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);
}
}
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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