本帖最后由 da11 于 2022-5-11 01:38 编辑
iTween文档
AudioFromInstantly changes an AudioSource’s volume and pitch then returns it to it’s starting volume and pitch over time. Default AudioSource attached to GameObject will be used (if one exists) if not supplied.
立刻改变一个音频源的音量和音频,然后随着时间返回他开始的音频和音量。默认下音频源会添加到游戏对象进行使用(如果存在),如果不存在会自动添加! - AudioFrom(GameObject target, float volume, float pitch, float time)
- AudioFrom(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | audiosource | AudioSource | for which AudioSource to use
使用的音频源。 | volume | float or double | for the target level of volume
目标层级的音量。 | pitch | float or double | for the target pitch
目标的音频。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
AudioToFades volume and pitch of an AudioSource. Default AudioSource attached to GameObject will be used (if one exists) if not supplied.
一个音频源的褪去的音量和音频。默认下音频源会附加到游戏对象上使用(如果存在一个),如果不提供他会自动附加。 - AudioTo(GameObject target, float volume, float pitch, float time)
- AudioTo(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | audiosource | AudioSource | for which AudioSource to use
使用的音频源。 | volume | float or double | for the target level of volume
目标层级的音量。 | pitch | float or double | for the target pitch
目标的音频。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用 |
AudioUpdateSimilar to AudioTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a “live” set of changing values. Does not utilize an EaseType.
和AudioTo相似,但是在使用Update函数时会令人难以置信的提高性能,或类似循环的情况下涉及“live”设置改变值。不在使用EaseType。 - AudioUpdate(GameObject target, float volume, float pitch, float time)
- AudioUpdate(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | audiosource | AudioSource | for which AudioSource to use
使用的音频源。 | volume | float or double | for the target level of volume
目标层级的音量。 | pitch | float or double | for the target pitch
目标的音频。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 |
CameraFadeAddCreates a GameObject (if it doesn’t exist) at the supplied depth that can be used to simulate a camera fade. If you don’t choose to supply a Texture2D a black CameraFade with be created. If you don’t supply a depth the default depth of 999999 will be used.
创建一个游戏对象(如果不存在)在提供的深度,用于模拟摄像机的褪色。如果你不选择提供一个Texture2D,一个黑色CameraFade将会创建。如果你不提供一个深度,默认的深度将会使用999999. Returns a GameObject reference to the create CameraFade to allow additional customization such as its layer to ensure proper stacking.
返回一个游戏对象引用来创建CameraFade允许附加的自定义例如他的层适当叠加。 - CameraFadeAdd()
- CameraFadeAdd(Texture2D texture)
- CameraFadeAdd(Texture2D texture, int depth)
CameraFadeDepthChanges a camera fade’s depth.
改变摄像机褪色的深度。 - CameraFadeDepth(int depth)
CameraFadeDestroyRemoves and destroys a camera fade.
移除和销毁一个摄像机的褪色。
CameraFadeSwapChanges the camera fade’s texture.
改变摄像机褪色的纹理。 - CameraFadeSwap(Texture2D texture)
CameraFadeFromInstantly changes the amount(transparency) of a camera fade and then returns it back over time.
立刻改变一个摄像机渐隐的数量(透明度)然后随着时间返回他。 - CameraFadeFrom(float amount, float time)
- CameraFadeFrom(Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | amount | float or double | for how transparent the Texture2D that the camera fade uses is
摄像机渐隐时使用Texture2D的透明度。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用 |
CameraFadeToChanges the amount(transparency) of a camera fade over time.
随着时间改变摄像机渐隐的数量(透明度)。 - CameraFadeTo(float amount, float time)
- CameraFadeTo(Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | amount | float or double | for how transparent the Texture2D that the camera fade uses is
像机渐隐时使用Texture2D的透明度。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
CameraTextureCreates and returns a full-screen Texture2D for use with CameraFade.
使用CameraFade创建并返还一个全屏的Texture2D。 - CameraTexture(Color color)
ColorFromChanges a GameObject’s color values instantly then returns them to the provided properties over time. If a Light, GUIText or GUITexture component is attached, it will become the target of the animation.
立刻改变一个游戏对象的颜色值,然后随着时间返回他们提供的属性。如果附加的是一个light,guitext或guitexture组件,他将会变为动画的目标。 - ColorFrom(GameObject target, Hashtable args)
- ColorFrom(GameObject target, Color color, float time)
| Property Name | Type | Purpose | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | color | Color | the color to fade the object to
颜色渐隐的对象。 | r | float or double | for the individual setting of the color red
独立设置颜色为红色。 | g | float or double | for the individual setting of the color green
独立设置颜色为绿色。 | b | float or double | for the individual setting of the color blue
独立设置颜色为蓝色。 | a | float or double | for the individual setting of the alpha
独立设置透明度。 | NamedColorValue | NamedColorValue or string | for which color of a shader to use. Uses “_Color” by default.
着色器使用的颜色。默认使用“_Color”。 | includechildren | boolean | for whether or not to include children of this GameObject. True by default
这个游戏对象是否包含子物体。默认下为true。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
ColorToChanges a GameObject’s color values over time. If a Light, GUIText or GUITexture component is attached, they will become the target of the animation.
随着时间改变物体的颜色。如果附加的组件是一个light,guitext或guitexture,他们将会变为动画的目标。 - ColorTo(GameObject target, Hashtable args)
- ColorTo(GameObject target, Color color, float time)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | color | Color | the color to fade the object to
颜色渐隐的对象。 | r | float or double | for the individual setting of the color red
独立设置颜色为红色。 | g | float or double | for the individual setting of the color green
独立设置颜色为绿色。 | b | float or double | for the individual setting of the color blue
独立设置颜色为蓝色。 | a | float or double | for the individual setting of the alpha
独立设置透明度。 | NamedColorValue | NamedColorValue or string | for which color of a shader to use. Uses “_Color” by default.
着色器使用的颜色。默认使用“_Color”。 | includechildren | boolean | for whether or not to include children of this GameObject. True by default
这个游戏对象是否包含子物体。默认下为true。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
ColorUpdateSimilar to ColorTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a “live” set of changing values. Does not utilize an EaseType.
和ColorTo相似,但是在使用Update函数时会令人难以置信的提高性能,或类似循环的情况下涉及“live”设置改变值。不在使用EaseType。 - ColorUpdate(GameObject target, Color color, float time)
- ColorUpdate(GameObject target, Hashtable args)
color | Color | the color to fade the object to
颜色渐隐的对象。 | r | float or double | for the individual setting of the color red
独立设置颜色为红色。 | g | float or double | for the individual setting of the color green
独立设置颜色为绿色。 | b | float or double | for the individual setting of the color blue
独立设置颜色为蓝色。 | a | float or double | for the individual setting of the alpha
独立设置透明度。 | NamedColorValue | NamedColorValue or string | for which color of a shader to use. Uses “_Color” by default.
着色器使用的颜色。默认使用“_Color”。 | includechildren | boolean | for whether or not to include children of this GameObject. True by default
这个游戏对象是否包含子物体。默认下为true。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 |
CountReturns integer of iTweens.
返回iTweens的整数量。 - Count() Count all iTweens in current scene
计数当前场景中所有的iTweens。 - Count(string type) Count all iTweens in current scene of a particular type
计数当前场景中指定类型的所有的iTweens。 - Count(GameObject target) Count all iTweens on a GameObject
计数一个游戏对象上所有的iTweens。 - Count(GameObject target, string type) Count all iTweens on a GameObject of a particular type
计数一个游戏对象上一个特定类型的所有的iTweens。
DrawLineWhen called from an OnDrawGizmos() function it will draw a line through the provided array of Vector3 or Transforms.
当调用OnDrawGizmos()函数时,他会通过提供的Vector3或Transforms数组画一条线。 - DrawLine(Vector3[] path)
- DrawLine(Vector3[] path, Color color)
- DrawLine(Transform[] path)
- DrawLine(Transform[] path,Color color)
DrawLineGizmosDraws a line through the provided array of Vector3s or Transforms with Gizmos.DrawLine(). Identical to DrawLine()
使用Gizmos.DrawLine()通过提供的Vector3s或Transforms数组画一条线。和DrawLine()相同。 - DrawLineGizmos(Vector3[] path)
- DrawLineGizmos(Vector3[] path, Color color)
- DrawLineGizmos(Transform[] path)
- DrawLineGizmos(Transform[] path,Color color)
DrawLineHandlesDraws a line through the provided array of Vector3s or Transforms with Handles.DrawLine().
利用Handles.Drawline()通过提供的Vector3s或Transforms数组画一条线。 - DrawLineHandles(Vector3[] path)
- DrawLineHandles(Vector3[] path, Color color)
- DrawLineHandles(Transform[] path)
- DrawLineHandles(Transform[] path,Color color)
DrawPathWhen called from an OnDrawGizmos() function it will draw a curved path through the provided array of Vector3 or Transforms.
当调用OnDrawGizmos()时,他会通过Vector3或Transforms数组绘制一个曲线路径。 - DrawPath(Vector3[] path)
- DrawPath(Vector3[] path, Color color)
- DrawPath(Transform[] path)
- DrawPath(Transform[] path,Color color)
DrawPathGizmosDraws a curved path through the provided array of Vector3s or Transforms with Gizmos.DrawLine(). Identical to DrawPath()
使用Gizmos.DrawLine()通过Vector3s或Transforms数组绘制一个曲线路径。和DrawPath()一样。 - DrawPathGizmos(Vector3[] path)
- DrawPathGizmos(Vector3[] path, Color color)
- DrawPathGizmos(Transform[] path)
- DrawPathGizmos(Transform[] path,Color color)
DrawPathHandlesDraws a curved path through the provided array of Vector3s or Transforms with Handles.DrawLine().
利用Handles.DrawLine()通过提供的Vector3s或Transforms绘制一个曲线路径。 - DrawPathHandles(Vector3[] path)
- DrawPathHandles(Vector3[] path, Color color)
- DrawPathHandles(Transform[] path)
- DrawPathHandles(Transform[] path,Color color)
PathLengthReturns the length of a curved path drawn through the provided array of Vector3 or Transforms
返回通过Vector3或Transforms数组绘制的曲线路径的长度。 - PathLength(Vector3[])
- PathLength(Transform[])
EaseTypeAn enumeration of the type of easing to use based on Robert Penner’s open source easing equations.
基于Robert Penner’s open source easing equations缓动类型的枚举。 Here’s a good reference for what you can expect from each ease type (just click to animate the ball): here.
这里有一个很好的参考,你可以从这里希望了解每一个缓动类型(单击动画小球) - easeInQuad
- easeOutQuad
- easeInOutQuad
- easeInCubic
- easeOutCubic
- easeInOutCubic
- easeInQuart
- easeOutQuart
- easeInOutQuart
- easeInQuint
- easeOutQuint
- easeInOutQuint
- easeInSine
- easeOutSine
- easeInOutSine
- easeInExpo
- easeOutExpo
- easeInOutExpo
- easeInCirc
- easeOutCirc
- easeInOutCirc
- linear
- spring
- easeInBounce
- easeOutBounce
- easeInOutBounce
- easeInBack
- easeOutBack
- easeInOutBack
- easeInElastic
- easeOutElastic
- easeInOutElastic
FadeFromChanges a GameObject’s alpha value instantly then returns it to the provided alpha over time. If a Light, GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorFrom and using the “a” parameter.
改变游戏对象的alpha值随着时间返回提供的alpha。如果附加的组件是light,guitext或guitexture,将会是变成动画的目标。和使用ColorFrom和使用“a”参数。 - FadeFrom(GameObject target, Hashtable args)
- FadeFrom(GameObject target, float alpha, float time)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | alpha | float or double | for the initial alpha value of the animation.
动画初始化的alpha值。 | amount | float or double | for the initial alpha value of the animation.
动画初始化的alpha值。 | includechildren | boolean | for whether or not to include children of this GameObject. True by default
这个游戏对象是否包含子物体。默认下为true。 | NamedValueColor | NamedValueColor or string | for which color of a shader to use. Uses “_Color” by default.
着色器使用的颜色。默认使用“_Color”。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
FadeToChanges a GameObject’s alpha value over time. If a Light, GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorTo and using the “a” parameter.
随着时间改变物体的alpha值。如果附加的组件是light,guitext或guitexture,将会是变成动画的目标。和使用ColorFrom和使用“a”参数。 - FadeTo(GameObject target, Hashtable args)
- FadeTo(GameObject target, float alpha, float time)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | alpha | float or double | for the initial alpha value of the animation.
动画初始化的alpha值。 | amount | float or double | for the initial alpha value of the animation.
动画初始化的alpha值。 | includechildren | boolean | for whether or not to include children of this GameObject. True by default
这个游戏对象是否包含子物体。默认下为true。 | NamedValueColor | NamedValueColor or string | for which color of a shader to use. Uses “_Color” by default.
着色器使用的颜色。默认使用“_Color”。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
FadeUpdateSimilar to FadeTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a “live” set of changing values. Does not utilize an EaseType.
和FadeTo相似,但是在使用Update函数时会令人难以置信的提高性能,或类似循环的情况下涉及“live”设置改变值。不在使用EaseType。 - FadeUpdate(GameObject target, Hashtable args)
- FadeUpdate(GameObject target, float alpha, float time)
alpha | float or double | for the individual setting of the alpha
独立设置alpha。 | includechildren | boolean | for whether or not to include children of this GameObject. True by default
这个游戏对象是否包含子物体。默认下为true。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 |
FloatUpdateReturns a float that is eased between a current and target value by the supplied speed.
根据提供的速度返回一个float缓动在当前和目标值之间。 - FloatUpdate(float currentValue, float targetValue, float speed) : float
HashUniversal interface to help in the creation of Hashtables. Especially useful for C# users.
通用的接口来帮助创建哈希表。尤其是对C#用户。 - Hash(params object[] args)
InitSets up a GameObject to avoid hiccups when an initial iTween is added. It’s advisable to run this on every object you intend to run iTween on in its Start or Awake.
设置游戏对象当一个初始化被添加时避免停顿。这是明智的在每个对象运行你想在他的Start或Awake中运行iTween。
LookFromInstantly rotates a GameObject to look at the supplied Vector3 then returns it to it’s starting rotation over time.
瞬间旋转一个游戏对象监视着提供的Vector3然后随着时间返回他开始的旋转。 - LookFrom(GameObject target, Vector3 looktarget, float time)
- LookFrom(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | looktarget | Transform or Vector3 | for a target the GameObject will look at.
要监视的游戏对象目标。 | axis | string | Restricts rotation to the supplied axis only.
限制只旋转提供的轴向。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | speed | float or double | can be used instead of time to allow animation based on speed
基于加速度可以替代时间允许动画。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。
|
LookToRotates a GameObject to look at a supplied Transform or Vector3 over time.
随着时间旋转一个游戏对象监视着提供的Transform或Vector3。 - LookTo(GameObject target, Vector3 looktarget, float time)
- LookTo(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | looktarget | Transform or Vector3 | for a target the GameObject will look at.
要监视的游戏对象目标。 | axis | string | Restricts rotation to the supplied axis only.
限制只旋转提供的轴向。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | speed | float or double | can be used instead of time to allow animation based on speed
基于加速度可以替代时间允许动画。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
LookUpdateRotates a GameObject to look at a supplied Transform or Vector3 over time.
随着时间旋转一个游戏对象监视着提供的Transform或Vector3。 - LookUpdate(GameObject target, Hashtable args)
- LookUpdate(GameObject target, Vector3 looktarget, float time)
Property Name
属性名称 | Type
类型 | Purpose
用途 | looktarget | Transform or Vector3 | for a target the GameObject will look at.
要监视的游戏对象目标。 | axis | string | Restricts rotation to the supplied axis only.
限制只旋转提供的轴向。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 |
LoopTypeAn enumeration of the type of loop (if any) to use.
用于循环的枚举类型。 - none = Do not loop.
- loop = Rewind and replay.
- pingPong = Ping pong the animation back and forth.
MoveAddTranslates a GameObject’s position over time.
随着时间平移游戏对象的位置。 - MoveAdd(GameObject target, Vector3 amount, float time)
- MoveAdd(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | amount | Vector3 | for a point in space the GameObject will animate to.
游戏对象将会动画到世界空间中的一点。 | x | float or double | for the individual setting of the x axis
独立设置X轴向。 | y | float or double | for the individual setting of the y axis
独立设置Y轴向。 | z | float or double | for the individual setting of the z axis
独立设置Z轴向。 | orienttopath | boolean | for whether or not the GameObject will orient to its direction of travel. False by default
游戏对象是否适应他运行的方向。默认是False。 | looktarget | Transform or Vector3 | for a target the GameObject will look at
要监视的游戏对象目标。 | looktime | float or double | for the time in seconds the object will take to look at either the “looktarget” or “orienttopath”
“looktarget”或“orienttopath”需要监视的时间。 | axis | string | restricts rotation to the supplied axis only
限制只旋转提供的轴向。 | space | Space | for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space
应用于世界坐标系和本地坐标系的转换。默认是本地空间。 | time | float or double | for the time in seconds the animation will take to complet
完成动画需要的时间。 | speed | float or double | can be used instead of time to allow animation based on speed
基于加速度可以替代时间允许动画。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
MoveByAdds the supplied coordinates to a GameObject’s position.
添加提供的坐标到游戏对象的位置。 - MoveBy(GameObject target, Vector3 amount, float time)
- MoveBy(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | amount | Vector3 | for a point in space the GameObject will animate to.
游戏对象将会动画到世界空间中的一点。 | x | float or double | for the individual setting of the x axis
独立设置X轴向。 | y | float or double | for the individual setting of the y axis
独立设置Y轴向。 | z | float or double | for the individual setting of the z axis
独立设置Z轴向。 | orienttopath | boolean | for whether or not the GameObject will orient to its direction of travel. False by default
游戏对象是否适应他运行的方向。默认是False。 | looktarget | Transform or Vector3 | for a target the GameObject will look at
要监视的游戏对象目标。 | looktime | float or double | for the time in seconds the object will take to look at either the “looktarget” or “orienttopath”
“looktarget”或“orienttopath”需要监视的时间。 | axis | string | restricts rotation to the supplied axis only
限制只旋转提供的轴向。 | space | Space | for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space
应用于世界坐标系和本地坐标系的转换。默认是本地空间。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | speed | float or double | can be used instead of time to allow animation based on speed
基于加速度可以替代时间允许动画。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
MoveFromInstantly changes a GameObject’s position to a supplied destination then returns it to it’s starting position over time.
瞬间改变游戏对象的位置到提供的目的地,然后随着时间返回他的开始位置。 - MoveFrom(GameObject target, Vector3 position, float time)
- MoveFrom(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | position | Transform or Vector3 | for a point in space the GameObject will animate to.
游戏对象将会动画到世界空间中的一点。 | path | Transform[] or Vector3[] | for a list of points to draw a Catmull-Rom through for a curved animation path
点的列表绘制一个复杂房间的曲线动画路径。 | movetopath | boolean | for whether to automatically generate a curve from the GameObject’s current position to the beginning of the path. True by default.
是否要自动产生从游戏的当前位置到路径开始的曲线。默认是true。 | x | float or double | for the individual setting of the x axis
独立设置X轴向。 | y | float or double | for the individual setting of the y axis
独立设置Y轴向。 | z | float or double | for the individual setting of the z axis
独立设置Z轴向。 | orienttopath | boolean | for whether or not the GameObject will orient to its direction of travel. False by default
游戏对象是否适应他运行的方向。默认是False。 | looktarget | Transform or Vector3 | for a target the GameObject will look at
要监视的游戏对象目标。 | looktime | float or double | for the time in seconds the object will take to look at either the “looktarget” or “orienttopath”
“looktarget”或“orienttopath”需要监视的时间。 | lookahead | float or double | for how much of a percentage (from 0 to 1) to look ahead on a path to influence how strict “orienttopath” is and how much the object will anticipate each curve | axis | string | restricts rotation to the supplied axis only
限制只旋转提供的轴向。 | islocal | boolean | for whether to animate in world space or relative to the parent. False be default.
是否在世界空间或相对于父物体的空间进行动画。默认是False。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | speed | float or double | can be used instead of time to allow animation based on speed
基于加速度可以替代时间允许动画。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
MoveToChanges a GameObject’s position over time to a supplied destination.
随着时间改变游戏对象的位置到提供的目标点。 - MoveTo(GameObject target, Vector3 position, float time)
- MoveTo(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | position | Transform or Vector3 | for a point in space the GameObject will animate to.
游戏对象将会动画到世界空间中的一点。 | path | Transform[] or Vector3[] | for a list of points to draw a Catmull-Rom through for a curved animation path
点的列表绘制一个复杂房间的曲线动画路径。 | movetopath | boolean | for whether to automatically generate a curve from the GameObject’s current position to the beginning of the path. True by default.
是否要自动产生从游戏的当前位置到路径开始的曲线。默认是true。 | x | float or double | for the individual setting of the x axis
独立设置X轴向。 | y | float or double | for the individual setting of the y axis
独立设置Y轴向。 | z | float or double | for the individual setting of the z axis
独立设置Z轴向。 | orienttopath | boolean | for whether or not the GameObject will orient to its direction of travel. False by default
游戏对象是否适应他运行的方向。默认是False。 | looktarget | Transform or Vector3 | for a target the GameObject will look at
要监视的游戏对象目标。 | looktime | float or double | for the time in seconds the object will take to look at either the “looktarget” or “orienttopath”
“looktarget”或“orienttopath”需要监视的时间。 | lookahead | float or double | for how much of a percentage (from 0 to 1) to look ahead on a path to influence how strict “orienttopath” is and how much the object will anticipate each curve | axis | string | restricts rotation to the supplied axis only
限制只旋转提供的轴向。 | islocal | boolean | for whether to animate in world space or relative to the parent. False be default.
是否在世界空间或相对于父物体的空间进行动画。默认是False。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | speed | float or double | can be used instead of time to allow animation based on speed
基于加速度可以替代时间允许动画。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
MoveUpdateSimilar to MoveTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a “live” set of changing values. Does not utilize an EaseType.
和FMoveTo相似,但是在使用Update函数时会令人难以置信的提高性能,或类似循环的情况下涉及“live”设置改变值。不在使用EaseType。 - MoveUpdate(GameObject target, Vector3 position, float time)
- MoveUpdate(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | position | Transform or Vector3 | for a point in space the GameObject will animate to.
游戏对象将会动画到世界空间中的一点。 | x | float or double | for the individual setting of the x axis
独立设置X轴向。 | y | float or double | for the individual setting of the y axis
独立设置Y轴向。 | z | float or double | for the individual setting of the z axis
独立设置Z轴向。 | orienttopath | boolean | for whether or not the GameObject will orient to its direction of travel. False by default
游戏对象是否适应他运行的方向。默认是False。 | looktarget | Transform or Vector3 | for a target the GameObject will look at
要监视的游戏对象目标。 | looktime | float or double | for the time in seconds the object will take to look at either the “looktarget” or “orienttopath”
“looktarget”或“orienttopath”需要监视的时间。 | axis | string | restricts rotation to the supplied axis only
限制只旋转提供的轴向。 | islocal | boolean | for whether to animate in world space or relative to the parent. False be default.
是否在世界空间或相对于父物体的空间进行动画。默认是False。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。
|
PausePauses iTweens.
暂停itween. If an iTween is established with “ignoreTimeScale” set to true pause will not currently work. (Sorry)
如果一个iTween设置了”ignoreTimeScale”为true,暂停就不能正确工作(sorry). - Pause(GameObject target) Pause all iTweens on a GameObject.
暂停游戏对象上所有的iTweens. - Pause(GameObject target, bool includechildren) Pause all iTweens on a GameObject including its children.
暂停游戏对象上所有的iTweens包括他的子物体. - Pause(GameObject target, string type) Pause all iTweens on a GameObject of a particular type.
暂停游戏对象上某种类型的所有iTweens. - Pause(GameObject target, string type, bool includechildren) Pause all iTweens on a GameObject of a particular type including its children.
暂停游戏对象上某种类型的所有iTweens,包括他的子物体. - Pause() Pause all iTweens in scene.
暂停场景中所有的iTweens.
PunchPositionApplies a jolt of force to a GameObject’s position and wobbles it back to its initial position.
使用一个震动的力量给游戏对象的位置使他晃动到他的原始位置. - PunchPosition(GameObject target, Vector3 amount, float time)
- PunchPosition(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose>
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | amount | Vector3 | for a point in space the GameObject will animate to.
游戏对象将会动画到世界空间中的一点。 | x | float or double | for the individual setting of the x magnitude
独立设置X轴向的大小。 | y | float or double | for the individual setting of the y magnitude
独立设置Y轴向的大小。 | z | float or double | for the individual setting of the z magnitude
独立设置Z轴向的大小。 | space | Space | for applying the transformation in either the world coordinate or local coordinate system. Defaults to local space.
应用于世界坐标系和本地坐标系的转换。默认是本地空间。 | looktarget | Transform or Vector3 | for a target the GameObject will look at
要监视的游戏对象目标。 | looktime | float or double | for the time in seconds the object will take to look at either the “looktarget” or “orienttopath”
“looktarget”或“orienttopath”需要监视的时间。 | axis | string | restricts rotation to the supplied axis only
限制只旋转提供的轴向。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed (only “loop” is allowed with punches)
一旦动画完成,循环使用的类型(只有是punches时可以允许”loop”)。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
PunchRotationApplies a jolt of force to a GameObject’s rotation and wobbles it back to its initial rotation. NOTE: Due to the way iTween utilizes the Transform.Rotate method, PunchRotation works best with single axis usage rather than punching with a Vector3.
使用一个震动的力量给游戏对象的旋转使他晃动到他的原始旋转.注意:由于iTween是利用Transform.Rotate方法,所以PunchRotation用于单轴旋转比punching要工作的好. - PunchRotation(GameObject target, Vector3 amount, float time)
- PunchRotation(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | amount | Vector3 | for a point in space the GameObject will animate to.
游戏对象将会动画到世界空间中的一点。 | x | float or double | for the individual setting of the x magnitude
独立设置X轴向的大小。 | y | float or double | for the individual setting of the y magnitude
独立设置Y轴向的大小。 | z | float or double | for the individual setting of the z magnitude
独立设置Z轴向的大小。 | space | Space | for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space.
应用于世界坐标系和本地坐标系的转换。默认是本地空间。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed (only “loop” is allowed with punches)
一旦动画完成,循环使用的类型(只有是punches时可以允许”loop”)。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
PunchScaleApplies a jolt of force to a GameObject’s scale and wobbles it back to its initial scale.
使用一个震动的力量给游戏对象的缩放使他晃动到他的原始缩放. - PunchScale(GameObject target, Vector3 amount, float time)
- PunchScale(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | amount | Vector3 | for a point in space the GameObject will animate to.
游戏对象将会动画到世界空间中的一点。 | x | float or double | for the individual setting of the x magnitude
独立设置X轴向的大小。 | y | float or double | for the individual setting of the y magnitude
独立设置Y轴向的大小。 | z | float or double | for the individual setting of the z magnitude
独立设置Z轴向的大小。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed (only “loop” is allowed with punches)
一旦动画完成,循环使用的类型(只有是punches时可以允许”loop”)。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
PutOnPathPuts a GameObject on a path at the provided percentage
根据提供的百分比放置游戏对象的路径. - PutOnPath(GameObject target, Vector3[] path, float percent)
- PutOnPath(GameObject target, Transform[] path, float percent)
- PutOnPath(Transform target, Vector3[] path, float percent)
- PutOnPath(Transform target, Transform[] path, float percent)
PointOnPathReturns a Vector3 position on a path at the provided percentage.
根据提供的百分比返回一个路径上的Vector3位置. - PointOnPath(Transform[] path, float percent)
- PointOnPath(Vector3[] path, float percent)
RectUpdateReturns a Rect that is eased between a current and target value by the supplied speed.
通过提供的加速度返回一个用于缓冲当前和目标值之间的一个矩形. - RectUpdate(Rect currentValue, Rect targetValue, float speed) : Rect
ResumeResumes iTweens.
从新开始iTween. - Resume(GameObject target) Resume all iTweens on a GameObject
重新开始游戏对象上的所有的iTween. - Resume(GameObject target, bool includechildren) Resume all iTweens on a GameObject including its children.
重新开始游戏对象上的所有的iTween包括他的子物体. - Resume(GameObject target, string type) Resume all iTweens on a GameObject of a particular type.
重新开始游戏对象上某种类型的所有iTweens. - Resume(GameObject target, string type, bool includechildren) Resume all iTweens on a GameObject of a particular type including its children.
重新开始游戏对象上某种类型的所有iTweens包括他的子物体. - Resume() Resume all iTweens in scene.
重新开始场景中所有的iTween.
RotateAddAdds supplied Euler angles in degrees to a GameObject’s rotation over time.
随着游戏对象的旋转在某角度下添加指定的欧拉角. - RotateAdd(GameObject target, Vector3 amount, float time)
- RotateAdd(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | amount | Vector3 | for the amount of Euler angles in degrees to add to the current rotation of the GameObject.
添加到当前游戏对象旋转角度上的欧拉角数量. | x | float or double | for the individual setting of the x axis
独立设置X轴向。 | y | float or double | for the individual setting of the y axis
独立设置Y轴向。 | z | float or double | for the individual setting of the z axis
独立设置Z轴向。 | space | Space or string | for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space.
应用于世界坐标系和本地坐标系的转换。默认是本地空间。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | speed | float or double | can be used instead of time to allow animation based on speed
可以用于替代时间允许动画基于速度播放. | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method | onupdateparams | Object | for arguments to be sent to the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
RotateByMultiplies supplied values by 360 and rotates a GameObject by calculated amount over time.
随着时间倍增旋转游戏对象的值,直到到达360. - RotateBy(GameObject target, Vector3 amount, float time)
- RotateBy(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | amount | Vector3 | for the amount to be multiplied by 360 to rotate the GameObject.
旋转游戏对象倍增到360的数量. | x | float or double | for the individual setting of the x axis
独立设置X轴向。 | y | float or double | for the individual setting of the y axis
独立设置Y轴向。 | z | float or double | for the individual setting of the z axis
独立设置Z轴向。 | space | Space or string | for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space.
应用于世界坐标系和本地坐标系的转换。默认是本地空间。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | speed | float or double | can be used instead of time to allow animation based on speed
可以用于替代时间允许动画基于速度播放. | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
RotateFromInstantly changes a GameObject’s Euler angles in degrees then returns it to it’s starting rotation over time.
立即改变游戏对象的欧拉角度在角度上,然后随着时间返回到他开始时候的旋转. - RotateFrom(GameObject target, Vector3 rotation, float time)
- RotateFrom(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | rotation | Transform or Vector3 | for the target Euler angles in degrees to rotate to.
在角度上旋转到的目标欧拉角角度. | x | float or double | for the individual setting of the x axis
独立设置X轴向。 | y | float or double | for the individual setting of the y axis
独立设置Y轴向。 | z | float or double | for the individual setting of the z axis
独立设置Z轴向。 | islocal | boolean | for whether to animate in world space or relative to the parent. False be default.
是否在世界空间动画或相对于父物体动画。默认是false。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | speed | float or double | can be used instead of time to allow animation based on speed
可以用于替代时间允许动画基于速度播放. | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method | onupdateparams | Object | for arguments to be sent to the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
RotateToRotates a GameObject to the supplied Euler angles in degrees over time.
随着时间在角度上旋转游戏对象到提供的欧拉角角度. - RotateTo(GameObject target, Vector3 rotation, float time)
- RotateTo(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | rotation | Transform or Vector3 | for the target Euler angles in degrees to rotate to.
在角度上旋转到的目标欧拉角角度. | x | float or double | for the individual setting of the x axis
独立设置X轴向。 | y | float or double | for the individual setting of the y axis
独立设置Y轴向。 | z | float or double | for the individual setting of the z axis
独立设置Z轴向。 | islocal | boolean | for whether to animate in world space or relative to the parent. False be default.
是否在世界空间动画或相对于父物体动画。默认是false。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | speed | float or double | can be used instead of time to allow animation based on speed
可以用于替代时间允许动画基于速度播放. | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
RotateUpdateSimilar to RotateTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a “live” set of changing values. Does not utilize an EaseType.
和RotateTo相似,但是在使用Update函数时会令人难以置信的提高性能,或类似循环的情况下涉及“live”设置改变值。不在使用EaseType。 - RotateUpdate(GameObject target, Hashtable args)
- RotateUpdate(GameObject target, Vector3 rotation, float time)
Property Name
属性名称 | Type
类型 | Purpose
用途 | rotation | Transform or Vector3 | for the target Euler angles in degrees to rotate to.
在角度上旋转到的目标欧拉角角度. | x | float or double | for the individual setting of the x axis
独立设置X轴向。 | y | float or double | for the individual setting of the y axis
独立设置Y轴向。 | z | float or double | for the individual setting of the z axis
独立设置Z轴向。 | islocal | boolean | for whether to animate in world space or relative to the parent. False be default.
是否在世界空间动画或相对于父物体动画。默认是false。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 |
ScaleAddAdds to a GameObject’s scale over time.
随着时间的改变添加游戏对象的缩放. - ScaleAdd(GameObject target, Vector3 amount, float time)
- ScaleAdd(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | amount | Vector3 | for the amount to be added to the GameObject’s current scale
添加到当前缩放的数量. | x | float or double | for the individual setting of the x axis
独立设置X轴向。 | y | float or double | for the individual setting of the y axis
独立设置Y轴向。 | z | float or double | for the individual setting of the z axis
独立设置Z轴向。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | speed | float or double | can be used instead of time to allow animation based on speed
可以用于替代时间允许动画基于速度播放. | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
ScaleByMultiplies a GameObject’s scale over time.
随着时间倍增游戏对象的缩放. - ScaleBy(GameObject target, Vector3 amount, float time)
- ScaleBy(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | amount | Vector3 | for the amount to be added to the GameObject’s current scale
添加到当前缩放的数量. | x | float or double | for the individual setting of the x axis
独立设置X轴向。 | y | float or double | for the individual setting of the y axis
独立设置Y轴向。 | z | float or double | for the individual setting of the z axis
独立设置Z轴向。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | speed | float or double | can be used instead of time to allow animation based on speed
可以用于替代时间允许动画基于速度播放. | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
ScaleFromInstantly changes a GameObject’s scale then returns it to it’s starting scale over time.
立刻改变游戏对象的缩放然后随着时间返回到他的开始缩放. - ScaleFrom(GameObject target, Vector3 scale, float time)
- ScaleFrom(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | scale | Transform or Vector3 | for the initial scale
原始的缩放. | x | float or double | for the individual setting of the x axis
独立设置X轴向。 | y | float or double | for the individual setting of the y axis
独立设置Y轴向。 | z | float or double | for the individual setting of the z axis
独立设置Z轴向。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | speed | float or double | can be used instead of time to allow animation based on speed
可以用于替代时间允许动画基于速度播放. | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
ScaleToChanges a GameObject’s scale over time.
随着时间改变物体的缩放. - ScaleTo(GameObject target, Vector3 scale, float time)
- ScaleTo(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | scale | Transform or Vector3 | for the initial scale
原始的缩放. | x | float or double | for the individual setting of the x axis
独立设置X轴向。 | y | float or double | for the individual setting of the y axis
独立设置Y轴向。 | z | float or double | for the individual setting of the z axis
独立设置Z轴向。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | speed | float or double | can be used instead of time to allow animation based on speed
可以用于替代时间允许动画基于速度播放. | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed
一旦动画完成,循环使用的类型。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。
|
ScaleUpdateSimilar to ScaleTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a “live” set of changing values. Does not utilize an EaseType.
和ScaleTo相似,但是在使用Update函数时会令人难以置信的提高性能,或类似循环的情况下涉及“live”设置改变值。不在使用EaseType。 - ScaleUpdate(GameObject target, Vector3 scale, float time)
- ScaleUpdate(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | scale | Transform or Vector3 | for the initial scale
原始的缩放. | x | float or double | for the individual setting of the x axis
独立设置X轴向。 | y | float or double | for the individual setting of the y axis
独立设置Y轴向。 | z | float or double | for the individual setting of the z axis
独立设置Z轴向。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 |
ShakePositionRandomly shakes a GameObject’s position by a diminishing amount over time.
随着时间通过一个递减数量随机的震动游戏对象的位置. - ShakePosition(GameObject target, Vector3 amount, float time)
- ShakePosition(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | amount | Vector3 | for the magnitude of shake
震动的数值变换. | x | float or double | for the individual setting of the x magnitude
独立设置x轴向的大小. | y | float or double | for the individual setting of the y magnitude
独立设置y轴向的大小. | z | float or double | for the individual setting of the z magnitude
独立设置z轴向的大小. | islocal | boolean | for whether to animate in world space or relative to the parent. False by default.
是否在世界空间或相对于父物体的空间进行动画。默认是False。 | orienttopath | boolean | for whether or not the GameObject will orient to its direction of travel. False by default
游戏对象是否适应他运行的方向。默认是False。 | looktarget | Transform or Vector3 | for a target the GameObject will look at
要监视的游戏对象目标。 | looktime | float or double | for the time in seconds the object will take to look at either the “looktarget” or “orienttopath”
“looktarget”或“orienttopath”需要监视的时间。 | axis | string | restricts rotation to the supplied axis only
限制只旋转提供的轴向。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed (only “loop” is allowed with shakes)
一旦动画完成,循环使用的类型(仅当shakes允许”loop”)。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onstart”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
ShakeRotationRandomly shakes a GameObject’s rotation by a diminishing amount over time.
随着时间通过一个递减数量随机的震动游戏对象的旋转. - ShakeRotation(GameObject target, Vector3 amount, float time)
- ShakeRotation(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | amount | Vector3 | for the magnitude of shake
震动的数值变换. | x | float or double | for the individual setting of the x magnitude
独立设置x轴向的大小. | y | float or double | for the individual setting of the y magnitude
独立设置y轴向的大小. | z | float or double | for the individual setting of the z magnitude
独立设置z轴向的大小. | space | Space | for applying the transformation in either the world coordinate or local coordinate system. Defaults to local space.
应用于世界坐标系和本地坐标系的转换。默认是本地空间。 | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed (only “loop” is allowed with shakes)
一旦动画完成,循环使用的类型(仅当shakes允许”loop”)。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
发送给“onupdate”的参数。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
ShakeScaleRandomly shakes a GameObject’s scale by a diminishing amount over time.
随着时间通过一个递减数量随机的震动游戏对象的缩放. - ShakeScale(GameObject target, Vector3 amount, float time)
- ShakeScale(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | amount | Vector3 | for the magnitude of shake
震动的数值变换. | x | float or double | for the individual setting of the x magnitude
独立设置x轴向的大小. | y | float or double | for the individual setting of the y magnitude
独立设置y轴向的大小. | z | float or double | for the individual setting of the z magnitude
独立设置z轴向的大小. | time | float or double | for the time in seconds the animation will take to complete
完成动画需要的时间。 | delay | float or double | for the time in seconds the animation will wait before beginning
开始动画之前等待的时间。 | looptype | LoopType or string | for the type of loop to apply once the animation has completed (only “loop” is allowed with shakes)
一旦动画完成,循环使用的类型(仅当shakes允许”loop”)。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
StabPlays an AudioClip once based on supplied volume and pitch and following any delay. AudioSource is optional as iTween will provide one.
基于提供的音量,音频,和任何跟随的延迟来播放音频剪辑.音频源是可选的,因为iTween将会提供一个. - Stab(GameObject target, AudioClip audioclip, float delay)
- Stab(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | audioclip | AudioClip | for a reference to the AudioClip to be played.
用于播放的音频剪辑引用对象. | audiosource | AudioSource | for which AudioSource to use
使用哪一个音频源. | volume | float or double | for the target level of volume
目标层级的音量. | pitch | float or double | for the target pitch
目标的音频. | delay | float or double | for the time in seconds the action will wait before beginning
在开始之前需要等待的时间. | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 |
StopStop iTweens.
停止iTweens. Please note that as a result of how Unity threads some operations you may need to insert an arbitrary (though short) pause after a Stop call before adding a new iTween by using WaitForSeconds(). If you are using mouse or keyboard interaction I would advise calling your Stop in key/mouse down and any new iTween calls on key/mouse up as iTween follows a strict and self imposed “DDD” (Doesn’t Destroy Duplicates). - Stop() Stop and destroy all Tweens in current scene
停止并且销毁当前场景中的Tweens. - Stop(string type) Stop and destroy all iTweens in current scene of a particular type.
停止并且销毁当前场景中特定类型的ITweens. - Stop(GameObject target) Stop and destroy all iTweens on a GameObject.
停止并且销毁一个游戏对象上所有的iTweens. - Stop(GameObject target, bool includechildren) Stop and destroy all iTweens on a GameObject including its children.
停止并且销毁一个游戏对象上所有的iTweens包括他的子物体. - Stop(GameObject target, string type) Stop and destroy all iTweens on a GameObject of a particular type.
停止并且销毁一个游戏对象上特定类型的所有的iTweens. - Stop(GameObject target, string type, bool includechildren) Stop and destroy all iTweens on a GameObject of a particular type including its children.
停止并且销毁一个游戏对象上特定类型的所有的iTweens包括他的子物体.
Stop By NameStop iTweens by name.
根据名字停止iTweens. Please note that as a result of how Unity threads some operations you may need to insert an arbitrary (though short) pause after a Stop call before adding a new iTween by using WaitForSeconds(). If you are using mouse or keyboard interaction I would advise calling your Stop in key/mouse down and any new iTween calls on key/mouse up as iTween follows a strict and self imposed “DDD” (Doesn’t Destroy Duplicates). - StopByName(string name) Stop and destroy and Tweens in current scene with the supplied name
根据提供的名字停止并且销毁当前场景主公的Tweens.
ValueToReturns a value to a callback method interpolated between the supplied ‘from’ and ‘to’ values for application as desired. Requires an ‘onupdate’ callback that accepts the same type as the supplied ‘from’ and ‘to’ properties.
正如应用程序期望的返回一个在提供的”from”和”to”之间的插值给回调方法.需要”onupdate”回调. - ValueTo(GameObject target, Hashtable args)
Property Name
属性名称 | Type
类型 | Purpose
用途 | name | string | an individual name useful for stopping iTweens by name
根据独立的名字用于停止iTweens。 | from | float or double or Vector3 or Vector2 or Color or Rect | for the starting value.
开始的值. | to | float or double or Vector3 or Vector2 or Color or Rect | for the ending value.
结束的值. | time | float or double | for the time in seconds the animation will take to complete完成动画需要的时间。 | speed | float or double | can be used instead of time to allow animation based on speed (only works with Vector2, Vector3, and Floats)
可以用于替代时间允许动画基于速度播放(仅在Vector2,Vector3,和Floats中使用). | delay | float or double | for the time in seconds the action will wait before beginning
开始动画之前等待的时间。 | easetype | EaseType or string | for the shape of the easing curve applied to the animation
动画使用的缓动曲线的形状。 | onstart | string | for the name of a function to launch at the beginning of the animation
一个函数的名字来启动开始的动画。 | onstarttarget | GameObject | for a reference to the GameObject that holds the “onstart” method
游戏对象的引用,用来得到“onstart”方法。 | onstartparams | Object | for arguments to be sent to the “onstart” method
发送给“onstart”方法的参数。 | onupdate | string | for the name of a function to launch on every step of the animation
函数的名字在动画每步中启动。 | onupdatetarget | GameObject | for a reference to the GameObject that holds the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | onupdateparams | Object | for arguments to be sent to the “onupdate” method
游戏对象的引用,用来得到“onupdate”方法。 | oncomplete | string | for the name of a function to launch at the end of the animation
函数的名字启动结束动画。 | oncompletetarget | GameObject | for a reference to the GameObject that holds the “oncomplete” method
游戏对象的引用,用来得到“oncomplete”方法。 | oncompleteparams | Object | for arguments to be sent to the “oncomplete” method
发送给“oncomplete”方法的参数。 | ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0
设置为true将会允许动画继续当前的时间,这个在游戏通过设置Time.timeScale=0之后暂停游戏后的菜单动画很有用。 |
Vector2UpdateReturns a Vector2 that is eased between a current and target value by the supplied speed.
通过提供的加速度返回一个用于缓冲当前和目标值之间的一个Vector2. - Vector2Update(Vector2 currentValue, Vector2 targetValue, float speed) : Vector2
Vector3UpdateReturns a Vector3 that is eased between a current and target value by the supplied speed.
通过提供的加速度返回一个用于缓冲当前和目标值之间的一个Vector3. - Vector3Update(Vector3 currentValue, Vector3 targetValue, float speed) : Vector3
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