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Messages - Brick

Pages: 1 [2]
16
DOTween & DOTween Pro / Re: DOTween not working on Windows phone
« on: August 04, 2015, 07:14:18 PM »
Awesome , Many Thanks

Cheers

Daniel

17
DOTween & DOTween Pro / DOTween not working on Windows phone
« on: August 04, 2015, 02:16:07 PM »
Hi Can anyone verify if they can run a 'master' build from Visual Studio on a windows phone and if the Tweens work.. Currently all of mine are not working at all..

Thanks

Daniel

18
DOTween & DOTween Pro / Exporting to Windows Store
« on: August 03, 2015, 12:33:03 PM »
Hi When i Export to windows store and i select the phone export as it exports to both phone and windows store version..
All the dotween tweens wont work on the mobile build..

Is there something i should be doing to include DOTween in windows store/phone export?

How ever if i explicitly select the export for windows  8  in Unity then everything does work.. It just that as 'Windows Store' export should do both versions store and phone plus you can specify all the settings.

If i have got this arse over tit then please enlighten me.

Thanks

Daniel

19
Hi This may sound like a silly reply but are you declaring the ' using DG.Tweening; '


20
DOTween & DOTween Pro / wp8 / windows apps store - error System.Type
« on: July 30, 2015, 05:23:59 PM »
Hi,

I would like to know if DOTween Pro is comnpatible with WP8 (10 as its launched) and the windows app store.

I have switched my build type to Windows app store and when i try to compile the application i get an error:
" Assets\Demigiant\DOTweenPro\DOTweenAnimation.cs(479,22): error CS1061: 'System.Type' does not contain a definition for 'IsSubclassOf' and no extension method 'IsSubclassOf' accepting a first argument of type 'System.Type' could be found (are you missing a using directive or an assembly reference?) "

I am running latest release of Unity and Dotween

Any suggestions would be great thanks

Daniel

21
DOTween & DOTween Pro / Re: restart a tween and sequence.
« on: June 12, 2015, 05:52:35 PM »
...

22
DOTween & DOTween Pro / restart a tween and sequence.
« on: June 12, 2015, 01:29:08 PM »
Hi, I am struggling to get DOTween to work as i want it.. I am new to Unity and DOTween but i have come from Java libgdx platform. However, I have 3 simple tweens 2 are a sequence and one is a straight up move tween. Code:
Code: [Select]
void Update ()
{
breathCount = (int)touchCount.breathNumber;
textNum.text = breathCount.ToString ();
if (playedOnce == false) {
PlayTween ();
}
}

public void TransPortObject ()
{
//this.transform.position = new Vector3 (transform.position.x, transform.position.y, 100);
//
DOTween.RestartAll ();

print ("REst the tween has fired.. asif");
}


public void PlayTween ()
{

if (touchCount.state == touchCount.State.START) {
                        textNumber.DOMove (new Vector3 (transform.position.x, transform.position.y, 100), breathCount);
textNumber.GetComponent<MeshRenderer> ().material.color = new Color (1, 1, 1, 0);
s.Append (textNumber.GetComponent<Renderer> ().material.DOFade (1, touchCount.breathTime / 4));

s.Append (textNumber.GetComponent<Renderer> ().material.DOFade (0, touchCount.breathTime / 4 * 2).SetDelay (touchCount.breathTime / 4));

playedOnce = true;

}

}

Update calls the playTween(); then the transPortObject(); is top reset the Tweens. RestartAll();
But they are not restarting..

I have been over the example scripts to no joy and tried all kinds of resetting the transform position  to adding loops yoyo, restart.. and nothing works..

Something is up and i cant figure out how to simple restart the tweens. normal DoMove and 2 sequences.


the transportObject(); is called every time the set variable time is completed.

This is the entire Script:

Code: [Select]
using UnityEngine;
using System.Collections;
using DG.Tweening;
using UnityEngine.UI;
public class numberScript : MonoBehaviour
{


public Transform textNumber;
public bool playedOnce = false;
public Sequence s;
public TextMesh textNum;
private int breathCount;
void Start ()
{
s = DOTween.Sequence ();
textNumber.GetComponent<MeshRenderer> ().material.color = new Color (1, 1, 1, 0);
//textNumber.GetComponent<Renderer>().material.SetColor()
textNum = gameObject.GetComponent<TextMesh> ();

}

// Update is called once per frame
void Update ()
{
breathCount = (int)touchCount.breathNumber;
textNum.text = breathCount.ToString ();
if (playedOnce == false) {
PlayTween ();
}
}

public void TransPortObject ()
{
//this.transform.position = new Vector3 (transform.position.x, transform.position.y, 100);
//
DOTween.RestartAll ();

print ("REst the tween has fired.. asif");
}


public void PlayTween ()
{

if (touchCount.state == touchCount.State.START) {
textNumber.GetComponent<MeshRenderer> ().material.color = new Color (1, 1, 1, 0);
textNumber.DOMove (new Vector3 (transform.position.x, transform.position.y, 100),touchCount.breathTime);
s.Append (textNumber.GetComponent<Renderer> ().material.DOFade (1, touchCount.breathTime / 4));

s.Append (textNumber.GetComponent<Renderer> ().material.DOFade (0, touchCount.breathTime / 4 * 2).SetDelay (touchCount.breathTime / 4));

playedOnce = true;

}

}
}


please excuse the messy code.


I hope someone can point me in the right direction.. just dont understand why i am having such problems with it.

Thanks

23
DOTween & DOTween Pro / Re: Fade in then fade out sequence
« on: June 10, 2015, 11:23:28 PM »
Ok getting somewhere, To get it to work i have to set a delay the second sequence.. odd but it works now.

Let me know if there is an alternative way to do this as it still seems odd to have to add the delay.

Thanks

24
DOTween & DOTween Pro / Re: Fade in then fade out sequence
« on: June 10, 2015, 11:05:48 PM »
Hi Thanks for the reply.
I have been doing some testing and  first off sorry the code i pasted was after the testing so didnt make much sense. 

However, if you put a fadein and fade out it will not work.
It will only work if you have one of the fade in/out. I have set the alpha via code as it doesn't work if you set it in the inspector to get fade in. but fade out will work if set in the inspector.

Here is the code which will not work.

Code: [Select]
void Update ()
{
PlayTween ();
}

void PlayTween ()
{
if (playedOnce == false) {
if (touchCount.state == touchCount.State.START) {
// Let's move the red cube TO 0,4,0 in 2 seconds
textNumber.DOMove (new Vector3 (transform.position.x, transform.position.y, -100), 6);
print ("played the fade tween");

textNumber.GetComponent<MeshRenderer> ().material.color = new Color (1, 1, 1, 0);
s.Append (textNumber.GetComponent<Renderer> ().material.DOFade (1, 1));
s.Append (textNumber.GetComponent<Renderer> ().material.DOFade (0, 2));

playedOnce = true;


}
}
}


Simply comment out the second line and it will fade in.

I am under the impression that if you have a sequence it should fire off line by line once completed..

Any help would be greatly appreciated.. Maybe its a bug..

Thanks

25
DOTween & DOTween Pro / Fade in then fade out sequence
« on: June 10, 2015, 04:51:00 PM »
Hi all who read this.

I am trying to figure out how to go about setting a sequence on a text mesh.

It works if  i set one fade to the texture but will not work if i set 2 fades. this is my code:

Code: [Select]

public Transform textNumber;
bool playedOnce = false;
private Sequence s;
void Start ()
{
s = DOTween.Sequence ();
}


void Update ()
{
PlayTween ();
}

void PlayTween ()
{
if (playedOnce == false) {
if (touchCount.state == touchCount.State.START) {

print ("played the fade tween");
s.Append (textNumber.GetComponent<Renderer> ().material.DOFade (1, .5f));
s.Append (textNumber.GetComponent<Renderer> ().material.DOFade (1, 2));



playedOnce = true;
}
}
}
}

Any suggestions would be great.
Thanks

Pages: 1 [2]