+
+/* -- Item Parameter List --------------------------------------------------- */
+.apidocs .params-list {
+    list-style: square;
+    margin: 0 0 0 2em;
+    padding: 0;
+}
+
+.apidocs .param { margin-bottom: 0em; }
+
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+.apidocs .param .type a {
+    color: #666;
+}
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+    margin: 0 0 0 0.5em;
+    *margin-left: 0.5em;
+}
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+
+/* -- Item "Emits" block ---------------------------------------------------- */
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+    background: #f9f9f9;
+    border-color: #eaeaea;
+}
+
+/* -- Item "Returns" block -------------------------------------------------- */
+.apidocs .item .returns .type,
+.apidocs .item .returns .type a {
+    font-size: 100%;
+    margin: 0;
+}
+
+/* -- Class Constructor block ----------------------------------------------- */
+.apidocs .constructor .item {
+    border: none;
+    padding-bottom: 0;
+}
+
+/* -- File Source View ------------------------------------------------------ */
+.apidocs .file pre.code,
+#doc .apidocs .file pre.prettyprint {
+    background: inherit;
+    border: none;
+    overflow: visible;
+    padding: 0;
+}
+
+.apidocs .L0,
+.apidocs .L1,
+.apidocs .L2,
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+.apidocs .L5,
+.apidocs .L6,
+.apidocs .L7,
+.apidocs .L8,
+.apidocs .L9 {
+    background: inherit;
+}
+
+/* -- Submodule List -------------------------------------------------------- */
+.apidocs .module-submodule-description {
+    font-size: 12px;
+    margin: 0.3em 0 1em;
+}
+
+.apidocs .module-submodule-description p:first-child { margin-top: 0; }
+
+/* -- Sidebar TabView ------------------------------------------------------- */
+#api-tabview { margin-top: 0.6em; }
+
+#api-tabview-filter,
+#api-tabview-panel {
+    border: 1px solid #dfdfdf;
+}
+
+#api-tabview-filter {
+    border-bottom: none;
+    border-top: none;
+    padding: 0.6em 10px 0 10px;
+}
+
+#api-tabview-panel { border-top: none; }
+#api-filter { width: 97%; }
+
+.yui3-u-1-4{
+    width:21%;
+}
+
+/* -- Content TabView ------------------------------------------------------- */
+#classdocs .yui3-tabview-panel { border: none; }
+
+/* -- Source File Contents -------------------------------------------------- */
+.prettyprint li.L0,
+.prettyprint li.L1,
+.prettyprint li.L2,
+.prettyprint li.L3,
+.prettyprint li.L5,
+.prettyprint li.L6,
+.prettyprint li.L7,
+.prettyprint li.L8 {
+    list-style: decimal;
+}
+
+/* -- API options ----------------------------------------------------------- */
+#api-options {
+    font-size: 11px;
+    margin-top: 2.2em;
+    position: absolute;
+    right: 1.5em;
+}
+
+/*#api-options label { margin-right: 0.6em; }*/
+
+/* -- API list -------------------------------------------------------------- */
+#api-list {
+    margin-top: 1.5em;
+    *zoom: 1;
+}
+
+.apis {
+    font-size: 12px;
+    line-height: 1.4;
+    list-style: none;
+    margin: 0;
+    padding: 0.5em 0 0.5em 0.4em;
+}
+
+.apis a {
+    border: 1px solid transparent;
+    display: block;
+    margin: 0 0 0 -4px;
+    padding: 1px 4px 0;
+    text-decoration: none;
+    _border: none;
+    _display: inline;
+}
+
+.apis a:hover,
+.apis a:focus {
+    background: #E8EDFC;
+    background: -moz-linear-gradient(top, #e8edfc 0%, #becef7 100%);
+    background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#E8EDFC), color-stop(100%,#BECEF7));
+    border-color: #AAC0FA;
+    border-radius: 3px;
+    color: #333;
+    outline: none;
+}
+
+.api-list-item a:hover,
+.api-list-item a:focus {
+    font-weight: bold;
+    text-shadow: 1px 1px 1px #fff;
+}
+
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+.apis .result a { padding: 3px 5px 2px; }
+
+.apis .result .type {
+    right: 4px;
+    top: 7px;
+}
+
+.api-list-item .yui3-highlight {
+    font-weight: bold;
+}
+
+#advertising{
+    text-align: center;
+    background-color: #e4e9f6;
+    padding: 5px 0 5px 0;
+}
+
+#advertising img{
+    border:1px solid black;
+}
+
+#advertising *{
+    line-height:1.0;
+    display: block;
+    margin: 5px auto 5px auto;
+    margin-right: auto;
+}
+
+#support{
+    margin-top:8px;
+}
+
+#support td{
+    background:none;
+    border:none;
+    padding:0px;
+}
+
diff --git a/Gameton-06/Assets/LeanTween/Documentation/assets/css/main.css.meta b/Gameton-06/Assets/LeanTween/Documentation/assets/css/main.css.meta
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@@ -0,0 +1,2 @@
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+timeCreated: 1479470953
+licenseType: Store
+DefaultImporter:
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+  assetBundleVariant: 
diff --git a/Gameton-06/Assets/LeanTween/Documentation/assets/index.html b/Gameton-06/Assets/LeanTween/Documentation/assets/index.html
new file mode 100644
index 00000000..487fe15b
--- /dev/null
+++ b/Gameton-06/Assets/LeanTween/Documentation/assets/index.html
@@ -0,0 +1,10 @@
+
+
+    
+        Redirector
+        
+    
+    
+        Click here to redirect
+    
+
diff --git a/Gameton-06/Assets/LeanTween/Documentation/assets/index.html.meta b/Gameton-06/Assets/LeanTween/Documentation/assets/index.html.meta
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new file mode 100644
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diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LTBezierPath.html b/Gameton-06/Assets/LeanTween/Documentation/classes/LTBezierPath.html
new file mode 100644
index 00000000..e75ddb56
--- /dev/null
+++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LTBezierPath.html
@@ -0,0 +1,793 @@
+
+
+
+    
+    LTBezierPath
+    
+    
+    
+    
+    
+    
+    
+    
+
+
+
+
+
+
+

- Developed by Dented Pixel
+
+
+ API Docs for: LeanTween 2.50
+ + + + + +
+

Support LeanTween!

+ +
+
+ + + + + + + +
+
+
+ +

Maintaining and adding new features takes time, your support is appreciated.

+
+
+ + +
+
+ Show: + + + + + + + +
+ +
+
+
+

LTBezierPath Class

+
+ + +
+ Defined in: LeanTween.cs:2944 +
+ + +
+ + +
+

Manually animate along a bezier path with this class

+ +
+ +
+

Constructor

+
+

LTBezierPath

+ +
+ (
    +
  • + pts +
  • +
) +
+ + + + + + + + +
+

+ Defined in + LeanTween.cs:2944 +

+ + + +
+ +
+ +
+ +
+

Parameters:

+ +
    +
  • + pts + Vector3 Array + + +
    +

    A set of points that define one or many bezier paths (the paths should be passed in multiples of 4, which correspond to each individual bezier curve)
    + It goes in the order: startPoint,endControl,startControl,endPoint - Note: the control for the end and start are reversed! This is just a quirk of the API.
    +

    + +
    + +
  • +
+
+ + +
+

Example:

+ +
+

LTBezierPath ltPath = new LTBezierPath( new Vector3[] { new Vector3(0f,0f,0f),new Vector3(1f,0f,0f), new Vector3(1f,0f,0f), new Vector3(1f,1f,0f)} );

+ LeanTween.move(lt, ltPath.vec3, 4.0f).setOrientToPath(true).setDelay(1f).setEase(LeanTweenType.easeInOutQuad); // animate
+ Vector3 pt = ltPath.point( 0.6f ); // retrieve a point along the path

+ +
+
+
+
+ +
+ + +
+
+

Item Index

+ +
+

Methods

+ + +
+ +
+

Properties

+ + +
+ + +
+ +
+

Methods

+ +
+

place

+ +
+ (
    +
  • + transform:Transform +
  • +
  • + ratio:float +
  • +
) +
+ + + + + + + + +
+

+ Defined in + LeanTween.cs:3043 +

+ + + +
+ +
+ Place an object along a certain point on the path (facing the direction perpendicular to the path) +
+ +
+

Parameters:

+ +
    +
  • + transform:Transform + Transform + + +
    +

    the transform of the object you wish to place along the path

    + +
    + +
  • +
  • + ratio:float + Float + + +
    +

    ratio of the point along the path you wish to receive (0-1)

    + +
    + +
  • +
+
+ + +
+

Example:

+ +
+

ltPath.place( transform, 0.6f );

+ +
+
+
+
+

place

+ +
+ (
    +
  • + transform:Transform +
  • +
  • + ratio:float +
  • +
  • + rotation:Vector3 +
  • +
) +
+ + + + + + + + +
+

+ Defined in + LeanTween.cs:3057 +

+ + + +
+ +
+ Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path +
+ +
+

Parameters:

+ +
    +
  • + transform:Transform + Transform + + +
    +

    the transform of the object you wish to place along the path

    + +
    + +
  • +
  • + ratio:float + Float + + +
    +

    ratio of the point along the path you wish to receive (0-1)

    + +
    + +
  • +
  • + rotation:Vector3 + Vector3 + + +
    +

    the direction in which to place the transform ex: Vector3.up

    + +
    + +
  • +
+
+ + +
+

Example:

+ +
+

ltPath.place( transform, 0.6f, Vector3.left );

+ +
+
+
+
+

placeLocal

+ +
+ (
    +
  • + transform:Transform +
  • +
  • + ratio:float +
  • +
) +
+ + + + + + + + +
+

+ Defined in + LeanTween.cs:3075 +

+ + + +
+ +
+ Place an object along a certain point on the path (facing the direction perpendicular to the path) - Local Space, not world-space +
+ +
+

Parameters:

+ +
    +
  • + transform:Transform + Transform + + +
    +

    the transform of the object you wish to place along the path

    + +
    + +
  • +
  • + ratio:float + Float + + +
    +

    ratio of the point along the path you wish to receive (0-1)

    + +
    + +
  • +
+
+ + +
+

Example:

+ +
+

ltPath.placeLocal( transform, 0.6f );

+ +
+
+
+
+

placeLocal

+ +
+ (
    +
  • + transform:Transform +
  • +
  • + ratio:float +
  • +
  • + rotation:Vector3 +
  • +
) +
+ + + + + + + + +
+

+ Defined in + LeanTween.cs:3088 +

+ + + +
+ +
+ Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path - Local Space, not world-space +
+ +
+

Parameters:

+ +
    +
  • + transform:Transform + Transform + + +
    +

    the transform of the object you wish to place along the path

    + +
    + +
  • +
  • + ratio:float + Float + + +
    +

    ratio of the point along the path you wish to receive (0-1)

    + +
    + +
  • +
  • + rotation:Vector3 + Vector3 + + +
    +

    the direction in which to place the transform ex: Vector3.up

    + +
    + +
  • +
+
+ + +
+

Example:

+ +
+

ltPath.placeLocal( transform, 0.6f, Vector3.left );

+ +
+
+
+
+

point

+ +
+ (
    +
  • + ratio:float +
  • +
) +
+ + + Vector3 + + + + + + + + +
+

+ Defined in + LeanTween.cs:3004 +

+ + + +
+ +
+ Retrieve a point along a path +
+ +
+

Parameters:

+ +
    +
  • + ratio:float + Float + + +
    +

    ratio of the point along the path you wish to receive (0-1)

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ Vector3: +

Vector3 position of the point along the path

+ +
+
+ +
+

Example:

+ +
+

transform.position = ltPath.point( 0.6f );

+ +
+
+
+
+

ratioAtPoint

+ +
+ (
    +
  • + point:Vector3 +
  • +
) +
+ + + Float + + + + + + + + +
+

+ Defined in + LeanTween.cs:3125 +

+ + + +
+ +
+ Retrieve the closest ratio near the point +
+ +
+

Parameters:

+ +
    +
  • + point:Vector3 + Vector3 + + +
    +

    given a current location it makes the best approximiation of where it is along the path ratio-wise (0-1)

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ Float: +

float of ratio along the path

+ +
+
+ +
+

Example:

+ +
+

ratioIter = ltBezier.ratioAtPoint( transform.position );

+ +
+
+
+
+ +
+

Properties

+ +
+

distance distance of the path (in unity units)

+ Float + + + + + +
+

+ Defined in + LeanTween.cs:2995 +

+ + +
+ +
+ +
+ + + +
+
+ + +
+
+
+
+
+
+
+
+ + + + + + + + + + diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LTBezierPath.html.meta b/Gameton-06/Assets/LeanTween/Documentation/classes/LTBezierPath.html.meta new file mode 100644 index 00000000..98d07aa2 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LTBezierPath.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f7b721e4275c14b53a73241b9d0b256f diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LTDescr.html b/Gameton-06/Assets/LeanTween/Documentation/classes/LTDescr.html new file mode 100644 index 00000000..d8875f05 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LTDescr.html @@ -0,0 +1,2942 @@ + + + + + LTDescr + + + + + + + + + + + +
+
+
+

- Developed by Dented Pixel
+
+
+ API Docs for: LeanTween 2.50
+ + + + + +
+

Support LeanTween!

+ +
+
+ + + + + + + +
+
+
+ +

Maintaining and adding new features takes time, your support is appreciated.

+
+
+ + +
+
+ Show: + + + + + + + +
+ +
+
+
+

LTDescr Class

+
+ + +
+ Defined in: LTDescr.cs:5 +
+ + +
+ + +
+

Internal Representation of a Tween
+
+ This class represents all of the optional parameters you can pass to a method (it also represents the internal representation of the tween).

+ Optional Parameters are passed at the end of every method:
+
+   Example:
+   LeanTween.moveX( gameObject, 1f, 1f).setEase( LeanTweenType.easeInQuad ).setDelay(1f);
+
+ You can pass the optional parameters in any order, and chain on as many as you wish.
+ You can also pass parameters at a later time by saving a reference to what is returned.
+
+ Retrieve a unique id for the tween by using the "id" property. You can pass this to LeanTween.pause, LeanTween.resume, LeanTween.cancel, LeanTween.isTweening methods
+
+   

Example:

+   int id = LeanTween.moveX(gameObject, 1f, 3f).id;

+
  // pause a specific tween
+   LeanTween.pause(id);
+
  // resume later
+   LeanTween.resume(id);
+
  // check if it is tweening before kicking of a new tween
+   if( LeanTween.isTweening( id ) ){
+       LeanTween.cancel( id );
+       LeanTween.moveZ(gameObject, 10f, 3f);
+   }
+
+ +
+

Constructor

+
+

LTDescr

+ + () + + + + + + + + +
+

+ Defined in + LTDescr.cs:5 +

+ + + +
+ +
+ +
+ + + +
+
+ +
+ + +
+
+

Item Index

+ +
+

Methods

+ + +
+ + + +
+ +
+

Methods

+ +
+

pause

+ + () + + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1183 +

+ + + +
+ +
+

Pause a tween

+ +
+ + +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+
+

resume

+ + () + + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1198 +

+ + + +
+ +
+

Resume a paused tween

+ +
+ + +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+
+

setAxis

+ +
+ (
    +
  • + axis +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1210 +

+ + + +
+ +
+

Set Axis optional axis for tweens where it is relevant

+ +
+ +
+

Parameters:

+ +
    +
  • + axis + Vector3 + + +
    +

    either the tween rotates around, or the direction it faces in the case of setOrientToPath

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setAxis(Vector3.forward);

+ +
+
+
+
+

setDelay

+ +
+ (
    +
  • + float +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1224 +

+ + + +
+ +
+

Delay the start of a tween

+ +
+ +
+

Parameters:

+ +
    +
  • + float + Float + + +
    +

    time The time to complete the tween in

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveX(gameObject, 5f, 2.0f ).setDelay( 1.5f );

+ +
+
+
+
+

setDirection

+ +
+ (
    +
  • + direction:float +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:2260 +

+ + + +
+ +
+

Set the direction of a tween -1f for backwards 1f for forwards (currently only bezier and spline paths are supported)

+ +
+ +
+

Parameters:

+ +
    +
  • + direction:float + Float + + +
    +

    the direction that the tween should run, -1f for backwards 1f for forwards

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ 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);

+ +
+
+
+
+

setEase

+ +
+ (
    +
  • + easeType:LeanTweenType +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1239 +

+ + + +
+ +
+

Set the type of easing used for the tween.

+ +
+ +
+

Parameters:

+ +
    +
  • + easeType:LeanTweenType + LeanTweenType + + +
    +

    the easing type to use

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce );

+ +
+
+
+
+

setEase (AnimationCurve)

+ +
+ (
    +
  • + easeDefinition:AnimationCurve +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1689 +

+ + + +
+ +
+

Set the type of easing used for the tween with a custom curve.

+ +
+ +
+

Parameters:

+ +
    +
  • + easeDefinition:AnimationCurve + AnimationCurve + + +
    +

    an AnimationCure that describes the type of easing you want, this is great for when you want a unique type of movement

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce );

+ +
+
+
+
+

setFrom

+ +
+ (
    +
  • + from:Vector3 +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1730 +

+ + + +
+ +
+

Set the beginning of the tween

+ +
+ +
+

Parameters:

+ +
    +
  • + from:Vector3 + Vector3 + + +
    +

    the point you would like the tween to start at

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ 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) );

+ +
+
+
+
+

setIgnoreTimeScale

+ +
+ (
    +
  • + useUnScaledTime:bool +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1849 +

+ + + +
+ +
+

Set ignore time scale when tweening an object when you want the animation to be time-scale independent (ignores the Time.timeScale value). Great for pause screens, when you want all other action to be stopped (or slowed down)

+ +
+ +
+

Parameters:

+ +
    +
  • + useUnScaledTime:bool + Bool + + +
    +

    whether to use the unscaled time or not

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setIgnoreTimeScale( true );

+ +
+
+
+
+

setLoopClamp

+ +
+ (
    +
  • + loops:int +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1898 +

+ + + +
+ +
+

When the animation gets to the end it starts back at where it began

+ +
+ +
+

Parameters:

+ +
    +
  • + loops:int + Int + + +
    +

    (defaults to -1) how many times you want the loop to happen (-1 for an infinite number of times)

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopClamp( 2 );

+ +
+
+
+
+

setLoopOnce

+ + () + + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1889 +

+ + + +
+ +
+

No looping involved, just run once (the default)

+ +
+ + +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopOnce();

+ +
+
+
+
+

setLoopPingPong

+ +
+ (
    +
  • + loops:int +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1917 +

+ + + +
+ +
+

When the animation gets to the end it then tweens back to where it started (and on, and on)

+ +
+ +
+

Parameters:

+ +
    +
  • + loops:int + Int + + +
    +

    (defaults to -1) how many times you want the loop to happen in both directions (-1 for an infinite number of times). Passing a value of 1 will cause the object to go towards and back from it's destination once.

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopPingPong( 2 );

+ +
+
+
+
+

setOnComplete

+ +
+ (
    +
  • + onComplete:Action +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1937 +

+ + + +
+ +
+

Have a method called when the tween finishes

+ +
+ +
+

Parameters:

+ +
    +
  • + onComplete:Action + Action + + +
    +

    the method that should be called when the tween is finished ex: tweenFinished(){ }

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished );

+ +
+
+
+
+

setOnComplete (object)

+ +
+ (
    +
  • + onComplete:Action<object> +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1951 +

+ + + +
+ +
+

Have a method called when the tween finishes

+ +
+ +
+

Parameters:

+ +
    +
  • + onComplete:Action<object> + Action + + +
    +

    the method that should be called when the tween is finished ex: tweenFinished( object myObj ){ }

    + +
    + + + + + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    object tweenFinishedObj = "hi" as object; + LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished, tweenFinishedObj );

    + +
    +
    + +
    +

    setOnCompleteOnRepeat

    + +
    + (
      +
    • + isOn:bool +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2198 +

    + + + +
    + +
    +

    Set the onComplete method to be called at the end of every loop cycle (also applies to the delayedCall method)

    + +
    + +
    +

    Parameters:

    + +
      +
    • + isOn:bool + Bool + + +
      +

      does call onComplete on every loop cycle

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.delayedCall(gameObject,0.3f, delayedMethod).setRepeat(4).setOnCompleteOnRepeat(true);

    + +
    +
    +
    +
    +

    setOnCompleteOnStart

    + +
    + (
      +
    • + isOn:bool +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2211 +

    + + + +
    + +
    +

    Set the onComplete method to be called at the beginning of the tween (it will still be called when it is completed as well)

    + +
    + +
    +

    Parameters:

    + +
      +
    • + isOn:bool + Bool + + +
      +

      does call onComplete at the start of the tween

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.delayedCall(gameObject, 2f, ()=>{
    // Flash an object 5 times +  LeanTween.alpha(gameObject, 0f, 1f);
    +  LeanTween.alpha(gameObject, 1f, 0f).setDelay(1f);
    + }).setOnCompleteOnStart(true).setRepeat(5);

    + +
    +
    +
    +
    +

    setOnCompleteParam

    + +
    + (
      +
    • + onComplete:object +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1973 +

    + + + +
    + +
    +

    Pass an object to along with the onComplete Function

    + +
    + +
    +

    Parameters:

    + +
      +
    • + onComplete:object + Object + + +
      +

      an object that

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.delayedCall(1.5f, enterMiniGameStart).setOnCompleteParam( new object[]{""+5} );

    + void enterMiniGameStart( object val ){
    +  object[] arr = (object [])val;
    +  int lvl = int.Parse((string)arr[0]);
    + }

    + +
    +
    +
    +
    +

    setOnStart

    + +
    + (
      +
    • + onStart:Action<> +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2244 +

    + + + +
    + +
    +

    Have a method called when the tween starts

    + +
    + +
    +

    Parameters:

    + +
      +
    • + onStart:Action<> + Action<> + + +
      +

      the method that should be called when the tween is starting ex: tweenStarted( ){ }

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    C#:
    + LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( ()=>{ Debug.Log("I started!"); }); + Javascript:
    + LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( function(){ Debug.Log("I started!"); } );

    + +
    +
    +
    +
    +

    setOnUpdate

    + +
    + (
      +
    • + onUpdate:Action<float> +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1992 +

    + + + +
    + +
    +

    Have a method called on each frame that the tween is being animated (passes a float value)

    + +
    + +
    +

    Parameters:

    + +
      +
    • + onUpdate:Action<float> + Action + + +
      +

      a method that will be called on every frame with the float value of the tweened object

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );
    +
    + void tweenMoved( float val ){ }

    + +
    +
    +
    +
    +

    setOnUpdate (object)

    + +
    + (
      +
    • + onUpdate:Action<float,object> +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2054 +

    + + + +
    + +
    +

    Have a method called on each frame that the tween is being animated (passes a float value and a object)

    + +
    + +
    +

    Parameters:

    + +
      +
    • + onUpdate:Action<float,object> + Action + + +
      +

      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

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );
    +
    + void tweenMoved( float val, object obj ){ }

    + +
    +
    +
    +
    +

    setOnUpdate (Vector3)

    + +
    + (
      +
    • + onUpdate:Action<Vector3> +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2088 +

    + + + +
    + +
    +

    Have a method called on each frame that the tween is being animated (passes a float value)

    + +
    + +
    +

    Parameters:

    + +
      +
    • + onUpdate:Action<Vector3> + Action + + +
      +

      a method that will be called on every frame with the float value of the tweened object

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );
    +
    + void tweenMoved( Vector3 val ){ }

    + +
    +
    +
    +
    +

    setOnUpdateParam

    + +
    + (
      +
    • + onUpdateParam:object +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2108 +

    + + + +
    + +
    +

    Have an object passed along with the onUpdate method

    + +
    + +
    +

    Parameters:

    + +
      +
    • + onUpdateParam:object + Object + + +
      +

      an object that will be passed along with the onUpdate method

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );
    +
    + void tweenMoved( float val, object obj ){ }

    + +
    +
    +
    +
    +

    setOrientToPath

    + +
    + (
      +
    • + doesOrient:bool +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2123 +

    + + + +
    + +
    +

    While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon

    + +
    + +
    +

    Parameters:

    + +
      +
    • + doesOrient:bool + Bool + + +
      +

      whether the gameobject will orient to the path it is animating along

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setAxis(Vector3.forward);

    + +
    +
    +
    +
    +

    setOrientToPath2d

    + +
    + (
      +
    • + doesOrient:bool +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2142 +

    + + + +
    + +
    +

    While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon

    + +
    + +
    +

    Parameters:

    + +
      +
    • + doesOrient:bool + Bool + + +
      +

      whether the gameobject will orient to the path it is animating along

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath2d(true).setAxis(Vector3.forward);

    + +
    +
    +
    +
    +

    setOvershoot

    + +
    + (
      +
    • + overshoot:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1650 +

    + + + +
    + +
    +

    Set how far past a tween will overshoot for certain ease types (compatible: easeInBack, easeInOutBack, easeOutBack, easeOutElastic, easeInElastic, easeInOutElastic).

    + +
    + +
    +

    Parameters:

    + +
      +
    • + overshoot:float + Float + + +
      +

      how far past the destination it will go before settling in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutBack ).setOvershoot(2f);

    + +
    +
    +
    +
    +

    setPassed

    + +
    + (
      +
    • + passedTime:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1770 +

    + + + +
    + +
    +

    Set the point of time the tween will start in

    + +
    + +
    +

    Parameters:

    + +
      +
    • + passedTime:float + Float + + +
      +

      the length of time in seconds the tween will start in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    int tweenId = LeanTween.moveX(gameObject, 5f, 2.0f ).id;
    + // Later
    + LTDescr descr = description( tweenId );
    + descr.setPassed( 1f );

    + +
    +
    +
    +
    +

    setPeriod

    + +
    + (
      +
    • + period:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1663 +

    + + + +
    + +
    +

    Set how short the iterations are for certain ease types (compatible: easeOutElastic, easeInElastic, easeInOutElastic).

    + +
    + +
    +

    Parameters:

    + +
      +
    • + period:float + Float + + +
      +

      how short the iterations are that the tween will animate at (default 0.3f)

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutElastic ).setPeriod(0.3f);

    + +
    +
    +
    +
    +

    setPoint

    + +
    + (
      +
    • + point:Vector3 +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2175 +

    + + + +
    + +
    +

    Set the point at which the GameObject will be rotated around

    + +
    + +
    +

    Parameters:

    + +
      +
    • + point:Vector3 + Vector3 + + +
      +

      point at which you want the object to rotate around (local space)

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + 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 );

    + +
    +
    +
    +
    +

    setRecursive

    + +
    + (
      +
    • + useRecursion:bool +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2292 +

    + + + +
    + +
    +

    Set whether or not the tween will recursively effect an objects children in the hierarchy

    + +
    + +
    +

    Parameters:

    + +
      +
    • + useRecursion:bool + Bool + + +
      +

      whether the tween will recursively effect an objects children in the hierarchy

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.alpha(gameObject, 0f, 1f).setRecursive(true);

    + +
    +
    +
    +
    +

    setRepeat

    + +
    + (
      +
    • + repeatNum:int +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1819 +

    + + + +
    + +
    +

    Set the tween to repeat a number of times.

    + +
    + +
    +

    Parameters:

    + +
      +
    • + repeatNum:int + Int + + +
      +

      the number of times to repeat the tween. -1 to repeat infinite times

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 10 ).setLoopPingPong();

    + +
    +
    +
    +
    +

    setScale

    + +
    + (
      +
    • + scale:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1676 +

    + + + +
    + +
    +

    Set how large the effect is for certain ease types (compatible: punch, shake, animation curves).

    + +
    + +
    +

    Parameters:

    + +
      +
    • + scale:float + Float + + +
      +

      how much the ease will be multiplied by (default 1f)

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.punch ).setScale(2f);

    + +
    +
    +
    +
    +

    setSpeed

    + +
    + (
      +
    • + speed:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1804 +

    + + + +
    + +
    +

    Set the finish time of the tween

    + +
    + +
    +

    Parameters:

    + +
      +
    • + speed:float + Float + + +
      +

      the speed in unity units per second you wish the object to travel (overrides the given time)

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + 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

    + +
    +
    +
    +
    +

    setTime

    + +
    + (
      +
    • + finishTime:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1786 +

    + + + +
    + +
    +

    Set the finish time of the tween

    + +
    + +
    +

    Parameters:

    + +
      +
    • + finishTime:float + Float + + +
      +

      the length of time in seconds you wish the tween to complete in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    int tweenId = LeanTween.moveX(gameObject, 5f, 2.0f ).id;
    + // Later
    + LTDescr descr = description( tweenId );
    + descr.setTime( 1f );

    + +
    +
    +
    +
    +

    setTo

    + +
    + (
      +
    • + to:Vector3 +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1704 +

    + + + +
    + +
    +

    Set the end that the GameObject is tweening towards

    + +
    + +
    +

    Parameters:

    + +
      +
    • + to:Vector3 + Vector3 + + +
      +

      point at which you want the tween to reach

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + 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 );
    + // Later your want to change your destination or your destiation is constantly moving
    + descr.setTo( new Vector3(5f,10f,3f) );

    + +
    +
    +
    +
    +

    setUseFrames

    + +
    + (
      +
    • + useFrames:bool +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1863 +

    + + + +
    + +
    +

    Use frames when tweening an object, when you don't want the animation to be time-frame independent...

    + +
    + +
    +

    Parameters:

    + +
      +
    • + useFrames:bool + Bool + + +
      +

      whether to use estimated time or not

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setUseFrames( true );

    + +
    +
    +
    +
    +

    updateNow

    + + () + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:948 +

    + + + +
    + +
    +

    If you need a tween to happen immediately instead of waiting for the next Update call, you can force it with this method

    + +
    + + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 0f ).updateNow();

    + +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LTDescr.html.meta b/Gameton-06/Assets/LeanTween/Documentation/classes/LTDescr.html.meta new file mode 100644 index 00000000..bbd59168 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LTDescr.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 728d9c45462a9409f8b8be1447f59e94 diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LTEvent.html b/Gameton-06/Assets/LeanTween/Documentation/classes/LTEvent.html new file mode 100644 index 00000000..7b10d115 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LTEvent.html @@ -0,0 +1,239 @@ + + + + + LTEvent + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LTEvent Class

    +
    + + +
    + Defined in: LeanTween.cs:3835 +
    + + +
    + + +
    +

    Object that describes the event to an event listener

    + +
    + +
    +

    Constructor

    +
    +

    LTEvent

    + +
    + (
      +
    • + data:object +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3835 +

    + + + +
    + +
    + +
    + +
    +

    Parameters:

    + +
      +
    • + data:object + Object + + +
      +

      Data that has been passed from the dispatchEvent method

      + +
      + +
    • +
    +
    + + +
    +
    + +
    + + +
    +
    +

    Item Index

    + + + + +
    + + + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LTEvent.html.meta b/Gameton-06/Assets/LeanTween/Documentation/classes/LTEvent.html.meta new file mode 100644 index 00000000..7dd3032d --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LTEvent.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2b8203605b4454b009a6fc1e269a8d50 diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LTRect.html b/Gameton-06/Assets/LeanTween/Documentation/classes/LTRect.html new file mode 100644 index 00000000..65d4b009 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LTRect.html @@ -0,0 +1,361 @@ + + + + + LTRect + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LTRect Class

    +
    + + +
    + Defined in: LeanTween.cs:3593 +
    + + +
    + + +
    +

    Animate GUI Elements by creating this object and passing the *.rect variable to the GUI method

    + Example Javascript:
    var bRect:LTRect = new LTRect( 0, 0, 100, 50 );
    + LeanTween.scale( bRect, Vector2(bRect.rect.width, bRect.rect.height) * 1.3, 0.25 );
    + function OnGUI(){
    +   if(GUI.Button(bRect.rect, "Scale")){ }
    + }
    +
    + Example C#:
    + LTRect bRect = new LTRect( 0f, 0f, 100f, 50f );
    + LeanTween.scale( bRect, new Vector2(150f,75f), 0.25f );
    + void OnGUI(){
    +   if(GUI.Button(bRect.rect, "Scale")){ }
    + }

    + +
    + +
    +

    Constructor

    +
    +

    LTRect

    + +
    + (
      +
    • + x:float +
    • +
    • + y:float +
    • +
    • + width:float +
    • +
    • + height:float +
    • +
    • + alpha:float +
    • +
    • + rotation:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3593 +

    + + + +
    + +
    + +
    + +
    +

    Parameters:

    + +
      +
    • + x:float + Float + + +
      +

      X location

      + +
      + +
    • +
    • + y:float + Float + + +
      +

      Y location

      + +
      + +
    • +
    • + width:float + Float + + +
      +

      Width

      + +
      + +
    • +
    • + height:float + Float + + +
      +

      Height

      + +
      + +
    • +
    • + alpha:float + Float + + +
      +

      (Optional) initial alpha amount (0-1)

      + +
      + +
    • +
    • + rotation:float + Float + + +
      +

      (Optional) initial rotation in degrees (0-360)

      + +
      + +
    • +
    +
    + + +
    +
    + +
    + + +
    +
    +

    Item Index

    + + +
    +

    Properties

    + + +
    + + +
    + + +
    +

    Properties

    + +
    +

    rect

    + Rect rect:Rect Rect object that controls the positioning and size + + + + + +
    +

    + Defined in + LeanTween.cs:3620 +

    + + +
    + +
    +

    Pass this value to the GUI Methods

    + +
    + + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LTRect.html.meta b/Gameton-06/Assets/LeanTween/Documentation/classes/LTRect.html.meta new file mode 100644 index 00000000..feec8d2b --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LTRect.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b7ee5979c5f5f428d9c8735d84e09421 diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LTSeq.html b/Gameton-06/Assets/LeanTween/Documentation/classes/LTSeq.html new file mode 100644 index 00000000..2c65e03b --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LTSeq.html @@ -0,0 +1,536 @@ + + + + + LTSeq + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LTSeq Class

    +
    + + +
    + Defined in: LTSeq.cs:5 +
    + + +
    + + +
    +

    Internal Representation of a Sequence
    +
    +   

    Example:

    + var seq = LeanTween.sequence();
    + seq.append(1f); // delay everything one second
    + seq.append( () => { // fire an event before start
    +  Debug.Log("I have started");
    + });
    + seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    + seq.append( (object obj) => { // fire event after tween
    +  var dict = obj as Dictionary<string,string>;
    +  Debug.Log("We are done now obj value:"+dict["hi"]);
    + }, new Dictionary<string,string>(){ {"hi","sup"} } );

    + +
    + +
    +

    Constructor

    +
    +

    LTSeq

    + + () + + + + + + + + +
    +

    + Defined in + LTSeq.cs:5 +

    + + + +
    + +
    + +
    + + + +
    +
    + +
    + + +
    +
    +

    Item Index

    + +
    +

    Methods

    + + +
    + + + +
    + +
    +

    Methods

    + +
    +

    add (method(object))

    + +
    + (
      +
    • + callback:System.Action +
    • +
    ) +
    + + + LTSeq + + + + + + + + +
    +

    + Defined in + LTSeq.cs:130 +

    + + + +
    + +
    +

    Add a time delay to the sequence

    + +
    + +
    +

    Parameters:

    + +
      +
    • + callback:System.Action + System.Action + + +
      +

      method you want to be called

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTSeq: +

    LTSeq an object that you can add tweens, methods and time on to

    + +
    +
    + +
    +

    Example:

    + +
    +

    var seq = LeanTween.sequence();
    + seq.append( () => { // fire an event before start
    +  Debug.Log("I have started");
    + });
    + seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    + seq.append((object obj) => { // fire event after tween +  var dict = obj as Dictionary<string,string>; +  Debug.Log("We are done now obj value:"+dict["hi"]); +  }, new Dictionary<string,string>(){ {"hi","sup"} } );

    + +
    +
    +
    +
    +

    add (tween)

    + + () + + + LTSeq + + + + + + + + +
    +

    + Defined in + LTSeq.cs:164 +

    + + + +
    + +
    +

    Retrieve a sequencer object where you can easily chain together tweens and methods one after another

    + +
    + + +
    +

    Returns:

    + +
    + LTSeq: +

    LTSeq an object that you can add tweens, methods and time on to

    + +
    +
    + +
    +

    Example:

    + +
    +

    var seq = LeanTween.sequence();
    + seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a move tween
    + seq.append( LeanTween.rotateAround( avatar1, Vector3.forward, 360f, 1f ) ); // then do a rotate tween

    + +
    +
    +
    +
    +

    append (delay)

    + +
    + (
      +
    • + delay:float +
    • +
    ) +
    + + + LTSeq + + + + + + + + +
    +

    + Defined in + LTSeq.cs:94 +

    + + + +
    + +
    +

    Add a time delay to the sequence

    + +
    + +
    +

    Parameters:

    + +
      +
    • + delay:float + Float + + +
      +

      amount of time to add to the sequence

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTSeq: +

    LTDescr an object that distinguishes the tween + var seq = LeanTween.sequence();
    + seq.append(1f); // delay everything one second
    + seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween

    + +
    +
    + +
    +
    +

    append (method)

    + +
    + (
      +
    • + callback:System.Action +
    • +
    ) +
    + + + LTSeq + + + + + + + + +
    +

    + Defined in + LTSeq.cs:109 +

    + + + +
    + +
    +

    Add a time delay to the sequence

    + +
    + +
    +

    Parameters:

    + +
      +
    • + callback:System.Action + System.Action + + +
      +

      method you want to be called

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTSeq: +

    LTSeq an object that you can add tweens, methods and time on to

    + +
    +
    + +
    +

    Example:

    + +
    +

    var seq = LeanTween.sequence();
    + seq.append( () => { // fire an event before start
    +  Debug.Log("I have started");
    + });
    + seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    + seq.append( () => { // fire event after tween
    +  Debug.Log("We are done now");
    + });;

    + +
    +
    +
    +
    + + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LTSeq.html.meta b/Gameton-06/Assets/LeanTween/Documentation/classes/LTSeq.html.meta new file mode 100644 index 00000000..5581cf4f --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LTSeq.html.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c2208e3213ef84ee28cb1745e7eb9b26 +timeCreated: 1488755637 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LTSpline.html b/Gameton-06/Assets/LeanTween/Documentation/classes/LTSpline.html new file mode 100644 index 00000000..3d478002 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LTSpline.html @@ -0,0 +1,798 @@ + + + + + LTSpline + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LTSpline Class

    +
    + + +
    + Defined in: LeanTween.cs:3155 +
    + + +
    + + +
    +

    Animate along a set of points that need to be in the format: controlPoint, point1, point2.... pointLast, endControlPoint

    Move a GameObject to a certain location

    + +
    + +
    +

    Constructor

    +
    +

    LTSpline

    + +
    + (
      +
    • + pts +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3155 +

    + + + +
    + +
    + +
    + +
    +

    Parameters:

    + +
      +
    • + pts + Vector3 Array + + +
      +

      A set of points that define the points the path will pass through (starting with starting control point, and ending with a control point)
      + Note: The first and last item just define the angle of the end points, they are not actually used in the spline path itself. If you do not care about the angle you can jus set the first two items and last two items as the same value.

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LTSpline ltSpline = new LTSpline( new Vector3[] { new Vector3(0f,0f,0f),new Vector3(0f,0f,0f), new Vector3(0f,0.5f,0f), new Vector3(1f,1f,0f), new Vector3(1f,1f,0f)} );

    + LeanTween.moveSpline(lt, ltSpline.vec3, 4.0f).setOrientToPath(true).setDelay(1f).setEase(LeanTweenType.easeInOutQuad); // animate
    + Vector3 pt = ltSpline.point( 0.6f ); // retrieve a point along the path

    + +
    +
    +
    +
    + +
    + + +
    +
    +

    Item Index

    + +
    +

    Methods

    + + +
    + + + + +
    + +
    +

    Methods

    + +
    +

    place

    + +
    + (
      +
    • + transform:Transform +
    • +
    • + ratio:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3373 +

    + + + +
    + +
    +

    Place an object along a certain point on the path (facing the direction perpendicular to the path)

    Move a GameObject to a certain location

    + +
    + +
    +

    Parameters:

    + +
      +
    • + transform:Transform + Transform + + +
      +

      the transform of the object you wish to place along the path

      + +
      + +
    • +
    • + ratio:float + Float + + +
      +

      ratio of the point along the path you wish to receive (0-1)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    ltPath.place( transform, 0.6f );

    + +
    +
    +
    +
    +

    place

    + +
    + (
      +
    • + transform:Transform +
    • +
    • + ratio:float +
    • +
    • + rotation:Vector3 +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3386 +

    + + + +
    + +
    +

    Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path

    Move a GameObject to a certain location

    + +
    + +
    +

    Parameters:

    + +
      +
    • + transform:Transform + Transform + + +
      +

      the transform of the object you wish to place along the path

      + +
      + +
    • +
    • + ratio:float + Float + + +
      +

      ratio of the point along the path you wish to receive (0-1)

      + +
      + +
    • +
    • + rotation:Vector3 + Vector3 + + +
      +

      the direction in which to place the transform ex: Vector3.up

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    ltPath.place( transform, 0.6f, Vector3.left );

    + +
    +
    +
    +
    +

    placeLocal

    + +
    + (
      +
    • + transform:Transform +
    • +
    • + ratio:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3405 +

    + + + +
    + +
    +

    Place an object along a certain point on the path (facing the direction perpendicular to the path) - Local Space, not world-space

    Move a GameObject to a certain location

    + +
    + +
    +

    Parameters:

    + +
      +
    • + transform:Transform + Transform + + +
      +

      the transform of the object you wish to place along the path

      + +
      + +
    • +
    • + ratio:float + Float + + +
      +

      ratio of the point along the path you wish to receive (0-1)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    ltPath.placeLocal( transform, 0.6f );

    + +
    +
    +
    +
    +

    placeLocal

    + +
    + (
      +
    • + transform:Transform +
    • +
    • + ratio:float +
    • +
    • + rotation:Vector3 +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3418 +

    + + + +
    + +
    +

    Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path - Local Space, not world-space

    Move a GameObject to a certain location

    + +
    + +
    +

    Parameters:

    + +
      +
    • + transform:Transform + Transform + + +
      +

      the transform of the object you wish to place along the path

      + +
      + +
    • +
    • + ratio:float + Float + + +
      +

      ratio of the point along the path you wish to receive (0-1)

      + +
      + +
    • +
    • + rotation:Vector3 + Vector3 + + +
      +

      the direction in which to place the transform ex: Vector3.up

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    ltPath.placeLocal( transform, 0.6f, Vector3.left );

    + +
    +
    +
    +
    +

    point

    + +
    + (
      +
    • + ratio:float +
    • +
    ) +
    + + + Vector3 + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3332 +

    + + + +
    + +
    +

    Retrieve a point along a path

    Move a GameObject to a certain location

    + +
    + +
    +

    Parameters:

    + +
      +
    • + ratio:float + Float + + +
      +

      ratio of the point along the path you wish to receive (0-1)

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + Vector3: +

    Vector3 position of the point along the path

    + +
    +
    + +
    +

    Example:

    + +
    +

    transform.position = ltSpline.point( 0.6f );

    + +
    +
    +
    +
    +

    ratioAtPoint

    + +
    + (
      +
    • + point:Vector3 +
    • +
    ) +
    + + + Float + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3308 +

    + + + +
    + +
    +

    Retrieve a point along a path

    Move a GameObject to a certain location

    + +
    + +
    +

    Parameters:

    + +
      +
    • + point:Vector3 + Vector3 + + +
      +

      given a current location it makes the best approximiation of where it is along the path ratio-wise (0-1)

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + Float: +

    float of ratio along the path

    + +
    +
    + +
    +

    Example:

    + +
    +

    ratioIter = ltSpline.ratioAtPoint( transform.position );

    + +
    +
    +
    +
    + +
    +

    Properties

    + +
    +

    distance distance of the spline (in unity units)

    + Float + + + + + +
    +

    + Defined in + LeanTween.cs:3171 +

    + + +
    + +
    + +
    + + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LTSpline.html.meta b/Gameton-06/Assets/LeanTween/Documentation/classes/LTSpline.html.meta new file mode 100644 index 00000000..49235afb --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LTSpline.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1adcbb4b77b884a4fb75bde98799d037 diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LeanAudio.html b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanAudio.html new file mode 100644 index 00000000..3be0f1ec --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanAudio.html @@ -0,0 +1,334 @@ + + + + + LeanAudio + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LeanAudio Class

    +
    + + +
    + Defined in: LeanAudio.cs:30 +
    + + +
    + + +
    +

    Create Audio dynamically and easily playback

    + +
    + +
    +

    Constructor

    +
    +

    LeanAudio

    + + () + + + + + + + + +
    +

    + Defined in + LeanAudio.cs:30 +

    + + + +
    + +
    + +
    + + + +
    +
    + +
    + + +
    +
    +

    Item Index

    + +
    +

    Methods

    + + +
    + + + +
    + +
    +

    Methods

    + +
    +

    createAudio

    + +
    + (
      +
    • + volumeCurve:AnimationCurve +
    • +
    • + frequencyCurve:AnimationCurve +
    • +
    • + options:LeanAudioOptions +
    • +
    ) +
    + + + AudioClip + + + + + + + + +
    +

    + Defined in + LeanAudio.cs:65 +

    + + + +
    + +
    +

    Create dynamic audio from a set of Animation Curves and other options.

    + +
    + +
    +

    Parameters:

    + +
      +
    • + volumeCurve:AnimationCurve + AnimationCurve + + +
      +

      describing the shape of the audios volume (from 0-1). The length of the audio is dicated by the end value here.

      + +
      + +
    • +
    • + frequencyCurve:AnimationCurve + AnimationCurve + + +
      +

      describing the width of the oscillations between the sound waves in seconds. Large numbers mean a lower note, while higher numbers mean a tighter frequency and therefor a higher note. Values are usually between 0.01 and 0.000001 (or smaller)

      + +
      + +
    • +
    • + options:LeanAudioOptions + LeanAudioOptions + + +
      +

      You can pass any other values in here like vibrato or the frequency you would like the sound to be encoded at. See LeanAudioOptions for more details.

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + AudioClip: +

    AudioClip of the procedurally generated audio

    + +
    +
    + +
    +

    Example:

    + +
    +

    AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));
    + AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));
    + AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0f,0f)} ));

    + +
    +
    +
    +
    + + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LeanAudio.html.meta b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanAudio.html.meta new file mode 100644 index 00000000..c4665108 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanAudio.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ddb683830b7524ebb8b302202c645c65 diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LeanAudioOptions.html b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanAudioOptions.html new file mode 100644 index 00000000..55c279ca --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanAudioOptions.html @@ -0,0 +1,385 @@ + + + + + LeanAudioOptions + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LeanAudioOptions Class

    +
    + + +
    + Defined in: LeanAudio.cs:316 +
    + + +
    + + +
    +

    Pass in options to LeanAudio

    + +
    + +
    +

    Constructor

    +
    +

    LeanAudioOptions

    + + () + + + + + + + + +
    +

    + Defined in + LeanAudio.cs:316 +

    + + + +
    + +
    + +
    + + + +
    +
    + +
    + + +
    +
    +

    Item Index

    + +
    +

    Methods

    + + +
    + + + +
    + +
    +

    Methods

    + +
    +

    setFrequency

    + +
    + (
      +
    • + frequencyRate:int +
    • +
    ) +
    + + + LeanAudioOptions + + + + + + + + +
    +

    + Defined in + LeanAudio.cs:343 +

    + + + +
    + +
    +

    Set the frequency for the audio is encoded. 44100 is CD quality, but you can usually get away with much lower (or use a lower amount to get a more 8-bit sound).

    + +
    + +
    +

    Parameters:

    + +
      +
    • + frequencyRate:int + Int + + +
      +

      of the frequency you wish to encode the AudioClip at

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LeanAudioOptions: +

    LeanAudioOptions describing optional values

    + +
    +
    + +
    +

    Example:

    + +
    +

    AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));
    + AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));
    + AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0f,0f)} ).setFrequency(12100) );

    + +
    +
    +
    +
    +

    setVibrato

    + +
    + (
      +
    • + vibratoArray:Vector3[] +
    • +
    ) +
    + + + LeanAudioOptions + + + + + + + + +
    +

    + Defined in + LeanAudio.cs:359 +

    + + + +
    + +
    +

    Set details about the shape of the curve by adding vibrato modulations through it (alters the peak values giving it a wah-wah effect). You can add as many as you want to sculpt out more detail in the sound wave.

    + +
    + +
    +

    Parameters:

    + +
      +
    • + vibratoArray:Vector3[] + Vector3 + + +
      +

      The first value is the period in seconds that you wish to have the vibrato wave fluctuate at. The second value is the minimum height you wish the vibrato wave to dip down to (default is zero). The third is reserved for future effects.

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LeanAudioOptions: +

    LeanAudioOptions describing optional values

    + +
    +
    + +
    +

    Example:

    + +
    +

    AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));
    + AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));
    + AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0.3f,0f)} ).setFrequency(12100) );

    + +
    +
    +
    +
    + + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LeanAudioOptions.html.meta b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanAudioOptions.html.meta new file mode 100644 index 00000000..fcb8d15f --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanAudioOptions.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ff952359765254c20b97874f5949c0d7 diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LeanSmooth.html b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanSmooth.html new file mode 100644 index 00000000..750d2afb --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanSmooth.html @@ -0,0 +1,1960 @@ + + + + + LeanSmooth + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LeanSmooth Class

    +
    + + +
    + Defined in: LeanSmooth.cs:5 +
    + + +
    + + +
    +

    Use these smooth methods to move one value towards another

    + Example:
    fromY = LeanSmooth.spring(fromY, followArrow.localPosition.y, ref velocityY, 1.1f);
    + fromVec3 = LeanSmooth.damp(fromVec3, dude5Title.localPosition, ref velocityVec3, 1.1f);
    + fromColor = LeanSmooth.damp(fromColor, dude5Title.GetComponent().material.color, ref velocityColor, 1.1f);
    + Debug.Log("Smoothed y:" + fromY + " vec3:" + fromVec3 + " color:" + fromColor);

    + +
    + + +
    + + +
    + + +
    +

    Methods

    + +
    +

    LeanSmooth.bounceOut (Color)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + currentVelocity:float +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    • + [friction] +
    • +
    • + [accelRate] +
    • +
    • + [hitDamping] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:338 +

    + + + +
    + +
    + Moves one color towards another (with an ease that bounces back some when it reaches it's destination) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Color + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Color + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:float + Color + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    • + [friction] + Float + optional + + +
      +

      :float rate at which the spring is slowed down once it reaches it's destination

      + +
      + +
    • +
    • + [accelRate] + Float + optional + + +
      +

      :float the rate it accelerates from it's initial position

      + +
      + +
    • +
    • + [hitDamping] + Float + optional + + +
      +

      :float the rate at which to dampen the bounciness of when it reaches it's destination

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    fromColor = LeanSmooth.bounceOut(fromColor, transform.GetComponent().material.color, ref followVelocity, 1.1f);\n + Debug.Log("current:" + fromColor);

    + +
    +
    +
    +
    +

    LeanSmooth.bounceOut (float)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + currentVelocity:float +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    • + [friction] +
    • +
    • + [accelRate] +
    • +
    • + [hitDamping] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:268 +

    + + + +
    + +
    + Moves one value towards another (with an ease that bounces back some when it reaches it's destination) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Float + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Float + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:float + Float + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    • + [friction] + Float + optional + + +
      +

      :float rate at which the spring is slowed down once it reaches it's destination

      + +
      + +
    • +
    • + [accelRate] + Float + optional + + +
      +

      :float the rate it accelerates from it's initial position

      + +
      + +
    • +
    • + [hitDamping] + Float + optional + + +
      +

      :float the rate at which to dampen the bounciness of when it reaches it's destination

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    followVar = LeanSmooth.bounceOut(followVar, destinationVar, ref followVelocity, 1.1f);\n + Debug.Log("current:"+followVar);

    + +
    +
    +
    +
    +

    LeanSmooth.bounceOut (Vector3)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + currentVelocity:float +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    • + [friction] +
    • +
    • + [accelRate] +
    • +
    • + [hitDamping] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:312 +

    + + + +
    + +
    + Moves one value towards another (with an ease that bounces back some when it reaches it's destination) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Vector3 + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Vector3 + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:float + Vector3 + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    • + [friction] + Float + optional + + +
      +

      :float rate at which the spring is slowed down once it reaches it's destination

      + +
      + +
    • +
    • + [accelRate] + Float + optional + + +
      +

      :float the rate it accelerates from it's initial position

      + +
      + +
    • +
    • + [hitDamping] + Float + optional + + +
      +

      :float the rate at which to dampen the bounciness of when it reaches it's destination

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    transform.position = LeanSmooth.bounceOut(transform.position, followTrans.position, ref followVelocity, 1.1f);\n + Debug.Log("current:"+transform.position);

    + +
    +
    +
    +
    +

    LeanSmooth.damp (Color)

    + +
    + (
      +
    • + current:Color +
    • +
    • + target:Color +
    • +
    • + currentVelocity:Color +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:83 +

    + + + +
    + +
    + Moves one color value towards another color (eases in and out to destination with no overshoot) +
    + +
    +

    Parameters:

    + +
      +
    • + current:Color + Float + + +
      +

      the current value

      + +
      + +
    • +
    • + target:Color + Float + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:Color + Float + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    fromColor = LeanSmooth.damp(fromColor, transform.GetComponent().material.color, ref velocityColor, 1.1f);\n + Debug.Log("current:"+fromColor);

    + +
    +
    +
    +
    +

    LeanSmooth.damp (float)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + currentVelocity:float +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:18 +

    + + + +
    + +
    + Moves one value towards another (eases in and out to destination with no overshoot) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Float + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Float + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:float + Float + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    followVar = LeanSmooth.damp(followVar, destinationVar, ref followVelocity, 1.1f);\n + Debug.Log("current:"+followVar);

    + +
    +
    +
    +
    +

    LeanSmooth.damp (Vector3)

    + +
    + (
      +
    • + current:Vector3 +
    • +
    • + target:Vector3 +
    • +
    • + currentVelocity:Vector3 +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:60 +

    + + + +
    + +
    + Moves one value towards another (eases in and out to destination with no overshoot) +
    + +
    +

    Parameters:

    + +
      +
    • + current:Vector3 + Float + + +
      +

      the current value

      + +
      + +
    • +
    • + target:Vector3 + Float + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:Vector3 + Float + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    transform.position = LeanSmooth.damp(transform.position, destTrans.position, ref followVelocity, 1.1f);\n + Debug.Log("current:"+transform.position);

    + +
    +
    +
    +
    +

    LeanSmooth.linear (Color)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + moveSpeed:float +
    • +
    • + deltaTime:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:246 +

    + + + +
    + +
    + Moves one color towards another (at a constant speed) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Color + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Color + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + moveSpeed:float + Float + + +
      +

      the speed at which to move towards the target

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    fromColor = LeanSmooth.linear(fromColor, transform.GetComponent().material.color, 50f);\n + Debug.Log("current:"+fromColor);

    + +
    +
    +
    +
    +

    LeanSmooth.linear (float)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + moveSpeed:float +
    • +
    • + deltaTime:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:193 +

    + + + +
    + +
    + Moves one value towards another (at a constant speed) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Float + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Float + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + moveSpeed:float + Float + + +
      +

      the speed at which to move towards the target

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    followVar = LeanSmooth.linear(followVar, destinationVar, 50f);\n + Debug.Log("current:"+followVar);

    + +
    +
    +
    +
    +

    LeanSmooth.linear (Vector3)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + moveSpeed:float +
    • +
    • + deltaTime:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:225 +

    + + + +
    + +
    + Moves one value towards another (at a constant speed) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Vector3 + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Vector3 + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + moveSpeed:float + Float + + +
      +

      the speed at which to move towards the target

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    transform.position = LeanSmooth.linear(transform.position, followTrans.position, 50f);\n + Debug.Log("current:"+transform.position);

    + +
    +
    +
    +
    +

    LeanSmooth.spring (Color)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + currentVelocity:float +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    • + [friction] +
    • +
    • + [accelRate] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:167 +

    + + + +
    + +
    + Moves one color towards another (eases in and out to destination with possible overshoot bounciness) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Color + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Color + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:float + Color + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    • + [friction] + Float + optional + + +
      +

      :float rate at which the spring is slowed down once it reaches it's destination

      + +
      + +
    • +
    • + [accelRate] + Float + optional + + +
      +

      :float the rate it accelerates from it's initial position

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    fromColor = LeanSmooth.spring(fromColor, transform.GetComponent().material.color, ref velocityColor, 1.1f);\n + Debug.Log("current:"+fromColor);

    + +
    +
    +
    +
    +

    LeanSmooth.spring (float)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + currentVelocity:float +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    • + [friction] +
    • +
    • + [accelRate] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:107 +

    + + + +
    + +
    + Moves one value towards another (eases in and out to destination with possible overshoot bounciness) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Float + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Float + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:float + Float + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    • + [friction] + Float + optional + + +
      +

      :float rate at which the spring is slowed down once it reaches it's destination

      + +
      + +
    • +
    • + [accelRate] + Float + optional + + +
      +

      :float the rate it accelerates from it's initial position

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    followVar = LeanSmooth.spring(followVar, destinationVar, ref followVelocity, 1.1f);\n + Debug.Log("current:"+followVar);

    + +
    +
    +
    +
    +

    LeanSmooth.spring (Vector3)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + currentVelocity:float +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    • + [friction] +
    • +
    • + [accelRate] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:142 +

    + + + +
    + +
    + Moves one value towards another (eases in and out to destination with possible overshoot bounciness) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Vector3 + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Vector3 + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:float + Vector3 + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    • + [friction] + Float + optional + + +
      +

      :float rate at which the spring is slowed down once it reaches it's destination

      + +
      + +
    • +
    • + [accelRate] + Float + optional + + +
      +

      :float the rate it accelerates from it's initial position

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    transform.position = LeanSmooth.spring(transform.position, destTrans.position, ref followVelocity, 1.1f);\n + Debug.Log("current:"+transform.position);

    + +
    +
    +
    +
    + + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LeanSmooth.html.meta b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanSmooth.html.meta new file mode 100644 index 00000000..9926ada1 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanSmooth.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e988e3f0c183c44c29adbd5e82d6fd87 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LeanTween.html b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanTween.html new file mode 100644 index 00000000..bd8d4657 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanTween.html @@ -0,0 +1,8123 @@ + + + + + LeanTween + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LeanTween Class

    +
    + + +
    + Defined in: LeanTween.cs:223 +
    + + +
    + + +
    +

    LeanTween is an efficient tweening engine for Unity3d

    + Index of All Methods | Optional Paramaters that can be passed

    + Optional Parameters are passed at the end of every method
    +
    + Example:
    + LeanTween.moveX( gameObject, 1f, 1f).setEase( LeanTweenType.easeInQuad ).setDelay(1f);
    +
    + You can pass the optional parameters in any order, and chain on as many as you wish!

    + You can also modify this tween later, just save the unique id of the tween.
    +

    Example:

    + int id = LeanTween.moveX(gameObject, 1f, 1f).id;
    + LTDescr d = LeanTween.descr( id );

    + if(d!=null){ // if the tween has already finished it will return null
    +    // change some parameters
    +    d.setOnComplete( onCompleteFunc ).setEase( LeanTweenType.easeInOutBack );
    + }

    + +
    + + +
    + + +
    +
    +

    Item Index

    + +
    +

    Methods

    + + +
    + + + +
    + +
    +

    Methods

    + +
    +

    LeanTween.addListener

    + +
    + (
      +
    • + caller:GameObject +
    • +
    • + eventId:int +
    • +
    • + callback:System.Action<LTEvent> +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2743 +

    + + + +
    + +
    +

    Add a listener method to be called when the appropriate LeanTween.dispatchEvent is called

    + +
    + +
    +

    Parameters:

    + +
      +
    • + caller:GameObject + GameObject + + +
      +

      the gameObject the listener is attached to

      + +
      + +
    • +
    • + eventId:int + Int + + +
      +

      a unique int that describes the event (best to use an enum)

      + +
      + +
    • +
    • + callback:System.Action<LTEvent> + System.Action + + +
      +

      the method to call when the event has been dispatched

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.addListener(gameObject, (int)MyEvents.JUMP, jumpUp);
    +
    + void jumpUp( LTEvent e ){ Debug.Log("jump!"); }

    + +
    +
    +
    +
    +

    LeanTween.alpha

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1090 +

    + + + +
    + +
    + Fade a gameobject's material to a certain alpha value. +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to fade

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      the final alpha value (0-1)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time with which to fade the object

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.alpha(gameObject, 1f, 1f) .setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.alpha

    + +
    + (
      +
    • + ltRect:LTRect +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1111 +

    + + + +
    + +
    + Fade a GUI Object +
    + +
    +

    Parameters:

    + +
      +
    • + ltRect:LTRect + LTRect + + +
      +

      LTRect that you wish to fade

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      the final alpha value (0-1)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time with which to fade the object

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.alpha(ltRect, 1f, 1f) .setEase(LeanTweenType.easeInCirc);

    + +
    +
    +
    +
    +

    LeanTween.alpha (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2089 +

    + + + +
    + +
    + Alpha an Image Component attached to a RectTransform (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final Vector3 with which to tween to (localScale)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.alpha(gameObject.GetComponent<RectTransform>(), 0.5f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.alpha (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2103 +

    + + + +
    + +
    + Change the Color of an Image Component attached to a RectTransform (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final Vector3 with which to tween to (localScale)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.color(gameObject.GetComponent<RectTransform>(), 0.5f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.alphaCanvas

    + +
    + (
      +
    • + rectTransform:RectTransform +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1147 +

    + + + +
    + +
    + Fade a Unity UI Canvas Group +
    + +
    +

    Parameters:

    + +
      +
    • + rectTransform:RectTransform + RectTransform + + +
      +

      RectTransform that the CanvasGroup is attached to

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      the final alpha value (0-1)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time with which to fade the object

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.alphaCanvas(gameObject.GetComponent<RectTransform>(), 0f, 1f) .setLoopPingPong();

    + +
    +
    +
    +
    +

    LeanTween.alphaText

    + +
    + (
      +
    • + rectTransform:RectTransform +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1129 +

    + + + +
    + +
    + Fade a Unity UI Object +
    + +
    +

    Parameters:

    + +
      +
    • + rectTransform:RectTransform + RectTransform + + +
      +

      RectTransform associated with the Text Component you wish to fade

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      the final alpha value (0-1)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time with which to fade the object

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.alphaText(gameObject.GetComponent<RectTransform>(), 1f, 1f) .setEase(LeanTweenType.easeInCirc);

    + +
    +
    +
    +
    +

    LeanTween.alphaVertex

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1163 +

    + + + +
    + +
    + This works by tweening the vertex colors directly +
    + Vertex-based coloring is useful because you avoid making a copy of your + object's material for each instance that needs a different color.
    +
    + A shader that supports vertex colors is required for it to work + (for example the shaders in Mobile/Particles/) +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to alpha

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The alpha value you wish to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time with which to delay before calling the function

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.cancel

    + +
    + (
      +
    • + id:int +
    • +
    • + callOnComplete:bool +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:588 +

    + + + +
    + +
    + Cancel a specific tween with the provided id +
    + +
    +

    Parameters:

    + +
      +
    • + id:int + Int + + +
      +

      unique id that represents that tween

      + +
      + +
    • +
    • + callOnComplete:bool + Bool + + +
      +

      (optional) whether to call the onComplete method before canceling

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    int id = LeanTween.move( gameObject, new Vector3(0f,1f,2f), 1f).id;
    + LeanTween.cancel( id );

    + +
    +
    +
    +
    +

    LeanTween.cancel

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + callOnComplete:bool +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:523 +

    + + + +
    + +
    + Cancel all tweens that are currently targeting the gameObject +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      gameObject whose tweens you wish to cancel

      + +
      + +
    • +
    • + callOnComplete:bool + Bool + + +
      +

      (optional) whether to call the onComplete method before canceling

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.move( gameObject, new Vector3(0f,1f,2f), 1f);
    + LeanTween.cancel( gameObject );

    + +
    +
    +
    +
    +

    LeanTween.cancelAll

    + +
    + (
      +
    • + callComplete:bool +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:501 +

    + + + +
    + +
    + Cancels all tweens +
    + +
    +

    Parameters:

    + +
      +
    • + callComplete:bool + Bool + + +
      +

      (optional) if true, then the all onCompletes will run before canceling

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.cancelAll(true);

    + +
    +
    +
    +
    +

    LeanTween.color

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + to:Color +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1182 +

    + + + +
    + +
    + Change a gameobject's material to a certain color value +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to change the color

      + +
      + +
    • +
    • + to:Color + Color + + +
      +

      the final color value ex: Color.Red, new Color(1.0f,1.0f,0.0f,0.8f)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time with which to fade the object

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.color(gameObject, Color.yellow, 1f) .setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.colorText

    + +
    + (
      +
    • + rectTransform:RectTransform +
    • +
    • + to:Color +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1203 +

    + + + +
    + +
    + Change the color a Unity UI Object +
    + +
    +

    Parameters:

    + +
      +
    • + rectTransform:RectTransform + RectTransform + + +
      +

      RectTransform attached to the Text Component whose color you want to change

      + +
      + +
    • +
    • + to:Color + Color + + +
      +

      the final alpha value ex: Color.Red, new Color(1.0f,1.0f,0.0f,0.8f)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time with which to fade the object

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.colorText(gameObject.GetComponent<RectTransform>(), Color.yellow, 1f) .setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.delayedCall

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1222 +

    + + + +
    + +
    + Call a method after a specified amount of time +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to associate with this delayed call

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      delay The time you wish to pass before the method is called

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.delayedCall(gameObject, 1f, ()=>{
    Debug.Log("I am called one second later!");
    }));

    + +
    +
    +
    +
    +

    LeanTween.descr

    + +
    + (
      +
    • + id:int +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:631 +

    + + + +
    + +
    + Retrieve a tweens LTDescr object to modify +
    + +
    +

    Parameters:

    + +
      +
    • + id:int + Int + + +
      +

      unique id that represents that tween

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    int id = LeanTween.move( gameObject, new Vector3(0f,1f,2f), 1f).setOnComplete( oldMethod ).id;

    +
    // later I want decide I want to change onComplete method
    + LTDescr descr = LeanTween.descr( id );
    + if(descr!=null) // if the tween has already finished it will come back null
    +   descr.setOnComplete( newMethod );
    +
    +
    +
    +
    +

    LeanTween.descriptions

    + +
    + (
      +
    • + id:GameObject +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:665 +

    + + + +
    + +
    + Retrieve a tweens LTDescr object(s) to modify +
    + +
    +

    Parameters:

    + +
      +
    • + id:GameObject + GameObject + + +
      +

      object whose tween descriptions you want to retrieve

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.move( gameObject, new Vector3(0f,1f,2f), 1f).setOnComplete( oldMethod );

    +
    // later I want decide I want to change onComplete method
    + LTDescr[] descr = LeanTween.descriptions( gameObject );
    + if(descr.Length>0) // make sure there is a valid description for this target
    +   descr[0].setOnComplete( newMethod );// in this case we only ever expect there to be one tween on this object
    +
    +
    +
    +
    +

    LeanTween.dispatchEvent

    + +
    + (
      +
    • + eventId:int +
    • +
    • + data:object +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2838 +

    + + + +
    + +
    +

    Tell the added listeners that you are dispatching the event

    + +
    + +
    +

    Parameters:

    + +
      +
    • + eventId:int + Int + + +
      +

      a unique int that describes the event (best to use an enum)

      + +
      + +
    • +
    • + data:object + Object + + +
      +

      Pass data to the listener, access it from the listener with *.data on the LTEvent object

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.dispatchEvent( (int)MyEvents.JUMP, transform );
    +
    + void jumpUp( LTEvent e ){
    +   Transform tran = (Transform)e.data;
    + }

    + +
    +
    +
    +
    +

    LeanTween.dispatchEvent

    + +
    + (
      +
    • + eventId:int +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2827 +

    + + + +
    + +
    +

    Tell the added listeners that you are dispatching the event

    + +
    + +
    +

    Parameters:

    + +
      +
    • + eventId:int + Int + + +
      +

      a unique int that describes the event (best to use an enum)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.dispatchEvent( (int)MyEvents.JUMP );

    + +
    +
    +
    +
    +

    LeanTween.followBounceOut

    + +
    + (
      +
    • + transform:Transform +
    • +
    • + transform:Transform +
    • +
    • + leanProp:LeanProp +
    • +
    • + smoothTime:float +
    • +
    • + [maxSpeed] +
    • +
    • + [friction] +
    • +
    • + [accelRate] +
    • +
    • + [hitDamp] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2597 +

    + + + +
    + +
    + Follow another transforms position/scale/color (with an ease that bounces back some when it reaches it's destination) +
    + +
    +

    Parameters:

    + +
      +
    • + transform:Transform + Transform + + +
      +

      the transform you wish to be the follower

      + +
      + +
    • +
    • + transform:Transform + Transform + + +
      +

      the transform you wish to follow

      + +
      + +
    • +
    • + leanProp:LeanProp + LeanProp + + +
      +

      enum of the type of following you wish to do position, scale, color, etc.

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + [maxSpeed] + Float + optional + + +
      +

      :float maximum speed at which it moves towards the destination

      + +
      + +
    • +
    • + [friction] + Float + optional + + +
      +

      :float rate at which the spring is slowed down once it reaches it's destination

      + +
      + +
    • +
    • + [accelRate] + Float + optional + + +
      +

      :float the rate it accelerates from it's initial position

      + +
      + +
    • +
    • + [hitDamp] + Float + optional + + +
      +

      :float the rate at which to dampen the bounciness of when it reaches it's destination

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.followBounceOut(transform, followTransform, LeanProp.localY, 1.1f);

    + +
    +
    +
    +
    +

    LeanTween.followDamp

    + +
    + (
      +
    • + transform:Transform +
    • +
    • + transform:Transform +
    • +
    • + leanProp:LeanProp +
    • +
    • + smoothTime:float +
    • +
    • + [maxSpeed] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2461 +

    + + + +
    + +
    + Follow another transforms position/scale/color with a damp transition (eases in and out to destination with no overshoot) +
    + +
    +

    Parameters:

    + +
      +
    • + transform:Transform + Transform + + +
      +

      the transform you wish to be the follower

      + +
      + +
    • +
    • + transform:Transform + Transform + + +
      +

      the transform you wish to follow

      + +
      + +
    • +
    • + leanProp:LeanProp + LeanProp + + +
      +

      enum of the type of following you wish to do position, scale, color, etc.

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + [maxSpeed] + Float + optional + + +
      +

      :float maximum speed at which it moves towards the destination

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.followDamp(transform, followTransform, LeanProp.localY, 1.1f);

    + +
    +
    +
    +
    +

    LeanTween.followLinear

    + +
    + (
      +
    • + transform:Transform +
    • +
    • + transform:Transform +
    • +
    • + leanProp:LeanProp +
    • +
    • + moveSpeed:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2666 +

    + + + +
    + +
    + Follow another transforms position/scale/color with a constant speed +
    + +
    +

    Parameters:

    + +
      +
    • + transform:Transform + Transform + + +
      +

      the transform you wish to be the follower

      + +
      + +
    • +
    • + transform:Transform + Transform + + +
      +

      the transform you wish to follow

      + +
      + +
    • +
    • + leanProp:LeanProp + LeanProp + + +
      +

      enum of the type of following you wish to do position, scale, color, etc.

      + +
      + +
    • +
    • + moveSpeed:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.followLinear(transform, followTransform, LeanProp.localY, 50f);

    + +
    +
    +
    +
    +

    LeanTween.followSpring

    + +
    + (
      +
    • + transform:Transform +
    • +
    • + transform:Transform +
    • +
    • + leanProp:LeanProp +
    • +
    • + smoothTime:float +
    • +
    • + [maxSpeed] +
    • +
    • + [friction] +
    • +
    • + [accelRate] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2528 +

    + + + +
    + +
    + Follow another transforms position/scale/color with a springy transition (eases in and out to destination with possible overshoot bounciness) +
    + +
    +

    Parameters:

    + +
      +
    • + transform:Transform + Transform + + +
      +

      the transform you wish to be the follower

      + +
      + +
    • +
    • + transform:Transform + Transform + + +
      +

      the transform you wish to follow

      + +
      + +
    • +
    • + leanProp:LeanProp + LeanProp + + +
      +

      enum of the type of following you wish to do position, scale, color, etc.

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + [maxSpeed] + Float + optional + + +
      +

      :float maximum speed at which it moves towards the destination

      + +
      + +
    • +
    • + [friction] + Float + optional + + +
      +

      :float rate at which the spring is slowed down once it reaches it's destination

      + +
      + +
    • +
    • + [accelRate] + Float + optional + + +
      +

      :float the rate it accelerates from it's initial position

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.followSpring(transform, followTransform, LeanProp.localY);

    + +
    +
    +
    +
    +

    LeanTween.init

    + +
    + (
      +
    • + maxSimultaneousTweens:int +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:309 +

    + + + +
    + +
    +

    This line is optional. Here you can specify the maximum number of tweens you will use (the default is 400). This must be called before any use of LeanTween is made for it to be effective.

    This line is optional. Here you can specify the maximum number of tweens you will use (the default is 400). This must be called before any use of LeanTween is made for it to be effective.

    + +
    + +
    +

    Parameters:

    + +
      +
    • + maxSimultaneousTweens:int + Integer + + +
      +

      The maximum number of tweens you will use, make sure you don't go over this limit, otherwise the code will throw an error

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.init( 800 );

    + +
    +
    +
    +
    +

    LeanTween.isPaused

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:789 +

    + + + +
    + +
    + Test whether or not a tween is paused on a GameObject +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      GameObject that you want to test if it is paused

      + +
      + +
    • +
    +
    + + +
    +
    +

    LeanTween.isPaused

    + +
    + (
      +
    • + id:int +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:820 +

    + + + +
    + +
    + Test whether or not a tween is paused or not +
    + +
    +

    Parameters:

    + +
      +
    • + id:int + GameObject + + +
      +

      id of the tween that you want to test if it is paused

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    int id = LeanTween.moveX(gameObject, 1f, 3f).id;
    + LeanTween.pause(gameObject);
    + if(LeanTween.isPaused( id ))
    +      Debug.Log("I am paused!");

    + +
    +
    +
    +
    +

    LeanTween.isTweening

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:844 +

    + + + +
    + +
    + Test whether or not a tween is active on a GameObject +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      GameObject that you want to test if it is tweening

      + +
      + +
    • +
    +
    + + +
    +
    +

    LeanTween.isTweening

    + +
    + (
      +
    • + id:int +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:870 +

    + + + +
    + +
    + Test whether or not a tween is active or not +
    + +
    +

    Parameters:

    + +
      +
    • + id:int + GameObject + + +
      +

      id of the tween that you want to test if it is tweening

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    int id = LeanTween.moveX(gameObject, 1f, 3f).id;
    + if(LeanTween.isTweening( id ))
    +      Debug.Log("I am tweening!");

    + +
    +
    +
    +
    +

    LeanTween.move

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + destination:Transform +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1493 +

    + + + +
    + +
    + Move a GameObject to another transform +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to move

      + +
      + +
    • +
    • + destination:Transform + Transform + + +
      +

      Transform whose position the tween will finally end on

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.move(gameObject, anotherTransform, 2.0f) .setEase( LeanTweenType.easeOutQuad );

    + +
    +
    +
    +
    +

    LeanTween.move

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + path:Vector3[] +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1274 +

    + + + +
    + +
    + Move a GameObject along a set of bezier curves +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to move

      + +
      + +
    • +
    • + path:Vector3[] + Vector3 + + +
      +

      A set of points that define the curve(s) ex: Point1,Handle2,Handle1,Point2,...

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Javascript:
    + LeanTween.move(gameObject, [Vector3(0,0,0),Vector3(1,0,0),Vector3(1,0,0),Vector3(1,0,1)], 2.0) .setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + C#:
    + LeanTween.move(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).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);;

    + +
    +
    +
    +
    +

    LeanTween.move

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + vec:Vector3 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1256 +

    + + + +
    + +
    + Move a GameObject to a certain location +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to move

      + +
      + +
    • +
    • + vec:Vector3 + Vector3 + + +
      +

      to The final positin with which to move to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.move(gameObject, new Vector3(0f,-3f,5f), 2.0f) .setEase( LeanTweenType.easeOutQuad );

    + +
    +
    +
    +
    +

    LeanTween.move (GUI)

    + +
    + (
      +
    • + ltRect:LTRect +
    • +
    • + vec:Vector2 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1375 +

    + + + +
    + +
    + Move a GUI Element to a certain location +
    + +
    +

    Parameters:

    + +
      +
    • + ltRect:LTRect + LTRect + + +
      +

      ltRect LTRect object that you wish to move

      + +
      + +
    • +
    • + vec:Vector2 + Vector2 + + +
      +

      to The final position with which to move to (pixel coordinates)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.move (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:Vector3 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1957 +

    + + + +
    + +
    + Move a RectTransform object (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:Vector3 + Vector3 + + +
      +

      The final Vector3 with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.move(gameObject.GetComponent<RectTransform>(), new Vector3(200f,-100f,0f), 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.moveLocal

    + +
    + (
      +
    • + GameObject +
    • +
    • + Vector3 +
    • +
    • + float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1431 +

    + + + +
    + +
    + Move a GameObject to a certain location relative to the parent transform. +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      gameObject Gameobject that you wish to rotate

      + +
      + +
    • +
    • + Vector3 + Vector3 + + +
      +

      to The final positin with which to move to

      + +
      + +
    • +
    • + float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.moveLocal

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + path:Vector3[] +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1444 +

    + + + +
    + +
    + Move a GameObject along a set of bezier curves, in local space +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to move

      + +
      + +
    • +
    • + path:Vector3[] + Vector3 + + +
      +

      A set of points that define the curve(s) ex: Point1,Handle1,Handle2,Point2,...

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Javascript:
    + LeanTween.moveLocal(gameObject, [Vector3(0,0,0),Vector3(1,0,0),Vector3(1,0,0),Vector3(1,0,1)], 2.0).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + C#:
    + LeanTween.moveLocal(gameObject, new Vector3[]{Vector3(0f,0f,0f),Vector3(1f,0f,0f),Vector3(1f,0f,0f),Vector3(1f,0f,1f)}).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + +
    +
    +
    +
    +

    LeanTween.moveSpline

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + spline:LTSpline +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1333 +

    + + + +
    + +
    + Move a GameObject through a set of points +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to move

      + +
      + +
    • +
    • + spline:LTSpline + LTSpline + + +
      +

      pass a pre-existing LTSpline for the object to move along

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Javascript:
    + LeanTween.moveSpline(gameObject, ltSpline, 2.0) .setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + C#:
    + LeanTween.moveSpline(gameObject, ltSpline, 1.5f).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + +
    +
    +
    +
    +

    LeanTween.moveSpline

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + path:Vector3[] +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1312 +

    + + + +
    + +
    + Move a GameObject through a set of points +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to move

      + +
      + +
    • +
    • + path:Vector3[] + Vector3 + + +
      +

      A set of points that define the curve(s) ex: ControlStart,Pt1,Pt2,Pt3,.. ..ControlEnd
      Note: The first and last item just define the angle of the end points, they are not actually used in the spline path itself. If you do not care about the angle you can jus set the first two items and last two items as the same value.

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Javascript:
    + LeanTween.moveSpline(gameObject, [Vector3(0,0,0),Vector3(1,0,0),Vector3(1,0,0),Vector3(1,0,1)], 2.0) .setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + C#:
    + 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).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + +
    +
    +
    +
    +

    LeanTween.moveSplineLocal

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + path:Vector3[] +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1354 +

    + + + +
    + +
    + Move a GameObject through a set of points, in local space +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to move

      + +
      + +
    • +
    • + path:Vector3[] + Vector3 + + +
      +

      A set of points that define the curve(s) ex: ControlStart,Pt1,Pt2,Pt3,.. ..ControlEnd

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Javascript:
    + LeanTween.moveSpline(gameObject, [Vector3(0,0,0),Vector3(1,0,0),Vector3(1,0,0),Vector3(1,0,1)], 2.0) .setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + C#:
    + 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).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + +
    +
    +
    +
    +

    LeanTween.moveX

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1392 +

    + + + +
    + +
    + Move a GameObject along the x-axis +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      gameObject Gameobject that you wish to move

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      to The final position with which to move to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      time The time to complete the move in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.moveX (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1971 +

    + + + +
    + +
    + Move a RectTransform object affecting x-axis only (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final x location with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject.GetComponent<RectTransform>(), 200f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.moveY

    + +
    + (
      +
    • + GameObject +
    • +
    • + float +
    • +
    • + float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1405 +

    + + + +
    + +
    + Move a GameObject along the y-axis +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      gameObject Gameobject that you wish to move

      + +
      + +
    • +
    • + float + Float + + +
      +

      to The final position with which to move to

      + +
      + +
    • +
    • + float + Float + + +
      +

      time The time to complete the move in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.moveY (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1985 +

    + + + +
    + +
    + Move a RectTransform object affecting y-axis only (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final y location with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveY(gameObject.GetComponent<RectTransform>(), 200f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.moveZ

    + +
    + (
      +
    • + GameObject +
    • +
    • + float +
    • +
    • + float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1418 +

    + + + +
    + +
    + Move a GameObject along the z-axis +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      gameObject Gameobject that you wish to move

      + +
      + +
    • +
    • + float + Float + + +
      +

      to The final position with which to move to

      + +
      + +
    • +
    • + float + Float + + +
      +

      time The time to complete the move in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.moveZ (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1999 +

    + + + +
    + +
    + Move a RectTransform object affecting z-axis only (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...)n +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final x location with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveZ(gameObject.GetComponent<RectTransform>(), 200f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.pause

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:712 +

    + + + +
    + +
    + Pause all tweens for a GameObject +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      GameObject whose tweens you want to pause

      + +
      + +
    • +
    +
    + + +
    +
    +

    LeanTween.pause

    + +
    + (
      +
    • + id:int +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:693 +

    + + + +
    + +
    + Pause all tweens for a GameObject +
    + +
    +

    Parameters:

    + +
      +
    • + id:int + Int + + +
      +

      Id of the tween you want to pause

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    int id = LeanTween.moveX(gameObject, 5, 1.0).id
    + LeanTween.pause( id );
    + // Later....
    + LeanTween.resume( id );

    + +
    +
    +
    +
    +

    LeanTween.pauseAll

    + + () + + + + + + + + +
    +

    + Defined in + LeanTween.cs:727 +

    + + + +
    + +
    + Pause all active tweens +
    + + + +
    +
    +

    LeanTween.play

    + +
    + (
      +
    • + rectTransform:RectTransform +
    • +
    • + sprites:Sprite[] +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1023 +

    + + + +
    + +
    + Play a sequence of images on a Unity UI Object +
    + +
    +

    Parameters:

    + +
      +
    • + rectTransform:RectTransform + RectTransform + + +
      +

      RectTransform that you want to play the sequence of sprites on

      + +
      + +
    • +
    • + sprites:Sprite[] + Sprite + + +
      +

      Sequence of sprites to be played

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.play(gameObject.GetComponent<RectTransform>(), sprites).setLoopPingPong();

    + +
    +
    +
    +
    +

    LeanTween.removeListener

    + +
    + (
      +
    • + caller:GameObject +
    • +
    • + eventId:int +
    • +
    • + callback:System.Action<LTEvent> +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2800 +

    + + + +
    + +
    +

    Remove an event listener you have added

    + +
    + +
    +

    Parameters:

    + +
      +
    • + caller:GameObject + GameObject + + +
      +

      the gameObject the listener is attached to

      + +
      + +
    • +
    • + eventId:int + Int + + +
      +

      a unique int that describes the event (best to use an enum)

      + +
      + +
    • +
    • + callback:System.Action<LTEvent> + System.Action + + +
      +

      the method that was specified to call when the event has been dispatched

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.removeListener(gameObject, (int)MyEvents.JUMP, jumpUp);
    +
    + void jumpUp( LTEvent e ){ }

    + +
    +
    +
    +
    +

    LeanTween.resume

    + +
    + (
      +
    • + id:int +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:756 +

    + + + +
    + +
    + Resume a specific tween +
    + +
    +

    Parameters:

    + +
      +
    • + id:int + Int + + +
      +

      Id of the tween you want to resume

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    int id = LeanTween.moveX(gameObject, 5, 1.0).id
    + LeanTween.pause( id );
    + // Later....
    + LeanTween.resume( id );

    + +
    +
    +
    +
    +

    LeanTween.resume

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:775 +

    + + + +
    + +
    + Resume all the tweens on a GameObject +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      GameObject whose tweens you want to resume

      + +
      + +
    • +
    +
    + + +
    +
    +

    LeanTween.resumeAll

    + + () + + + + + + + + +
    +

    + Defined in + LeanTween.cs:739 +

    + + + +
    + +
    + Resume all active tweens +
    + + + +
    +
    +

    LeanTween.rotate

    + +
    + (
      +
    • + GameObject +
    • +
    • + Vector3 +
    • +
    • + float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1507 +

    + + + +
    + +
    + Rotate a GameObject, to values are in passed in degrees +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      gameObject Gameobject that you wish to rotate

      + +
      + +
    • +
    • + Vector3 + Vector3 + + +
      +

      to The final rotation with which to rotate to

      + +
      + +
    • +
    • + float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.rotate(cube, new Vector3(180f,30f,0f), 1.5f);

    + +
    +
    +
    +
    +

    LeanTween.rotate

    + +
    + (
      +
    • + ltRect:LTRect +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    • + optional:Array +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1522 +

    + + + +
    + +
    + Rotate a GUI element (using an LTRect object), to a value that is in degrees +
    + +
    +

    Parameters:

    + +
      +
    • + ltRect:LTRect + LTRect + + +
      +

      LTRect that you wish to rotate

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final rotation with which to rotate to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    • + optional:Array + Array + + +
      +

      Object Array where you can pass optional items.

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    if(GUI.Button(buttonRect.rect, "Rotate"))
    + LeanTween.rotate( buttonRect4, 150.0f, 1.0f).setEase(LeanTweenType.easeOutElastic);
    + GUI.matrix = Matrix4x4.identity;

    + +
    +
    +
    +
    +

    LeanTween.rotate (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2013 +

    + + + +
    + +
    + Rotate a RectTransform object (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The degree with which to rotate the RectTransform

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.rotate(gameObject.GetComponent<RectTransform>(), 90f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.rotateAround

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + vec:Vector3 +
    • +
    • + degrees:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1592 +

    + + + +
    + +
    + Rotate a GameObject around a certain Axis (the best method to use when you want to rotate beyond 180 degrees) +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to rotate

      + +
      + +
    • +
    • + vec:Vector3 + Vector3 + + +
      +

      axis in which to rotate around ex: Vector3.up

      + +
      + +
    • +
    • + degrees:float + Float + + +
      +

      the degrees in which to rotate

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      time The time to complete the rotation in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example:
    + LeanTween.rotateAround ( gameObject, Vector3.left, 90f, 1f );

    + +
    +
    +
    +
    +

    LeanTween.rotateAround (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + axis:Vector3 +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2031 +

    + + + +
    + +
    + Rotate a RectTransform object (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + axis:Vector3 + Vector3 + + +
      +

      The axis in which to rotate the RectTransform (Vector3.forward is most commonly used)

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The degree with which to rotate the RectTransform

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.rotateAround(gameObject.GetComponent<RectTransform>(), Vector3.forward, 90f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.rotateAroundLocal

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + vec:Vector3 +
    • +
    • + degrees:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1609 +

    + + + +
    + +
    + Rotate a GameObject around a certain Axis in Local Space (the best method to use when you want to rotate beyond 180 degrees) +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to rotate

      + +
      + +
    • +
    • + vec:Vector3 + Vector3 + + +
      +

      axis in which to rotate around ex: Vector3.up

      + +
      + +
    • +
    • + degrees:float + Float + + +
      +

      the degrees in which to rotate

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      time The time to complete the rotation in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example:
    + LeanTween.rotateAround ( gameObject, Vector3.left, 90f, 1f );

    + +
    +
    +
    +
    +

    LeanTween.rotateAroundLocal (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + axis:Vector3 +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2046 +

    + + + +
    + +
    + Rotate a RectTransform object around it's local axis (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + axis:Vector3 + Vector3 + + +
      +

      The local axis in which to rotate the RectTransform (Vector3.forward is most commonly used)

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The degree with which to rotate the RectTransform

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.rotateAroundLocal(gameObject.GetComponent<RectTransform>(), Vector3.forward, 90f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.rotateLocal

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + to:Vector3 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1540 +

    + + + +
    + +
    + Rotate a GameObject in the objects local space (on the transforms localEulerAngles object) +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to rotate

      + +
      + +
    • +
    • + to:Vector3 + Vector3 + + +
      +

      The final rotation with which to rotate to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the rotation in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.rotateX

    + +
    + (
      +
    • + GameObject +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1553 +

    + + + +
    + +
    +

    Rotate a GameObject only on the X axis

    Rotate a GameObject only on the X axis

    + +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      Gameobject that you wish to rotate

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final x-axis rotation with which to rotate

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the rotation in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.rotateY

    + +
    + (
      +
    • + GameObject +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1566 +

    + + + +
    + +
    + Rotate a GameObject only on the Y axis +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      Gameobject that you wish to rotate

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final y-axis rotation with which to rotate

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the rotation in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.rotateZ

    + +
    + (
      +
    • + GameObject +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1579 +

    + + + +
    + +
    + Rotate a GameObject only on the Z axis +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      Gameobject that you wish to rotate

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final z-axis rotation with which to rotate

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the rotation in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.scale

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + vec:Vector3 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1626 +

    + + + +
    + +
    + Scale a GameObject to a certain size +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      gameObject Gameobject that you wish to scale

      + +
      + +
    • +
    • + vec:Vector3 + Vector3 + + +
      +

      to The size with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.scale (GUI)

    + +
    + (
      +
    • + LTRect +
    • +
    • + Vector2 +
    • +
    • + float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1639 +

    + + + +
    + +
    + Scale a GUI Element to a certain width and height +
    + +
    +

    Parameters:

    + +
      +
    • + LTRect + LTRect + + +
      +

      ltRect LTRect object that you wish to move

      + +
      + +
    • +
    • + Vector2 + Vector2 + + +
      +

      to The final width and height to scale to (pixel based)

      + +
      + +
    • +
    • + float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example Javascript:
    + var bRect:LTRect = new LTRect( 0, 0, 100, 50 );
    + LeanTween.scale( bRect, Vector2(bRect.rect.width, bRect.rect.height) * 1.3, 0.25 ).setEase(LeanTweenType.easeOutBounce);
    + function OnGUI(){
    +   if(GUI.Button(bRect.rect, "Scale")){ }
    + }
    +
    + Example C#:
    + LTRect bRect = new LTRect( 0f, 0f, 100f, 50f );
    + LeanTween.scale( bRect, new Vector2(150f,75f), 0.25f ).setEase(LeanTweenType.easeOutBounce);
    + void OnGUI(){
    +   if(GUI.Button(bRect.rect, "Scale")){ }
    + }

    + +
    +
    +
    +
    +

    LeanTween.scale (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:Vector3 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2061 +

    + + + +
    + +
    + Scale a RectTransform object (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:Vector3 + Vector3 + + +
      +

      The final Vector3 with which to tween to (localScale)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.scale(gameObject.GetComponent<RectTransform>(), gameObject.GetComponent<RectTransform>().localScale*2f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.scaleX

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + scaleTo:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1666 +

    + + + +
    + +
    + Scale a GameObject to a certain size along the x-axis only +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to scale

      + +
      + +
    • +
    • + scaleTo:float + Float + + +
      +

      the size with which to scale to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      the time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.scaleY

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + scaleTo:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1679 +

    + + + +
    + +
    + Scale a GameObject to a certain size along the y-axis only +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to scale

      + +
      + +
    • +
    • + scaleTo:float + Float + + +
      +

      the size with which to scale to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      the time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.scaleZ

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + scaleTo:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1692 +

    + + + +
    + +
    + Scale a GameObject to a certain size along the z-axis only +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to scale

      + +
      + +
    • +
    • + scaleTo:float + Float + + +
      +

      the size with which to scale to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      the time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.sequence

    + + () + + + LTSeq + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1041 +

    + + + +
    + +
    + Retrieve a sequencer object where you can easily chain together tweens and methods one after another +
    + + +
    +

    Returns:

    + +
    + LTSeq: +

    LTSeq an object that you can add tweens, methods and time on to

    + +
    +
    + +
    +

    Example:

    + +
    +

    var seq = LeanTween.sequence();
    + seq.add(1f); // delay everything one second
    + seq.add( () => { // fire an event before start
    +  Debug.Log("I have started");
    + });
    + seq.add( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    + seq.add( () => { // fire event after tween
    +  Debug.Log("We are done now");
    + });;

    + +
    +
    +
    +
    +

    LeanTween.size (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:Vector2 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2075 +

    + + + +
    + +
    + Change the sizeDelta of a RectTransform object (used in Unity Canvas, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:Vector2 + Vector2 + + +
      +

      The final Vector2 the tween will end at for sizeDelta property

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.size(gameObject.GetComponent<RectTransform>(), gameObject.GetComponent<RectTransform>().sizeDelta*2f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.tweensRunning

    + + () + + + + + + + + +
    +

    + Defined in + LeanTween.cs:290 +

    + + + +
    + +
    + Find out how many tweens you have animating at a given time +
    + + + +
    +

    Example:

    + +
    +

    Debug.Log("I have "+LeanTween.tweensRunning+" animating!");

    + +
    +
    +
    +
    +

    LeanTween.value (Color)

    + +
    + (
      +
    • + GameObject +
    • +
    • + callOnUpdate:Action<Color> +
    • +
    • + Color +
    • +
    • + Color +
    • +
    • + Color +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1867 +

    + + + +
    + +
    + Tween from one color to another +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      gameObject GameObject with which to tie the tweening with. This is only used when you need to cancel this tween, it does not actually perform any operations on this gameObject

      + +
      + +
    • +
    • + callOnUpdate:Action<Color> + Action + + +
      +

      The function that is called on every Update frame, this function needs to accept a color value ex: function updateValue( Color val ){ }

      + +
      + +
    • +
    • + Color + Color + + +
      +

      from The original value to start the tween from

      + +
      + +
    • +
    • + Color + Color + + +
      +

      to The value to end the tween on

      + +
      + +
    • +
    • + Color + Color + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example Javascript:
    + LeanTween.value( gameObject, updateValueExampleCallback, Color.red, Color.green, 1f).setEase(LeanTweenType.easeOutElastic);
    + function updateValueExampleCallback( val:Color ){
    +   Debug.Log("tweened color:"+val+" set this to whatever variable you are tweening...");
    + }
    +
    + Example C#:
    + LeanTween.value( gameObject, updateValueExampleCallback, Color.red, Color.green, 1f).setEase(LeanTweenType.easeOutElastic);
    + void updateValueExampleCallback( Color val ){
    +   Debug.Log("tweened color:"+val+" set this to whatever variable you are tweening...");
    + }

    + +
    +
    +
    +
    +

    LeanTween.value (Color)

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + from:Color +
    • +
    • + to:Color +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1780 +

    + + + +
    + +
    +

    Tween any particular value (Color)

    + +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to attach the tween to

      + +
      + +
    • +
    • + from:Color + Color + + +
      +

      The original value to start the tween from

      + +
      + +
    • +
    • + to:Color + Color + + +
      +

      The final Color with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example Javascript:
    + LeanTween.value( gameObject, Color.red, Color.yellow, 5f).setOnUpdate( function( val:Color ){
    +  Debug.Log("tweened val:"+val);
    + } );
    +
    + Example C#:
    + LeanTween.value( gameObject, Color.red, Color.yellow, 5f).setOnUpdate( (Color val)=>{
    +  Debug.Log("tweened val:"+val);
    + } );

    + +
    +
    +
    +
    +

    LeanTween.value (float)

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + from:float +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1705 +

    + + + +
    + +
    + Tween any particular value (float) +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to attach the tween to

      + +
      + +
    • +
    • + from:float + Float + + +
      +

      The original value to start the tween from

      + +
      + +
    • +
    • + to:float + Vector3 + + +
      +

      The final float with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example Javascript:
    + LeanTween.value( gameObject, 1f, 5f, 5f).setOnUpdate( function( val:float ){
    +  Debug.Log("tweened val:"+val);
    + } );
    +
    + Example C#:
    + LeanTween.value( gameObject, 1f, 5f, 5f).setOnUpdate( (float val)=>{
    +  Debug.Log("tweened val:"+val);
    + } );

    + +
    +
    +
    +
    +

    LeanTween.value (float)

    + +
    + (
      +
    • + GameObject +
    • +
    • + callOnUpdateRatio:Action<float,float> +
    • +
    • + float +
    • +
    • + float +
    • +
    • + float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1839 +

    + + + +
    + +
    + Tweens any float value, it does not need to be tied to any particular type or GameObject +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      gameObject GameObject with which to tie the tweening with. This is only used when you need to cancel this tween, it does not actually perform any operations on this gameObject

      + +
      + +
    • +
    • + callOnUpdateRatio:Action<float,float> + Action + + +
      +

      Function that's called every Update frame. It must accept two float values ex: function updateValue( float val, float ratio){ }

      + +
      + +
    • +
    • + float + Float + + +
      +

      from The original value to start the tween from

      + +
      + +
    • +
    • + float + Float + + +
      +

      to The value to end the tween on

      + +
      + +
    • +
    • + float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example Javascript:
    + LeanTween.value( gameObject, updateValueExampleCallback, 180f, 270f, 1f).setEase(LeanTweenType.easeOutElastic);
    + function updateValueExampleCallback( val:float, ratio:float ){
    +   Debug.Log("tweened value:"+val+" percent complete:"+ratio100);
    + }
    +
    + Example C#:
    + LeanTween.value( gameObject, updateValueExampleCallback, 180f, 270f, 1f).setEase(LeanTweenType.easeOutElastic);
    + void updateValueExampleCallback( float val, float ratio ){
    +   Debug.Log("tweened value:"+val+" percent complete:"+ratio
    100);
    + }

    + +
    +
    +
    +
    +

    LeanTween.value (float)

    + +
    + (
      +
    • + GameObject +
    • +
    • + callOnUpdate:Action<float> +
    • +
    • + float +
    • +
    • + float +
    • +
    • + float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1811 +

    + + + +
    + +
    + Tween any particular value, it does not need to be tied to any particular type or GameObject +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      gameObject GameObject with which to tie the tweening with. This is only used when you need to cancel this tween, it does not actually perform any operations on this gameObject

      + +
      + +
    • +
    • + callOnUpdate:Action<float> + Action + + +
      +

      The function that is called on every Update frame, this function needs to accept a float value ex: function updateValue( float val ){ }

      + +
      + +
    • +
    • + float + Float + + +
      +

      from The original value to start the tween from

      + +
      + +
    • +
    • + float + Float + + +
      +

      to The value to end the tween on

      + +
      + +
    • +
    • + float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example Javascript:
    + LeanTween.value( gameObject, updateValueExampleCallback, 180f, 270f, 1f).setEase(LeanTweenType.easeOutElastic);
    + function updateValueExampleCallback( val:float ){
    +   Debug.Log("tweened value:"+val+" set this to whatever variable you are tweening...");
    + }
    +
    + Example C#:
    + LeanTween.value( gameObject, updateValueExampleCallback, 180f, 270f, 1f).setEase(LeanTweenType.easeOutElastic);
    + void updateValueExampleCallback( float val ){
    +   Debug.Log("tweened value:"+val+" set this to whatever variable you are tweening...");
    + }

    + +
    +
    +
    +
    +

    LeanTween.value (float,object)

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + callOnUpdate:Action<float,object> +
    • +
    • + from:float +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1930 +

    + + + +
    + +
    + Tween any particular value (float) +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to attach the tween to

      + +
      + +
    • +
    • + callOnUpdate:Action<float,object> + Action + + +
      +

      The function that is called on every Update frame, this function needs to accept a float value ex: function updateValue( Vector3 val, object obj ){ }

      + +
      + +
    • +
    • + from:float + Float + + +
      +

      The original value to start the tween from

      + +
      + +
    • +
    • + to:float + Vector3 + + +
      +

      The final Vector3 with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.value (Vector2)

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + callOnUpdate:Action<Vector2> +
    • +
    • + from:Vector2 +
    • +
    • + to:Vector2 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1900 +

    + + + +
    + +
    + Tween any particular value (Vector2), this could be used to tween an arbitrary value like offset property +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to attach the tween to

      + +
      + +
    • +
    • + callOnUpdate:Action<Vector2> + Action + + +
      +

      The function that is called on every Update frame, this function needs to accept a float value ex: function updateValue( Vector3 val ){ }

      + +
      + +
    • +
    • + from:Vector2 + Float + + +
      +

      The original value to start the tween from

      + +
      + +
    • +
    • + to:Vector2 + Vector2 + + +
      +

      The final Vector3 with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.value (Vector2)

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + from:Vector2 +
    • +
    • + to:Vector2 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1732 +

    + + + +
    + +
    + Tween any particular value (Vector2) +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to attach the tween to

      + +
      + +
    • +
    • + from:Vector2 + Vector2 + + +
      +

      The original value to start the tween from

      + +
      + +
    • +
    • + to:Vector2 + Vector3 + + +
      +

      The final Vector2 with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example Javascript:
    + LeanTween.value( gameObject, new Vector2(1f,0f), new Vector3(5f,0f), 5f).setOnUpdate( function( val:Vector2 ){
    +  Debug.Log("tweened val:"+val);
    + } );
    +
    + Example C#:
    + LeanTween.value( gameObject, new Vector3(1f,0f), new Vector3(5f,0f), 5f).setOnUpdate( (Vector2 val)=>{
    +  Debug.Log("tweened val:"+val);
    + } );

    + +
    +
    +
    +
    +

    LeanTween.value (Vector3)

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + from:Vector3 +
    • +
    • + to:Vector3 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1756 +

    + + + +
    + +
    + Tween any particular value (Vector3) +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to attach the tween to

      + +
      + +
    • +
    • + from:Vector3 + Vector3 + + +
      +

      The original value to start the tween from

      + +
      + +
    • +
    • + to:Vector3 + Vector3 + + +
      +

      The final Vector3 with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example Javascript:
    + LeanTween.value( gameObject, new Vector3(1f,0f,0f), new Vector3(5f,0f,0f), 5f).setOnUpdate( function( val:Vector3 ){
    +  Debug.Log("tweened val:"+val);
    + } );
    +
    + Example C#:
    + LeanTween.value( gameObject, new Vector3(1f,0f,0f), new Vector3(5f,0f,0f), 5f).setOnUpdate( (Vector3 val)=>{
    +  Debug.Log("tweened val:"+val);
    + } );

    + +
    +
    +
    +
    +

    LeanTween.value (Vector3)

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + callOnUpdate:Action<Vector3> +
    • +
    • + from:Vector3 +
    • +
    • + to:Vector3 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1915 +

    + + + +
    + +
    + Tween any particular value (Vector3), this could be used to tween an arbitrary property that uses a Vector +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to attach the tween to

      + +
      + +
    • +
    • + callOnUpdate:Action<Vector3> + Action + + +
      +

      The function that is called on every Update frame, this function needs to accept a float value ex: function updateValue( Vector3 val ){ }

      + +
      + +
    • +
    • + from:Vector3 + Float + + +
      +

      The original value to start the tween from

      + +
      + +
    • +
    • + to:Vector3 + Vector3 + + +
      +

      The final Vector3 with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    + + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LeanTween.html.meta b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanTween.html.meta new file mode 100644 index 00000000..7a176541 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanTween.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: beea01b16f84c4f18a168afa5800b612 diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LeanTweenType.html b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanTweenType.html new file mode 100644 index 00000000..c2ef2f72 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanTweenType.html @@ -0,0 +1,1092 @@ + + + + + LeanTweenType + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LeanTweenType Class

    +
    + + +
    + Defined in: LeanTween.cs:41 +
    + + +
    + + +
    +

    Pass this to the "ease" parameter, to get a different easing behavior

    + Example:
    LeanTween.rotateX(gameObject, 270.0f, 1.5f).setEase(LeanTweenType.easeInBack);

    + +
    + + +
    + + +
    +
    +

    Item Index

    + + +
    +

    Properties

    + + +
    + + +
    + + +
    +

    Properties

    + +
    +

    easeInBack

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:123 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInBounce

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:114 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInCirc

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:105 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInCubic

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:60 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInElastic

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:132 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInExpo

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:96 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutBack

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:129 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutBounce

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:120 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutCirc

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:111 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutCubic

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:66 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutElastic

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:138 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutExpo

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:102 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutQuad

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:57 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutQuart

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:75 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutQuint

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:84 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutSine

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:93 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInQuad

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:54 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInQuart

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:69 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInQuint

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:78 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInSine

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:87 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutBack

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:126 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutBounce

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:117 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutCirc

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:108 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutCubic

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:63 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutElastic

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:135 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutExpo

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:99 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutQuad

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:51 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutQuart

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:72 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutQuint

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:81 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutSine

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:90 +

    + + +
    + +
    + +
    + + + +
    +
    +

    linear

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:48 +

    + + +
    + +
    + +
    + + + +
    +
    +

    punch

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:141 +

    + + +
    + +
    + +
    + + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/LeanTweenType.html.meta b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanTweenType.html.meta new file mode 100644 index 00000000..57a62839 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/LeanTweenType.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 85c97d3850f59444cb0751b3bc40b06d diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/index.html b/Gameton-06/Assets/LeanTween/Documentation/classes/index.html new file mode 100644 index 00000000..487fe15b --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/index.html @@ -0,0 +1,10 @@ + + + + Redirector + + + + Click here to redirect + + diff --git a/Gameton-06/Assets/LeanTween/Documentation/classes/index.html.meta b/Gameton-06/Assets/LeanTween/Documentation/classes/index.html.meta new file mode 100644 index 00000000..891c7175 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/classes/index.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a23cc63a765c44c9c82fb33b1ecb455f diff --git a/Gameton-06/Assets/LeanTween/Documentation/elements.meta b/Gameton-06/Assets/LeanTween/Documentation/elements.meta new file mode 100644 index 00000000..6c785fc6 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/elements.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 932507f3c60bb4fcea847cba753363b8 +folderAsset: yes +timeCreated: 1479470944 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Documentation/elements/index.html b/Gameton-06/Assets/LeanTween/Documentation/elements/index.html new file mode 100644 index 00000000..487fe15b --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/elements/index.html @@ -0,0 +1,10 @@ + + + + Redirector + + + + Click here to redirect + + diff --git a/Gameton-06/Assets/LeanTween/Documentation/elements/index.html.meta b/Gameton-06/Assets/LeanTween/Documentation/elements/index.html.meta new file mode 100644 index 00000000..b9d37f78 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/elements/index.html.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f6a53cd107c1f4d5498ea9c736e3a650 +timeCreated: 1479471015 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Documentation/index.html b/Gameton-06/Assets/LeanTween/Documentation/index.html new file mode 100644 index 00000000..a4d2c3a7 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/index.html @@ -0,0 +1,167 @@ + + + + + + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
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    +
    + API Docs for: LeanTween 2.50
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    +

    Support LeanTween!

    + +
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    + + + + + + + +
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    + +

    Maintaining and adding new features takes time, your support is appreciated.

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    +
    + + + + + + + + + + diff --git a/Gameton-06/Assets/LeanTween/Documentation/index.html.meta b/Gameton-06/Assets/LeanTween/Documentation/index.html.meta new file mode 100644 index 00000000..7a0b59dc --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Documentation/index.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 78eeb9616e21d4178b574871040d7fa0 diff --git a/Gameton-06/Assets/LeanTween/Editor.meta b/Gameton-06/Assets/LeanTween/Editor.meta new file mode 100644 index 00000000..0d4266c7 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 19bfca9f9a913415ea58580f6667f922 +folderAsset: yes +timeCreated: 1454272449 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Editor/LeanTweenDocumentationEditor.cs b/Gameton-06/Assets/LeanTween/Editor/LeanTweenDocumentationEditor.cs new file mode 100644 index 00000000..a854d7ce --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Editor/LeanTweenDocumentationEditor.cs @@ -0,0 +1,59 @@ +using UnityEngine; +using System.Collections; +#if UNITY_EDITOR +using UnityEditor; + +public class LeanTweenDocumentationEditor : Editor { + + [MenuItem ("Help/LeanTween Documentation")] + static void openDocumentation() + { + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 + // Loops through all items in case the user has moved the default installation directory + string[] guids = AssetDatabase.FindAssets ("LeanTween", null); + string documentationPath = ""; + foreach (string guid in guids){ + string path = AssetDatabase.GUIDToAssetPath(guid); + if(path.IndexOf("classes/LeanTween.html")>=0){ + documentationPath = path; + break; + } + } + documentationPath = documentationPath.Substring(documentationPath.IndexOf("/")); + string browserPath = "file://" + Application.dataPath + documentationPath + "#index"; + Application.OpenURL(browserPath); + + #else + // assumes the default installation directory + string documentationPath = "file://"+Application.dataPath + "/LeanTween/Documentation/classes/LeanTween.html#index"; + Application.OpenURL(documentationPath); + + #endif + } + + [MenuItem ("Help/LeanTween Forum (ask questions)")] + static void openForum() + { + Application.OpenURL("http://forum.unity3d.com/threads/leantween-a-tweening-engine-that-is-up-to-5x-faster-than-competing-engines.161113/"); + } + + [MenuItem ("Help/LeanTween GitHub (contribute code)")] + static void openGit() + { + Application.OpenURL("https://github.com/dentedpixel/LeanTween"); + } + + [MenuItem ("Help/LeanTween Support (donate)")] + static void openLTDonate() + { + Application.OpenURL("https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=YJPUT3RAK5VL8"); + } + + [MenuItem ("Help/Dented Pixel News")] + static void openDPNews() + { + Application.OpenURL("http://dentedpixel.com/category/developer-diary/"); + } +} + +#endif \ No newline at end of file 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+size 2436 diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/Archive.zip.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/Archive.zip.meta new file mode 100644 index 00000000..793a1967 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/Archive.zip.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 950dff8c2dd5346409806b627ff3691f diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/Following.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/Following.cs new file mode 100644 index 00000000..b9a022ad --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/Following.cs @@ -0,0 +1,91 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Following : MonoBehaviour { + + public Transform planet; + + public Transform followArrow; + + public Transform dude1; + public Transform dude2; + public Transform dude3; + public Transform dude4; + public Transform dude5; + + public Transform dude1Title; + public Transform dude2Title; + public Transform dude3Title; + public Transform dude4Title; + public Transform dude5Title; + + private Color dude1ColorVelocity; + + private Vector3 velocityPos; + + private void Start() + { + followArrow.gameObject.LeanDelayedCall(3f, moveArrow).setOnStart(moveArrow).setRepeat(-1); + + // Follow Local Y Position of Arrow + LeanTween.followDamp(dude1, followArrow, LeanProp.localY, 1.1f); + LeanTween.followSpring(dude2, followArrow, LeanProp.localY, 1.1f); + LeanTween.followBounceOut(dude3, followArrow, LeanProp.localY, 1.1f); + LeanTween.followSpring(dude4, followArrow, LeanProp.localY, 1.1f, -1f, 1.5f, 0.8f); + LeanTween.followLinear(dude5, followArrow, LeanProp.localY, 50f); + + // Follow Arrow color + LeanTween.followDamp(dude1, followArrow, LeanProp.color, 1.1f); + LeanTween.followSpring(dude2, followArrow, LeanProp.color, 1.1f); + LeanTween.followBounceOut(dude3, followArrow, LeanProp.color, 1.1f); + LeanTween.followSpring(dude4, followArrow, LeanProp.color, 1.1f, -1f, 1.5f, 0.8f); + LeanTween.followLinear(dude5, followArrow, LeanProp.color, 0.5f); + + // Follow Arrow scale + LeanTween.followDamp(dude1, followArrow, LeanProp.scale, 1.1f); + LeanTween.followSpring(dude2, followArrow, LeanProp.scale, 1.1f); + LeanTween.followBounceOut(dude3, followArrow, LeanProp.scale, 1.1f); + LeanTween.followSpring(dude4, followArrow, LeanProp.scale, 1.1f, -1f, 1.5f, 0.8f); + LeanTween.followLinear(dude5, followArrow, LeanProp.scale, 5f); + + // Titles + var titleOffset = new Vector3(0.0f, -20f, -18f); + LeanTween.followDamp(dude1Title, dude1, LeanProp.localPosition, 0.6f).setOffset(titleOffset); + LeanTween.followSpring(dude2Title, dude2, LeanProp.localPosition, 0.6f).setOffset(titleOffset); + LeanTween.followBounceOut(dude3Title, dude3, LeanProp.localPosition, 0.6f).setOffset(titleOffset); + LeanTween.followSpring(dude4Title, dude4, LeanProp.localPosition, 0.6f, -1f, 1.5f, 0.8f).setOffset(titleOffset); + LeanTween.followLinear(dude5Title, dude5, LeanProp.localPosition, 30f).setOffset(titleOffset); + + // Rotate Planet + var localPos = Camera.main.transform.InverseTransformPoint(planet.transform.position); + LeanTween.rotateAround(Camera.main.gameObject, Vector3.left, 360f, 300f).setPoint(localPos).setRepeat(-1); + } + + private float fromY; + private float velocityY; + private Vector3 fromVec3; + private Vector3 velocityVec3; + private Color fromColor; + private Color velocityColor; + + private void Update() + { + // Use the smooth methods to follow variables in which ever manner you wish! + fromY = LeanSmooth.spring(fromY, followArrow.localPosition.y, ref velocityY, 1.1f); + fromVec3 = LeanSmooth.spring(fromVec3, dude5Title.localPosition, ref velocityVec3, 1.1f); + fromColor = LeanSmooth.spring(fromColor, dude1.GetComponent().material.color, ref velocityColor, 1.1f); + Debug.Log("Smoothed y:" + fromY + " vec3:" + fromVec3 + " color:" + fromColor); + } + + private void moveArrow() + { + LeanTween.moveLocalY(followArrow.gameObject, Random.Range(-100f, 100f), 0f); + + var randomCol = new Color(Random.value, Random.value, Random.value); + LeanTween.color(followArrow.gameObject, randomCol, 0f); + + var randomVal = Random.Range(5f, 10f); + followArrow.localScale = Vector3.one * randomVal; + } +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/Following.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/Following.cs.meta new file mode 100644 index 00000000..ce17cce1 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/Following.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 7e619db3c84234f098b8636588c25e4f +timeCreated: 1535223435 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralAdvancedTechniques.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralAdvancedTechniques.cs new file mode 100644 index 00000000..ed81ef36 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralAdvancedTechniques.cs @@ -0,0 +1,60 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class GeneralAdvancedTechniques : MonoBehaviour { + + public GameObject avatarRecursive; + public GameObject avatar2dRecursive; + public RectTransform wingPersonPanel; + public RectTransform textField; + + public GameObject avatarMove; + public Transform[] movePts; + public GameObject[] avatarSpeed; + public GameObject[] avatarSpeed2; + + private Vector3[] circleSm = new Vector3[]{ new Vector3(16f,0f,0f), new Vector3(14.56907f,8.009418f,0f), new Vector3(15.96541f,4.638379f,0f), new Vector3(11.31371f,11.31371f,0f), new Vector3(11.31371f,11.31371f,0f), new Vector3(4.638379f,15.96541f,0f), new Vector3(8.009416f,14.56908f,0f), new Vector3(-6.993822E-07f,16f,0f), new Vector3(-6.993822E-07f,16f,0f), new Vector3(-8.009419f,14.56907f,0f), new Vector3(-4.63838f,15.9654f,0f), new Vector3(-11.31371f,11.31371f,0f), new Vector3(-11.31371f,11.31371f,0f), new Vector3(-15.9654f,4.63838f,0f), new Vector3(-14.56908f,8.009415f,0f), new Vector3(-16f,-1.398764E-06f,0f), new Vector3(-16f,-1.398764E-06f,0f), new Vector3(-14.56907f,-8.009418f,0f), new Vector3(-15.9654f,-4.638382f,0f), new Vector3(-11.31371f,-11.31371f,0f), new Vector3(-11.31371f,-11.31371f,0f), new Vector3(-4.638381f,-15.9654f,0f), new Vector3(-8.009413f,-14.56908f,0f), new Vector3(1.907981E-07f,-16f,0f), new Vector3(1.907981E-07f,-16f,0f), new Vector3(8.00942f,-14.56907f,0f), new Vector3(4.638381f,-15.9654f,0f), new Vector3(11.31371f,-11.3137f,0f), new Vector3(11.31371f,-11.3137f,0f), new Vector3(15.96541f,-4.638378f,0f), new Vector3(14.56907f,-8.009418f,0f), new Vector3(16f,2.797529E-06f,0f) }; + private Vector3[] circleLrg = new Vector3[]{ new Vector3(25f,0f,0f), new Vector3(22.76418f,12.51472f,0f), new Vector3(24.94595f,7.247467f,0f), new Vector3(17.67767f,17.67767f,0f), new Vector3(17.67767f,17.67767f,0f), new Vector3(7.247467f,24.94595f,0f), new Vector3(12.51471f,22.76418f,0f), new Vector3(-1.092785E-06f,25f,0f), new Vector3(-1.092785E-06f,25f,0f), new Vector3(-12.51472f,22.76418f,0f), new Vector3(-7.247468f,24.94594f,0f), new Vector3(-17.67767f,17.67767f,0f), new Vector3(-17.67767f,17.67767f,0f), new Vector3(-24.94594f,7.247468f,0f), new Vector3(-22.76418f,12.51471f,0f), new Vector3(-25f,-2.185569E-06f,0f), new Vector3(-25f,-2.185569E-06f,0f), new Vector3(-22.76418f,-12.51472f,0f), new Vector3(-24.94594f,-7.247472f,0f), new Vector3(-17.67767f,-17.67767f,0f), new Vector3(-17.67767f,-17.67767f,0f), new Vector3(-7.247469f,-24.94594f,0f), new Vector3(-12.51471f,-22.76418f,0f), new Vector3(2.98122E-07f,-25f,0f), new Vector3(2.98122E-07f,-25f,0f), new Vector3(12.51472f,-22.76418f,0f), new Vector3(7.24747f,-24.94594f,0f), new Vector3(17.67768f,-17.67766f,0f), new Vector3(17.67768f,-17.67766f,0f), new Vector3(24.94595f,-7.247465f,0f), new Vector3(22.76418f,-12.51472f,0f), new Vector3(25f,4.371139E-06f,0f) }; + + // Use this for initialization + void Start () { + // Recursion - Set a objects value and have it recursively effect it's children + LeanTween.alpha( avatarRecursive, 0f, 1f).setRecursive(true).setLoopPingPong(); + LeanTween.alpha( avatar2dRecursive, 0f, 1f).setRecursive(true).setLoopPingPong(); + LeanTween.alpha( wingPersonPanel, 0f, 1f).setRecursive(true).setLoopPingPong(); + + // Destroy on Complete - + + // Chaining tweens together + + // setOnCompleteOnRepeat + + + // Move to path of transforms that are moving themselves + LeanTween.value( avatarMove, 0f, (float)movePts.Length-1, 5f).setOnUpdate((float val)=>{ + int first = (int)Mathf.Floor(val); + int next = first < movePts.Length-1 ? first + 1 : first; + float diff = val - (float)first; + // Debug.Log("val:"+val+" first:"+first+" next:"+next); + Vector3 diffPos = (movePts[next].position-movePts[first].position); + avatarMove.transform.position = movePts[first].position + diffPos*diff; + }).setEase(LeanTweenType.easeInOutExpo).setLoopPingPong(); + + // move the pts + for(int i = 0; i < movePts.Length; i++) + LeanTween.moveY( movePts[i].gameObject, movePts[i].position.y + 1.5f, 1f).setDelay(((float)i)*0.2f).setLoopPingPong(); + + + // move objects at a constant speed + for(int i = 0; i < avatarSpeed.Length; i++) + LeanTween.moveLocalZ( avatarSpeed[i], (i+1)*5f, 1f).setSpeed(6f).setEase(LeanTweenType.easeInOutExpo).setLoopPingPong(); // any time you set the speed it overrides the time value + + // move around a circle at a constant speed + for(int i = 0; i < avatarSpeed2.Length; i++){ + LeanTween.moveLocal( avatarSpeed2[i], i == 0 ? circleSm : circleLrg, 1f).setSpeed(20f).setRepeat(-1); + } + + } + +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralAdvancedTechniques.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralAdvancedTechniques.cs.meta new file mode 100644 index 00000000..73041c04 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralAdvancedTechniques.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a4fce1b486cc240c4825b3bfd794e9e0 +timeCreated: 1461150844 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralBasic.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralBasic.cs new file mode 100644 index 00000000..eca7c539 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralBasic.cs @@ -0,0 +1,83 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class GeneralBasic : MonoBehaviour { + + public GameObject prefabAvatar; + + void Start () { + // Setup + GameObject avatarRotate = GameObject.Find("AvatarRotate"); + GameObject avatarScale = GameObject.Find("AvatarScale"); + GameObject avatarMove = GameObject.Find("AvatarMove"); + + // Rotate Example + LeanTween.rotateAround( avatarRotate, Vector3.forward, 360f, 5f); + + // Scale Example + LeanTween.scale( avatarScale, new Vector3(1.7f, 1.7f, 1.7f), 5f).setEase(LeanTweenType.easeOutBounce); + LeanTween.moveX( avatarScale, avatarScale.transform.position.x + 5f, 5f).setEase(LeanTweenType.easeOutBounce); // Simultaneously target many different tweens on the same object + + // Move Example + LeanTween.move( avatarMove, avatarMove.transform.position + new Vector3(-9f, 0f, 1f), 2f).setEase(LeanTweenType.easeInQuad); + + // Delay + LeanTween.move( avatarMove, avatarMove.transform.position + new Vector3(-6f, 0f, 1f), 2f).setDelay(3f); + + // Chain properties (delay, easing with a set repeating of type ping pong) + LeanTween.scale( avatarScale, new Vector3(0.2f, 0.2f, 0.2f), 1f).setDelay(7f).setEase(LeanTweenType.easeInOutCirc).setLoopPingPong( 3 ); + + // Call methods after a certain time period + LeanTween.delayedCall(gameObject, 0.2f, advancedExamples); + + } + + // Advanced Examples + // It might be best to master the basics first, but this is included to tease the many possibilies LeanTween provides. + + void advancedExamples(){ + LeanTween.delayedCall(gameObject, 14f, ()=>{ + for(int i=0; i < 10; i++){ + // Instantiate Container + GameObject rotator = new GameObject("rotator"+i); + rotator.transform.position = new Vector3(10.2f,2.85f,0f); + + // Instantiate Avatar + GameObject dude = (GameObject)GameObject.Instantiate(prefabAvatar, Vector3.zero, prefabAvatar.transform.rotation ); + dude.transform.parent = rotator.transform; + dude.transform.localPosition = new Vector3(0f,1.5f,2.5f*i); + + // Scale, pop-in + dude.transform.localScale = new Vector3(0f,0f,0f); + LeanTween.scale(dude, new Vector3(0.65f,0.65f,0.65f), 1f).setDelay(i*0.2f).setEase(LeanTweenType.easeOutBack); + + // Color like the rainbow + float period = LeanTween.tau/10*i; + float red = Mathf.Sin(period + LeanTween.tau*0f/3f) * 0.5f + 0.5f; + float green = Mathf.Sin(period + LeanTween.tau*1f/3f) * 0.5f + 0.5f; + float blue = Mathf.Sin(period + LeanTween.tau*2f/3f) * 0.5f + 0.5f; + Color rainbowColor = new Color(red, green, blue); + LeanTween.color(dude, rainbowColor, 0.3f).setDelay(1.2f + i*0.4f); + + // Push into the wheel + LeanTween.moveZ(dude, 0f, 0.3f).setDelay(1.2f + i*0.4f).setEase(LeanTweenType.easeSpring).setOnComplete( + ()=>{ + LeanTween.rotateAround(rotator, Vector3.forward, -1080f, 12f); + } + ); + + // Jump Up and back down + LeanTween.moveLocalY(dude,4f,1.2f).setDelay(5f + i*0.2f).setLoopPingPong(1).setEase(LeanTweenType.easeInOutQuad); + + // Alpha Out, and destroy + LeanTween.alpha(dude, 0f, 0.6f).setDelay(9.2f + i*0.4f).setDestroyOnComplete(true).setOnComplete( + ()=>{ + Destroy( rotator ); // destroying parent as well + } + ); + } + + }).setOnCompleteOnStart(true).setRepeat(-1); // Have the OnComplete play in the beginning and have the whole group repeat endlessly + } +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralBasic.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralBasic.cs.meta new file mode 100644 index 00000000..87e42bb9 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralBasic.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a2605544ab2e14c93a780ca20c108cfe +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralBasics2d.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralBasics2d.cs new file mode 100644 index 00000000..c4ad2740 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralBasics2d.cs @@ -0,0 +1,102 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class GeneralBasics2d : MonoBehaviour { + + public Texture2D dudeTexture; + public GameObject prefabParticles; + + #if !(UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) + + void Start () { + // Setup + GameObject avatarRotate = createSpriteDude( "avatarRotate", new Vector3(-2.51208f,10.7119f,-14.37754f)); + GameObject avatarScale = createSpriteDude( "avatarScale", new Vector3(2.51208f,10.2119f,-14.37754f)); + GameObject avatarMove = createSpriteDude( "avatarMove", new Vector3(-3.1208f,7.100643f,-14.37754f)); + + // Rotate Example + LeanTween.rotateAround( avatarRotate, Vector3.forward, -360f, 5f); + + // Scale Example + LeanTween.scale( avatarScale, new Vector3(1.7f, 1.7f, 1.7f), 5f).setEase(LeanTweenType.easeOutBounce); + LeanTween.moveX( avatarScale, avatarScale.transform.position.x + 1f, 5f).setEase(LeanTweenType.easeOutBounce); // Simultaneously target many different tweens on the same object + + // Move Example + LeanTween.move( avatarMove, avatarMove.transform.position + new Vector3(1.7f, 0f, 0f), 2f).setEase(LeanTweenType.easeInQuad); + + // Delay + LeanTween.move( avatarMove, avatarMove.transform.position + new Vector3(2f, -1f, 0f), 2f).setDelay(3f); + + // Chain properties (delay, easing with a set repeating of type ping pong) + LeanTween.scale( avatarScale, new Vector3(0.2f, 0.2f, 0.2f), 1f).setDelay(7f).setEase(LeanTweenType.easeInOutCirc).setLoopPingPong(3); + + // Call methods after a certain time period + LeanTween.delayedCall(gameObject, 0.2f, advancedExamples); + } + + GameObject createSpriteDude( string name, Vector3 pos, bool hasParticles = true ){ + GameObject go = new GameObject(name); + SpriteRenderer ren = go.AddComponent(); + go.GetComponent().color = new Color(0f,181f/255f,1f); + ren.sprite = Sprite.Create( dudeTexture, new Rect(0.0f,0.0f,256.0f,256.0f), new Vector2(0.5f,0f), 256f); + go.transform.position = pos; + + if(hasParticles){ + GameObject particles = (GameObject)GameObject.Instantiate(prefabParticles, Vector3.zero, prefabParticles.transform.rotation ); + particles.transform.parent = go.transform; + particles.transform.localPosition = prefabParticles.transform.position; + } + return go; + } + + // Advanced Examples + // It might be best to master the basics first, but this is included to tease the many possibilies LeanTween provides. + + void advancedExamples(){ + LeanTween.delayedCall(gameObject, 14f, ()=>{ + for(int i=0; i < 10; i++){ + // Instantiate Container + GameObject rotator = new GameObject("rotator"+i); + rotator.transform.position = new Vector3(2.71208f,7.100643f,-12.37754f); + + // Instantiate Avatar + GameObject dude = createSpriteDude( "dude"+i, new Vector3(-2.51208f,7.100643f,-14.37754f), false);//(GameObject)GameObject.Instantiate(prefabAvatar, Vector3.zero, prefabAvatar.transform.rotation ); + dude.transform.parent = rotator.transform; + dude.transform.localPosition = new Vector3(0f,0.5f,0.5f*i); + + // Scale, pop-in + dude.transform.localScale = new Vector3(0f,0f,0f); + LeanTween.scale(dude, new Vector3(0.65f,0.65f,0.65f), 1f).setDelay(i*0.2f).setEase(LeanTweenType.easeOutBack); + + // Color like the rainbow + float period = LeanTween.tau/10*i; + float red = Mathf.Sin(period + LeanTween.tau*0f/3f) * 0.5f + 0.5f; + float green = Mathf.Sin(period + LeanTween.tau*1f/3f) * 0.5f + 0.5f; + float blue = Mathf.Sin(period + LeanTween.tau*2f/3f) * 0.5f + 0.5f; + Color rainbowColor = new Color(red, green, blue); + LeanTween.color(dude, rainbowColor, 0.3f).setDelay(1.2f + i*0.4f); + + // Push into the wheel + LeanTween.moveLocalZ(dude, -2f, 0.3f).setDelay(1.2f + i*0.4f).setEase(LeanTweenType.easeSpring).setOnComplete( + ()=>{ + LeanTween.rotateAround(rotator, Vector3.forward, -1080f, 12f); + } + ); + + // Jump Up and back down + LeanTween.moveLocalY(dude,1.17f,1.2f).setDelay(5f + i*0.2f).setLoopPingPong(1).setEase(LeanTweenType.easeInOutQuad); + + // Alpha Out, and destroy + LeanTween.alpha(dude, 0f, 0.6f).setDelay(9.2f + i*0.4f).setDestroyOnComplete(true).setOnComplete( + ()=>{ + Destroy( rotator ); // destroying parent as well + } + ); + } + + }).setOnCompleteOnStart(true).setRepeat(-1); // Have the OnComplete play in the beginning and have the whole group repeat endlessly + } + + #endif +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralBasics2d.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralBasics2d.cs.meta new file mode 100644 index 00000000..d8c94630 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralBasics2d.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9b39dd70d168b4cbea9a7b8561d9accc +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralCameraShake.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralCameraShake.cs new file mode 100644 index 00000000..36c19d23 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralCameraShake.cs @@ -0,0 +1,82 @@ +#if !UNITY_FLASH +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class GeneralCameraShake : MonoBehaviour { + + private GameObject avatarBig; + private float jumpIter = 9.5f; + private AudioClip boomAudioClip; + + // Use this for initialization + void Start () { + avatarBig = GameObject.Find("AvatarBig"); + + AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(8.130963E-06f, 0.06526042f, 0f, -1f), new Keyframe(0.0007692695f, 2.449077f, 9.078861f, 9.078861f), new Keyframe(0.01541314f, 0.9343268f, -40f, -40f), new Keyframe(0.05169491f, 0.03835937f, -0.08621139f, -0.08621139f)); + AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003005181f, 0f, 0f), new Keyframe(0.01507768f, 0.002227979f, 0f, 0f)); + boomAudioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.1f,0f,0f)} )); + + + bigGuyJump(); + } + + void bigGuyJump(){ + float height = Mathf.PerlinNoise(jumpIter, 0f)*10f; + height = height*height * 0.3f; + // Debug.Log("height:"+height+" jumpIter:"+jumpIter); + + LeanTween.moveY(avatarBig, height, 1f).setEase(LeanTweenType.easeInOutQuad).setOnComplete( ()=>{ + LeanTween.moveY(avatarBig, 0f, 0.27f).setEase(LeanTweenType.easeInQuad).setOnComplete( ()=>{ + LeanTween.cancel(gameObject); + + /************** + * Camera Shake + **************/ + + float shakeAmt = height*0.2f; // the degrees to shake the camera + float shakePeriodTime = 0.42f; // The period of each shake + float dropOffTime = 1.6f; // How long it takes the shaking to settle down to nothing + LTDescr shakeTween = LeanTween.rotateAroundLocal( gameObject, Vector3.right, shakeAmt, shakePeriodTime) + .setEase( LeanTweenType.easeShake ) // this is a special ease that is good for shaking + .setLoopClamp() + .setRepeat(-1); + + // Slow the camera shake down to zero + LeanTween.value(gameObject, shakeAmt, 0f, dropOffTime).setOnUpdate( + (float val)=>{ + shakeTween.setTo(Vector3.right*val); + } + ).setEase(LeanTweenType.easeOutQuad); + + + /******************** + * Shake scene objects + ********************/ + + // Make the boxes jump from the big stomping + GameObject[] boxes = GameObject.FindGameObjectsWithTag("Respawn"); // I just arbitrarily tagged the boxes with this since it was available in the scene + foreach (GameObject box in boxes) { + box.GetComponent().AddForce(Vector3.up * 100 * height); + } + + // Make the lamps spin from the big stomping + GameObject[] lamps = GameObject.FindGameObjectsWithTag("GameController"); // I just arbitrarily tagged the lamps with this since it was available in the scene + foreach (GameObject lamp in lamps) { + float z = lamp.transform.eulerAngles.z; + z = z > 0.0f && z < 180f ? 1 : -1; // push the lamps in whatever direction they are currently swinging + lamp.GetComponent().AddForce(new Vector3(z, 0f, 0f ) * 15 * height); + } + + // Play BOOM! + LeanAudio.play(boomAudioClip, transform.position, height*0.2f); // Like this sound? : http://leanaudioplay.dentedpixel.com/?d=a:fvb:8,0,0.003005181,0,0,0.01507768,0.002227979,0,0,8~8,8.130963E-06,0.06526042,0,-1,0.0007692695,2.449077,9.078861,9.078861,0.01541314,0.9343268,-40,-40,0.05169491,0.03835937,-0.08621139,-0.08621139,8~0.1,0,0,~44100 + + // Have the jump happen again 2 seconds from now + LeanTween.delayedCall(2f, bigGuyJump); + }); + }); + jumpIter += 5.2f; + } + +} +#endif \ No newline at end of file diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralCameraShake.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralCameraShake.cs.meta new file mode 100644 index 00000000..3fb02eac --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralCameraShake.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 8a650682fa3d54a57a2521dbf9f6eac2 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralEasingTypes.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralEasingTypes.cs new file mode 100644 index 00000000..f493123a --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralEasingTypes.cs @@ -0,0 +1,72 @@ +using UnityEngine; +using System.Collections; +using System.Reflection; +using DentedPixel; + +public class GeneralEasingTypes : MonoBehaviour { + + public float lineDrawScale = 10f; + public AnimationCurve animationCurve; + + private string[] easeTypes = new string[]{ + "EaseLinear","EaseAnimationCurve","EaseSpring", + "EaseInQuad","EaseOutQuad","EaseInOutQuad", + "EaseInCubic","EaseOutCubic","EaseInOutCubic", + "EaseInQuart","EaseOutQuart","EaseInOutQuart", + "EaseInQuint","EaseOutQuint","EaseInOutQuint", + "EaseInSine","EaseOutSine","EaseInOutSine", + "EaseInExpo","EaseOutExpo","EaseInOutExpo", + "EaseInCirc","EaseOutCirc","EaseInOutCirc", + "EaseInBounce","EaseOutBounce","EaseInOutBounce", + "EaseInBack","EaseOutBack","EaseInOutBack", + "EaseInElastic","EaseOutElastic","EaseInOutElastic", + "EasePunch","EaseShake", + }; + + void Start () { + + demoEaseTypes(); + } + + private void demoEaseTypes(){ + for(int i = 0; i < easeTypes.Length; i++){ + string easeName = easeTypes[i]; + Transform obj1 = GameObject.Find(easeName).transform.Find("Line"); + float obj1val = 0f; + LTDescr lt = LeanTween.value( obj1.gameObject, 0f, 1f, 5f).setOnUpdate( (float val)=>{ + Vector3 vec = obj1.localPosition; + vec.x = obj1val*lineDrawScale; + vec.y = val*lineDrawScale; + + obj1.localPosition = vec; + + obj1val += Time.deltaTime/5f; + if(obj1val>1f) + obj1val = 0f; + }); + if(easeName.IndexOf("AnimationCurve")>=0){ + lt.setEase(animationCurve); + }else{ + MethodInfo theMethod = lt.GetType().GetMethod("set"+easeName); + theMethod.Invoke(lt, null); + } + + if (easeName.IndexOf("EasePunch") >= 0) { + lt.setScale(1f); + } else if (easeName.IndexOf("EaseOutBounce") >= 0) { + lt.setOvershoot(2f); + } + } + + LeanTween.delayedCall(gameObject, 10f, resetLines); + LeanTween.delayedCall(gameObject, 10.1f, demoEaseTypes); + } + + private void resetLines(){ + for(int i = 0; i < easeTypes.Length; i++){ + Transform obj1 = GameObject.Find(easeTypes[i]).transform.Find("Line"); + obj1.localPosition = new Vector3(0f,0f,0f); + } + } + +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralEasingTypes.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralEasingTypes.cs.meta new file mode 100644 index 00000000..c16432f8 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralEasingTypes.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 94e9a883a33cd40b9be1a63f002c4db2 +timeCreated: 1471950328 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralEventsListeners.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralEventsListeners.cs new file mode 100644 index 00000000..758495f3 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralEventsListeners.cs @@ -0,0 +1,83 @@ +#if !UNITY_FLASH +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class GeneralEventsListeners : MonoBehaviour { + + Vector3 towardsRotation; + float turnForLength = 0.5f; + float turnForIter = 0f; + Color fromColor; + + // It's best to make this a public enum that you use throughout your project, so every class can have access to it + public enum MyEvents{ + CHANGE_COLOR, + JUMP, + LENGTH + } + + void Awake(){ + LeanTween.LISTENERS_MAX = 100; // This is the maximum of event listeners you will have added as listeners + LeanTween.EVENTS_MAX = (int)MyEvents.LENGTH; // The maximum amount of events you will be dispatching + + fromColor = GetComponent().material.color; + } + + void Start () { + // Adding Listeners, it's best to use an enum so your listeners are more descriptive but you could use an int like 0,1,2,... + LeanTween.addListener(gameObject, (int)MyEvents.CHANGE_COLOR, changeColor); + LeanTween.addListener(gameObject, (int)MyEvents.JUMP, jumpUp); + } + + // ****** Event Listening Methods + + void jumpUp( LTEvent e ){ + GetComponent().AddRelativeForce(Vector3.forward * 300f); + } + + void changeColor( LTEvent e ){ + Transform tran = (Transform)e.data; + float distance = Vector3.Distance( tran.position, transform.position); + Color to = new Color(Random.Range(0f,1f),0f,Random.Range(0f,1f)); + LeanTween.value( gameObject, fromColor, to, 0.8f ).setLoopPingPong(1).setDelay(distance*0.05f).setOnUpdate( + (Color col)=>{ + GetComponent().material.color = col; + } + ); + } + + // ****** Physics / AI Stuff + + void OnCollisionEnter(Collision collision) { + if(collision.gameObject.layer!=2) + towardsRotation = new Vector3(0f, Random.Range(-180, 180), 0f); + } + + void OnCollisionStay(Collision collision) { + if(collision.gameObject.layer!=2){ + turnForIter = 0f; + turnForLength = Random.Range(0.5f, 1.5f); + } + } + + void FixedUpdate(){ + if(turnForIter < turnForLength){ + GetComponent().MoveRotation( GetComponent().rotation * Quaternion.Euler(towardsRotation * Time.deltaTime ) ); + turnForIter += Time.deltaTime; + } + + GetComponent().AddRelativeForce(Vector3.forward * 4.5f); + } + + // ****** Key and clicking detection + + void OnMouseDown(){ + if(Input.GetKey( KeyCode.J )){ // Are you also pressing the "j" key while clicking + LeanTween.dispatchEvent((int)MyEvents.JUMP); + }else{ + LeanTween.dispatchEvent((int)MyEvents.CHANGE_COLOR, transform); // with every dispatched event, you can include an object (retrieve this object with the *.data var in LTEvent) + } + } +} +#endif diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralEventsListeners.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralEventsListeners.cs.meta new file mode 100644 index 00000000..82d5acb5 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralEventsListeners.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: cd679d4fbbd8d475ba7187561370c3aa +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralSequencer.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralSequencer.cs new file mode 100644 index 00000000..2d05bd9a --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralSequencer.cs @@ -0,0 +1,61 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class GeneralSequencer : MonoBehaviour { + + public GameObject avatar1; + + public GameObject star; + + public GameObject dustCloudPrefab; + + public float speedScale = 1f; + + public void Start(){ + + // Jump up + var seq = LeanTween.sequence(); + + + seq.append( LeanTween.moveY( avatar1, avatar1.transform.localPosition.y + 6f, 1f).setEaseOutQuad() ); + + // Power up star, use insert when you want to branch off from the regular sequence (this does not push back the delay of other subsequent tweens) + seq.insert( LeanTween.alpha(star, 0f, 1f) ); + seq.insert( LeanTween.scale( star, Vector3.one * 3f, 1f) ); + + // Rotate 360 + seq.append( LeanTween.rotateAround( avatar1, Vector3.forward, 360f, 0.6f ).setEaseInBack() ); + + // Return to ground + seq.append( LeanTween.moveY( avatar1, avatar1.transform.localPosition.y, 1f).setEaseInQuad() ); + + // Kick off spiraling clouds - Example of appending a callback method + seq.append(() => { + for(int i = 0; i < 50f; i++){ + GameObject cloud = Instantiate(dustCloudPrefab) as GameObject; + cloud.transform.parent = avatar1.transform; + cloud.transform.localPosition = new Vector3(Random.Range(-2f,2f),0f,0f); + cloud.transform.eulerAngles = new Vector3(0f,0f,Random.Range(0,360f)); + + var range = new Vector3(cloud.transform.localPosition.x, Random.Range(2f,4f), Random.Range(-10f,10f)); + + // Tweens not in a sequence, because we want them all to animate at the same time + LeanTween.moveLocal(cloud, range, 3f*speedScale).setEaseOutCirc(); + LeanTween.rotateAround(cloud, Vector3.forward, 360f*2, 3f*speedScale).setEaseOutCirc(); + LeanTween.alpha(cloud, 0f, 3f*speedScale).setEaseOutCirc().setDestroyOnComplete(true); + } + }); + + // You can speed up or slow down the sequence of events + seq.setScale(speedScale); + + // seq.reverse(); // not working yet + + // Testing canceling sequence after a bit of time + //LeanTween.delayedCall(3f, () => + //{ + // LeanTween.cancel(seq.id); + //}); + } +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralSequencer.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralSequencer.cs.meta new file mode 100644 index 00000000..556beacf --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralSequencer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5b54bce4a9ed14e28a4a423c794a2d70 +timeCreated: 1488722358 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralSimpleUI.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralSimpleUI.cs new file mode 100644 index 00000000..12133b53 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralSimpleUI.cs @@ -0,0 +1,56 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class GeneralSimpleUI : MonoBehaviour { + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + + public RectTransform button; + + void Start () { + Debug.Log("For better examples see the 4.6_Examples folder!"); + if(button==null){ + Debug.LogError("Button not assigned! Create a new button via Hierarchy->Create->UI->Button. Then assign it to the button variable"); + return; + } + + // Tweening various values in a block callback style + LeanTween.value(button.gameObject, button.anchoredPosition, new Vector2(200f,100f), 1f ).setOnUpdate( + (Vector2 val)=>{ + button.anchoredPosition = val; + } + ); + + LeanTween.value(gameObject, 1f, 0.5f, 1f ).setOnUpdate( + (float volume)=>{ + Debug.Log("volume:"+volume); + } + ); + + LeanTween.value(gameObject, gameObject.transform.position, gameObject.transform.position + new Vector3(0,1f,0), 1f ).setOnUpdate( + (Vector3 val)=>{ + gameObject.transform.position = val; + } + ); + + LeanTween.value(gameObject, Color.red, Color.green, 1f ).setOnUpdate( + (Color val)=>{ + UnityEngine.UI.Image image = (UnityEngine.UI.Image)button.gameObject.GetComponent( typeof(UnityEngine.UI.Image) ); + image.color = val; + } + ); + + // Tweening Using Unity's new Canvas GUI System + LeanTween.move(button, new Vector3(200f,-100f,0f), 1f).setDelay(1f); + LeanTween.rotateAround(button, Vector3.forward, 90f, 1f).setDelay(2f); + LeanTween.scale(button, button.localScale*2f, 1f).setDelay(3f); + LeanTween.rotateAround(button, Vector3.forward, -90f, 1f).setDelay(4f).setEase(LeanTweenType.easeInOutElastic); + } + + #else + void Start(){ + Debug.LogError("Unity 4.6+ is required to use the new UI"); + } + + #endif +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralSimpleUI.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralSimpleUI.cs.meta new file mode 100644 index 00000000..f9b578b4 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralSimpleUI.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 19c352f230e8b46f08abbbd7cc11edb8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralUISpace.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralUISpace.cs new file mode 100644 index 00000000..f2f490bf --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralUISpace.cs @@ -0,0 +1,89 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class GeneralUISpace : MonoBehaviour { + + public RectTransform mainWindow; + public RectTransform mainParagraphText; + public RectTransform mainTitleText; + public RectTransform mainButton1; + public RectTransform mainButton2; + + public RectTransform pauseRing1; + public RectTransform pauseRing2; + public RectTransform pauseWindow; + + public RectTransform chatWindow; + public RectTransform chatRect; + public Sprite[] chatSprites; + public RectTransform chatBar1; + public RectTransform chatBar2; + public UnityEngine.UI.Text chatText; + + public RectTransform rawImageRect; + + void Start () { + // Time.timeScale = 1f/4f; + + // *********** Main Window ********** + // Scale the whole window in + mainWindow.localScale = Vector3.zero; + LeanTween.scale( mainWindow, new Vector3(1f,1f,1f), 0.6f).setEase(LeanTweenType.easeOutBack); + LeanTween.alphaCanvas( mainWindow.GetComponent(), 0f, 1f).setDelay(2f).setLoopPingPong().setRepeat(2); + + // Fade the main paragraph in while moving upwards + mainParagraphText.anchoredPosition3D += new Vector3(0f,-10f,0f); + LeanTween.textAlpha( mainParagraphText, 0f, 0.6f).setFrom(0f).setDelay(0f); + LeanTween.textAlpha( mainParagraphText, 1f, 0.6f).setEase(LeanTweenType.easeOutQuad).setDelay(0.6f); + LeanTween.move( mainParagraphText, mainParagraphText.anchoredPosition3D + new Vector3(0f,10f,0f), 0.6f).setEase(LeanTweenType.easeOutQuad).setDelay(0.6f); + + // Flash text to purple and back + LeanTween.textColor( mainTitleText, new Color(133f/255f,145f/255f,223f/255f), 0.6f).setEase(LeanTweenType.easeOutQuad).setDelay(0.6f).setLoopPingPong().setRepeat(-1); + + // Fade button in + LeanTween.textAlpha(mainButton2, 1f, 2f ).setFrom(0f).setDelay(0f).setEase(LeanTweenType.easeOutQuad); + LeanTween.alpha(mainButton2, 1f, 2f ).setFrom(0f).setDelay(0f).setEase(LeanTweenType.easeOutQuad); + + // Pop size of button + LeanTween.size(mainButton1, mainButton1.sizeDelta * 1.1f, 0.5f).setDelay(3f).setEaseInOutCirc().setRepeat(6).setLoopPingPong(); + + + // *********** Pause Button ********** + // Drop pause button in + pauseWindow.anchoredPosition3D += new Vector3(0f,200f,0f); + LeanTween.moveY( pauseWindow, pauseWindow.anchoredPosition3D.y + -200f, 0.6f).setEase(LeanTweenType.easeOutSine).setDelay(0.6f); + + // Punch Pause Symbol + RectTransform pauseText = pauseWindow.Find("PauseText").GetComponent(); + LeanTween.moveZ( pauseText, pauseText.anchoredPosition3D.z - 80f, 1.5f).setEase(LeanTweenType.punch).setDelay(2.0f); + + // Rotate rings around in opposite directions + LeanTween.rotateAroundLocal(pauseRing1, Vector3.forward, 360f, 12f).setRepeat(-1); + LeanTween.rotateAroundLocal(pauseRing2, Vector3.forward, -360f, 22f).setRepeat(-1); + + + // *********** Chat Window ********** + // Flip the chat window in + chatWindow.RotateAround(chatWindow.position, Vector3.up, -180f); + LeanTween.rotateAround(chatWindow, Vector3.up, 180f, 2f).setEase(LeanTweenType.easeOutElastic).setDelay(1.2f); + + // Play a series of sprites on the window on repeat endlessly + LeanTween.play(chatRect, chatSprites).setLoopPingPong(); + + // Animate the bar up and down while changing the color to red-ish + LeanTween.color( chatBar2, new Color(248f/255f,67f/255f,108f/255f, 0.5f), 1.2f).setEase(LeanTweenType.easeInQuad).setLoopPingPong().setDelay(1.2f); + LeanTween.scale( chatBar2, new Vector2(1f,0.7f), 1.2f).setEase(LeanTweenType.easeInQuad).setLoopPingPong(); + + // Write in paragraph text + string origText = chatText.text; + chatText.text = ""; + LeanTween.value(gameObject, 0, (float)origText.Length, 6f).setEase(LeanTweenType.easeOutQuad).setOnUpdate( (float val)=>{ + chatText.text = origText.Substring( 0, Mathf.RoundToInt( val ) ); + }).setLoopClamp().setDelay(2.0f); + + // Raw Image + LeanTween.alpha(rawImageRect,0f,1f).setLoopPingPong(); + } + +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralUISpace.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralUISpace.cs.meta new file mode 100644 index 00000000..5f46eea9 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/GeneralUISpace.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cc2ddccee016148b189d987f564ee08e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/LogoCinematic.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/LogoCinematic.cs new file mode 100644 index 00000000..4692af8e --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/LogoCinematic.cs @@ -0,0 +1,44 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using DentedPixel; + +public class LogoCinematic : MonoBehaviour { + + public GameObject lean; + + public GameObject tween; + + void Awake(){ + + } + + + void Start () { + //Time.timeScale = 0.2f; + + // Slide in + tween.transform.localPosition += -Vector3.right * 15f; + LeanTween.moveLocalX(tween, tween.transform.localPosition.x+15f, 0.4f).setEase(LeanTweenType.linear).setDelay(0f).setOnComplete( playBoom ); + + // Drop Down tween down + tween.transform.RotateAround(tween.transform.position, Vector3.forward, -30f); + LeanTween.rotateAround(tween, Vector3.forward, 30f, 0.4f).setEase(LeanTweenType.easeInQuad).setDelay(0.4f).setOnComplete( playBoom ); + + // Drop Lean In + lean.transform.position += Vector3.up * 5.1f; + LeanTween.moveY(lean, lean.transform.position.y-5.1f, 0.6f).setEase(LeanTweenType.easeInQuad).setDelay(0.6f).setOnComplete( playBoom ); + } + + void playBoom(){ + // Make your own Dynamic Audio at http://leanaudioplay.dentedpixel.com + + AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1.163155f, 0f, -1f), new Keyframe(0.3098361f, 0f, 0f, 0f), new Keyframe(0.5f, 0.003524712f, 0f, 0f)); + AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0.000819672f, 0.007666667f, 0f, 0f), new Keyframe(0.01065573f, 0.002424242f, 0f, 0f), new Keyframe(0.02704918f, 0.007454545f, 0f, 0f), new Keyframe(0.03770492f, 0.002575758f, 0f, 0f), new Keyframe(0.052459f, 0.007090909f, 0f, 0f), new Keyframe(0.06885245f, 0.002939394f, 0f, 0f), new Keyframe(0.0819672f, 0.006727273f, 0f, 0f), new Keyframe(0.1040983f, 0.003181818f, 0f, 0f), new Keyframe(0.1188525f, 0.006212121f, 0f, 0f), new Keyframe(0.145082f, 0.004151515f, 0f, 0f), new Keyframe(0.1893443f, 0.005636364f, 0f, 0f)); + + AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.1f,0f,0f)} ).setFrequency(11025)); + + LeanAudio.play( audioClip ); //a:fvb:8,.000819672,.007666667,,,.01065573,.002424242,,,.02704918,.007454545,,,.03770492,.002575758,,,.052459,.007090909,,,.06885245,.002939394,,,.0819672,.006727273,,,.1040983,.003181818,,,.1188525,.006212121,,,.145082,.004151515,,,.1893443,.005636364,,,8~8,,1.163155,,-,.3098361,,,,.5,.003524712,,,8~.1,,,~11025~0~~ + } + +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/LogoCinematic.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/LogoCinematic.cs.meta new file mode 100644 index 00000000..3bc70a25 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/LogoCinematic.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 674f3c10d8880408e875a9e6c3ee83bb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/PathBezier.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathBezier.cs new file mode 100644 index 00000000..2b8317d8 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathBezier.cs @@ -0,0 +1,48 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +namespace DentedPixel.LTExamples{ + +public class PathBezier : MonoBehaviour { + + public Transform[] trans; + + LTBezierPath cr; + private GameObject avatar1; + + void OnEnable(){ + // create the path + cr = new LTBezierPath( new Vector3[] {trans[0].position, trans[2].position, trans[1].position, trans[3].position, trans[3].position, trans[5].position, trans[4].position, trans[6].position} ); + } + + void Start () { + avatar1 = GameObject.Find("Avatar1"); + + // Tween automatically + LTDescr descr = LeanTween.move(avatar1, cr.pts, 6.5f).setOrientToPath(true).setRepeat(-1); + Debug.Log("length of path 1:"+cr.length); + Debug.Log("length of path 2:"+descr.optional.path.length); + } + + private float iter; + void Update () { + // Or Update Manually + //cr.place2d( sprite1.transform, iter ); + + iter += Time.deltaTime*0.07f; + if(iter>1.0f) + iter = 0.0f; + } + + void OnDrawGizmos(){ + // Debug.Log("drwaing"); + if(cr!=null) + OnEnable(); + Gizmos.color = Color.red; + if(cr!=null) + cr.gizmoDraw(); // To Visualize the path, use this method + } +} + +} \ No newline at end of file diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/PathBezier.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathBezier.cs.meta new file mode 100644 index 00000000..56435b74 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathBezier.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ac2038ba3961049ed889ae71039982cd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/PathBezier2d.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathBezier2d.cs new file mode 100644 index 00000000..21d3adeb --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathBezier2d.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PathBezier2d : MonoBehaviour { + + public Transform[] cubes; + + public GameObject dude1; + public GameObject dude2; + + private LTBezierPath visualizePath; + + void Start () { + // move + Vector3[] path = new Vector3[]{cubes[0].position,cubes[1].position,cubes[2].position,cubes[3].position}; + // 90 degree test + // path = new Vector3[] {new Vector3(7.5f, 0f, 0f), new Vector3(0f, 0f, 2.5f), new Vector3(2.5f, 0f, 0f), new Vector3(0f, 0f, 7.5f)}; + visualizePath = new LTBezierPath(path); + LeanTween.move(dude1, path, 10f).setOrientToPath2d(true); + + // move local + LeanTween.moveLocal(dude2, path, 10f).setOrientToPath2d(true); + } + + void OnDrawGizmos(){ + // Debug.Log("drwaing"); + Gizmos.color = Color.red; + if(visualizePath!=null) + visualizePath.gizmoDraw(); // To Visualize the path, use this method + } +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/PathBezier2d.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathBezier2d.cs.meta new file mode 100644 index 00000000..f94f2cdf --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathBezier2d.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 873cb511c724a48bd919ce8a18fa882c +timeCreated: 1493586162 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSpline.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSpline.cs new file mode 100644 index 00000000..a928a58a --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSpline.cs @@ -0,0 +1,38 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class ExampleSpline : MonoBehaviour { + + public Transform[] trans; + + LTSpline spline; + private GameObject ltLogo; + private GameObject ltLogo2; + + void Start () { + spline = new LTSpline( new Vector3[] {trans[0].position, trans[1].position, trans[2].position, trans[3].position, trans[4].position} ); + ltLogo = GameObject.Find("LeanTweenLogo1"); + ltLogo2 = GameObject.Find("LeanTweenLogo2"); + + LeanTween.moveSpline( ltLogo2, spline.pts, 1f).setEase(LeanTweenType.easeInOutQuad).setLoopPingPong().setOrientToPath(true); + + LTDescr zoomInPath_LT = LeanTween.moveSpline(ltLogo2, new Vector3[]{Vector3.zero, Vector3.zero, new Vector3(1,1,1), new Vector3(2,1,1), new Vector3(2,1,1)}, 1.5f); + zoomInPath_LT.setUseEstimatedTime(true); + } + + private float iter; + void Update () { + // Iterating over path + ltLogo.transform.position = spline.point( iter /*(Time.time*1000)%1000 * 1.0 / 1000.0 */); + + iter += Time.deltaTime*0.1f; + if(iter>1.0f) + iter = 0.0f; + } + + void OnDrawGizmos(){ + if(spline!=null) + spline.gizmoDraw(); // debug aid to be able to see the path in the scene inspector + } +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSpline.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSpline.cs.meta new file mode 100644 index 00000000..fd4e0129 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSpline.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ef4235237d8d8413c9d5807cf0a1f77b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSpline2d.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSpline2d.cs new file mode 100644 index 00000000..2a415d36 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSpline2d.cs @@ -0,0 +1,36 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class PathSpline2d : MonoBehaviour { + + public Transform[] cubes; + + public GameObject dude1; + public GameObject dude2; + + private LTSpline visualizePath; + + void Start () { + Vector3[] path = new Vector3[] { + cubes[0].position, + cubes[1].position, + cubes[2].position, + cubes[3].position, + cubes[4].position + }; + + visualizePath = new LTSpline( path ); + // move + LeanTween.moveSpline(dude1, path, 10f).setOrientToPath2d(true).setSpeed(2f); + + // move Local + LeanTween.moveSplineLocal(dude2, path, 10f).setOrientToPath2d(true).setSpeed(2f); + } + + void OnDrawGizmos(){ + Gizmos.color = Color.red; + if(visualizePath!=null) + visualizePath.gizmoDraw(); + } +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSpline2d.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSpline2d.cs.meta new file mode 100644 index 00000000..e23a2f01 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSpline2d.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 15c036b11e3ff486ea685da06fa305f6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplineEndless.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplineEndless.cs new file mode 100644 index 00000000..aec48643 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplineEndless.cs @@ -0,0 +1,125 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using DentedPixel; + +public class PathSplineEndless : MonoBehaviour { + public GameObject trackTrailRenderers; + public GameObject car; + public GameObject carInternal; + + public GameObject[] cubes; + private int cubesIter; + public GameObject[] trees; + private int treesIter; + + public float randomIterWidth = 0.1f; + + private LTSpline track; + private List trackPts = new List(); + private int zIter = 0; + private float carIter = 0f; + private float carAdd; + private int trackMaxItems = 15; + private int trackIter = 1; + private float pushTrackAhead = 0f; + private float randomIter = 0f; + + void Start () { + + // Setup initial track points + for(int i = 0; i < 4; i++){ + addRandomTrackPoint(); + } + refreshSpline(); + + // Animate in track ahead of the car + LeanTween.value(gameObject, 0, 0.3f, 2f).setOnUpdate( ( float val )=>{ + pushTrackAhead = val; + }); + } + + void Update () { + + float zLastDist = (trackPts[ trackPts.Count - 1].z - transform.position.z); + if(zLastDist < 200f){ // if the last node is too close we'll add in a new point and refresh the spline + addRandomTrackPoint(); + refreshSpline(); + } + + // Update avatar's position on correct track + track.place( car.transform, carIter ); + carIter += carAdd * Time.deltaTime; + + // we'll place the trail renders always a bit in front of the car + track.place( trackTrailRenderers.transform, carIter + pushTrackAhead ); + + + // Switch tracks on keyboard input + float turn = Input.GetAxis("Horizontal"); + if(Input.anyKeyDown){ + if(turn<0f && trackIter>0){ + trackIter--; + playSwish(); + }else if(turn>0f && trackIter < 2){ // We have three track "rails" so stopping it from going above 3 + trackIter++; + playSwish(); + } + // Move the internal local x of the car to simulate changing tracks + LeanTween.moveLocalX(carInternal, (trackIter-1)*6f, 0.3f).setEase(LeanTweenType.easeOutBack); + } + } + + // Simple object queuing system + GameObject objectQueue( GameObject[] arr, ref int lastIter ){ + lastIter = lastIter>=arr.Length-1 ? 0 : lastIter+1; + + // Reset scale and rotation for a new animation + arr[ lastIter ].transform.localScale = Vector3.one; + arr[ lastIter ].transform.rotation = Quaternion.identity; + return arr[ lastIter ]; + } + + void addRandomTrackPoint(){ + float randX = Mathf.PerlinNoise(0f, randomIter); + randomIter += randomIterWidth; + + Vector3 randomInFrontPosition = new Vector3( (randX-0.5f)*20f, 0f, zIter*40f); + + // placing the box is just to visualize how the paths get created + GameObject box = objectQueue( cubes, ref cubesIter ); + box.transform.position = randomInFrontPosition; + + // Line the roads with trees + GameObject tree = objectQueue( trees, ref treesIter ); + float treeX = zIter%2==0 ? -15f : 15f; + tree.transform.position = new Vector3( randomInFrontPosition.x + treeX, 0f, zIter*40f); + + // Animate in new tree (just for fun) + LeanTween.rotateAround( tree, Vector3.forward, 0f, 1f).setFrom( zIter%2==0 ? 180f : -180f).setEase(LeanTweenType.easeOutBack); + + trackPts.Add( randomInFrontPosition ); // Add a future spline node + if(trackPts.Count > trackMaxItems) + trackPts.RemoveAt(0); // Remove the trailing spline node + + zIter++; + } + + void refreshSpline(){ + track = new LTSpline( trackPts.ToArray() ); + carIter = track.ratioAtPoint( car.transform.position ); // we created a new spline so we need to update the cars iteration point on this new spline + // Debug.Log("distance:"+track.distance+" carIter:"+carIter); + carAdd = 40f / track.distance; // we want to make sure the speed is based on the distance of the spline for a more constant speed + } + + // Make your own LeanAudio sounds at http://leanaudioplay.dentedpixel.com + void playSwish(){ + AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 0.005464481f, 1.83897f, 0f), new Keyframe(0.1114856f, 2.281785f, 0f, 0f), new Keyframe(0.2482903f, 2.271654f, 0f, 0f), new Keyframe(0.3f, 0.01670286f, 0f, 0f)); + AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.00136725f, 0f, 0f), new Keyframe(0.1482391f, 0.005405405f, 0f, 0f), new Keyframe(0.2650336f, 0.002480127f, 0f, 0f)); + + AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.2f,0.5f,0f)} ).setWaveNoise().setWaveNoiseScale(1000)); + + LeanAudio.play( audioClip ); //a:fvb:8,,.00136725,,,.1482391,.005405405,,,.2650336,.002480127,,,8~8,,.005464481,1.83897,,.1114856,2.281785,,,.2482903,2.271654,,,.3,.01670286,,,8~.2,.5,,~~0~~3,1000,1 + } + +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplineEndless.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplineEndless.cs.meta new file mode 100644 index 00000000..15fe0133 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplineEndless.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 784f0e347ee4d4c3b83ca56d6f33f01a +timeCreated: 1460315101 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplinePerformance.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplinePerformance.cs new file mode 100644 index 00000000..a3e2884f --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplinePerformance.cs @@ -0,0 +1,93 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using DentedPixel; +// This class is to test the upper limits of a complex spline + +public class PathSplinePerformance : MonoBehaviour { + + public GameObject trackTrailRenderers; + public GameObject car; + public GameObject carInternal; + + + public float circleLength = 10f; + public float randomRange = 1f; + public int trackNodes = 30; + public float carSpeed = 30f; + public float tracerSpeed = 2f; + + private LTSpline track; + private int trackIter = 1; + private float carAdd; + private float trackPosition; // ratio 0,1 of the avatars position on the track + + void Start () { + Application.targetFrameRate = 240; + + // Make the track from the provided transforms + List randList = new List(); + float degree = 0f; + int nodeLength = trackNodes + 1;// We need to add some extra because the first and last nodes just act as *guides* to the first and last curvature + for(int i = 0; i < nodeLength; i++){ + float x = Mathf.Cos( degree * Mathf.Deg2Rad ) * circleLength + Random.Range(0f, randomRange); + float z = Mathf.Sin( degree * Mathf.Deg2Rad ) * circleLength + Random.Range(0f, randomRange); + randList.Add( new Vector3(x,1f,z ) ); + + degree += 360f/(float)trackNodes; + } + randList[0] = randList[ randList.Count-1 ]; // set the zero-ith one as the last position so it will flow smoothly into the first curve + randList.Add( randList[1] ); // Add the first and second one in, so the circle connects to itself + randList.Add( randList[2] ); + + track = new LTSpline( randList.ToArray() ); + + carAdd = carSpeed / track.distance; + + tracerSpeed = track.distance / (carSpeed*1.2f); + + // Optional technique to show the trails in game + LeanTween.moveSpline( trackTrailRenderers, track, tracerSpeed ).setOrientToPath(true).setRepeat(-1); + } + + void Update () { + // Switch tracks on keyboard input + float turn = Input.GetAxis("Horizontal"); + if(Input.anyKeyDown){ + if(turn<0f && trackIter>0){ + trackIter--; + playSwish(); + }else if(turn>0f && trackIter < 2){ // We have three track "rails" so stopping it from going above 3 + trackIter++; + playSwish(); + } + // Move the internal local x of the car to simulate changing tracks + LeanTween.moveLocalX(carInternal, (trackIter-1)*6f, 0.3f).setEase(LeanTweenType.easeOutBack); + + } + + // Update avatar's position on correct track + track.place( car.transform, trackPosition ); + + trackPosition += Time.deltaTime * carAdd; + + if(trackPosition>1f) + trackPosition = 0f; // We need to keep the ratio between 0-1 so after one we will loop back to the beginning of the track + } + + // Use this for visualizing what the track looks like in the editor (for a full suite of spline tools check out the LeanTween Editor) + void OnDrawGizmos(){ + if(track!=null) + track.drawGizmo( Color.red ); + } + + // Make your own LeanAudio sounds at http://leanaudioplay.dentedpixel.com + void playSwish(){ + AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 0.005464481f, 1.83897f, 0f), new Keyframe(0.1114856f, 2.281785f, 0f, 0f), new Keyframe(0.2482903f, 2.271654f, 0f, 0f), new Keyframe(0.3f, 0.01670286f, 0f, 0f)); + AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.00136725f, 0f, 0f), new Keyframe(0.1482391f, 0.005405405f, 0f, 0f), new Keyframe(0.2650336f, 0.002480127f, 0f, 0f)); + + AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.2f,0.5f,0f)} ).setWaveNoise().setWaveNoiseScale(1000)); + + LeanAudio.play( audioClip ); //a:fvb:8,,.00136725,,,.1482391,.005405405,,,.2650336,.002480127,,,8~8,,.005464481,1.83897,,.1114856,2.281785,,,.2482903,2.271654,,,.3,.01670286,,,8~.2,.5,,~~0~~3,1000,1 + } +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplinePerformance.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplinePerformance.cs.meta new file mode 100644 index 00000000..bbef093d --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplinePerformance.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5de62495c8a5d49e6b3ca111f8c7e944 +timeCreated: 1460894008 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplineTrack.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplineTrack.cs new file mode 100644 index 00000000..4aa59f00 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplineTrack.cs @@ -0,0 +1,68 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +// This project demonstrates how you can use the spline behaviour for a multi-track game (like an endless runner style) + +public class PathSplineTrack : MonoBehaviour { + + public GameObject car; + public GameObject carInternal; + public GameObject trackTrailRenderers; + + public Transform[] trackOnePoints; + + private LTSpline track; + private int trackIter = 1; + private float trackPosition; // ratio 0,1 of the avatars position on the track + + void Start () { + // Make the track from the provided transforms + track = new LTSpline( new Vector3[] {trackOnePoints[0].position, trackOnePoints[1].position, trackOnePoints[2].position, trackOnePoints[3].position, trackOnePoints[4].position, trackOnePoints[5].position, trackOnePoints[6].position} ); + + // Optional technique to show the trails in game + LeanTween.moveSpline( trackTrailRenderers, track, 2f ).setOrientToPath(true).setRepeat(-1); + } + + void Update () { + // Switch tracks on keyboard input + float turn = Input.GetAxis("Horizontal"); + if(Input.anyKeyDown){ + if(turn<0f && trackIter>0){ + trackIter--; + playSwish(); + }else if(turn>0f && trackIter < 2){ // We have three track "rails" so stopping it from going above 3 + trackIter++; + playSwish(); + } + // Move the internal local x of the car to simulate changing tracks + LeanTween.moveLocalX(carInternal, (trackIter-1)*6f, 0.3f).setEase(LeanTweenType.easeOutBack); + + } + + // Update avatar's position on correct track + track.place( car.transform, trackPosition ); + + trackPosition += Time.deltaTime * 0.03f;// * Input.GetAxis("Vertical"); // Uncomment to have the forward and backwards controlled by the directional arrows + + if (trackPosition < 0f) // We need to keep the ratio between 0-1 so after one we will loop back to the beginning of the track + trackPosition = 1f; + else if(trackPosition>1f) + trackPosition = 0f; + } + + // Use this for visualizing what the track looks like in the editor (for a full suite of spline tools check out the LeanTween Editor) + void OnDrawGizmos(){ + LTSpline.drawGizmo( trackOnePoints, Color.red); + } + + // Make your own LeanAudio sounds at http://leanaudioplay.dentedpixel.com + void playSwish(){ + AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 0.005464481f, 1.83897f, 0f), new Keyframe(0.1114856f, 2.281785f, 0f, 0f), new Keyframe(0.2482903f, 2.271654f, 0f, 0f), new Keyframe(0.3f, 0.01670286f, 0f, 0f)); + AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.00136725f, 0f, 0f), new Keyframe(0.1482391f, 0.005405405f, 0f, 0f), new Keyframe(0.2650336f, 0.002480127f, 0f, 0f)); + + AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.2f,0.5f,0f)} ).setWaveNoise().setWaveNoiseScale(1000)); + + LeanAudio.play( audioClip ); //a:fvb:8,,.00136725,,,.1482391,.005405405,,,.2650336,.002480127,,,8~8,,.005464481,1.83897,,.1114856,2.281785,,,.2482903,2.271654,,,.3,.01670286,,,8~.2,.5,,~~0~~3,1000,1 + } +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplineTrack.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplineTrack.cs.meta new file mode 100644 index 00000000..d41a6ddc --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplineTrack.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 31af73f8be2864eda9a3fbb6d0d2a9c7 +timeCreated: 1460209336 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplines.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplines.cs new file mode 100644 index 00000000..8df95b9a --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplines.cs @@ -0,0 +1,46 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class PathSplines : MonoBehaviour { + + public Transform[] trans; + + LTSpline cr; + private GameObject avatar1; + + void OnEnable(){ + // create the path + cr = new LTSpline( new Vector3[] {trans[0].position, trans[1].position, trans[2].position, trans[3].position, trans[4].position} ); + // cr = new LTSpline( new Vector3[] {new Vector3(-1f,0f,0f), new Vector3(0f,0f,0f), new Vector3(4f,0f,0f), new Vector3(20f,0f,0f), new Vector3(30f,0f,0f)} ); + } + + void Start () { + avatar1 = GameObject.Find("Avatar1"); + + // Tween automatically + LeanTween.move(avatar1, cr, 6.5f).setOrientToPath(true).setRepeat(1).setOnComplete( ()=>{ + Vector3[] next = new Vector3[] {trans[4].position, trans[3].position, trans[2].position, trans[1].position, trans[0].position}; + LeanTween.moveSpline( avatar1, next, 6.5f); // move it back to the start without an LTSpline + }).setEase(LeanTweenType.easeOutQuad); + } + + private float iter; + void Update () { + // Or Update Manually + // cr.place( avatar1.transform, iter ); + + iter += Time.deltaTime*0.07f; + if(iter>1.0f) + iter = 0.0f; + } + + void OnDrawGizmos(){ + // Debug.Log("drwaing"); + if(cr==null) + OnEnable(); + Gizmos.color = Color.red; + if(cr!=null) + cr.gizmoDraw(); // To Visualize the path, use this method + } +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplines.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplines.cs.meta new file mode 100644 index 00000000..0ccb4fe6 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/PathSplines.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: de0396ae3eef541c190f0e6962090454 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingUnitTests.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingUnitTests.cs new file mode 100644 index 00000000..c3727b54 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingUnitTests.cs @@ -0,0 +1,656 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using DentedPixel; + +namespace DentedPixel.LTExamples +{ + + public class TestingUnitTests : MonoBehaviour + { + + public GameObject cube1; + public GameObject cube2; + public GameObject cube3; + public GameObject cube4; + public GameObject cubeAlpha1; + public GameObject cubeAlpha2; + + + private bool eventGameObjectWasCalled = false, eventGeneralWasCalled = false; + private int lt1Id; + private LTDescr lt2; + private LTDescr lt3; + private LTDescr lt4; + private LTDescr[] groupTweens; + private GameObject[] groupGOs; + private int groupTweensCnt; + private int rotateRepeat; + private int rotateRepeatAngle; + private GameObject boxNoCollider; + private float timeElapsedNormalTimeScale; + private float timeElapsedIgnoreTimeScale; + private bool pauseTweenDidFinish = false; + + void Awake() + { + boxNoCollider = GameObject.CreatePrimitive(PrimitiveType.Cube); + Destroy(boxNoCollider.GetComponent(typeof(BoxCollider)) as Component); + } + + void Start() + { + // Time.timeScale = 0.25f; + + LeanTest.timeout = 46f; + LeanTest.expected = 63; + + LeanTween.init(1300); + + // add a listener + LeanTween.addListener(cube1, 0, eventGameObjectCalled); + + LeanTest.expect(LeanTween.isTweening() == false, "NOTHING TWEEENING AT BEGINNING"); + + LeanTest.expect(LeanTween.isTweening(cube1) == false, "OBJECT NOT TWEEENING AT BEGINNING"); + + LeanTween.scaleX(cube4, 2f, 0f).setOnComplete(() => { + LeanTest.expect(cube4.transform.localScale.x == 2f, "TWEENED WITH ZERO TIME"); + }); + + // dispatch event that is received + LeanTween.dispatchEvent(0); + LeanTest.expect(eventGameObjectWasCalled, "EVENT GAMEOBJECT RECEIVED"); + + // do not remove listener + LeanTest.expect(LeanTween.removeListener(cube2, 0, eventGameObjectCalled) == false, "EVENT GAMEOBJECT NOT REMOVED"); + // remove listener + LeanTest.expect(LeanTween.removeListener(cube1, 0, eventGameObjectCalled), "EVENT GAMEOBJECT REMOVED"); + + // add a listener + LeanTween.addListener(1, eventGeneralCalled); + + // dispatch event that is received + LeanTween.dispatchEvent(1); + LeanTest.expect(eventGeneralWasCalled, "EVENT ALL RECEIVED"); + + // remove listener + LeanTest.expect(LeanTween.removeListener(1, eventGeneralCalled), "EVENT ALL REMOVED"); + + lt1Id = LeanTween.move(cube1, new Vector3(3f, 2f, 0.5f), 1.1f).id; + LeanTween.move(cube2, new Vector3(-3f, -2f, -0.5f), 1.1f); + + LeanTween.reset(); + + // Queue up a bunch of tweens, cancel some of them but expect the remainder to finish + GameObject[] cubes = new GameObject[99]; + int[] tweenIds = new int[cubes.Length]; + for (int i = 0; i < cubes.Length; i++) + { + GameObject c = cubeNamed("cancel" + i); + tweenIds[i] = LeanTween.moveX(c, 100f, 1f).id; + cubes[i] = c; + } + int onCompleteCount = 0; + LeanTween.delayedCall(cubes[0], 0.2f, () => { + for (int i = 0; i < cubes.Length; i++) + { + if (i % 3 == 0) + { + LeanTween.cancel(cubes[i]); + } + else if (i % 3 == 1) + { + LeanTween.cancel(tweenIds[i]); + } + else if (i % 3 == 2) + { + LTDescr descr = LeanTween.descr(tweenIds[i]); + // Debug.Log("descr:"+descr); + descr.setOnComplete(() => { + onCompleteCount++; + // Debug.Log("onCompleteCount:"+onCompleteCount); + if (onCompleteCount >= 33) + { + LeanTest.expect(true, "CANCELS DO NOT EFFECT FINISHING"); + } + }); + } + } + }); + + Vector3[] splineArr = new Vector3[] { new Vector3(-1f, 0f, 0f), new Vector3(0f, 0f, 0f), new Vector3(4f, 0f, 0f), new Vector3(20f, 0f, 0f), new Vector3(30f, 0f, 0f) }; + LTSpline cr = new LTSpline(splineArr); + cr.place(cube4.transform, 0.5f); + LeanTest.expect((Vector3.Distance(cube4.transform.position, new Vector3(10f, 0f, 0f)) <= 0.7f), "SPLINE POSITIONING AT HALFWAY", "position is:" + cube4.transform.position + " but should be:(10f,0f,0f)"); + LeanTween.color(cube4, Color.green, 0.01f); + + // Debug.Log("Point 2:"+cr.ratioAtPoint(splineArr[2])); + + // OnStart Speed Test for ignoreTimeScale vs normal timeScale + + GameObject cubeDest = cubeNamed("cubeDest"); + Vector3 cubeDestEnd = new Vector3(100f, 20f, 0f); + LeanTween.move(cubeDest, cubeDestEnd, 0.7f); + + GameObject cubeToTrans = cubeNamed("cubeToTrans"); + LeanTween.move(cubeToTrans, cubeDest.transform, 1.2f).setEase(LeanTweenType.easeOutQuad).setOnComplete(() => { + LeanTest.expect(cubeToTrans.transform.position == cubeDestEnd, "MOVE TO TRANSFORM WORKS"); + }); + + GameObject cubeDestroy = cubeNamed("cubeDestroy"); + LeanTween.moveX(cubeDestroy, 200f, 0.05f).setDelay(0.02f).setDestroyOnComplete(true); + LeanTween.moveX(cubeDestroy, 200f, 0.1f).setDestroyOnComplete(true).setOnComplete(() => { + LeanTest.expect(true, "TWO DESTROY ON COMPLETE'S SUCCEED"); + }); + + GameObject cubeSpline = cubeNamed("cubeSpline"); + LeanTween.moveSpline(cubeSpline, new Vector3[] { new Vector3(0.5f, 0f, 0.5f), new Vector3(0.75f, 0f, 0.75f), new Vector3(1f, 0f, 1f), new Vector3(1f, 0f, 1f) }, 0.1f).setOnComplete(() => { + LeanTest.expect(Vector3.Distance(new Vector3(1f, 0f, 1f), cubeSpline.transform.position) < 0.01f, "SPLINE WITH TWO POINTS SUCCEEDS"); + }); + + // This test works when it is positioned last in the test queue (probably worth fixing when you have time) + GameObject jumpCube = cubeNamed("jumpTime"); + jumpCube.transform.position = new Vector3(100f, 0f, 0f); + jumpCube.transform.localScale *= 100f; + int jumpTimeId = LeanTween.moveX(jumpCube, 200f, 1f).id; + + LeanTween.delayedCall(gameObject, 0.2f, () => { + LTDescr d = LeanTween.descr(jumpTimeId); + float beforeX = jumpCube.transform.position.x; + d.setTime(0.5f); + LeanTween.delayedCall(0.0f, () => { }).setOnStart(() => { + float diffAmt = 1f;// This variable is dependent on a good frame-rate because it evalutes at the next Update + beforeX += Time.deltaTime * 100f * 2f; + LeanTest.expect(Mathf.Abs(jumpCube.transform.position.x - beforeX) < diffAmt, "CHANGING TIME DOESN'T JUMP AHEAD", "Difference:" + Mathf.Abs(jumpCube.transform.position.x - beforeX) + " beforeX:" + beforeX + " now:" + jumpCube.transform.position.x + " dt:" + Time.deltaTime); + }); + }); + + // Tween with time of zero is needs to be set to it's final value + GameObject zeroCube = cubeNamed("zeroCube"); + LeanTween.moveX(zeroCube, 10f, 0f).setOnComplete(() => { + LeanTest.expect(zeroCube.transform.position.x == 10f, "ZERO TIME FINSHES CORRECTLY", "final x:" + zeroCube.transform.position.x); + }); + + // Scale, and OnStart + GameObject cubeScale = cubeNamed("cubeScale"); + LeanTween.scale(cubeScale, new Vector3(5f, 5f, 5f), 0.01f).setOnStart(() => { + LeanTest.expect(true, "ON START WAS CALLED"); + }).setOnComplete(() => { + LeanTest.expect(cubeScale.transform.localScale.z == 5f, "SCALE", "expected scale z:" + 5f + " returned:" + cubeScale.transform.localScale.z); + }); + + // Rotate + GameObject cubeRotate = cubeNamed("cubeRotate"); + LeanTween.rotate(cubeRotate, new Vector3(0f, 180f, 0f), 0.02f).setOnComplete(() => { + LeanTest.expect(cubeRotate.transform.eulerAngles.y == 180f, "ROTATE", "expected rotate y:" + 180f + " returned:" + cubeRotate.transform.eulerAngles.y); + }); + + // RotateAround + GameObject cubeRotateA = cubeNamed("cubeRotateA"); + LeanTween.rotateAround(cubeRotateA, Vector3.forward, 90f, 0.3f).setOnComplete(() => { + LeanTest.expect(cubeRotateA.transform.eulerAngles.z == 90f, "ROTATE AROUND", "expected rotate z:" + 90f + " returned:" + cubeRotateA.transform.eulerAngles.z); + }); + + // RotateAround 360 + GameObject cubeRotateB = cubeNamed("cubeRotateB"); + cubeRotateB.transform.position = new Vector3(200f, 10f, 8f); + LeanTween.rotateAround(cubeRotateB, Vector3.forward, 360f, 0.3f).setPoint(new Vector3(5f, 3f, 2f)).setOnComplete(() => { + LeanTest.expect(cubeRotateB.transform.position.ToString() == (new Vector3(200f, 10f, 8f)).ToString(), "ROTATE AROUND 360", "expected rotate pos:" + (new Vector3(200f, 10f, 8f)) + " returned:" + cubeRotateB.transform.position); + }); + + // Alpha, onUpdate with passing value, onComplete value + LeanTween.alpha(cubeAlpha1, 0.5f, 0.1f).setOnUpdate((float val) => { + LeanTest.expect(val != 0f, "ON UPDATE VAL"); + }).setOnCompleteParam("Hi!").setOnComplete((object completeObj) => { + LeanTest.expect(((string)completeObj) == "Hi!", "ONCOMPLETE OBJECT"); + LeanTest.expect(cubeAlpha1.GetComponent().material.color.a == 0.5f, "ALPHA"); + }); + // Color + float onStartTime = -1f; + LeanTween.color(cubeAlpha2, Color.cyan, 0.3f).setOnComplete(() => { + LeanTest.expect(cubeAlpha2.GetComponent().material.color == Color.cyan, "COLOR"); + LeanTest.expect(onStartTime >= 0f && onStartTime < Time.time, "ON START", "onStartTime:" + onStartTime + " time:" + Time.time); + }).setOnStart(() => { + onStartTime = Time.time; + }); + // moveLocalY (make sure uses y values) + Vector3 beforePos = cubeAlpha1.transform.position; + LeanTween.moveY(cubeAlpha1, 3f, 0.2f).setOnComplete(() => { + LeanTest.expect(cubeAlpha1.transform.position.x == beforePos.x && cubeAlpha1.transform.position.z == beforePos.z, "MOVE Y"); + }); + + Vector3 beforePos2 = cubeAlpha2.transform.localPosition; + LeanTween.moveLocalZ(cubeAlpha2, 12f, 0.2f).setOnComplete(() => { + LeanTest.expect(cubeAlpha2.transform.localPosition.x == beforePos2.x && cubeAlpha2.transform.localPosition.y == beforePos2.y, "MOVE LOCAL Z", "ax:" + cubeAlpha2.transform.localPosition.x + " bx:" + beforePos.x + " ay:" + cubeAlpha2.transform.localPosition.y + " by:" + beforePos2.y); + }); + + AudioClip audioClip = LeanAudio.createAudio(new AnimationCurve(new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f)), new AnimationCurve(new Keyframe(0f, 0.001f, 0f, 0f), new Keyframe(1f, 0.001f, 0f, 0f)), LeanAudio.options()); + LeanTween.delayedSound(gameObject, audioClip, new Vector3(0f, 0f, 0f), 0.1f).setDelay(0.2f).setOnComplete(() => { + LeanTest.expect(Time.time > 0, "DELAYED SOUND"); + }); + + // Easing Methods + int totalEasingCheck = 0; + int totalEasingCheckSuccess = 0; + for (int j = 0; j < 2; j++) + { + bool isCheckingFrom = j == 1; + int totalTweenTypeLength = (int)LeanTweenType.easeShake; + for (int i = (int)LeanTweenType.notUsed; i < totalTweenTypeLength; i++) + { + LeanTweenType easeType = (LeanTweenType)i; + GameObject cube = cubeNamed("cube" + easeType); + LTDescr descr = LeanTween.moveLocalX(cube, 5, 0.1f).setOnComplete((object obj) => { + GameObject cubeIn = obj as GameObject; + totalEasingCheck++; + if (cubeIn.transform.position.x == 5f) + { + totalEasingCheckSuccess++; + } + if (totalEasingCheck == (2 * totalTweenTypeLength)) + { + LeanTest.expect(totalEasingCheck == totalEasingCheckSuccess, "EASING TYPES"); + } + }).setOnCompleteParam(cube); + + if (isCheckingFrom) + descr.setFrom(-5f); + } + } + + // value2 + bool value2UpdateCalled = false; + LeanTween.value(gameObject, new Vector2(0, 0), new Vector2(256, 96), 0.1f).setOnUpdate((Vector2 value) => { + value2UpdateCalled = true; + }); + LeanTween.delayedCall(0.2f, () => { + LeanTest.expect(value2UpdateCalled, "VALUE2 UPDATE"); + }); + + // Testing specific cancellation + GameObject cubeCancelA = cubeNamed("cubeCancelA"); + cubeCancelA.LeanMoveX(10f, 1f); + cubeCancelA.LeanMoveY(10f, 1f); + LeanTween.cancel(cubeCancelA, false, TweenAction.MOVE_X); + LTDescr[] descrs = LeanTween.descriptions(cubeCancelA); + LeanTest.expect(descrs.Length == 1, "SPECIFIC TWEEN DID CANCEL"); + + + // check descr + // LTDescr descr2 = LeanTween.descr( descrId ); + // LeanTest.expect(descr2 == null,"DESCRIPTION STARTS AS NULL"); + + StartCoroutine(timeBasedTesting()); + } + + private GameObject cubeNamed(string name) + { + GameObject cube = Instantiate(boxNoCollider) as GameObject; + cube.name = name; + return cube; + } + + IEnumerator timeBasedTesting() + { + yield return new WaitForEndOfFrame(); + + GameObject cubeNormal = cubeNamed("normalTimeScale"); + // float timeElapsedNormal = Time.time; + LeanTween.moveX(cubeNormal, 12f, 1.5f).setIgnoreTimeScale(false).setOnComplete(() => { + timeElapsedNormalTimeScale = Time.time; + }); + + LTDescr[] descr = LeanTween.descriptions(cubeNormal); + LeanTest.expect(descr.Length >= 0 && descr[0].to.x == 12f, "WE CAN RETRIEVE A DESCRIPTION"); + + GameObject cubeIgnore = cubeNamed("ignoreTimeScale"); + LeanTween.moveX(cubeIgnore, 5f, 1.5f).setIgnoreTimeScale(true).setOnComplete(() => { + timeElapsedIgnoreTimeScale = Time.time; + }); + + yield return new WaitForSeconds(1.5f); + LeanTest.expect(Mathf.Abs(timeElapsedNormalTimeScale - timeElapsedIgnoreTimeScale) < 0.7f, "START IGNORE TIMING", "timeElapsedIgnoreTimeScale:" + timeElapsedIgnoreTimeScale + " timeElapsedNormalTimeScale:" + timeElapsedNormalTimeScale); + + // yield return new WaitForSeconds(100f); + Time.timeScale = 4f; + + int pauseCount = 0; + LeanTween.value(gameObject, 0f, 1f, 1f).setOnUpdate((float val) => { + pauseCount++; + }).pause(); + + // Bezier should end at exact end position not just 99% close to it + Vector3[] roundCirc = new Vector3[] { new Vector3(0f, 0f, 0f), new Vector3(-9.1f, 25.1f, 0f), new Vector3(-1.2f, 15.9f, 0f), new Vector3(-25f, 25f, 0f), new Vector3(-25f, 25f, 0f), new Vector3(-50.1f, 15.9f, 0f), new Vector3(-40.9f, 25.1f, 0f), new Vector3(-50f, 0f, 0f), new Vector3(-50f, 0f, 0f), new Vector3(-40.9f, -25.1f, 0f), new Vector3(-50.1f, -15.9f, 0f), new Vector3(-25f, -25f, 0f), new Vector3(-25f, -25f, 0f), new Vector3(0f, -15.9f, 0f), new Vector3(-9.1f, -25.1f, 0f), new Vector3(0f, 0f, 0f) }; + GameObject cubeRound = cubeNamed("bRound"); + Vector3 onStartPos = cubeRound.transform.position; + LeanTween.moveLocal(cubeRound, roundCirc, 0.5f).setOnComplete(() => { + LeanTest.expect(cubeRound.transform.position == onStartPos, "BEZIER CLOSED LOOP SHOULD END AT START", "onStartPos:" + onStartPos + " onEnd:" + cubeRound.transform.position); + }); + + // should be able to retrieve a point + LTBezierPath roundCircPath = new LTBezierPath(roundCirc); + float ratioPoint = roundCircPath.ratioAtPoint(new Vector3(-25f, 25f, 0f)); + LeanTest.expect(Mathf.Equals(ratioPoint, 0.25f), "BEZIER RATIO POINT"); + + // Spline should end at exact end position not just 99% close to it + Vector3[] roundSpline = new Vector3[] { new Vector3(0f, 0f, 0f), new Vector3(0f, 0f, 0f), new Vector3(2f, 0f, 0f), new Vector3(0.9f, 2f, 0f), new Vector3(0f, 0f, 0f), new Vector3(0f, 0f, 0f) }; + GameObject cubeSpline = cubeNamed("bSpline"); + Vector3 onStartPosSpline = cubeSpline.transform.position; + LeanTween.moveSplineLocal(cubeSpline, roundSpline, 0.5f).setOnComplete(() => { + LeanTest.expect(Vector3.Distance(onStartPosSpline, cubeSpline.transform.position) <= 0.01f, "SPLINE CLOSED LOOP SHOULD END AT START", "onStartPos:" + onStartPosSpline + " onEnd:" + cubeSpline.transform.position + " dist:" + Vector3.Distance(onStartPosSpline, cubeSpline.transform.position)); + }); + + // Sequence test, do three tweens and make sure they end at the right points + GameObject cubeSeq = cubeNamed("cSeq"); + var seq = LeanTween.sequence().append(LeanTween.moveX(cubeSeq, 100f, 0.2f)); + seq.append(0.1f).append(LeanTween.scaleX(cubeSeq, 2f, 0.1f)); + seq.append(() => { + LeanTest.expect(cubeSeq.transform.position.x == 100f, "SEQ MOVE X FINISHED", "move x:" + cubeSeq.transform.position.x); + LeanTest.expect(cubeSeq.transform.localScale.x == 2f, "SEQ SCALE X FINISHED", "scale x:" + cubeSeq.transform.localScale.x); + }).setScale(0.2f); + + // Bounds check + GameObject cubeBounds = cubeNamed("cBounds"); + bool didPassBounds = true; + Vector3 failPoint = Vector3.zero; + LeanTween.move(cubeBounds, new Vector3(10, 10, 10), 0.1f).setOnUpdate((float val) => { + //Debug.LogWarning("cubeBounds x:"+cubeBounds.transform.position.x + " y:"+ cubeBounds.transform.position.y+" z:"+cubeBounds.transform.position.z); + if (cubeBounds.transform.position.x < 0f || cubeBounds.transform.position.x > 10f || cubeBounds.transform.position.y < 0f || cubeBounds.transform.position.y > 10f || cubeBounds.transform.position.z < 0f || cubeBounds.transform.position.z > 10f) + { + didPassBounds = false; + failPoint = cubeBounds.transform.position; + // Debug.LogError("OUT OF BOUNDS"); + } + }).setLoopPingPong().setRepeat(8).setOnComplete(() => { + LeanTest.expect(didPassBounds, "OUT OF BOUNDS", "pos x:" + failPoint.x + " y:" + failPoint.y + " z:" + failPoint.z); + }); + + // Local scale check + //GameObject cubeLocal = cubeNamed("cLocal"); + //LeanTween.scale(cubeLocal, new Vector3(0.5f, 0.5f, 0.5f), 0.2f).setOnComplete(() => + //{ + // LeanTest.expect((cubeLocal.transform.localScale.x == 0.5f && cubeLocal.transform.localScale.y == 0.5f && cubeLocal.transform.localScale.z == 0.5f), "SCALE WORKS", "scale x:" + cubeLocal.transform.localScale.x + " y:" + cubeLocal.transform.localScale.y + " z:" + cubeLocal.transform.localScale.z); + //}); + + // Groups of tweens testing + groupTweens = new LTDescr[1200]; + groupGOs = new GameObject[groupTweens.Length]; + groupTweensCnt = 0; + int descriptionMatchCount = 0; + for (int i = 0; i < groupTweens.Length; i++) + { + GameObject cube = cubeNamed("c" + i); + cube.transform.position = new Vector3(0, 0, i * 3); + + groupGOs[i] = cube; + } + + yield return new WaitForEndOfFrame(); + + bool hasGroupTweensCheckStarted = false; + int setOnStartNum = 0; + int setPosNum = 0; + bool setPosOnUpdate = true; + for (int i = 0; i < groupTweens.Length; i++) + { + Vector3 finalPos = transform.position + Vector3.one * 3f; + Dictionary finalDict = new Dictionary { { "final", finalPos }, { "go", groupGOs[i] } }; + groupTweens[i] = LeanTween.move(groupGOs[i], finalPos, 3f).setOnStart(() => { + setOnStartNum++; + }).setOnUpdate((Vector3 newPosition) => { + if (transform.position.z > newPosition.z) + { + setPosOnUpdate = false; + } + // Debug.LogWarning("New Position: " + newPosition.ToString()); + }). + setOnCompleteParam(finalDict). + setOnComplete((object param) => { + Dictionary finalDictRetr = param as Dictionary; + Vector3 neededPos = (Vector3)finalDictRetr["final"]; + GameObject tweenedGo = finalDictRetr["go"] as GameObject; + if (neededPos.ToString() == tweenedGo.transform.position.ToString()) + setPosNum++; + else + { + // Debug.Log("neededPos:"+neededPos+" tweenedGo.transform.position:"+tweenedGo.transform.position); + } + if (hasGroupTweensCheckStarted == false) + { + hasGroupTweensCheckStarted = true; + LeanTween.delayedCall(gameObject, 0.1f, () => { + LeanTest.expect(setOnStartNum == groupTweens.Length, "SETONSTART CALLS", "expected:" + groupTweens.Length + " was:" + setOnStartNum); + LeanTest.expect(groupTweensCnt == groupTweens.Length, "GROUP FINISH", "expected " + groupTweens.Length + " tweens but got " + groupTweensCnt); + LeanTest.expect(setPosNum == groupTweens.Length, "GROUP POSITION FINISH", "expected " + groupTweens.Length + " tweens but got " + setPosNum); + LeanTest.expect(setPosOnUpdate, "GROUP POSITION ON UPDATE"); + }); + } + groupTweensCnt++; + }); + + if (LeanTween.description(groupTweens[i].id).trans == groupTweens[i].trans) + descriptionMatchCount++; + } + + while (LeanTween.tweensRunning < groupTweens.Length) + yield return null; + + LeanTest.expect(descriptionMatchCount == groupTweens.Length, "GROUP IDS MATCH"); + int expectedSearch = groupTweens.Length + 7; + LeanTest.expect(LeanTween.maxSearch <= expectedSearch, "MAX SEARCH OPTIMIZED", "maxSearch:" + LeanTween.maxSearch + " should be:" + expectedSearch); + LeanTest.expect(LeanTween.isTweening() == true, "SOMETHING IS TWEENING"); + + // resume item before calling pause should continue item along it's way + float previousXlt4 = cube4.transform.position.x; + lt4 = LeanTween.moveX(cube4, 5.0f, 1.1f).setOnComplete(() => { + LeanTest.expect(cube4 != null && previousXlt4 != cube4.transform.position.x, "RESUME OUT OF ORDER", "cube4:" + cube4 + " previousXlt4:" + previousXlt4 + " cube4.transform.position.x:" + (cube4 != null ? cube4.transform.position.x : 0)); + }).setDestroyOnComplete(true); + lt4.resume(); + + rotateRepeat = rotateRepeatAngle = 0; + LeanTween.rotateAround(cube3, Vector3.forward, 360f, 0.1f).setRepeat(3).setOnComplete(rotateRepeatFinished).setOnCompleteOnRepeat(true).setDestroyOnComplete(true); + yield return new WaitForEndOfFrame(); + LeanTween.delayedCall(0.1f * 8f + 1f, rotateRepeatAllFinished); + + int countBeforeCancel = LeanTween.tweensRunning; + LeanTween.cancel(lt1Id); + LeanTest.expect(countBeforeCancel == LeanTween.tweensRunning, "CANCEL AFTER RESET SHOULD FAIL", "expected " + countBeforeCancel + " but got " + LeanTween.tweensRunning); + LeanTween.cancel(cube2); + + int tweenCount = 0; + for (int i = 0; i < groupTweens.Length; i++) + { + if (LeanTween.isTweening(groupGOs[i])) + tweenCount++; + if (i % 3 == 0) + LeanTween.pause(groupGOs[i]); + else if (i % 3 == 1) + groupTweens[i].pause(); + else + LeanTween.pause(groupTweens[i].id); + } + LeanTest.expect(tweenCount == groupTweens.Length, "GROUP ISTWEENING", "expected " + groupTweens.Length + " tweens but got " + tweenCount); + + yield return new WaitForEndOfFrame(); + + tweenCount = 0; + for (int i = 0; i < groupTweens.Length; i++) + { + if (i % 3 == 0) + LeanTween.resume(groupGOs[i]); + else if (i % 3 == 1) + groupTweens[i].resume(); + else + LeanTween.resume(groupTweens[i].id); + + if (i % 2 == 0 ? LeanTween.isTweening(groupTweens[i].id) : LeanTween.isTweening(groupGOs[i])) + tweenCount++; + } + LeanTest.expect(tweenCount == groupTweens.Length, "GROUP RESUME"); + + LeanTest.expect(LeanTween.isTweening(cube1) == false, "CANCEL TWEEN LTDESCR"); + LeanTest.expect(LeanTween.isTweening(cube2) == false, "CANCEL TWEEN LEANTWEEN"); + + LeanTest.expect(pauseCount == 0, "ON UPDATE NOT CALLED DURING PAUSE", "expect pause count of 0, but got " + pauseCount); + + + yield return new WaitForEndOfFrame(); + Time.timeScale = 0.25f; + float tweenTime = 0.2f; + float expectedTime = tweenTime * (1f / Time.timeScale); + float start = Time.realtimeSinceStartup; + bool onUpdateWasCalled = false; + LeanTween.moveX(cube1, -5f, tweenTime).setOnUpdate((float val) => { + onUpdateWasCalled = true; + }).setOnComplete(() => { + float end = Time.realtimeSinceStartup; + float diff = end - start; + + LeanTest.expect(Mathf.Abs(expectedTime - diff) < 0.06f, "SCALED TIMING DIFFERENCE", "expected to complete in roughly " + expectedTime + " but completed in " + diff); + LeanTest.expect(Mathf.Approximately(cube1.transform.position.x, -5f), "SCALED ENDING POSITION", "expected to end at -5f, but it ended at " + cube1.transform.position.x); + LeanTest.expect(onUpdateWasCalled, "ON UPDATE FIRED"); + }); + + bool didGetCorrectOnUpdate = false; + LeanTween.value(gameObject, new Vector3(1f, 1f, 1f), new Vector3(10f, 10f, 10f), 1f).setOnUpdate((Vector3 val) => { + didGetCorrectOnUpdate = val.x >= 1f && val.y >= 1f && val.z >= 1f; + }).setOnComplete(() => { + LeanTest.expect(didGetCorrectOnUpdate, "VECTOR3 CALLBACK CALLED"); + }); + + yield return new WaitForSeconds(expectedTime); + Time.timeScale = 1f; + + int ltCount = 0; + GameObject[] allGos = FindObjectsOfType(typeof(GameObject)) as GameObject[]; + foreach (GameObject go in allGos) + { + if (go.name == "~LeanTween") + ltCount++; + } + LeanTest.expect(ltCount == 1, "RESET CORRECTLY CLEANS UP"); + + StartCoroutine(lotsOfCancels()); + } + + IEnumerator lotsOfCancels() + { + yield return new WaitForEndOfFrame(); + + Time.timeScale = 4f; + int cubeCount = 10; + + int[] tweensA = new int[cubeCount]; + GameObject[] aGOs = new GameObject[cubeCount]; + for (int i = 0; i < aGOs.Length; i++) + { + GameObject cube = Instantiate(boxNoCollider) as GameObject; + cube.transform.position = new Vector3(0, 0, i * 2f); + cube.name = "a" + i; + aGOs[i] = cube; + tweensA[i] = LeanTween.move(cube, cube.transform.position + new Vector3(10f, 0, 0), 0.5f + 1f * (1.0f / (float)aGOs.Length)).id; + LeanTween.color(cube, Color.red, 0.01f); + } + + yield return new WaitForSeconds(1.0f); + + int[] tweensB = new int[cubeCount]; + GameObject[] bGOs = new GameObject[cubeCount]; + for (int i = 0; i < bGOs.Length; i++) + { + GameObject cube = Instantiate(boxNoCollider) as GameObject; + cube.transform.position = new Vector3(0, 0, i * 2f); + cube.name = "b" + i; + bGOs[i] = cube; + tweensB[i] = LeanTween.move(cube, cube.transform.position + new Vector3(10f, 0, 0), 2f).id; + } + + for (int i = 0; i < aGOs.Length; i++) + { + LeanTween.cancel(aGOs[i]); + GameObject cube = aGOs[i]; + tweensA[i] = LeanTween.move(cube, new Vector3(0, 0, i * 2f), 2f).id; + } + + yield return new WaitForSeconds(0.5f); + + for (int i = 0; i < aGOs.Length; i++) + { + LeanTween.cancel(aGOs[i]); + GameObject cube = aGOs[i]; + tweensA[i] = LeanTween.move(cube, new Vector3(0, 0, i * 2f) + new Vector3(10f, 0, 0), 2f).id; + } + + for (int i = 0; i < bGOs.Length; i++) + { + LeanTween.cancel(bGOs[i]); + GameObject cube = bGOs[i]; + tweensB[i] = LeanTween.move(cube, new Vector3(0, 0, i * 2f), 2f).id; + } + + yield return new WaitForSeconds(2.1f); + + bool inFinalPlace = true; + for (int i = 0; i < aGOs.Length; i++) + { + if (Vector3.Distance(aGOs[i].transform.position, new Vector3(0, 0, i * 2f) + new Vector3(10f, 0, 0)) > 0.1f) + inFinalPlace = false; + } + + for (int i = 0; i < bGOs.Length; i++) + { + if (Vector3.Distance(bGOs[i].transform.position, new Vector3(0, 0, i * 2f)) > 0.1f) + inFinalPlace = false; + } + + LeanTest.expect(inFinalPlace, "AFTER LOTS OF CANCELS"); + + GameObject cubePaused = cubeNamed("cPaused"); + cubePaused.LeanMoveX(10f, 1f).setOnComplete(() => { + pauseTweenDidFinish = true; + }); + StartCoroutine(pauseTimeNow()); + } + + IEnumerator pauseTimeNow() + { + yield return new WaitForSeconds(0.5f); + Time.timeScale = 0; + + LeanTween.delayedCall(0.5f, () => { + Time.timeScale = 1f; + }).setUseEstimatedTime(true); + + LeanTween.delayedCall(1.5f, () => { + LeanTest.expect(pauseTweenDidFinish, "PAUSE BY TIMESCALE FINISHES"); + }).setUseEstimatedTime(true); + } + + void rotateRepeatFinished() + { + if (Mathf.Abs(cube3.transform.eulerAngles.z) < 0.0001f) + rotateRepeatAngle++; + rotateRepeat++; + } + + void rotateRepeatAllFinished() + { + LeanTest.expect(rotateRepeatAngle == 3, "ROTATE AROUND MULTIPLE", "expected 3 times received " + rotateRepeatAngle + " times"); + LeanTest.expect(rotateRepeat == 3, "ROTATE REPEAT", "expected 3 times received " + rotateRepeat + " times"); + LeanTest.expect(cube3 == null, "DESTROY ON COMPLETE", "cube3:" + cube3); + } + + void eventGameObjectCalled(LTEvent e) + { + eventGameObjectWasCalled = true; + } + + void eventGeneralCalled(LTEvent e) + { + eventGeneralWasCalled = true; + } + + } + +} \ No newline at end of file diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingUnitTests.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingUnitTests.cs.meta new file mode 100644 index 00000000..d2fc1499 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingUnitTests.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: fef58bd01146344429d022b95c6af872 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingZLegacy.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingZLegacy.cs new file mode 100644 index 00000000..7f78f1f0 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingZLegacy.cs @@ -0,0 +1,233 @@ +using UnityEngine; +using System.Collections; +using System; +using System.Threading; +using DentedPixel; + +public class TestingZLegacy : MonoBehaviour { + public AnimationCurve customAnimationCurve; + public Transform pt1; + public Transform pt2; + public Transform pt3; + public Transform pt4; + public Transform pt5; + + public delegate void NextFunc(); + private int exampleIter = 0; + private string[] exampleFunctions = new string[] { /**/"updateValue3Example", "loopTestClamp", "loopTestPingPong", "moveOnACurveExample", "customTweenExample", "moveExample", "rotateExample", "scaleExample", "updateValueExample", "delayedCallExample", "alphaExample", "moveLocalExample", "rotateAroundExample", "colorExample" }; + public bool useEstimatedTime = true; + private GameObject ltLogo; + private TimingType timingType = TimingType.HalfTimeScale; + private int descrTimeScaleChangeId; + private Vector3 origin; + + public enum TimingType{ + SteadyNormalTime, + IgnoreTimeScale, + HalfTimeScale, + VariableTimeScale, + Length + } + + void Awake(){ + LeanTween.init(3200); // This line is optional. Here you can specify the maximum number of tweens you will use (the default is 400). This must be called before any use of LeanTween is made for it to be effective. + } + + void Start () { + ltLogo = GameObject.Find("LeanTweenLogo"); + LeanTween.delayedCall(1f, cycleThroughExamples); + origin = ltLogo.transform.position; + +// alphaExample(); + } + + void pauseNow(){ + Time.timeScale = 0f; + Debug.Log("pausing"); + } + + void OnGUI(){ + string label = useEstimatedTime ? "useEstimatedTime" : "timeScale:"+Time.timeScale; + GUI.Label(new Rect(0.03f*Screen.width,0.03f*Screen.height,0.5f*Screen.width,0.3f*Screen.height), label); + } + + void endlessCallback(){ + Debug.Log("endless"); + } + + void cycleThroughExamples(){ + if(exampleIter==0){ + int iter = (int)timingType + 1; + if(iter>(int)TimingType.Length) + iter = 0; + timingType = (TimingType)iter; + useEstimatedTime = timingType==TimingType.IgnoreTimeScale; + Time.timeScale = useEstimatedTime ? 0 : 1f; // pause the Time Scale to show the effectiveness of the useEstimatedTime feature (this is very usefull with Pause Screens) + if(timingType==TimingType.HalfTimeScale) + Time.timeScale = 0.5f; + + if(timingType==TimingType.VariableTimeScale){ + descrTimeScaleChangeId = LeanTween.value( gameObject, 0.01f, 10.0f, 3f).setOnUpdate( (float val)=>{ + //Debug.Log("timeScale val:"+val); + Time.timeScale = val; + }).setEase(LeanTweenType.easeInQuad).setUseEstimatedTime(true).setRepeat(-1).id; + }else{ + Debug.Log("cancel variable time"); + LeanTween.cancel( descrTimeScaleChangeId ); + } + } + gameObject.BroadcastMessage( exampleFunctions[ exampleIter ] ); + + // Debug.Log("cycleThroughExamples time:"+Time.time + " useEstimatedTime:"+useEstimatedTime); + float delayTime = 1.1f; + LeanTween.delayedCall( gameObject, delayTime, cycleThroughExamples).setUseEstimatedTime(useEstimatedTime); + + exampleIter = exampleIter+1>=exampleFunctions.Length ? 0 : exampleIter + 1; + } + + public void updateValue3Example(){ + Debug.Log("updateValue3Example Time:"+Time.time); + LeanTween.value( gameObject, updateValue3ExampleCallback, new Vector3(0.0f, 270.0f, 0.0f), new Vector3(30.0f, 270.0f, 180f), 0.5f ).setEase(LeanTweenType.easeInBounce).setRepeat(2).setLoopPingPong().setOnUpdateVector3(updateValue3ExampleUpdate).setUseEstimatedTime(useEstimatedTime); + } + + public void updateValue3ExampleUpdate( Vector3 val){ + //Debug.Log("val:"+val+" obj:"+obj); + } + + public void updateValue3ExampleCallback( Vector3 val ){ + ltLogo.transform.eulerAngles = val; + // Debug.Log("updateValue3ExampleCallback:"+val); + } + + public void loopTestClamp(){ + Debug.Log("loopTestClamp Time:"+Time.time); + GameObject cube1 = GameObject.Find("Cube1"); + cube1.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); + LeanTween.scaleZ( cube1, 4.0f, 1.0f).setEase(LeanTweenType.easeOutElastic).setRepeat(7).setLoopClamp().setUseEstimatedTime(useEstimatedTime);// + } + + public void loopTestPingPong(){ + Debug.Log("loopTestPingPong Time:"+Time.time); + GameObject cube2 = GameObject.Find("Cube2"); + cube2.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); + LeanTween.scaleY( cube2, 4.0f, 1.0f ).setEase(LeanTweenType.easeOutQuad).setLoopPingPong(4).setUseEstimatedTime(useEstimatedTime); + //LeanTween.scaleY( cube2, 4.0f, 1.0f, LeanTween.options().setEaseOutQuad().setRepeat(8).setLoopPingPong().setUseEstimatedTime(useEstimatedTime) ); + } + + public void colorExample(){ + GameObject lChar = GameObject.Find("LCharacter"); + LeanTween.color( lChar, new Color(1.0f,0.0f,0.0f,0.5f), 0.5f ).setEase(LeanTweenType.easeOutBounce).setRepeat(2).setLoopPingPong().setUseEstimatedTime(useEstimatedTime); + } + + public void moveOnACurveExample(){ + Debug.Log("moveOnACurveExample Time:"+Time.time); + + Vector3[] path = new Vector3[] { origin,pt1.position,pt2.position,pt3.position,pt3.position,pt4.position,pt5.position,origin}; + LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setUseEstimatedTime(useEstimatedTime); + } + + public void customTweenExample(){ + Debug.Log("customTweenExample starting pos:"+ltLogo.transform.position+" origin:"+origin); + + LeanTween.moveX( ltLogo, -10.0f, 0.5f ).setEase(customAnimationCurve).setUseEstimatedTime(useEstimatedTime); + LeanTween.moveX( ltLogo, 0.0f, 0.5f ).setEase(customAnimationCurve).setDelay(0.5f).setUseEstimatedTime(useEstimatedTime); + } + + public void moveExample(){ + Debug.Log("moveExample"); + + LeanTween.move( ltLogo, new Vector3(-2f,-1f,0f), 0.5f).setUseEstimatedTime(useEstimatedTime); + LeanTween.move( ltLogo, origin, 0.5f).setDelay(0.5f).setUseEstimatedTime(useEstimatedTime); + } + + public void rotateExample(){ + Debug.Log("rotateExample"); + + Hashtable returnParam = new Hashtable(); + returnParam.Add("yo", 5.0); + + LeanTween.rotate( ltLogo, new Vector3(0f,360f,0f), 1f).setEase(LeanTweenType.easeOutQuad).setOnComplete(rotateFinished).setOnCompleteParam(returnParam).setOnUpdate(rotateOnUpdate).setUseEstimatedTime(useEstimatedTime); + } + + public void rotateOnUpdate( float val ){ + //Debug.Log("rotating val:"+val); + } + + public void rotateFinished( object hash ){ + Hashtable h = hash as Hashtable; + Debug.Log("rotateFinished hash:"+h["yo"]); + } + + public void scaleExample(){ + Debug.Log("scaleExample"); + + Vector3 currentScale = ltLogo.transform.localScale; + LeanTween.scale( ltLogo, new Vector3(currentScale.x+0.2f,currentScale.y+0.2f,currentScale.z+0.2f), 1f ).setEase(LeanTweenType.easeOutBounce).setUseEstimatedTime(useEstimatedTime); + } + + public void updateValueExample(){ + Debug.Log("updateValueExample"); + Hashtable pass = new Hashtable(); + pass.Add("message", "hi"); + LeanTween.value( gameObject, (Action)updateValueExampleCallback, ltLogo.transform.eulerAngles.y, 270f, 1f ).setEase(LeanTweenType.easeOutElastic).setOnUpdateParam(pass).setUseEstimatedTime(useEstimatedTime); + } + + public void updateValueExampleCallback( float val, object hash ){ + // Hashtable h = hash as Hashtable; + // Debug.Log("message:"+h["message"]+" val:"+val); + Vector3 tmp = ltLogo.transform.eulerAngles; + tmp.y = val; + ltLogo.transform.eulerAngles = tmp; + } + + public void delayedCallExample(){ + Debug.Log("delayedCallExample"); + + LeanTween.delayedCall(0.5f, delayedCallExampleCallback).setUseEstimatedTime(useEstimatedTime); + } + + public void delayedCallExampleCallback(){ + Debug.Log("Delayed function was called"); + Vector3 currentScale = ltLogo.transform.localScale; + + LeanTween.scale( ltLogo, new Vector3(currentScale.x-0.2f,currentScale.y-0.2f,currentScale.z-0.2f), 0.5f ).setEase(LeanTweenType.easeInOutCirc).setUseEstimatedTime(useEstimatedTime); + } + + public void alphaExample(){ + Debug.Log("alphaExample"); + + GameObject lChar = GameObject.Find ("LCharacter"); + LeanTween.alpha( lChar, 0.0f, 0.5f ).setUseEstimatedTime(useEstimatedTime); + LeanTween.alpha( lChar, 1.0f, 0.5f ).setDelay(0.5f).setUseEstimatedTime(useEstimatedTime); + } + + public void moveLocalExample(){ + Debug.Log("moveLocalExample"); + + GameObject lChar = GameObject.Find ("LCharacter"); + Vector3 origPos = lChar.transform.localPosition; + LeanTween.moveLocal( lChar, new Vector3(0.0f,2.0f,0.0f), 0.5f ).setUseEstimatedTime(useEstimatedTime); + LeanTween.moveLocal( lChar, origPos, 0.5f ).setDelay(0.5f).setUseEstimatedTime(useEstimatedTime); + } + + public void rotateAroundExample(){ + Debug.Log("rotateAroundExample"); + + GameObject lChar = GameObject.Find ("LCharacter"); + LeanTween.rotateAround( lChar, Vector3.up, 360.0f, 1.0f ).setUseEstimatedTime(useEstimatedTime); + } + + public void loopPause(){ + GameObject cube1 = GameObject.Find("Cube1"); + LeanTween.pause(cube1); + } + + public void loopResume(){ + GameObject cube1 = GameObject.Find("Cube1"); + LeanTween.resume(cube1 ); + } + + public void punchTest(){ + LeanTween.moveX( ltLogo, 7.0f, 1.0f ).setEase(LeanTweenType.punch).setUseEstimatedTime(useEstimatedTime); + } +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingZLegacy.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingZLegacy.cs.meta new file mode 100644 index 00000000..18e34115 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingZLegacy.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ed8575995d061498aa84acbaf0b377de +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingZLegacyExt.cs b/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingZLegacyExt.cs new file mode 100644 index 00000000..156e0485 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingZLegacyExt.cs @@ -0,0 +1,269 @@ +using UnityEngine; +using System.Collections; +using System; +using System.Threading; +using DentedPixel; + + +public class TestingZLegacyExt : MonoBehaviour { + + public AnimationCurve customAnimationCurve; + public Transform pt1; + public Transform pt2; + public Transform pt3; + public Transform pt4; + public Transform pt5; + + public delegate void NextFunc(); + private int exampleIter = 0; + private string[] exampleFunctions = new string[] { /**/"updateValue3Example", "loopTestClamp", "loopTestPingPong", "moveOnACurveExample", "customTweenExample", "moveExample", "rotateExample", "scaleExample", "updateValueExample", "delayedCallExample", "alphaExample", "moveLocalExample", "rotateAroundExample", "colorExample" }; + public bool useEstimatedTime = true; + private Transform ltLogo; + private TimingType timingType = TimingType.SteadyNormalTime; + private int descrTimeScaleChangeId; + private Vector3 origin; + + public enum TimingType + { + SteadyNormalTime, + IgnoreTimeScale, + HalfTimeScale, + VariableTimeScale, + Length + } + + void Awake() + { + // LeanTween.init(3200); // This line is optional. Here you can specify the maximum number of tweens you will use (the default is 400). This must be called before any use of LeanTween is made for it to be effective. + } + + void Start() + { + ltLogo = GameObject.Find("LeanTweenLogo").transform; + LeanTween.delayedCall(1f, cycleThroughExamples); + origin = ltLogo.position; + + // alphaExample(); + } + + void pauseNow() + { + Time.timeScale = 0f; + Debug.Log("pausing"); + } + + void OnGUI() + { + string label = useEstimatedTime ? "useEstimatedTime" : "timeScale:" + Time.timeScale; + GUI.Label(new Rect(0.03f * Screen.width, 0.03f * Screen.height, 0.5f * Screen.width, 0.3f * Screen.height), label); + } + + void endlessCallback() + { + Debug.Log("endless"); + } + + void cycleThroughExamples() + { + if (exampleIter == 0) + { + int iter = (int)timingType + 1; + if (iter > (int)TimingType.Length) + iter = 0; + timingType = (TimingType)iter; + useEstimatedTime = timingType == TimingType.IgnoreTimeScale; + Time.timeScale = useEstimatedTime ? 0 : 1f; // pause the Time Scale to show the effectiveness of the useEstimatedTime feature (this is very usefull with Pause Screens) + if (timingType == TimingType.HalfTimeScale) + Time.timeScale = 0.5f; + + if (timingType == TimingType.VariableTimeScale) + { + descrTimeScaleChangeId = gameObject.LeanValue(0.01f, 10.0f, 3f).setOnUpdate((float val) => { + //Debug.Log("timeScale val:"+val); + Time.timeScale = val; + }).setEase(LeanTweenType.easeInQuad).setUseEstimatedTime(true).setRepeat(-1).id; + } + else + { + Debug.Log("cancel variable time"); + LeanTween.cancel(descrTimeScaleChangeId); + } + } + gameObject.BroadcastMessage(exampleFunctions[exampleIter]); + + // Debug.Log("cycleThroughExamples time:"+Time.time + " useEstimatedTime:"+useEstimatedTime); + float delayTime = 1.1f; + gameObject.LeanDelayedCall( delayTime, cycleThroughExamples).setUseEstimatedTime(useEstimatedTime); + + exampleIter = exampleIter + 1 >= exampleFunctions.Length ? 0 : exampleIter + 1; + } + + public void updateValue3Example() + { + Debug.Log("updateValue3Example Time:" + Time.time); + gameObject.LeanValue( updateValue3ExampleCallback, new Vector3(0.0f, 270.0f, 0.0f), new Vector3(30.0f, 270.0f, 180f), 0.5f).setEase(LeanTweenType.easeInBounce).setRepeat(2).setLoopPingPong().setOnUpdateVector3(updateValue3ExampleUpdate).setUseEstimatedTime(useEstimatedTime); + } + + public void updateValue3ExampleUpdate(Vector3 val) + { + //Debug.Log("val:"+val+" obj:"+obj); + } + + public void updateValue3ExampleCallback(Vector3 val) + { + ltLogo.transform.eulerAngles = val; + // Debug.Log("updateValue3ExampleCallback:"+val); + } + + public void loopTestClamp() + { + Debug.Log("loopTestClamp Time:" + Time.time); + Transform cube1 = GameObject.Find("Cube1").transform; + cube1.localScale = new Vector3(1.0f, 1.0f, 1.0f); + cube1.LeanScaleZ( 4.0f, 1.0f).setEase(LeanTweenType.easeOutElastic).setRepeat(7).setLoopClamp().setUseEstimatedTime(useEstimatedTime);// + } + + public void loopTestPingPong() + { + Debug.Log("loopTestPingPong Time:" + Time.time); + Transform cube2 = GameObject.Find("Cube2").transform; + cube2.localScale = new Vector3(1.0f, 1.0f, 1.0f); + cube2.LeanScaleY( 4.0f, 1.0f).setEase(LeanTweenType.easeOutQuad).setLoopPingPong(4).setUseEstimatedTime(useEstimatedTime); + //LeanTween.scaleY( cube2, 4.0f, 1.0f, LeanTween.options().setEaseOutQuad().setRepeat(8).setLoopPingPong().setUseEstimatedTime(useEstimatedTime) ); + } + + public void colorExample() + { + GameObject lChar = GameObject.Find("LCharacter"); + lChar.LeanColor( new Color(1.0f, 0.0f, 0.0f, 0.5f), 0.5f).setEase(LeanTweenType.easeOutBounce).setRepeat(2).setLoopPingPong().setUseEstimatedTime(useEstimatedTime); + } + + public void moveOnACurveExample() + { + Debug.Log("moveOnACurveExample Time:" + Time.time); + + Vector3[] path = new Vector3[] { origin, pt1.position, pt2.position, pt3.position, pt3.position, pt4.position, pt5.position, origin }; + ltLogo.LeanMove( path, 1.0f).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setUseEstimatedTime(useEstimatedTime); + } + + public void customTweenExample() + { + Debug.Log("customTweenExample starting pos:" + ltLogo.position + " origin:" + origin); + + ltLogo.LeanMoveX(-10.0f, 0.5f).setEase(customAnimationCurve).setUseEstimatedTime(useEstimatedTime); + ltLogo.LeanMoveX( 0.0f, 0.5f).setEase(customAnimationCurve).setDelay(0.5f).setUseEstimatedTime(useEstimatedTime); + } + + public void moveExample() + { + Debug.Log("moveExample"); + + ltLogo.LeanMove(new Vector3(-2f, -1f, 0f), 0.5f).setUseEstimatedTime(useEstimatedTime); + ltLogo.LeanMove(origin, 0.5f).setDelay(0.5f).setUseEstimatedTime(useEstimatedTime); + } + + public void rotateExample() + { + Debug.Log("rotateExample"); + + Hashtable returnParam = new Hashtable(); + returnParam.Add("yo", 5.0); + + ltLogo.LeanRotate(new Vector3(0f, 360f, 0f), 1f).setEase(LeanTweenType.easeOutQuad).setOnComplete(rotateFinished).setOnCompleteParam(returnParam).setOnUpdate(rotateOnUpdate).setUseEstimatedTime(useEstimatedTime); + } + + public void rotateOnUpdate(float val) + { + //Debug.Log("rotating val:"+val); + } + + public void rotateFinished(object hash) + { + Hashtable h = hash as Hashtable; + Debug.Log("rotateFinished hash:" + h["yo"]); + } + + public void scaleExample() + { + Debug.Log("scaleExample"); + + Vector3 currentScale = ltLogo.localScale; + ltLogo.LeanScale(new Vector3(currentScale.x + 0.2f, currentScale.y + 0.2f, currentScale.z + 0.2f), 1f).setEase(LeanTweenType.easeOutBounce).setUseEstimatedTime(useEstimatedTime); + } + + public void updateValueExample() + { + Debug.Log("updateValueExample"); + Hashtable pass = new Hashtable(); + pass.Add("message", "hi"); + gameObject.LeanValue( (Action)updateValueExampleCallback, ltLogo.eulerAngles.y, 270f, 1f).setEase(LeanTweenType.easeOutElastic).setOnUpdateParam(pass).setUseEstimatedTime(useEstimatedTime); + } + + public void updateValueExampleCallback(float val, object hash) + { + // Hashtable h = hash as Hashtable; + // Debug.Log("message:"+h["message"]+" val:"+val); + Vector3 tmp = ltLogo.eulerAngles; + tmp.y = val; + ltLogo.transform.eulerAngles = tmp; + } + + public void delayedCallExample() + { + Debug.Log("delayedCallExample"); + + LeanTween.delayedCall(0.5f, delayedCallExampleCallback).setUseEstimatedTime(useEstimatedTime); + } + + public void delayedCallExampleCallback() + { + Debug.Log("Delayed function was called"); + Vector3 currentScale = ltLogo.localScale; + + ltLogo.LeanScale( new Vector3(currentScale.x - 0.2f, currentScale.y - 0.2f, currentScale.z - 0.2f), 0.5f).setEase(LeanTweenType.easeInOutCirc).setUseEstimatedTime(useEstimatedTime); + } + + public void alphaExample() + { + Debug.Log("alphaExample"); + + GameObject lChar = GameObject.Find("LCharacter"); + lChar.LeanAlpha( 0.0f, 0.5f).setUseEstimatedTime(useEstimatedTime); + lChar.LeanAlpha( 1.0f, 0.5f).setDelay(0.5f).setUseEstimatedTime(useEstimatedTime); + } + + public void moveLocalExample() + { + Debug.Log("moveLocalExample"); + + GameObject lChar = GameObject.Find("LCharacter"); + Vector3 origPos = lChar.transform.localPosition; + lChar.LeanMoveLocal( new Vector3(0.0f, 2.0f, 0.0f), 0.5f).setUseEstimatedTime(useEstimatedTime); + lChar.LeanMoveLocal( origPos, 0.5f).setDelay(0.5f).setUseEstimatedTime(useEstimatedTime); + } + + public void rotateAroundExample() + { + Debug.Log("rotateAroundExample"); + + GameObject lChar = GameObject.Find("LCharacter"); + lChar.LeanRotateAround(Vector3.up, 360.0f, 1.0f).setUseEstimatedTime(useEstimatedTime); + } + + public void loopPause() + { + GameObject cube1 = GameObject.Find("Cube1"); + cube1.LeanPause(); + } + + public void loopResume() + { + GameObject cube1 = GameObject.Find("Cube1"); + cube1.LeanResume(); + } + + public void punchTest() + { + ltLogo.LeanMoveX(7.0f, 1.0f).setEase(LeanTweenType.punch).setUseEstimatedTime(useEstimatedTime); + } +} diff --git a/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingZLegacyExt.cs.meta b/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingZLegacyExt.cs.meta new file mode 100644 index 00000000..99c9e1f9 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Examples/Scripts/TestingZLegacyExt.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c5a76b5b44fc4416a82391d1ab9ec33d +timeCreated: 1533844515 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + 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forceMaximumCompressionQuality_BC6H_BC7: 1 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + - serializedVersion: 3 + buildTarget: iPhone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Framework.meta b/Gameton-06/Assets/LeanTween/Framework.meta new file mode 100644 index 00000000..e69c1be9 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a3f23ec8eb7c24f0bbb1d41bf96c154f +folderAsset: yes +timeCreated: 1469292088 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Framework/LTDescr.cs b/Gameton-06/Assets/LeanTween/Framework/LTDescr.cs new file mode 100644 index 00000000..80eb3208 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LTDescr.cs @@ -0,0 +1,2308 @@ +//namespace DentedPixel{ +using System; +using UnityEngine; + +/** +* Internal Representation of a Tween
    +*
    +* This class represents all of the optional parameters you can pass to a method (it also represents the internal representation of the tween).

    +* Optional Parameters are passed at the end of every method:
    +*
    +*   Example:
    +*   LeanTween.moveX( gameObject, 1f, 1f).setEase( LeanTweenType.easeInQuad ).setDelay(1f);
    +*
    +* You can pass the optional parameters in any order, and chain on as many as you wish.
    +* You can also pass parameters at a later time by saving a reference to what is returned.
    +*
    +* Retrieve a unique id for the tween by using the "id" property. You can pass this to LeanTween.pause, LeanTween.resume, LeanTween.cancel, LeanTween.isTweening methods
    +*
    +*   

    Example:

    +*   int id = LeanTween.moveX(gameObject, 1f, 3f).id;
    +*
      // pause a specific tween
    +*   LeanTween.pause(id);
    +*
      // resume later
    +*   LeanTween.resume(id);
    +*
      // check if it is tweening before kicking of a new tween
    +*   if( LeanTween.isTweening( id ) ){
    +*       LeanTween.cancel( id );
    +*       LeanTween.moveZ(gameObject, 10f, 3f);
    +*   }
    +* @class LTDescr +* @constructor +*/ +public class LTDescr +{ + public bool toggle; + public bool useEstimatedTime; + public bool useFrames; + public bool useManualTime; + public bool usesNormalDt; + public bool hasInitiliazed; + public bool hasExtraOnCompletes; + public bool hasPhysics; + public bool onCompleteOnRepeat; + public bool onCompleteOnStart; + public bool useRecursion; + public float ratioPassed; + public float passed; + public float delay; + public float time; + public float speed; + public float lastVal; + private uint _id; + public int loopCount; + public uint counter = uint.MaxValue; + public float direction; + public float directionLast; + public float overshoot; + public float period; + public float scale; + public bool destroyOnComplete; + public Transform trans; + internal Vector3 fromInternal; + public Vector3 from { get { return this.fromInternal; } set { this.fromInternal = value; } } + internal Vector3 toInternal; + public Vector3 to { get { return this.toInternal; } set { this.toInternal = value; } } + internal Vector3 diff; + internal Vector3 diffDiv2; + public TweenAction type; + private LeanTweenType easeType; + public LeanTweenType loopType; + + public bool hasUpdateCallback; + + public EaseTypeDelegate easeMethod; + public ActionMethodDelegate easeInternal {get; set; } + public ActionMethodDelegate initInternal {get; set; } + public delegate Vector3 EaseTypeDelegate(); + public delegate void ActionMethodDelegate(); + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 + public SpriteRenderer spriteRen; + #endif + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + public RectTransform rectTransform; + public UnityEngine.UI.Text uiText; + public UnityEngine.UI.Image uiImage; + public UnityEngine.UI.RawImage rawImage; + public UnityEngine.Sprite[] sprites; +#endif + + // Convenience Getters + public Transform toTrans{ + get{ + return optional.toTrans; + } + } + + public LTDescrOptional _optional = new LTDescrOptional(); + + public override string ToString(){ + 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; + } + + public LTDescr(){ + + } + + [System.Obsolete("Use 'LeanTween.cancel( id )' instead")] + public LTDescr cancel( GameObject gameObject ){ + // Debug.Log("canceling id:"+this._id+" this.uniqueId:"+this.uniqueId+" go:"+this.trans.gameObject); + if(gameObject==this.trans.gameObject) + LeanTween.removeTween((int)this._id, this.uniqueId); + return this; + } + + public int uniqueId{ + get{ + uint toId = _id | counter << 16; + + /*uint backId = toId & 0xFFFF; + uint backCounter = toId >> 16; + if(_id!=backId || backCounter!=counter){ + Debug.LogError("BAD CONVERSION toId:"+_id); + }*/ + + return (int)toId; + } + } + + public int id{ + get{ + return uniqueId; + } + } + + public LTDescrOptional optional{ + get{ + return _optional; + } + set{ + this._optional = value; + } + } + + public void reset(){ + this.toggle = this.useRecursion = this.usesNormalDt = true; + this.trans = null; + this.spriteRen = null; + this.passed = this.delay = this.lastVal = 0.0f; + this.hasUpdateCallback = this.useEstimatedTime = this.useFrames = this.hasInitiliazed = this.onCompleteOnRepeat = this.destroyOnComplete = this.onCompleteOnStart = this.useManualTime = this.hasExtraOnCompletes = this.toggle = false; + this.easeType = LeanTweenType.linear; + this.loopType = LeanTweenType.once; + this.loopCount = 0; + this.direction = this.directionLast = this.overshoot = this.scale = 1.0f; + this.period = 0.3f; + this.speed = -1f; + this.easeMethod = this.easeLinear; + this.from = this.to = Vector3.zero; + this._optional.reset(); + } + + // Initialize and Internal Methods + + public LTDescr setFollow() + { + this.type = TweenAction.FOLLOW; + return this; + } + + public LTDescr setMoveX(){ + this.type = TweenAction.MOVE_X; + this.initInternal = ()=>{ this.fromInternal.x = trans.position.x; }; + this.easeInternal = ()=>{ trans.position=new Vector3( easeMethod().x,trans.position.y,trans.position.z); }; + return this; + } + + public LTDescr setMoveY(){ + this.type = TweenAction.MOVE_Y; + this.initInternal = ()=>{ this.fromInternal.x = trans.position.y; }; + this.easeInternal = ()=>{ trans.position=new Vector3( trans.position.x,easeMethod().x,trans.position.z); }; + return this; + } + + public LTDescr setMoveZ(){ + this.type = TweenAction.MOVE_Z; + this.initInternal = ()=>{ this.fromInternal.x = trans.position.z; };; + this.easeInternal = ()=>{ trans.position=new Vector3( trans.position.x,trans.position.y,easeMethod().x); }; + return this; + } + + public LTDescr setMoveLocalX(){ + this.type = TweenAction.MOVE_LOCAL_X; + this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.x; }; + this.easeInternal = ()=>{ trans.localPosition=new Vector3( easeMethod().x,trans.localPosition.y,trans.localPosition.z); }; + return this; + } + + public LTDescr setMoveLocalY(){ + this.type = TweenAction.MOVE_LOCAL_Y; + this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.y; }; + this.easeInternal = ()=>{ trans.localPosition=new Vector3( trans.localPosition.x,easeMethod().x,trans.localPosition.z); }; + return this; + } + + public LTDescr setMoveLocalZ(){ + this.type = TweenAction.MOVE_LOCAL_Z; + this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.z; }; + this.easeInternal = ()=>{ trans.localPosition=new Vector3( trans.localPosition.x,trans.localPosition.y,easeMethod().x); }; + return this; + } + + private void initFromInternal(){ this.fromInternal.x = 0; } + + public LTDescr setOffset( Vector3 offset ){ + this.toInternal = offset; + return this; + } + + public LTDescr setMoveCurved(){ + this.type = TweenAction.MOVE_CURVED; + this.initInternal = this.initFromInternal; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + if(this._optional.path.orientToPath){ + if(this._optional.path.orientToPath2d){ + this._optional.path.place2d( trans, val ); + }else{ + this._optional.path.place( trans, val ); + } + }else{ + trans.position = this._optional.path.point( val ); + } + }; + return this; + } + + public LTDescr setMoveCurvedLocal(){ + this.type = TweenAction.MOVE_CURVED_LOCAL; + this.initInternal = this.initFromInternal; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + if(this._optional.path.orientToPath){ + if(this._optional.path.orientToPath2d){ + this._optional.path.placeLocal2d( trans, val ); + }else{ + this._optional.path.placeLocal( trans, val ); + } + }else{ + trans.localPosition = this._optional.path.point( val ); + } + }; + return this; + } + + public LTDescr setMoveSpline(){ + this.type = TweenAction.MOVE_SPLINE; + this.initInternal = this.initFromInternal; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + if(this._optional.spline.orientToPath){ + if(this._optional.spline.orientToPath2d){ + this._optional.spline.place2d( trans, val ); + }else{ + this._optional.spline.place( trans, val ); + } + }else{ + trans.position = this._optional.spline.point( val ); + } + }; + return this; + } + + public LTDescr setMoveSplineLocal(){ + this.type = TweenAction.MOVE_SPLINE_LOCAL; + this.initInternal = this.initFromInternal; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + if(this._optional.spline.orientToPath){ + if(this._optional.spline.orientToPath2d){ + this._optional.spline.placeLocal2d( trans, val ); + }else{ + this._optional.spline.placeLocal( trans, val ); + } + }else{ + trans.localPosition = this._optional.spline.point( val ); + } + }; + return this; + } + + public LTDescr setScaleX(){ + this.type = TweenAction.SCALE_X; + this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.x; }; + this.easeInternal = ()=>{ trans.localScale = new Vector3( easeMethod().x,trans.localScale.y,trans.localScale.z); }; + return this; + } + + public LTDescr setScaleY(){ + this.type = TweenAction.SCALE_Y; + this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.y; }; + this.easeInternal = ()=>{ trans.localScale=new Vector3( trans.localScale.x,easeMethod().x,trans.localScale.z); }; + return this; + } + + public LTDescr setScaleZ(){ + this.type = TweenAction.SCALE_Z; + this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.z; }; + this.easeInternal = ()=>{ trans.localScale=new Vector3( trans.localScale.x,trans.localScale.y,easeMethod().x); }; + return this; + } + + public LTDescr setRotateX(){ + this.type = TweenAction.ROTATE_X; + this.initInternal = ()=>{ this.fromInternal.x = trans.eulerAngles.x; this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x);}; + this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(easeMethod().x,trans.eulerAngles.y,trans.eulerAngles.z); }; + return this; + } + + public LTDescr setRotateY(){ + this.type = TweenAction.ROTATE_Y; + this.initInternal = ()=>{ this.fromInternal.x = trans.eulerAngles.y; this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x);}; + this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(trans.eulerAngles.x,easeMethod().x,trans.eulerAngles.z); }; + return this; + } + + public LTDescr setRotateZ(){ + this.type = TweenAction.ROTATE_Z; + this.initInternal = ()=>{ + this.fromInternal.x = trans.eulerAngles.z; + this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x); + }; + this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(trans.eulerAngles.x,trans.eulerAngles.y,easeMethod().x); }; + return this; + } + + public LTDescr setRotateAround(){ + this.type = TweenAction.ROTATE_AROUND; + this.initInternal = ()=>{ + this.fromInternal.x = 0f; + this._optional.origRotation = trans.rotation; + }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + Vector3 origPos = trans.localPosition; + Vector3 rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point ); + // Debug.Log("this._optional.point:"+this._optional.point); + trans.RotateAround(rotateAroundPt, this._optional.axis, -this._optional.lastVal); + Vector3 diff = origPos - trans.localPosition; + + 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 + trans.rotation = this._optional.origRotation; + + rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point ); + trans.RotateAround(rotateAroundPt, this._optional.axis, val); + + this._optional.lastVal = val; + }; + return this; + } + + public LTDescr setRotateAroundLocal(){ + this.type = TweenAction.ROTATE_AROUND_LOCAL; + this.initInternal = ()=>{ + this.fromInternal.x = 0f; + this._optional.origRotation = trans.localRotation; + }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + Vector3 origPos = trans.localPosition; + trans.RotateAround((Vector3)trans.TransformPoint( this._optional.point ), trans.TransformDirection(this._optional.axis), -this._optional.lastVal); + Vector3 diff = origPos - trans.localPosition; + + 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 + trans.localRotation = this._optional.origRotation; + Vector3 rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point ); + trans.RotateAround(rotateAroundPt, trans.TransformDirection(this._optional.axis), val); + + this._optional.lastVal = val; + }; + return this; + } + + public LTDescr setAlpha(){ + this.type = TweenAction.ALPHA; + this.initInternal = ()=>{ + #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 + 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; }}} + this.easeInternal = this.alpha; + break; + #else + SpriteRenderer ren = trans.GetComponent(); + if(ren!=null){ + this.fromInternal.x = ren.color.a; + }else{ + if(trans.GetComponent()!=null && trans.GetComponent().material.HasProperty("_Color")){ + this.fromInternal.x = trans.GetComponent().material.color.a; + }else if(trans.GetComponent()!=null && trans.GetComponent().material.HasProperty("_TintColor")){ + Color col = trans.GetComponent().material.GetColor("_TintColor"); + this.fromInternal.x = col.a; + }else if(trans.childCount>0){ + foreach (Transform child in trans) { + if(child.gameObject.GetComponent()!=null){ + Color col = child.gameObject.GetComponent().material.color; + this.fromInternal.x = col.a; + break; + } + } + } + } + #endif + + this.easeInternal = ()=>{ + val = easeMethod().x; + #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 + alphaRecursive(this.trans, val, this.useRecursion); + #else + if(this.spriteRen!=null){ + this.spriteRen.color = new Color( this.spriteRen.color.r, this.spriteRen.color.g, this.spriteRen.color.b, val); + alphaRecursiveSprite(this.trans, val); + }else{ + alphaRecursive(this.trans, val, this.useRecursion); + } + #endif + }; + + }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 + alphaRecursive(this.trans, val, this.useRecursion); + #else + if(this.spriteRen!=null){ + this.spriteRen.color = new Color( this.spriteRen.color.r, this.spriteRen.color.g, this.spriteRen.color.b, val); + alphaRecursiveSprite(this.trans, val); + }else{ + alphaRecursive(this.trans, val, this.useRecursion); + } + #endif + }; + return this; + } + + public LTDescr setTextAlpha(){ + this.type = TweenAction.TEXT_ALPHA; + this.initInternal = ()=>{ + this.uiText = trans.GetComponent(); + this.fromInternal.x = this.uiText != null ? this.uiText.color.a : 1f; + }; + this.easeInternal = ()=>{ textAlphaRecursive( trans, easeMethod().x, this.useRecursion ); }; + return this; + } + + public LTDescr setAlphaVertex(){ + this.type = TweenAction.ALPHA_VERTEX; + this.initInternal = ()=>{ this.fromInternal.x = trans.GetComponent().mesh.colors32[0].a; }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + Mesh mesh = trans.GetComponent().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{ + #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(); + if(renColor!=null){ + this.setFromColor( renColor.color ); + }else{ + if(trans.GetComponent()!=null && trans.GetComponent().material.HasProperty("_Color")){ + Color col = trans.GetComponent().material.color; + this.setFromColor( col ); + }else if(trans.GetComponent()!=null && trans.GetComponent().material.HasProperty("_TintColor")){ + Color col = trans.GetComponent().material.GetColor ("_TintColor"); + this.setFromColor( col ); + }else if(trans.childCount>0){ + foreach (Transform child in trans) { + if(child.gameObject.GetComponent()!=null){ + Color col = child.gameObject.GetComponent().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(); + 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(); + if(this.uiImage!=null){ + this.fromInternal.x = this.uiImage.color.a; + }else{ + this.rawImage = trans.GetComponent(); + 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().alpha;}; + this.easeInternal = ()=>{ this.trans.GetComponent().alpha = easeMethod().x; }; + return this; + } + + public LTDescr setCanvasColor(){ + this.type = TweenAction.CANVAS_COLOR; + this.initInternal = ()=>{ + this.uiImage = trans.GetComponent(); + if(this.uiImage==null){ + this.rawImage = trans.GetComponent(); + 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(); + 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; + } + + public LTDescr setTarget(Transform trans) + { + this.optional.toTrans = trans; + 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; + + if(this.initInternal!=null) + 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(); + 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(); + 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(); + if (uiImage != null) { + Color c = uiImage.color; c.a = val; uiImage.color = c; + } else { + uiImage = child.GetComponent(); + 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(); + 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(); + 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(); + if (uiImage != null) { + uiImage.color = toColor; + } else { + uiImage = child.GetComponent(); + 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(); + 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(); + 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(); + 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.
    + * + * + * @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; } + + public LTDescr setEaseInOutBounce(){ this.easeType = LeanTweenType.easeInOutBounce; this.easeMethod = this.easeInOutBounce; return this; } + + public LTDescr setEaseInBack(){ this.easeType = LeanTweenType.easeInBack; this.easeMethod = this.easeInBack; return this; } + + public LTDescr setEaseOutBack(){ this.easeType = LeanTweenType.easeOutBack; this.easeMethod = this.easeOutBack; return this; } + + public LTDescr setEaseInOutBack(){ this.easeType = LeanTweenType.easeInOutBack; this.easeMethod = this.easeInOutBack; return this; } + + public LTDescr setEaseInElastic(){ this.easeType = LeanTweenType.easeInElastic; this.easeMethod = this.easeInElastic; return this; } + + public LTDescr setEaseOutElastic(){ this.easeType = LeanTweenType.easeOutElastic; this.easeMethod = this.easeOutElastic; return this; } + + public LTDescr setEaseInOutElastic(){ this.easeType = LeanTweenType.easeInOutElastic; this.easeMethod = this.easeInOutElastic; return this; } + + public LTDescr setEasePunch(){ this._optional.animationCurve = LeanTween.punch; this.toInternal.x = this.from.x + this.to.x; this.easeMethod = this.tweenOnCurve; return this; } + + public LTDescr setEaseShake(){ this._optional.animationCurve = LeanTween.shake; this.toInternal.x = this.from.x + this.to.x; this.easeMethod = this.tweenOnCurve; return this; } + + 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) ); + } + + // 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); + } + + 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); + } + + private Vector3 easeOutQuad(){ + val = this.ratioPassed; + val = -val * (val - 2f); + return (this.diff * val + this.from); + } + + 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); + } + + 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; + } + + 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); + } + + 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).
    + * @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).
    + * @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).
    + * @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.
    + * @method setEase (AnimationCurve) + * @param {AnimationCurve} easeDefinition:AnimationCurve an AnimationCure 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 );
    + * // Later your want to change your destination or your destiation is constantly moving
    + * descr.setTo( new Vector3(5f,10f,3f) );
    + */ + 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) );
    + */ + 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;
    + * // Later
    + * LTDescr descr = description( tweenId );
    + * descr.setPassed( 1f );
    + */ + 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;
    + * // Later
    + * LTDescr descr = description( tweenId );
    + * descr.setTime( 1f );
    + */ + 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
    + */ + 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} onComplete:Action 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 onComplete ){ + this._optional.onCompleteObject = onComplete; + this.hasExtraOnCompletes = true; + return this; + } + public LTDescr setOnComplete( Action 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} );

    + * void enterMiniGameStart( object val ){
    + *  object[] arr = (object [])val;
    + *  int lvl = int.Parse((string)arr[0]);
    + * }
    + */ + 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} onUpdate:Action 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 );
    + *
    + * void tweenMoved( float val ){ }
    + */ + public LTDescr setOnUpdate( Action onUpdate ){ + this._optional.onUpdateFloat = onUpdate; + this.hasUpdateCallback = true; + return this; + } + public LTDescr setOnUpdateRatio(Action onUpdate) + { + this._optional.onUpdateFloatRatio = onUpdate; + this.hasUpdateCallback = true; + return this; + } + + public LTDescr setOnUpdateObject( Action onUpdate ){ + this._optional.onUpdateFloatObject = onUpdate; + this.hasUpdateCallback = true; + return this; + } + public LTDescr setOnUpdateVector2( Action onUpdate ){ + this._optional.onUpdateVector2 = onUpdate; + this.hasUpdateCallback = true; + return this; + } + public LTDescr setOnUpdateVector3( Action onUpdate ){ + this._optional.onUpdateVector3 = onUpdate; + this.hasUpdateCallback = true; + return this; + } + public LTDescr setOnUpdateColor( Action onUpdate ){ + this._optional.onUpdateColor = onUpdate; + this.hasUpdateCallback = true; + return this; + } + public LTDescr setOnUpdateColor( Action onUpdate ){ + this._optional.onUpdateColorObject = onUpdate; + this.hasUpdateCallback = true; + return this; + } + + #if !UNITY_FLASH + + public LTDescr setOnUpdate( Action onUpdate ){ + this._optional.onUpdateColor = onUpdate; + this.hasUpdateCallback = true; + return this; + } + + public LTDescr setOnUpdate( Action 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} onUpdate:Action 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 );
    + *
    + * void tweenMoved( float val, object obj ){ }
    + */ + public LTDescr setOnUpdate( Action onUpdate, object onUpdateParam = null ){ + this._optional.onUpdateFloatObject = onUpdate; + this.hasUpdateCallback = true; + if(onUpdateParam!=null) + this._optional.onUpdateParam = onUpdateParam; + return this; + } + + public LTDescr setOnUpdate( Action onUpdate, object onUpdateParam = null ){ + this._optional.onUpdateVector3Object = onUpdate; + this.hasUpdateCallback = true; + if(onUpdateParam!=null) + this._optional.onUpdateParam = onUpdateParam; + return this; + } + + public LTDescr setOnUpdate( Action 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} onUpdate:Action 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 );
    + *
    + * void tweenMoved( Vector3 val ){ }
    + */ + public LTDescr setOnUpdate( Action 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 );
    + *
    + * void tweenMoved( float val, object obj ){ }
    + */ + 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);
    + */ + 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);
    + */ + 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 );
    + */ + 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, ()=>{
    // Flash an object 5 times + *  LeanTween.alpha(gameObject, 0f, 1f);
    + *  LeanTween.alpha(gameObject, 1f, 0f).setDelay(1f);
    + * }).setOnCompleteOnStart(true).setRepeat(5);
    + */ + public LTDescr setOnCompleteOnStart( bool isOn ){ + this.onCompleteOnStart = isOn; + 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 setRect( RectTransform rect ){ + this.rectTransform = rect; + return this; + } + + public LTDescr setSprites( UnityEngine.Sprite[] sprites ){ + this.sprites = sprites; + return this; + } + + public LTDescr setFrameRate( float frameRate ){ + this.time = this.sprites.Length / frameRate; + return this; + } + #endif + + /** + * Have a method called when the tween starts + * @method setOnStart + * @param {Action<>} onStart:Action<> the method that should be called when the tween is starting ex: tweenStarted( ){ } + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * C#:
    + * LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( ()=>{ Debug.Log("I started!"); }); + * Javascript:
    + * LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( function(){ Debug.Log("I started!"); } ); + */ + public LTDescr setOnStart( Action onStart ){ + this._optional.onStart = onStart; + return this; + } + + /** + * 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);
    + */ + + 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);
    + */ + + public LTDescr setRecursive( bool useRecursion ){ + this.useRecursion = useRecursion; + + return this; + } +} + +//} diff --git a/Gameton-06/Assets/LeanTween/Framework/LTDescr.cs.meta b/Gameton-06/Assets/LeanTween/Framework/LTDescr.cs.meta new file mode 100644 index 00000000..e47c6280 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LTDescr.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 381c8d6fb1acdc348870a7147bc98723 +timeCreated: 1463137984 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Framework/LTDescrOptional.cs b/Gameton-06/Assets/LeanTween/Framework/LTDescrOptional.cs new file mode 100644 index 00000000..15dd129b --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LTDescrOptional.cs @@ -0,0 +1,89 @@ +//namespace DentedPixel{ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +public class LTDescrOptional { + + public Transform toTrans { get; set; } + public Vector3 point { get; set; } + public Vector3 axis { get; set; } + public float lastVal{ get; set; } + public Quaternion origRotation { get; set; } + public LTBezierPath path { get; set; } + public LTSpline spline { get; set; } + public AnimationCurve animationCurve; + public int initFrameCount; + public Color color; + + public LTRect ltRect { get; set; } // maybe get rid of this eventually + + public Action onUpdateFloat { get; set; } + public Action onUpdateFloatRatio { get; set; } + public Action onUpdateFloatObject { get; set; } + public Action onUpdateVector2 { get; set; } + public Action onUpdateVector3 { get; set; } + public Action onUpdateVector3Object { get; set; } + public Action onUpdateColor { get; set; } + public Action onUpdateColorObject { get; set; } + public Action onComplete { get; set; } + public Action onCompleteObject { get; set; } + public object onCompleteParam { get; set; } + public object onUpdateParam { get; set; } + public Action onStart { get; set; } + + +// #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 +// public SpriteRenderer spriteRen { get; set; } +// #endif +// +// #if LEANTWEEN_1 +// public Hashtable optional; +// #endif +// #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 +// public RectTransform rectTransform; +// public UnityEngine.UI.Text uiText; +// public UnityEngine.UI.Image uiImage; +// public UnityEngine.Sprite[] sprites; +// #endif + + + public void reset(){ + animationCurve = null; + + this.onUpdateFloat = null; + this.onUpdateFloatRatio = null; + this.onUpdateVector2 = null; + this.onUpdateVector3 = null; + this.onUpdateFloatObject = null; + this.onUpdateVector3Object = null; + this.onUpdateColor = null; + this.onComplete = null; + this.onCompleteObject = null; + this.onCompleteParam = null; + this.onStart = null; + + this.point = Vector3.zero; + this.initFrameCount = 0; + } + + public void callOnUpdate( float val, float ratioPassed){ + if(this.onUpdateFloat!=null) + this.onUpdateFloat(val); + + if (this.onUpdateFloatRatio != null){ + this.onUpdateFloatRatio(val,ratioPassed); + }else if(this.onUpdateFloatObject!=null){ + this.onUpdateFloatObject(val, this.onUpdateParam); + }else if(this.onUpdateVector3Object!=null){ + this.onUpdateVector3Object(LTDescr.newVect, this.onUpdateParam); + }else if(this.onUpdateVector3!=null){ + this.onUpdateVector3(LTDescr.newVect); + }else if(this.onUpdateVector2!=null){ + this.onUpdateVector2(new Vector2(LTDescr.newVect.x,LTDescr.newVect.y)); + } + } +} + +//} diff --git a/Gameton-06/Assets/LeanTween/Framework/LTDescrOptional.cs.meta b/Gameton-06/Assets/LeanTween/Framework/LTDescrOptional.cs.meta new file mode 100644 index 00000000..8b83a302 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LTDescrOptional.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c1ba8f1ef97134cb39b52ae26678db63 +timeCreated: 1471504769 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Framework/LTSeq.cs b/Gameton-06/Assets/LeanTween/Framework/LTSeq.cs new file mode 100644 index 00000000..2794d85f --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LTSeq.cs @@ -0,0 +1,225 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/** +* Internal Representation of a Sequence
    +*
    +*   

    Example:

    +* var seq = LeanTween.sequence();
    +* seq.append(1f); // delay everything one second
    +* seq.append( () => { // fire an event before start
    +*  Debug.Log("I have started");
    +* });
    +* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    +* seq.append( (object obj) => { // fire event after tween
    +*  var dict = obj as Dictionary;
    +*  Debug.Log("We are done now obj value:"+dict["hi"]);
    +* }, new Dictionary(){ {"hi","sup"} } );
    +* @class LTSeq +* @constructor +*/ +public class LTSeq { + + public LTSeq previous; + + public LTSeq current; + + public LTDescr tween; + + public float totalDelay; + + public float timeScale; + + private int debugIter; + + public uint counter; + + public bool toggle = false; + + private uint _id; + + public int id{ + get{ + uint toId = _id | counter << 16; + + /*uint backId = toId & 0xFFFF; + uint backCounter = toId >> 16; + if(_id!=backId || backCounter!=counter){ + Debug.LogError("BAD CONVERSION toId:"+_id); + }*/ + + return (int)toId; + } + } + + public void reset(){ + previous = null; + tween = null; + totalDelay = 0f; + } + + public void init(uint id, uint global_counter){ + reset(); + _id = id; + + counter = global_counter; + + this.current = this; + } + + private LTSeq addOn(){ + this.current.toggle = true; + LTSeq lastCurrent = this.current; + this.current = LeanTween.sequence(true); + // Debug.Log("this.current:" + this.current.id + " lastCurrent:" + lastCurrent.id); + this.current.previous = lastCurrent; + lastCurrent.toggle = false; + this.current.totalDelay = lastCurrent.totalDelay; + this.current.debugIter = lastCurrent.debugIter + 1; + return current; + } + + private float addPreviousDelays(){ +// Debug.Log("delay:"+delay+" count:"+this.current.count+" this.current.totalDelay:"+this.current.totalDelay); + + LTSeq prev = this.current.previous; + + if (prev != null && prev.tween!=null) { + return this.current.totalDelay + prev.tween.time; + } + return this.current.totalDelay; + } + + /** + * Add a time delay to the sequence + * @method append (delay) + * @param {float} delay:float amount of time to add to the sequence + * @return {LTSeq} LTDescr an object that distinguishes the tween + * var seq = LeanTween.sequence();
    + * seq.append(1f); // delay everything one second
    + * seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    + */ + public LTSeq append( float delay ){ + this.current.totalDelay += delay; + + return this.current; + } + + /** + * Add a time delay to the sequence + * @method append (method) + * @param {System.Action} callback:System.Action method you want to be called + * @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to + * @example + * var seq = LeanTween.sequence();
    + * seq.append( () => { // fire an event before start
    + *  Debug.Log("I have started");
    + * });
    + * seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    + * seq.append( () => { // fire event after tween
    + *  Debug.Log("We are done now");
    + * });;
    + */ + public LTSeq append( System.Action callback ){ + LTDescr newTween = LeanTween.delayedCall(0f, callback); +// Debug.Log("newTween:" + newTween); + return append(newTween); + } + + /** + * Add a time delay to the sequence + * @method add (method(object)) + * @param {System.Action} callback:System.Action method you want to be called + * @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to + * @example + * var seq = LeanTween.sequence();
    + * seq.append( () => { // fire an event before start
    + *  Debug.Log("I have started");
    + * });
    + * seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    + * seq.append((object obj) => { // fire event after tween + *  var dict = obj as Dictionary; + *  Debug.Log("We are done now obj value:"+dict["hi"]); + *  }, new Dictionary(){ {"hi","sup"} } ); + */ + public LTSeq append( System.Action callback, object obj ){ + append(LeanTween.delayedCall(0f, callback).setOnCompleteParam(obj)); + + return addOn(); + } + + public LTSeq append( GameObject gameObject, System.Action callback ){ + append(LeanTween.delayedCall(gameObject, 0f, callback)); + + return addOn(); + } + + public LTSeq append( GameObject gameObject, System.Action callback, object obj ){ + append(LeanTween.delayedCall(gameObject, 0f, callback).setOnCompleteParam(obj)); + + return addOn(); + } + + /** + * Retrieve a sequencer object where you can easily chain together tweens and methods one after another + * + * @method add (tween) + * @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to + * @example + * var seq = LeanTween.sequence();
    + * seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a move tween
    + * seq.append( LeanTween.rotateAround( avatar1, Vector3.forward, 360f, 1f ) ); // then do a rotate tween
    + */ + public LTSeq append( LTDescr tween ){ + this.current.tween = tween; + +// Debug.Log("tween:" + tween + " delay:" + this.current.totalDelay); + + this.current.totalDelay = addPreviousDelays(); + + tween.setDelay( this.current.totalDelay ); + + return addOn(); + } + + public LTSeq insert( LTDescr tween ){ + this.current.tween = tween; + + tween.setDelay( addPreviousDelays() ); + + return addOn(); + } + + + public LTSeq setScale( float timeScale ){ +// Debug.Log("this.current:" + this.current.previous.debugIter+" tween:"+this.current.previous.tween); + setScaleRecursive(this.current, timeScale, 500); + + return addOn(); + } + + private void setScaleRecursive( LTSeq seq, float timeScale, int count ){ + if (count > 0) { + this.timeScale = timeScale; + +// Debug.Log("seq.count:" + count + " seq.tween:" + seq.tween); + seq.totalDelay *= timeScale; + if (seq.tween != null) { +// Debug.Log("seq.tween.time * timeScale:" + seq.tween.time * timeScale + " seq.totalDelay:"+seq.totalDelay +" time:"+seq.tween.time+" seq.tween.delay:"+seq.tween.delay); + if (seq.tween.time != 0f) + seq.tween.setTime(seq.tween.time * timeScale); + seq.tween.setDelay(seq.tween.delay * timeScale); + } + + if (seq.previous != null) + setScaleRecursive(seq.previous, timeScale, count - 1); + } + } + + public LTSeq reverse(){ + + return addOn(); + } + +} diff --git a/Gameton-06/Assets/LeanTween/Framework/LTSeq.cs.meta b/Gameton-06/Assets/LeanTween/Framework/LTSeq.cs.meta new file mode 100644 index 00000000..c9b68c4e --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LTSeq.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6c88dbe4cdd9944f198e9796ee394c86 +timeCreated: 1488665079 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Framework/LeanAudio.cs b/Gameton-06/Assets/LeanTween/Framework/LeanAudio.cs new file mode 100644 index 00000000..b7d1939b --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LeanAudio.cs @@ -0,0 +1,418 @@ + +using UnityEngine; +using System.Collections.Generic; + +public class LeanAudioStream { + + public int position = 0; + + public AudioClip audioClip; + public float[] audioArr; + + public LeanAudioStream( float[] audioArr ){ + this.audioArr = audioArr; + } + + public void OnAudioRead(float[] data) { + int count = 0; + while (count < data.Length) { + data[count] = audioArr[this.position]; + position++; + count++; + } + } + + public void OnAudioSetPosition(int newPosition) { + this.position = newPosition; + } +} + +/** +* Create Audio dynamically and easily playback +* +* @class LeanAudio +* @constructor +*/ +public class LeanAudio : object { + + public static float MIN_FREQEUNCY_PERIOD = 0.000115f; + public static int PROCESSING_ITERATIONS_MAX = 50000; + public static float[] generatedWaveDistances; + public static int generatedWaveDistancesCount = 0; + + private static float[] longList; + + public static LeanAudioOptions options(){ + if(generatedWaveDistances==null){ + generatedWaveDistances = new float[ PROCESSING_ITERATIONS_MAX ]; + longList = new float[ PROCESSING_ITERATIONS_MAX ]; + } + return new LeanAudioOptions(); + } + + public static LeanAudioStream createAudioStream( AnimationCurve volume, AnimationCurve frequency, LeanAudioOptions options = null ){ + if(options==null) + options = new LeanAudioOptions(); + + options.useSetData = false; + + int generatedWavePtsLength = createAudioWave( volume, frequency, options); + createAudioFromWave( generatedWavePtsLength, options ); + + return options.stream; + } + + /** + * Create dynamic audio from a set of Animation Curves and other options. + * + * @method createAudio + * @param {AnimationCurve} volumeCurve:AnimationCurve describing the shape of the audios volume (from 0-1). The length of the audio is dicated by the end value here. + * @param {AnimationCurve} frequencyCurve:AnimationCurve describing the width of the oscillations between the sound waves in seconds. Large numbers mean a lower note, while higher numbers mean a tighter frequency and therefor a higher note. Values are usually between 0.01 and 0.000001 (or smaller) + * @param {LeanAudioOptions} options:LeanAudioOptions You can pass any other values in here like vibrato or the frequency you would like the sound to be encoded at. See LeanAudioOptions for more details. + * @return {AudioClip} AudioClip of the procedurally generated audio + * @example + * AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));
    + * AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));
    + * AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0f,0f)} ));
    + */ + public static AudioClip createAudio( AnimationCurve volume, AnimationCurve frequency, LeanAudioOptions options = null ){ + if(options==null) + options = new LeanAudioOptions(); + + int generatedWavePtsLength = createAudioWave( volume, frequency, options); + // Debug.Log("generatedWavePtsLength:"+generatedWavePtsLength); + return createAudioFromWave( generatedWavePtsLength, options ); + } + + private static int createAudioWave( AnimationCurve volume, AnimationCurve frequency, LeanAudioOptions options ){ + float time = volume[ volume.length - 1 ].time; + int listLength = 0; + // List list = new List(); + + // generatedWaveDistances = new List(); + // float[] vibratoValues = new float[ vibrato.Length ]; + float passed = 0f; + for(int i = 0; i < PROCESSING_ITERATIONS_MAX; i++){ + float f = frequency.Evaluate(passed); + if(f=time) + break; + if(listLength >= PROCESSING_ITERATIONS_MAX-1){ + Debug.LogError("LeanAudio has reached it's processing cap. To avoid this error increase the number of iterations ex: LeanAudio.PROCESSING_ITERATIONS_MAX = "+(PROCESSING_ITERATIONS_MAX*2)); + break; + }else{ + int distPoint = listLength / 2; + + //generatedWaveDistances.Add( f ); + passed += f; + + generatedWaveDistances[ distPoint ] = passed; + //Debug.Log("distPoint:"+distPoint+" passed:"+passed); + + //list.Add( passed ); + //list.Add( i%2==0 ? -height : height ); + + longList[ listLength ] = passed; + longList[ listLength + 1 ] = i%2==0 ? -height : height; + } + + + + listLength += 2; + + } + + listLength += -2; + generatedWaveDistancesCount = listLength / 2; + + /*float[] wave = new float[ listLength ]; + for(int i = 0; i < wave.Length; i++){ + wave[i] = longList[i]; + }*/ + return listLength; + } + + private static AudioClip createAudioFromWave( int waveLength, LeanAudioOptions options ){ + float time = longList[ waveLength - 2 ]; + float[] audioArr = new float[ (int)(options.frequencyRate*time) ]; + + int waveIter = 0; + float subWaveDiff = longList[waveIter]; + float subWaveTimeLast = 0f; + float subWaveTime = longList[waveIter]; + float waveHeight = longList[waveIter+1]; + for(int i = 0; i < audioArr.Length; i++){ + float passedTime = (float)i / (float)options.frequencyRate; + if(passedTime > longList[waveIter] ){ + subWaveTimeLast = longList[waveIter]; + waveIter += 2; + subWaveDiff = longList[waveIter] - longList[waveIter-2]; + waveHeight = longList[waveIter+1]; + // Debug.Log("passed wave i:"+i); + } + subWaveTime = passedTime - subWaveTimeLast; + float ratioElapsed = subWaveTime / subWaveDiff; + + float value = Mathf.Sin( ratioElapsed * Mathf.PI ); + + if(options.waveStyle==LeanAudioOptions.LeanAudioWaveStyle.Square){ + if(value>0f) + value = 1f; + if(value<0f) + value = -1f; + }else if(options.waveStyle==LeanAudioOptions.LeanAudioWaveStyle.Sawtooth){ + float sign = value > 0f ? 1f : -1f; + if(ratioElapsed<0.5f){ + value = (ratioElapsed*2f)*sign; + }else{ // 0.5f - 1f + value = (1f - ratioElapsed)*2f*sign; + } + }else if(options.waveStyle==LeanAudioOptions.LeanAudioWaveStyle.Noise){ + float peakMulti = (1f-options.waveNoiseInfluence) + Mathf.PerlinNoise(0f, passedTime * options.waveNoiseScale ) * options.waveNoiseInfluence; + + /*if(i<25){ + Debug.Log("passedTime:"+passedTime+" peakMulti:"+peakMulti+" infl:"+options.waveNoiseInfluence); + }*/ + + value *= peakMulti; + } + + //if(i<25) + // Debug.Log("passedTime:"+passedTime+" value:"+value+" ratioElapsed:"+ratioElapsed+" subWaveTime:"+subWaveTime+" subWaveDiff:"+subWaveDiff); + + value *= waveHeight; + + + if(options.modulation!=null){ + for(int k=0; k(); // add an audio source + aSource.clip = clip; // define the clip + aSource.Play(); // start the sound + GameObject.Destroy(tempGO, clip.length); // destroy object after clip duration + return aSource; // return the AudioSource reference + } + + public static void printOutAudioClip( AudioClip audioClip, ref AnimationCurve curve, float scaleX = 1f ){ + // Debug.Log("Audio channels:"+audioClip.channels+" frequency:"+audioClip.frequency+" length:"+audioClip.length+" samples:"+audioClip.samples); + float[] samples = new float[audioClip.samples * audioClip.channels]; + audioClip.GetData(samples, 0); + int i = 0; + + Keyframe[] frames = new Keyframe[samples.Length]; + while (i < samples.Length) { + frames[i] = new Keyframe( (float)i * scaleX, samples[i] ); + ++i; + } + curve = new AnimationCurve( frames ); + } +} + + +/** +* Pass in options to LeanAudio +* +* @class LeanAudioOptions +* @constructor +*/ +public class LeanAudioOptions : object { + + public enum LeanAudioWaveStyle{ + Sine, + Square, + Sawtooth, + Noise + } + + public LeanAudioWaveStyle waveStyle = LeanAudioWaveStyle.Sine; + public Vector3[] vibrato; + public Vector3[] modulation; + public int frequencyRate = 44100; + public float waveNoiseScale = 1000; + public float waveNoiseInfluence = 1f; + + public bool useSetData = true; + public LeanAudioStream stream; + + public LeanAudioOptions(){} + + /** + * Set the frequency for the audio is encoded. 44100 is CD quality, but you can usually get away with much lower (or use a lower amount to get a more 8-bit sound). + * + * @method setFrequency + * @param {int} frequencyRate:int of the frequency you wish to encode the AudioClip at + * @return {LeanAudioOptions} LeanAudioOptions describing optional values + * @example + * AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));
    + * AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));
    + * AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0f,0f)} ).setFrequency(12100) );
    + */ + public LeanAudioOptions setFrequency( int frequencyRate ){ + this.frequencyRate = frequencyRate; + return this; + } + + /** + * Set details about the shape of the curve by adding vibrato modulations through it (alters the peak values giving it a wah-wah effect). You can add as many as you want to sculpt out more detail in the sound wave. + * + * @method setVibrato + * @param {Vector3[]} vibratoArray:Vector3[] The first value is the period in seconds that you wish to have the vibrato wave fluctuate at. The second value is the minimum height you wish the vibrato wave to dip down to (default is zero). The third is reserved for future effects. + * @return {LeanAudioOptions} LeanAudioOptions describing optional values + * @example + * AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));
    + * AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));
    + * AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0.3f,0f)} ).setFrequency(12100) );
    + */ + public LeanAudioOptions setVibrato( Vector3[] vibrato ){ + this.vibrato = vibrato; + return this; + } + + /* + public LeanAudioOptions setModulation( Vector3[] modulation ){ + this.modulation = modulation; + return this; + }*/ + + public LeanAudioOptions setWaveSine(){ + this.waveStyle = LeanAudioWaveStyle.Sine; + return this; + } + + public LeanAudioOptions setWaveSquare(){ + this.waveStyle = LeanAudioWaveStyle.Square; + return this; + } + + public LeanAudioOptions setWaveSawtooth(){ + this.waveStyle = LeanAudioWaveStyle.Sawtooth; + return this; + } + + public LeanAudioOptions setWaveNoise(){ + this.waveStyle = LeanAudioWaveStyle.Noise; + return this; + } + + public LeanAudioOptions setWaveStyle( LeanAudioWaveStyle style ){ + this.waveStyle = style; + return this; + } + + + public LeanAudioOptions setWaveNoiseScale( float waveScale ){ + this.waveNoiseScale = waveScale; + return this; + } + + public LeanAudioOptions setWaveNoiseInfluence( float influence ){ + this.waveNoiseInfluence = influence; + return this; + } +} + + diff --git a/Gameton-06/Assets/LeanTween/Framework/LeanAudio.cs.meta b/Gameton-06/Assets/LeanTween/Framework/LeanAudio.cs.meta new file mode 100644 index 00000000..cd86bafe --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LeanAudio.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 52e41e970d9353942b27458440bec9eb +timeCreated: 1427917971 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Framework/LeanSmooth.cs b/Gameton-06/Assets/LeanTween/Framework/LeanSmooth.cs new file mode 100644 index 00000000..7af48474 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LeanSmooth.cs @@ -0,0 +1,364 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/** +* Use these smooth methods to move one value towards another

    +* Example:
    fromY = LeanSmooth.spring(fromY, followArrow.localPosition.y, ref velocityY, 1.1f);
    +* fromVec3 = LeanSmooth.damp(fromVec3, dude5Title.localPosition, ref velocityVec3, 1.1f);
    +* fromColor = LeanSmooth.damp(fromColor, dude5Title.GetComponent().material.color, ref velocityColor, 1.1f);
    +* Debug.Log("Smoothed y:" + fromY + " vec3:" + fromVec3 + " color:" + fromColor);
    +* +* @class LeanSmooth +*/ + +public class LeanSmooth { + + + /** + * Moves one value towards another (eases in and out to destination with no overshoot) + * + * @method LeanSmooth.damp (float) + * @param {float} current:float the current value + * @param {float} target:float the value we are trying to reach + * @param {float} currentVelocity:float the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @example + * followVar = LeanSmooth.damp(followVar, destinationVar, ref followVelocity, 1.1f);\n + * Debug.Log("current:"+followVar); + */ + public static float damp(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f) + { + if (deltaTime < 0f) + deltaTime = Time.deltaTime; + + smoothTime = Mathf.Max(0.0001f, smoothTime); + float num = 2f / smoothTime; + float num2 = num * deltaTime; + float num3 = 1f / (1f + num2 + 0.48f * num2 * num2 + 0.235f * num2 * num2 * num2); + float num4 = current - target; + float num5 = target; + if (maxSpeed > 0f) + { + float num6 = maxSpeed * smoothTime; + num4 = Mathf.Clamp(num4, -num6, num6); + } + target = current - num4; + float num7 = (currentVelocity + num * num4) * deltaTime; + currentVelocity = (currentVelocity - num * num7) * num3; + float num8 = target + (num4 + num7) * num3; + if (num5 - current > 0f == num8 > num5) + { + num8 = num5; + currentVelocity = (num8 - num5) / deltaTime; + } + return num8; + } + + /** + * Moves one value towards another (eases in and out to destination with no overshoot) + * + * @method LeanSmooth.damp (Vector3) + * @param {float} current:Vector3 the current value + * @param {float} target:Vector3 the value we are trying to reach + * @param {float} currentVelocity:Vector3 the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @example + * transform.position = LeanSmooth.damp(transform.position, destTrans.position, ref followVelocity, 1.1f);\n + * Debug.Log("current:"+transform.position); + */ + public static Vector3 damp(Vector3 current, Vector3 target, ref Vector3 currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f) + { + float x = damp(current.x, target.x, ref currentVelocity.x, smoothTime, maxSpeed, deltaTime); + float y = damp(current.y, target.y, ref currentVelocity.y, smoothTime, maxSpeed, deltaTime); + float z = damp(current.z, target.z, ref currentVelocity.z, smoothTime, maxSpeed, deltaTime); + + return new Vector3(x, y, z); + } + + /** + * Moves one color value towards another color (eases in and out to destination with no overshoot) + * + * @method LeanSmooth.damp (Color) + * @param {float} current:Color the current value + * @param {float} target:Color the value we are trying to reach + * @param {float} currentVelocity:Color the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @example + * fromColor = LeanSmooth.damp(fromColor, transform.GetComponent().material.color, ref velocityColor, 1.1f);\n + * Debug.Log("current:"+fromColor); + */ + public static Color damp(Color current, Color target, ref Color currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f) + { + float r = damp(current.r, target.r, ref currentVelocity.r, smoothTime, maxSpeed, deltaTime); + float g = damp(current.g, target.g, ref currentVelocity.g, smoothTime, maxSpeed, deltaTime); + float b = damp(current.b, target.b, ref currentVelocity.b, smoothTime, maxSpeed, deltaTime); + float a = damp(current.a, target.a, ref currentVelocity.a, smoothTime, maxSpeed, deltaTime); + + return new Color(r, g, b, a); + } + + /** + * Moves one value towards another (eases in and out to destination with possible overshoot bounciness) + * + * @method LeanSmooth.spring (float) + * @param {float} current:float the current value + * @param {float} target:float the value we are trying to reach + * @param {float} currentVelocity:float the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination + * @param {float} [accelRate]:float the rate it accelerates from it's initial position + * @example + * followVar = LeanSmooth.spring(followVar, destinationVar, ref followVelocity, 1.1f);\n + * Debug.Log("current:"+followVar); + */ + public static float spring(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f) + { + if (deltaTime < 0f) + deltaTime = Time.deltaTime; + + float diff = target - current; + + currentVelocity += deltaTime / smoothTime * accelRate * diff; + + currentVelocity *= (1f - deltaTime * friction); + + if (maxSpeed > 0f && maxSpeed < Mathf.Abs(currentVelocity)) + currentVelocity = maxSpeed * Mathf.Sign(currentVelocity); + + float returned = current + currentVelocity; + + return returned; + } + + /** + * Moves one value towards another (eases in and out to destination with possible overshoot bounciness) + * + * @method LeanSmooth.spring (Vector3) + * @param {Vector3} current:float the current value + * @param {Vector3} target:float the value we are trying to reach + * @param {Vector3} currentVelocity:float the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination + * @param {float} [accelRate]:float the rate it accelerates from it's initial position + * @example + * transform.position = LeanSmooth.spring(transform.position, destTrans.position, ref followVelocity, 1.1f);\n + * Debug.Log("current:"+transform.position); + */ + public static Vector3 spring(Vector3 current, Vector3 target, ref Vector3 currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f) + { + float x = spring(current.x, target.x, ref currentVelocity.x, smoothTime, maxSpeed, deltaTime, friction, accelRate); + float y = spring(current.y, target.y, ref currentVelocity.y, smoothTime, maxSpeed, deltaTime, friction, accelRate); + float z = spring(current.z, target.z, ref currentVelocity.z, smoothTime, maxSpeed, deltaTime, friction, accelRate); + + return new Vector3(x, y, z); + } + + /** + * Moves one color towards another (eases in and out to destination with possible overshoot bounciness) + * + * @method LeanSmooth.spring (Color) + * @param {Color} current:float the current value + * @param {Color} target:float the value we are trying to reach + * @param {Color} currentVelocity:float the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination + * @param {float} [accelRate]:float the rate it accelerates from it's initial position + * @example + * fromColor = LeanSmooth.spring(fromColor, transform.GetComponent().material.color, ref velocityColor, 1.1f);\n + * Debug.Log("current:"+fromColor); + */ + public static Color spring(Color current, Color target, ref Color currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f) + { + float r = spring(current.r, target.r, ref currentVelocity.r, smoothTime, maxSpeed, deltaTime, friction, accelRate); + float g = spring(current.g, target.g, ref currentVelocity.g, smoothTime, maxSpeed, deltaTime, friction, accelRate); + float b = spring(current.b, target.b, ref currentVelocity.b, smoothTime, maxSpeed, deltaTime, friction, accelRate); + float a = spring(current.a, target.a, ref currentVelocity.a, smoothTime, maxSpeed, deltaTime, friction, accelRate); + + return new Color(r, g, b, a); + } + + /** + * Moves one value towards another (at a constant speed) + * + * @method LeanSmooth.linear (float) + * @param {float} current:float the current value + * @param {float} target:float the value we are trying to reach + * @param {float} moveSpeed:float the speed at which to move towards the target + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @example + * followVar = LeanSmooth.linear(followVar, destinationVar, 50f);\n + * Debug.Log("current:"+followVar); + */ + public static float linear(float current, float target, float moveSpeed, float deltaTime = -1f) + { + if (deltaTime < 0f) + deltaTime = Time.deltaTime; + + bool targetGreater = (target > current); + + float currentVelocity = deltaTime * moveSpeed * (targetGreater ? 1f : -1f); + + float returned = current + currentVelocity; + + float returnPassed = returned - target; + if ((targetGreater && returnPassed > 0) || !targetGreater && returnPassed < 0) + { // Has passed point, return target + return target; + } + + return returned; + } + + /** + * Moves one value towards another (at a constant speed) + * + * @method LeanSmooth.linear (Vector3) + * @param {Vector3} current:float the current value + * @param {Vector3} target:float the value we are trying to reach + * @param {float} moveSpeed:float the speed at which to move towards the target + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @example + * transform.position = LeanSmooth.linear(transform.position, followTrans.position, 50f);\n + * Debug.Log("current:"+transform.position); + */ + public static Vector3 linear(Vector3 current, Vector3 target, float moveSpeed, float deltaTime = -1f) + { + float x = linear(current.x, target.x, moveSpeed, deltaTime); + float y = linear(current.y, target.y, moveSpeed, deltaTime); + float z = linear(current.z, target.z, moveSpeed, deltaTime); + + return new Vector3(x, y, z); + } + + /** + * Moves one color towards another (at a constant speed) + * + * @method LeanSmooth.linear (Color) + * @param {Color} current:float the current value + * @param {Color} target:float the value we are trying to reach + * @param {float} moveSpeed:float the speed at which to move towards the target + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @example + * fromColor = LeanSmooth.linear(fromColor, transform.GetComponent().material.color, 50f);\n + * Debug.Log("current:"+fromColor); + */ + public static Color linear(Color current, Color target, float moveSpeed) + { + float r = linear(current.r, target.r, moveSpeed); + float g = linear(current.g, target.g, moveSpeed); + float b = linear(current.b, target.b, moveSpeed); + float a = linear(current.a, target.a, moveSpeed); + + return new Color(r, g, b, a); + } + + /** + * Moves one value towards another (with an ease that bounces back some when it reaches it's destination) + * + * @method LeanSmooth.bounceOut (float) + * @param {float} current:float the current value + * @param {float} target:float the value we are trying to reach + * @param {float} currentVelocity:float the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination + * @param {float} [accelRate]:float the rate it accelerates from it's initial position + * @param {float} [hitDamping]:float the rate at which to dampen the bounciness of when it reaches it's destination + * @example + * followVar = LeanSmooth.bounceOut(followVar, destinationVar, ref followVelocity, 1.1f);\n + * Debug.Log("current:"+followVar); + */ + public static float bounceOut(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f, float hitDamping = 0.9f) + { + if (deltaTime < 0f) + deltaTime = Time.deltaTime; + + float diff = target - current; + + currentVelocity += deltaTime / smoothTime * accelRate * diff; + + currentVelocity *= (1f - deltaTime * friction); + + if (maxSpeed > 0f && maxSpeed < Mathf.Abs(currentVelocity)) + currentVelocity = maxSpeed * Mathf.Sign(currentVelocity); + + float returned = current + currentVelocity; + + bool targetGreater = (target > current); + float returnPassed = returned - target; + if ((targetGreater && returnPassed > 0) || !targetGreater && returnPassed < 0) + { // Start a bounce + currentVelocity = -currentVelocity * hitDamping; + returned = current + currentVelocity; + } + + return returned; + } + + /** + * Moves one value towards another (with an ease that bounces back some when it reaches it's destination) + * + * @method LeanSmooth.bounceOut (Vector3) + * @param {Vector3} current:float the current value + * @param {Vector3} target:float the value we are trying to reach + * @param {Vector3} currentVelocity:float the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination + * @param {float} [accelRate]:float the rate it accelerates from it's initial position + * @param {float} [hitDamping]:float the rate at which to dampen the bounciness of when it reaches it's destination + * @example + * transform.position = LeanSmooth.bounceOut(transform.position, followTrans.position, ref followVelocity, 1.1f);\n + * Debug.Log("current:"+transform.position); + */ + public static Vector3 bounceOut(Vector3 current, Vector3 target, ref Vector3 currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f, float hitDamping = 0.9f) + { + float x = bounceOut(current.x, target.x, ref currentVelocity.x, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); + float y = bounceOut(current.y, target.y, ref currentVelocity.y, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); + float z = bounceOut(current.z, target.z, ref currentVelocity.z, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); + + return new Vector3(x, y, z); + } + + /** + * Moves one color towards another (with an ease that bounces back some when it reaches it's destination) + * + * @method LeanSmooth.bounceOut (Color) + * @param {Color} current:float the current value + * @param {Color} target:float the value we are trying to reach + * @param {Color} currentVelocity:float the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination + * @param {float} [accelRate]:float the rate it accelerates from it's initial position + * @param {float} [hitDamping]:float the rate at which to dampen the bounciness of when it reaches it's destination + * @example + * fromColor = LeanSmooth.bounceOut(fromColor, transform.GetComponent().material.color, ref followVelocity, 1.1f);\n + * Debug.Log("current:" + fromColor); + */ + public static Color bounceOut(Color current, Color target, ref Color currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f, float hitDamping = 0.9f) + { + float r = bounceOut(current.r, target.r, ref currentVelocity.r, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); + float g = bounceOut(current.g, target.g, ref currentVelocity.g, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); + float b = bounceOut(current.b, target.b, ref currentVelocity.b, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); + float a = bounceOut(current.a, target.a, ref currentVelocity.a, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); + + return new Color(r, g, b, a); + } +} diff --git a/Gameton-06/Assets/LeanTween/Framework/LeanSmooth.cs.meta b/Gameton-06/Assets/LeanTween/Framework/LeanSmooth.cs.meta new file mode 100644 index 00000000..4494902f --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LeanSmooth.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1ca0f285af8dd4270bd759978223faad +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Framework/LeanTest.cs b/Gameton-06/Assets/LeanTween/Framework/LeanTest.cs new file mode 100644 index 00000000..82896223 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LeanTest.cs @@ -0,0 +1,123 @@ +using UnityEngine; +using System.Collections; + +public class LeanTester : MonoBehaviour { + public float timeout = 15f; + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + public void Start(){ + StartCoroutine( timeoutCheck() ); + } + + IEnumerator timeoutCheck(){ + float pauseEndTime = Time.realtimeSinceStartup + timeout; + while (Time.realtimeSinceStartup < pauseEndTime) + { + yield return 0; + } + if(LeanTest.testsFinished==false){ + Debug.Log(LeanTest.formatB("Tests timed out!")); + LeanTest.overview(); + } + } + #endif +} + +public class LeanTest : object { + public static int expected = 0; + private static int tests = 0; + private static int passes = 0; + + public static float timeout = 15f; + public static bool timeoutStarted = false; + public static bool testsFinished = false; + + public static void debug( string name, bool didPass, string failExplaination = null){ + expect( didPass, name, failExplaination); + } + + public static void expect( bool didPass, string definition, string failExplaination = null){ + float len = printOutLength(definition); + int paddingLen = 40-(int)(len*1.05f); + #if UNITY_FLASH + string padding = padRight(paddingLen); + #else + string padding = "".PadRight(paddingLen,"_"[0]); + #endif + string logName = formatB(definition) +" " + padding + " [ "+ (didPass ? formatC("pass","green") : formatC("fail","red")) +" ]"; + if(didPass==false && failExplaination!=null) + logName += " - " + failExplaination; + Debug.Log(logName); + if(didPass) + passes++; + tests++; + + // Debug.Log("tests:"+tests+" expected:"+expected); + if(tests==expected && testsFinished==false){ + overview(); + }else if(tests>expected){ + Debug.Log(formatB("Too many tests for a final report!") + " set LeanTest.expected = "+tests); + } + + if(timeoutStarted==false){ + timeoutStarted = true; + GameObject tester = new GameObject(); + tester.name = "~LeanTest"; + LeanTester test = tester.AddComponent(typeof(LeanTester)) as LeanTester; + test.timeout = timeout; + #if !UNITY_EDITOR + tester.hideFlags = HideFlags.HideAndDontSave; + #endif + } + } + + public static string padRight(int len){ + string str = ""; + for(int i = 0; i < len; i++){ + str += "_"; + } + return str; + } + + public static float printOutLength( string str ){ + float len = 0.0f; + for(int i = 0; i < str.Length; i++){ + if(str[i]=="I"[0]){ + len += 0.5f; + }else if(str[i]=="J"[0]){ + len += 0.85f; + }else{ + len += 1.0f; + } + } + return len; + } + + public static string formatBC( string str, string color ){ + return formatC(formatB(str),color); + } + + public static string formatB( string str ){ + #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 + return str; + #else + return ""+ str + ""; + #endif + } + + public static string formatC( string str, string color ){ + #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 + return str; + #else + return ""+ str + ""; + #endif + } + + public static void overview(){ + testsFinished = true; + int failedCnt = (expected-passes); + string failedStr = failedCnt > 0 ? formatBC(""+failedCnt,"red") : ""+failedCnt; + Debug.Log(formatB("Final Report:")+" _____________________ PASSED: "+formatBC(""+passes,"green")+" FAILED: "+failedStr+" "); + } +} + \ No newline at end of file diff --git a/Gameton-06/Assets/LeanTween/Framework/LeanTest.cs.meta b/Gameton-06/Assets/LeanTween/Framework/LeanTest.cs.meta new file mode 100644 index 00000000..0af8aa2a --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LeanTest.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 82464f26ca2ba284a8f92f51248c574a +timeCreated: 1427917971 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Framework/LeanTween.cs b/Gameton-06/Assets/LeanTween/Framework/LeanTween.cs new file mode 100644 index 00000000..8bc23e41 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LeanTween.cs @@ -0,0 +1,4115 @@ +//namespace DentedPixel{ + +// LeanTween version 2.50 - http://dentedpixel.com/developer-diary/ +// +// The MIT License (MIT) +// +// Copyright (c) 2017 Russell Savage - Dented Pixel +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. + + + +/* +TERMS OF USE - EASING EQUATIONS# +Open source under the BSD License. +Copyright (c)2001 Robert Penner +All rights reserved. +Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: +Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. +Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. +Neither the name of the author nor the names of contributors may be used to endorse or promote products derived from this software without specific prior written permission. +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +*/ + +/** +* Pass this to the "ease" parameter, to get a different easing behavior

    +* Example:
    LeanTween.rotateX(gameObject, 270.0f, 1.5f).setEase(LeanTweenType.easeInBack); +* +* @class LeanTweenType +*/ + +/** +* @property {integer} linear +*/ +/** +* @property {integer} easeOutQuad +*/ +/** +* @property {integer} easeInQuad +*/ +/** +* @property {integer} easeInOutQuad +*/ +/** +* @property {integer} easeInCubic +*/ +/** +* @property {integer} easeOutCubic +*/ +/** +* @property {integer} easeInOutCubic +*/ +/** +* @property {integer} easeInQuart +*/ +/** +* @property {integer} easeOutQuart +*/ +/** +* @property {integer} easeInOutQuart +*/ +/** +* @property {integer} easeInQuint +*/ +/** +* @property {integer} easeOutQuint +*/ +/** +* @property {integer} easeInOutQuint +*/ +/** +* @property {integer} easeInSine +*/ +/** +* @property {integer} easeOutSine +*/ +/** +* @property {integer} easeInOutSine +*/ +/** +* @property {integer} easeInExpo +*/ +/** +* @property {integer} easeOutExpo +*/ +/** +* @property {integer} easeInOutExpo +*/ +/** +* @property {integer} easeInCirc +*/ +/** +* @property {integer} easeOutCirc +*/ +/** +* @property {integer} easeInOutCirc +*/ +/** +* @property {integer} easeInBounce +*/ +/** +* @property {integer} easeOutBounce +*/ +/** +* @property {integer} easeInOutBounce +*/ +/** +* @property {integer} easeInBack +*/ +/** +* @property {integer} easeOutBack +*/ +/** +* @property {integer} easeInOutBack +*/ +/** +* @property {integer} easeInElastic +*/ +/** +* @property {integer} easeOutElastic +*/ +/** +* @property {integer} easeInOutElastic +*/ +/** +* @property {integer} punch +*/ +using UnityEngine; +using System; +using System.Collections.Generic; + +public enum TweenAction{ + MOVE_X, + MOVE_Y, + MOVE_Z, + MOVE_LOCAL_X, + MOVE_LOCAL_Y, + MOVE_LOCAL_Z, + MOVE_CURVED, + MOVE_CURVED_LOCAL, + MOVE_SPLINE, + MOVE_SPLINE_LOCAL, + SCALE_X, + SCALE_Y, + SCALE_Z, + ROTATE_X, + ROTATE_Y, + ROTATE_Z, + ROTATE_AROUND, + ROTATE_AROUND_LOCAL, + CANVAS_ROTATEAROUND, + CANVAS_ROTATEAROUND_LOCAL, + CANVAS_PLAYSPRITE, + ALPHA, + TEXT_ALPHA, + CANVAS_ALPHA, + CANVASGROUP_ALPHA, + ALPHA_VERTEX, + COLOR, + CALLBACK_COLOR, + TEXT_COLOR, + CANVAS_COLOR, + CANVAS_MOVE_X, + CANVAS_MOVE_Y, + CANVAS_MOVE_Z, + CALLBACK, + MOVE, + MOVE_LOCAL, + MOVE_TO_TRANSFORM, + ROTATE, + ROTATE_LOCAL, + SCALE, + VALUE3, + GUI_MOVE, + GUI_MOVE_MARGIN, + GUI_SCALE, + GUI_ALPHA, + GUI_ROTATE, + DELAYED_SOUND, + CANVAS_MOVE, + CANVAS_SCALE, + CANVAS_SIZEDELTA, + FOLLOW, + NONE +} + +public enum LeanTweenType{ + notUsed, linear, easeOutQuad, easeInQuad, easeInOutQuad, easeInCubic, easeOutCubic, easeInOutCubic, easeInQuart, easeOutQuart, easeInOutQuart, + easeInQuint, easeOutQuint, easeInOutQuint, easeInSine, easeOutSine, easeInOutSine, easeInExpo, easeOutExpo, easeInOutExpo, easeInCirc, easeOutCirc, easeInOutCirc, + easeInBounce, easeOutBounce, easeInOutBounce, easeInBack, easeOutBack, easeInOutBack, easeInElastic, easeOutElastic, easeInOutElastic, easeSpring, easeShake, punch, once, clamp, pingPong, animationCurve +} + +public enum LeanProp +{ + position, + localPosition, + x, + y, + z, + localX, + localY, + localZ, + scale, + color +} + +/** +* LeanTween is an efficient tweening engine for Unity3d

    +* Index of All Methods | Optional Paramaters that can be passed

    +* Optional Parameters are passed at the end of every method
    +*
    +* Example:
    +* LeanTween.moveX( gameObject, 1f, 1f).setEase( LeanTweenType.easeInQuad ).setDelay(1f);
    +*
    +* You can pass the optional parameters in any order, and chain on as many as you wish!

    +* You can also modify this tween later, just save the unique id of the tween.
    +*

    Example:

    +* int id = LeanTween.moveX(gameObject, 1f, 1f).id;
    +* LTDescr d = LeanTween.descr( id );

    +* if(d!=null){ // if the tween has already finished it will return null
    +*    // change some parameters
    +*    d.setOnComplete( onCompleteFunc ).setEase( LeanTweenType.easeInOutBack );
    +* } +* +* @class LeanTween +*/ + +public class LeanTween : MonoBehaviour { + + public static bool throwErrors = true; + public static float tau = Mathf.PI*2.0f; + public static float PI_DIV2 = Mathf.PI / 2.0f; + + private static LTSeq[] sequences; + + private static LTDescr[] tweens; + private static int[] tweensFinished; + private static int[] tweensFinishedIds; + private static LTDescr tween; + private static int tweenMaxSearch = -1; + private static int maxTweens = 400; + private static int maxSequences = 400; + private static int frameRendered= -1; + private static GameObject _tweenEmpty; + public static float dtEstimated = -1f; + public static float dtManual; + #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 float previousRealTime; + #endif + public static float dtActual; + private static uint global_counter = 0; + private static int i; + private static int j; + private static int finishedCnt; + public static AnimationCurve punch = new AnimationCurve( new Keyframe(0.0f, 0.0f ), new Keyframe(0.112586f, 0.9976035f ), new Keyframe(0.3120486f, -0.1720615f ), new Keyframe(0.4316337f, 0.07030682f ), new Keyframe(0.5524869f, -0.03141804f ), new Keyframe(0.6549395f, 0.003909959f ), new Keyframe(0.770987f, -0.009817753f ), new Keyframe(0.8838775f, 0.001939224f ), new Keyframe(1.0f, 0.0f ) ); + public static AnimationCurve shake = new AnimationCurve( new Keyframe(0f, 0f), new Keyframe(0.25f, 1f), new Keyframe(0.75f, -1f), new Keyframe(1f, 0f) ) ; + + public static void init(){ + init(maxTweens); + } + + public static int maxSearch{ + get{ + return tweenMaxSearch; + } + } + + public static int maxSimulataneousTweens{ + get { + return maxTweens; + } + } + + /** + * Find out how many tweens you have animating at a given time + * + * @method LeanTween.tweensRunning + * @example + * Debug.Log("I have "+LeanTween.tweensRunning+" animating!"); + */ + public static int tweensRunning{ + get{ + int count = 0; + for (int i = 0; i <= tweenMaxSearch; i++){ + if (tweens[i].toggle){ + count++; + } + } + return count; + } + } + + /** + * This line is optional. Here you can specify the maximum number of tweens you will use (the default is 400). This must be called before any use of LeanTween is made for it to be effective. This line is optional. Here you can specify the maximum number of tweens you will use (the default is 400). This must be called before any use of LeanTween is made for it to be effective. + * + * @method LeanTween.init + * @param {integer} maxSimultaneousTweens:int The maximum number of tweens you will use, make sure you don't go over this limit, otherwise the code will throw an error + * @example + * LeanTween.init( 800 ); + */ + public static void init(int maxSimultaneousTweens ){ + init(maxSimultaneousTweens, maxSequences); + } + + public static void init(int maxSimultaneousTweens, int maxSimultaneousSequences){ + if(tweens==null){ + maxTweens = maxSimultaneousTweens; + tweens = new LTDescr[maxTweens]; + tweensFinished = new int[maxTweens]; + tweensFinishedIds = new int[maxTweens]; + _tweenEmpty = new GameObject(); + _tweenEmpty.name = "~LeanTween"; + _tweenEmpty.AddComponent(typeof(LeanTween)); + _tweenEmpty.isStatic = true; + #if !UNITY_EDITOR + _tweenEmpty.hideFlags = HideFlags.HideAndDontSave; + #endif + #if UNITY_EDITOR + if(Application.isPlaying) + DontDestroyOnLoad( _tweenEmpty ); + #else + DontDestroyOnLoad( _tweenEmpty ); + #endif + for(int i = 0; i < maxTweens; i++){ + tweens[i] = new LTDescr(); + tweens[i].reset(); + } + + #if UNITY_5_4_OR_NEWER + UnityEngine.SceneManagement.SceneManager.sceneLoaded += onLevelWasLoaded54; + #endif + + sequences = new LTSeq[ maxSimultaneousSequences ]; + + for(int i = 0; i < maxSimultaneousSequences; i++){ + sequences[i] = new LTSeq(); + } + } + } + + public static void reset(){ + if(tweens!=null){ + for (int i = 0; i <= tweenMaxSearch; i++){ + if(tweens[i]!=null) + tweens[i].reset(); + } + } + tweens = null; + Destroy(_tweenEmpty); + } + + public void Update(){ + LeanTween.update(); + } + + #if UNITY_5_4_OR_NEWER + private static void onLevelWasLoaded54( UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode ){ internalOnLevelWasLoaded( scene.buildIndex ); } + #else + public void OnLevelWasLoaded( int lvl ){ internalOnLevelWasLoaded( lvl ); } + #endif + + private static void internalOnLevelWasLoaded( int lvl ){ + // Debug.Log("reseting gui"); + LTGUI.reset(); + } + + private static int maxTweenReached; + + public static void update() { + if(frameRendered != Time.frameCount){ // make sure update is only called once per frame + init(); + + #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 + dtEstimated = Time.realtimeSinceStartup - previousRealTime; + if(dtEstimated>0.2f) // a catch put in, when at the start sometimes this number can grow unrealistically large + dtEstimated = 0.2f; + previousRealTime = Time.realtimeSinceStartup; + #else + + dtEstimated = dtEstimated<0f ? 0f : dtEstimated = Time.unscaledDeltaTime; + + // Debug.Log("Time.unscaledDeltaTime:"+Time.unscaledDeltaTime); + #endif + + dtActual = Time.deltaTime; + maxTweenReached = 0; + finishedCnt = 0; + // if(tweenMaxSearch>1500) + // Debug.Log("tweenMaxSearch:"+tweenMaxSearch +" maxTweens:"+maxTweens); + for( int i = 0; i <= tweenMaxSearch && i < maxTweens; i++){ + tween = tweens[i]; +// if(i==0 && tweens[i].toggle) +// Debug.Log("tweens["+i+"]"+tweens[i]); + if(tween.toggle){ + maxTweenReached = i; + + if (tween.updateInternal()) { // returns true if the tween is finished with it's loop + tweensFinished[finishedCnt] = i; + tweensFinishedIds[finishedCnt] = tweens[i].id; + finishedCnt++; + } + } + } + + // Debug.Log("maxTweenReached:"+maxTweenReached); + tweenMaxSearch = maxTweenReached; + frameRendered = Time.frameCount; + + for(int i = 0; i < finishedCnt; i++){ + j = tweensFinished[i]; + tween = tweens[ j ]; + + if (tween.id == tweensFinishedIds[i]){ + // Debug.Log("removing tween:"+tween); + + if (tween.hasExtraOnCompletes && tween.trans != null) + { + var onComplete = tween._optional.onComplete; + var param = tween._optional.onCompleteParam; + var onCompletObject = tween._optional.onCompleteObject; + + removeTween(j); + if (onComplete != null){ + onComplete(); + } else if (onCompletObject != null) { + onCompletObject(param); + } + } else if (tween.type == TweenAction.GUI_ROTATE || tween.type == TweenAction.GUI_ROTATE) { + var ltRect = tween._optional.ltRect; + var onCompleteParam = (AudioClip)tween._optional.onCompleteParam; + var to = tween.to; + var vol = tween.from.x; + + removeTween(j); + if (tween.type == TweenAction.GUI_ROTATE) + ltRect.rotateFinished = true; + if (tween.type == TweenAction.DELAYED_SOUND) + AudioSource.PlayClipAtPoint(onCompleteParam, to, vol); + }else { + removeTween(j); + } + + } + } + + } + } + + + + public static void removeTween( int i, int uniqueId){ // Only removes the tween if the unique id matches Move a GameObject to a certain location + if(tweens[i].uniqueId==uniqueId){ + removeTween( i ); + } + } + + // This method is only used internally! Do not call this from your scripts. To cancel a tween use LeanTween.cancel + public static void removeTween( int i, bool shouldReset = true ){ + if(tweens[i].toggle){ + tween = tweens[i]; + tween.counter = uint.MaxValue; + //logError("Removing tween["+i+"]:"+tweens[i]); + if(tween.destroyOnComplete){ +// Debug.Log("destroying tween.type:"+tween.type+" ltRect"+(tweens[i]._optional.ltRect==null)); + if(tween._optional.ltRect!=null){ + // Debug.Log("destroy i:"+i+" id:"+tweens[i].ltRect.id); + LTGUI.destroy( tween._optional.ltRect.id ); + }else{ // check if equal to tweenEmpty + if(tween.trans!=null && tween.trans.gameObject!=_tweenEmpty){ + Destroy(tween.trans.gameObject); + } + } + } + if(shouldReset) + tween.reset(); + + //tweens[i].optional = null; + startSearch = i; + //Debug.Log("start search reset:"+startSearch + " i:"+i+" tweenMaxSearch:"+tweenMaxSearch); + if(i+1>=tweenMaxSearch){ + //Debug.Log("reset to zero"); + startSearch = 0; + //tweenMaxSearch--; + } + } + } + + public static Vector3[] add(Vector3[] a, Vector3 b){ + Vector3[] c = new Vector3[ a.Length ]; + for(i=0; iCancels all tweens + * + * @method LeanTween.cancelAll + * @param {bool} callComplete:bool (optional) if true, then the all onCompletes will run before canceling + * @example LeanTween.cancelAll(true);
    + */ + public static void cancelAll(){ + cancelAll(false); + } + public static void cancelAll(bool callComplete){ + init(); + for (int i = 0; i <= tweenMaxSearch; i++) + { + if (tweens[i].trans != null){ + if (callComplete && tweens[i].optional.onComplete != null) + tweens[i].optional.onComplete(); + removeTween(i); + } + } + } + + /** + * Cancel all tweens that are currently targeting the gameObject + * + * @method LeanTween.cancel + * @param {GameObject} gameObject:GameObject gameObject whose tweens you wish to cancel + * @param {bool} callOnComplete:bool (optional) whether to call the onComplete method before canceling + * @example LeanTween.move( gameObject, new Vector3(0f,1f,2f), 1f);
    + * LeanTween.cancel( gameObject ); + */ + public static void cancel( GameObject gameObject ){ + cancel( gameObject, false); + } + public static void cancel( GameObject gameObject, bool callOnComplete, TweenAction matchType = TweenAction.NONE ){ + init(); + Transform trans = gameObject.transform; + for(int i = 0; i <= tweenMaxSearch; i++){ + LTDescr tween = tweens[i]; + if (matchType == TweenAction.NONE || matchType == tween.type) // only match the type if it is specified to a value other than none + { + if (tween != null && tween.toggle && tween.trans == trans) + { + if (callOnComplete && tween.optional.onComplete != null) + tween.optional.onComplete(); + removeTween(i); + } + } + } + } + + public static void cancel( RectTransform rect ){ + cancel( rect.gameObject, false); + } + + public static void cancel( GameObject gameObject, int uniqueId, bool callOnComplete = false ){ + if(uniqueId>=0){ + init(); + int backId = uniqueId & 0xFFFF; + int backCounter = uniqueId >> 16; + // Debug.Log("uniqueId:"+uniqueId+ " id:"+backId +" counter:"+backCounter + " setCounter:"+ tw eens[backId].counter + " tweens[id].type:"+tweens[backId].type); + if(tweens[backId].trans==null || (tweens[backId].trans.gameObject == gameObject && tweens[backId].counter==backCounter)) { + if (callOnComplete && tweens[backId].optional.onComplete != null) + tweens[backId].optional.onComplete(); + removeTween((int)backId); + } + } + } + + public static void cancel( LTRect ltRect, int uniqueId ){ + if(uniqueId>=0){ + init(); + int backId = uniqueId & 0xFFFF; + int backCounter = uniqueId >> 16; + // Debug.Log("uniqueId:"+uniqueId+ " id:"+backId +" action:"+(TweenAction)backType + " tweens[id].type:"+tweens[backId].type); + if(tweens[backId]._optional.ltRect == ltRect && tweens[backId].counter==backCounter) + removeTween((int)backId); + } + } + + /** + * Cancel a specific tween with the provided id + * + * @method LeanTween.cancel + * @param {int} id:int unique id that represents that tween + * @param {bool} callOnComplete:bool (optional) whether to call the onComplete method before canceling + * @example int id = LeanTween.move( gameObject, new Vector3(0f,1f,2f), 1f).id;
    + * LeanTween.cancel( id ); + */ + public static void cancel( int uniqueId ){ + cancel( uniqueId, false); + } + public static void cancel( int uniqueId, bool callOnComplete ){ + if(uniqueId>=0){ + init(); + int backId = uniqueId & 0xFFFF; + int backCounter = uniqueId >> 16; + if (backId > tweens.Length - 1) { // sequence + int sequenceId = backId - tweens.Length; + LTSeq seq = sequences[sequenceId]; + // Debug.Log("sequenceId:" + sequenceId+" maxSequences:"+maxSequences+" prev:"+seq.previous); + + for (int i = 0; i < maxSequences; i++) { + if (seq.current.tween != null) { + int tweenId = seq.current.tween.uniqueId; + int tweenIndex = tweenId & 0xFFFF; + removeTween(tweenIndex); + } + if (seq.current.previous == null) + break; + seq.current = seq.current.previous; + } + } else { // tween + // Debug.Log("uniqueId:"+uniqueId+ " id:"+backId +" action:"+(TweenAction)backType + " tweens[id].type:"+tweens[backId].type); + if (tweens[backId].counter == backCounter) { + if (callOnComplete && tweens[backId].optional.onComplete != null) + tweens[backId].optional.onComplete(); + removeTween((int)backId); + } + } + } + } + + /** + * Retrieve a tweens LTDescr object to modify + * + * @method LeanTween.descr + * @param {int} id:int unique id that represents that tween + * @example int id = LeanTween.move( gameObject, new Vector3(0f,1f,2f), 1f).setOnComplete( oldMethod ).id;

    + *
    // later I want decide I want to change onComplete method
    + * LTDescr descr = LeanTween.descr( id );
    + * if(descr!=null) // if the tween has already finished it will come back null
    + *   descr.setOnComplete( newMethod );
    + */ + public static LTDescr descr( int uniqueId ){ + init(); + + int backId = uniqueId & 0xFFFF; + int backCounter = uniqueId >> 16; + +// Debug.Log("backId:" + backId+" backCounter:"+backCounter); + if (tweens[backId] != null && tweens[backId].uniqueId == uniqueId && tweens[backId].counter == backCounter) { + // Debug.Log("tween count:" + tweens[backId].counter); + return tweens[backId]; + } + for(int i = 0; i <= tweenMaxSearch; i++){ + if (tweens[i].uniqueId == uniqueId && tweens[i].counter == backCounter) { + return tweens[i]; + } + } + return null; + } + + public static LTDescr description( int uniqueId ){ + return descr( uniqueId ); + } + + /** + * Retrieve a tweens LTDescr object(s) to modify + * + * @method LeanTween.descriptions + * @param {GameObject} id:GameObject object whose tween descriptions you want to retrieve + * @example LeanTween.move( gameObject, new Vector3(0f,1f,2f), 1f).setOnComplete( oldMethod );

    + *
    // later I want decide I want to change onComplete method
    + * LTDescr[] descr = LeanTween.descriptions( gameObject );
    + * if(descr.Length>0) // make sure there is a valid description for this target
    + *   descr[0].setOnComplete( newMethod );// in this case we only ever expect there to be one tween on this object
    + */ + public static LTDescr[] descriptions(GameObject gameObject = null) { + if (gameObject == null) return null; + + List descrs = new List(); + Transform trans = gameObject.transform; + for (int i = 0; i <= tweenMaxSearch; i++) { + if (tweens[i].toggle && tweens[i].trans == trans) + descrs.Add( tweens[i] ); + } + return descrs.ToArray(); + } + + [System.Obsolete("Use 'pause( id )' instead")] + public static void pause( GameObject gameObject, int uniqueId ){ + pause( uniqueId ); + } + + /** + * Pause all tweens for a GameObject + * + * @method LeanTween.pause + * @param {int} id:int Id of the tween you want to pause + * @example + * int id = LeanTween.moveX(gameObject, 5, 1.0).id
    + * LeanTween.pause( id );
    + * // Later....
    + * LeanTween.resume( id ); + */ + public static void pause( int uniqueId ){ + int backId = uniqueId & 0xFFFF; + int backCounter = uniqueId >> 16; + if(tweens[backId].counter==backCounter){ + tweens[backId].pause(); + } + } + + /** + * Pause all tweens for a GameObject + * + * @method LeanTween.pause + * @param {GameObject} gameObject:GameObject GameObject whose tweens you want to pause + */ + public static void pause( GameObject gameObject ){ + Transform trans = gameObject.transform; + for(int i = 0; i <= tweenMaxSearch; i++){ + if(tweens[i].trans==trans){ + tweens[i].pause(); + } + } + } + + /** + * Pause all active tweens + * + * @method LeanTween.pauseAll + */ + public static void pauseAll(){ + init(); + for (int i = 0; i <= tweenMaxSearch; i++){ + tweens[i].pause(); + } + } + + /** + * Resume all active tweens + * + * @method LeanTween.resumeAll + */ + public static void resumeAll(){ + init(); + for (int i = 0; i <= tweenMaxSearch; i++){ + tweens[i].resume(); + } + } + + [System.Obsolete("Use 'resume( id )' instead")] + public static void resume( GameObject gameObject, int uniqueId ){ + resume( uniqueId ); + } + + /** + * Resume a specific tween + * + * @method LeanTween.resume + * @param {int} id:int Id of the tween you want to resume + * @example + * int id = LeanTween.moveX(gameObject, 5, 1.0).id
    + * LeanTween.pause( id );
    + * // Later....
    + * LeanTween.resume( id ); + */ + public static void resume( int uniqueId ){ + int backId = uniqueId & 0xFFFF; + int backCounter = uniqueId >> 16; + if(tweens[backId].counter==backCounter){ + tweens[backId].resume(); + } + } + + /** + * Resume all the tweens on a GameObject + * + * @method LeanTween.resume + * @param {GameObject} gameObject:GameObject GameObject whose tweens you want to resume + */ + public static void resume( GameObject gameObject ){ + Transform trans = gameObject.transform; + for(int i = 0; i <= tweenMaxSearch; i++){ + if(tweens[i].trans==trans) + tweens[i].resume(); + } + } + + /** + * Test whether or not a tween is paused on a GameObject + * + * @method LeanTween.isPaused + * @param {GameObject} gameObject:GameObject GameObject that you want to test if it is paused + */ + public static bool isPaused(GameObject gameObject = null) + { + if (gameObject == null) + { + for (int i = 0; i <= tweenMaxSearch; i++) + { + if (Mathf.Equals(tweens[i].direction, 0f)) + return true; + } + return false; + } + Transform trans = gameObject.transform; + for (int i = 0; i <= tweenMaxSearch; i++) + { + if (Mathf.Equals(tweens[i].direction, 0f) && tweens[i].trans == trans) + return true; + } + return false; + } + + public static bool isPaused(RectTransform rect) + { + return isTweening(rect.gameObject); + } + + /** + * Test whether or not a tween is paused or not + * + * @method LeanTween.isPaused + * @param {GameObject} id:int id of the tween that you want to test if it is paused + * @example + * int id = LeanTween.moveX(gameObject, 1f, 3f).id;
    + * LeanTween.pause(gameObject);
    + * if(LeanTween.isPaused( id ))
    + *      Debug.Log("I am paused!");
    + */ + public static bool isPaused(int uniqueId) + { + int backId = uniqueId & 0xFFFF; + int backCounter = uniqueId >> 16; + if (backId < 0 || backId >= maxTweens) return false; + // Debug.Log("tweens[backId].counter:"+tweens[backId].counter+" backCounter:"+backCounter +" toggle:"+tweens[backId].toggle); + if (tweens[backId].counter == backCounter && Mathf.Equals(tweens[i].direction, 0f)) + { + return true; + } + return false; + } + + /** + * Test whether or not a tween is active on a GameObject + * + * @method LeanTween.isTweening + * @param {GameObject} gameObject:GameObject GameObject that you want to test if it is tweening + */ + public static bool isTweening( GameObject gameObject = null ){ + if(gameObject==null){ + for(int i = 0; i <= tweenMaxSearch; i++){ + if(tweens[i].toggle) + return true; + } + return false; + } + Transform trans = gameObject.transform; + for(int i = 0; i <= tweenMaxSearch; i++){ + if(tweens[i].toggle && tweens[i].trans==trans) + return true; + } + return false; + } + + public static bool isTweening( RectTransform rect ){ + return isTweening(rect.gameObject); + } + + /** + * Test whether or not a tween is active or not + * + * @method LeanTween.isTweening + * @param {GameObject} id:int id of the tween that you want to test if it is tweening + * @example + * int id = LeanTween.moveX(gameObject, 1f, 3f).id;
    + * if(LeanTween.isTweening( id ))
    + *      Debug.Log("I am tweening!");
    + */ + public static bool isTweening( int uniqueId ){ + int backId = uniqueId & 0xFFFF; + int backCounter = uniqueId >> 16; + if (backId < 0 || backId >= maxTweens) return false; + // Debug.Log("tweens[backId].counter:"+tweens[backId].counter+" backCounter:"+backCounter +" toggle:"+tweens[backId].toggle); + if(tweens[backId].counter==backCounter && tweens[backId].toggle){ + return true; + } + return false; + } + + public static bool isTweening( LTRect ltRect ){ + for( int i = 0; i <= tweenMaxSearch; i++){ + if(tweens[i].toggle && tweens[i]._optional.ltRect==ltRect) + return true; + } + return false; + } + + public static void drawBezierPath(Vector3 a, Vector3 b, Vector3 c, Vector3 d, float arrowSize = 0.0f, Transform arrowTransform = null){ + Vector3 last = a; + Vector3 p; + Vector3 aa = (-a + 3*(b-c) + d); + Vector3 bb = 3*(a+c) - 6*b; + Vector3 cc = 3*(b-a); + + float t; + + if(arrowSize>0.0f){ + Vector3 beforePos = arrowTransform.position; + Quaternion beforeQ = arrowTransform.rotation; + float distanceTravelled = 0f; + + for(float k = 1.0f; k <= 120.0f; k++){ + t = k / 120.0f; + p = ((aa* t + (bb))* t + cc)* t + a; + Gizmos.DrawLine(last, p); + distanceTravelled += (p-last).magnitude; + if(distanceTravelled>1f){ + distanceTravelled = distanceTravelled - 1f; + /*float deltaY = p.y - last.y; + float deltaX = p.x - last.x; + float ang = Mathf.Atan(deltaY / deltaX); + Vector3 arrow = p + new Vector3( Mathf.Cos(ang+2.5f), Mathf.Sin(ang+2.5f), 0f)*0.5f; + Gizmos.DrawLine(p, arrow); + arrow = p + new Vector3( Mathf.Cos(ang+-2.5f), Mathf.Sin(ang+-2.5f), 0f)*0.5f; + Gizmos.DrawLine(p, arrow);*/ + + arrowTransform.position = p; + arrowTransform.LookAt( last, Vector3.forward ); + Vector3 to = arrowTransform.TransformDirection(Vector3.right); + // Debug.Log("to:"+to+" tweenEmpty.transform.position:"+arrowTransform.position); + Vector3 back = (last-p); + back = back.normalized; + Gizmos.DrawLine(p, p + (to + back)*arrowSize); + to = arrowTransform.TransformDirection(-Vector3.right); + Gizmos.DrawLine(p, p + (to + back)*arrowSize); + } + last = p; + } + + arrowTransform.position = beforePos; + arrowTransform.rotation = beforeQ; + }else{ + for(float k = 1.0f; k <= 30.0f; k++){ + t = k / 30.0f; + p = ((aa* t + (bb))* t + cc)* t + a; + Gizmos.DrawLine(last, p); + last = p; + } + } + } + + public static object logError( string error ){ + if(throwErrors) Debug.LogError(error); else Debug.Log(error); + return null; + } + + public static LTDescr options(LTDescr seed){ Debug.LogError("error this function is no longer used"); return null; } + public static LTDescr options(){ + init(); + + bool found = false; + // Debug.Log("Search start"); + for(j=0, i = startSearch; j <= maxTweens; i++){ + if(j >= maxTweens) + return logError("LeanTween - You have run out of available spaces for tweening. To avoid this error increase the number of spaces to available for tweening when you initialize the LeanTween class ex: LeanTween.init( "+(maxTweens*2)+" );") as LTDescr; + if(i>=maxTweens) + i = 0; + // Debug.Log("searching i:"+i); + if(tweens[i].toggle==false){ + if(i+1>tweenMaxSearch && i+1 < maxTweens) + tweenMaxSearch = i+1; + startSearch = i + 1; + found = true; + break; + } + + j++; + } + if(found==false) + logError("no available tween found!"); + + // Debug.Log("new tween with i:"+i+" counter:"+tweens[i].counter+" tweenMaxSearch:"+tweenMaxSearch+" tween:"+tweens[i]); + + global_counter++; + if(global_counter>0x8000) + global_counter = 0; + + tweens[i].setId( (uint)i, global_counter ); + + return tweens[i]; + } + + + public static GameObject tweenEmpty{ + get{ + init(maxTweens); + return _tweenEmpty; + } + } + + public static int startSearch = 0; + public static LTDescr d; + + private static LTDescr pushNewTween( GameObject gameObject, Vector3 to, float time, LTDescr tween ){ + init(maxTweens); + if(gameObject==null || tween==null) + return null; + + tween.toggle = true; + tween.trans = gameObject.transform; + tween.to = to; + tween.time = time; + + if (tween.time <= 0f) + tween.updateInternal(); + //tween.hasPhysics = gameObject.rigidbody!=null; + + return tween; + } + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + /** + * Play a sequence of images on a Unity UI Object + * + * @method LeanTween.play + * @param {RectTransform} rectTransform:RectTransform RectTransform that you want to play the sequence of sprites on + * @param {Sprite[]} sprites:Sprite[] Sequence of sprites to be played + * @return {LTDescr} LTDescr an object that distinguishes the tween
    + * @example + * LeanTween.play(gameObject.GetComponent<RectTransform>(), sprites).setLoopPingPong(); + */ + public static LTDescr play(RectTransform rectTransform, UnityEngine.Sprite[] sprites){ + float defaultFrameRate = 0.25f; + float time = defaultFrameRate * sprites.Length; + return pushNewTween(rectTransform.gameObject, new Vector3((float)sprites.Length - 1.0f,0,0), time, options().setCanvasPlaySprite().setSprites( sprites ).setRepeat(-1)); + } + #endif + + + /** + * Retrieve a sequencer object where you can easily chain together tweens and methods one after another + * + * @method LeanTween.sequence + * @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to + * @example + * var seq = LeanTween.sequence();
    + * seq.add(1f); // delay everything one second
    + * seq.add( () => { // fire an event before start
    + *  Debug.Log("I have started");
    + * });
    + * seq.add( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    + * seq.add( () => { // fire event after tween
    + *  Debug.Log("We are done now");
    + * });;
    + */ + public static LTSeq sequence(bool initSequence = true) + { + init(maxTweens); + // Loop through and find available sequence + for (int i = 0; i < sequences.Length; i++) + { + // Debug.Log("i:" + i + " sequences[i]:" + sequences[i]); + if (sequences[i].tween == null || sequences[i].tween.toggle == false) + { + if (sequences[i].toggle == false) + { + LTSeq seq = sequences[i]; + if (initSequence) + { + seq.init((uint)(i + tweens.Length), global_counter); + + global_counter++; + if (global_counter > 0x8000) + global_counter = 0; + } + else + { + seq.reset(); + } + + return seq; + } + } + } + + return null; + } + + /** + * Fade a gameobject's material to a certain alpha value. + * + * @method LeanTween.alpha + * @param {GameObject} gameObject:GameObject Gameobject that you wish to fade + * @param {float} to:float the final alpha value (0-1) + * @param {float} time:float The time with which to fade the object + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.alpha(gameObject, 1f, 1f) .setDelay(1f); + */ + public static LTDescr alpha(GameObject gameObject, float to, float time){ + LTDescr lt = pushNewTween( gameObject, new Vector3(to,0,0), time, options().setAlpha() ); + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 + SpriteRenderer ren = gameObject.GetComponent(); + lt.spriteRen = ren; + #endif + return lt; + } + + /** + * Fade a GUI Object + * + * @method LeanTween.alpha + * @param {LTRect} ltRect:LTRect LTRect that you wish to fade + * @param {float} to:float the final alpha value (0-1) + * @param {float} time:float The time with which to fade the object + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.alpha(ltRect, 1f, 1f) .setEase(LeanTweenType.easeInCirc); + */ + public static LTDescr alpha(LTRect ltRect, float to, float time){ + ltRect.alphaEnabled = true; + return pushNewTween( tweenEmpty, new Vector3(to,0f,0f), time, options().setGUIAlpha().setRect( ltRect ) ); + } + + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + /** + * Fade a Unity UI Object + * + * @method LeanTween.alphaText + * @param {RectTransform} rectTransform:RectTransform RectTransform associated with the Text Component you wish to fade + * @param {float} to:float the final alpha value (0-1) + * @param {float} time:float The time with which to fade the object + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.alphaText(gameObject.GetComponent<RectTransform>(), 1f, 1f) .setEase(LeanTweenType.easeInCirc); + */ + public static LTDescr textAlpha(RectTransform rectTransform, float to, float time){ + return pushNewTween(rectTransform.gameObject, new Vector3(to,0,0), time, options().setTextAlpha()); + } + public static LTDescr alphaText(RectTransform rectTransform, float to, float time){ + return pushNewTween(rectTransform.gameObject, new Vector3(to,0,0), time, options().setTextAlpha()); + } + + /** + * Fade a Unity UI Canvas Group + * + * @method LeanTween.alphaCanvas + * @param {RectTransform} rectTransform:RectTransform RectTransform that the CanvasGroup is attached to + * @param {float} to:float the final alpha value (0-1) + * @param {float} time:float The time with which to fade the object + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.alphaCanvas(gameObject.GetComponent<RectTransform>(), 0f, 1f) .setLoopPingPong(); + */ + public static LTDescr alphaCanvas(CanvasGroup canvasGroup, float to, float time){ + return pushNewTween(canvasGroup.gameObject, new Vector3(to,0,0), time, options().setCanvasGroupAlpha()); + } + #endif + + /** + * This works by tweening the vertex colors directly +
    + Vertex-based coloring is useful because you avoid making a copy of your + object's material for each instance that needs a different color.
    +
    + A shader that supports vertex colors is required for it to work + (for example the shaders in Mobile/Particles/) + * + * @method LeanTween.alphaVertex + * @param {GameObject} gameObject:GameObject Gameobject that you wish to alpha + * @param {float} to:float The alpha value you wish to tween to + * @param {float} time:float The time with which to delay before calling the function + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr alphaVertex(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0f,0f), time, options().setAlphaVertex() ); + } + + /** + * Change a gameobject's material to a certain color value + * + * @method LeanTween.color + * @param {GameObject} gameObject:GameObject Gameobject that you wish to change the color + * @param {Color} to:Color the final color value ex: Color.Red, new Color(1.0f,1.0f,0.0f,0.8f) + * @param {float} time:float The time with which to fade the object + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.color(gameObject, Color.yellow, 1f) .setDelay(1f); + */ + public static LTDescr color(GameObject gameObject, Color to, float time){ + LTDescr lt = pushNewTween( gameObject, new Vector3(1.0f, to.a, 0.0f), time, options().setColor().setPoint( new Vector3(to.r, to.g, to.b) ) ); + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 + SpriteRenderer ren = gameObject.GetComponent(); + lt.spriteRen = ren; + #endif + return lt; + } + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + /** + * Change the color a Unity UI Object + * + * @method LeanTween.colorText + * @param {RectTransform} rectTransform:RectTransform RectTransform attached to the Text Component whose color you want to change + * @param {Color} to:Color the final alpha value ex: Color.Red, new Color(1.0f,1.0f,0.0f,0.8f) + * @param {float} time:float The time with which to fade the object + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.colorText(gameObject.GetComponent<RectTransform>(), Color.yellow, 1f) .setDelay(1f); + */ + public static LTDescr textColor(RectTransform rectTransform, Color to, float time){ + return pushNewTween(rectTransform.gameObject, new Vector3(1.0f, to.a, 0.0f), time, options().setTextColor().setPoint(new Vector3(to.r, to.g, to.b))); + } + public static LTDescr colorText(RectTransform rectTransform, Color to, float time){ + return pushNewTween(rectTransform.gameObject, new Vector3(1.0f, to.a, 0.0f), time, options().setTextColor().setPoint(new Vector3(to.r, to.g, to.b))); + } + #endif + + /** + * Call a method after a specified amount of time + * + * @method LeanTween.delayedCall + * @param {GameObject} gameObject:GameObject Gameobject that you wish to associate with this delayed call + * @param {float} time:float delay The time you wish to pass before the method is called + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.delayedCall(gameObject, 1f, ()=>{
    Debug.Log("I am called one second later!");
    })); + */ + public static LTDescr delayedCall( float delayTime, Action callback){ + return pushNewTween( tweenEmpty, Vector3.zero, delayTime, options().setCallback().setOnComplete(callback) ); + } + + public static LTDescr delayedCall( float delayTime, Action callback){ + return pushNewTween( tweenEmpty, Vector3.zero, delayTime, options().setCallback().setOnComplete(callback) ); + } + + public static LTDescr delayedCall( GameObject gameObject, float delayTime, Action callback){ + var opt = options().setCallback().setOnComplete(callback); + return pushNewTween( gameObject, Vector3.zero, delayTime, opt ); + } + + public static LTDescr delayedCall( GameObject gameObject, float delayTime, Action callback){ + return pushNewTween( gameObject, Vector3.zero, delayTime, options().setCallback().setOnComplete(callback) ); + } + + public static LTDescr destroyAfter( LTRect rect, float delayTime){ + return pushNewTween( tweenEmpty, Vector3.zero, delayTime, options().setCallback().setRect( rect ).setDestroyOnComplete(true) ); + } + + /*public static LTDescr delayedCall(GameObject gameObject, float delayTime, string callback){ + return pushNewTween( gameObject, Vector3.zero, delayTime, TweenAction.CALLBACK, options().setOnComplete( callback ) ); + }*/ + + + /** + * Move a GameObject to a certain location + * + * @method LeanTween.move + * @param {GameObject} gameObject:GameObject Gameobject that you wish to move + * @param {Vector3} vec:Vector3 to The final positin with which to move to + * @param {float} time:float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.move(gameObject, new Vector3(0f,-3f,5f), 2.0f) .setEase( LeanTweenType.easeOutQuad ); + */ + public static LTDescr move(GameObject gameObject, Vector3 to, float time){ + var opt = options().setMove(); + return pushNewTween( gameObject, to, time, opt); + } + public static LTDescr move(GameObject gameObject, Vector2 to, float time){ + return pushNewTween( gameObject, new Vector3(to.x, to.y, gameObject.transform.position.z), time, options().setMove() ); + } + + + /** + * Move a GameObject along a set of bezier curves + * + * @method LeanTween.move + * @param {GameObject} gameObject:GameObject Gameobject that you wish to move + * @param {Vector3[]} path:Vector3[] A set of points that define the curve(s) ex: Point1,Handle2,Handle1,Point2,... + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Javascript:
    + * LeanTween.move(gameObject, [Vector3(0,0,0),Vector3(1,0,0),Vector3(1,0,0),Vector3(1,0,1)], 2.0) .setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + * C#:
    + * LeanTween.move(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).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);;
    + */ + public static LTDescr move(GameObject gameObject, Vector3[] to, float time){ + d = options().setMoveCurved(); + if(d.optional.path==null) + d.optional.path = new LTBezierPath( to ); + else + d.optional.path.setPoints( to ); + + return pushNewTween( gameObject, new Vector3(1.0f,0.0f,0.0f), time, d ); + } + + public static LTDescr move(GameObject gameObject, LTBezierPath to, float time) { + d = options().setMoveCurved(); + d.optional.path = to; + + return pushNewTween(gameObject, new Vector3(1.0f, 0.0f, 0.0f), time, d); + } + + public static LTDescr move(GameObject gameObject, LTSpline to, float time) { + d = options().setMoveSpline(); + d.optional.spline = to; + + return pushNewTween(gameObject, new Vector3(1.0f, 0.0f, 0.0f), time, d); + } + + /** + * Move a GameObject through a set of points + * + * @method LeanTween.moveSpline + * @param {GameObject} gameObject:GameObject Gameobject that you wish to move + * @param {Vector3[]} path:Vector3[] A set of points that define the curve(s) ex: ControlStart,Pt1,Pt2,Pt3,.. ..ControlEnd
    Note: The first and last item just define the angle of the end points, they are not actually used in the spline path itself. If you do not care about the angle you can jus set the first two items and last two items as the same value. + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Javascript:
    + * LeanTween.moveSpline(gameObject, [Vector3(0,0,0),Vector3(1,0,0),Vector3(1,0,0),Vector3(1,0,1)], 2.0) .setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + * C#:
    + * 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).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);
    + */ + public static LTDescr moveSpline(GameObject gameObject, Vector3[] to, float time){ + d = options().setMoveSpline(); + d.optional.spline = new LTSpline( to ); + + return pushNewTween( gameObject, new Vector3(1.0f,0.0f,0.0f), time, d ); + } + + /** + * Move a GameObject through a set of points + * + * @method LeanTween.moveSpline + * @param {GameObject} gameObject:GameObject Gameobject that you wish to move + * @param {LTSpline} spline:LTSpline pass a pre-existing LTSpline for the object to move along + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Javascript:
    + * LeanTween.moveSpline(gameObject, ltSpline, 2.0) .setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + * C#:
    + * LeanTween.moveSpline(gameObject, ltSpline, 1.5f).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);
    + */ + public static LTDescr moveSpline(GameObject gameObject, LTSpline to, float time){ + d = options().setMoveSpline(); + d.optional.spline = to; + + return pushNewTween( gameObject, new Vector3(1.0f,0.0f,0.0f), time, d ); + } + + /** + * Move a GameObject through a set of points, in local space + * + * @method LeanTween.moveSplineLocal + * @param {GameObject} gameObject:GameObject Gameobject that you wish to move + * @param {Vector3[]} path:Vector3[] A set of points that define the curve(s) ex: ControlStart,Pt1,Pt2,Pt3,.. ..ControlEnd + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Javascript:
    + * LeanTween.moveSpline(gameObject, [Vector3(0,0,0),Vector3(1,0,0),Vector3(1,0,0),Vector3(1,0,1)], 2.0) .setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + * C#:
    + * 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).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);
    + */ + public static LTDescr moveSplineLocal(GameObject gameObject, Vector3[] to, float time){ + d = options().setMoveSplineLocal(); + d.optional.spline = new LTSpline( to ); + + return pushNewTween( gameObject, new Vector3(1.0f,0.0f,0.0f), time, d ); + } + + /** + * Move a GUI Element to a certain location + * + * @method LeanTween.move (GUI) + * @param {LTRect} ltRect:LTRect ltRect LTRect object that you wish to move + * @param {Vector2} vec:Vector2 to The final position with which to move to (pixel coordinates) + * @param {float} time:float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr move(LTRect ltRect, Vector2 to, float time){ + return pushNewTween( tweenEmpty, to, time, options().setGUIMove().setRect( ltRect ) ); + } + + public static LTDescr moveMargin(LTRect ltRect, Vector2 to, float time){ + return pushNewTween( tweenEmpty, to, time, options().setGUIMoveMargin().setRect( ltRect ) ); + } + + /** + * Move a GameObject along the x-axis + * + * @method LeanTween.moveX + * @param {GameObject} gameObject:GameObject gameObject Gameobject that you wish to move + * @param {float} to:float to The final position with which to move to + * @param {float} time:float time The time to complete the move in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr moveX(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setMoveX() ); + } + + /** + * Move a GameObject along the y-axis + * + * @method LeanTween.moveY + * @param {GameObject} GameObject gameObject Gameobject that you wish to move + * @param {float} float to The final position with which to move to + * @param {float} float time The time to complete the move in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr moveY(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setMoveY() ); + } + + /** + * Move a GameObject along the z-axis + * + * @method LeanTween.moveZ + * @param {GameObject} GameObject gameObject Gameobject that you wish to move + * @param {float} float to The final position with which to move to + * @param {float} float time The time to complete the move in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr moveZ(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setMoveZ() ); + } + + /** + * Move a GameObject to a certain location relative to the parent transform. + * + * @method LeanTween.moveLocal + * @param {GameObject} GameObject gameObject Gameobject that you wish to rotate + * @param {Vector3} Vector3 to The final positin with which to move to + * @param {float} float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr moveLocal(GameObject gameObject, Vector3 to, float time){ + var opt = options().setMoveLocal(); + return pushNewTween( gameObject, to, time, opt); + } + + /** + * Move a GameObject along a set of bezier curves, in local space + * + * @method LeanTween.moveLocal + * @param {GameObject} gameObject:GameObject Gameobject that you wish to move + * @param {Vector3[]} path:Vector3[] A set of points that define the curve(s) ex: Point1,Handle1,Handle2,Point2,... + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Javascript:
    + * LeanTween.moveLocal(gameObject, [Vector3(0,0,0),Vector3(1,0,0),Vector3(1,0,0),Vector3(1,0,1)], 2.0).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + * C#:
    + * LeanTween.moveLocal(gameObject, new Vector3[]{Vector3(0f,0f,0f),Vector3(1f,0f,0f),Vector3(1f,0f,0f),Vector3(1f,0f,1f)}).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);
    + */ + public static LTDescr moveLocal(GameObject gameObject, Vector3[] to, float time){ + d = options().setMoveCurvedLocal(); + if(d.optional.path==null) + d.optional.path = new LTBezierPath( to ); + else + d.optional.path.setPoints( to ); + + return pushNewTween( gameObject, new Vector3(1.0f,0.0f,0.0f), time, d ); + } + + public static LTDescr moveLocalX(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setMoveLocalX() ); + } + + public static LTDescr moveLocalY(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setMoveLocalY() ); + } + + public static LTDescr moveLocalZ(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setMoveLocalZ() ); + } + + public static LTDescr moveLocal(GameObject gameObject, LTBezierPath to, float time) { + d = options().setMoveCurvedLocal(); + d.optional.path = to; + + return pushNewTween(gameObject, new Vector3(1.0f, 0.0f, 0.0f), time, d); + } + public static LTDescr moveLocal(GameObject gameObject, LTSpline to, float time) { + d = options().setMoveSplineLocal(); + d.optional.spline = to; + + return pushNewTween(gameObject, new Vector3(1.0f, 0.0f, 0.0f), time, d); + } + + /** + * Move a GameObject to another transform + * + * @method LeanTween.move + * @param {GameObject} gameObject:GameObject Gameobject that you wish to move + * @param {Transform} destination:Transform Transform whose position the tween will finally end on + * @param {float} time:float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.move(gameObject, anotherTransform, 2.0f) .setEase( LeanTweenType.easeOutQuad ); + */ + public static LTDescr move(GameObject gameObject, Transform to, float time){ + return pushNewTween(gameObject, Vector3.zero, time, options().setTo(to).setMoveToTransform() ); + } + + /** + * Rotate a GameObject, to values are in passed in degrees + * + * @method LeanTween.rotate + * @param {GameObject} GameObject gameObject Gameobject that you wish to rotate + * @param {Vector3} Vector3 to The final rotation with which to rotate to + * @param {float} float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.rotate(cube, new Vector3(180f,30f,0f), 1.5f); + */ + + public static LTDescr rotate(GameObject gameObject, Vector3 to, float time){ + return pushNewTween( gameObject, to, time, options().setRotate() ); + } + + /** + * Rotate a GUI element (using an LTRect object), to a value that is in degrees + * + * @method LeanTween.rotate + * @param {LTRect} ltRect:LTRect LTRect that you wish to rotate + * @param {float} to:float The final rotation with which to rotate to + * @param {float} time:float The time to complete the tween in + * @param {Array} optional:Array Object Array where you can pass optional items. + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * if(GUI.Button(buttonRect.rect, "Rotate"))
    + * LeanTween.rotate( buttonRect4, 150.0f, 1.0f).setEase(LeanTweenType.easeOutElastic);
    + * GUI.matrix = Matrix4x4.identity;
    + */ + public static LTDescr rotate(LTRect ltRect, float to, float time){ + return pushNewTween( tweenEmpty, new Vector3(to,0f,0f), time, options().setGUIRotate().setRect( ltRect ) ); + } + + /** + * Rotate a GameObject in the objects local space (on the transforms localEulerAngles object) + * + * @method LeanTween.rotateLocal + * @param {GameObject} gameObject:GameObject Gameobject that you wish to rotate + * @param {Vector3} to:Vector3 The final rotation with which to rotate to + * @param {float} time:float The time to complete the rotation in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr rotateLocal(GameObject gameObject, Vector3 to, float time){ + return pushNewTween( gameObject, to, time, options().setRotateLocal() ); + } + + /** + * Rotate a GameObject only on the X axis Rotate a GameObject only on the X axis + * + * @method LeanTween.rotateX + * @param {GameObject} GameObject Gameobject that you wish to rotate + * @param {float} to:float The final x-axis rotation with which to rotate + * @param {float} time:float The time to complete the rotation in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr rotateX(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setRotateX() ); + } + + /** + * Rotate a GameObject only on the Y axis + * + * @method LeanTween.rotateY + * @param {GameObject} GameObject Gameobject that you wish to rotate + * @param {float} to:float The final y-axis rotation with which to rotate + * @param {float} time:float The time to complete the rotation in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr rotateY(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setRotateY() ); + } + + /** + * Rotate a GameObject only on the Z axis + * + * @method LeanTween.rotateZ + * @param {GameObject} GameObject Gameobject that you wish to rotate + * @param {float} to:float The final z-axis rotation with which to rotate + * @param {float} time:float The time to complete the rotation in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr rotateZ(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setRotateZ() ); + } + + /** + * Rotate a GameObject around a certain Axis (the best method to use when you want to rotate beyond 180 degrees) + * + * @method LeanTween.rotateAround + * @param {GameObject} gameObject:GameObject Gameobject that you wish to rotate + * @param {Vector3} vec:Vector3 axis in which to rotate around ex: Vector3.up + * @param {float} degrees:float the degrees in which to rotate + * @param {float} time:float time The time to complete the rotation in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example:
    + * LeanTween.rotateAround ( gameObject, Vector3.left, 90f, 1f ); + */ + public static LTDescr rotateAround(GameObject gameObject, Vector3 axis, float add, float time){ + return pushNewTween( gameObject, new Vector3(add,0f,0f), time, options().setAxis(axis).setRotateAround() ); + } + + /** + * Rotate a GameObject around a certain Axis in Local Space (the best method to use when you want to rotate beyond 180 degrees) + * + * @method LeanTween.rotateAroundLocal + * @param {GameObject} gameObject:GameObject Gameobject that you wish to rotate + * @param {Vector3} vec:Vector3 axis in which to rotate around ex: Vector3.up + * @param {float} degrees:float the degrees in which to rotate + * @param {float} time:float time The time to complete the rotation in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example:
    + * LeanTween.rotateAround ( gameObject, Vector3.left, 90f, 1f ); + */ + public static LTDescr rotateAroundLocal(GameObject gameObject, Vector3 axis, float add, float time){ + return pushNewTween( gameObject, new Vector3(add,0f,0f), time, options().setRotateAroundLocal().setAxis(axis) ); + } + + /** + * Scale a GameObject to a certain size + * + * @method LeanTween.scale + * @param {GameObject} gameObject:GameObject gameObject Gameobject that you wish to scale + * @param {Vector3} vec:Vector3 to The size with which to tween to + * @param {float} time:float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr scale(GameObject gameObject, Vector3 to, float time){ + return pushNewTween( gameObject, to, time, options().setScale() ); + } + + /** + * Scale a GUI Element to a certain width and height + * + * @method LeanTween.scale (GUI) + * @param {LTRect} LTRect ltRect LTRect object that you wish to move + * @param {Vector2} Vector2 to The final width and height to scale to (pixel based) + * @param {float} float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example Javascript:
    + * var bRect:LTRect = new LTRect( 0, 0, 100, 50 );
    + * LeanTween.scale( bRect, Vector2(bRect.rect.width, bRect.rect.height) * 1.3, 0.25 ).setEase(LeanTweenType.easeOutBounce);
    + * function OnGUI(){
    + *   if(GUI.Button(bRect.rect, "Scale")){ }
    + * }
    + *
    + * Example C#:
    + * LTRect bRect = new LTRect( 0f, 0f, 100f, 50f );
    + * LeanTween.scale( bRect, new Vector2(150f,75f), 0.25f ).setEase(LeanTweenType.easeOutBounce);
    + * void OnGUI(){
    + *   if(GUI.Button(bRect.rect, "Scale")){ }
    + * }
    + */ + public static LTDescr scale(LTRect ltRect, Vector2 to, float time){ + return pushNewTween( tweenEmpty, to, time, options().setGUIScale().setRect( ltRect ) ); + } + + /** + * Scale a GameObject to a certain size along the x-axis only + * + * @method LeanTween.scaleX + * @param {GameObject} gameObject:GameObject Gameobject that you wish to scale + * @param {float} scaleTo:float the size with which to scale to + * @param {float} time:float the time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr scaleX(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setScaleX() ); + } + + /** + * Scale a GameObject to a certain size along the y-axis only + * + * @method LeanTween.scaleY + * @param {GameObject} gameObject:GameObject Gameobject that you wish to scale + * @param {float} scaleTo:float the size with which to scale to + * @param {float} time:float the time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr scaleY(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setScaleY() ); + } + + /** + * Scale a GameObject to a certain size along the z-axis only + * + * @method LeanTween.scaleZ + * @param {GameObject} gameObject:GameObject Gameobject that you wish to scale + * @param {float} scaleTo:float the size with which to scale to + * @param {float} time:float the time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr scaleZ(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setScaleZ()); + } + + /** + * Tween any particular value (float) + * + * @method LeanTween.value (float) + * @param {GameObject} gameObject:GameObject Gameobject that you wish to attach the tween to + * @param {float} from:float The original value to start the tween from + * @param {Vector3} to:float The final float with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example Javascript:
    + * LeanTween.value( gameObject, 1f, 5f, 5f).setOnUpdate( function( val:float ){
    + *  Debug.Log("tweened val:"+val);
    + * } );
    + *
    + * Example C#:
    + * LeanTween.value( gameObject, 1f, 5f, 5f).setOnUpdate( (float val)=>{
    + *  Debug.Log("tweened val:"+val);
    + * } );
    + */ + public static LTDescr value(GameObject gameObject, float from, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setCallback().setFrom( new Vector3(from,0,0) ) ); + } + public static LTDescr value(float from, float to, float time){ + return pushNewTween( tweenEmpty, new Vector3(to,0,0), time, options().setCallback().setFrom( new Vector3(from,0,0) ) ); + } + + /** + * Tween any particular value (Vector2) + * + * @method LeanTween.value (Vector2) + * @param {GameObject} gameObject:GameObject Gameobject that you wish to attach the tween to + * @param {Vector2} from:Vector2 The original value to start the tween from + * @param {Vector3} to:Vector2 The final Vector2 with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example Javascript:
    + * LeanTween.value( gameObject, new Vector2(1f,0f), new Vector3(5f,0f), 5f).setOnUpdate( function( val:Vector2 ){
    + *  Debug.Log("tweened val:"+val);
    + * } );
    + *
    + * Example C#:
    + * LeanTween.value( gameObject, new Vector3(1f,0f), new Vector3(5f,0f), 5f).setOnUpdate( (Vector2 val)=>{
    + *  Debug.Log("tweened val:"+val);
    + * } );
    + */ + public static LTDescr value(GameObject gameObject, Vector2 from, Vector2 to, float time){ + return pushNewTween( gameObject, new Vector3(to.x,to.y,0), time, options().setValue3().setTo( new Vector3(to.x,to.y,0f) ).setFrom( new Vector3(from.x,from.y,0) ) ); + } + + /** + * Tween any particular value (Vector3) + * + * @method LeanTween.value (Vector3) + * @param {GameObject} gameObject:GameObject Gameobject that you wish to attach the tween to + * @param {Vector3} from:Vector3 The original value to start the tween from + * @param {Vector3} to:Vector3 The final Vector3 with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example Javascript:
    + * LeanTween.value( gameObject, new Vector3(1f,0f,0f), new Vector3(5f,0f,0f), 5f).setOnUpdate( function( val:Vector3 ){
    + *  Debug.Log("tweened val:"+val);
    + * } );
    + *
    + * Example C#:
    + * LeanTween.value( gameObject, new Vector3(1f,0f,0f), new Vector3(5f,0f,0f), 5f).setOnUpdate( (Vector3 val)=>{
    + *  Debug.Log("tweened val:"+val);
    + * } );
    + */ + public static LTDescr value(GameObject gameObject, Vector3 from, Vector3 to, float time){ + return pushNewTween( gameObject, to, time, options().setValue3().setFrom( from ) ); + } + + /** + * Tween any particular value (Color) + * + * @method LeanTween.value (Color) + * @param {GameObject} gameObject:GameObject Gameobject that you wish to attach the tween to + * @param {Color} from:Color The original value to start the tween from + * @param {Color} to:Color The final Color with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example Javascript:
    + * LeanTween.value( gameObject, Color.red, Color.yellow, 5f).setOnUpdate( function( val:Color ){
    + *  Debug.Log("tweened val:"+val);
    + * } );
    + *
    + * Example C#:
    + * LeanTween.value( gameObject, Color.red, Color.yellow, 5f).setOnUpdate( (Color val)=>{
    + *  Debug.Log("tweened val:"+val);
    + * } );
    + */ + public static LTDescr value(GameObject gameObject, Color from, Color to, float time){ + LTDescr lt = pushNewTween( gameObject, new Vector3(1f, to.a, 0f), time, options().setCallbackColor().setPoint( new Vector3(to.r, to.g, to.b) ) + .setFromColor(from).setHasInitialized(false) ); + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 + SpriteRenderer ren = gameObject.GetComponent(); + lt.spriteRen = ren; + #endif + return lt; + } + + /** + * Tween any particular value, it does not need to be tied to any particular type or GameObject + * + * @method LeanTween.value (float) + * @param {GameObject} GameObject gameObject GameObject with which to tie the tweening with. This is only used when you need to cancel this tween, it does not actually perform any operations on this gameObject + * @param {Action} callOnUpdate:Action The function that is called on every Update frame, this function needs to accept a float value ex: function updateValue( float val ){ } + * @param {float} float from The original value to start the tween from + * @param {float} float to The value to end the tween on + * @param {float} float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example Javascript:
    + * LeanTween.value( gameObject, updateValueExampleCallback, 180f, 270f, 1f).setEase(LeanTweenType.easeOutElastic);
    + * function updateValueExampleCallback( val:float ){
    + *   Debug.Log("tweened value:"+val+" set this to whatever variable you are tweening...");
    + * }
    + *
    + * Example C#:
    + * LeanTween.value( gameObject, updateValueExampleCallback, 180f, 270f, 1f).setEase(LeanTweenType.easeOutElastic);
    + * void updateValueExampleCallback( float val ){
    + *   Debug.Log("tweened value:"+val+" set this to whatever variable you are tweening...");
    + * }
    + */ + + public static LTDescr value(GameObject gameObject, Action callOnUpdate, float from, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setCallback().setTo( new Vector3(to,0,0) ).setFrom( new Vector3(from,0,0) ).setOnUpdate(callOnUpdate) ); + } + + /** + * Tweens any float value, it does not need to be tied to any particular type or GameObject + * + * @method LeanTween.value (float) + * @param {GameObject} GameObject gameObject GameObject with which to tie the tweening with. This is only used when you need to cancel this tween, it does not actually perform any operations on this gameObject + * @param {Action} callOnUpdateRatio:Action Function that's called every Update frame. It must accept two float values ex: function updateValue( float val, float ratio){ } + * @param {float} float from The original value to start the tween from + * @param {float} float to The value to end the tween on + * @param {float} float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example Javascript:
    + * LeanTween.value( gameObject, updateValueExampleCallback, 180f, 270f, 1f).setEase(LeanTweenType.easeOutElastic);
    + * function updateValueExampleCallback( val:float, ratio:float ){
    + *   Debug.Log("tweened value:"+val+" percent complete:"+ratio*100);
    + * }
    + *
    + * Example C#:
    + * LeanTween.value( gameObject, updateValueExampleCallback, 180f, 270f, 1f).setEase(LeanTweenType.easeOutElastic);
    + * void updateValueExampleCallback( float val, float ratio ){
    + *   Debug.Log("tweened value:"+val+" percent complete:"+ratio*100);
    + * }
    + */ + + public static LTDescr value(GameObject gameObject, Action callOnUpdateRatio, float from, float to, float time) { + return pushNewTween(gameObject, new Vector3(to, 0, 0), time, options().setCallback().setTo(new Vector3(to, 0, 0)).setFrom(new Vector3(from, 0, 0)).setOnUpdateRatio(callOnUpdateRatio)); + } + + /** + * Tween from one color to another + * + * @method LeanTween.value (Color) + * @param {GameObject} GameObject gameObject GameObject with which to tie the tweening with. This is only used when you need to cancel this tween, it does not actually perform any operations on this gameObject + * @param {Action} callOnUpdate:Action The function that is called on every Update frame, this function needs to accept a color value ex: function updateValue( Color val ){ } + * @param {Color} Color from The original value to start the tween from + * @param {Color} Color to The value to end the tween on + * @param {Color} Color time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example Javascript:
    + * LeanTween.value( gameObject, updateValueExampleCallback, Color.red, Color.green, 1f).setEase(LeanTweenType.easeOutElastic);
    + * function updateValueExampleCallback( val:Color ){
    + *   Debug.Log("tweened color:"+val+" set this to whatever variable you are tweening...");
    + * }
    + *
    + * Example C#:
    + * LeanTween.value( gameObject, updateValueExampleCallback, Color.red, Color.green, 1f).setEase(LeanTweenType.easeOutElastic);
    + * void updateValueExampleCallback( Color val ){
    + *   Debug.Log("tweened color:"+val+" set this to whatever variable you are tweening...");
    + * }
    + */ + + public static LTDescr value(GameObject gameObject, Action callOnUpdate, Color from, Color to, float time){ + return pushNewTween( gameObject, new Vector3(1.0f,to.a,0.0f), time, options().setCallbackColor().setPoint( new Vector3(to.r, to.g, to.b) ) + .setAxis( new Vector3(from.r, from.g, from.b) ).setFrom( new Vector3(0.0f, from.a, 0.0f) ).setHasInitialized(false).setOnUpdateColor(callOnUpdate) ); + } + public static LTDescr value(GameObject gameObject, Action callOnUpdate, Color from, Color to, float time){ + return pushNewTween( gameObject, new Vector3(1.0f,to.a,0.0f), time, options().setCallbackColor().setPoint( new Vector3(to.r, to.g, to.b) ) + .setAxis( new Vector3(from.r, from.g, from.b) ).setFrom( new Vector3(0.0f, from.a, 0.0f) ).setHasInitialized(false).setOnUpdateColor(callOnUpdate) ); + } + + /** + * Tween any particular value (Vector2), this could be used to tween an arbitrary value like offset property + * + * @method LeanTween.value (Vector2) + * @param {GameObject} gameObject:GameObject Gameobject that you wish to attach the tween to + * @param {Action} callOnUpdate:Action The function that is called on every Update frame, this function needs to accept a float value ex: function updateValue( Vector3 val ){ } + * @param {float} from:Vector2 The original value to start the tween from + * @param {Vector2} to:Vector2 The final Vector3 with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr value(GameObject gameObject, Action callOnUpdate, Vector2 from, Vector2 to, float time){ + return pushNewTween( gameObject, new Vector3(to.x,to.y,0f), time, options().setValue3().setTo( new Vector3(to.x,to.y,0f) ).setFrom( new Vector3(from.x,from.y,0f) ).setOnUpdateVector2(callOnUpdate) ); + } + + /** + * Tween any particular value (Vector3), this could be used to tween an arbitrary property that uses a Vector + * + * @method LeanTween.value (Vector3) + * @param {GameObject} gameObject:GameObject Gameobject that you wish to attach the tween to + * @param {Action} callOnUpdate:Action The function that is called on every Update frame, this function needs to accept a float value ex: function updateValue( Vector3 val ){ } + * @param {float} from:Vector3 The original value to start the tween from + * @param {Vector3} to:Vector3 The final Vector3 with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr value(GameObject gameObject, Action callOnUpdate, Vector3 from, Vector3 to, float time){ + return pushNewTween( gameObject, to, time, options().setValue3().setTo( to ).setFrom( from ).setOnUpdateVector3(callOnUpdate) ); + } + + /** + * Tween any particular value (float) + * + * @method LeanTween.value (float,object) + * @param {GameObject} gameObject:GameObject Gameobject that you wish to attach the tween to + * @param {Action} callOnUpdate:Action The function that is called on every Update frame, this function needs to accept a float value ex: function updateValue( Vector3 val, object obj ){ } + * @param {float} from:float The original value to start the tween from + * @param {Vector3} to:float The final Vector3 with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr value(GameObject gameObject, Action callOnUpdate, float from, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setCallback().setTo( new Vector3(to,0,0) ).setFrom( new Vector3(from,0,0) ).setOnUpdate(callOnUpdate, gameObject) ); + } + + public static LTDescr delayedSound( AudioClip audio, Vector3 pos, float volume ){ + //Debug.LogError("Delay sound??"); + return pushNewTween( tweenEmpty, pos, 0f, options().setDelayedSound().setTo( pos ).setFrom( new Vector3(volume,0,0) ).setAudio( audio ) ); + } + + public static LTDescr delayedSound( GameObject gameObject, AudioClip audio, Vector3 pos, float volume ){ + //Debug.LogError("Delay sound??"); + return pushNewTween( gameObject, pos, 0f, options().setDelayedSound().setTo( pos ).setFrom( new Vector3(volume,0,0) ).setAudio( audio ) ); + } + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + + /** + * Move a RectTransform object (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.move (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {Vector3} to:Vector3 The final Vector3 with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.move(gameObject.GetComponent<RectTransform>(), new Vector3(200f,-100f,0f), 1f).setDelay(1f); + */ + public static LTDescr move(RectTransform rectTrans, Vector3 to, float time){ + return pushNewTween( rectTrans.gameObject, to, time, options().setCanvasMove().setRect( rectTrans ) ); + } + + /** + * Move a RectTransform object affecting x-axis only (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.moveX (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {float} to:float The final x location with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.moveX(gameObject.GetComponent<RectTransform>(), 200f, 1f).setDelay(1f); + */ + public static LTDescr moveX(RectTransform rectTrans, float to, float time){ + return pushNewTween( rectTrans.gameObject, new Vector3(to,0f,0f), time, options().setCanvasMoveX().setRect( rectTrans ) ); + } + + /** + * Move a RectTransform object affecting y-axis only (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.moveY (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {float} to:float The final y location with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.moveY(gameObject.GetComponent<RectTransform>(), 200f, 1f).setDelay(1f); + */ + public static LTDescr moveY(RectTransform rectTrans, float to, float time){ + return pushNewTween( rectTrans.gameObject, new Vector3(to,0f,0f), time, options().setCanvasMoveY().setRect( rectTrans ) ); + } + + /** + * Move a RectTransform object affecting z-axis only (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...)n + * + * @method LeanTween.moveZ (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {float} to:float The final x location with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.moveZ(gameObject.GetComponent<RectTransform>(), 200f, 1f).setDelay(1f); + */ + public static LTDescr moveZ(RectTransform rectTrans, float to, float time){ + return pushNewTween( rectTrans.gameObject, new Vector3(to,0f,0f), time, options().setCanvasMoveZ().setRect( rectTrans ) ); + } + + /** + * Rotate a RectTransform object (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.rotate (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {float} to:float The degree with which to rotate the RectTransform + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.rotate(gameObject.GetComponent<RectTransform>(), 90f, 1f).setDelay(1f); + */ + public static LTDescr rotate(RectTransform rectTrans, float to, float time){ + return pushNewTween( rectTrans.gameObject, new Vector3(to,0f,0f), time, options().setCanvasRotateAround().setRect( rectTrans ).setAxis(Vector3.forward) ); + } + + public static LTDescr rotate(RectTransform rectTrans, Vector3 to, float time){ + return pushNewTween( rectTrans.gameObject, to, time, options().setCanvasRotateAround().setRect( rectTrans ).setAxis(Vector3.forward) ); + } + + /** + * Rotate a RectTransform object (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.rotateAround (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {Vector3} axis:Vector3 The axis in which to rotate the RectTransform (Vector3.forward is most commonly used) + * @param {float} to:float The degree with which to rotate the RectTransform + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.rotateAround(gameObject.GetComponent<RectTransform>(), Vector3.forward, 90f, 1f).setDelay(1f); + */ + public static LTDescr rotateAround(RectTransform rectTrans, Vector3 axis, float to, float time){ + return pushNewTween( rectTrans.gameObject, new Vector3(to,0f,0f), time, options().setCanvasRotateAround().setRect( rectTrans ).setAxis(axis) ); + } + + /** + * Rotate a RectTransform object around it's local axis (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.rotateAroundLocal (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {Vector3} axis:Vector3 The local axis in which to rotate the RectTransform (Vector3.forward is most commonly used) + * @param {float} to:float The degree with which to rotate the RectTransform + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.rotateAroundLocal(gameObject.GetComponent<RectTransform>(), Vector3.forward, 90f, 1f).setDelay(1f); + */ + public static LTDescr rotateAroundLocal(RectTransform rectTrans, Vector3 axis, float to, float time){ + return pushNewTween( rectTrans.gameObject, new Vector3(to,0f,0f), time, options().setCanvasRotateAroundLocal().setRect( rectTrans ).setAxis(axis) ); + } + + /** + * Scale a RectTransform object (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.scale (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {Vector3} to:Vector3 The final Vector3 with which to tween to (localScale) + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.scale(gameObject.GetComponent<RectTransform>(), gameObject.GetComponent<RectTransform>().localScale*2f, 1f).setDelay(1f); + */ + public static LTDescr scale(RectTransform rectTrans, Vector3 to, float time){ + return pushNewTween( rectTrans.gameObject, to, time, options().setCanvasScale().setRect( rectTrans ) ); + } + + /** + * Change the sizeDelta of a RectTransform object (used in Unity Canvas, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.size (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {Vector2} to:Vector2 The final Vector2 the tween will end at for sizeDelta property + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.size(gameObject.GetComponent<RectTransform>(), gameObject.GetComponent<RectTransform>().sizeDelta*2f, 1f).setDelay(1f); + */ + public static LTDescr size(RectTransform rectTrans, Vector2 to, float time){ + return pushNewTween( rectTrans.gameObject, to, time, options().setCanvasSizeDelta().setRect( rectTrans ) ); + } + + /** + * Alpha an Image Component attached to a RectTransform (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.alpha (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {float} to:float The final Vector3 with which to tween to (localScale) + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.alpha(gameObject.GetComponent<RectTransform>(), 0.5f, 1f).setDelay(1f); + */ + public static LTDescr alpha(RectTransform rectTrans, float to, float time){ + return pushNewTween( rectTrans.gameObject, new Vector3(to,0f,0f), time, options().setCanvasAlpha().setRect( rectTrans ) ); + } + + /** + * Change the Color of an Image Component attached to a RectTransform (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.alpha (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {float} to:float The final Vector3 with which to tween to (localScale) + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.color(gameObject.GetComponent<RectTransform>(), 0.5f, 1f).setDelay(1f); + */ + public static LTDescr color(RectTransform rectTrans, Color to, float time){ + return pushNewTween( rectTrans.gameObject, new Vector3(1.0f, to.a, 0.0f), time, options().setCanvasColor().setRect( rectTrans ).setPoint( new Vector3(to.r, to.g, to.b) ) ); + } + + #endif + + // Tweening Functions - Thanks to Robert Penner and GFX47 + + public static float tweenOnCurve( LTDescr tweenDescr, float ratioPassed ){ + // Debug.Log("single ratio:"+ratioPassed+" tweenDescr.animationCurve.Evaluate(ratioPassed):"+tweenDescr.animationCurve.Evaluate(ratioPassed)); + return tweenDescr.from.x + (tweenDescr.diff.x) * tweenDescr.optional.animationCurve.Evaluate(ratioPassed); + } + + public static Vector3 tweenOnCurveVector( LTDescr tweenDescr, float ratioPassed ){ + return new Vector3(tweenDescr.from.x + (tweenDescr.diff.x) * tweenDescr.optional.animationCurve.Evaluate(ratioPassed), + tweenDescr.from.y + (tweenDescr.diff.y) * tweenDescr.optional.animationCurve.Evaluate(ratioPassed), + tweenDescr.from.z + (tweenDescr.diff.z) * tweenDescr.optional.animationCurve.Evaluate(ratioPassed) ); + } + + public static float easeOutQuadOpt( float start, float diff, float ratioPassed ){ + return -diff * ratioPassed * (ratioPassed - 2) + start; + } + + public static float easeInQuadOpt( float start, float diff, float ratioPassed ){ + return diff * ratioPassed * ratioPassed + start; + } + + public static float easeInOutQuadOpt( float start, float diff, float ratioPassed ){ + ratioPassed /= .5f; + if (ratioPassed < 1) return diff / 2 * ratioPassed * ratioPassed + start; + ratioPassed--; + return -diff / 2 * (ratioPassed * (ratioPassed - 2) - 1) + start; + } + + public static Vector3 easeInOutQuadOpt( Vector3 start, Vector3 diff, float ratioPassed ){ + ratioPassed /= .5f; + if (ratioPassed < 1) return diff / 2 * ratioPassed * ratioPassed + start; + ratioPassed--; + return -diff / 2 * (ratioPassed * (ratioPassed - 2) - 1) + start; + } + + public static float linear(float start, float end, float val){ + return Mathf.Lerp(start, end, val); + } + + public static float clerp(float start, float end, float val){ + float min = 0.0f; + float max = 360.0f; + float half = Mathf.Abs((max - min) / 2.0f); + float retval = 0.0f; + float diff = 0.0f; + if ((end - start) < -half){ + diff = ((max - start) + end) * val; + retval = start + diff; + }else if ((end - start) > half){ + diff = -((max - end) + start) * val; + retval = start + diff; + }else retval = start + (end - start) * val; + return retval; + } + + public static float spring(float start, float end, float val ){ + val = Mathf.Clamp01(val); + 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 start + (end - start) * val; + } + + public static float easeInQuad(float start, float end, float val){ + end -= start; + return end * val * val + start; + } + + public static float easeOutQuad(float start, float end, float val){ + end -= start; + return -end * val * (val - 2) + start; + } + + public static float easeInOutQuad(float start, float end, float val){ + val /= .5f; + end -= start; + if (val < 1) return end / 2 * val * val + start; + val--; + return -end / 2 * (val * (val - 2) - 1) + start; + } + + + public static float easeInOutQuadOpt2(float start, float diffBy2, float val, float val2){ + val /= .5f; + if (val < 1) return diffBy2 * val2 + start; + val--; + return -diffBy2 * ((val2 - 2) - 1f) + start; + } + + public static float easeInCubic(float start, float end, float val){ + end -= start; + return end * val * val * val + start; + } + + public static float easeOutCubic(float start, float end, float val){ + val--; + end -= start; + return end * (val * val * val + 1) + start; + } + + public static float easeInOutCubic(float start, float end, float val){ + val /= .5f; + end -= start; + if (val < 1) return end / 2 * val * val * val + start; + val -= 2; + return end / 2 * (val * val * val + 2) + start; + } + + public static float easeInQuart(float start, float end, float val){ + end -= start; + return end * val * val * val * val + start; + } + + public static float easeOutQuart(float start, float end, float val){ + val--; + end -= start; + return -end * (val * val * val * val - 1) + start; + } + + public static float easeInOutQuart(float start, float end, float val){ + val /= .5f; + end -= start; + if (val < 1) return end / 2 * val * val * val * val + start; + val -= 2; + return -end / 2 * (val * val * val * val - 2) + start; + } + + public static float easeInQuint(float start, float end, float val){ + end -= start; + return end * val * val * val * val * val + start; + } + + public static float easeOutQuint(float start, float end, float val){ + val--; + end -= start; + return end * (val * val * val * val * val + 1) + start; + } + + public static float easeInOutQuint(float start, float end, float val){ + val /= .5f; + end -= start; + if (val < 1) return end / 2 * val * val * val * val * val + start; + val -= 2; + return end / 2 * (val * val * val * val * val + 2) + start; + } + + public static float easeInSine(float start, float end, float val){ + end -= start; + return -end * Mathf.Cos(val / 1 * (Mathf.PI / 2)) + end + start; + } + + public static float easeOutSine(float start, float end, float val){ + end -= start; + return end * Mathf.Sin(val / 1 * (Mathf.PI / 2)) + start; + } + + public static float easeInOutSine(float start, float end, float val){ + end -= start; + return -end / 2 * (Mathf.Cos(Mathf.PI * val / 1) - 1) + start; + } + + public static float easeInExpo(float start, float end, float val){ + end -= start; + return end * Mathf.Pow(2, 10 * (val / 1 - 1)) + start; + } + + public static float easeOutExpo(float start, float end, float val){ + end -= start; + return end * (-Mathf.Pow(2, -10 * val / 1) + 1) + start; + } + + public static float easeInOutExpo(float start, float end, float val){ + val /= .5f; + end -= start; + if (val < 1) return end / 2 * Mathf.Pow(2, 10 * (val - 1)) + start; + val--; + return end / 2 * (-Mathf.Pow(2, -10 * val) + 2) + start; + } + + public static float easeInCirc(float start, float end, float val){ + end -= start; + return -end * (Mathf.Sqrt(1 - val * val) - 1) + start; + } + + public static float easeOutCirc(float start, float end, float val){ + val--; + end -= start; + return end * Mathf.Sqrt(1 - val * val) + start; + } + + public static float easeInOutCirc(float start, float end, float val){ + val /= .5f; + end -= start; + if (val < 1) return -end / 2 * (Mathf.Sqrt(1 - val * val) - 1) + start; + val -= 2; + return end / 2 * (Mathf.Sqrt(1 - val * val) + 1) + start; + } + + public static float easeInBounce(float start, float end, float val){ + end -= start; + float d = 1f; + return end - easeOutBounce(0, end, d-val) + start; + } + + public static float easeOutBounce(float start, float end, float val){ + val /= 1f; + end -= start; + if (val < (1 / 2.75f)){ + return end * (7.5625f * val * val) + start; + }else if (val < (2 / 2.75f)){ + val -= (1.5f / 2.75f); + return end * (7.5625f * (val) * val + .75f) + start; + }else if (val < (2.5 / 2.75)){ + val -= (2.25f / 2.75f); + return end * (7.5625f * (val) * val + .9375f) + start; + }else{ + val -= (2.625f / 2.75f); + return end * (7.5625f * (val) * val + .984375f) + start; + } + } + + public static float easeInOutBounce(float start, float end, float val){ + end -= start; + float d= 1f; + if (val < d/2) return easeInBounce(0, end, val*2) * 0.5f + start; + else return easeOutBounce(0, end, val*2-d) * 0.5f + end*0.5f + start; + } + + public static float easeInBack(float start, float end, float val, float overshoot = 1.0f){ + end -= start; + val /= 1; + float s= 1.70158f * overshoot; + return end * (val) * val * ((s + 1) * val - s) + start; + } + + public static float easeOutBack(float start, float end, float val, float overshoot = 1.0f){ + float s = 1.70158f * overshoot; + end -= start; + val = (val / 1) - 1; + return end * ((val) * val * ((s + 1) * val + s) + 1) + start; + } + + public static float easeInOutBack(float start, float end, float val, float overshoot = 1.0f){ + float s = 1.70158f * overshoot; + end -= start; + val /= .5f; + if ((val) < 1){ + s *= (1.525f) * overshoot; + return end / 2 * (val * val * (((s) + 1) * val - s)) + start; + } + val -= 2; + s *= (1.525f) * overshoot; + return end / 2 * ((val) * val * (((s) + 1) * val + s) + 2) + start; + } + + public static float easeInElastic(float start, float end, float val, float overshoot = 1.0f, float period = 0.3f){ + end -= start; + + float p = period; + float s = 0f; + float a = 0f; + + if (val == 0f) return start; + + if (val == 1f) return start + end; + + if (a == 0f || a < Mathf.Abs(end)){ + a = end; + s = p / 4f; + }else{ + s = p / (2f * Mathf.PI) * Mathf.Asin(end / a); + } + + if(overshoot>1f && val>0.6f ) + overshoot = 1f + ((1f-val) / 0.4f * (overshoot-1f)); + // Debug.Log("ease in elastic val:"+val+" a:"+a+" overshoot:"+overshoot); + + val = val-1f; + return start-(a * Mathf.Pow(2f, 10f * val) * Mathf.Sin((val - s) * (2f * Mathf.PI) / p)) * overshoot; + } + + public static float easeOutElastic(float start, float end, float val, float overshoot = 1.0f, float period = 0.3f){ + end -= start; + + float p = period; + float s = 0f; + float a = 0f; + + if (val == 0f) return start; + + // Debug.Log("ease out elastic val:"+val+" a:"+a); + if (val == 1f) return start + end; + + if (a == 0f || a < Mathf.Abs(end)){ + a = end; + s = p / 4f; + }else{ + s = p / (2f * Mathf.PI) * Mathf.Asin(end / a); + } + if(overshoot>1f && val<0.4f ) + overshoot = 1f + (val / 0.4f * (overshoot-1f)); + // Debug.Log("ease out elastic val:"+val+" a:"+a+" overshoot:"+overshoot); + + return start + end + a * Mathf.Pow(2f, -10f * val) * Mathf.Sin((val - s) * (2f * Mathf.PI) / p) * overshoot; + } + + public static float easeInOutElastic(float start, float end, float val, float overshoot = 1.0f, float period = 0.3f) + { + end -= start; + + float p = period; + float s = 0f; + float a = 0f; + + if (val == 0f) return start; + + val = val / (1f/2f); + if (val == 2f) return start + end; + + if (a == 0f || a < Mathf.Abs(end)){ + a = end; + s = p / 4f; + }else{ + s = p / (2f * Mathf.PI) * Mathf.Asin(end / a); + } + + if(overshoot>1f){ + if( val<0.2f ){ + overshoot = 1f + (val / 0.2f * (overshoot-1f)); + }else if( val > 0.8f ){ + overshoot = 1f + ((1f-val) / 0.2f * (overshoot-1f)); + } + } + + if (val < 1f){ + val = val-1f; + return start - 0.5f * (a * Mathf.Pow(2f, 10f * val) * Mathf.Sin((val - s) * (2f * Mathf.PI) / p)) * overshoot; + } + val = val-1f; + return end + start + a * Mathf.Pow(2f, -10f * val) * Mathf.Sin((val - s) * (2f * Mathf.PI) / p) * 0.5f * overshoot; + } + + // Mark: LeanTween Following + + /** + * Follow another transforms position/scale/color with a damp transition (eases in and out to destination with no overshoot) + * + * @method LeanTween.followDamp + * @param {Transform} transform:Transform the transform you wish to be the follower + * @param {Transform} transform:Transform the transform you wish to follow + * @param {LeanProp} leanProp:LeanProp enum of the type of following you wish to do position, scale, color, etc. + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} [maxSpeed]:float maximum speed at which it moves towards the destination + * @example + * LeanTween.followDamp(transform, followTransform, LeanProp.localY, 1.1f); + */ + public static LTDescr followDamp(Transform trans, Transform target, LeanProp prop, float smoothTime, float maxSpeed = -1f) + { + var d = pushNewTween(trans.gameObject, Vector3.zero, float.MaxValue, options().setFollow().setTarget(target)); + + switch(prop){ + case LeanProp.localPosition: + d.optional.axis = d.trans.localPosition; + d.easeInternal = () => { + d.optional.axis = LeanSmooth.damp(d.optional.axis, d.toTrans.localPosition, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime); + d.trans.localPosition = d.optional.axis + d.toInternal; + }; break; + case LeanProp.position: + d.diff = d.trans.position; + d.easeInternal = () => { + d.optional.axis = LeanSmooth.damp(d.optional.axis, d.toTrans.position, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime); + d.trans.position = d.optional.axis + d.toInternal; + }; break; + case LeanProp.localX: + d.easeInternal = () => { + d.trans.LeanSetLocalPosX(LeanSmooth.damp(d.trans.localPosition.x, d.toTrans.localPosition.x, ref d.fromInternal.x, smoothTime, maxSpeed, Time.deltaTime)); + }; break; + case LeanProp.localY: + d.easeInternal = () => { + d.trans.LeanSetLocalPosY(LeanSmooth.damp(d.trans.localPosition.y, d.toTrans.localPosition.y, ref d.fromInternal.y, smoothTime, maxSpeed, Time.deltaTime)); + }; break; + case LeanProp.localZ: + d.easeInternal = () => { + d.trans.LeanSetLocalPosZ(LeanSmooth.damp(d.trans.localPosition.z, d.toTrans.localPosition.z, ref d.fromInternal.z, smoothTime, maxSpeed, Time.deltaTime)); + }; break; + case LeanProp.x: + d.easeInternal = () => { + d.trans.LeanSetPosX(LeanSmooth.damp(d.trans.position.x, d.toTrans.position.x, ref d.fromInternal.x, smoothTime, maxSpeed, Time.deltaTime)); + }; break; + case LeanProp.y: + d.easeInternal = () => { + d.trans.LeanSetPosY(LeanSmooth.damp(d.trans.position.y, d.toTrans.position.y, ref d.fromInternal.y, smoothTime, maxSpeed, Time.deltaTime)); + }; break; + case LeanProp.z: + d.easeInternal = () => { + d.trans.LeanSetPosZ(LeanSmooth.damp(d.trans.position.z, d.toTrans.position.z, ref d.fromInternal.z, smoothTime, maxSpeed, Time.deltaTime)); + }; break; + case LeanProp.scale: + d.easeInternal = () => { + d.trans.localScale = LeanSmooth.damp(d.trans.localScale, d.toTrans.localScale, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime); + }; break; + case LeanProp.color: + d.easeInternal = () => { + var col = LeanSmooth.damp(d.trans.LeanColor(), d.toTrans.LeanColor(), ref d.optional.color, smoothTime, maxSpeed, Time.deltaTime); + d.trans.GetComponent().material.color = col; + }; break; + } + + return d; + } + + /** + * Follow another transforms position/scale/color with a springy transition (eases in and out to destination with possible overshoot bounciness) + * + * @method LeanTween.followSpring + * @param {Transform} transform:Transform the transform you wish to be the follower + * @param {Transform} transform:Transform the transform you wish to follow + * @param {LeanProp} leanProp:LeanProp enum of the type of following you wish to do position, scale, color, etc. + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} [maxSpeed]:float maximum speed at which it moves towards the destination + * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination + * @param {float} [accelRate]:float the rate it accelerates from it's initial position + * @example + * LeanTween.followSpring(transform, followTransform, LeanProp.localY); + */ + public static LTDescr followSpring(Transform trans, Transform target, LeanProp prop, float smoothTime, float maxSpeed = -1f, float friction = 2f, float accelRate = 0.5f) + { + var d = pushNewTween(trans.gameObject, Vector3.zero, float.MaxValue, options().setFollow().setTarget(target)); + switch (prop) + { + case LeanProp.localPosition: + d.optional.axis = d.trans.localPosition; + d.easeInternal = () => { + d.optional.axis = LeanSmooth.spring(d.optional.axis, d.toTrans.localPosition, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate); + d.trans.localPosition = d.optional.axis + d.toInternal; + }; break; + case LeanProp.position: + d.diff = d.trans.position; + d.easeInternal = () => { + d.diff = LeanSmooth.spring(d.diff, d.toTrans.position, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate); + d.trans.position = d.diff;// + d.toInternal; + }; break; + case LeanProp.localX: + d.easeInternal = () => { + d.trans.LeanSetLocalPosX(LeanSmooth.spring(d.trans.localPosition.x, d.toTrans.localPosition.x, ref d.fromInternal.x, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate)); + }; break; + case LeanProp.localY: + d.easeInternal = () => { + d.trans.LeanSetLocalPosY(LeanSmooth.spring(d.trans.localPosition.y, d.toTrans.localPosition.y, ref d.fromInternal.y, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate)); + }; break; + case LeanProp.localZ: + d.easeInternal = () => { + d.trans.LeanSetLocalPosZ(LeanSmooth.spring(d.trans.localPosition.z, d.toTrans.localPosition.z, ref d.fromInternal.z, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate)); + }; break; + case LeanProp.x: + d.easeInternal = () => { + d.trans.LeanSetPosX(LeanSmooth.spring(d.trans.position.x, d.toTrans.position.x, ref d.fromInternal.x, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate)); + }; break; + case LeanProp.y: + d.easeInternal = () => { + d.trans.LeanSetPosY(LeanSmooth.spring(d.trans.position.y, d.toTrans.position.y, ref d.fromInternal.y, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate)); + }; break; + case LeanProp.z: + d.easeInternal = () => { + d.trans.LeanSetPosZ(LeanSmooth.spring(d.trans.position.z, d.toTrans.position.z, ref d.fromInternal.z, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate)); + }; break; + case LeanProp.scale: + d.easeInternal = () => { + d.trans.localScale = LeanSmooth.spring(d.trans.localScale, d.toTrans.localScale, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate); + }; break; + case LeanProp.color: + d.easeInternal = () => { + var col = LeanSmooth.spring(d.trans.LeanColor(), d.toTrans.LeanColor(), ref d.optional.color, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate); + d.trans.GetComponent().material.color = col; + }; break; + } + + return d; + } + + /** + * Follow another transforms position/scale/color (with an ease that bounces back some when it reaches it's destination) + * + * @method LeanTween.followBounceOut + * @param {Transform} transform:Transform the transform you wish to be the follower + * @param {Transform} transform:Transform the transform you wish to follow + * @param {LeanProp} leanProp:LeanProp enum of the type of following you wish to do position, scale, color, etc. + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} [maxSpeed]:float maximum speed at which it moves towards the destination + * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination + * @param {float} [accelRate]:float the rate it accelerates from it's initial position + * @param {float} [hitDamp]:float the rate at which to dampen the bounciness of when it reaches it's destination + * @example + * LeanTween.followBounceOut(transform, followTransform, LeanProp.localY, 1.1f); + */ + public static LTDescr followBounceOut(Transform trans, Transform target, LeanProp prop, float smoothTime, float maxSpeed = -1f, float friction = 2f, float accelRate = 0.5f, float hitDamping = 0.9f) + { + var d = pushNewTween(trans.gameObject, Vector3.zero, float.MaxValue, options().setFollow().setTarget(target)); + switch (prop) + { + case LeanProp.localPosition: + d.optional.axis = d.trans.localPosition; + d.easeInternal = () => { + d.optional.axis = LeanSmooth.bounceOut(d.optional.axis, d.toTrans.localPosition, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping); + d.trans.localPosition = d.optional.axis + d.toInternal; + }; break; + case LeanProp.position: + d.easeInternal = () => { + d.optional.axis = LeanSmooth.bounceOut(d.optional.axis, d.toTrans.position, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping); + d.trans.position = d.optional.axis + d.toInternal; + }; break; + case LeanProp.localX: + d.easeInternal = () => { + d.trans.LeanSetLocalPosX(LeanSmooth.bounceOut(d.trans.localPosition.x, d.toTrans.localPosition.x, ref d.fromInternal.x, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping)); + }; break; + case LeanProp.localY: + d.easeInternal = () => { + d.trans.LeanSetLocalPosY(LeanSmooth.bounceOut(d.trans.localPosition.y, d.toTrans.localPosition.y, ref d.fromInternal.y, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping)); + }; break; + case LeanProp.localZ: + d.easeInternal = () => { + d.trans.LeanSetLocalPosZ(LeanSmooth.bounceOut(d.trans.localPosition.z, d.toTrans.localPosition.z, ref d.fromInternal.z, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping)); + }; break; + case LeanProp.x: + d.easeInternal = () => { + d.trans.LeanSetPosX(LeanSmooth.bounceOut(d.trans.position.x, d.toTrans.position.x, ref d.fromInternal.x, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping)); + }; break; + case LeanProp.y: + d.easeInternal = () => { + d.trans.LeanSetPosY(LeanSmooth.bounceOut(d.trans.position.y, d.toTrans.position.y, ref d.fromInternal.y, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping)); + }; break; + case LeanProp.z: + d.easeInternal = () => { + d.trans.LeanSetPosZ(LeanSmooth.bounceOut(d.trans.position.z, d.toTrans.position.z, ref d.fromInternal.z, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping)); + }; break; + case LeanProp.scale: + d.easeInternal = () => { + d.trans.localScale = LeanSmooth.bounceOut(d.trans.localScale, d.toTrans.localScale, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping); + }; break; + case LeanProp.color: + d.easeInternal = () => { + var col = LeanSmooth.bounceOut(d.trans.LeanColor(), d.toTrans.LeanColor(), ref d.optional.color, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping); + d.trans.GetComponent().material.color = col; + }; break; + } + + return d; + } + + /** + * Follow another transforms position/scale/color with a constant speed + * + * @method LeanTween.followLinear + * @param {Transform} transform:Transform the transform you wish to be the follower + * @param {Transform} transform:Transform the transform you wish to follow + * @param {LeanProp} leanProp:LeanProp enum of the type of following you wish to do position, scale, color, etc. + * @param {float} moveSpeed:float roughly the time it takes to reach the destination + * @example + * LeanTween.followLinear(transform, followTransform, LeanProp.localY, 50f); + */ + public static LTDescr followLinear(Transform trans, Transform target, LeanProp prop, float moveSpeed) + { + var d = pushNewTween(trans.gameObject, Vector3.zero, float.MaxValue, options().setFollow().setTarget(target)); + switch (prop) + { + case LeanProp.localPosition: + d.optional.axis = d.trans.localPosition; + d.easeInternal = () => { + d.optional.axis = LeanSmooth.linear(d.optional.axis, d.toTrans.localPosition, moveSpeed); + d.trans.localPosition = d.optional.axis + d.toInternal; + }; break; + case LeanProp.position: + d.easeInternal = () => { + d.trans.position = LeanSmooth.linear(d.trans.position, d.toTrans.position, moveSpeed); + }; break; + case LeanProp.localX: + d.easeInternal = () => { + d.trans.LeanSetLocalPosX(LeanSmooth.linear(d.trans.localPosition.x, d.toTrans.localPosition.x, moveSpeed)); + }; break; + case LeanProp.localY: + d.easeInternal = () => { + d.trans.LeanSetLocalPosY(LeanSmooth.linear(d.trans.localPosition.y, d.toTrans.localPosition.y, moveSpeed)); + }; break; + case LeanProp.localZ: + d.easeInternal = () => { + d.trans.LeanSetLocalPosZ(LeanSmooth.linear(d.trans.localPosition.z, d.toTrans.localPosition.z, moveSpeed)); + }; break; + case LeanProp.x: + d.easeInternal = () => { + d.trans.LeanSetPosX(LeanSmooth.linear(d.trans.position.x, d.toTrans.position.x, moveSpeed)); + }; break; + case LeanProp.y: + d.easeInternal = () => { + d.trans.LeanSetPosY(LeanSmooth.linear(d.trans.position.y, d.toTrans.position.y, moveSpeed)); + }; break; + case LeanProp.z: + d.easeInternal = () => { + d.trans.LeanSetPosZ(LeanSmooth.linear(d.trans.position.z, d.toTrans.position.z, moveSpeed)); + }; break; + case LeanProp.scale: + d.easeInternal = () => { + d.trans.localScale = LeanSmooth.linear(d.trans.localScale, d.toTrans.localScale, moveSpeed); + }; break; + case LeanProp.color: + d.easeInternal = () => { + var col = LeanSmooth.linear(d.trans.LeanColor(), d.toTrans.LeanColor(), moveSpeed); + d.trans.GetComponent().material.color = col; + }; break; + } + + return d; + } + + // LeanTween Listening/Dispatch + + private static System.Action[] eventListeners; + private static GameObject[] goListeners; + private static int eventsMaxSearch = 0; + public static int EVENTS_MAX = 10; + public static int LISTENERS_MAX = 10; + private static int INIT_LISTENERS_MAX = LISTENERS_MAX; + + public static void addListener( int eventId, System.Action callback ){ + addListener(tweenEmpty, eventId, callback); + } + + /** + * Add a listener method to be called when the appropriate LeanTween.dispatchEvent is called + * + * @method LeanTween.addListener + * @param {GameObject} caller:GameObject the gameObject the listener is attached to + * @param {int} eventId:int a unique int that describes the event (best to use an enum) + * @param {System.Action} callback:System.Action the method to call when the event has been dispatched + * @example + * LeanTween.addListener(gameObject, (int)MyEvents.JUMP, jumpUp);
    + *
    + * void jumpUp( LTEvent e ){ Debug.Log("jump!"); }
    + */ + public static void addListener( GameObject caller, int eventId, System.Action callback ){ + if(eventListeners==null){ + INIT_LISTENERS_MAX = LISTENERS_MAX; + eventListeners = new System.Action[ EVENTS_MAX * LISTENERS_MAX ]; + goListeners = new GameObject[ EVENTS_MAX * LISTENERS_MAX ]; + } + // Debug.Log("searching for an empty space for:"+caller + " eventid:"+event); + for(i = 0; i < INIT_LISTENERS_MAX; i++){ + int point = eventId*INIT_LISTENERS_MAX + i; + if(goListeners[ point ]==null || eventListeners[ point ]==null){ + eventListeners[ point ] = callback; + goListeners[ point ] = caller; + if(i>=eventsMaxSearch) + eventsMaxSearch = i+1; + // Debug.Log("adding event for:"+caller.name); + + return; + } + #if UNITY_FLASH + if(goListeners[ point ] == caller && System.Object.ReferenceEquals( eventListeners[ point ], callback)){ + // Debug.Log("This event is already being listened for."); + return; + } + #else + if(goListeners[ point ] == caller && System.Object.Equals( eventListeners[ point ], callback)){ + // Debug.Log("This event is already being listened for."); + return; + } + #endif + } + Debug.LogError("You ran out of areas to add listeners, consider increasing LISTENERS_MAX, ex: LeanTween.LISTENERS_MAX = "+(LISTENERS_MAX*2)); + } + + public static bool removeListener( int eventId, System.Action callback ){ + return removeListener( tweenEmpty, eventId, callback); + } + + public static bool removeListener( int eventId ){ + int point = eventId*INIT_LISTENERS_MAX + i; + eventListeners[ point ] = null; + goListeners[ point ] = null; + return true; + } + + + /** + * Remove an event listener you have added + * @method LeanTween.removeListener + * @param {GameObject} caller:GameObject the gameObject the listener is attached to + * @param {int} eventId:int a unique int that describes the event (best to use an enum) + * @param {System.Action} callback:System.Action the method that was specified to call when the event has been dispatched + * @example + * LeanTween.removeListener(gameObject, (int)MyEvents.JUMP, jumpUp);
    + *
    + * void jumpUp( LTEvent e ){ }
    + */ + public static bool removeListener( GameObject caller, int eventId, System.Action callback ){ + for(i = 0; i < eventsMaxSearch; i++){ + int point = eventId*INIT_LISTENERS_MAX + i; + #if UNITY_FLASH + if(goListeners[ point ] == caller && System.Object.ReferenceEquals( eventListeners[ point ], callback) ){ + #else + if(goListeners[ point ] == caller && System.Object.Equals( eventListeners[ point ], callback) ){ + #endif + eventListeners[ point ] = null; + goListeners[ point ] = null; + return true; + } + } + return false; + } + + /** + * Tell the added listeners that you are dispatching the event + * @method LeanTween.dispatchEvent + * @param {int} eventId:int a unique int that describes the event (best to use an enum) + * @example + * LeanTween.dispatchEvent( (int)MyEvents.JUMP );
    + */ + public static void dispatchEvent( int eventId ){ + dispatchEvent( eventId, null); + } + + /** + * Tell the added listeners that you are dispatching the event + * @method LeanTween.dispatchEvent + * @param {int} eventId:int a unique int that describes the event (best to use an enum) + * @param {object} data:object Pass data to the listener, access it from the listener with *.data on the LTEvent object + * @example + * LeanTween.dispatchEvent( (int)MyEvents.JUMP, transform );
    + *
    + * void jumpUp( LTEvent e ){
    + *   Transform tran = (Transform)e.data;
    + * }
    + */ + public static void dispatchEvent( int eventId, object data ){ + for(int k = 0; k < eventsMaxSearch; k++){ + int point = eventId*INIT_LISTENERS_MAX + k; + if(eventListeners[ point ]!=null){ + if(goListeners[point]){ + eventListeners[ point ]( new LTEvent(eventId, data) ); + }else{ + eventListeners[ point ] = null; + } + } + } + } + + +} // End LeanTween class + +public class LTUtility { + + public static Vector3[] reverse( Vector3[] arr ){ + int length = arr.Length; + int left = 0; + int right = length - 1; + + for (; left < right; left += 1, right -= 1){ + Vector3 temporary = arr[left]; + arr[left] = arr[right]; + arr[right] = temporary; + } + return arr; + } +} + +public class LTBezier { + public float length; + + private Vector3 a; + private Vector3 aa; + private Vector3 bb; + private Vector3 cc; + private float len; + private float[] arcLengths; + + public LTBezier(Vector3 a, Vector3 b, Vector3 c, Vector3 d, float precision){ + this.a = a; + aa = (-a + 3*(b-c) + d); + bb = 3*(a+c) - 6*b; + cc = 3*(b-a); + + this.len = 1.0f / precision; + arcLengths = new float[(int)this.len + (int)1]; + arcLengths[0] = 0; + + Vector3 ov = a; + Vector3 v; + float clen = 0.0f; + for(int i = 1; i <= this.len; i++) { + v = bezierPoint(i * precision); + clen += (ov - v).magnitude; + this.arcLengths[i] = clen; + ov = v; + } + this.length = clen; + } + + private float map(float u) { + float targetLength = u * this.arcLengths[(int)this.len]; + int low = 0; + int high = (int)this.len; + int index = 0; + while (low < high) { + index = low + ((int)((high - low) / 2.0f) | 0); + if (this.arcLengths[index] < targetLength) { + low = index + 1; + } else { + high = index; + } + } + if(this.arcLengths[index] > targetLength) + index--; + if(index<0) + index = 0; + + return (index + (targetLength - arcLengths[index]) / (arcLengths[index + 1] - arcLengths[index])) / this.len; + } + + private Vector3 bezierPoint(float t){ + return ((aa* t + (bb))* t + cc)* t + a; + } + + public Vector3 point(float t){ + return bezierPoint( map(t) ); + } +} + +/** +* Manually animate along a bezier path with this class +* @class LTBezierPath +* @constructor +* @param {Vector3 Array} pts A set of points that define one or many bezier paths (the paths should be passed in multiples of 4, which correspond to each individual bezier curve)
    +* It goes in the order: startPoint,endControl,startControl,endPoint - Note: the control for the end and start are reversed! This is just a *quirk* of the API.
    +* +* @example +* LTBezierPath ltPath = new LTBezierPath( new Vector3[] { new Vector3(0f,0f,0f),new Vector3(1f,0f,0f), new Vector3(1f,0f,0f), new Vector3(1f,1f,0f)} );

    +* LeanTween.move(lt, ltPath.vec3, 4.0f).setOrientToPath(true).setDelay(1f).setEase(LeanTweenType.easeInOutQuad); // animate
    +* Vector3 pt = ltPath.point( 0.6f ); // retrieve a point along the path +*/ +public class LTBezierPath { + public Vector3[] pts; + public float length; + public bool orientToPath; + public bool orientToPath2d; + + private LTBezier[] beziers; + private float[] lengthRatio; + private int currentBezier=0,previousBezier=0; + + public LTBezierPath(){ } + public LTBezierPath( Vector3[] pts_ ){ + setPoints( pts_ ); + } + + public void setPoints( Vector3[] pts_ ){ + if(pts_.Length<4) + LeanTween.logError( "LeanTween - When passing values for a vector path, you must pass four or more values!" ); + if(pts_.Length%4!=0) + LeanTween.logError( "LeanTween - When passing values for a vector path, they must be in sets of four: controlPoint1, controlPoint2, endPoint2, controlPoint2, controlPoint2..." ); + + pts = pts_; + + int k = 0; + beziers = new LTBezier[ pts.Length / 4 ]; + lengthRatio = new float[ beziers.Length ]; + int i; + length = 0; + for(i = 0; i < pts.Length; i+=4){ + beziers[k] = new LTBezier(pts[i+0],pts[i+2],pts[i+1],pts[i+3],0.05f); + length += beziers[k].length; + k++; + } + // Debug.Log("beziers.Length:"+beziers.Length + " beziers:"+beziers); + for(i = 0; i < beziers.Length; i++){ + lengthRatio[i] = beziers[i].length / length; + } + } + + /** + * @property {float} distance distance of the path (in unity units) + */ + public float distance{ + get{ + return length; + } + } + + /** + * Retrieve a point along a path + * + * @method point + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @return {Vector3} Vector3 position of the point along the path + * @example + * transform.position = ltPath.point( 0.6f ); + */ + public Vector3 point( float ratio ){ + float added = 0.0f; + for(int i = 0; i < lengthRatio.Length; i++){ + added += lengthRatio[i]; + if(added >= ratio) + return beziers[i].point( (ratio-(added-lengthRatio[i])) / lengthRatio[i] ); + } + return beziers[lengthRatio.Length-1].point( 1.0f ); + } + + public void place2d( Transform transform, float ratio ){ + transform.position = point( ratio ); + ratio += 0.001f; + if(ratio<=1.0f){ + Vector3 v3Dir = point( ratio ) - transform.position; + float angle = Mathf.Atan2(v3Dir.y, v3Dir.x) * Mathf.Rad2Deg; + transform.eulerAngles = new Vector3(0, 0, angle); + } + } + + public void placeLocal2d( Transform transform, float ratio ){ + transform.localPosition = point( ratio ); + ratio += 0.001f; + if(ratio<=1.0f){ + Vector3 v3Dir = point( ratio ) - transform.localPosition; + float angle = Mathf.Atan2(v3Dir.y, v3Dir.x) * Mathf.Rad2Deg; + transform.localEulerAngles = new Vector3(0, 0, angle); + } + } + + /** + * Place an object along a certain point on the path (facing the direction perpendicular to the path) + * + * @method place + * @param {Transform} transform:Transform the transform of the object you wish to place along the path + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @example + * ltPath.place( transform, 0.6f ); + */ + public void place( Transform transform, float ratio ){ + place( transform, ratio, Vector3.up ); + + } + + /** + * Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path + * + * @method place + * @param {Transform} transform:Transform the transform of the object you wish to place along the path + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @param {Vector3} rotation:Vector3 the direction in which to place the transform ex: Vector3.up + * @example + * ltPath.place( transform, 0.6f, Vector3.left ); + */ + public void place( Transform transform, float ratio, Vector3 worldUp ){ + transform.position = point( ratio ); + ratio += 0.001f; + if(ratio<=1.0f) + transform.LookAt( point( ratio ), worldUp ); + + } + + /** + * Place an object along a certain point on the path (facing the direction perpendicular to the path) - Local Space, not world-space + * + * @method placeLocal + * @param {Transform} transform:Transform the transform of the object you wish to place along the path + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @example + * ltPath.placeLocal( transform, 0.6f ); + */ + public void placeLocal( Transform transform, float ratio ){ + placeLocal( transform, ratio, Vector3.up ); + } + + /** + * Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path - Local Space, not world-space + * + * @method placeLocal + * @param {Transform} transform:Transform the transform of the object you wish to place along the path + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @param {Vector3} rotation:Vector3 the direction in which to place the transform ex: Vector3.up + * @example + * ltPath.placeLocal( transform, 0.6f, Vector3.left ); + */ + public void placeLocal( Transform transform, float ratio, Vector3 worldUp ){ + // Debug.Log("place ratio:" + ratio + " greater:"+(ratio>1f)); + ratio = Mathf.Clamp01(ratio); + transform.localPosition = point( ratio ); + // Debug.Log("ratio:" + ratio + " +:" + (ratio + 0.001f)); + ratio = Mathf.Clamp01(ratio + 0.001f); + + if(ratio<=1.0f) + transform.LookAt( transform.parent.TransformPoint( point( ratio ) ), worldUp ); + } + + public void gizmoDraw(float t = -1.0f) + { + Vector3 prevPt = point(0); + + for (int i = 1; i <= 120; i++) + { + float pm = (float)i / 120f; + Vector3 currPt2 = point(pm); + //Gizmos.color = new Color(UnityEngine.Random.Range(0f,1f),UnityEngine.Random.Range(0f,1f),UnityEngine.Random.Range(0f,1f),1); + Gizmos.color = (previousBezier == currentBezier) ? Color.magenta : Color.grey; + Gizmos.DrawLine(currPt2, prevPt); + prevPt = currPt2; + previousBezier = currentBezier; + } + } + + /** + * Retrieve the closest ratio near the point + * + * @method ratioAtPoint + * @param {Vector3} point:Vector3 given a current location it makes the best approximiation of where it is along the path ratio-wise (0-1) + * @return {float} float of ratio along the path + * @example + * ratioIter = ltBezier.ratioAtPoint( transform.position ); + */ + public float ratioAtPoint(Vector3 pt, float precision = 0.01f) + { + float closestDist = float.MaxValue; + int closestI = 0; + int maxIndex = Mathf.RoundToInt(1f / precision); + for (int i = 0; i < maxIndex; i++) + { + float ratio = (float)i / (float)maxIndex; + float dist = Vector3.Distance(pt, point( ratio ) ); + // Debug.Log("i:"+i+" dist:"+dist); + if (dist < closestDist) + { + closestDist = dist; + closestI = i; + } + } + //Debug.Log("closestI:"+closestI+" maxIndex:"+maxIndex); + return (float)closestI / (float)(maxIndex); + } +} + +/** +* Animate along a set of points that need to be in the format: controlPoint, point1, point2.... pointLast, endControlPoint Move a GameObject to a certain location +* @class LTSpline +* @constructor +* @param {Vector3 Array} pts A set of points that define the points the path will pass through (starting with starting control point, and ending with a control point)
    +Note: The first and last item just define the angle of the end points, they are not actually used in the spline path itself. If you do not care about the angle you can jus set the first two items and last two items as the same value. +* @example +* LTSpline ltSpline = new LTSpline( new Vector3[] { new Vector3(0f,0f,0f),new Vector3(0f,0f,0f), new Vector3(0f,0.5f,0f), new Vector3(1f,1f,0f), new Vector3(1f,1f,0f)} );

    +* LeanTween.moveSpline(lt, ltSpline.vec3, 4.0f).setOrientToPath(true).setDelay(1f).setEase(LeanTweenType.easeInOutQuad); // animate
    +* Vector3 pt = ltSpline.point( 0.6f ); // retrieve a point along the path +*/ +[System.Serializable] +public class LTSpline { + public static int DISTANCE_COUNT = 3; // increase for a more accurate constant speed + public static int SUBLINE_COUNT = 20; // increase for a more accurate smoothing of the curves into lines + + /** + * @property {float} distance distance of the spline (in unity units) + */ + public float distance = 0f; + + public bool constantSpeed = true; + + public Vector3[] pts; + [System.NonSerialized] + public Vector3[] ptsAdj; + public int ptsAdjLength; + public bool orientToPath; + public bool orientToPath2d; + private int numSections; + private int currPt; + + public LTSpline( Vector3[] pts ){ + init( pts, true); + } + + public LTSpline( Vector3[] pts, bool constantSpeed ) { + this.constantSpeed = constantSpeed; + init(pts, constantSpeed); + } + + private void init( Vector3[] pts, bool constantSpeed){ + if(pts.Length<4){ + LeanTween.logError( "LeanTween - When passing values for a spline path, you must pass four or more values!" ); + return; + } + + this.pts = new Vector3[pts.Length]; + System.Array.Copy(pts, this.pts, pts.Length); + + numSections = pts.Length - 3; + + float minSegment = float.PositiveInfinity; + Vector3 earlierPoint = this.pts[1]; + float totalDistance = 0f; + for(int i=1; i < this.pts.Length-1; i++){ + // float pointDistance = (this.pts[i]-earlierPoint).sqrMagnitude; + float pointDistance = Vector3.Distance(this.pts[i], earlierPoint); + //Debug.Log("pointDist:"+pointDistance); + if(pointDistance < minSegment){ + minSegment = pointDistance; + } + + totalDistance += pointDistance; + } + + if(constantSpeed){ + minSegment = totalDistance / (numSections*SUBLINE_COUNT); + //Debug.Log("minSegment:"+minSegment+" numSections:"+numSections); + + float minPrecision = minSegment / SUBLINE_COUNT; // number of subdivisions in each segment + int precision = (int)Mathf.Ceil(totalDistance / minPrecision) * DISTANCE_COUNT; + // Debug.Log("precision:"+precision); + if(precision<=1) // precision has to be greater than one + precision = 2; + + ptsAdj = new Vector3[ precision ]; + earlierPoint = interp( 0f ); + int num = 1; + ptsAdj[0] = earlierPoint; + distance = 0f; + for(int i = 0; i < precision + 1; i++){ + float fract = ((float)(i)) / precision; + // Debug.Log("fract:"+fract); + Vector3 point = interp( fract ); + float dist = Vector3.Distance(point, earlierPoint); + + // float dist = (point-earlierPoint).sqrMagnitude; + if(dist>=minPrecision || fract>=1.0f){ + ptsAdj[num] = point; + distance += dist; // only add it to the total distance once we know we are adding it as an adjusted point + + earlierPoint = point; + // Debug.Log("fract:"+fract+" point:"+point); + num++; + } + } + // make sure there is a point at the very end + /*num++; + Vector3 endPoint = interp( 1f ); + ptsAdj[num] = endPoint;*/ + // Debug.Log("fract 1f endPoint:"+endPoint); + + ptsAdjLength = num; + } + // Debug.Log("map 1f:"+map(1f)+" end:"+ptsAdj[ ptsAdjLength-1 ]); + + // Debug.Log("ptsAdjLength:"+ptsAdjLength+" minPrecision:"+minPrecision+" precision:"+precision); + } + + public Vector3 map( float u ){ + if(u>=1f) + return pts[ pts.Length - 2]; + float t = u * (ptsAdjLength-1); + int first = (int)Mathf.Floor( t ); + int next = (int)Mathf.Ceil( t ); + + if(first<0) + first = 0; + + Vector3 val = ptsAdj[ first ]; + + + Vector3 nextVal = ptsAdj[ next ]; + float diff = t - first; + + // Debug.Log("u:"+u+" val:"+val +" nextVal:"+nextVal+" diff:"+diff+" first:"+first+" next:"+next); + + val = val + (nextVal - val) * diff; + + return val; + } + + public Vector3 interp(float t) { + currPt = Mathf.Min(Mathf.FloorToInt(t * (float) numSections), numSections - 1); + float u = t * (float) numSections - (float) currPt; + + //Debug.Log("currPt:"+currPt+" numSections:"+numSections+" pts.Length :"+pts.Length ); + Vector3 a = pts[currPt]; + Vector3 b = pts[currPt + 1]; + Vector3 c = pts[currPt + 2]; + Vector3 d = pts[currPt + 3]; + + Vector3 val = (.5f * ( + (-a + 3f * b - 3f * c + d) * (u * u * u) + + (2f * a - 5f * b + 4f * c - d) * (u * u) + + (-a + c) * u + + 2f * b)); + // Debug.Log("currPt:"+currPt+" t:"+t+" val.x"+val.x+" y:"+val.y+" z:"+val.z); + + return val; + } + + /** + * Retrieve a point along a path Move a GameObject to a certain location + * + * @method ratioAtPoint + * @param {Vector3} point:Vector3 given a current location it makes the best approximiation of where it is along the path ratio-wise (0-1) + * @return {float} float of ratio along the path + * @example + * ratioIter = ltSpline.ratioAtPoint( transform.position ); + */ + public float ratioAtPoint( Vector3 pt ){ + float closestDist = float.MaxValue; + int closestI = 0; + for (int i = 0; i < ptsAdjLength; i++) { + float dist = Vector3.Distance(pt, ptsAdj[i]); + // Debug.Log("i:"+i+" dist:"+dist); + if(distMove a GameObject to a certain location + * + * @method point + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @return {Vector3} Vector3 position of the point along the path + * @example + * transform.position = ltSpline.point( 0.6f ); + */ + public Vector3 point( float ratio ){ + float t = ratio>1f?1f:ratio; + return constantSpeed ? map(t) : interp(t); + } + + public void place2d( Transform transform, float ratio ){ + transform.position = point( ratio ); + ratio += 0.001f; + if(ratio<=1.0f){ + Vector3 v3Dir = point( ratio ) - transform.position; + float angle = Mathf.Atan2(v3Dir.y, v3Dir.x) * Mathf.Rad2Deg; + transform.eulerAngles = new Vector3(0, 0, angle); + } + } + + public void placeLocal2d( Transform transform, float ratio ){ + Transform trans = transform.parent; + if(trans==null){ // this has no parent, just do a regular transform + place2d(transform, ratio); + return; + } + transform.localPosition = point( ratio ); + ratio += 0.001f; + if(ratio<=1.0f){ + Vector3 ptAhead = point( ratio );//trans.TransformPoint( ); + Vector3 v3Dir = ptAhead - transform.localPosition; + float angle = Mathf.Atan2(v3Dir.y, v3Dir.x) * Mathf.Rad2Deg; + transform.localEulerAngles = new Vector3(0, 0, angle); + } + } + + + /** + * Place an object along a certain point on the path (facing the direction perpendicular to the path) Move a GameObject to a certain location + * + * @method place + * @param {Transform} transform:Transform the transform of the object you wish to place along the path + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @example + * ltPath.place( transform, 0.6f ); + */ + public void place( Transform transform, float ratio ){ + place(transform, ratio, Vector3.up); + } + + /** + * Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path Move a GameObject to a certain location + * + * @method place + * @param {Transform} transform:Transform the transform of the object you wish to place along the path + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @param {Vector3} rotation:Vector3 the direction in which to place the transform ex: Vector3.up + * @example + * ltPath.place( transform, 0.6f, Vector3.left ); + */ + public void place( Transform transform, float ratio, Vector3 worldUp ){ + // ratio = Mathf.Repeat(ratio, 1.0f); // make sure ratio is always between 0-1 + transform.position = point( ratio ); + ratio += 0.001f; + if(ratio<=1.0f) + transform.LookAt( point( ratio ), worldUp ); + + } + + /** + * Place an object along a certain point on the path (facing the direction perpendicular to the path) - Local Space, not world-space Move a GameObject to a certain location + * + * @method placeLocal + * @param {Transform} transform:Transform the transform of the object you wish to place along the path + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @example + * ltPath.placeLocal( transform, 0.6f ); + */ + public void placeLocal( Transform transform, float ratio ){ + placeLocal( transform, ratio, Vector3.up ); + } + + /** + * Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path - Local Space, not world-space Move a GameObject to a certain location + * + * @method placeLocal + * @param {Transform} transform:Transform the transform of the object you wish to place along the path + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @param {Vector3} rotation:Vector3 the direction in which to place the transform ex: Vector3.up + * @example + * ltPath.placeLocal( transform, 0.6f, Vector3.left ); + */ + public void placeLocal( Transform transform, float ratio, Vector3 worldUp ){ + transform.localPosition = point( ratio ); + ratio += 0.001f; + if(ratio<=1.0f) + transform.LookAt( transform.parent.TransformPoint( point( ratio ) ), worldUp ); + } + + public void gizmoDraw(float t = -1.0f) { + if(ptsAdj==null || ptsAdj.Length<=0) + return; + + Vector3 prevPt = ptsAdj[0]; + + for (int i = 0; i < ptsAdjLength; i++) { + Vector3 currPt2 = ptsAdj[i]; + // Debug.Log("currPt2:"+currPt2); + //Gizmos.color = new Color(UnityEngine.Random.Range(0f,1f),UnityEngine.Random.Range(0f,1f),UnityEngine.Random.Range(0f,1f),1); + Gizmos.DrawLine(prevPt, currPt2); + prevPt = currPt2; + } + } + + public void drawGizmo( Color color ) { + if( this.ptsAdjLength>=4){ + + Vector3 prevPt = this.ptsAdj[0]; + + Color colorBefore = Gizmos.color; + Gizmos.color = color; + for (int i = 0; i < this.ptsAdjLength; i++) { + Vector3 currPt2 = this.ptsAdj[i]; + // Debug.Log("currPt2:"+currPt2); + + Gizmos.DrawLine(prevPt, currPt2); + prevPt = currPt2; + } + Gizmos.color = colorBefore; + } + } + + public static void drawGizmo(Transform[] arr, Color color) { + if(arr.Length>=4){ + Vector3[] vec3s = new Vector3[arr.Length]; + for(int i = 0; i < arr.Length; i++){ + vec3s[i] = arr[i].position; + } + LTSpline spline = new LTSpline(vec3s); + Vector3 prevPt = spline.ptsAdj[0]; + + Color colorBefore = Gizmos.color; + Gizmos.color = color; + for (int i = 0; i < spline.ptsAdjLength; i++) { + Vector3 currPt2 = spline.ptsAdj[i]; + // Debug.Log("currPt2:"+currPt2); + + Gizmos.DrawLine(prevPt, currPt2); + prevPt = currPt2; + } + Gizmos.color = colorBefore; + } + } + + + public static void drawLine(Transform[] arr, float width, Color color) { + if(arr.Length>=4){ + + } + } + + /*public Vector3 Velocity(float t) { + t = map( t ); + + int numSections = pts.Length - 3; + int currPt = Mathf.Min(Mathf.FloorToInt(t * (float) numSections), numSections - 1); + float u = t * (float) numSections - (float) currPt; + + Vector3 a = pts[currPt]; + Vector3 b = pts[currPt + 1]; + Vector3 c = pts[currPt + 2]; + Vector3 d = pts[currPt + 3]; + + return 1.5f * (-a + 3f * b - 3f * c + d) * (u * u) + + (2f * a -5f * b + 4f * c - d) * u + + .5f * c - .5f * a; + }*/ + + public void drawLinesGLLines(Material outlineMaterial, Color color, float width){ + GL.PushMatrix(); + outlineMaterial.SetPass(0); + GL.LoadPixelMatrix(); + GL.Begin(GL.LINES); + GL.Color(color); + + if (constantSpeed) { + if (this.ptsAdjLength >= 4) { + + Vector3 prevPt = this.ptsAdj[0]; + + for (int i = 0; i < this.ptsAdjLength; i++) { + Vector3 currPt2 = this.ptsAdj[i]; + GL.Vertex(prevPt); + GL.Vertex(currPt2); + + prevPt = currPt2; + } + } + + } else { + if (this.pts.Length >= 4) { + + Vector3 prevPt = this.pts[0]; + + float split = 1f / ((float)this.pts.Length * 10f); + + float iter = 0f; + while (iter < 1f) { + float at = iter / 1f; + Vector3 currPt2 = interp(at); + // Debug.Log("currPt2:"+currPt2); + + GL.Vertex(prevPt); + GL.Vertex(currPt2); + + prevPt = currPt2; + + iter += split; + } + } + } + + + GL.End(); + GL.PopMatrix(); + + } + + public Vector3[] generateVectors(){ + if (this.pts.Length >= 4) { + List meshPoints = new List(); + Vector3 prevPt = this.pts[0]; + meshPoints.Add(prevPt); + + float split = 1f / ((float)this.pts.Length * 10f); + + float iter = 0f; + while (iter < 1f) { + float at = iter / 1f; + Vector3 currPt2 = interp(at); + // Debug.Log("currPt2:"+currPt2); + + // GL.Vertex(prevPt); + // GL.Vertex(currPt2); + meshPoints.Add(currPt2); + + // prevPt = currPt2; + + iter += split; + } + + meshPoints.ToArray(); + } + return null; + } +} + +/** +* Animate GUI Elements by creating this object and passing the *.rect variable to the GUI method

    +* Example Javascript:
    var bRect:LTRect = new LTRect( 0, 0, 100, 50 );
    +* LeanTween.scale( bRect, Vector2(bRect.rect.width, bRect.rect.height) * 1.3, 0.25 );
    +* function OnGUI(){
    +*   if(GUI.Button(bRect.rect, "Scale")){ }
    +* }
    +*
    +* Example C#:
    +* LTRect bRect = new LTRect( 0f, 0f, 100f, 50f );
    +* LeanTween.scale( bRect, new Vector2(150f,75f), 0.25f );
    +* void OnGUI(){
    +*   if(GUI.Button(bRect.rect, "Scale")){ }
    +* }
    +* +* @class LTRect +* @constructor +* @param {float} x:float X location +* @param {float} y:float Y location +* @param {float} width:float Width +* @param {float} height:float Height +* @param {float} alpha:float (Optional) initial alpha amount (0-1) +* @param {float} rotation:float (Optional) initial rotation in degrees (0-360) +*/ + +[System.Serializable] +public class LTRect : System.Object{ + /** + * Pass this value to the GUI Methods + * + * @property rect + * @type {Rect} rect:Rect Rect object that controls the positioning and size + */ + public Rect _rect; + public float alpha = 1f; + public float rotation; + public Vector2 pivot; + public Vector2 margin; + public Rect relativeRect = new Rect(0f,0f,float.PositiveInfinity,float.PositiveInfinity); + + public bool rotateEnabled; + [HideInInspector] + public bool rotateFinished; + public bool alphaEnabled; + public string labelStr; + public LTGUI.Element_Type type; + public GUIStyle style; + public bool useColor = false; + public Color color = Color.white; + public bool fontScaleToFit; + public bool useSimpleScale; + public bool sizeByHeight; + + public Texture texture; + + private int _id = -1; + [HideInInspector] + public int counter; + + public static bool colorTouched; + + public LTRect(){ + reset(); + this.rotateEnabled = this.alphaEnabled = true; + _rect = new Rect(0f,0f,1f,1f); + } + + public LTRect(Rect rect){ + _rect = rect; + reset(); + } + + public LTRect(float x, float y, float width, float height){ + _rect = new Rect(x,y,width,height); + this.alpha = 1.0f; + this.rotation = 0.0f; + this.rotateEnabled = this.alphaEnabled = false; + } + + public LTRect(float x, float y, float width, float height, float alpha){ + _rect = new Rect(x,y,width,height); + this.alpha = alpha; + this.rotation = 0.0f; + this.rotateEnabled = this.alphaEnabled = false; + } + + public LTRect(float x, float y, float width, float height, float alpha, float rotation){ + _rect = new Rect(x,y,width,height); + this.alpha = alpha; + this.rotation = rotation; + this.rotateEnabled = this.alphaEnabled = false; + if(rotation!=0.0f){ + this.rotateEnabled = true; + resetForRotation(); + } + } + + public bool hasInitiliazed{ + get{ + return _id!=-1; + } + } + + public int id{ + get{ + int toId = _id | counter << 16; + + /*uint backId = toId & 0xFFFF; + uint backCounter = toId >> 16; + if(_id!=backId || backCounter!=counter){ + Debug.LogError("BAD CONVERSION toId:"+_id); + }*/ + + return toId; + } + } + + public void setId( int id, int counter){ + this._id = id; + this.counter = counter; + } + + public void reset(){ + this.alpha = 1.0f; + this.rotation = 0.0f; + this.rotateEnabled = this.alphaEnabled = false; + this.margin = Vector2.zero; + this.sizeByHeight = false; + this.useColor = false; + } + + public void resetForRotation(){ + Vector3 scale = new Vector3(GUI.matrix[0,0], GUI.matrix[1,1], GUI.matrix[2,2]); + if(pivot==Vector2.zero){ + pivot = new Vector2((_rect.x+((_rect.width)*0.5f )) * scale.x + GUI.matrix[0,3], (_rect.y+((_rect.height)*0.5f )) * scale.y + GUI.matrix[1,3]); + } + } + + public float x{ + get{ return _rect.x; } + set{ _rect.x = value; } + } + + public float y{ + get{ return _rect.y; } + set{ _rect.y = value; } + } + + public float width{ + get{ return _rect.width; } + set{ _rect.width = value; } + } + + public float height{ + get{ return _rect.height; } + set{ _rect.height = value; } + } + + public Rect rect{ + + get{ + if(colorTouched){ + colorTouched = false; + GUI.color = new Color(GUI.color.r,GUI.color.g,GUI.color.b,1.0f); + } + if(rotateEnabled){ + if(rotateFinished){ + rotateFinished = false; + rotateEnabled = false; + //this.rotation = 0.0f; + pivot = Vector2.zero; + }else{ + GUIUtility.RotateAroundPivot(rotation, pivot); + } + } + if(alphaEnabled){ + GUI.color = new Color(GUI.color.r,GUI.color.g,GUI.color.b,alpha); + colorTouched = true; + } + if(fontScaleToFit){ + if(this.useSimpleScale){ + style.fontSize = (int)(_rect.height*this.relativeRect.height); + }else{ + style.fontSize = (int)_rect.height; + } + } + return _rect; + } + + set{ + _rect = value; + } + } + + public LTRect setStyle( GUIStyle style ){ + this.style = style; + return this; + } + + public LTRect setFontScaleToFit( bool fontScaleToFit ){ + this.fontScaleToFit = fontScaleToFit; + return this; + } + + public LTRect setColor( Color color ){ + this.color = color; + this.useColor = true; + return this; + } + + public LTRect setAlpha( float alpha ){ + this.alpha = alpha; + return this; + } + + public LTRect setLabel( String str ){ + this.labelStr = str; + return this; + } + + public LTRect setUseSimpleScale( bool useSimpleScale, Rect relativeRect){ + this.useSimpleScale = useSimpleScale; + this.relativeRect = relativeRect; + return this; + } + + public LTRect setUseSimpleScale( bool useSimpleScale){ + this.useSimpleScale = useSimpleScale; + this.relativeRect = new Rect(0f,0f,Screen.width,Screen.height); + return this; + } + + public LTRect setSizeByHeight( bool sizeByHeight){ + this.sizeByHeight = sizeByHeight; + return this; + } + + public override string ToString(){ + return "x:"+_rect.x+" y:"+_rect.y+" width:"+_rect.width+" height:"+_rect.height; + } +} + +/** +* Object that describes the event to an event listener +* @class LTEvent +* @constructor +* @param {object} data:object Data that has been passed from the dispatchEvent method +*/ +public class LTEvent { + public int id; + public object data; + + public LTEvent(int id, object data){ + this.id = id; + this.data = data; + } +} + +public class LTGUI { + public static int RECT_LEVELS = 5; + public static int RECTS_PER_LEVEL = 10; + public static int BUTTONS_MAX = 24; + + private static LTRect[] levels; + private static int[] levelDepths; + private static Rect[] buttons; + private static int[] buttonLevels; + private static int[] buttonLastFrame; + private static LTRect r; + private static Color color = Color.white; + private static bool isGUIEnabled = false; + private static int global_counter = 0; + + public enum Element_Type{ + Texture, + Label + } + + public static void init(){ + if(levels==null){ + levels = new LTRect[RECT_LEVELS*RECTS_PER_LEVEL]; + levelDepths = new int[RECT_LEVELS]; + } + } + + public static void initRectCheck(){ + if(buttons==null){ + buttons = new Rect[BUTTONS_MAX]; + buttonLevels = new int[BUTTONS_MAX]; + buttonLastFrame = new int[BUTTONS_MAX]; + for(int i = 0; i < buttonLevels.Length; i++){ + buttonLevels[i] = -1; + } + } + } + + public static void reset(){ + if(isGUIEnabled){ + isGUIEnabled = false; + for(int i = 0; i < levels.Length; i++){ + levels[i] = null; + } + + for(int i = 0; i < levelDepths.Length; i++){ + levelDepths[i] = 0; + } + } + } + + public static void update( int updateLevel ){ + if(isGUIEnabled){ + init(); + if(levelDepths[updateLevel]>0){ + color = GUI.color; + int baseI = updateLevel*RECTS_PER_LEVEL; + int maxLoop = baseI + levelDepths[updateLevel];// RECTS_PER_LEVEL;//; + + for(int i = baseI; i < maxLoop; i++){ + r = levels[i]; + // Debug.Log("r:"+r+" i:"+i); + if(r!=null /*&& checkOnScreen(r.rect)*/){ + //Debug.Log("label:"+r.labelStr+" textColor:"+r.style.normal.textColor); + if(r.useColor) + GUI.color = r.color; + if(r.type == Element_Type.Label){ + if(r.style!=null) + GUI.skin.label = r.style; + if(r.useSimpleScale){ + GUI.Label( new Rect((r.rect.x + r.margin.x + r.relativeRect.x)*r.relativeRect.width, (r.rect.y + r.margin.y + r.relativeRect.y)*r.relativeRect.height, r.rect.width*r.relativeRect.width, r.rect.height*r.relativeRect.height), r.labelStr ); + }else{ + GUI.Label( new Rect(r.rect.x + r.margin.x, r.rect.y + r.margin.y, r.rect.width, r.rect.height), r.labelStr ); + } + }else if(r.type == Element_Type.Texture && r.texture!=null){ + Vector2 size = r.useSimpleScale ? new Vector2(0f, r.rect.height*r.relativeRect.height) : new Vector2(r.rect.width, r.rect.height); + if(r.sizeByHeight){ + size.x = (float)r.texture.width/(float)r.texture.height * size.y; + } + if(r.useSimpleScale){ + GUI.DrawTexture( new Rect((r.rect.x + r.margin.x + r.relativeRect.x)*r.relativeRect.width, (r.rect.y + r.margin.y + r.relativeRect.y)*r.relativeRect.height, size.x, size.y), r.texture ); + }else{ + GUI.DrawTexture( new Rect(r.rect.x + r.margin.x, r.rect.y + r.margin.y, size.x, size.y), r.texture ); + } + } + } + } + GUI.color = color; + } + } + } + + public static bool checkOnScreen(Rect rect){ + bool offLeft = rect.x + rect.width < 0f; + bool offRight = rect.x > Screen.width; + bool offBottom = rect.y > Screen.height; + bool offTop = rect.y + rect.height < 0f; + + return !(offLeft || offRight || offBottom || offTop); + } + + public static void destroy( int id ){ + int backId = id & 0xFFFF; + int backCounter = id >> 16; + if(id>=0 && levels[backId]!=null && levels[backId].hasInitiliazed && levels[backId].counter==backCounter) + levels[backId] = null; + } + + public static void destroyAll( int depth ){ // clears all gui elements on depth + int maxLoop = depth*RECTS_PER_LEVEL + RECTS_PER_LEVEL; + for(int i = depth*RECTS_PER_LEVEL; levels!=null && i < maxLoop; i++){ + levels[i] = null; + } + } + + public static LTRect label( Rect rect, string label, int depth){ + return LTGUI.label(new LTRect(rect), label, depth); + } + + public static LTRect label( LTRect rect, string label, int depth){ + rect.type = Element_Type.Label; + rect.labelStr = label; + return element(rect, depth); + } + + public static LTRect texture( Rect rect, Texture texture, int depth){ + return LTGUI.texture( new LTRect(rect), texture, depth); + } + + public static LTRect texture( LTRect rect, Texture texture, int depth){ + rect.type = Element_Type.Texture; + rect.texture = texture; + return element(rect, depth); + } + + public static LTRect element( LTRect rect, int depth){ + isGUIEnabled = true; + init(); + int maxLoop = depth*RECTS_PER_LEVEL + RECTS_PER_LEVEL; + int k = 0; + if(rect!=null){ + destroy(rect.id); + } + if(rect.type==LTGUI.Element_Type.Label && rect.style!=null){ + if(rect.style.normal.textColor.a<=0f){ + Debug.LogWarning("Your GUI normal color has an alpha of zero, and will not be rendered."); + } + } + if(rect.relativeRect.width==float.PositiveInfinity){ + rect.relativeRect = new Rect(0f,0f,Screen.width,Screen.height); + } + for(int i = depth*RECTS_PER_LEVEL; i < maxLoop; i++){ + r = levels[i]; + if(r==null){ + r = rect; + r.rotateEnabled = true; + r.alphaEnabled = true; + r.setId( i, global_counter ); + levels[i] = r; + // Debug.Log("k:"+k+ " maxDepth:"+levelDepths[depth]); + if(k>=levelDepths[depth]){ + levelDepths[depth] = k + 1; + } + global_counter++; + return r; + } + k++; + } + + Debug.LogError("You ran out of GUI Element spaces"); + + return null; + } + + public static bool hasNoOverlap( Rect rect, int depth ){ + initRectCheck(); + bool hasNoOverlap = true; + bool wasAddedToList = false; + for(int i = 0; i < buttonLevels.Length; i++){ + // Debug.Log("buttonLastFrame["+i+"]:"+buttonLastFrame[i]); + //Debug.Log("buttonLevels["+i+"]:"+buttonLevels[i]); + if(buttonLevels[i]>=0){ + //Debug.Log("buttonLastFrame["+i+"]:"+buttonLastFrame[i]+" Time.frameCount:"+Time.frameCount); + if( buttonLastFrame[i] + 1 < Time.frameCount ){ // It has to have been visible within the current, or + buttonLevels[i] = -1; + // Debug.Log("resetting i:"+i); + }else{ + //if(buttonLevels[i]>=0) + // Debug.Log("buttonLevels["+i+"]:"+buttonLevels[i]); + if(buttonLevels[i]>depth){ + /*if(firstTouch().x > 0){ + Debug.Log("buttons["+i+"]:"+buttons[i] + " firstTouch:"); + Debug.Log(firstTouch()); + Debug.Log(buttonLevels[i]); + }*/ + if(pressedWithinRect( buttons[i] )){ + hasNoOverlap = false; // there is an overlapping button that is higher + } + } + } + } + + if(wasAddedToList==false && buttonLevels[i]<0){ + wasAddedToList = true; + buttonLevels[i] = depth; + buttons[i] = rect; + buttonLastFrame[i] = Time.frameCount; + } + } + + return hasNoOverlap; + } + + public static bool pressedWithinRect( Rect rect ){ + Vector2 vec2 = firstTouch(); + if(vec2.x<0f) + return false; + float vecY = Screen.height-vec2.y; + return (vec2.x > rect.x && vec2.x < rect.x + rect.width && vecY > rect.y && vecY < rect.y + rect.height); + } + + public static bool checkWithinRect(Vector2 vec2, Rect rect){ + vec2.y = Screen.height-vec2.y; + return (vec2.x > rect.x && vec2.x < rect.x + rect.width && vec2.y > rect.y && vec2.y < rect.y + rect.height); + } + + public static Vector2 firstTouch(){ + if(Input.touchCount>0){ + return Input.touches[0].position; + }else if(Input.GetMouseButton(0)){ + return Input.mousePosition; + } + + return new Vector2(Mathf.NegativeInfinity,Mathf.NegativeInfinity); + } + +} + +namespace DentedPixel { public class LeanDummy {} } +//} diff --git a/Gameton-06/Assets/LeanTween/Framework/LeanTween.cs.meta b/Gameton-06/Assets/LeanTween/Framework/LeanTween.cs.meta new file mode 100644 index 00000000..bf901658 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LeanTween.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9c2f4b27196f84954b44753aaac214bb +timeCreated: 1463137984 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Framework/LeanTween.dll.zip b/Gameton-06/Assets/LeanTween/Framework/LeanTween.dll.zip new file mode 100644 index 00000000..513706f3 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LeanTween.dll.zip @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f6e9d01ac12274bd58f2eeb63a9f2bd5ba30e7dc3c53e22ac86b0b066f9c5204 +size 30942 diff --git a/Gameton-06/Assets/LeanTween/Framework/LeanTween.dll.zip.meta b/Gameton-06/Assets/LeanTween/Framework/LeanTween.dll.zip.meta new file mode 100644 index 00000000..345e8284 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LeanTween.dll.zip.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ffeadda6aaa064923a3f7e28ff26afb1 +timeCreated: 1477948563 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Framework/LeanTweenExt.cs b/Gameton-06/Assets/LeanTween/Framework/LeanTweenExt.cs new file mode 100644 index 00000000..1fc22b84 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LeanTweenExt.cs @@ -0,0 +1,187 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + +public static class LeanTweenExt +{ + //LeanTween.addListener + //LeanTween.alpha + public static LTDescr LeanAlpha(this GameObject gameObject, float to, float time) { return LeanTween.alpha(gameObject, to, time); } + //LeanTween.alphaCanvas + public static LTDescr LeanAlphaVertex(this GameObject gameObject, float to, float time) { return LeanTween.alphaVertex(gameObject, to, time); } + //LeanTween.alpha (RectTransform) + public static LTDescr LeanAlpha(this RectTransform rectTransform, float to, float time) { return LeanTween.alpha(rectTransform, to, time); } + //LeanTween.alphaCanvas + public static LTDescr LeanAlpha(this CanvasGroup canvas, float to, float time) { return LeanTween.alphaCanvas(canvas, to, time); } + //LeanTween.alphaText + public static LTDescr LeanAlphaText(this RectTransform rectTransform, float to, float time) { return LeanTween.alphaText(rectTransform, to, time); } + //LeanTween.cancel + public static void LeanCancel(this GameObject gameObject) { LeanTween.cancel(gameObject); } + public static void LeanCancel(this GameObject gameObject, bool callOnComplete) { LeanTween.cancel(gameObject, callOnComplete); } + public static void LeanCancel(this GameObject gameObject, int uniqueId, bool callOnComplete = false) { LeanTween.cancel(gameObject, uniqueId, callOnComplete); } + //LeanTween.cancel + public static void LeanCancel(this RectTransform rectTransform) { LeanTween.cancel(rectTransform); } + //LeanTween.cancelAll + //LeanTween.color + public static LTDescr LeanColor(this GameObject gameObject, Color to, float time) { return LeanTween.color(gameObject, to, time); } + //LeanTween.colorText + public static LTDescr LeanColorText(this RectTransform rectTransform, Color to, float time) { return LeanTween.colorText(rectTransform, to, time); } + //LeanTween.delayedCall + public static LTDescr LeanDelayedCall(this GameObject gameObject, float delayTime, System.Action callback) { return LeanTween.delayedCall(gameObject, delayTime, callback); } + public static LTDescr LeanDelayedCall(this GameObject gameObject, float delayTime, System.Action callback) { return LeanTween.delayedCall(gameObject, delayTime, callback); } + + //LeanTween.isPaused + public static bool LeanIsPaused(this GameObject gameObject) { return LeanTween.isPaused(gameObject); } + public static bool LeanIsPaused(this RectTransform rectTransform) { return LeanTween.isPaused(rectTransform); } + + //LeanTween.isTweening + public static bool LeanIsTweening(this GameObject gameObject) { return LeanTween.isTweening(gameObject); } + //LeanTween.isTweening + //LeanTween.move + public static LTDescr LeanMove(this GameObject gameObject, Vector3 to, float time) { return LeanTween.move(gameObject, to, time); } + public static LTDescr LeanMove(this Transform transform, Vector3 to, float time) { return LeanTween.move(transform.gameObject, to, time); } + public static LTDescr LeanMove(this RectTransform rectTransform, Vector3 to, float time) { return LeanTween.move(rectTransform, to, time); } + //LeanTween.move + public static LTDescr LeanMove(this GameObject gameObject, Vector2 to, float time) { return LeanTween.move(gameObject, to, time); } + public static LTDescr LeanMove(this Transform transform, Vector2 to, float time) { return LeanTween.move(transform.gameObject, to, time); } + //LeanTween.move + public static LTDescr LeanMove(this GameObject gameObject, Vector3[] to, float time) { return LeanTween.move(gameObject, to, time); } + public static LTDescr LeanMove(this GameObject gameObject, LTBezierPath to, float time) { return LeanTween.move(gameObject, to, time); } + public static LTDescr LeanMove(this GameObject gameObject, LTSpline to, float time) { return LeanTween.move(gameObject, to, time); } + public static LTDescr LeanMove(this Transform transform, Vector3[] to, float time) { return LeanTween.move(transform.gameObject, to, time); } + public static LTDescr LeanMove(this Transform transform, LTBezierPath to, float time) { return LeanTween.move(transform.gameObject, to, time); } + public static LTDescr LeanMove(this Transform transform, LTSpline to, float time) { return LeanTween.move(transform.gameObject, to, time); } + //LeanTween.moveLocal + public static LTDescr LeanMoveLocal(this GameObject gameObject, Vector3 to, float time) { return LeanTween.moveLocal(gameObject, to, time); } + public static LTDescr LeanMoveLocal(this GameObject gameObject, LTBezierPath to, float time) { return LeanTween.moveLocal(gameObject, to, time); } + public static LTDescr LeanMoveLocal(this GameObject gameObject, LTSpline to, float time) { return LeanTween.moveLocal(gameObject, to, time); } + public static LTDescr LeanMoveLocal(this Transform transform, Vector3 to, float time) { return LeanTween.moveLocal(transform.gameObject, to, time); } + public static LTDescr LeanMoveLocal(this Transform transform, LTBezierPath to, float time) { return LeanTween.moveLocal(transform.gameObject, to, time); } + public static LTDescr LeanMoveLocal(this Transform transform, LTSpline to, float time) { return LeanTween.moveLocal(transform.gameObject, to, time); } + //LeanTween.moveLocal + public static LTDescr LeanMoveLocalX(this GameObject gameObject, float to, float time) { return LeanTween.moveLocalX(gameObject, to, time); } + public static LTDescr LeanMoveLocalY(this GameObject gameObject, float to, float time) { return LeanTween.moveLocalY(gameObject, to, time); } + public static LTDescr LeanMoveLocalZ(this GameObject gameObject, float to, float time) { return LeanTween.moveLocalZ(gameObject, to, time); } + public static LTDescr LeanMoveLocalX(this Transform transform, float to, float time) { return LeanTween.moveLocalX(transform.gameObject, to, time); } + public static LTDescr LeanMoveLocalY(this Transform transform, float to, float time) { return LeanTween.moveLocalY(transform.gameObject, to, time); } + public static LTDescr LeanMoveLocalZ(this Transform transform, float to, float time) { return LeanTween.moveLocalZ(transform.gameObject, to, time); } + //LeanTween.moveSpline + public static LTDescr LeanMoveSpline(this GameObject gameObject, Vector3[] to, float time) { return LeanTween.moveSpline(gameObject, to, time); } + public static LTDescr LeanMoveSpline(this GameObject gameObject, LTSpline to, float time) { return LeanTween.moveSpline(gameObject, to, time); } + public static LTDescr LeanMoveSpline(this Transform transform, Vector3[] to, float time) { return LeanTween.moveSpline(transform.gameObject, to, time); } + public static LTDescr LeanMoveSpline(this Transform transform, LTSpline to, float time) { return LeanTween.moveSpline(transform.gameObject, to, time); } + //LeanTween.moveSplineLocal + public static LTDescr LeanMoveSplineLocal(this GameObject gameObject, Vector3[] to, float time) { return LeanTween.moveSplineLocal(gameObject, to, time); } + public static LTDescr LeanMoveSplineLocal(this Transform transform, Vector3[] to, float time) { return LeanTween.moveSplineLocal(transform.gameObject, to, time); } + //LeanTween.moveX + public static LTDescr LeanMoveX(this GameObject gameObject, float to, float time) { return LeanTween.moveX(gameObject, to, time); } + public static LTDescr LeanMoveX(this Transform transform, float to, float time) { return LeanTween.moveX(transform.gameObject, to, time); } + //LeanTween.moveX (RectTransform) + public static LTDescr LeanMoveX(this RectTransform rectTransform, float to, float time) { return LeanTween.moveX(rectTransform, to, time); } + //LeanTween.moveY + public static LTDescr LeanMoveY(this GameObject gameObject, float to, float time) { return LeanTween.moveY(gameObject, to, time); } + public static LTDescr LeanMoveY(this Transform transform, float to, float time) { return LeanTween.moveY(transform.gameObject, to, time); } + //LeanTween.moveY (RectTransform) + public static LTDescr LeanMoveY(this RectTransform rectTransform, float to, float time) { return LeanTween.moveY(rectTransform, to, time); } + //LeanTween.moveZ + public static LTDescr LeanMoveZ(this GameObject gameObject, float to, float time) { return LeanTween.moveZ(gameObject, to, time); } + public static LTDescr LeanMoveZ(this Transform transform, float to, float time) { return LeanTween.moveZ(transform.gameObject, to, time); } + //LeanTween.moveZ (RectTransform) + public static LTDescr LeanMoveZ(this RectTransform rectTransform, float to, float time) { return LeanTween.moveZ(rectTransform, to, time); } + //LeanTween.pause + public static void LeanPause(this GameObject gameObject) { LeanTween.pause(gameObject); } + //LeanTween.play + public static LTDescr LeanPlay(this RectTransform rectTransform, UnityEngine.Sprite[] sprites) { return LeanTween.play(rectTransform, sprites); } + //LeanTween.removeListener + //LeanTween.resume + public static void LeanResume(this GameObject gameObject) { LeanTween.resume(gameObject); } + //LeanTween.resumeAll + //LeanTween.rotate + public static LTDescr LeanRotate(this GameObject gameObject, Vector3 to, float time) { return LeanTween.rotate(gameObject, to, time); } + public static LTDescr LeanRotate(this Transform transform, Vector3 to, float time) { return LeanTween.rotate(transform.gameObject, to, time); } + //LeanTween.rotate + //LeanTween.rotate (RectTransform) + public static LTDescr LeanRotate(this RectTransform rectTransform, Vector3 to, float time) { return LeanTween.rotate(rectTransform, to, time); } + //LeanTween.rotateAround + public static LTDescr LeanRotateAround(this GameObject gameObject, Vector3 axis, float add, float time) { return LeanTween.rotateAround(gameObject, axis, add, time); } + public static LTDescr LeanRotateAround(this Transform transform, Vector3 axis, float add, float time) { return LeanTween.rotateAround(transform.gameObject, axis, add, time); } + //LeanTween.rotateAround (RectTransform) + public static LTDescr LeanRotateAround(this RectTransform rectTransform, Vector3 axis, float add, float time) { return LeanTween.rotateAround(rectTransform, axis, add, time); } + //LeanTween.rotateAroundLocal + public static LTDescr LeanRotateAroundLocal(this GameObject gameObject, Vector3 axis, float add, float time) { return LeanTween.rotateAroundLocal(gameObject, axis, add, time); } + public static LTDescr LeanRotateAroundLocal(this Transform transform, Vector3 axis, float add, float time) { return LeanTween.rotateAroundLocal(transform.gameObject, axis, add, time); } + //LeanTween.rotateAround (RectTransform) + public static LTDescr LeanRotateAroundLocal(this RectTransform rectTransform, Vector3 axis, float add, float time) { return LeanTween.rotateAroundLocal(rectTransform, axis, add, time); } + //LeanTween.rotateLocal + //LeanTween.rotateX + public static LTDescr LeanRotateX(this GameObject gameObject, float to, float time) { return LeanTween.rotateX(gameObject, to, time); } + public static LTDescr LeanRotateX(this Transform transform, float to, float time) { return LeanTween.rotateX(transform.gameObject, to, time); } + //LeanTween.rotateY + public static LTDescr LeanRotateY(this GameObject gameObject, float to, float time) { return LeanTween.rotateY(gameObject, to, time); } + public static LTDescr LeanRotateY(this Transform transform, float to, float time) { return LeanTween.rotateY(transform.gameObject, to, time); } + //LeanTween.rotateZ + public static LTDescr LeanRotateZ(this GameObject gameObject, float to, float time) { return LeanTween.rotateZ(gameObject, to, time); } + public static LTDescr LeanRotateZ(this Transform transform, float to, float time) { return LeanTween.rotateZ(transform.gameObject, to, time); } + //LeanTween.scale + public static LTDescr LeanScale(this GameObject gameObject, Vector3 to, float time) { return LeanTween.scale(gameObject, to, time); } + public static LTDescr LeanScale(this Transform transform, Vector3 to, float time) { return LeanTween.scale(transform.gameObject, to, time); } + //LeanTween.scale (GUI) + //LeanTween.scale (RectTransform) + public static LTDescr LeanScale(this RectTransform rectTransform, Vector3 to, float time) { return LeanTween.scale(rectTransform, to, time); } + //LeanTween.scaleX + public static LTDescr LeanScaleX(this GameObject gameObject, float to, float time) { return LeanTween.scaleX(gameObject, to, time); } + public static LTDescr LeanScaleX(this Transform transform, float to, float time) { return LeanTween.scaleX(transform.gameObject, to, time); } + //LeanTween.scaleY + public static LTDescr LeanScaleY(this GameObject gameObject, float to, float time) { return LeanTween.scaleY(gameObject, to, time); } + public static LTDescr LeanScaleY(this Transform transform, float to, float time) { return LeanTween.scaleY(transform.gameObject, to, time); } + //LeanTween.scaleZ + public static LTDescr LeanScaleZ(this GameObject gameObject, float to, float time) { return LeanTween.scaleZ(gameObject, to, time); } + public static LTDescr LeanScaleZ(this Transform transform, float to, float time) { return LeanTween.scaleZ(transform.gameObject, to, time); } + //LeanTween.sequence + //LeanTween.size (RectTransform) + public static LTDescr LeanSize(this RectTransform rectTransform, Vector2 to, float time) { return LeanTween.size(rectTransform, to, time); } + //LeanTween.tweensRunning + //LeanTween.value (Color) + public static LTDescr LeanValue(this GameObject gameObject, Color from, Color to, float time) { return LeanTween.value(gameObject, from, to, time); } + //LeanTween.value (Color) + //LeanTween.value (float) + public static LTDescr LeanValue(this GameObject gameObject, float from, float to, float time) { return LeanTween.value(gameObject, from, to, time); } + public static LTDescr LeanValue(this GameObject gameObject, Vector2 from, Vector2 to, float time) { return LeanTween.value(gameObject, from, to, time); } + public static LTDescr LeanValue(this GameObject gameObject, Vector3 from, Vector3 to, float time) { return LeanTween.value(gameObject, from, to, time); } + //LeanTween.value (float) + public static LTDescr LeanValue(this GameObject gameObject, Action callOnUpdate, float from, float to, float time) { return LeanTween.value(gameObject, callOnUpdate, from, to, time); } + public static LTDescr LeanValue(this GameObject gameObject, Action callOnUpdate, float from, float to, float time) { return LeanTween.value(gameObject, callOnUpdate, from, to, time); } + public static LTDescr LeanValue(this GameObject gameObject, Action callOnUpdate, float from, float to, float time) { return LeanTween.value(gameObject, callOnUpdate, from, to, time); } + public static LTDescr LeanValue(this GameObject gameObject, Action callOnUpdate, Color from, Color to, float time) { return LeanTween.value(gameObject, callOnUpdate, from, to, time); } + public static LTDescr LeanValue(this GameObject gameObject, Action callOnUpdate, Vector2 from, Vector2 to, float time) { return LeanTween.value(gameObject, callOnUpdate, from, to, time); } + public static LTDescr LeanValue(this GameObject gameObject, Action callOnUpdate, Vector3 from, Vector3 to, float time) { return LeanTween.value(gameObject, callOnUpdate, from, to, time); } + + public static void LeanSetPosX(this Transform transform, float val){ + transform.position = new Vector3(val, transform.position.y, transform.position.z); + } + public static void LeanSetPosY(this Transform transform, float val) { + transform.position = new Vector3(transform.position.x, val, transform.position.z); + } + public static void LeanSetPosZ(this Transform transform, float val) { + transform.position = new Vector3(transform.position.x, transform.position.y, val); + } + + public static void LeanSetLocalPosX(this Transform transform, float val) + { + transform.localPosition = new Vector3(val, transform.localPosition.y, transform.localPosition.z); + } + public static void LeanSetLocalPosY(this Transform transform, float val) + { + transform.localPosition = new Vector3(transform.localPosition.x, val, transform.localPosition.z); + } + public static void LeanSetLocalPosZ(this Transform transform, float val) + { + transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y, val); + } + + public static Color LeanColor(this Transform transform) + { + return transform.GetComponent().material.color; + } +} diff --git a/Gameton-06/Assets/LeanTween/Framework/LeanTweenExt.cs.meta b/Gameton-06/Assets/LeanTween/Framework/LeanTweenExt.cs.meta new file mode 100644 index 00000000..5be2f23d --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Framework/LeanTweenExt.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 5dbe851e9c0814f1d8f514ecf70f675d +timeCreated: 1533842565 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/License.txt b/Gameton-06/Assets/LeanTween/License.txt new file mode 100644 index 00000000..4f43b9aa --- /dev/null +++ b/Gameton-06/Assets/LeanTween/License.txt @@ -0,0 +1,31 @@ +The MIT License (MIT) + +Copyright (c) 2017 Russell Savage - Dented Pixel + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. + +TERMS OF USE - EASING EQUATIONS +Open source under the BSD License. +Copyright (c)2001 Robert Penner +All rights reserved. +Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: +Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. +Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. +Neither the name of the author nor the names of contributors may be used to endorse or promote products derived from this software without specific prior written permission. +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. diff --git a/Gameton-06/Assets/LeanTween/License.txt.meta b/Gameton-06/Assets/LeanTween/License.txt.meta new file mode 100644 index 00000000..1d0d8cac --- /dev/null +++ b/Gameton-06/Assets/LeanTween/License.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e389e9bcd4f944c338327697bd209cad +timeCreated: 1469016738 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/ReadMe.txt b/Gameton-06/Assets/LeanTween/ReadMe.txt new file mode 100644 index 00000000..49687ded --- /dev/null +++ b/Gameton-06/Assets/LeanTween/ReadMe.txt @@ -0,0 +1,9 @@ +LeanTween is an efficient tweening engine for Unity3d + +Full Documentation: + http://dentedpixel.com/LeanTweenDocumentation/classes/LeanTween.html + This can also be accessed offline! From the Unity menu Help->LeanTween Documentation + +Getting Started + + There are many examples included! Look in the “LeanTween/LeanTweenExamples" folder to see many of the methods outlined. diff --git a/Gameton-06/Assets/LeanTween/ReadMe.txt.meta b/Gameton-06/Assets/LeanTween/ReadMe.txt.meta new file mode 100644 index 00000000..c08c74a3 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/ReadMe.txt.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f1e0da947b69648fdb1884d602088d92 diff --git a/Gameton-06/Assets/LeanTween/Testing.meta b/Gameton-06/Assets/LeanTween/Testing.meta new file mode 100644 index 00000000..a690fa00 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Testing.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 479949e66b8ef4e4fb1f25254653d266 +folderAsset: yes +timeCreated: 1465060758 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Testing/FollowingTests.cs b/Gameton-06/Assets/LeanTween/Testing/FollowingTests.cs new file mode 100644 index 00000000..52844158 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Testing/FollowingTests.cs @@ -0,0 +1,69 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FollowingTests : MonoBehaviour { + + public Transform followTrans; + + public Transform cube1; + private float cube1VelocityX; + + public Transform cube2; + private float cube2VelocityX; + + public Transform cube3; + private float cube3VelocityX; + + public Transform cube4; + private float cube4VelocityX; + + public Transform cube5; + private float cube5VelocityX; + + public Transform cube6; + private Vector3 cube6Velocity; + + public Transform fly1; + + private void Start(){ + followTrans.gameObject.LeanDelayedCall(3f, moveFollow).setOnStart(moveFollow).setRepeat(-1); + + LeanTween.followDamp(cube6, followTrans, LeanProp.position, 0.6f); + } + + private void moveFollow(){ + followTrans.LeanMove( new Vector3(Random.Range(-50f, 50f), Random.Range(-10f, 10f), 0f), 0f); + } + + void Update() + { + var pos = cube1.position; + pos.x = LeanSmooth.damp(cube1.position.x, followTrans.position.x, ref cube1VelocityX, 1.1f); + cube1.position = pos; + + pos = cube2.position; + pos.x = LeanSmooth.spring(cube2.position.x, followTrans.position.x, ref cube2VelocityX, 1.1f); + cube2.position = pos; + + pos = cube3.position; + pos.x = LeanSmooth.bounceOut(cube3.position.x, followTrans.position.x, ref cube3VelocityX, 1.1f); + cube3.position = pos; + + //pos = cube4.position; + //pos.x = LeanTween.smoothQuint(cube4.position.x, followTrans.position.x, ref cube4VelocityX, 1.1f); + //cube4.position = pos; + + pos = cube5.position; + pos.x = LeanSmooth.linear(cube5.position.x, followTrans.position.x, 10f); + cube5.position = pos; + + + // cube6.position = LeanTween.smoothGravity(cube6.position, followTrans.position, ref cube6Velocity, 1.1f); + + if(LeanTween.isTweening(0)){ + Debug.Log("Tweening"); + } + } + +} diff --git a/Gameton-06/Assets/LeanTween/Testing/FollowingTests.cs.meta 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+fileFormatVersion: 2 +guid: a0c0e78e7eefe48c4ad9901fb3796278 +folderAsset: yes +timeCreated: 1533566576 +licenseType: Store +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Testing/Scripts/LeanPool.cs b/Gameton-06/Assets/LeanTween/Testing/Scripts/LeanPool.cs new file mode 100644 index 00000000..ae9e82b1 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Testing/Scripts/LeanPool.cs @@ -0,0 +1,84 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/** + * A Pooling System for GameObjects +*/ + +namespace DentedPixel +{ + public class LeanPool : object + { + private GameObject[] array; + + private Queue oldestItems; + + private int retrieveIndex = -1; + + public GameObject[] init(GameObject prefab, int count, Transform parent = null, bool retrieveOldestItems = true) + { + array = new GameObject[count]; + + if (retrieveOldestItems) + oldestItems = new Queue(); + + for (int i = 0; i < array.Length; i++) + { + GameObject go = GameObject.Instantiate(prefab, parent); + go.SetActive(false); + + array[i] = go; + } + + return array; + } + + public void init(GameObject[] array, bool retrieveOldestItems = true){ + this.array = array; + + if (retrieveOldestItems) + oldestItems = new Queue(); + } + + public void giveup(GameObject go) + { + go.SetActive(false); + oldestItems.Enqueue(go); + } + + public GameObject retrieve() + { + for (int i = 0; i < array.Length; i++) + { + retrieveIndex++; + if (retrieveIndex >= array.Length) + retrieveIndex = 0; + + if (array[retrieveIndex].activeSelf == false) + { + GameObject returnObj = array[retrieveIndex]; + returnObj.SetActive(true); + + if (oldestItems != null) + { + oldestItems.Enqueue(returnObj); + } + + return returnObj; + } + } + + if (oldestItems != null) + { + GameObject go = oldestItems.Dequeue(); + oldestItems.Enqueue(go);// put at the end of the queue again + + return go; + } + + return null; + } + } + +} \ No newline at end of file diff --git a/Gameton-06/Assets/LeanTween/Testing/Scripts/LeanPool.cs.meta b/Gameton-06/Assets/LeanTween/Testing/Scripts/LeanPool.cs.meta new file mode 100644 index 00000000..8ea0554d --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Testing/Scripts/LeanPool.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: d91eaf320032e4b1daa82aad9b7a98c5 +timeCreated: 1533566616 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Testing/Testing240.cs b/Gameton-06/Assets/LeanTween/Testing/Testing240.cs new file mode 100644 index 00000000..29899568 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Testing/Testing240.cs @@ -0,0 +1,68 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class Testing240 : MonoBehaviour { + + public GameObject cube1; + public GameObject cube2; + public RectTransform rect1; + + public GameObject sprite2; + + // Use this for initialization + void Start () { + LeanTween.moveY(cube1, cube1.transform.position.y - 15.0f, 10f).setEase(LeanTweenType.easeInQuad).setDestroyOnComplete(false).setOnComplete(()=>{ + Debug.Log("Done"); + }); + + Vector3 before = cube1.transform.position; + LeanTween.rotateAround(cube1, Vector3.forward, 360.0f, 10f).setOnComplete( ()=>{ + Debug.Log("before:"+before+" after :"+cube1.transform.position); + }); + + LeanTween.value(gameObject, new Vector3(1f,1f,1f), new Vector3(10f,10f,10f), 1f).setOnUpdate( ( Vector3 val )=>{ +// Debug.Log("val:"+val); + }); + + LeanTween.value(gameObject, ScaleGroundColor, new Color(1f, 0f, 0f, 0.2f), Color.blue, 2f).setEaseInOutBounce(); + + LeanTween.scale(cube2, Vector3.one * 2f, 1f).setEasePunch().setScale(5f); + + LeanTween.scale(rect1, Vector3.one * 2f, 1f).setEasePunch().setScale(-1f); + + Vector3[] path = new Vector3[] { + Vector2.zero, + Vector2.zero, + new 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Testing243 : MonoBehaviour { + public GameObject cube1; + public Light lightInScene; + + public RectTransform imageRectTransform; + + // Use this for initialization +// void Start () { +// cube1.transform.localPosition = new Vector3(0, 10, -10); +// LeanTween.move(cube1, new Vector3(0, 0, -10), 1f).setEaseInOutQuart().setOnUpdate( ( Vector3 val )=>{ +// Debug.Log("val:"+val); +// }).setOnComplete(() => { +// Debug.Log("cube1 end pos:"+cube1.transform.position); +// }); +// } + + void Start () { +// LeanTween.alpha (imageRectTransform, 0, 0.3f).setLoopPingPong (-1); + + // LeanTween.move (cube1, new Vector3(10f,10f,10f), 10f).setLoopPingPong (-1).setPassed(5f); +// LeanTween.moveLocal(cube1, cube1.transform.localPosition+new Vector3(0f,1f,0f),1f).setEaseShake(); + + LeanTween.sequence().append(LeanTween.scale(cube1, Vector3.one * 3f, .1f)).append(LeanTween.scale(cube1, Vector3.one*5.6f, .2f)); + LeanTween.sequence().append(LeanTween.value (lightInScene.gameObject, (float f) => 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Color.green, 1f) + .setOnUpdate(OnTweenUpdate) + .setOnUpdateParam(new object[] { "" + 2 }); + } + + private void OnTweenUpdate( Color update, object obj){ + object[] objArr = obj as object[]; + Debug.Log("update:"+update+" obj:"+objArr[0]); + + } + +} diff --git a/Gameton-06/Assets/LeanTween/Testing/TestingColorTweening.cs.meta b/Gameton-06/Assets/LeanTween/Testing/TestingColorTweening.cs.meta new file mode 100644 index 00000000..f5b943a8 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Testing/TestingColorTweening.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f55bdde2217834dac82393deed0da431 +timeCreated: 1465063484 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/LeanTween/Testing/TestingDescr.cs b/Gameton-06/Assets/LeanTween/Testing/TestingDescr.cs new file mode 100644 index 00000000..44f6f9d1 --- /dev/null +++ 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a/Gameton-06/Assets/LeanTween/Testing/TestingIssue2.cs b/Gameton-06/Assets/LeanTween/Testing/TestingIssue2.cs new file mode 100644 index 00000000..06e4aa4d --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Testing/TestingIssue2.cs @@ -0,0 +1,33 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class TestingIssue2 : MonoBehaviour { + public RectTransform rect; + public GameObject go; + public GameObject go2; + + private LTDescr descr; + + void Start () { + descr = LeanTween.move(go, new Vector3(0f,0,100f), 10f); + descr.passed = 5f; // this should put it at the midway + descr.updateNow(); + descr.pause(); // doesn't matter if pause after or before setting descr.passed I think if I set the passed property and paused the next frame it would work + +// LeanTween.scale(go2, Vector3.one * 4f, 10f).setEasePunch(); + + LeanTween.scaleX (go2, (go2.transform.localScale * 1.5f).x, 15f).setEase (LeanTweenType.punch); + LeanTween.scaleY (go2, (go2.transform.localScale * 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System.Collections; +using DentedPixel; + +public class TestingMaxTweens : MonoBehaviour { + + private int tweenIter = 0; + + void Awake(){ + LeanTween.init (20); + } + + void Update(){ +// Debug.Log ("tweenIter:" + tweenIter + " tweensRunning:" + LeanTween.tweensRunning + " Time:" + Time.time); + if (tweenIter < 20) { + GameObject box = GameObject.CreatePrimitive(PrimitiveType.Cube); + Destroy( box.GetComponent( typeof(BoxCollider) ) as Component ); + +// Debug.Log ("new Time.time:" + Time.time); + LeanTween.moveX (box, 100f, 2f).setUseEstimatedTime(true).setOnComplete( ()=>{ + Debug.Log("finishes Time:"+Time.timeScale); + }).setDelay(0.1f); + tweenIter++; + } + + Time.timeScale = 0f; + } +} diff --git a/Gameton-06/Assets/LeanTween/Testing/TestingMaxTweens.cs.meta b/Gameton-06/Assets/LeanTween/Testing/TestingMaxTweens.cs.meta new file mode 100644 index 00000000..885fa2a8 --- /dev/null +++ b/Gameton-06/Assets/LeanTween/Testing/TestingMaxTweens.cs.meta @@ -0,0 +1,12 @@ 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+ textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/OArielG/2DSimpleUIPack/Sprites/ui-small-icons.png b/Gameton-06/Assets/OArielG/2DSimpleUIPack/Sprites/ui-small-icons.png new file mode 100644 index 00000000..e4a5f658 --- /dev/null +++ b/Gameton-06/Assets/OArielG/2DSimpleUIPack/Sprites/ui-small-icons.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f2f808d59bfbfb4107f64bb069c1616f29608584a72ffb60946711e581fe59cb +size 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+ textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + applyGammaDecoding: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/PixelFantasy/PixelMonsters/Common/Animation/Controller.controller b/Gameton-06/Assets/PixelFantasy/PixelMonsters/Common/Animation/Controller.controller index 1ec08d71..1dae23e2 100644 --- a/Gameton-06/Assets/PixelFantasy/PixelMonsters/Common/Animation/Controller.controller +++ b/Gameton-06/Assets/PixelFantasy/PixelMonsters/Common/Animation/Controller.controller @@ -22,31 +22,6 @@ AnimatorStateTransition: m_InterruptionSource: 0 m_OrderedInterruption: 1 m_CanTransitionToSelf: 1 ---- !u!1101 &-8324427415364973516 -AnimatorStateTransition: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_Name: - m_Conditions: - - m_ConditionMode: 1 - m_ConditionEvent: Fire - m_EventTreshold: 0 - m_DstStateMachine: {fileID: 0} - m_DstState: {fileID: -7991831788900291451} - m_Solo: 0 - m_Mute: 0 - m_IsExit: 0 - serializedVersion: 3 - m_TransitionDuration: 0 - m_TransitionOffset: 0 - m_ExitTime: 0.75 - m_HasExitTime: 0 - m_HasFixedDuration: 1 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 - m_CanTransitionToSelf: 0 --- !u!1102 &-7991831788900291451 AnimatorState: serializedVersion: 6 @@ -88,6 +63,31 @@ MonoBehaviour: m_EditorClassIdentifier: Continuous: 0 Active: 0 +--- !u!1101 &-6758709151090677724 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: + - m_ConditionMode: 2 + m_ConditionEvent: Walk + m_EventTreshold: 0 + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: 6342953676309033787} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 0 + serializedVersion: 3 + m_TransitionDuration: 0 + m_TransitionOffset: 0 + m_ExitTime: 0.5 + m_HasExitTime: 0 + m_HasFixedDuration: 1 + m_InterruptionSource: 0 + m_OrderedInterruption: 1 + m_CanTransitionToSelf: 1 --- !u!1101 &-6573913638171529319 AnimatorStateTransition: m_ObjectHideFlags: 1 @@ -124,34 +124,6 @@ MonoBehaviour: m_EditorClassIdentifier: Continuous: 0 Active: 0 ---- !u!1101 &-5096081901411044705 -AnimatorStateTransition: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_Name: - m_Conditions: - - m_ConditionMode: 2 - m_ConditionEvent: Action - m_EventTreshold: 0 - - m_ConditionMode: 1 - m_ConditionEvent: Walk - m_EventTreshold: 2 - m_DstStateMachine: {fileID: 0} - m_DstState: {fileID: -56690746207215259} - m_Solo: 0 - m_Mute: 0 - m_IsExit: 0 - serializedVersion: 3 - m_TransitionDuration: 0 - m_TransitionOffset: 0 - m_ExitTime: 0.75 - m_HasExitTime: 0 - m_HasFixedDuration: 1 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 - m_CanTransitionToSelf: 0 --- !u!1102 &-4838633882212068965 AnimatorState: serializedVersion: 6 @@ -424,7 +396,8 @@ AnimatorState: m_Name: Walking m_Speed: 0.8 m_CycleOffset: 0 - m_Transitions: [] + m_Transitions: + - {fileID: -6758709151090677724} m_StateMachineBehaviours: [] m_Position: {x: 50, y: 50, z: 0} m_IKOnFeet: 0 @@ -558,34 +531,6 @@ AnimatorController: m_IKPass: 0 m_SyncedLayerAffectsTiming: 0 m_Controller: {fileID: 9100000} ---- !u!1101 &2093058081499835153 -AnimatorStateTransition: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_Name: - m_Conditions: - - m_ConditionMode: 2 - m_ConditionEvent: Action - m_EventTreshold: 0 - - m_ConditionMode: 1 - m_ConditionEvent: Ready - m_EventTreshold: 1 - m_DstStateMachine: {fileID: 0} - m_DstState: {fileID: -4838633882212068965} - m_Solo: 0 - m_Mute: 0 - m_IsExit: 0 - serializedVersion: 3 - m_TransitionDuration: 0 - m_TransitionOffset: 0 - m_ExitTime: 0.75 - m_HasExitTime: 0 - m_HasFixedDuration: 1 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 - m_CanTransitionToSelf: 0 --- !u!1107 &3007215386161293610 AnimatorStateMachine: serializedVersion: 6 @@ -643,7 +588,7 @@ AnimatorState: m_MirrorParameter: m_CycleOffsetParameter: m_TimeParameter: ---- !u!1101 &3270068045963234324 +--- !u!1101 &3219202489512463615 AnimatorStateTransition: m_ObjectHideFlags: 1 m_CorrespondingSourceObject: {fileID: 0} @@ -651,42 +596,11 @@ AnimatorStateTransition: m_PrefabAsset: {fileID: 0} m_Name: m_Conditions: - - m_ConditionMode: 2 - m_ConditionEvent: Action - m_EventTreshold: 0 - m_ConditionMode: 1 - m_ConditionEvent: Idle + m_ConditionEvent: Walk m_EventTreshold: 0 m_DstStateMachine: {fileID: 0} - m_DstState: {fileID: 6342953676309033787} - m_Solo: 0 - m_Mute: 0 - m_IsExit: 0 - serializedVersion: 3 - m_TransitionDuration: 0 - m_TransitionOffset: 0 - m_ExitTime: 1 - m_HasExitTime: 0 - m_HasFixedDuration: 1 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 - m_CanTransitionToSelf: 0 ---- !u!1101 &3295697662574300128 -AnimatorStateTransition: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_Name: - m_Conditions: - - m_ConditionMode: 2 - m_ConditionEvent: Action - m_EventTreshold: 0 - - m_ConditionMode: 1 - m_ConditionEvent: Jump - m_EventTreshold: 0 - m_DstStateMachine: {fileID: 0} - m_DstState: {fileID: 4602458092277031176} + m_DstState: {fileID: -56690746207215259} m_Solo: 0 m_Mute: 0 m_IsExit: 0 @@ -698,7 +612,7 @@ AnimatorStateTransition: m_HasFixedDuration: 1 m_InterruptionSource: 0 m_OrderedInterruption: 1 - m_CanTransitionToSelf: 0 + m_CanTransitionToSelf: 1 --- !u!1107 &3586348641808003577 AnimatorStateMachine: serializedVersion: 6 @@ -710,35 +624,27 @@ AnimatorStateMachine: m_ChildStates: - serializedVersion: 1 m_State: {fileID: 6342953676309033787} - m_Position: {x: 200, y: 140, z: 0} + m_Position: {x: 500, y: 60, z: 0} - serializedVersion: 1 m_State: {fileID: -56690746207215259} - m_Position: {x: 200, y: 240, z: 0} + m_Position: {x: 500, y: 160, z: 0} - serializedVersion: 1 m_State: {fileID: 4602458092277031176} - m_Position: {x: 200, y: 290, z: 0} + m_Position: {x: 760, y: 190, z: 0} - serializedVersion: 1 m_State: {fileID: -4838633882212068965} - m_Position: {x: 200, y: 190, z: 0} + m_Position: {x: 760, y: 110, z: 0} - serializedVersion: 1 m_State: {fileID: 3188460960225426455} - m_Position: {x: 200, y: 340, z: 0} + m_Position: {x: 760, y: 240, z: 0} - serializedVersion: 1 m_State: {fileID: -136569306282141652} - m_Position: {x: 200, y: 390, z: 0} + m_Position: {x: 760, y: 290, z: 0} - serializedVersion: 1 m_State: {fileID: -7991831788900291451} - m_Position: {x: 200, y: 440, z: 0} + m_Position: {x: 760, y: 340, z: 0} m_ChildStateMachines: [] - m_AnyStateTransitions: - - {fileID: 3270068045963234324} - - {fileID: 9163939847034252430} - - {fileID: -5096081901411044705} - - {fileID: 2093058081499835153} - - {fileID: 8013267777349193199} - - {fileID: 5102958025145475895} - - {fileID: 3295697662574300128} - - {fileID: -8324427415364973516} + m_AnyStateTransitions: [] m_EntryTransitions: [] m_StateMachineTransitions: {} m_StateMachineBehaviours: [] @@ -801,31 +707,6 @@ AnimatorState: m_MirrorParameter: m_CycleOffsetParameter: m_TimeParameter: ---- !u!1101 &5102958025145475895 -AnimatorStateTransition: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_Name: - m_Conditions: - - m_ConditionMode: 1 - m_ConditionEvent: Die - m_EventTreshold: 9 - m_DstStateMachine: {fileID: 0} - m_DstState: {fileID: -136569306282141652} - m_Solo: 0 - m_Mute: 0 - m_IsExit: 0 - serializedVersion: 3 - m_TransitionDuration: 0 - m_TransitionOffset: 0 - m_ExitTime: 0.75 - m_HasExitTime: 0 - m_HasFixedDuration: 1 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 - m_CanTransitionToSelf: 0 --- !u!1102 &6342953676309033787 AnimatorState: serializedVersion: 6 @@ -836,7 +717,8 @@ AnimatorState: m_Name: Idle m_Speed: 1 m_CycleOffset: 0 - m_Transitions: [] + m_Transitions: + - {fileID: 3219202489512463615} m_StateMachineBehaviours: [] m_Position: {x: 50, y: 50, z: 0} m_IKOnFeet: 0 @@ -874,56 +756,3 @@ AnimatorStateTransition: m_InterruptionSource: 0 m_OrderedInterruption: 1 m_CanTransitionToSelf: 1 ---- !u!1101 &8013267777349193199 -AnimatorStateTransition: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_Name: - m_Conditions: - - m_ConditionMode: 1 - m_ConditionEvent: Attack - m_EventTreshold: 0 - m_DstStateMachine: {fileID: 0} - m_DstState: {fileID: 3188460960225426455} - m_Solo: 0 - m_Mute: 0 - m_IsExit: 0 - serializedVersion: 3 - m_TransitionDuration: 0 - m_TransitionOffset: 0 - m_ExitTime: 0.75 - m_HasExitTime: 0 - m_HasFixedDuration: 1 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 - m_CanTransitionToSelf: 0 ---- !u!1101 &9163939847034252430 -AnimatorStateTransition: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_Name: - m_Conditions: - - m_ConditionMode: 2 - m_ConditionEvent: Action - m_EventTreshold: 0 - - m_ConditionMode: 1 - m_ConditionEvent: Run - m_EventTreshold: 3 - m_DstStateMachine: {fileID: 0} - m_DstState: {fileID: 4602458092277031176} - m_Solo: 0 - m_Mute: 0 - m_IsExit: 0 - serializedVersion: 3 - m_TransitionDuration: 0 - m_TransitionOffset: 0 - m_ExitTime: 0.75 - m_HasExitTime: 0 - m_HasFixedDuration: 1 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 - m_CanTransitionToSelf: 0 diff --git a/Gameton-06/Assets/PixelFantasy/PixelMonsters/Common/Animation/Idle.anim b/Gameton-06/Assets/PixelFantasy/PixelMonsters/Common/Animation/Idle.anim index ea7887d0..c486403f 100644 --- a/Gameton-06/Assets/PixelFantasy/PixelMonsters/Common/Animation/Idle.anim +++ b/Gameton-06/Assets/PixelFantasy/PixelMonsters/Common/Animation/Idle.anim @@ -7,7 +7,7 @@ AnimationClip: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Idle - serializedVersion: 6 + serializedVersion: 7 m_Legacy: 0 m_Compressed: 0 m_UseHighQualityCurve: 1 @@ -17,7 +17,8 @@ AnimationClip: m_PositionCurves: [] m_ScaleCurves: [] m_FloatCurves: - - curve: + - serializedVersion: 2 + curve: serializedVersion: 2 m_Curve: - serializedVersion: 3 @@ -72,6 +73,7 @@ AnimationClip: path: Body classID: 114 script: {fileID: 11500000, guid: ed8b1ae4e4e52b34ea557c1c11e076fc, type: 3} + flags: 16 m_PPtrCurves: [] m_SampleRate: 60 m_WrapMode: 0 @@ -87,6 +89,8 @@ AnimationClip: typeID: 114 customType: 0 isPPtrCurve: 0 + isIntCurve: 0 + isSerializeReferenceCurve: 0 pptrCurveMapping: [] m_AnimationClipSettings: serializedVersion: 2 @@ -109,7 +113,8 @@ AnimationClip: m_HeightFromFeet: 0 m_Mirror: 0 m_EditorCurves: - - curve: + - serializedVersion: 2 + curve: serializedVersion: 2 m_Curve: - serializedVersion: 3 @@ -164,6 +169,7 @@ AnimationClip: path: Body classID: 114 script: {fileID: 11500000, guid: ed8b1ae4e4e52b34ea557c1c11e076fc, type: 3} + flags: 16 m_EulerEditorCurves: [] m_HasGenericRootTransform: 0 m_HasMotionFloatCurves: 0 diff --git a/Gameton-06/Assets/PixelFantasy/PixelMonsters/Common/Environment/Background.png.meta b/Gameton-06/Assets/PixelFantasy/PixelMonsters/Common/Environment/Background.png.meta index 8c4dc33c..d3617c2f 100644 --- a/Gameton-06/Assets/PixelFantasy/PixelMonsters/Common/Environment/Background.png.meta +++ b/Gameton-06/Assets/PixelFantasy/PixelMonsters/Common/Environment/Background.png.meta @@ -43,7 +43,7 @@ TextureImporter: nPOTScale: 0 lightmap: 0 compressionQuality: 50 - spriteMode: 2 + spriteMode: 1 spriteExtrude: 1 spriteMeshType: 0 alignment: 0 diff --git a/Gameton-06/Assets/Resources.meta b/Gameton-06/Assets/Resources.meta new file mode 100644 index 00000000..badc1034 --- /dev/null +++ b/Gameton-06/Assets/Resources.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 24ca7e6cfbcc34ef1b6da4e63053cf17 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/Resources/BillingMode.json b/Gameton-06/Assets/Resources/BillingMode.json new file mode 100644 index 00000000..6f4bfb71 --- /dev/null +++ b/Gameton-06/Assets/Resources/BillingMode.json @@ -0,0 +1 @@ +{"androidStore":"GooglePlay"} \ No newline at end of file diff --git a/Gameton-06/Assets/Resources/BillingMode.json.meta b/Gameton-06/Assets/Resources/BillingMode.json.meta new file mode 100644 index 00000000..15c76662 --- /dev/null +++ b/Gameton-06/Assets/Resources/BillingMode.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 47ee60abed1514dababc02a35d8293ea +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Gameton-06/Assets/TutorialInfo.meta b/Gameton-06/Assets/TutorialInfo.meta deleted file mode 100644 index 37266cbc..00000000 --- a/Gameton-06/Assets/TutorialInfo.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 1e2b2fe7152a31245a52d6e9d5675803 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Gameton-06/Assets/TutorialInfo/Scripts.meta b/Gameton-06/Assets/TutorialInfo/Scripts.meta deleted file mode 100644 index d1047258..00000000 --- a/Gameton-06/Assets/TutorialInfo/Scripts.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 1cae5701e9130f144aeed4c02753e5d8 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Gameton-06/Assets/TutorialInfo/Scripts/Editor.meta b/Gameton-06/Assets/TutorialInfo/Scripts/Editor.meta deleted file mode 100644 index fe4bfd5a..00000000 --- a/Gameton-06/Assets/TutorialInfo/Scripts/Editor.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 13b1e9ef92e505940926f1cf6c735083 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Gameton-06/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs b/Gameton-06/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs deleted file mode 100644 index ad55ecaa..00000000 --- a/Gameton-06/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs +++ /dev/null @@ -1,242 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; -using System; -using System.IO; -using System.Reflection; - -[CustomEditor(typeof(Readme))] -[InitializeOnLoad] -public class ReadmeEditor : Editor -{ - static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme"; - - static string s_ReadmeSourceDirectory = "Assets/TutorialInfo"; - - const float k_Space = 16f; - - static ReadmeEditor() - { - EditorApplication.delayCall += SelectReadmeAutomatically; - } - - static void RemoveTutorial() - { - if (EditorUtility.DisplayDialog("Remove Readme Assets", - - $"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?", - "Proceed", - "Cancel")) - { - if (Directory.Exists(s_ReadmeSourceDirectory)) - { - FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory); - FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta"); - } - else - { - Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}"); - } - - var readmeAsset = SelectReadme(); - if (readmeAsset != null) - { - var path = AssetDatabase.GetAssetPath(readmeAsset); - FileUtil.DeleteFileOrDirectory(path + ".meta"); - FileUtil.DeleteFileOrDirectory(path); - } - - AssetDatabase.Refresh(); - } - } - - static void SelectReadmeAutomatically() - { - if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false)) - { - var readme = SelectReadme(); - SessionState.SetBool(s_ShowedReadmeSessionStateName, true); - - if (readme && !readme.loadedLayout) - { - LoadLayout(); - readme.loadedLayout = true; - } - } - } - - static void LoadLayout() - { - var assembly = typeof(EditorApplication).Assembly; - var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true); - var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static); - method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false }); - } - - static Readme SelectReadme() - { - var ids = AssetDatabase.FindAssets("Readme t:Readme"); - if (ids.Length == 1) - { - var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0])); - - Selection.objects = new UnityEngine.Object[] { readmeObject }; - - return (Readme)readmeObject; - } - else - { - Debug.Log("Couldn't find a readme"); - return null; - } - } - - protected override void OnHeaderGUI() - { - var readme = (Readme)target; - Init(); - - var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f); - - GUILayout.BeginHorizontal("In BigTitle"); - { - if (readme.icon != null) - { - GUILayout.Space(k_Space); - GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); - } - GUILayout.Space(k_Space); - GUILayout.BeginVertical(); - { - - GUILayout.FlexibleSpace(); - GUILayout.Label(readme.title, TitleStyle); - GUILayout.FlexibleSpace(); - } - GUILayout.EndVertical(); - GUILayout.FlexibleSpace(); - } - GUILayout.EndHorizontal(); - } - - public override void OnInspectorGUI() - { - var readme = (Readme)target; - Init(); - - foreach (var section in readme.sections) - { - if (!string.IsNullOrEmpty(section.heading)) - { - GUILayout.Label(section.heading, HeadingStyle); - } - - if (!string.IsNullOrEmpty(section.text)) - { - GUILayout.Label(section.text, BodyStyle); - } - - if (!string.IsNullOrEmpty(section.linkText)) - { - if (LinkLabel(new GUIContent(section.linkText))) - { - Application.OpenURL(section.url); - } - } - - GUILayout.Space(k_Space); - } - - if (GUILayout.Button("Remove Readme Assets", ButtonStyle)) - { - RemoveTutorial(); - } - } - - bool m_Initialized; - - GUIStyle LinkStyle - { - get { return m_LinkStyle; } - } - - [SerializeField] - GUIStyle m_LinkStyle; - - GUIStyle TitleStyle - { - get { return m_TitleStyle; } - } - - [SerializeField] - GUIStyle m_TitleStyle; - - GUIStyle HeadingStyle - { - get { return m_HeadingStyle; } - } - - [SerializeField] - GUIStyle m_HeadingStyle; - - GUIStyle BodyStyle - { - get { return m_BodyStyle; } - } - - [SerializeField] - GUIStyle m_BodyStyle; - - GUIStyle ButtonStyle - { - get { return m_ButtonStyle; } - } - - [SerializeField] - GUIStyle m_ButtonStyle; - - void Init() - { - if (m_Initialized) - return; - m_BodyStyle = new GUIStyle(EditorStyles.label); - m_BodyStyle.wordWrap = true; - m_BodyStyle.fontSize = 14; - m_BodyStyle.richText = true; - - m_TitleStyle = new GUIStyle(m_BodyStyle); - m_TitleStyle.fontSize = 26; - - m_HeadingStyle = new GUIStyle(m_BodyStyle); - m_HeadingStyle.fontStyle = FontStyle.Bold; - m_HeadingStyle.fontSize = 18; - - m_LinkStyle = new GUIStyle(m_BodyStyle); - m_LinkStyle.wordWrap = false; - - // Match selection color which works nicely for both light and dark skins - m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f); - m_LinkStyle.stretchWidth = false; - - m_ButtonStyle = new GUIStyle(EditorStyles.miniButton); - m_ButtonStyle.fontStyle = FontStyle.Bold; - - m_Initialized = true; - } - - bool LinkLabel(GUIContent label, params GUILayoutOption[] options) - { - var position = GUILayoutUtility.GetRect(label, LinkStyle, options); - - Handles.BeginGUI(); - Handles.color = LinkStyle.normal.textColor; - Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); - Handles.color = Color.white; - Handles.EndGUI(); - - EditorGUIUtility.AddCursorRect(position, MouseCursor.Link); - - return GUI.Button(position, label, LinkStyle); - } -} diff --git a/Gameton-06/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta b/Gameton-06/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta deleted file mode 100644 index f0386181..00000000 --- a/Gameton-06/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 476cc7d7cd9874016adc216baab94a0a -timeCreated: 1484146680 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Gameton-06/Assets/TutorialInfo/Scripts/Readme.cs b/Gameton-06/Assets/TutorialInfo/Scripts/Readme.cs deleted file mode 100644 index 95f62693..00000000 --- a/Gameton-06/Assets/TutorialInfo/Scripts/Readme.cs +++ /dev/null @@ -1,16 +0,0 @@ -using System; -using UnityEngine; - -public class Readme : ScriptableObject -{ - public Texture2D icon; - public string title; - public Section[] sections; - public bool loadedLayout; - - [Serializable] - public class Section - { - public string heading, text, linkText, url; - } -} diff --git a/Gameton-06/Assets/TutorialInfo/Scripts/Readme.cs.meta b/Gameton-06/Assets/TutorialInfo/Scripts/Readme.cs.meta deleted file mode 100644 index 935153ff..00000000 --- a/Gameton-06/Assets/TutorialInfo/Scripts/Readme.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: fcf7219bab7fe46a1ad266029b2fee19 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: - - icon: {instanceID: 0} - executionOrder: 0 - icon: {fileID: 2800000, guid: a186f8a87ca4f4d3aa864638ad5dfb65, type: 3} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Gameton-06/Packages/manifest.json b/Gameton-06/Packages/manifest.json index 0af82c4f..456d33e8 100644 --- a/Gameton-06/Packages/manifest.json +++ b/Gameton-06/Packages/manifest.json @@ -8,7 +8,7 @@ "com.unity.2d.sprite": "1.0.0", "com.unity.2d.spriteshape": "9.0.3", "com.unity.2d.tilemap": "1.0.0", - "com.unity.2d.tilemap.extras": "3.1.2", + "com.unity.2d.tilemap.extras": "https://github.com/Unity-Technologies/2d-extras.git", "com.unity.cinemachine": "2.10.3", "com.unity.collab-proxy": "2.6.0", "com.unity.feature.development": "1.0.1", diff --git a/Gameton-06/Packages/packages-lock.json b/Gameton-06/Packages/packages-lock.json index ec74d703..09b64c3b 100644 --- a/Gameton-06/Packages/packages-lock.json +++ b/Gameton-06/Packages/packages-lock.json @@ -79,16 +79,16 @@ } }, "com.unity.2d.tilemap.extras": { - "version": "3.1.2", + "version": "https://github.com/Unity-Technologies/2d-extras.git", "depth": 0, - "source": "registry", + "source": "git", "dependencies": { - "com.unity.ugui": "1.0.0", - "com.unity.2d.tilemap": "1.0.0", "com.unity.modules.tilemap": "1.0.0", + "com.unity.2d.tilemap": "1.0.0", + "com.unity.ugui": "1.0.0", "com.unity.modules.jsonserialize": "1.0.0" }, - "url": "https://packages.unity.com" + "hash": "8de698ac55b7ed01ec95a43e714c6358505b8110" }, "com.unity.burst": { "version": "1.8.15", diff --git a/Gameton-06/ProjectSettings/TagManager.asset b/Gameton-06/ProjectSettings/TagManager.asset index 1d5e6dd0..adca1fa0 100644 --- a/Gameton-06/ProjectSettings/TagManager.asset +++ b/Gameton-06/ProjectSettings/TagManager.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d25c03a2601cbceff75c5ee914d936ec7dd99257e21fc6c6bda1f38ea31046c2 -size 386 +oid sha256:aae850547f0ac77fb03b3a73510dc91648e024a5faee403dbd2d49c2dd7c5c75 +size 398