Itween Stop Tween and Put Object Back to Start

There are many different versions of the Itween plug-in on the Internet, but the explanations are scattered in various places, so I will organize them here.

1. The principle of using iTween

The core of iTween is numerical interpolation. Simply put, it is to give iTween two values ​​(start value, end value), it will automatically generate some intermediate values, for example: start value -> intermediate value -> intermediate value …. -> end value.
The values ​​here can be understood as: numbers, coordinate points, angles, object size, object color, volume level, etc.

2. How to use iTween

iTween can be obtained from various places, but the most formal way is to directly search and download (free) from the Unity asset store. The main file of iTween has two iTween.cs and iTweenPath.unitypackage (this package is only needed to edit the path).

Third, the core method

iTween.MoveTo(): ​​Move the model to a position. Its underlying function is completed by dynamically modifying the transform.position of each frame of the model, so it will reach the target point 100% without errors.
iTween.MoveFrom(): It is the same as above, iTween.MoveTo() is to move the model to the target position, and iTween.MoveFrom() is to move the model from the target position to the original position.
iTween.MoveAdd() is the same as the underlying implementation of iTween.MoveBy(), you can see the source code. Transform.Translate, which is the translation of the API, is used when processing the movement. This may cause some errors when processing the movement, but the effect is better.
iTween.MoveUpdate(): Similar to iTween.MoveTo(), except that it needs to be placed in a loop or Update().

4. Details

API:

Suffix name difference ***From The current value immediately becomes the target value and gradually eases to the initial value
***To Gradually from the current value to the target value
***Update The same as To, but when using the Update function, it will increase the performance incredibly, or in the case of similar loops involving "live" settings to change the value. Not using EaseType
3 major events onstart The animation starts to trigger an event
onstarttarget The event loads the object to be sent by message
onstartparams Parameters passed when sending a message
onupdate Trigger event in animation
onupdatetarget The event loads the object to be sent by message
onupdateparams Parameters passed when sending a message
oncomplete Animation end trigger event
oncompletetarget The event loads the object to be sent by message
oncompleteparams Parameters passed when sending a message
Public property name Used to stop iTweens based on independent name
ignoretimescale Setting to true will allow the animation to continue at the current time. This is useful for pausing the menu animation after the game is set by Time.timeScale=0
easetype Animation motion curve enumeration
looptype Loop enumeration
time Animation completion time
delay The time to wait before starting the animation
From-To method AudioFrom Audio and volume
AudioTo
AudioUpdate
CameraFadeFrom Number of camera fades (transparency)
CameraFadeTo
ColorFrom colour
ColorTo
ColorUpdate
FadeFrom The alpha value of the game object; if the attached component is light, guitext or guitexture, it will be the target of the animation
FadeTo
FadeUpdate
LookFrom Rotate a game object over time to monitor the provided Transform or Vector3
LookTo
LookUpdate
MoveFrom Move: change the position of the game object to the provided target point over time
MoveTo
MoveUpdate
MoveAdd Move increment Vector3
MoveBy
RotateFrom Rotation: Rotate the game object in angle to the provided Euler angle over time
RotateTo
RotateUpdate
RotateAdd Rotation increment Vector3
RotateBy Rotation increment Vector3*360
ScaleFrom Zoom: change the zoom of an object over time
ScaleTo
ScaleUpdate
ScaleAdd Zoom increment Vector3, original zoom +Vector3
ScaleBy Zoom factor Vector3, original zoom *Vector3
Video camera CameraFadeAdd Create a game object (if it does not exist) at the provided depth to simulate the fading of the camera
CameraFadeDepth Change the depth of fading of the camera
CameraFadeDestroy Remove and destroy the fade of a camera
CameraFadeSwap Change the faded texture of the camera
CameraTexture Use CameraFade to create and return a full-screen Texture2D
Animation control Hash Create a hash table
Init Set the game object to avoid pauses when an initialization is added
Pause Pause itween
Resume Start iTween again
Stop Stop iTweens
StopByName Stop iTweens by name
Other methods ValueTo As the application expects to return an interpolation between the provided "from" and "to" to the callback method. "onupdate" callback is required
Count Returns the entire number of iTweens
EaseType Easing type
LoopType Looping enumerated types
Stab Play audio clips based on the provided volume, audio, and any following delay. The audio source is optional because iTween will provide a
Used for tuning DrawLine When calling the OnDrawGizmos() function, he will draw a line through the provided Vector3 or Transforms array
DrawLineGizmos Use Gizmos.DrawLine() to draw a line through the provided Vector3s or Transforms array
DrawLineHandles Use Handles.Drawline() to draw a line through the provided Vector3s or Transforms array.
DrawPath When OnDrawGizmos() is called, he will draw a curved path through Vector3 or Transforms array
DrawPathGizmos Use Gizmos.DrawLine() to draw a curved path through Vector3s or Transforms array
DrawPathHandles Use Handles.DrawLine() to draw a curved path through the provided Vector3s or Transforms
shock PunchPosition Use a vibrating force to give the game object's position to shake him to his original position
PunchRotation Use a vibrating force to give the game object a rotation that makes him rock to his original rotation
PunchScale Using a vibrating force to zoom the game object makes him rock to his original zoom
ShakePosition Over time through a decreasing number of random vibrating game object positions
ShakeRotation Rotate the game object with a decreasing number of random vibrations over time
ShakeScale Scaling through a decreasing number of randomly vibrating game objects over time
path PathLength Returns the length of the curved path drawn through Vector3 or Transforms array
PutOnPath Path to place game objects based on the percentage provided
PointOnPath Returns the Vector3 position on a path based on the percentage provided
Difference operation FloatUpdate Return a float easing between the current and the target value according to the provided speed; speed=1 means that the end point is reached in unit time
RectUpdate Return a rectangle used to buffer the current and target values ​​through the provided acceleration; speed=1 means that the end point is reached in unit time
Vector2Update Return a Vector2 used to buffer between the current and target values ​​through the provided acceleration; speed=1 means that the end point is reached in unit time
Vector3Update Returns a Vector3 used to buffer the current and target values ​​through the provided acceleration; speed=1 means unit time

Animation enumeration: http://www.robertpenner.com/easing/easing_demo.html
Square

  • easeInQuad
  • easeOutQuad
  • easeInOutQuad

Cube

  • easeInCubic
  • easeOutCubic
  • easeInOutCubic

4th power

  • easeInQuart
  • easeOutQuart
  • easeInOutQuart

5th power

  • easeInQuint
  • easeOutQuint
  • easeInOutQuint

Sine

  • easeInSine
  • easeOutSine
  • easeInOutSine

10th power of 2

  • easeInExpo
  • easeOutExpo
  • easeInOutExpo

Square root

  • easeInCirc
  • easeOutCirc
  • easeInOutCirc

Linear

  • linear

Spring

  • spring

Rallies

  • easeInBounce
  • easeOutBounce
  • easeInOutBounce

BACK

  • easeInBack
  • easeOutBack
  • easeInOutBack

Elastic band

  • easeInElastic
  • easeOutElastic
  • easeInOutElastic

Animation curve:
EasyIn: fade in
EasyOut: fade out
EasyInOut: fade in and fade out

Loop type: none (one-time non-loop), loop (one-way loop, that is, return to the starting point immediately after reaching the end point, and then continue), pingpong (reciprocating loop)

Five, path configuration

1. Drag iTweenPath.cs to a game object, the game object will have the following attributes, the following figure shows that the path is composed of 5 nodes, and the path name is myPath.


2. You can fill in the node coordinates manually or adjust the node coordinates in the scene.


The code can refer to the official example, this article will not be introduced.

Reference documents:

http://www.xuanyusong.com/archives/2052

http://blog.csdn.net/chaixinke/article/details/44628123

http://www.manew.com/1683.html

Itween Stop Tween and Put Object Back to Start

Source: https://www.programmersought.com/article/55804147543/

0 Response to "Itween Stop Tween and Put Object Back to Start"

Postar um comentário

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel