Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Daniele

Pages: 1 ... 5 6 [7] 8 9 ... 23
91
DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: November 26, 2015, 11:14:09 AM »
Ah! You sure can use the tween variable directly. I always forget to mention that :D

92
DOTween & DOTween Pro / Re: Easing at the end of the value is wrong
« on: November 26, 2015, 11:08:02 AM »
Hi,

1.192093E-08 is the equivalent of 0.0000000192093, which is practically 0. This is simply due to floating point operations, where an integer is often not truly an integer (when represented as a float), but is often just very near to it. It's the same reason why you can't compare two floats for equality in regular code.

In short, this is normal and won't be a problem at all ;)

Cheers,
Daniele

93
DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: November 25, 2015, 02:13:22 PM »
DOPlay doesn't accept an ID to conform to both DOTweenPath and DOTweenAnimation behaviors, so I'm afraid you'll have to call DOPlayById :P

About knowing when a tween is created you're right, I will add an OnTweenCreated callback. But can I ask you the favor of reminding me next week? I am stumped with two overlapped clients job this week and I have no time to do anything :B In the meantime, unless you're using a RectTransform as a target for a DOMove (not as the target to move, but as the target to move to) the tween will always be created inside Awake.

94
DOTween & DOTween Pro / Re: Tween got killed without obvious reason
« on: November 25, 2015, 11:07:26 AM »
That is weird about SetOnComplete. The way DOTween's callbacks are built, they don't support += at all. Also, I just checked to be sure, and OnComplete is indeed reset to NULL when recycling a tween. I'll investigate more.

95
DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: November 25, 2015, 10:17:33 AM »
You could give the tween you want a univocal ID, and then use GetTweensById
Code: [Select]
DOTween.GetTweensById(myUnivocalId)[0]...

96
DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: November 24, 2015, 07:57:03 PM »
Yesyes, sorry I mis-wrote. GetTweens indeed returns all tweens created by all DOTweenAnimations on the same gameObject, top-to-bottom :P

97
DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: November 24, 2015, 07:46:31 PM »
Hello master Dmitriy!

You could get a reference to the DOTweenAnimation's tween (myTweenAnimation.GetTweens() returns a list of all tweens created by the Animation, in top-to-bottom order) and do:
Code: [Select]
myTweenReference.OnComplete(Something);

OnComplete is always assignable at any time. Passing a NULL value to it will clear it, otherwise it will re-assign it ;)

98
DOTween & DOTween Pro / Re: Tween got killed without obvious reason
« on: November 24, 2015, 12:40:11 PM »
Whew :) And by the way, recycling is really not necessary (I personally don't use it) considering how lightweight DOTween is, and that the bulk of every tween (which is the animation system) is always recycled even if recycling is off.

About the issues that can happen if recycling is not used with care, you can read more here. In short, you might end up with tween references that are actually referencing a different tween, and thus controlling/killing/etc the wrong one. On this matter, let me know if you were using references at all in your project, because if not, there might indeed be a bug with recycling and I'll need to check it out.

99
DOTween & DOTween Pro / Re: Tween got killed without obvious reason
« on: November 24, 2015, 12:20:08 PM »
Oh, just saw your new reply. Great that it works now :) And interesting. Recycling can cause issues if not used correctly, but in your case you're not storing the tween's reference so it shouldn't be a problem. Let me know what else you discover.

100
DOTween & DOTween Pro / Re: Tween got killed without obvious reason
« on: November 24, 2015, 12:18:39 PM »
When is the auto-kill happening? After loading a level (which I suppose is what you do with gpm.OpenLevel)? Let me know as much detail as possible.

Also, grab this DOTween update (unzip it as usual then re-run the setup). It has an improved DOTween Inspector, so that, if you select the DOTween gameObject during runtime, you have additional buttons to show info on exactly which tweens are running/paused. That might help you understand more of what's happening.

101
DOTween & DOTween Pro / Re: Tween got killed without obvious reason
« on: November 24, 2015, 11:49:43 AM »
Hi!

I just replied to your mail. Let me know here if what I wrote helps. As a note, I think I can confirm 100% that there is no auto-kill bug (I would've noticed a long time ago), so there must be some reason in your code for his behaviour.

Cheers,
Daniele

102
DOTween & DOTween Pro / Re: No DOcolor on UI image
« on: November 23, 2015, 07:58:38 PM »
Great :)

103
DOTween & DOTween Pro / Re: No DOcolor on UI image
« on: November 23, 2015, 05:45:07 PM »
Then another thing that might be happening is that you moved DOTween's previous version folder, and when you imported the new one you ended up with multiple DOTween libraries. Use the Project search panel to look for other folders that contain DOTween and delete duplicates.

104
DOTween & DOTween Pro / Re: No DOcolor on UI image
« on: November 23, 2015, 04:24:43 PM »
Hi!

I guess you simply didn't run DOTween's Setup again ;)

Cheers,
Daniele

105
DOTween & DOTween Pro / Re: How to smoothly kill an infinite loop sequence
« on: November 23, 2015, 12:47:24 PM »
That would "crop" the tween and complete it immediately, since it would find itself at a bigger loop than it currently is. Also, SetLoops has no effects once a tween has already started.

Pages: 1 ... 5 6 [7] 8 9 ... 23