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DOTween & DOTween Pro / Re: DOTweenAnimation overwrite
« on: December 02, 2015, 05:56:43 PM »
Yeah, you're totally right here, @cynicalwanderer!
Thanks for your comment, I've implemented silly version so far (just starting "out" while "in" is still running) and going to make a rewind version later, just like you described (going to rewind unfinished tween backwards instead of playing opposite animation version).
It should look much better!

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DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: December 02, 2015, 05:32:55 PM »
Ah, sorry for the false alarm then! Glad to know it's not on your side ^^

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DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: December 02, 2015, 05:29:00 PM »
Haha, you're quick, as always! Thanks!!

4
DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: December 02, 2015, 12:48:29 PM »
Pew pew, just a reminder about OnTweenCreated callback! ^^

5
DOTween & DOTween Pro / Re: DOTweenAnimation overwrite
« on: November 26, 2015, 01:56:11 PM »
Thanks for your super quick response, Daniele!
Two animations allow to control the in and out easing, e.g. slow outQuad for press and nice OutBounce for unpress let me acheive the needed visual effect )

Regarding controlling two tweens via references - yeah, it's a way to go for sure, but still has the issue you described above, when I see the major change of the object (jump).
For now I stay with 2 animations with short duration to reduce change of seeing "jumps" and will think about moving to the Forward\Backwards version instead in future ^^

Thanks for your answer!

6
DOTween & DOTween Pro / DOTweenAnimation overwrite
« on: November 26, 2015, 01:21:02 PM »
Hey guys!

One more silly question from me:
is it possible somehow to overwrite DOTweenAnimation with another DOTweenAnimation on same object?

Let say I have button and 2 animations - to push it with one ease and to pull it back with another one.
I'd like to be able to start the push animation and even if it didn't complete, run the pull back animation (if user cancelled the push before it finished).

Is it possible to make?

Thanks!

7
DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: November 25, 2015, 04:18:33 PM »
Just found you have the public field tween for the DOTweenAnimation!
Lol, it's what I've searched for, I can control that tween explicitly to start, pause and add OnComplete for the specific DOTweenAnimation!

Or I'm missing something here? %)

OnTweenCreated callback would be really nice to have, I'll try to not forget to remind you about it next week! =D
Moved initialisation to the Start phase so far (which is fine for me anyways for now).

8
DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: November 25, 2015, 01:54:34 PM »
And one more silly question from me: is it possible somehow to know the DOTweenAnimation's tween was created?
I've noticed it may be created in Awake or even Start phases, and I'm trying to get the Animation's tween as early as possible, currently using small delay to make sure it's created.
Would be nice to be able to get some callback at the CreateTween() method completion ^^

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DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: November 25, 2015, 12:47:09 PM »
BTW, is DOTweenAnimation.DOPlay() method starts all animations for the game object too?
I see it calls  DOTween.Play(this.gameObject); internally...

Should I explicitly call DOPlayById() instead to play specific animation?
It might be handy to have something like

if (!string.IsNullOrEmpty(id))
{
  DOTween.Play(this.gameObject, id);
}
else
{
  DOTween.Play(this.gameObject);
}

in the DOPlay() to handle it automatically, or DOPlay works as expected now?

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DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: November 25, 2015, 12:41:56 PM »
Woohoo, that's it! Thank you, totally missed the id field in the inspector ^^

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DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: November 25, 2015, 09:34:45 AM »
Ah, cool, thanks for the clarification.
But is it possible to get the tween for the exact DOTweenAnimation somehow?

I'm trying to make component which should start DOTweenAnimation and wait for the completion to report about it to the central manager class...

12
DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: November 24, 2015, 07:50:41 PM »
Awesome, thanks, Daniele!

But what if I'll need to have few different DOTweenAnimations on the same object?
Will GetTweens still return tweens for the specific DOTweenAnimation and not all tweens from all DOTweenAnimations on same object?

13
DOTween & DOTween Pro / DOTween Pro code-related questions
« on: November 24, 2015, 06:51:04 PM »
Hey again, Dainele! And, obviously all other forum residents!

Is it possible to somehow control DOTweenAnimation's events from code?
For example, I'd like to subscribe to the OnComplete event from code, but not sure it's possible without making public proxy which will be called by the event which I can set up in inspector.

Sorry if my question was answered before, I did tried to search forums without success before posting it =\

14
DOTween & DOTween Pro / Re: DOTweenAnimation question
« on: June 08, 2015, 01:42:11 PM »
Awesome, GetTweens() looks like a right thing I was looked for, thanks! =)

Did I get it right? Did I? :D

Bingo! =D

15
DOTween & DOTween Pro / DOTweenAnimation question
« on: June 07, 2015, 05:05:22 PM »
Hey, Daniele!

Is it possible to determine if some DOTweenAnimation instance was played to the end without using OnComplete?
I have bunch of objects with DOTweenAnimation on them. And they have AutoPlay enabled & AutoKill disabled.
The goal - make DOTweenAnimation play on every object (re-)activation.
It works for the first time (when object if activated first time), but when I de-activate and re-activate it back I'd like to play animation again (rewind and play). I guess I should do it in the OnEnable MonoBehaviour callback and looks like I'm missing some obvious option as always, but I can't figure out how to check if DOTweenAnimation was played to the end to rewind it and re-play only when it was fully played, but not in the first time %)

I hope I didn't confused you even more with such fuzzy description =D
Cheers!

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