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Messages - Daniele

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31
Ahoy!

There is no way to tell DOTween what starting value to start from, since it always takes it's target current one. That said, just set your color to the given value before creating the tween and you're done ;)

32
DOTween & DOTween Pro / Re: Lock rotation?
« on: March 05, 2016, 10:44:03 AM »
Hi,

Agh, my bad, my terrible bad. I didn't realize that option was in the video, apologies. I actually removed it before release because it's kind of experimental, meaning that in some cases it might lead to unexpected results. I fixed it a little and re-added it though. Just uploaded it here (if you don't have private access, just follow these instructions to be granted privileges).

Cheers,
Daniele

33
Great, and thanks for the thanks :)

And damn, I don't know what's happening to the forum :( Also, for some reason I don't get notifications of spam topics, so I don't see them until I come check for them on purpose :( Gonna clean it a little now, but I did it already a couple days ago and it didn't suffice. Siiigh.

34
Thanks to you for the compliments :)

35
Hi!

The issue you're having is simply due to the fact that, when a tween starts, the current value of its target is considered the starting point. So if your Color was almost white (because of the Flash) when you started another tween, it will go from that almost-white to white.

You should store the tween, and simply restart it when your target is hit again, like this:
Code: [Select]
// Create the flashing tween (store it in a class variable)
// Note that I use SetAutoKill(false) to prevent the tween from being killed after completion
// (this way you can reuse it)
myTween = Text.GetComponent<Outline>().DOColor(whiteopaque, 1.6f).SetEase(Ease.InFlash, 28, 0).SetAutoKill(false);
// ...
// Restart the flashing tween
myTween.Restart();

Cheers,
Daniele

36
DOTween & DOTween Pro / Re: transform.forward equivalent?
« on: March 02, 2016, 12:16:17 PM »
Ahaha grazie :D

37
DOTween & DOTween Pro / Re: transform.forward equivalent?
« on: March 02, 2016, 12:06:06 PM »
Hi,

This is interesting. Adding it to my todo list and will see if it's doable :)

Cheers,
Daniele

38
Hi,

If you want to use more advanced runtime features on your DOTweenPath, you have to grab the tween from it (created at the first Awake call), and after that you can use the full DOTween API on your tween. That is done by using myDOTweenPath.GetTween(). So your code should look like this:

Code: [Select]
Tweent t = GetComponent<DOTweenPath>().GetTween();
t.OnComplete(myCallback);
t.Play();

39
DOTween & DOTween Pro / Re: can't tween value on script
« on: February 03, 2016, 01:13:26 PM »
Aha thanks! :)

40
DOTween & DOTween Pro / Re: can't tween value on script
« on: February 01, 2016, 09:50:34 PM »
Hi!

Your code seems absolutely legit, so the only reason that property might not be tweened should be one of these:
1) You're resetting it every frame somewhere
2) You're resetting the tween every frame somewhere
3) Something else is controlling the Intensity value

Let me know, and cheers,
Daniele

41
DOTween & DOTween Pro / Re: AutoPlay usage
« on: January 29, 2016, 10:52:46 AM »
Hi!

defaultAutoPlay must be set after DOTween has been initialized (either when starting the first tween, or by calling DOTween.init). Otherwise, if you want to set it project-wise, you can simply change the relative option in DOTween's Utility Panel, which will be applied automatically (and will overwrite any defaultAutoPlay set before initialization).

Cheers,
Daniele

42
DOTween & DOTween Pro / Re: DOTween Pro
« on: January 25, 2016, 01:34:40 PM »
Hello,

You have waypoint events when creating a path via code (using the free version of DOTween), but not when using the visual editor of DOTween Pro. You could add them at runtime, by getting the generated tween and adding the callbacks to it, but it requires coding.

All in all, I think SWS might be more suitable for what you wrote, since it's completely focused on paths (contrary to DOTween Pro which also focuses on animations). And I'm pretty sure it has a visual editor feature for waypoints callbacks (but ask Baroni, the author, first, just to be on the safe side).

Cheers,
Daniele

43
Ahoy! Sorry, saw it only now. Glad it's solved, even if it's very weird :O

Cheers
Daniele

44
DOTween & DOTween Pro / Re: Tween got killed without obvious reason
« on: January 17, 2016, 06:19:54 PM »
Ah, glad it's solved, and thanks for the DOTween appreciation :)

45
Hi,

You can re-enable unhandled exceptions by disabling the safe mode in DOTween's settings panel.

Cheers,
Daniele

P.S. beware though, because in that case you'll have to take care of killing tweens on a target before that target is destroyed.

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