DoTween函数汇总

DOTween是一个强大的Unity动画库,用于创建各种类型的过渡效果。本文详细介绍了DOTween的初始化过程,包括设置回收机制、安全模式和日志行为。此外,还讲解了创建Tweener的三种方式:通用方法、快捷键和额外的通用方法,涵盖从基本元素到自定义插件的各种动画操作。内容包括如何控制变换、刚体、材质等对象的属性,以及如何使用回调和设置选项来定制过渡效果。
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命名规则

Tweener

控制一个值并激活它的中间层。

Sequence

一个特殊的过渡,不是控制一个值,而是控制其他的tween和动画作为一个group。

Tween

表示Tweener和序列的通用词。

Prefixes

包含在一个序列Sequence 中的一个tween 。

前缀

前缀是最重要的使用智能感知,所以试着记住这些:

DO
所有之间快捷键的前缀(可以直接从已知对象开始的操作,如转换或材料)。也是主DOTween类的前缀。

transform.DOMoveX(100, 1);
transform.DORestart();
DOTween.Play();

Set
前缀的所有设置,可以链接到一个吐温(除外)从…,因为它作为一个设置应用,但实际上不是一个设置)

myTween.SetLoops(4, LoopType.Yoyo).SetSpeedBased();

On
前缀的所有回调,可以链接到一个tween。

myTween.OnStart(myStartFunction).OnComplete(myCompleteFunction);

DOTween.Init

第一次创建tween时,DOTween将使用默认值自动初始化自己。

如果您更喜欢自己初始化它(推荐),那么在创建任何TWIN之前,调用这个方法一次(之后调用它将没有任何效果)。

考虑到您仍然可以在任何时候更改所有init设置,方法是使用DOTween‘s全局设置

或者,您可以将SetCapacity方法,该方法允许设置最大tweener/序列初始容量(这与调用DOTween.SetTweensCapacity晚些时候)。

static DOTween.Init(
	bool recycleAllByDefault = false, 
	bool useSafeMode = true, 
	LogBehaviour logBehaviour = LogBehaviour.ErrorsOnly)

Initializes DOTween. Call it without any parameter to use the
preferences you set in DOTween’s Utility Panel (otherwise they will be
overrided by any eventual parameter passed). recycleAllByDefault If
TRUE all new tweens will be set for recycling, meaning that when
killed they won’t be destroyed but instead will be put in a pool and
reused rather than creating new tweens. This option allows you to
avoid GC allocations by reusing tweens, but you will have to take care
of tween references, since they might result active even if they were
killed (since they might have been respawned and might now be in use
as other completely different tweens). If you want to automatically
set your tween references to NULL when a tween is killed you can use
the OnKill callback like this:
.OnKill(()=> myTweenReference = null)
You can change this setting at any time by changing the static
DOTween.defaultRecyclable property, or you can set the recycling
behaviour for each tween separately, using SetRecyclable useSafeMode
If set to TRUE tweens will be slightly slower but safer, allowing
DOTween to automatically take care of things like targets being
destroyed while a tween is running. WARNING: on iOS safeMode works
only if stripping level is set to “Strip Assemblies” or Script Call
Optimization is set to “Slow and Safe”, while on Windows 10 WSA it
won’t work if Master Configuration and .NET are selected.
logBehaviour Depending on the chosen mode DOTween will log only
errors, errors and warnings, or everything plus additional
informations.

// EXAMPLE A: initialize with the preferences set in DOTween's Utility Panel
DOTween.Init();
// EXAMPLE B: initialize with custom settings, and set capacities immediately
DOTween.Init(true, true, LogBehaviour.Verbose).SetCapacity(200, 10);

创建Tweener

Tweeners 给 DOTween 工作. 他们获取一个属性/字段,并将其动画化为给定的值。

  • 到目前为止,DOTWIN可以在这些类型的值之间转换:
    浮标,双,int,uint,长,Ulong,Vector2/3/4,四元数,RECT,RectOffset,Color,String
    (其中一些值可以用特殊方式tween)

  • 此外,您还可以创建自定义DOTween插件在自定义值类型之间切换

有三种创建tweener的方法:这个一般方式, 捷径和其他通用方式.

A.一般方式

这是最灵活的tween方式,可以让你在几乎所有的值之间转换。公共或私人、静态或动态 (正如您所知,快捷方式实际上在后台使用了通用方式).

与快捷方式一样,通用方法有一个FROM替代版本。

static DOTween.To(getter, setter, to, float duration)

实例

// Tween a Vector3 called myVector to 3,4,8 in 1 second
DOTween.To(()=> myVector, x=> myVector = x, new Vector3(3,4,8), 1);
// Tween a float called myFloat to 52 in 1 second
DOTween.To(()=> myFloat, x=> myFloat = x, 52, 1);

B.捷径

DOTWIN包括一些已知的统一对象的快捷键,如变换、刚体和材料。您可以直接从对这些对象的引用(这也将自动将对象本身设置为间目标),例如:

transform.DOMove(new Vector3(2,3,4), 1);
rigidbody.DOMove(new Vector3(2,3,4), 1);
material.DOColor(Color.green, 1);

这些快捷键中的每一个都有一个FROM替代版本。除非有说明。只是链a从…为了让吐温者表现得像从一个吐温到另一个吐温。
重要事项:当你将一个“从”分配给“中间”时,目标将立即跳转到“从”位置。(就像“你写那行代码的那一刻”,而不是“吐温开始的那一刻”)。

transform.DOMove(new Vector3(2,3,4), 1).From();
rigidbody.DOMove(new Vector3(2,3,4), 1).From();
material.DOColor(Color.green, 1).From();

B-基本元素快捷键

AudioMixer (Unity 5)
Expand all
DOSetFloat(string floatName, float to, float duration)
AudioSource
Expand all
DOFade(float to, float duration)
DOPitch(float to, float duration)
Camera
Expand all
DOAspect(float to, float duration)
DOColor(Color to, float duration)
DOFarClipPlane(float to, float duration)
DOFieldOfView(float to, float duration)
DONearClipPlane(float to, float duration)
DOOrthoSize(float to, float duration)
DOPixelRect(Rect to, float duration)
DORect(Rect to, float duration)
DOShakePosition(float duration, float/Vector3 strength, int vibrato, float randomness, bool fadeOut)
DOShakeRotation(float duration, float/Vector3 strength, int vibrato, float randomness, bool fadeOut)
Light
Expand all
DOColor(Color to, float duration)
DOIntensity(float to, float duration)
DOShadowStrength(float to, float duration)
Blendable tweens
DOBlendableColor(Color to, float duration)
LineRenderer
Expand all
DOColor(Color2 startValue, Color2 endValue, float duration)
Material
Expand all
DOColor(Color to, float duration)
DOColor(Color to, string property, float duration)
DOColor(Color to, int propertyID, float duration)
DOFade(float to, float duration)
DOFade(float to, string property, float duration)
DOFade(float to, int propertyID, float duration)
DOFloat(float to, string property, float duration)
DOFloat(float to, int propertyID, float duration)
DOGradientColor(Gradient to, float duration)
DOGradientColor(Gradient to, string property, float duration)
DOGradientColor(Gradient to, int propertyID, float duration)
DOOffset(Vector2 to, float duration)
DOOffset(Vector2 to, string property, float duration)
DOOffset(Vector2 to, int propertyID, float duration)
DOTiling(Vector2 to, float duration)
DOTiling(Vector2 to, string property, float duration)
DOTiling(Vector2 to, int propertyID, float duration)
DOVector(Vector4 to, string property, float duration)
DOVector(Vector4 to, int propertyID, float duration)
Blendable tweens
DOBlendableColor(Color to, float duration)
DOBlendableColor(Color to, string property, float duration)
DOBlendableColor(Color to, int propertyID, float duration)
Rigidbody
These shortcuts use rigidbody's MovePosition/MoveRotation methods in the background, to correctly animate things related to physics objects.

Expand all
Move
DOMove(Vector3 to, float duration, bool snapping)
DOMoveX/DOMoveY/DOMoveZ(float to, float duration, bool snapping)
DOJump(Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping)
Rotate
DORotate(Vector3 to, float duration, RotateMode mode)
DOLookAt(Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3 up = Vector3.up)
Path – no FROM
DOPath(Vector3[] waypoints, float duration, PathType pathType = Linear, PathMode pathMode = Full3D, int resolution = 10, Color gizmoColor = null)
DOLocalPath(Vector3[] waypoints, float duration, PathType pathType = Linear, PathMode pathMode = Full3D, int resolution = 10, Color gizmoColor = null)
PRO ONLY ➨ Spiral – no FROM
DOSpiral(float duration, Vector3 axis = null, SpiralMode mode = SpiralMode.Expand, float speed = 1, float frequency = 10, float depth = 0, bool snapping = false)
Rigidbody2D
These shortcuts use rigidbody2D's MovePosition/MoveRotation methods in the background, to correctly animate things related to physics objects.

Expand all
Move
DOMove(Vector2 to, float duration, bool snapping)
DOMoveX/DOMoveY(float to, float duration, bool snapping)
DOJump(Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping)
Rotate
DORotate(float toAngle, float duration)
Path – no FROM
DOPath(Vector2[] waypoints, float duration, PathType pathType = Linear, PathMode pathMode = Full3D, int resolution = 10, Color gizmoColor = null)
DOLocalPath(Vector2[] waypoints, float duration, PathType pathType = Linear, PathMode pathMode = Full3D, int resolution = 10, Color gizmoColor = null)
SpriteRenderer
Expand all
DOColor(Color to, float duration)
DOFade(float to, float duration)
DOGradientColor(Gradient to, float duration)
Blendable tweens
DOBlendableColor(Color to, float duration)
TrailRenderer
Expand all
DOResize(float toStartWidth, float toEndWidth, float duration)
DOTime(float to, float duration)
Transform
Expand all
Move
DOMove(Vector3 to, float duration, bool snapping)
DOMoveX/DOMoveY/DOMoveZ(float to, float duration, bool snapping)
DOLocalMove(Vector3 to, float duration, bool snapping)
DOLocalMoveX/DOLocalMoveY/DOLocalMoveZ(float to, float duration, bool snapping)
DOJump(Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping)
DOLocalJump(Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping)
Rotate
DORotate(Vector3 to, float duration, RotateMode mode)
DORotateQuaternion(Quaternion to, float duration)
DOLocalRotate(Vector3 to, float duration, RotateMode mode)
DOLocalRotateQuaternion(Quaternion to, float duration)
DOLookAt(Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3 up = Vector3.up)
Scale
DOScale(float/Vector3 to, float duration)
DOScaleX/DOScaleY/DOScaleZ(float to, float duration)
Punch – no FROM
DOPunchPosition(Vector3 punch, float duration, int vibrato, float elasticity, bool snapping)
DOPunchRotation(Vector3 punch, float duration, int vibrato, float elasticity)
DOPunchScale(Vector3 punch, float duration, int vibrato, float elasticity)
Shake – no FROM
DOShakePosition(float duration, float/Vector3 strength, int vibrato, float randomness, bool snapping, bool fadeOut)
DOShakeRotation(float duration, float/Vector3 strength, int vibrato, float randomness, bool fadeOut)
DOShakeScale(float duration, float/Vector3 strength, int vibrato, float randomness, bool fadeOut)
Path – no FROM
DOPath(Vector3[] waypoints, float duration, PathType pathType = Linear, PathMode pathMode = Full3D, int resolution = 10, Color gizmoColor = null)
DOLocalPath(Vector3[] waypoints, float duration, PathType pathType = Linear, PathMode pathMode = Full3D, int resolution = 10, Color gizmoColor = null)
Blendable tweens
DOBlendableMoveBy(Vector3 by, float duration, bool snapping)
DOBlendableLocalMoveBy(Vector3 by, float duration, bool snapping)
DOBlendableRotateBy(Vector3 by, float duration, RotateMode mode)
DOBlendableLocalRotateBy(Vector3 by, float duration, RotateMode mode)
DOBlendableScaleBy(Vector3 by, float duration)
PRO ONLY ➨ Spiral – no FROM
DOSpiral(float duration, Vector3 axis = null, SpiralMode mode = SpiralMode.Expand, float speed = 1, float frequency = 10, float depth = 0, bool snapping = false)
Tween
These are shortcuts that actually tween other tweens properties. I bet you didn't think you could do it :P

Expand all
DOTimeScale(float toTimeScale, float duration)

C. 其他通用方式

这些是允许以特定方式在值之间切换的额外的泛型方法。

这些也来自替代版本除非有说明。只是链a从…为了让吐温者表现得像从一个吐温到另一个吐温。

static DOTween.Punch(getter, setter, Vector3 direction, float duration, int vibrato, float elasticity)
static DOTween.Shake(getter, setter, float duration, float/Vector3 strength, int vibrato, float randomness, bool ignoreZAxis)
static DOTween.ToAlpha(getter, setter, float to, float duration)
static DOTween.ToArray(getter, setter, float to, float duration)
static DOTween.ToAxis(getter, setter, float to, float duration, AxisConstraint axis)

Virtual Tween
static DOTween.To(setter, float startValue, float endValue, float duration)
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