本文整理汇总了C#中Sequence.Append方法的典型用法代码示例。如果您正苦于以下问题:C# Sequence.Append方法的具体用法?C# Sequence.Append怎么用?C# Sequence.Append使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Sequence
的用法示例。
在下文中一共展示了Sequence.Append方法的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OnJellyfishDrain
void OnJellyfishDrain()
{
pulse = DOTween.Sequence().Pause().SetLoops(loopCount);
pulse.Append(image.DOColor(toColor, intervalOn).SetEase(easeOn));
pulse.Append(image.DOColor(Color.black, intervalOff).SetEase(easeOff));
pulse.Play();
}
示例2: Start
void Start()
{
Debug.Log("START");
_seq = DOTween.Sequence().SetId("SEQ");
_seq.Append(img.DOFade(1, 0.5f));
_seq.AppendInterval(3f);
_seq.Append(img.DOFade(0, 0.5f));
_seq.AppendCallback(BalloonComplete);
// _seq.OnComplete(BalloonComplete);
}
示例3: startCor
IEnumerator startCor(float delay)
{
yield return new WaitForSeconds(delay);
if ( sprite != null )
{
shineSequence = DOTween.Sequence();
shineSequence.Append( sprite.DOFade( 1f , 1f ));
shineSequence.Append( sprite.DOFade( 0.5f , 1f ).SetLoops( 99999 , LoopType.Yoyo ).SetEase(Ease.InOutCubic));
}
yield break;
}
示例4: Start
// Use this for initialization
void Start()
{
// land continue moving
landSequence = DOTween.Sequence();
landSequence.Append(transform.DOMoveX(transform.position.x - 0.48f, 0.5f).SetEase(Ease.Linear))
.Append(transform.DOMoveX(transform.position.x, 0f).SetEase(Ease.Linear))
.SetLoops(-1);
}
示例5: ScreenFlash
// To flash the screen, just grab an empty Image component on an overlay canvas and tween its alpha in and out quickly
public IEnumerator ScreenFlash(Color color, float duration, float fadeInTime, float fadeOutTime)
{
if (flashTween != null)
{
flashTween.Complete();
yield return new WaitForEndOfFrame();
}
flashImage.color = color;
flashTween = DOTween.Sequence().SetUpdate(UpdateType.Normal, true); // setting the update to unscaled time (the "true" here) allows us to flash during a hit pause
flashTween.Append(flashImage.DOFade(1f, fadeInTime));
flashTween.AppendInterval(duration);
flashTween.Append(flashImage.DOFade(0f, fadeOutTime));
yield return flashTween.WaitForCompletion();
flashTween = null;
}
示例6: GlitchTwitters
void GlitchTwitters()
{
glitchTw = DOTween.Sequence ();
TweenCallback onComplete = RestartGlitch;
glitchTw.Append (twitterAB.DOText (twAB, twGlitchTime, true, ScrambleMode.Lowercase).SetEase (Ease.Linear))
.Append (twitterAP.DOText (twAP, twGlitchTime, true, ScrambleMode.Lowercase).SetEase (Ease.Linear))
.AppendInterval (twGlitchDelay)
.AppendCallback (onComplete);
}
示例7: Start
IEnumerator Start()
{
sequence = DOTween.Sequence();
sequence.Append(target.DOMoveX(3, 3).SetRelative());
sequence.Join(target.DOMoveY(3, 3).SetRelative());
yield return new WaitForSeconds(1.5f);
sequence.Kill(true);
}
示例8: Start
// Use this for initialization
void Start()
{
seq = DOTween.Sequence();
seq.Prepend(transform.DOLocalMove(new Vector3(0.0f,0.0f,8.0f),0.8f).SetEase(Ease.OutSine)); //中心点を経由
seq.Join(transform.DOLocalRotate(Vector3.zero, 0.8f).SetEase(Ease.Linear));
seq.Append(transform.DOLocalMove(new Vector3(10.0f, -24.0f,8.0f), 0.8f).SetEase(Ease.InSine));
seq.Join(transform.DOLocalRotate(new Vector3(0.0f,0.0f,-179.0f), 0.8f).SetEase(Ease.Linear));
//終了地点
seq.Play();
}
示例9: HideStartScreenSubUI
public void HideStartScreenSubUI()
{
Log.Info("--- Start Sub UI");
if (startScreenSubUISequence != null && startScreenSubUISequence.IsPlaying()) {
startScreenSubUISequence.Complete();
}
var group = startScreenSubUI.DemandComponent<CanvasGroup>();
group.interactable = false;
startScreenSubUISequence = DOTween.Sequence();
startScreenSubUISequence.Append(DOTween.To(
() => group.alpha,
x => group.alpha = x,
0f,
0.5f
));
startScreenSubUISequence.OnComplete(() => {
group.alpha = 0f;
startScreenSubUI.SetActive(false);
});
IsStartScreenSubUIShow = false;
}
示例10: NewSequence
void NewSequence(LoopType loopType, bool flip)
{
main.Rewind();
main.Kill();
Sequence innerS0 = DOTween.Sequence()
.SetId("INNER")
// .SetLoops(3, loopType)
.OnStepComplete(()=>Debug.Log("INNER Step Complete"));
// .Append(targets[0].DOMoveX(3, 1).SetEase(Ease.Linear));
// innerS0.InsertCallback(0.25f, ()=> Callback("INNER"));
Sequence innerS1 = DOTween.Sequence()
.SetId("INNER INNER")
// .SetLoops(3, loopType)
.OnStepComplete(()=> Debug.Log("INNER INNER Step Complete"));
innerS1.Append(targets[0].DOMoveX(3, 1).SetEase(Ease.Linear));
innerS1.InsertCallback(0.25f, ()=> Callback("INNER INNER"));
innerS0.Append(innerS1);
innerS0.InsertCallback(0.25f, ()=> Callback("INNER"));
main = DOTween.Sequence()
.SetId("MAIN")
.SetLoops(3, loopType)
.SetAutoKill(false)
.OnStepComplete(()=> Debug.Log("MAIN Step Complete"));
// .Append(targets[0].DOMoveX(3, 1).SetEase(Ease.Linear));
main.Append(innerS0);
main.InsertCallback(0.25f, ()=> Callback("MAIN"));
if (flip) {
main.Complete();
main.Flip();
main.PlayBackwards();
}
}
示例11: animScaleSeqAppend
public static void animScaleSeqAppend(ref Sequence seq, GameObject obj, float duration, Ease easeType, Vector3 animTo, float delay)
{
seq.Append(
DOTween.To(()=> obj.transform.localScale, x=> obj.transform.localScale = x, animTo, duration).SetEase(easeType).SetUpdate(false).SetDelay(delay)
);
}
示例12: ShowGameplayScreenSubUI
public void ShowGameplayScreenSubUI()
{
Log.Info("+++ Gameplay Sub UI");
if (gameplayScreenSubUISequence != null && gameplayScreenSubUISequence.IsPlaying()) {
gameplayScreenSubUISequence.Complete();
}
var group = gameplayScreenSubUI.DemandComponent<CanvasGroup>();
group.interactable = true;
gameplayScreenSubUISequence = DOTween.Sequence();
gameplayScreenSubUISequence.Append(DOTween.To(
() => group.alpha,
x => group.alpha = x,
1f,
2f
));
gameplayScreenSubUI.SetActive(true);
IsGameplayScreenSubUIShow = true;
}
示例13: Start
// Use this for initialization
//開始時点ですべて設定する
void Start()
{
//子テキストにアニメーション設定
gameText = transform.FindChild("GameTextImage").GetComponent<Image>();
startText = transform.FindChild("StartTextImage").GetComponent<Image>();
sec = DOTween.Sequence();
//所定の位置
gameObject.transform.position = transform.parent.position;
gameText.transform.localPosition = new Vector3(-outScreen + textWMargin, textHMargin, 0.0f);
startText.transform.localPosition = new Vector3(-outScreen - textWMargin, -textHMargin, 0.0f);
sec.Prepend(gameText.transform.DOLocalMoveX(-outScreen + textWMargin + 0.01f, 0.8f));
//中心へ入ってくる
sec.Append(gameText.transform.DOLocalMoveX(-textWMargin - textCenterWidth, tweenDuration / 4.0f));
sec.Append(startText.transform.DOLocalMoveX(textWMargin - textCenterWidth, tweenDuration / 2.0f));
//中心でちょっと待機する
sec.Join(gameText.transform.DOLocalMoveX(-textWMargin + textCenterWidth, tweenDuration / 2.0f));
sec.Append(startText.transform.DOLocalMoveX(textWMargin + textCenterWidth, tweenDuration / 4.0f));
//画面外へ移動する
sec.Join(gameText.transform.DOLocalMoveX(outScreen + textWMargin, tweenDuration / 4.0f));
sec.Append(startText.transform.DOLocalMoveX(outScreen - textWMargin, tweenDuration / 4.0f)
.OnComplete( () => {
GameScene gameScene = transform.root.gameObject.GetComponent<AppliController>().GetCurrentScene().GetComponent<GameScene>();
gameScene.gameController.nodeController.SetSlideAll(false); //ノードを操作可能状態に
gameScene.gameUI.gameInfoCanvas.limitTime.eventRatio = 1.0f; //時間が減るように
Destroy(this.gameObject);
}));
sec.Play();
/* gameObject.transform.position = new Vector3( 0.0f,150.0f -textHMargin,0.0f);
Vector3 vPos = new Vector3(-outScreen - textWMargin, -textHMargin, 0.0f);
gameText.transform.DOLocalMoveX(-outScreen - textWMargin,tweenDuration / 4.0f).OnComplete(() =>
{
gameText.transform.localPosition = vPos;
gameText.transform.DOLocalMoveX( - textWMargin - textCenterWidth, tweenDuration / 4.0f).SetEase(Ease.OutQuad)
.OnComplete(() => {
gameText.transform.DOLocalMoveX(-textWMargin + textCenterWidth, tweenDuration / 2.0f).SetEase(Ease.Linear)
.OnComplete(() =>
{
gameText.transform.DOLocalMoveX(outScreen - textWMargin, tweenDuration / 4.0f).SetEase(Ease.OutQuad)
.OnComplete(() => {
GameScene gameScene = transform.root.gameObject.GetComponent<AppliController>().GetCurrentScene().GetComponent<GameScene>();
gameScene.gameController.nodeController.SetSlideAll(false); //ノードを操作可能状態に
gameScene.gameUI.gameInfoCanvas.limitTime.eventRatio = 1.0f; //時間が減るように
Destroy(this.gameObject);
});
});
});
});
vPos = new Vector3(-outScreen + textWMargin, +textHMargin, 0.0f);
startText.transform.position = new Vector3(0.0f,150.0f + textHMargin,0.0f);
startText.transform.localPosition = vPos;
startText.transform.DOLocalMoveX(+textWMargin - textCenterWidth, tweenDuration / 4.0f).SetEase(Ease.OutQuad)
.OnComplete(() =>
{
startText.transform.DOLocalMoveX(textWMargin + textCenterWidth, tweenDuration / 2.0f).SetEase(Ease.Linear)
.OnComplete(() =>
{
startText.transform.DOLocalMoveX(outScreen + textWMargin, tweenDuration / 4.0f).SetEase(Ease.OutQuad);
});
});
*/
}
示例14: ShakeCamera
public void ShakeCamera()
{
if (_currentSequence != null && _currentSequence.IsPlaying())
{
_currentSequence.Complete();
}
_currentSequence = DOTween.Sequence();
_currentSequence
.Append(_camera.DOShakePosition(.25f))
.OnComplete(() => { _cameraMove.ResetPosition(); })
.Play();
}