本文整理汇总了C#中Tween.PathLength方法的典型用法代码示例。如果您正苦于以下问题:C# Tween.PathLength方法的具体用法?C# Tween.PathLength怎么用?C# Tween.PathLength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Tween
的用法示例。
在下文中一共展示了Tween.PathLength方法的2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: Start
// Use this for initialization
void Start () {
tween = null;
endPoint = GameObject.Find ("EndPoint");
wayPointObj = GameObject.Find("Waypoints");
waypointArray = new Vector3[wayPointObj.transform.childCount + 1];
for (int i = 0; i < waypointArray.Length - 1; i++) {
waypointArray[i] = wayPointObj.transform.GetChild(i).position;
}
waypointArray[waypointArray.Length - 1] = endPoint.transform.position;
transform.position = waypointArray[0];
tween = transform.DOPath (waypointArray, 0.0f, PathType.CatmullRom, PathMode.TopDown2D, 10, Color.red);
tween.SetSpeedBased();
tween.SetEase(Ease.Linear);
tween.ForceInit();
pathLength = tween.PathLength();
}
示例2: Start
void Start()
{
return;
Vector3[] path = new[] {
new Vector3(0,1,0),
new Vector3(1,2,0),
new Vector3(2,1,0),
new Vector3(2,0,0)
};
TweenParams tp = new TweenParams()
.SetEase(ease)
.SetLoops(-1, loopType);
AxisConstraint lockRotation = lockRotation0 | lockRotation1;
// Relative VS non relative
controller = targets[0].DOPath(path, 3, PathType.CatmullRom, pathMode, pathResolution, pathsColors[0])
.SetOptions(closePaths, lockPosition, lockRotation)
.SetLookAt(0.1f, forward)
.SetAs(tp)
.SetRelative()
.Pause();
targets[1].DOPath(path, 3, PathType.CatmullRom, pathMode, pathResolution, pathsColors[1])
.SetOptions(closePaths, lockPosition, lockRotation)
.SetLookAt(targets[2], forward)
.SetAs(tp)
.Pause();
// Linear VS curved
targets[2].DOPath(path, 3, PathType.CatmullRom, pathMode, pathResolution, pathsColors[0])
.SetOptions(closePaths, lockPosition, lockRotation)
.SetLookAt(new Vector3(3, 0, 0), forward)
.SetAs(tp)
.SetRelative()
.Pause();
targets[3].DOPath(path, 3, PathType.Linear, pathMode, pathResolution, pathsColors[1])
.SetOptions(closePaths, lockPosition, lockRotation)
.SetLookAt(0.1f, forward)
.SetAs(tp)
.SetRelative()
.Pause();
// Linear VS curved no lookAt
targets[4].DOPath(path, 3, PathType.CatmullRom, pathMode, pathResolution, pathsColors[0])
.SetOptions(closePaths, lockPosition, lockRotation)
.SetAs(tp)
.SetRelative()
.Pause();
targets[5].DOPath(path, 3, PathType.Linear, pathMode, pathResolution, pathsColors[1])
.SetOptions(closePaths, lockPosition, lockRotation)
.SetAs(tp)
.SetRelative()
.Pause();
// Linear VS curved top-down
path = new[] {
new Vector3(0,0,1),
new Vector3(1,0,2),
new Vector3(2,0,1),
new Vector3(2,0,0)
};
targets[6].DOPath(path, 3, PathType.CatmullRom, pathMode, pathResolution, pathsColors[0])
.SetOptions(closePaths, lockPosition, lockRotation)
.SetLookAt(0.1f, forward)
.SetAs(tp)
.SetRelative()
.Pause();
targets[7].DOPath(path, 3, PathType.Linear, pathMode, pathResolution, pathsColors[1])
.SetOptions(closePaths, lockPosition, lockRotation)
.SetLookAt(0.1f, forward)
.SetAs(tp)
.SetRelative()
.Pause();
// Log lengths
controller.ForceInit();
Debug.Log("Controller path length: " + controller.PathLength());
}