├── ProjectSettings
├── ProjectVersion.txt
├── TagManager.asset
├── TimeManager.asset
├── AudioManager.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NavMeshLayers.asset
├── PresetManager.asset
├── DynamicsManager.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── NetworkManager.asset
├── ProjectSettings.asset
├── QualitySettings.asset
├── Physics2DSettings.asset
├── ClusterInputManager.asset
├── EditorBuildSettings.asset
└── UnityConnectSettings.asset
├── UnityPackageManager
└── manifest.json
├── Assets
├── LeanTween.meta
└── LeanTween
│ ├── Examples.meta
│ ├── Documentation.meta
│ ├── ReadMe.txt.meta
│ ├── Examples
│ ├── Material.meta
│ ├── Models.meta
│ ├── Prefabs.meta
│ ├── Scenes.meta
│ ├── Scripts.meta
│ ├── Textures.meta
│ ├── Material
│ │ ├── Graph.mat.meta
│ │ ├── Ground.mat.meta
│ │ ├── Mock2d.mat.meta
│ │ ├── AlphBumps.mat.meta
│ │ ├── GridLines.mat.meta
│ │ ├── PointMark.mat.meta
│ │ ├── LineGlowMaterial.mat.meta
│ │ ├── WalkingStick.mat.meta
│ │ ├── AlphaReadyMaterial.mat.meta
│ │ ├── TrailFollowMaterial.mat.meta
│ │ ├── FrictionLess.physicMaterial.meta
│ │ ├── Graph.mat
│ │ ├── Ground.mat
│ │ ├── Mock2d.mat
│ │ ├── AlphBumps.mat
│ │ ├── GridLines.mat
│ │ ├── PointMark.mat
│ │ ├── TrackCar.mat
│ │ ├── Futoro_Ring.psd
│ │ ├── Futuro_Bar.psd
│ │ ├── TrackLines.mat
│ │ ├── ParticleGlow.mat
│ │ ├── WalkingStick.mat
│ │ ├── Futoro_SineWave.mat
│ │ ├── Futuro_SineWave.psd
│ │ ├── LineGlowMaterial.mat
│ │ ├── AlphaReadyMaterial.mat
│ │ ├── Futoro_SineWave.mat.meta
│ │ ├── Futuro_ButtonBack.psd
│ │ ├── Futuro_WindowBack.psd
│ │ ├── TrackFollowMaterial.mat
│ │ ├── TrackGlowMaterial.mat
│ │ ├── TrailFollowMaterial.mat
│ │ ├── Futoro_PersonSprites.jpg
│ │ ├── Futoro_PlanetMaterial.mat
│ │ ├── Futoro_PlanetMaterial.mat.meta
│ │ ├── Futuro_ButtonBackDark.psd
│ │ ├── SpaceLineGlowMaterial.mat
│ │ ├── DirectionalArrowMaterial.mat
│ │ ├── FrictionLess.physicMaterial
│ │ ├── ParticleGlow.mat.meta
│ │ ├── TrackCar.mat.meta
│ │ ├── TrackLines.mat.meta
│ │ ├── TrackGlowMaterial.mat.meta
│ │ ├── TrackFollowMaterial.mat.meta
│ │ ├── DirectionalArrowMaterial.mat.meta
│ │ ├── SpaceLineGlowMaterial.mat.meta
│ │ ├── Futoro_Ring.psd.meta
│ │ ├── Futuro_Bar.psd.meta
│ │ ├── Futuro_ButtonBack.psd.meta
│ │ ├── Futuro_WindowBack.psd.meta
│ │ ├── Futuro_SineWave.psd.meta
│ │ ├── Futoro_PersonSprites.jpg.meta
│ │ └── Futuro_ButtonBackDark.psd.meta
│ ├── Models
│ │ ├── Materials.meta
│ │ ├── LeanTween.prefab.meta
│ │ ├── Materials
│ │ │ ├── Material.mat.meta
│ │ │ ├── No Name.mat.meta
│ │ │ ├── eanTween.mat.meta
│ │ │ ├── LMaterial.mat.meta
│ │ │ ├── LineMaterial.mat.meta
│ │ │ ├── Material.001.mat.meta
│ │ │ ├── Material_001.mat.meta
│ │ │ ├── SubTitleText.mat.meta
│ │ │ ├── SimpleAvatarBlue.mat.meta
│ │ │ ├── SimpleAvatarHat.mat.meta
│ │ │ ├── SimpleAvatarMat.mat.meta
│ │ │ ├── SimpleAvatarAlphaBlue.mat.meta
│ │ │ ├── Material.mat
│ │ │ ├── No Name.mat
│ │ │ ├── eanTween.mat
│ │ │ ├── LMaterial.mat
│ │ │ ├── LineMaterial.mat
│ │ │ ├── Material.001.mat
│ │ │ ├── Material_001.mat
│ │ │ ├── SubTitleText.mat
│ │ │ ├── SimpleAvatarBlue.mat
│ │ │ ├── SimpleAvatarHat.mat
│ │ │ ├── SimpleAvatarMat.mat
│ │ │ ├── SimpleAvatarSpace.mat
│ │ │ ├── SimpleAvatarAlphaBlue.mat
│ │ │ └── SimpleAvatarSpace.mat.meta
│ │ ├── 2dText.fbx
│ │ ├── Grid.fbx
│ │ ├── ExampleCar.fbx
│ │ ├── LeanTween.prefab
│ │ ├── SimpleAvatar.fbx
│ │ ├── CameraShakeText.fbx
│ │ ├── CurvePathsText.fbx
│ │ ├── DirectionalArrow.fbx
│ │ ├── ExampleFirTree.fbx
│ │ ├── LeanTweenHD-Icon.fbx
│ │ ├── BasicExamplesText.fbx
│ │ ├── EndlessDrivingText.fbx
│ │ ├── SimpleAvatarPieces.fbx
│ │ ├── AdvancedExamplesText.fbx
│ │ ├── LeanTween-Icon.blend.zip
│ │ ├── LeanTween-Icon.blend.zip.meta
│ │ ├── CameraShakeText.fbx.meta
│ │ ├── CurvePathsText.fbx.meta
│ │ ├── SimpleAvatar.fbx.meta
│ │ ├── LeanTween-Icon.fbx.meta
│ │ ├── Grid.fbx.meta
│ │ ├── 2dText.fbx.meta
│ │ ├── ExampleCar.fbx.meta
│ │ ├── EndlessDrivingText.fbx.meta
│ │ ├── ExampleFirTree.fbx.meta
│ │ ├── LeanTweenHD-Icon.fbx.meta
│ │ ├── AdvancedExamplesText.fbx.meta
│ │ ├── BasicExamplesText.fbx.meta
│ │ └── DirectionalArrow.fbx.meta
│ ├── Scripts
│ │ ├── Archive.zip.meta
│ │ ├── Archive.zip
│ │ ├── GeneralBasic.cs.meta
│ │ ├── LogoCinematic.cs.meta
│ │ ├── PathBezier.cs.meta
│ │ ├── PathSpline.cs.meta
│ │ ├── PathSpline2d.cs.meta
│ │ ├── PathSplines.cs.meta
│ │ ├── GeneralBasics2d.cs.meta
│ │ ├── GeneralCameraShake.cs.meta
│ │ ├── GeneralSimpleUI.cs.meta
│ │ ├── TestingUnitTests.cs.meta
│ │ ├── TestingZLegacy.cs.meta
│ │ ├── GeneralEventsListeners.cs.meta
│ │ ├── GeneralUISpace.cs.meta
│ │ ├── PathBezier2d.cs.meta
│ │ ├── GeneralSequencer.cs.meta
│ │ ├── PathSplineEndless.cs.meta
│ │ ├── PathSplineTrack.cs.meta
│ │ ├── GeneralEasingTypes.cs.meta
│ │ ├── PathSplinePerformance.cs.meta
│ │ ├── GeneralAdvancedTechniques.cs.meta
│ │ ├── Following.cs.meta
│ │ ├── TestingZLegacyExt.cs.meta
│ │ ├── PathSpline2d.cs
│ │ ├── PathBezier2d.cs
│ │ ├── PathBezier.cs
│ │ ├── PathSpline.cs
│ │ ├── PathSplines.cs
│ │ ├── GeneralSimpleUI.cs
│ │ ├── GeneralSequencer.cs
│ │ ├── GeneralEasingTypes.cs
│ │ ├── LogoCinematic.cs
│ │ ├── GeneralEventsListeners.cs
│ │ ├── PathSplineTrack.cs
│ │ ├── GeneralBasic.cs
│ │ └── GeneralCameraShake.cs
│ ├── Prefabs
│ │ ├── GridLine.prefab.meta
│ │ ├── Grids.prefab.meta
│ │ ├── AvatarAlpha.prefab.meta
│ │ ├── AvatarDiffuse.prefab.meta
│ │ ├── AvatarEventsCS.prefab.meta
│ │ ├── AvatarSparkles.prefab.meta
│ │ ├── EndlessPiece.prefab.meta
│ │ ├── Avatar2dParticles.prefab.meta
│ │ ├── BasicExamplesText.prefab.meta
│ │ ├── Grids.prefab
│ │ ├── DustCloud.prefab
│ │ ├── GridLine.prefab
│ │ ├── AvatarAlpha.prefab
│ │ ├── AvatarSpace.prefab
│ │ ├── EndlessPiece.prefab
│ │ ├── AvatarDiffuse.prefab
│ │ ├── AvatarEventsCS.prefab
│ │ ├── AvatarSparkles.prefab
│ │ ├── Avatar2dParticles.prefab
│ │ ├── AvatarDiffuse 1.prefab
│ │ ├── BasicExamplesText.prefab
│ │ ├── DustCloud.prefab.meta
│ │ ├── AvatarSpace.prefab.meta
│ │ └── AvatarDiffuse 1.prefab.meta
│ ├── Scenes
│ │ ├── PathBezier.unity.meta
│ │ ├── PathSplines.unity.meta
│ │ ├── GeneralBasic.unity.meta
│ │ ├── GeneralBasics2d.unity.meta
│ │ ├── GeneralEvents.unity.meta
│ │ ├── GeneralSimpleUi.unity.meta
│ │ ├── LogoCinematic.unity.meta
│ │ ├── PathSpline2d.unity.meta
│ │ ├── TestingUnitTests.unity.meta
│ │ ├── TestingZLegacy.unity.meta
│ │ ├── GeneralCameraShake.unity.meta
│ │ ├── Following.unity
│ │ ├── PathBezier.unity
│ │ ├── PathSplines.unity
│ │ ├── GeneralBasic.unity
│ │ ├── GeneralEvents.unity
│ │ ├── GeneralUISpace.unity
│ │ ├── LogoCinematic.unity
│ │ ├── PathBezier2d.unity
│ │ ├── PathSpline2d.unity
│ │ ├── TestingZLegacy.unity
│ │ ├── GeneralBasics2d.unity
│ │ ├── GeneralSequencer.unity
│ │ ├── GeneralSimpleUi.unity
│ │ ├── GeneralUISpace.unity.meta
│ │ ├── PathSplineTrack.unity
│ │ ├── TestingUnitTests.unity
│ │ ├── GeneralCameraShake.unity
│ │ ├── GeneralEasingTypes.unity
│ │ ├── PathSplineEndless.unity
│ │ ├── TestingZLegacyExt.unity
│ │ ├── PathSplinePerformance.unity
│ │ ├── GeneralAdvancedTechniques.unity
│ │ ├── PathBezier2d.unity.meta
│ │ ├── GeneralSequencer.unity.meta
│ │ ├── PathSplineEndless.unity.meta
│ │ ├── PathSplineTrack.unity.meta
│ │ ├── GeneralEasingTypes.unity.meta
│ │ ├── PathSplinePerformance.unity.meta
│ │ ├── GeneralAdvancedTechniques.unity.meta
│ │ ├── Following.unity.meta
│ │ └── TestingZLegacyExt.unity.meta
│ ├── Archived
│ │ ├── TestingPunch.unity.meta
│ │ ├── 2dUnlitWithFade.shader.meta
│ │ ├── OldGUIExamplesCS.unity.meta
│ │ ├── TestingRigidbodyCS.unity.meta
│ │ ├── GrumpyCat.jpeg
│ │ ├── SoBeautiful.gif
│ │ ├── TestingPunch.unity
│ │ ├── OldGUIExamplesCS.unity
│ │ ├── TestingRigidbodyCS.unity
│ │ ├── TestingPunch.cs.meta
│ │ ├── OldGUIExamplesCS.cs.meta
│ │ ├── TestingRigidbodyCS.cs.meta
│ │ ├── TestingRigidbodyCS.cs
│ │ ├── GrumpyCat.jpeg.meta
│ │ ├── SoBeautiful.gif.meta
│ │ ├── 2dUnlitWithFade.shader
│ │ └── OldGUIExamplesCS.cs
│ ├── Textures
│ │ ├── Dude2d.png
│ │ ├── DustCloud.png
│ │ ├── PowerUpStar.png
│ │ ├── HorizontalGradient.jpg
│ │ ├── DefaultParticleReplacement.jpg
│ │ ├── HorizontalGradient.jpg.meta
│ │ ├── DefaultParticleReplacement.jpg.meta
│ │ ├── Dude2d.png.meta
│ │ ├── PowerUpStar.png.meta
│ │ └── DustCloud.png.meta
│ └── Archived.meta
│ ├── Documentation
│ ├── assets.meta
│ ├── classes.meta
│ ├── assets
│ │ ├── css.meta
│ │ ├── css
│ │ │ └── main.css.meta
│ │ ├── index.html.meta
│ │ ├── favicon.ico
│ │ ├── favicon.ico.meta
│ │ └── index.html
│ ├── index.html.meta
│ ├── classes
│ │ ├── LTRect.html.meta
│ │ ├── index.html.meta
│ │ ├── LTDescr.html.meta
│ │ ├── LTEvent.html.meta
│ │ ├── LTSpline.html.meta
│ │ ├── LeanAudio.html.meta
│ │ ├── LeanTween.html.meta
│ │ ├── LTBezierPath.html.meta
│ │ ├── LeanAudioOptions.html.meta
│ │ ├── LeanTweenType.html.meta
│ │ ├── LeanSmooth.html.meta
│ │ ├── LTSeq.html.meta
│ │ └── index.html
│ ├── elements
│ │ ├── index.html.meta
│ │ └── index.html
│ └── elements.meta
│ ├── Testing
│ ├── Testing240.unity
│ ├── Testing243.unity
│ ├── Testing246.unity
│ ├── Testing248.unity
│ ├── TestingDescr.unity
│ ├── TestingIssue.unity
│ ├── FollowingTests.unity
│ ├── TestingRotate.unity
│ ├── PerformanceTests.unity
│ ├── TestingMaxTweens.unity
│ ├── TestingSequencer.unity
│ ├── Prefabs
│ │ ├── BulletPrefab.prefab
│ │ └── BulletPrefab.prefab.meta
│ ├── TestingOptionalCancel.unity
│ ├── TestingSceneSwitching.unity
│ ├── Testing240.unity.meta
│ ├── Testing243.unity.meta
│ ├── TestingDescr.unity.meta
│ ├── TestingIssue.unity.meta
│ ├── TestingRotate.unity.meta
│ ├── TestingMaxTweens.unity.meta
│ ├── TestingSequencer.unity.meta
│ ├── TestingSceneSwitching.unity.meta
│ ├── Testing248.unity.meta
│ ├── FollowingTests.unity.meta
│ ├── Testing246.unity.meta
│ ├── PerformanceTests.unity.meta
│ ├── Prefabs.meta
│ ├── Scripts.meta
│ ├── TestingOptionalCancel.unity.meta
│ ├── Testing240.cs.meta
│ ├── Testing243.cs.meta
│ ├── TestingDescr.cs.meta
│ ├── TestingIssue.cs.meta
│ ├── TestingIssue2.cs.meta
│ ├── TestingMaxTweens.cs.meta
│ ├── TestingRotate.cs.meta
│ ├── TestingSequencer.cs.meta
│ ├── TestingColorTweening.cs.meta
│ ├── TestingSceneSwitching.cs.meta
│ ├── Testing248.cs.meta
│ ├── FollowingTests.cs.meta
│ ├── Testing246.cs.meta
│ ├── PerformanceTests.cs.meta
│ ├── Scripts
│ │ ├── LeanPool.cs.meta
│ │ └── LeanPool.cs
│ ├── TestingOptionalCancel.cs.meta
│ ├── Testing248.cs
│ ├── TestingColorTweening.cs
│ ├── TestingDescr.cs
│ ├── TestingIssue.cs
│ ├── TestingMaxTweens.cs
│ ├── TestingSequencer.cs
│ ├── TestingOptionalCancel.cs
│ ├── TestingRotate.cs
│ ├── TestingIssue2.cs
│ ├── Testing246.cs
│ ├── Testing243.cs
│ ├── TestingSceneSwitching.cs
│ ├── PerformanceTests.cs
│ ├── Testing240.cs
│ └── FollowingTests.cs
│ ├── Framework
│ ├── LeanTween.dll.zip
│ ├── LeanTween.dll.zip.meta
│ ├── LeanSmooth.cs.meta
│ ├── LTDescr.cs.meta
│ ├── LTSeq.cs.meta
│ ├── LeanAudio.cs.meta
│ ├── LeanTest.cs.meta
│ ├── LeanTween.cs.meta
│ ├── LTDescrOptional.cs.meta
│ ├── LeanTweenExt.cs.meta
│ └── LTDescrOptional.cs
│ ├── License.txt.meta
│ ├── Editor
│ ├── LeanTweenDocumentationEditor.cs.meta
│ └── LeanTweenDocumentationEditor.cs
│ ├── Editor.meta
│ ├── Testing.meta
│ ├── Framework.meta
│ ├── ReadMe.txt
│ └── License.txt
├── .gitignore
├── README.md
└── Packages
└── manifest.json
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1 | LeanTween is an efficient tweening engine for Unity3d
2 |
3 | Full Documentation:
4 | http://dentedpixel.com/LeanTweenDocumentation/classes/LeanTween.html
5 | This can also be accessed offline! From the Unity menu Help->LeanTween Documentation
6 |
7 | Getting Started
8 |
9 | There are many examples included! Look in the “LeanTween/LeanTweenExamples" folder to see many of the methods outlined.
10 |
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7 | /.vs/*
8 |
9 | # Autogenerated VS/MD solution and project files
10 | ExportedObj/
11 | *.csproj
12 | *.unityproj
13 | *.sln
14 | *.suo
15 | *.tmp
16 | *.user
17 | *.userprefs
18 | *.pidb
19 | *.booproj
20 | *.svd
21 |
22 |
23 | # Unity3D generated meta files
24 | *.pidb.meta
25 |
26 | # Unity3D Generated File On Crash Reports
27 | sysinfo.txt
28 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | LeanTween
2 | =========
3 |
4 | LeanTween is an efficient tweening engine for the Unity 3d engine
5 |
6 | **To use LeanTween** move the included Plugins folder into the root of your project (or move LeanTween.cs directly into any pre-existing Assets/Plugins folder).
7 |
8 | Documentation can be found here: http://dentedpixel.com/LeanTweenDocumentation/classes/LeanTween.html
9 |
10 | Examples here: https://github.com/dentedpixel/LeanTween/archive/master.zip
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/Assets/LeanTween/Testing/Testing248.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Testing248 : MonoBehaviour {
6 |
7 | public GameObject dude1;
8 |
9 | // Use this for initialization
10 | void Start () {
11 | //dude1.LeanMoveX(10f, 1f);
12 | int id = LeanTween.moveX(dude1, 1f, 3f).id;
13 | Debug.Log("id:" + id);
14 | if (LeanTween.isTweening(id))
15 | Debug.Log("I am tweening!");
16 | }
17 | }
18 |
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/Assets/LeanTween/Examples/Archived/TestingRigidbodyCS.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using DentedPixel;
4 |
5 | public class TestingRigidbodyCS : MonoBehaviour {
6 |
7 | private GameObject ball1;
8 | // Use this for initialization
9 | void Start () {
10 | ball1 = GameObject.Find("Sphere1");
11 |
12 | LeanTween.rotateAround( ball1, Vector3.forward, -90f, 1.0f);
13 |
14 | LeanTween.move( ball1, new Vector3(2f,0f,7f), 1.0f).setDelay(1.0f).setRepeat(-1);
15 | }
16 |
17 | // Update is called once per frame
18 | void Update () {
19 |
20 | }
21 | }
22 |
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/Assets/LeanTween/Testing/TestingColorTweening.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using DentedPixel;
4 |
5 | public class TestingColorTweening : MonoBehaviour {
6 |
7 | // Use this for initialization
8 | void Start () {
9 |
10 | LeanTween.value(gameObject, Color.red, Color.green, 1f)
11 | .setOnUpdate(OnTweenUpdate)
12 | .setOnUpdateParam(new object[] { "" + 2 });
13 | }
14 |
15 | private void OnTweenUpdate( Color update, object obj){
16 | object[] objArr = obj as object[];
17 | Debug.Log("update:"+update+" obj:"+objArr[0]);
18 |
19 | }
20 |
21 | }
22 |
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/Assets/LeanTween/Testing/TestingDescr.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class TestingDescr : MonoBehaviour {
6 |
7 | private int tweenId;
8 |
9 | public GameObject go;
10 |
11 | // start a tween
12 | public void startTween(){
13 | tweenId = LeanTween.moveX(go, 10f, 1f).id;
14 | Debug.Log("tweenId:" + tweenId);
15 | }
16 |
17 | // check tween descr
18 | public void checkTweenDescr(){
19 | var descr = LeanTween.descr(tweenId);
20 | Debug.Log("descr:" + descr);
21 | Debug.Log("isTweening:"+LeanTween.isTweening(tweenId));
22 | }
23 | }
24 |
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/Assets/LeanTween/Testing/TestingIssue.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using DentedPixel;
4 |
5 | public class TestingIssue : MonoBehaviour {
6 |
7 | LTDescr lt,ff;
8 | int id,fid;
9 |
10 | void Start () {
11 | LeanTween.init();
12 |
13 | lt = LeanTween.move(gameObject,100*Vector3.one,2);
14 | id = lt.id;
15 | LeanTween.pause(id);
16 |
17 | ff = LeanTween.move(gameObject,Vector3.zero,2);
18 | fid = ff.id;
19 | LeanTween.pause(fid);
20 | }
21 |
22 | void Update () {
23 | if(Input.GetKeyDown(KeyCode.A))
24 | {
25 | // Debug.Log("id:"+id);
26 | LeanTween.resume(id);
27 | }
28 | if(Input.GetKeyDown(KeyCode.D))
29 | {
30 | LeanTween.resume(fid);
31 | }
32 | }
33 | }
34 |
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/Assets/LeanTween/Testing/TestingMaxTweens.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using DentedPixel;
4 |
5 | public class TestingMaxTweens : MonoBehaviour {
6 |
7 | private int tweenIter = 0;
8 |
9 | void Awake(){
10 | LeanTween.init (20);
11 | }
12 |
13 | void Update(){
14 | // Debug.Log ("tweenIter:" + tweenIter + " tweensRunning:" + LeanTween.tweensRunning + " Time:" + Time.time);
15 | if (tweenIter < 20) {
16 | GameObject box = GameObject.CreatePrimitive(PrimitiveType.Cube);
17 | Destroy( box.GetComponent( typeof(BoxCollider) ) as Component );
18 |
19 | // Debug.Log ("new Time.time:" + Time.time);
20 | LeanTween.moveX (box, 100f, 2f).setUseEstimatedTime(true).setOnComplete( ()=>{
21 | Debug.Log("finishes Time:"+Time.timeScale);
22 | }).setDelay(0.1f);
23 | tweenIter++;
24 | }
25 |
26 | Time.timeScale = 0f;
27 | }
28 | }
29 |
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/Assets/LeanTween/Testing/TestingSequencer.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class TestingSequencer : MonoBehaviour {
6 | public GameObject cube1;
7 |
8 | public void Start(){
9 |
10 |
11 | var seq = LeanTween.sequence();
12 | seq.append(() => { // fire an event before start
13 | Debug.Log("firsts:"+Time.time);
14 | });
15 | seq.append(1f); // delay everything one second
16 | seq.append(() => { // fire an event before start
17 | Debug.Log("I have started:"+Time.time);
18 | });
19 | seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
20 | seq.append((object obj) => { // fire event after tween
21 | var dict = obj as Dictionary;
22 | Debug.Log("We are done now obj value:"+dict["hi"]);
23 | }, new Dictionary(){ {"hi","sup"} } );
24 | }
25 | }
26 |
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/Assets/LeanTween/Examples/Scripts/PathSpline2d.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using DentedPixel;
4 |
5 | public class PathSpline2d : MonoBehaviour {
6 |
7 | public Transform[] cubes;
8 |
9 | public GameObject dude1;
10 | public GameObject dude2;
11 |
12 | private LTSpline visualizePath;
13 |
14 | void Start () {
15 | Vector3[] path = new Vector3[] {
16 | cubes[0].position,
17 | cubes[1].position,
18 | cubes[2].position,
19 | cubes[3].position,
20 | cubes[4].position
21 | };
22 |
23 | visualizePath = new LTSpline( path );
24 | // move
25 | LeanTween.moveSpline(dude1, path, 10f).setOrientToPath2d(true).setSpeed(2f);
26 |
27 | // move Local
28 | LeanTween.moveSplineLocal(dude2, path, 10f).setOrientToPath2d(true).setSpeed(2f);
29 | }
30 |
31 | void OnDrawGizmos(){
32 | Gizmos.color = Color.red;
33 | if(visualizePath!=null)
34 | visualizePath.gizmoDraw();
35 | }
36 | }
37 |
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/Assets/LeanTween/Examples/Archived/2dUnlitWithFade.shader:
--------------------------------------------------------------------------------
1 | Shader "Custom/2dUnlitWithFade" {
2 | Properties
3 | {
4 | _Color ("Color Tint", Color) = (1,1,1,1)
5 | _MainTex ("Base (RGB) Alpha (A)", 2D) = "white"
6 | }
7 |
8 | Category
9 | {
10 | Lighting Off
11 | ZWrite Off
12 | //ZWrite On // uncomment if you have problems like the sprite disappear in some rotations.
13 | Cull back
14 | Blend SrcAlpha OneMinusSrcAlpha
15 | //AlphaTest Greater 0.001 // uncomment if you have problems like the sprites or 3d text have white quads instead of alpha pixels.
16 | Tags {Queue=Transparent}
17 |
18 | SubShader
19 | {
20 | Pass
21 | {
22 | SetTexture [_MainTex]
23 | {
24 | ConstantColor [_Color]
25 | Combine Texture * constant
26 | }
27 | }
28 | }
29 | }
30 | }
31 |
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/Assets/LeanTween/Testing/TestingOptionalCancel.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class TestingOptionalCancel : MonoBehaviour {
6 |
7 | public GameObject cube1;
8 |
9 | // Use this for initialization
10 | void Start () {
11 | LeanTween.init(1);
12 | // Fire up a bunch with onUpdates
13 | LeanTween.moveX(cube1, 10f, 1f).setOnUpdate((float val) =>
14 | {
15 | Debug.Log("on update.... val:"+val+" cube1.x:"+cube1.transform.position.x);
16 | });
17 |
18 | }
19 |
20 | private bool alternate = true;
21 |
22 | private void Update()
23 | {
24 | if(Input.GetMouseButtonDown(0)){
25 | LeanTween.moveX(cube1, alternate ? -10f : 10f, 1f).setOnUpdate((float val) =>
26 | {
27 | Debug.Log("2 on update.... val:" + val + " cube1.x:" + cube1.transform.position.x);
28 | });
29 | alternate = !alternate;
30 | }
31 | }
32 | }
33 |
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/Assets/LeanTween/Examples/Scripts/PathBezier2d.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class PathBezier2d : MonoBehaviour {
6 |
7 | public Transform[] cubes;
8 |
9 | public GameObject dude1;
10 | public GameObject dude2;
11 |
12 | private LTBezierPath visualizePath;
13 |
14 | void Start () {
15 | // move
16 | Vector3[] path = new Vector3[]{cubes[0].position,cubes[1].position,cubes[2].position,cubes[3].position};
17 | // 90 degree test
18 | // 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)};
19 | visualizePath = new LTBezierPath(path);
20 | LeanTween.move(dude1, path, 10f).setOrientToPath2d(true);
21 |
22 | // move local
23 | LeanTween.moveLocal(dude2, path, 10f).setOrientToPath2d(true);
24 | }
25 |
26 | void OnDrawGizmos(){
27 | // Debug.Log("drwaing");
28 | Gizmos.color = Color.red;
29 | if(visualizePath!=null)
30 | visualizePath.gizmoDraw(); // To Visualize the path, use this method
31 | }
32 | }
33 |
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/Assets/LeanTween/Testing/TestingRotate.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using DentedPixel;
4 |
5 | public class TestingRotate : MonoBehaviour {
6 |
7 | //method 1 leantween
8 | public GameObject sun ;
9 | public GameObject earth;
10 |
11 | //method 2 leantween
12 | public GameObject sun2;
13 | public GameObject earth2;
14 |
15 | //method 3 unity3d
16 | public GameObject sun3;
17 | public GameObject earth3;
18 |
19 | void Start () {
20 |
21 | //method 1 leantween
22 | Vector3 sunLocalForEarth = earth.transform.InverseTransformPoint(sun.transform.position);
23 | Debug.Log("sunLocalForEarth:"+sunLocalForEarth);
24 | LeanTween.rotateAround(earth, earth.transform.up, 360f, 5.0f).setPoint(sunLocalForEarth).setRepeat(-1);
25 |
26 | //method 2 leantween
27 | Vector3 sunLocalForEarth2 = earth2.transform.InverseTransformPoint(sun2.transform.position);
28 | LeanTween.rotateAroundLocal(earth2, earth2.transform.up, 360f, 5.0f).setPoint(sunLocalForEarth2);
29 |
30 | }
31 |
32 | void Update() {
33 |
34 | //method 3 unity3d
35 | earth3.transform.RotateAround(sun3.transform.position, sun3.transform.up, 72f * Time.deltaTime);
36 |
37 | }
38 | }
39 |
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/Assets/LeanTween/Testing/TestingIssue2.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using DentedPixel;
4 |
5 | public class TestingIssue2 : MonoBehaviour {
6 | public RectTransform rect;
7 | public GameObject go;
8 | public GameObject go2;
9 |
10 | private LTDescr descr;
11 |
12 | void Start () {
13 | descr = LeanTween.move(go, new Vector3(0f,0,100f), 10f);
14 | descr.passed = 5f; // this should put it at the midway
15 | descr.updateNow();
16 | 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
17 |
18 | // LeanTween.scale(go2, Vector3.one * 4f, 10f).setEasePunch();
19 |
20 | LeanTween.scaleX (go2, (go2.transform.localScale * 1.5f).x, 15f).setEase (LeanTweenType.punch);
21 | LeanTween.scaleY (go2, (go2.transform.localScale * 1.5f).y, 15f).setEase (LeanTweenType.punch);
22 | LeanTween.scaleZ (go2, (go2.transform.localScale * 1.5f).z, 15f).setEase (LeanTweenType.punch);
23 | }
24 | bool set = false;
25 | void Update () {
26 | if (Time.unscaledTime > 5f && !set)
27 | {
28 | set = true;
29 | descr.resume(); // once this execute the object is put at the midway position as setted by passed and the tween continue.
30 | Debug.Log("resuming");
31 | }
32 | }
33 | }
34 |
--------------------------------------------------------------------------------
/Assets/LeanTween/Examples/Scripts/PathBezier.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using DentedPixel;
4 |
5 | namespace DentedPixel.LTExamples{
6 |
7 | public class PathBezier : MonoBehaviour {
8 |
9 | public Transform[] trans;
10 |
11 | LTBezierPath cr;
12 | private GameObject avatar1;
13 |
14 | void OnEnable(){
15 | // create the path
16 | 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} );
17 | }
18 |
19 | void Start () {
20 | avatar1 = GameObject.Find("Avatar1");
21 |
22 | // Tween automatically
23 | LTDescr descr = LeanTween.move(avatar1, cr.pts, 6.5f).setOrientToPath(true).setRepeat(-1);
24 | Debug.Log("length of path 1:"+cr.length);
25 | Debug.Log("length of path 2:"+descr.optional.path.length);
26 | }
27 |
28 | private float iter;
29 | void Update () {
30 | // Or Update Manually
31 | //cr.place2d( sprite1.transform, iter );
32 |
33 | iter += Time.deltaTime*0.07f;
34 | if(iter>1.0f)
35 | iter = 0.0f;
36 | }
37 |
38 | void OnDrawGizmos(){
39 | // Debug.Log("drwaing");
40 | if(cr!=null)
41 | OnEnable();
42 | Gizmos.color = Color.red;
43 | if(cr!=null)
44 | cr.gizmoDraw(); // To Visualize the path, use this method
45 | }
46 | }
47 |
48 | }
--------------------------------------------------------------------------------
/Assets/LeanTween/Examples/Scripts/PathSpline.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using DentedPixel;
4 |
5 | public class ExampleSpline : MonoBehaviour {
6 |
7 | public Transform[] trans;
8 |
9 | LTSpline spline;
10 | private GameObject ltLogo;
11 | private GameObject ltLogo2;
12 |
13 | void Start () {
14 | spline = new LTSpline( new Vector3[] {trans[0].position, trans[1].position, trans[2].position, trans[3].position, trans[4].position} );
15 | ltLogo = GameObject.Find("LeanTweenLogo1");
16 | ltLogo2 = GameObject.Find("LeanTweenLogo2");
17 |
18 | LeanTween.moveSpline( ltLogo2, spline.pts, 1f).setEase(LeanTweenType.easeInOutQuad).setLoopPingPong().setOrientToPath(true);
19 |
20 | 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);
21 | zoomInPath_LT.setUseEstimatedTime(true);
22 | }
23 |
24 | private float iter;
25 | void Update () {
26 | // Iterating over path
27 | ltLogo.transform.position = spline.point( iter /*(Time.time*1000)%1000 * 1.0 / 1000.0 */);
28 |
29 | iter += Time.deltaTime*0.1f;
30 | if(iter>1.0f)
31 | iter = 0.0f;
32 | }
33 |
34 | void OnDrawGizmos(){
35 | if(spline!=null)
36 | spline.gizmoDraw(); // debug aid to be able to see the path in the scene inspector
37 | }
38 | }
39 |
--------------------------------------------------------------------------------
/Assets/LeanTween/Testing/Testing246.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Testing246 : MonoBehaviour {
6 |
7 | public float gameScale = 1f;
8 |
9 | //private float nextElapsed = 0f;
10 |
11 | public GameObject tweenAlpha;
12 |
13 | // public void Start(){
14 | // LeanTween.alpha(tweenAlpha, 0f, 1f).setRecursive(false);
15 | // }
16 |
17 | //void Update () {
18 | // if (Time.time >= nextElapsed)
19 | // {
20 | // nextElapsed = Time.time + 0.1f;
21 | // GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
22 |
23 | // float randRad = Random.Range(0f, 2f * Mathf.PI);
24 | // float radius = 4f;
25 | // var pos = new Vector3(Mathf.Cos(randRad ) * radius, Mathf.Sin(randRad) * radius, 0f);
26 | // LeanTween.move(cube, pos, 1f).setSpeed(1f).setDestroyOnComplete(true);
27 | // }
28 |
29 | // Time.timeScale = gameScale;
30 | //}
31 |
32 | void Start()
33 | {
34 | //LeanTween.rotateLocal(tweenAlpha, new Vector3(0f,0f,360f), 1f).setRepeat(-1);
35 | //LeanTween.rotateAroundLocal(tweenAlpha, Vector3.forward, 360f, 1f).setOnComplete(()=>{
36 | // LeanTween.cancel(tweenAlpha);
37 |
38 | //});
39 | LeanTween.moveX(tweenAlpha, 10f, 0f);
40 | }
41 |
42 | }
43 |
--------------------------------------------------------------------------------
/Assets/LeanTween/Testing/Testing243.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class Testing243 : MonoBehaviour {
5 | public GameObject cube1;
6 | public Light lightInScene;
7 |
8 | public RectTransform imageRectTransform;
9 |
10 | // Use this for initialization
11 | // void Start () {
12 | // cube1.transform.localPosition = new Vector3(0, 10, -10);
13 | // LeanTween.move(cube1, new Vector3(0, 0, -10), 1f).setEaseInOutQuart().setOnUpdate( ( Vector3 val )=>{
14 | // Debug.Log("val:"+val);
15 | // }).setOnComplete(() => {
16 | // Debug.Log("cube1 end pos:"+cube1.transform.position);
17 | // });
18 | // }
19 |
20 | void Start () {
21 | // LeanTween.alpha (imageRectTransform, 0, 0.3f).setLoopPingPong (-1);
22 |
23 | // LeanTween.move (cube1, new Vector3(10f,10f,10f), 10f).setLoopPingPong (-1).setPassed(5f);
24 | // LeanTween.moveLocal(cube1, cube1.transform.localPosition+new Vector3(0f,1f,0f),1f).setEaseShake();
25 |
26 | LeanTween.sequence().append(LeanTween.scale(cube1, Vector3.one * 3f, .1f)).append(LeanTween.scale(cube1, Vector3.one*5.6f, .2f));
27 | LeanTween.sequence().append(LeanTween.value (lightInScene.gameObject, (float f) => lightInScene.range = f, 8, 12, .1f)).append (LeanTween.value (lightInScene.gameObject, (float f) => lightInScene.range = f, 12, 8, .2f));
28 | }
29 |
30 | // Update is called once per frame
31 | void Update () {
32 |
33 | }
34 | }
35 |
--------------------------------------------------------------------------------
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/Assets/LeanTween/Testing/TestingSceneSwitching.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using UnityEngine.SceneManagement;
4 | using DentedPixel;
5 |
6 | public class TestingSceneSwitching : MonoBehaviour {
7 |
8 | public GameObject cube;
9 |
10 | private static int sceneIter = 0;
11 |
12 | private int tweenCompleteCnt;
13 |
14 | // Use this for initialization
15 | void Start () {
16 | LeanTest.expected = 6;
17 |
18 | // Start a couple of tweens and make sure they complete
19 | tweenCompleteCnt = 0;
20 |
21 | LeanTween.scale(cube, new Vector3(3f,3f,3f), 0.1f).setDelay(0.1f).setOnComplete( ()=>{
22 | tweenCompleteCnt++;
23 | });
24 |
25 | LeanTween.move(cube, new Vector3(3f,3f,3f), 0.1f).setOnComplete( ()=>{
26 | tweenCompleteCnt++;
27 | });
28 |
29 | LeanTween.delayedCall(cube, 0.1f, ()=>{
30 | tweenCompleteCnt++;
31 | });
32 |
33 | // Schedule a couple of tweens, make sure some only half complete than switch scenes
34 |
35 | LeanTween.delayedCall(cube, 1f, ()=>{
36 | LeanTween.scale(cube, new Vector3(3f,3f,3f), 1f).setDelay(0.1f).setOnComplete( ()=>{
37 |
38 | });
39 |
40 | LeanTween.move(cube, new Vector3(3f,3f,3f), 1f).setOnComplete( ()=>{
41 |
42 | });
43 | });
44 |
45 | // Load next scene
46 | LeanTween.delayedCall(cube, 0.5f, ()=>{
47 | LeanTest.expect( tweenCompleteCnt==3, "Scheduled tweens completed:"+sceneIter);
48 | if(sceneIter<5){
49 | sceneIter++;
50 | SceneManager.LoadScene(0);
51 | }
52 | });
53 | }
54 |
55 |
56 | }
57 |
--------------------------------------------------------------------------------
/Assets/LeanTween/Examples/Scripts/PathSplines.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using DentedPixel;
4 |
5 | public class PathSplines : MonoBehaviour {
6 |
7 | public Transform[] trans;
8 |
9 | LTSpline cr;
10 | private GameObject avatar1;
11 |
12 | void OnEnable(){
13 | // create the path
14 | cr = new LTSpline( new Vector3[] {trans[0].position, trans[1].position, trans[2].position, trans[3].position, trans[4].position} );
15 | // 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)} );
16 | }
17 |
18 | void Start () {
19 | avatar1 = GameObject.Find("Avatar1");
20 |
21 | // Tween automatically
22 | LeanTween.move(avatar1, cr, 6.5f).setOrientToPath(true).setRepeat(1).setOnComplete( ()=>{
23 | Vector3[] next = new Vector3[] {trans[4].position, trans[3].position, trans[2].position, trans[1].position, trans[0].position};
24 | LeanTween.moveSpline( avatar1, next, 6.5f); // move it back to the start without an LTSpline
25 | }).setEase(LeanTweenType.easeOutQuad);
26 | }
27 |
28 | private float iter;
29 | void Update () {
30 | // Or Update Manually
31 | // cr.place( avatar1.transform, iter );
32 |
33 | iter += Time.deltaTime*0.07f;
34 | if(iter>1.0f)
35 | iter = 0.0f;
36 | }
37 |
38 | void OnDrawGizmos(){
39 | // Debug.Log("drwaing");
40 | if(cr==null)
41 | OnEnable();
42 | Gizmos.color = Color.red;
43 | if(cr!=null)
44 | cr.gizmoDraw(); // To Visualize the path, use this method
45 | }
46 | }
47 |
--------------------------------------------------------------------------------
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1 | {
2 | "dependencies": {
3 | "com.unity.ads": "2.0.8",
4 | "com.unity.analytics": "2.0.16",
5 | "com.unity.package-manager-ui": "1.9.11",
6 | "com.unity.purchasing": "2.0.3",
7 | "com.unity.textmeshpro": "1.2.4",
8 | "com.unity.modules.ai": "1.0.0",
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10 | "com.unity.modules.assetbundle": "1.0.0",
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26 | "com.unity.modules.umbra": "1.0.0",
27 | "com.unity.modules.unityanalytics": "1.0.0",
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29 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
30 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
31 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
32 | "com.unity.modules.unitywebrequestwww": "1.0.0",
33 | "com.unity.modules.vehicles": "1.0.0",
34 | "com.unity.modules.video": "1.0.0",
35 | "com.unity.modules.vr": "1.0.0",
36 | "com.unity.modules.wind": "1.0.0",
37 | "com.unity.modules.xr": "1.0.0"
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39 | }
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/Assets/LeanTween/Testing/PerformanceTests.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using DentedPixel;
5 |
6 | public class PerformanceTests : MonoBehaviour {
7 |
8 | public bool debug = false;
9 |
10 | public GameObject bulletPrefab;
11 |
12 | private LeanPool bulletPool = new LeanPool();
13 |
14 | private Dictionary animIds = new Dictionary();
15 |
16 | public float shipSpeed = 1f;
17 | private float shipDirectionX = 1f;
18 |
19 | // Use this for initialization
20 | void Start () {
21 |
22 | GameObject[] pool = bulletPool.init(bulletPrefab, 400, null, true);
23 | for (int i = 0; i < pool.Length; i++){
24 | animIds[pool[i]] = -1;
25 | }
26 | }
27 |
28 | // Update is called once per frame
29 | void Update () {
30 |
31 | // Spray bullets
32 | for (int i = 0; i < 10; i++)
33 | {
34 | GameObject go = bulletPool.retrieve();
35 | int animId = animIds[go];
36 | if (animId >= 0){
37 | if (debug)
38 | Debug.Log("canceling id:" + animId);
39 |
40 | LeanTween.cancel(animId);
41 | }
42 | go.transform.position = transform.position;
43 |
44 | float incr = (float)(5-i) * 0.1f;
45 | Vector3 to = new Vector3(Mathf.Sin(incr) * 180f, 0f, Mathf.Cos(incr) * 180f);
46 |
47 | animIds[go] = LeanTween.move(go, go.transform.position+to, 5f).setOnComplete(() => {
48 | bulletPool.giveup(go);
49 | }).id;
50 | }
51 |
52 | // Move Ship
53 | if(transform.position.x<-20f){
54 | shipDirectionX = 1f;
55 | }else if (transform.position.x > 20f){
56 | shipDirectionX = -1f;
57 | }
58 |
59 | var pos = transform.position;
60 | pos.x += shipDirectionX * Time.deltaTime * shipSpeed;
61 | transform.position = pos;
62 | }
63 | }
64 |
--------------------------------------------------------------------------------
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3 | ModelImporter:
4 | fileIDToRecycleName:
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6 | 4300002: eanTween
7 | 7400000: Default Take //// LeanTween-Icon
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--------------------------------------------------------------------------------
/Assets/LeanTween/Examples/Scripts/GeneralSimpleUI.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using DentedPixel;
4 |
5 | public class GeneralSimpleUI : MonoBehaviour {
6 | #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5
7 |
8 | public RectTransform button;
9 |
10 | void Start () {
11 | Debug.Log("For better examples see the 4.6_Examples folder!");
12 | if(button==null){
13 | Debug.LogError("Button not assigned! Create a new button via Hierarchy->Create->UI->Button. Then assign it to the button variable");
14 | return;
15 | }
16 |
17 | // Tweening various values in a block callback style
18 | LeanTween.value(button.gameObject, button.anchoredPosition, new Vector2(200f,100f), 1f ).setOnUpdate(
19 | (Vector2 val)=>{
20 | button.anchoredPosition = val;
21 | }
22 | );
23 |
24 | LeanTween.value(gameObject, 1f, 0.5f, 1f ).setOnUpdate(
25 | (float volume)=>{
26 | Debug.Log("volume:"+volume);
27 | }
28 | );
29 |
30 | LeanTween.value(gameObject, gameObject.transform.position, gameObject.transform.position + new Vector3(0,1f,0), 1f ).setOnUpdate(
31 | (Vector3 val)=>{
32 | gameObject.transform.position = val;
33 | }
34 | );
35 |
36 | LeanTween.value(gameObject, Color.red, Color.green, 1f ).setOnUpdate(
37 | (Color val)=>{
38 | UnityEngine.UI.Image image = (UnityEngine.UI.Image)button.gameObject.GetComponent( typeof(UnityEngine.UI.Image) );
39 | image.color = val;
40 | }
41 | );
42 |
43 | // Tweening Using Unity's new Canvas GUI System
44 | LeanTween.move(button, new Vector3(200f,-100f,0f), 1f).setDelay(1f);
45 | LeanTween.rotateAround(button, Vector3.forward, 90f, 1f).setDelay(2f);
46 | LeanTween.scale(button, button.localScale*2f, 1f).setDelay(3f);
47 | LeanTween.rotateAround(button, Vector3.forward, -90f, 1f).setDelay(4f).setEase(LeanTweenType.easeInOutElastic);
48 | }
49 |
50 | #else
51 | void Start(){
52 | Debug.LogError("Unity 4.6+ is required to use the new UI");
53 | }
54 |
55 | #endif
56 | }
57 |
--------------------------------------------------------------------------------
/Assets/LeanTween/Editor/LeanTweenDocumentationEditor.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | #if UNITY_EDITOR
4 | using UnityEditor;
5 |
6 | public class LeanTweenDocumentationEditor : Editor {
7 |
8 | [MenuItem ("Help/LeanTween Documentation")]
9 | static void openDocumentation()
10 | {
11 | #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3
12 | // Loops through all items in case the user has moved the default installation directory
13 | string[] guids = AssetDatabase.FindAssets ("LeanTween", null);
14 | string documentationPath = "";
15 | foreach (string guid in guids){
16 | string path = AssetDatabase.GUIDToAssetPath(guid);
17 | if(path.IndexOf("classes/LeanTween.html")>=0){
18 | documentationPath = path;
19 | break;
20 | }
21 | }
22 | documentationPath = documentationPath.Substring(documentationPath.IndexOf("/"));
23 | string browserPath = "file://" + Application.dataPath + documentationPath + "#index";
24 | Application.OpenURL(browserPath);
25 |
26 | #else
27 | // assumes the default installation directory
28 | string documentationPath = "file://"+Application.dataPath + "/LeanTween/Documentation/classes/LeanTween.html#index";
29 | Application.OpenURL(documentationPath);
30 |
31 | #endif
32 | }
33 |
34 | [MenuItem ("Help/LeanTween Forum (ask questions)")]
35 | static void openForum()
36 | {
37 | Application.OpenURL("http://forum.unity3d.com/threads/leantween-a-tweening-engine-that-is-up-to-5x-faster-than-competing-engines.161113/");
38 | }
39 |
40 | [MenuItem ("Help/LeanTween GitHub (contribute code)")]
41 | static void openGit()
42 | {
43 | Application.OpenURL("https://github.com/dentedpixel/LeanTween");
44 | }
45 |
46 | [MenuItem ("Help/LeanTween Support (donate)")]
47 | static void openLTDonate()
48 | {
49 | Application.OpenURL("https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=YJPUT3RAK5VL8");
50 | }
51 |
52 | [MenuItem ("Help/Dented Pixel News")]
53 | static void openDPNews()
54 | {
55 | Application.OpenURL("http://dentedpixel.com/category/developer-diary/");
56 | }
57 | }
58 |
59 | #endif
--------------------------------------------------------------------------------
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/Assets/LeanTween/Testing/Testing240.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using DentedPixel;
4 |
5 | public class Testing240 : MonoBehaviour {
6 |
7 | public GameObject cube1;
8 | public GameObject cube2;
9 | public RectTransform rect1;
10 |
11 | public GameObject sprite2;
12 |
13 | // Use this for initialization
14 | void Start () {
15 | LeanTween.moveY(cube1, cube1.transform.position.y - 15.0f, 10f).setEase(LeanTweenType.easeInQuad).setDestroyOnComplete(false).setOnComplete(()=>{
16 | Debug.Log("Done");
17 | });
18 |
19 | Vector3 before = cube1.transform.position;
20 | LeanTween.rotateAround(cube1, Vector3.forward, 360.0f, 10f).setOnComplete( ()=>{
21 | Debug.Log("before:"+before+" after :"+cube1.transform.position);
22 | });
23 |
24 | LeanTween.value(gameObject, new Vector3(1f,1f,1f), new Vector3(10f,10f,10f), 1f).setOnUpdate( ( Vector3 val )=>{
25 | // Debug.Log("val:"+val);
26 | });
27 |
28 | LeanTween.value(gameObject, ScaleGroundColor, new Color(1f, 0f, 0f, 0.2f), Color.blue, 2f).setEaseInOutBounce();
29 |
30 | LeanTween.scale(cube2, Vector3.one * 2f, 1f).setEasePunch().setScale(5f);
31 |
32 | LeanTween.scale(rect1, Vector3.one * 2f, 1f).setEasePunch().setScale(-1f);
33 |
34 | Vector3[] path = new Vector3[] {
35 | Vector2.zero,
36 | Vector2.zero,
37 | new Vector2 (1, -.5f),
38 | new Vector2 (1.4f, 0),
39 | new Vector2 (1, .5f),
40 | Vector2.zero,
41 | new Vector2 (-1, -.5f),
42 | new Vector2 (-1.4f, 0),
43 | new Vector2 (-1, .5f),
44 | Vector2.zero,
45 | Vector2.zero
46 | };
47 |
48 | LeanTween.moveSplineLocal(sprite2,path,4f)
49 | .setOrientToPath2d(true).setRepeat(-1);
50 |
51 | // int tweenId = LeanTween.move (gameObject, new Vector3 (4f, 4f, 4f), 1f).setUseManualTime (true).id;
52 |
53 | // Later
54 | // LTDescr d = LeanTween.description( tweenId );
55 | // d.setTime = 0.2f;
56 | }
57 |
58 | public static void ScaleGroundColor(Color to)
59 | {
60 | // Debug.Log("Color col:"+to);
61 | RenderSettings.ambientGroundColor = to;
62 | }
63 |
64 | // Update is called once per frame
65 | void Update () {
66 |
67 | }
68 | }
69 |
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/Assets/LeanTween/Testing/FollowingTests.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class FollowingTests : MonoBehaviour {
6 |
7 | public Transform followTrans;
8 |
9 | public Transform cube1;
10 | private float cube1VelocityX;
11 |
12 | public Transform cube2;
13 | private float cube2VelocityX;
14 |
15 | public Transform cube3;
16 | private float cube3VelocityX;
17 |
18 | public Transform cube4;
19 | private float cube4VelocityX;
20 |
21 | public Transform cube5;
22 | private float cube5VelocityX;
23 |
24 | public Transform cube6;
25 | private Vector3 cube6Velocity;
26 |
27 | public Transform fly1;
28 |
29 | private void Start(){
30 | followTrans.gameObject.LeanDelayedCall(3f, moveFollow).setOnStart(moveFollow).setRepeat(-1);
31 |
32 | LeanTween.followDamp(cube6, followTrans, LeanProp.position, 0.6f);
33 | }
34 |
35 | private void moveFollow(){
36 | followTrans.LeanMove( new Vector3(Random.Range(-50f, 50f), Random.Range(-10f, 10f), 0f), 0f);
37 | }
38 |
39 | void Update()
40 | {
41 | var pos = cube1.position;
42 | pos.x = LeanSmooth.damp(cube1.position.x, followTrans.position.x, ref cube1VelocityX, 1.1f);
43 | cube1.position = pos;
44 |
45 | pos = cube2.position;
46 | pos.x = LeanSmooth.spring(cube2.position.x, followTrans.position.x, ref cube2VelocityX, 1.1f);
47 | cube2.position = pos;
48 |
49 | pos = cube3.position;
50 | pos.x = LeanSmooth.bounceOut(cube3.position.x, followTrans.position.x, ref cube3VelocityX, 1.1f);
51 | cube3.position = pos;
52 |
53 | //pos = cube4.position;
54 | //pos.x = LeanTween.smoothQuint(cube4.position.x, followTrans.position.x, ref cube4VelocityX, 1.1f);
55 | //cube4.position = pos;
56 |
57 | pos = cube5.position;
58 | pos.x = LeanSmooth.linear(cube5.position.x, followTrans.position.x, 10f);
59 | cube5.position = pos;
60 |
61 |
62 | // cube6.position = LeanTween.smoothGravity(cube6.position, followTrans.position, ref cube6Velocity, 1.1f);
63 |
64 | if(LeanTween.isTweening(0)){
65 | Debug.Log("Tweening");
66 | }
67 | }
68 |
69 | }
70 |
--------------------------------------------------------------------------------
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75 | data:
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79 | data:
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81 | second: a0860100
82 | data:
83 | first: 4
84 | second: 801a0600
85 | data:
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87 | second: 60182300
88 | data:
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--------------------------------------------------------------------------------
/Assets/LeanTween/Examples/Scripts/GeneralSequencer.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class GeneralSequencer : MonoBehaviour {
6 |
7 | public GameObject avatar1;
8 |
9 | public GameObject star;
10 |
11 | public GameObject dustCloudPrefab;
12 |
13 | public float speedScale = 1f;
14 |
15 | public void Start(){
16 |
17 | // Jump up
18 | var seq = LeanTween.sequence();
19 |
20 |
21 | seq.append( LeanTween.moveY( avatar1, avatar1.transform.localPosition.y + 6f, 1f).setEaseOutQuad() );
22 |
23 | // 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)
24 | seq.insert( LeanTween.alpha(star, 0f, 1f) );
25 | seq.insert( LeanTween.scale( star, Vector3.one * 3f, 1f) );
26 |
27 | // Rotate 360
28 | seq.append( LeanTween.rotateAround( avatar1, Vector3.forward, 360f, 0.6f ).setEaseInBack() );
29 |
30 | // Return to ground
31 | seq.append( LeanTween.moveY( avatar1, avatar1.transform.localPosition.y, 1f).setEaseInQuad() );
32 |
33 | // Kick off spiraling clouds - Example of appending a callback method
34 | seq.append(() => {
35 | for(int i = 0; i < 50f; i++){
36 | GameObject cloud = Instantiate(dustCloudPrefab) as GameObject;
37 | cloud.transform.parent = avatar1.transform;
38 | cloud.transform.localPosition = new Vector3(Random.Range(-2f,2f),0f,0f);
39 | cloud.transform.eulerAngles = new Vector3(0f,0f,Random.Range(0,360f));
40 |
41 | var range = new Vector3(cloud.transform.localPosition.x, Random.Range(2f,4f), Random.Range(-10f,10f));
42 |
43 | // Tweens not in a sequence, because we want them all to animate at the same time
44 | LeanTween.moveLocal(cloud, range, 3f*speedScale).setEaseOutCirc();
45 | LeanTween.rotateAround(cloud, Vector3.forward, 360f*2, 3f*speedScale).setEaseOutCirc();
46 | LeanTween.alpha(cloud, 0f, 3f*speedScale).setEaseOutCirc().setDestroyOnComplete(true);
47 | }
48 | });
49 |
50 | // You can speed up or slow down the sequence of events
51 | seq.setScale(speedScale);
52 |
53 | // seq.reverse(); // not working yet
54 |
55 | // Testing canceling sequence after a bit of time
56 | //LeanTween.delayedCall(3f, () =>
57 | //{
58 | // LeanTween.cancel(seq.id);
59 | //});
60 | }
61 | }
62 |
--------------------------------------------------------------------------------
/Assets/LeanTween/Examples/Scripts/GeneralEasingTypes.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Reflection;
4 | using DentedPixel;
5 |
6 | public class GeneralEasingTypes : MonoBehaviour {
7 |
8 | public float lineDrawScale = 10f;
9 | public AnimationCurve animationCurve;
10 |
11 | private string[] easeTypes = new string[]{
12 | "EaseLinear","EaseAnimationCurve","EaseSpring",
13 | "EaseInQuad","EaseOutQuad","EaseInOutQuad",
14 | "EaseInCubic","EaseOutCubic","EaseInOutCubic",
15 | "EaseInQuart","EaseOutQuart","EaseInOutQuart",
16 | "EaseInQuint","EaseOutQuint","EaseInOutQuint",
17 | "EaseInSine","EaseOutSine","EaseInOutSine",
18 | "EaseInExpo","EaseOutExpo","EaseInOutExpo",
19 | "EaseInCirc","EaseOutCirc","EaseInOutCirc",
20 | "EaseInBounce","EaseOutBounce","EaseInOutBounce",
21 | "EaseInBack","EaseOutBack","EaseInOutBack",
22 | "EaseInElastic","EaseOutElastic","EaseInOutElastic",
23 | "EasePunch","EaseShake",
24 | };
25 |
26 | void Start () {
27 |
28 | demoEaseTypes();
29 | }
30 |
31 | private void demoEaseTypes(){
32 | for(int i = 0; i < easeTypes.Length; i++){
33 | string easeName = easeTypes[i];
34 | Transform obj1 = GameObject.Find(easeName).transform.Find("Line");
35 | float obj1val = 0f;
36 | LTDescr lt = LeanTween.value( obj1.gameObject, 0f, 1f, 5f).setOnUpdate( (float val)=>{
37 | Vector3 vec = obj1.localPosition;
38 | vec.x = obj1val*lineDrawScale;
39 | vec.y = val*lineDrawScale;
40 |
41 | obj1.localPosition = vec;
42 |
43 | obj1val += Time.deltaTime/5f;
44 | if(obj1val>1f)
45 | obj1val = 0f;
46 | });
47 | if(easeName.IndexOf("AnimationCurve")>=0){
48 | lt.setEase(animationCurve);
49 | }else{
50 | MethodInfo theMethod = lt.GetType().GetMethod("set"+easeName);
51 | theMethod.Invoke(lt, null);
52 | }
53 |
54 | if (easeName.IndexOf("EasePunch") >= 0) {
55 | lt.setScale(1f);
56 | } else if (easeName.IndexOf("EaseOutBounce") >= 0) {
57 | lt.setOvershoot(2f);
58 | }
59 | }
60 |
61 | LeanTween.delayedCall(gameObject, 10f, resetLines);
62 | LeanTween.delayedCall(gameObject, 10.1f, demoEaseTypes);
63 | }
64 |
65 | private void resetLines(){
66 | for(int i = 0; i < easeTypes.Length; i++){
67 | Transform obj1 = GameObject.Find(easeTypes[i]).transform.Find("Line");
68 | obj1.localPosition = new Vector3(0f,0f,0f);
69 | }
70 | }
71 |
72 | }
73 |
--------------------------------------------------------------------------------
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/Assets/LeanTween/Testing/Scripts/LeanPool.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | /**
6 | * A Pooling System for GameObjects
7 | */
8 |
9 | namespace DentedPixel
10 | {
11 | public class LeanPool : object
12 | {
13 | private GameObject[] array;
14 |
15 | private Queue oldestItems;
16 |
17 | private int retrieveIndex = -1;
18 |
19 | public GameObject[] init(GameObject prefab, int count, Transform parent = null, bool retrieveOldestItems = true)
20 | {
21 | array = new GameObject[count];
22 |
23 | if (retrieveOldestItems)
24 | oldestItems = new Queue();
25 |
26 | for (int i = 0; i < array.Length; i++)
27 | {
28 | GameObject go = GameObject.Instantiate(prefab, parent);
29 | go.SetActive(false);
30 |
31 | array[i] = go;
32 | }
33 |
34 | return array;
35 | }
36 |
37 | public void init(GameObject[] array, bool retrieveOldestItems = true){
38 | this.array = array;
39 |
40 | if (retrieveOldestItems)
41 | oldestItems = new Queue();
42 | }
43 |
44 | public void giveup(GameObject go)
45 | {
46 | go.SetActive(false);
47 | oldestItems.Enqueue(go);
48 | }
49 |
50 | public GameObject retrieve()
51 | {
52 | for (int i = 0; i < array.Length; i++)
53 | {
54 | retrieveIndex++;
55 | if (retrieveIndex >= array.Length)
56 | retrieveIndex = 0;
57 |
58 | if (array[retrieveIndex].activeSelf == false)
59 | {
60 | GameObject returnObj = array[retrieveIndex];
61 | returnObj.SetActive(true);
62 |
63 | if (oldestItems != null)
64 | {
65 | oldestItems.Enqueue(returnObj);
66 | }
67 |
68 | return returnObj;
69 | }
70 | }
71 |
72 | if (oldestItems != null)
73 | {
74 | GameObject go = oldestItems.Dequeue();
75 | oldestItems.Enqueue(go);// put at the end of the queue again
76 |
77 | return go;
78 | }
79 |
80 | return null;
81 | }
82 | }
83 |
84 | }
--------------------------------------------------------------------------------
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/Assets/LeanTween/Examples/Scripts/LogoCinematic.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using DentedPixel;
5 |
6 | public class LogoCinematic : MonoBehaviour {
7 |
8 | public GameObject lean;
9 |
10 | public GameObject tween;
11 |
12 | void Awake(){
13 |
14 | }
15 |
16 |
17 | void Start () {
18 | //Time.timeScale = 0.2f;
19 |
20 | // Slide in
21 | tween.transform.localPosition += -Vector3.right * 15f;
22 | LeanTween.moveLocalX(tween, tween.transform.localPosition.x+15f, 0.4f).setEase(LeanTweenType.linear).setDelay(0f).setOnComplete( playBoom );
23 |
24 | // Drop Down tween down
25 | tween.transform.RotateAround(tween.transform.position, Vector3.forward, -30f);
26 | LeanTween.rotateAround(tween, Vector3.forward, 30f, 0.4f).setEase(LeanTweenType.easeInQuad).setDelay(0.4f).setOnComplete( playBoom );
27 |
28 | // Drop Lean In
29 | lean.transform.position += Vector3.up * 5.1f;
30 | LeanTween.moveY(lean, lean.transform.position.y-5.1f, 0.6f).setEase(LeanTweenType.easeInQuad).setDelay(0.6f).setOnComplete( playBoom );
31 | }
32 |
33 | void playBoom(){
34 | // Make your own Dynamic Audio at http://leanaudioplay.dentedpixel.com
35 |
36 | 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));
37 | 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));
38 |
39 | AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.1f,0f,0f)} ).setFrequency(11025));
40 |
41 | 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~~
42 | }
43 |
44 | }
45 |
--------------------------------------------------------------------------------
/Assets/LeanTween/License.txt:
--------------------------------------------------------------------------------
1 | The MIT License (MIT)
2 |
3 | Copyright (c) 2017 Russell Savage - Dented Pixel
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
23 | TERMS OF USE - EASING EQUATIONS
24 | Open source under the BSD License.
25 | Copyright (c)2001 Robert Penner
26 | All rights reserved.
27 | Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
28 | Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
29 | 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.
30 | 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.
31 | 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.
32 |
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/Assets/LeanTween/Examples/Scripts/GeneralEventsListeners.cs:
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1 | #if !UNITY_FLASH
2 | using UnityEngine;
3 | using System.Collections;
4 | using DentedPixel;
5 |
6 | public class GeneralEventsListeners : MonoBehaviour {
7 |
8 | Vector3 towardsRotation;
9 | float turnForLength = 0.5f;
10 | float turnForIter = 0f;
11 | Color fromColor;
12 |
13 | // It's best to make this a public enum that you use throughout your project, so every class can have access to it
14 | public enum MyEvents{
15 | CHANGE_COLOR,
16 | JUMP,
17 | LENGTH
18 | }
19 |
20 | void Awake(){
21 | LeanTween.LISTENERS_MAX = 100; // This is the maximum of event listeners you will have added as listeners
22 | LeanTween.EVENTS_MAX = (int)MyEvents.LENGTH; // The maximum amount of events you will be dispatching
23 |
24 | fromColor = GetComponent().material.color;
25 | }
26 |
27 | void Start () {
28 | // 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,...
29 | LeanTween.addListener(gameObject, (int)MyEvents.CHANGE_COLOR, changeColor);
30 | LeanTween.addListener(gameObject, (int)MyEvents.JUMP, jumpUp);
31 | }
32 |
33 | // ****** Event Listening Methods
34 |
35 | void jumpUp( LTEvent e ){
36 | GetComponent().AddRelativeForce(Vector3.forward * 300f);
37 | }
38 |
39 | void changeColor( LTEvent e ){
40 | Transform tran = (Transform)e.data;
41 | float distance = Vector3.Distance( tran.position, transform.position);
42 | Color to = new Color(Random.Range(0f,1f),0f,Random.Range(0f,1f));
43 | LeanTween.value( gameObject, fromColor, to, 0.8f ).setLoopPingPong(1).setDelay(distance*0.05f).setOnUpdate(
44 | (Color col)=>{
45 | GetComponent().material.color = col;
46 | }
47 | );
48 | }
49 |
50 | // ****** Physics / AI Stuff
51 |
52 | void OnCollisionEnter(Collision collision) {
53 | if(collision.gameObject.layer!=2)
54 | towardsRotation = new Vector3(0f, Random.Range(-180, 180), 0f);
55 | }
56 |
57 | void OnCollisionStay(Collision collision) {
58 | if(collision.gameObject.layer!=2){
59 | turnForIter = 0f;
60 | turnForLength = Random.Range(0.5f, 1.5f);
61 | }
62 | }
63 |
64 | void FixedUpdate(){
65 | if(turnForIter < turnForLength){
66 | GetComponent().MoveRotation( GetComponent().rotation * Quaternion.Euler(towardsRotation * Time.deltaTime ) );
67 | turnForIter += Time.deltaTime;
68 | }
69 |
70 | GetComponent().AddRelativeForce(Vector3.forward * 4.5f);
71 | }
72 |
73 | // ****** Key and clicking detection
74 |
75 | void OnMouseDown(){
76 | if(Input.GetKey( KeyCode.J )){ // Are you also pressing the "j" key while clicking
77 | LeanTween.dispatchEvent((int)MyEvents.JUMP);
78 | }else{
79 | 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)
80 | }
81 | }
82 | }
83 | #endif
84 |
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/Assets/LeanTween/Framework/LTDescrOptional.cs:
--------------------------------------------------------------------------------
1 | //namespace DentedPixel{
2 | using UnityEngine;
3 | using System;
4 | using System.Collections;
5 | using System.Collections.Generic;
6 |
7 | public class LTDescrOptional {
8 |
9 | public Transform toTrans { get; set; }
10 | public Vector3 point { get; set; }
11 | public Vector3 axis { get; set; }
12 | public float lastVal{ get; set; }
13 | public Quaternion origRotation { get; set; }
14 | public LTBezierPath path { get; set; }
15 | public LTSpline spline { get; set; }
16 | public AnimationCurve animationCurve;
17 | public int initFrameCount;
18 | public Color color;
19 |
20 | public LTRect ltRect { get; set; } // maybe get rid of this eventually
21 |
22 | public Action onUpdateFloat { get; set; }
23 | public Action onUpdateFloatRatio { get; set; }
24 | public Action onUpdateFloatObject { get; set; }
25 | public Action onUpdateVector2 { get; set; }
26 | public Action onUpdateVector3 { get; set; }
27 | public Action onUpdateVector3Object { get; set; }
28 | public Action onUpdateColor { get; set; }
29 | public Action onUpdateColorObject { get; set; }
30 | public Action onComplete { get; set; }
31 | public Action