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Messages - ilanb

Pages: [1]
1
DOTween & DOTween Pro / Block child gameobject rotation
« on: March 13, 2016, 11:32:41 PM »
Hi,

Trying to rotate a null(earth globe) gameobject with child gameobject(country), but child rotate separatly and null don't rotate.

http://screencast.com/t/3jjhFuyB5FHn

Here is code used :

m_Rigidbody.transform is the null gameobject.

Code: [Select]
switch (gameObject.name)
            {
                case "Left":
                    m_Rigidbody.transform.DOLocalRotate(-Vector3.up * m_Torque, 2, RotateMode.LocalAxisAdd);
                    break;
                case "Right":
                    m_Rigidbody.transform.DOLocalRotate(Vector3.up * m_Torque, 2, RotateMode.LocalAxisAdd);
                    break;
                default:
                    break;
            }

I have also tried some other method with or without rigibody... without success. How can I fix this ?

Thanks

2
Hi Daniele,

I have deleted library folder, ProjectSettings and Dotween, Created new project and reimport all project files + setting.
Works now...

I don't know why but now it's fine...

Thx

3
set the stripping level to Strip Assemblies, and Script Call Optimization to Slow and Safe?

Same problem

completely disable safe mode, then see if it throws some errors in the editor or on iOS?

Same problem

Also, are you by any chance using all timeScale independent tweens?

What do you mean by "using all timeScale independent tweens" ?

Sorry I have tried everything... I don't understand, always clic play, nothing happen


4
Hi Daniele,

Thanks for quick reply !

I have updated my project to 4.6.6p1, deleted all Dotween files and re-import it.
Disable safe mode and re-enabled it

Play in editor and same problem, tween won't work log's :

Code: [Select]
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/System.EnterpriseServices.dll (this message is harmless)
Mono: successfully reloaded assembly
- Completed reload, in  1.031 seconds

Packing sprites:
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/Boo.Lang.Compiler.dll (this message is harmless)
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/Boo.Lang.Parser.dll (this message is harmless)
- Grouping sprites using the selected SpritePackerPolicy.
- Atlas "ETCSprites (Group 0)" with 13 sprites assigned.
- Atlas "ETCSprites (Group 1)" with 1 sprites assigned.
- Atlas "ETCSprites (Group 2)" with 1 sprites assigned.
- Atlas "EasyTouchExample" with 6 sprites assigned.
- Atlas "characters" with 10 sprites assigned.
- Packing 5 atlases.
- Atlas (ETCSprites (Group 0)) file (b0e7d947baebdfc5597ed87029c0aabb) found. Mapping.
- Atlas (ETCSprites (Group 1)) file (963b3434415b2f03499f4fef81b36380) found. Mapping.
- Atlas (ETCSprites (Group 2)) file (2d6ff230b8b0c3596d16acbc90160d77) found. Mapping.
- Atlas (EasyTouchExample) file (5a58caa6000858e618a017446de30b0d) found. Mapping.
- Atlas (characters) file (8b3f79df546485cd7030a7466049a927) found. Mapping.
- Packing completed.
Reloading assemblies for play mode.
Begin MonoManager ReloadAssembly
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Managed/UnityEngine.dll (this message is harmless)
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Managed/UnityEditor.dll (this message is harmless)
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Managed/Unity.Locator.dll (this message is harmless)
Registering custom dll's ...
Non platform assembly: data-0x1e9ab000 (this message is harmless)
Non platform assembly: data-0x79b3a00 (this message is harmless)
Non platform assembly: data-0x2b298600 (this message is harmless)
Non platform assembly: data-0x2b1dd000 (this message is harmless)
Non platform assembly: data-0x15800000 (this message is harmless)
Non platform assembly: data-0x7c3e800 (this message is harmless)
Non platform assembly: data-0x2b20b200 (this message is harmless)
Non platform assembly: data-0x1ed41000 (this message is harmless)
Register platform support module: /Applications/Unity 4.6.6p1/Unity.app/Contents/PlaybackEngines/AndroidPlayer/UnityEditor.Android.Extensions.dll
Register platform support module: /Applications/Unity 4.6.6p1/Unity.app/Contents/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.dll
Register platform support module: /Applications/Unity 4.6.6p1/Unity.app/Contents/PlaybackEngines/BlackBerryPlayer/UnityEditor.BB10.Extensions.dll
Registered in 0.037167 seconds.
Non platform assembly: /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll (this message is harmless)
Loading /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll into Unity Child Domain
Non platform assembly: /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Library/ScriptAssemblies/Assembly-CSharp.dll (this message is harmless)
Loading /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Library/ScriptAssemblies/Assembly-CSharp.dll into Unity Child Domain
Non platform assembly: /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Library/ScriptAssemblies/Assembly-CSharp-Editor-firstpass.dll (this message is harmless)
Loading /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Library/ScriptAssemblies/Assembly-CSharp-Editor-firstpass.dll into Unity Child Domain
Non platform assembly: /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Library/ScriptAssemblies/Assembly-CSharp-Editor.dll (this message is harmless)
Loading /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Library/ScriptAssemblies/Assembly-CSharp-Editor.dll into Unity Child Domain
Non platform assembly: /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll into Unity Child Domain
Non platform assembly: /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Library/ScriptAssemblies/Assembly-UnityScript.dll (this message is harmless)
Loading /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Library/ScriptAssemblies/Assembly-UnityScript.dll into Unity Child Domain
Non platform assembly: /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Library/ScriptAssemblies/Assembly-UnityScript-Editor-firstpass.dll (this message is harmless)
Loading /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Library/ScriptAssemblies/Assembly-UnityScript-Editor-firstpass.dll into Unity Child Domain
Non platform assembly: /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Library/ScriptAssemblies/Assembly-UnityScript-Editor.dll (this message is harmless)
Loading /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Library/ScriptAssemblies/Assembly-UnityScript-Editor.dll into Unity Child Domain
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/PackageManager/Unity/PackageManager/4.6.6/Unity.PackageManager.dll (this message is harmless)
Loading /Applications/Unity 4.6.6p1/Unity.app/Contents/PackageManager/Unity/PackageManager/4.6.6/Unity.PackageManager.dll into Unity Child Domain
Non platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/UnityExtensions/Unity/GUISystem/4.6.6/UnityEngine.UI.dll (this message is harmless)
Loading /Applications/Unity 4.6.6p1/Unity.app/Contents/UnityExtensions/Unity/GUISystem/4.6.6/UnityEngine.UI.dll into Unity Child Domain
Non platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/UnityExtensions/Unity/GUISystem/4.6.6/Editor/UnityEditor.UI.dll (this message is harmless)
Loading /Applications/Unity 4.6.6p1/Unity.app/Contents/UnityExtensions/Unity/GUISystem/4.6.6/Editor/UnityEditor.UI.dll into Unity Child Domain
Non platform assembly: /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Assets/DOTween/DOTween.dll (this message is harmless)
Loading /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Assets/DOTween/DOTween.dll into Unity Child Domain
Non platform assembly: /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Assets/DOTween/DOTween43.dll (this message is harmless)
Loading /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Assets/DOTween/DOTween43.dll into Unity Child Domain
Non platform assembly: /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Assets/DOTween/DOTween46.dll (this message is harmless)
Loading /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Assets/DOTween/DOTween46.dll into Unity Child Domain
Non platform assembly: /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Assets/DOTween/Editor/DOTweenEditor.dll (this message is harmless)
Loading /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Assets/DOTween/Editor/DOTweenEditor.dll into Unity Child Domain
Non platform assembly: /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Assets/SimpleSQL/Editor/SimpleSQL_Editor.dll (this message is harmless)
Loading /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Assets/SimpleSQL/Editor/SimpleSQL_Editor.dll into Unity Child Domain
Non platform assembly: /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Assets/SimpleSQL/Plugins/SimpleSQL_Runtime.dll (this message is harmless)
Loading /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Assets/SimpleSQL/Plugins/SimpleSQL_Runtime.dll into Unity Child Domain
Non platform assembly: /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Assets/SimpleSQL/Plugins/SimpleSQL_SystemData.dll (this message is harmless)
Loading /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Assets/SimpleSQL/Plugins/SimpleSQL_SystemData.dll into Unity Child Domain
Non platform assembly: /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Assets/SimpleSQL/Plugins/System.Data.dll (this message is harmless)
Loading /Volumes/Macintosh HD 2/PROJECTS/Materne_Game_IPADApplis/PomPotes/Assets/SimpleSQL/Plugins/System.Data.dll into Unity Child Domain
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Managed/UnityEditor.Graphs.dll (this message is harmless)
Loading /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Managed/UnityEditor.Graphs.dll into Unity Child Domain
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/PlaybackEngines/AndroidPlayer/UnityEditor.Android.Extensions.dll (this message is harmless)
Loading /Applications/Unity 4.6.6p1/Unity.app/Contents/PlaybackEngines/AndroidPlayer/UnityEditor.Android.Extensions.dll into Unity Child Domain
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.dll (this message is harmless)
Loading /Applications/Unity 4.6.6p1/Unity.app/Contents/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.dll into Unity Child Domain
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/PlaybackEngines/BlackBerryPlayer/UnityEditor.BB10.Extensions.dll (this message is harmless)
Loading /Applications/Unity 4.6.6p1/Unity.app/Contents/PlaybackEngines/BlackBerryPlayer/UnityEditor.BB10.Extensions.dll into Unity Child Domain
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Managed/Unity.DataContract.dll (this message is harmless)
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/System.Core.dll (this message is harmless)
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Managed/Unity.IvyParser.dll (this message is harmless)
Initializing Unity.PackageManager (PackageManager) v4.6.6 for Unity v4.6.6
Setting Android v4.6.6 for Unity v4.6.6p1 to /Applications/Unity 4.6.6p1/Unity.app/Contents/PlaybackEngines/AndroidPlayer
Setting BB10 v4.6.6 for Unity v4.6.6p1 to /Applications/Unity 4.6.6p1/Unity.app/Contents/PlaybackEngines/BlackBerryPlayer
Setting iPhone v4.6.6 for Unity v4.6.6p1 to /Applications/Unity 4.6.6p1/Unity.app/Contents/PlaybackEngines/iossupport
Setting GUISystem v4.6.6 for Unity v4.6.6p1 to /Applications/Unity 4.6.6p1/Unity.app/Contents/UnityExtensions/Unity/GUISystem/4.6.6
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/UnityScript.Lang.dll (this message is harmless)
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/Boo.Lang.dll (this message is harmless)
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Managed/nunit.framework.dll (this message is harmless)
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Managed/Mono.Cecil.dll (this message is harmless)
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/UnityScript.dll (this message is harmless)
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Managed/ICSharpCode.NRefactory.dll (this message is harmless)
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/System.Transactions.dll (this message is harmless)
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/Mono.Data.Tds.dll (this message is harmless)
Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/System.Xml.Linq.dll (this message is harmless)

----- Total AssetImport time: 0.027952s, AssetImport time: 0.000000s, Asset hashing: 0.000000s [0 B, 0.000000 mb/s]

Platform assembly: /Applications/Unity 4.6.6p1/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/System.EnterpriseServices.dll (this message is harmless)
Mono: successfully reloaded assembly
- Completed reload, in  0.999 seconds
System memory in use before: 340.1 MB.
Unloading 1680 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
System memory in use after: 263.9 MB.

Unloading 65 unused Assets to reduce memory usage. Loaded Objects now: 4610.
Total: 400.475891 ms (FindLiveObjects: 0.211379 ms CreateObjectMapping: 0.062949 ms MarkObjects: 3.449017 ms  DeleteObjects: 0.204895 ms)

easy = 1 = 0
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
LogicInterfacesAngry:InitListOfLevel() (at Assets/_INTERFACES/_SCRIPTS/LogicInterfacesAngry.cs:217)
LogicInterfacesAngry:Start() (at Assets/_INTERFACES/_SCRIPTS/LogicInterfacesAngry.cs:134)
 
(Filename: Assets/_INTERFACES/_SCRIPTS/LogicInterfacesAngry.cs Line: 217)

Internet available
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
InternetChecker:InternetAvailable() (at Assets/_INTERFACES/_SCRIPTS/InternetChecker.cs:65)
InternetChecker:Start() (at Assets/_INTERFACES/_SCRIPTS/InternetChecker.cs:17)
 
(Filename: Assets/_INTERFACES/_SCRIPTS/InternetChecker.cs Line: 65)

System memory in use before: 270.7 MB.
Unloading 20 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
System memory in use after: 267.5 MB.

Unloading 195 unused Assets to reduce memory usage. Loaded Objects now: 4557.
Total: 6.845208 ms (FindLiveObjects: 0.201552 ms CreateObjectMapping: 0.067413 ms MarkObjects: 3.928886 ms  DeleteObjects: 0.287959 ms)

a simple example off class using Dotween :

Code: [Select]
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;

public class LogicInterfacesAngry : MonoBehaviour
{
// ---------------------------------------------------------------------
//
// VAR
//
// ---------------------------------------------------------------------
 
// reference to database manager object in the scene
public SimpleSQL.SimpleSQLManager dbManager;

public GameObject consignesPanelObject; // consigne
public GameObject messWinPanelObject; // message win
public G ameObject messLoosePanelObject; // message loose
public GameObject ScoreUpPanelObject; // score up
public GameObject ScoreEndPanelObject; // score end
public GameObject choicesPanelObject; // choice

public GameObject lvlEasyBg;
public GameObject lvlMediumBg;
public GameObject lvlHardBg;

public GameObject star1;
public GameObject star2;
public GameObject star3;
public UILabel labelNiv;

public GameObject btnOkMessWin;
public GameObject btnOkMessLoose;
public GameObject btnClose;
public GameObject btnQuest;
public GameObject btnOkConsigne;
public GameObject btnRestart;
public GameObject btnZoom;
public GameObject btnEasy;
public GameObject btnMedium;
public GameObject btnHard;
public GameObject btnChoice;
public GameObject btnCloseChoice;
public GameObject btnChoiceInPlay;
public GameObject btnRestartStoredLevel;

public Transform animChoice;
public Transform animScore;
public Transform animPancarte;
public Transform animBtnRestartStoredLevel;

public UILabel labelScoreUP;
public UILabel labelScore;
public UILabel labelBetterScoreUP;
public UILabel labelNumPeche;

private GameObject gameSettingGo;
static int playerScore;

private string sqlRegisterJumperScore;
private string sqlGetBetterJumperScore;
private string sqlRegisterLevel;
private string sqlUpdateLevel;
private string sqlFindLevelByUser;
private string sqlDeleteLevel;

private int tmpIdUser;
private int _scoreupfordb;
private int _betterscore;

protected string m_nextLevel;

private int tmpCurrentScore = 0;
private bool canCheckThePlayerPref = false;

private int currentNivInLevel = 1;
public string currentLevelName = "";
public int numbPeche = 0;
private int countOfEnnemy = 0;

private GameObject level;
//private GameObject nextLevel;

public GameObject cameraGo;

void Awake ()
{
DOTween.Init(true, false, LogBehaviour.ErrorsOnly);
// Get current player id and set to var
tmpIdUser = PlayerManager.GetCurrentUserByID();

sqlRegisterJumperScore = "INSERT INTO score (current_score, best_score, id_jeu, id_user) VALUES (?, ?, ?, ?)";
sqlGetBetterJumperScore = "SELECT MAX(best_score) AS best_score FROM score WHERE id_jeu = ? AND id_user = ?";
sqlFindLevelByUser = "SELECT * FROM catapotes";
sqlRegisterLevel = "INSERT INTO catapotes (level, niv, score, id_user) VALUES (?, ?, ?, ?)";
sqlUpdateLevel = "UPDATE catapotes SET level = ?, niv = ?, score = ?, id_user = ? WHERE level = ?";
sqlDeleteLevel = "DELETE FROM catapotes WHERE id_user = ?";
}

// ---------------------------------------------------------------------
//
// INIT
//
// ---------------------------------------------------------------------
 
void Start ()
{
// init label score text
if ( labelScoreUP != null )
labelScoreUP.text = "0";

// init event listener btns
UIEventListener.Get(btnOkMessWin).onClick = CloseMessWinPanel;
UIEventListener.Get(btnOkMessLoose).onClick = CloseMessLoosePanel;
UIEventListener.Get(btnOkConsigne).onClick = CloseConsignePanel;
UIEventListener.Get(btnRestart).onClick = RestartCurrentLevel;
UIEventListener.Get(btnClose).onClick = QuitGame;
UIEventListener.Get(btnQuest).onClick = QuitGame;
UIEventListener.Get(btnZoom).onClick = MoveCamera;
UIEventListener.Get(btnChoice).onClick = OpenChoicesPanel;
UIEventListener.Get(btnCloseChoice).onClick = CloseChoicesPanel;
UIEventListener.Get(btnChoiceInPlay).onClick = OpenChoicesPanelInPlay;
UIEventListener.Get(btnEasy).onClick = LaunchSelectedLevel;
UIEventListener.Get(btnMedium).onClick = LaunchSelectedLevel;
UIEventListener.Get(btnHard).onClick = LaunchSelectedLevel;
UIEventListener.Get(btnRestartStoredLevel).onClick = LaunchStoredLevel;

NGUITools.SetActive(btnCloseChoice, false);
// set active the choice panel
NGUITools.SetActive(choicesPanelObject, true);
animChoice.DOShakeScale(1f, 0.5f, 4, 0f);
// Find level stored
InitListOfLevel();
}

void LaunchSelectedStoredLevel (GameObject go)
{
DestrucLoadedLevel();
Destroy(level);

NGUITools.SetActive(choicesPanelObject, false);
// masqk level by default
lvlEasyBg.SetActive(false);
lvlMediumBg.SetActive(false);
lvlHardBg.SetActive(false);
switch( go.name )
{
case "btnEasy":
NGUITools.SetActive(btnZoom, false);
numbPeche = 8;
lvlEasyBg.SetActive(true);
break;
case "btnMedium":
NGUITools.SetActive(btnZoom, true);
numbPeche = 6;
lvlMediumBg.SetActive(true);
break;
case "btnHard":
NGUITools.SetActive(btnZoom, true);
numbPeche = 5;
lvlHardBg.SetActive(true);
break;
}
NGUITools.SetActive(consignesPanelObject, true);
animPancarte.DOShakeScale(1f, 0.5f, 4, 0f);
}

void LaunchSelectedLevel (GameObject go)
{
DestrucLoadedLevel();
Destroy(level);
ResetCurrentNiv();

NGUITools.SetActive(choicesPanelObject, false);
// masqk level by default
lvlEasyBg.SetActive(false);
lvlMediumBg.SetActive(false);
lvlHardBg.SetActive(false);
switch( go.name )
{
case "btnEasy":
NGUITools.SetActive(btnZoom, false);
currentLevelName = "easy";
numbPeche = 8;
lvlEasyBg.SetActive(true);
break;
case "btnMedium":
NGUITools.SetActive(btnZoom, true);
currentLevelName = "medium";
numbPeche = 6;
lvlMediumBg.SetActive(true);
break;
case "btnHard":
NGUITools.SetActive(btnZoom, true);
currentLevelName = "hard";
numbPeche = 5;
lvlHardBg.SetActive(true);
break;
}
NGUITools.SetActive(consignesPanelObject, true);
animPancarte.DOShakeScale(1f, 0.5f, 4, 0f);
}

// ---------------------------------------------------------------------
//
// DB
//
// ---------------------------------------------------------------------

void InitListOfLevel() {
List<Catapotes> levelInDB = dbManager.Query<Catapotes>(sqlFindLevelByUser, tmpIdUser);
// If a bonus exist in Local DB
if ( levelInDB != null && levelInDB.Count > 0 ) {
foreach (Catapotes catapotes in levelInDB)
{
if(UtilsManager.GetDebug()){Debug.Log(catapotes.level + " = " + catapotes.niv + " = " + catapotes.score);}
// Store data in var
currentLevelName = catapotes.level;
currentNivInLevel = catapotes.niv;
tmpCurrentScore = catapotes.score;
}
// View bouton restart stored level
AnimateLevel(animBtnRestartStoredLevel);
} else {
animBtnRestartStoredLevel.position = new Vector3(20f, -465f, 0f);
}
}

void DeleteLevelStored() {
List<Catapotes> levelInDB = dbManager.Query<Catapotes>(sqlFindLevelByUser, tmpIdUser);
// If a bonus exist in Local DB
if ( levelInDB != null && levelInDB.Count > 0 ) {
foreach (Catapotes catapotes in levelInDB)
{
dbManager.Execute (sqlDeleteLevel, catapotes.id_user);
}
}
}

void UpLevelInDB(string _level, int _niv, int _score) {
List<Catapotes> levelInDB = dbManager.Query<Catapotes>(sqlFindLevelByUser, tmpIdUser);
// If a bonus exist in Local DB update bonus
if ( levelInDB != null && levelInDB.Count > 0 ) {
dbManager.Execute(sqlUpdateLevel, _level, _niv, _score, tmpIdUser, _level);
}
}

void AnimateLevel(Transform _value) {
Tween myTween = _value.DOLocalMoveY(-277f, 0.8f).SetAutoKill(false).SetEase(Ease.InOutExpo);
}

void LaunchStoredLevel(GameObject go) {

InitListOfLevel();
// Init level by stored name
switch( currentLevelName )
{
case "easy":
LaunchSelectedStoredLevel(btnEasy);
break;
case "medium":
LaunchSelectedStoredLevel(btnMedium);
break;
case "hard":
LaunchSelectedStoredLevel(btnHard);
break;
}

}

// ---------------------------------------------------------------------
//
// SCORE
//
// ---------------------------------------------------------------------

void Update ()
{
if (canCheckThePlayerPref)
StartCoroutine(playerPref());

labelScoreUP.text = tmpCurrentScore.ToString();
labelNumPeche.text = "x"+numbPeche.ToString();

labelNiv.text = currentNivInLevel+"/3";

switch (currentLevelName)
{
case "easy":
NGUITools.SetActive(star1, true);
NGUITools.SetActive(star2, false);
NGUITools.SetActive(star3, false);

break;
case "medium":
NGUITools.SetActive(star2, true);
NGUITools.SetActive(star1, false);
NGUITools.SetActive(star3, false);
break;
case "hard":
NGUITools.SetActive(star3, true);
NGUITools.SetActive(star1, false);
NGUITools.SetActive(star2, false);
break;
}
}

IEnumerator playerPref()
{
canCheckThePlayerPref = false;

yield return new WaitForSeconds(0.1f);

canCheckThePlayerPref = true;
}

public void SetScoreByElements ( int elementNum ) {

switch (elementNum)
{
    case 1:
        tmpCurrentScore += UtilsManager.SCORE_ANGRY_1;
        break;
    case 2:
        tmpCurrentScore += UtilsManager.SCORE_ANGRY_2;
        break;
case 3:
        tmpCurrentScore += UtilsManager.SCORE_ANGRY_3;
        break;
case 4:
        tmpCurrentScore += UtilsManager.SCORE_ANGRY_4;
        break;
    default:
        //..
        break;
}
}

public void CountNumbPeche ()
{
numbPeche--;
if ( numbPeche <= 0)
numbPeche = 0;
}

public void GetCountOfEnnemy (int enyNumb)
{
// if ennemy exist and do not have fruit
if ( enyNumb > 0 && numbPeche == 0)
{
// open loose message
StartCoroutine(OpenLooseMessPanelGameEnd());
}
}

// ---------------------------------------------------------------------
//
// CLOSE consigne panel
//
// ---------------------------------------------------------------------

void CloseConsignePanel(GameObject go)
{
// Load first level
LoadLevelAngry();

// Close consigne panel and open sore up panel
NGUITools.SetActive(consignesPanelObject, false);
NGUITools.SetActive(ScoreUpPanelObject, true);

GameObject goCamera = GameObject.Find(UtilsManager.GO_NAME_LOGIC_MAINCAMERA);
camera cam = goCamera.GetComponent(typeof(camera)) as camera;
cam.StartCameraMovement(currentLevelName);
}

// ---------------------------------------------------------------------
//
// OPEN / CLOSE win panel
//
// ---------------------------------------------------------------------

public IEnumerator OpenMessWinPanel()
{
if (currentNivInLevel >= 3)
{
yield return new WaitForEndOfFrame();
OpenScoreEndPanel(null);
currentNivInLevel = 1;
}
else
{
// Play music win
SoundManager.RemoveCurrentSound();
SoundManager.PlaySound(SoundType.ST_WINQUEST, false, cameraGo, 1f);
yield return new WaitForEndOfFrame();
NGUITools.SetActive(messWinPanelObject, true);
}
}

void CloseMessWinPanel(GameObject go)
{
// clean level
DestrucLoadedLevel();
// Set number of peche for new level
switch (currentLevelName)
{
case "easy":
numbPeche = 8;
break;
case "medium":
numbPeche = 6;
break;
case "hard":
numbPeche = 5;
break;
}

// Set current level + 1
currentNivInLevel++;
// close panel
NGUITools.SetActive(messWinPanelObject, false);
// load new level from rescources
LoadLevelAngry();
}

// Reset game and open choice panel
void CloseMessLoosePanel (GameObject go)
{
// Delete current level
Destroy(level);
// Reset score, data, level...
ResetCurrentNiv();
currentLevelName = "";
DeleteLevelStored();
NGUITools.SetActive(messLoosePanelObject, false);

NGUITools.SetActive(btnCloseChoice, false);
// set active the choice panel
NGUITools.SetActive(choicesPanelObject, true);
animChoice.DOShakeScale(1f, 0.5f, 4, 0f);
InitListOfLevel();
}

// ---------------------------------------------------------------------
//
// LOAD / DELETE LEVEL
//
// ---------------------------------------------------------------------

void LoadLevelAngry ()
{
// load fisrt level
Vector3 vectorNewPos = new Vector3(0, 5.32f, 0);
switch (currentLevelName)
{
case "easy":
level = (GameObject)Instantiate(Resources.Load(UtilsManager.GO_NAME_ANGRY_LEVEL+"easy_"+(currentNivInLevel)+UtilsManager.GO_NAME_ANGRY_NAME.ToString()), vectorNewPos, new Quaternion(0f,0f,0f,0f));
break;
case "medium":
level = (GameObject)Instantiate(Resources.Load(UtilsManager.GO_NAME_ANGRY_LEVEL+"medium_"+(currentNivInLevel)+UtilsManager.GO_NAME_ANGRY_NAME.ToString()), vectorNewPos, new Quaternion(0f,0f,0f,0f));
break;
case "hard":
level = (GameObject)Instantiate(Resources.Load(UtilsManager.GO_NAME_ANGRY_LEVEL+"hard_"+(currentNivInLevel)+UtilsManager.GO_NAME_ANGRY_NAME.ToString()), vectorNewPos, new Quaternion(0f,0f,0f,0f));
break;
}

// Play music angry
SoundManager.RemoveCurrentSound();
SoundManager.PlaySound(SoundType.ST_CATAPOTES, true, cameraGo, 1f);
}

void DestrucLoadedLevel ()
{
if ( level != null ){
Destroy(level);
}
}

// ---------------------------------------------------------------------
//
// OPEN / CLOSE score end panel
//
// ---------------------------------------------------------------------

public IEnumerator OpenLooseMessPanelGameEnd()
{
yield return new WaitForEndOfFrame();
NGUITools.SetActive(ScoreUpPanelObject, false);
NGUITools.SetActive(messLoosePanelObject, true);
}

void OpenScoreEndPanel(GameObject go)
{
_scoreupfordb = tmpCurrentScore;

GetBetterScore();

DeleteLevelStored();

NGUITools.SetActive(ScoreUpPanelObject, false);
NGUITools.SetActive(ScoreEndPanelObject, true);
//animScore.DOShakeScale(1f, 0.5f, 4, 0f);

labelScore.text = _scoreupfordb.ToString();
}

// ---------------------------------------------------------------------
//
// SCORING
//
// ---------------------------------------------------------------------
 
// List of better score
public List<Score> GetListOfScore () {
// Gather a list of score
List<Score> scores = dbManager.Query<Score>(sqlGetBetterJumperScore, UtilsManager.INT_GAME_CATAPOTES, tmpIdUser);
return scores;
}

// Get the better score
void GetBetterScore ()
{
// Set better score with db data
_betterscore = GetListOfScore().ToArray()[0].best_score;

// If better score exist
if ( _betterscore != 0 )
{
if ( _scoreupfordb > _betterscore )
labelBetterScoreUP.text = _scoreupfordb.ToString();
else
labelBetterScoreUP.text = _betterscore.ToString();
}
// Set score up at betterscore
else
{
labelBetterScoreUP.text = _scoreupfordb.ToString();
}

RegisterScoreInLocalDb(_scoreupfordb, _betterscore);
}

// id angry game in db = 1
void RegisterScoreInLocalDb(int newCurrentScore, int newBetterScore)
{
dbManager.Execute(sqlRegisterJumperScore, newCurrentScore, newBetterScore, UtilsManager.INT_GAME_CATAPOTES, tmpIdUser);
}

// ---------------------------------------------------------------------
//
// MOVE CAMERA TO SEE ELEMENTS
//
// ---------------------------------------------------------------------
 
void MoveCamera(GameObject go)
{
cameraGo.GetComponent<camera>().GoToStartPoint();
}

// ---------------------------------------------------------------------
//
// RESTART / CHOICE GAME /QUIT GAME
//
// ---------------------------------------------------------------------
 
// Open choice panel onclick in scorePanel
void OpenChoicesPanel(GameObject go) {
NGUITools.SetActive(btnCloseChoice, false);
DestrucLoadedLevel();
Destroy(level);
ResetCurrentNiv();
NGUITools.SetActive(ScoreEndPanelObject, false);
// set active the choice panel
NGUITools.SetActive(choicesPanelObject, true);
animChoice.DOShakeScale(1f, 0.5f, 4, 0f);
InitListOfLevel();
}

void OpenChoicesPanelInPlay(GameObject go) {
NGUITools.SetActive(btnCloseChoice, true);
NGUITools.SetActive(ScoreUpPanelObject, false);
// set active the choice panel
NGUITools.SetActive(choicesPanelObject, true);
animChoice.DOShakeScale(1f, 0.5f, 4, 0f);
}

void CloseChoicesPanel(GameObject go) {
// set inactive the choice panel
NGUITools.SetActive(choicesPanelObject, false);
NGUITools.SetActive(ScoreUpPanelObject, true);
}

void ResetCurrentNiv() {
tmpCurrentScore = 0;
currentNivInLevel = 1;
numbPeche = 0;
countOfEnnemy = 0;
}

void RestartCurrentLevel(GameObject go)
{
Destroy(level);
NGUITools.SetActive(ScoreUpPanelObject, true);
labelScoreUP.text = "0";
NGUITools.SetActive(ScoreEndPanelObject, false);
ResetCurrentNiv();
switch (currentLevelName)
{
case "easy":
numbPeche = 8;
break;
case "medium":
numbPeche = 6;
break;
case "hard":
numbPeche = 5;
break;
}
LoadLevelAngry();
}

void QuitGame(GameObject go)
{
dbManager.Execute (sqlRegisterLevel, currentLevelName, currentNivInLevel, tmpCurrentScore, tmpIdUser);
// send the game to be loaded
PlayerManager.SetLevelNameOfGame(UtilsManager.GAME_INTERFACES_TXT);
// Open game quest loader first
NextScene(UtilsManager.GAME_PRELOADINT_TXT);
}

void NextScene(string sceneName)
{
m_nextLevel = sceneName;
Application.LoadLevel(m_nextLevel);
}
}

5
Hi,

I have just upgraded my unity project to 4.5.6 unity version and updated with last Dotween version too.
When I start project in editor or if I build for iOS all tween not work.

My application worked fine before update, I have cleaned dotween folder before update it... i not have error message when I press play, just tween won't work

Thanks for Help

Ilan

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