[unity3d] itween
攝像機的漸隱漸現(xiàn)用CameraFadeTo等函數(shù)
物體的透明度調(diào)整用FadeTo等函數(shù)
物體的移動可以用moveto等函數(shù)
如果用來做菜單按鈕,用punch系列函數(shù)很快, PunchPosition ,應(yīng)該就是實現(xiàn)的位置上的小偏移
物體的旋轉(zhuǎn)RotateTo
物體的縮放scaleto
物體的抖動shake系列
實現(xiàn)數(shù)值的持續(xù)變化,用valueto,比如金幣滾動的效果
示例:
iTween.rotateFrom(go,{"y":90, "time":1.5, "transition":"easeInExpo"});//旋轉(zhuǎn)從90度到當(dāng)前
iTween.moveFrom(go,{"y":3.5, "time":1.5, "transition":"easeInExpo"});//從y值3.5移動到當(dāng)前
iTween.colorTo(go,{"r":3, "g":.5, "b":1.2, "time":.3, "delay":1.5});//顏色變化到新的值
iTween.shake(cam,{"y":.3, "time":.8, "delay":1.5});//每1.5s震動一次鏡頭物體
iTween.scaleTo(go,{"y":2, "time":2, "delay":2.3});//縮放到新比例
iTween.rotateBy(go,{"x":.5, "delay":4.3});//每4.3s旋轉(zhuǎn)0.5度
iTween.moveTo(go,{"y":1.2, "delay":4.6});//移動到新位置
iTween.moveTo(go,{"y":0, "delay":5.8, "transition":"easeInExpo"});//同前解釋
iTween.shake(cam,{"y":.3, "time":.8, "delay":6.8});//同前解釋
iTween.colorTo(go,{"r":.165, "g":.498, "b":.729, "time":.5, "delay":7.6});//同前解釋
iTween.scaleTo(go,{"y":1, "delay":7.6});//縮放到新比例
用哈希表還能實現(xiàn)高級功能,比如回調(diào)函數(shù)
iTween.moveTo(tweenTarget,{"x":1.7, "onComplete":"roll", "onCompleteParams":"left"});//移動到 當(dāng)完成動畫時執(zhí)行onComplete 并且傳遞一個參數(shù)left
//也即相當(dāng)于又這樣調(diào)用了一次roll("left"); 可以推測到 當(dāng)動畫完成向右之后 又開始向左了
還有貝澤爾曲線
iTween.moveToBezier 這個函數(shù)已經(jīng)去掉了,在2.0版本里面使用
public Transform [ ] points ;
void Start( ) {
iTween.MoveTo (gameObject,iTween.Hash ( "path", points ,"time",4 ) );
}
//下面是value to 的例子
public void update_coin(int s){ GameObject tt = GameObject.Find("win_gold_g"); tt.GetComponent<zgame_num_pic>().draw_num(s);
} void Start () {
iTween.ValueTo( gameObject, iTween.Hash( "from", 89999, "to", 10, "onupdatetarget", gameObject, "onupdate", "update_coin", "time", 1.5f, "easetype", iTween.EaseType.easeOutExpo )); }