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Messages - Adam2Marsh

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DOTween & DOTween Pro / Re: Check Waypoints of a Path Tween
« on: May 13, 2015, 10:29:50 PM »
That's okay.

I've changed my code which now always spawns the enemy at the same location and then controls his position using the GoTo, this has solved the issue of the waypoints getting messed about.

If you can think of any better ways that'd be awesome!  :D

Thanks.

2
DOTween & DOTween Pro / Re: Check Waypoints of a Path Tween
« on: May 12, 2015, 10:06:39 PM »
It's where the waypoint starts which is causing the issue, hopefully this video will help show the problem a little better :)

http://gfycat.com/LankyBreakableGoosefish

Thanks for your help Daniele

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DOTween & DOTween Pro / Re: Check Waypoints of a Path Tween
« on: May 12, 2015, 10:08:44 AM »
Mostly there.

During the game an enemy can be killed, if the rewind power up is used a new enemy is spawned (using Object pooling) which means I need to re-create the same path the original enemy had. The problem is the enemy could die at any point during the animation pattern, so I need to re-crate the path in the exact same location but with the gameobject in a different position.

So if the enemy died and was at the top of the S, I need the path to create as if he was at the start. I was thinking I could spawn the enemy at his start position and then control where he is in the animation by using the GoTo function.

If you can think of any better way I'm all ears :) Thanks

4
DOTween & DOTween Pro / Re: Check Waypoints of a Path Tween
« on: May 11, 2015, 09:14:24 PM »
Okay Thanks Daniele, I'll do just that.

I'll move the object back to its starting position and then get it to travel back to the point I require it to.

Reason for the above is because I'm developed a space shooter with a rewind power; I'm using DoTween for enemy patterns. So I sometimes need to start animations back at different locations.

Thanks for all your help!  :)  and the really quick responses!  :)

5
DOTween & DOTween Pro / Re: Check Waypoints of a Path Tween
« on: May 11, 2015, 09:01:57 PM »
After a little further digging I believe I've found the problem.

I'm using Transform.DoPath in OnEnable() to create a pattern from a enemy. I then need to re-create the same DoPath but when the GameObjects transform is now in a different location.

Hope that makes sense. What I'm looking for is a way to create a DoPath where it doesn't start at the GameObjects transform but at a given Vector3 position, is this possible?

Thanks for your help.

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DOTween & DOTween Pro / Re: Check Waypoints of a Path Tween
« on: May 11, 2015, 08:37:37 PM »
Hi Daniele,

We're currently using the regular version of DoTween, I'm having an issue where my waypoints are getting a little messed up and was hoping there was a way to retrieve this information to help me investigate whats going on.

Many Thanks,
Adam

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DOTween & DOTween Pro / Check Waypoints of a Path Tween
« on: May 09, 2015, 10:51:18 AM »
Morning All,

Is there any way to retrieve the waypoints from a current DoPath Tween?

I've had a google and search but couldn't find a answer. Did have a read through the code and I have a feeling there isn't a way, but thought I'd ask just incase.

Thanks Everyone in Advance,
Adam

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