using UnityEngine;

using System.Collections;


public class TestPath : MonoBehaviour {

public Transform[] Path;

public float duration = 0.02f;

float percent = 0;

float startTime;

// Use this for initialization

void Start () {

startTime = Time.time;

/* put on path

Vector3[] points = new Vector3[Path.Length];

for(int i = 0; i < Path.Length; i++){

points[i] = Path[i].position;

}

*/

}

// Update is called once per frame

void Update () {

//percent = Mathf.Clamp01(Time.time - startTime) / duration;

percent = (Time.time - startTime) / duration;

iTween.PutOnPath(gameObject, Path, percent % 1);

Vector3 next = iTween.PointOnPath(Path, (percent + 0.1f) % 1);

//transform.LookAt(next);

Vector3 forward = next - transform.position;

transform.rotation = Quaternion.LookRotation(forward);

}

}


TestShake.cs 흔들어 주세요..


using UnityEngine;

using System.Collections;


public class TestPath : MonoBehaviour {

public Transform[] Path;

public float duration = 0.02f;

float percent = 0;

float startTime;

// Use this for initialization

void Start () {

startTime = Time.time;

/* put on path

Vector3[] points = new Vector3[Path.Length];

for(int i = 0; i < Path.Length; i++){

points[i] = Path[i].position;

}

*/

}

// Update is called once per frame

void Update () {

//percent = Mathf.Clamp01(Time.time - startTime) / duration;

percent = (Time.time - startTime) / duration;

iTween.PutOnPath(gameObject, Path, percent % 1);

Vector3 next = iTween.PointOnPath(Path, (percent + 0.1f) % 1);

//transform.LookAt(next);

Vector3 forward = next - transform.position;

transform.rotation = Quaternion.LookRotation(forward);

}

}


TestTween.cs 좌우로 흔들고 마지막에 크게.

using UnityEngine;

using System.Collections;


public class TestTween : MonoBehaviour {

bool isForward;

void Update () {

if(Input.GetMouseButton(0)){

if(isForward){

iTween.MoveTo(gameObject, new Vector3(3, 0, 0), 1.0f);

}

else{

//1)

//iTween.MoveTo(gameObject, new Vector3(-3, 0, 0), 1.0f);

//2)

//iTween.MoveTo(gameObject, iTween.Hash("x", -3, "easyType", "easeInCirc" , "time", 1.0f));

//3)

Hashtable table = new Hashtable();

table.Add("x", -3);

table.Add("easyType", iTween.EaseType.easeInElastic);

table.Add("time", 1.0f);

table.Add ("oncompletetarget", gameObject);

table.Add("oncomplete", "OnCompleteMove");

iTween.MoveTo(gameObject, table);

}

isForward = !isForward;

}

}

void OnCompleteMove(){

iTween.PunchScale(gameObject,1.5f * Vector3.one, 0.5f);

}

}



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.81640625using UnityEngine;

using System.Collections;


public class TestCoroutine : MonoBehaviour {

public float moveSpeed = 1;

public Vector3[] path;

// Use this for initialization

void Start () {

//StartCoroutine(MoveToPosition(new Vector3(3, 0, 0)));

StartCoroutine(MoveOnPath(true));

}

IEnumerator MoveCube1(){

transform.Translate(2, 0, 0);

yield return new WaitForSeconds(1.0f);

transform.Translate(0, 2, 0);

yield return new WaitForSeconds(2.0f);

transform.Translate(2, 2, 0);

yield return new WaitForSeconds(3.0f);

}

IEnumerator MoveCube2(){

int count = 3;

while(Time.time < 2 && count > 0){

yield return new WaitForSeconds(0.01f);

transform.Translate(2f, 0, 0);

count -= 1;

}

}

IEnumerator MoveCube3(){

while(Time.time < 3)

{

transform.Translate(0.05f, 0, 0);

yield return 0;

}

}

IEnumerator MoveToPosition(Vector3 target)

{

while((transform.position - target).sqrMagnitude > 0.01f)

{

transform.position = Vector3.MoveTowards(transform.position, target, Time.deltaTime);

yield return 0;

}

}

IEnumerator MoveOnPath(bool loop)

{

foreach(Vector3 point in path)

yield return StartCoroutine(MoveToPosition(point));

}

// Update is called once per frame

void Update () {

}

}



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