[itweens插件] itween插件中文文档


转载自http://forum.exceedu.com/forum/forum.php?mod=viewthread&tid=32847

AudioFrom

AudioTo
AudioUpdate
CameraFadeAdd
CameraFadeDepth
CameraFadeDestroy
CameraFadeSwap
CameraFadeFrom
CameraFadeTo
CameraTexture
ColorFrom
ColorTo
ColorUpdate
Count
DrawLine
DrawLineGizmos
DrawLineHandles
DrawPath
DrawPathGizmos
DrawPathHandles
PathLength
EaseType
FadeFrom
FadeTo
FadeUpdate
FloatUpdate
Hash
Init
LookFrom
LookTo
LookUpdate
LoopType
MoveAdd
MoveBy
MoveFrom
MoveTo
MoveUpdate
Pause
PunchPosition
PunchRotation
PunchScale
PutOnPath
PointOnPath
RectUpdate
Resume
RotateAdd
RotateBy
RotateFrom
RotateTo
RotateUpdate
ScaleAdd
ScaleBy
ScaleFrom
ScaleTo
ScaleUpdate
ShakePosition
ShakeRotation
ShakeScale
Stab
Stop
StopByName
ValueTo
Vector2Update
Vector3Update

AudioFrom
Instantly 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。

AudioTo
Fades 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

AudioUpdate
Similar 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。

CameraFadeAdd
Creates 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)

CameraFadeDepth
Changes a camera fade’s depth.
改变摄像机褪色的深度。
  • CameraFadeDepth(int depth)

CameraFadeDestroy
Removes and destroys a camera fade.
移除和销毁一个摄像机的褪色。
  • CameraFadeDestroy()

CameraFadeSwap
Changes the camera fade’s texture.
改变摄像机褪色的纹理。
  • CameraFadeSwap(Texture2D texture)

CameraFadeFrom
Instantly 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

CameraFadeTo
Changes 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。

CameraTexture
Creates 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)

ColorFrom
Changes 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。



中文
分享到:  QQ好友和群QQ好友和群 QQ空间QQ空间 腾讯微博腾讯微博 腾讯朋友腾讯朋友
收藏收藏 分享分享 分享淘帖 分享到人人

相关帖子

  • • NGUI控件说明(中文) Tweens
  • • NGUI控件说明(中文) UILabel
  • • 开源游戏引擎Godot界面简介(godot中文教程)
  • • 开源游戏引擎godot中文教程:让精灵动起来
  • • Godot中文支持版_140313下载!
  • • 在Unity3d的Json里传中文的方法
  • • Godot中文支持版_140313
  • • [原创]NGUI控件说明(中文) UISpriteAnimation
  • • eclipse中文包
  • • 勇者之心:传承中文汉化版
 
回复

使用道具举报

   
蚊子

该用户从未签到

2#
发表于 2013-10-28 16:24:27 | 只看该作者
ColorTo
Changes 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。

ColorUpdate
Similar 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。

Count
Returns 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。

DrawLine
When 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)

DrawLineGizmos
Draws 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)

DrawLineHandles
Draws 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)

DrawPath
When 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)

DrawPathGizmos
Draws 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)

DrawPathHandles
Draws 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)

PathLength
Returns 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[])

EaseType
An 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

FadeFrom
Changes 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。

FadeTo
Changes 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。

FadeUpdate
Similar 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。

FloatUpdate
Returns 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

Hash
Universal 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)

Init
Sets 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。
  • Init(GameObject target)

LookFrom
Instantly 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。


 
 
回复支持 反对

使用道具举报

   
蚊子

该用户从未签到

3#
发表于 2013-10-28 16:25:04 | 只看该作者
LookTo
Rotates 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。

LookUpdate
Rotates 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。

LoopType
An 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.

MoveAdd
Translates 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。

MoveBy
Adds 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。

MoveFrom
Instantly 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。

MoveTo
Changes 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。

MoveUpdate
Similar 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。


 
 
回复支持 反对

使用道具举报

   
蚊子

该用户从未签到

4#
发表于 2013-10-28 16:26:24 | 只看该作者
Pause
Pauses 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.


PunchPosition
Applies 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。

PunchRotation
Applies 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。

PunchScale
Applies 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。

PutOnPath
Puts 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)

PointOnPath
Returns 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)

RectUpdate
Returns 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

Resume
Resumes 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.


RotateAdd
Adds 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。

RotateBy
Multiplies 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。

RotateFrom
Instantly 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。

RotateTo
Rotates 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。

RotateUpdate
Similar 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。

ScaleAdd
Adds 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。

ScaleBy
Multiplies 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。

ScaleFrom
Instantly 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。

ScaleTo
Changes 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。


 
 
回复支持 反对

使用道具举报

   
蚊子

该用户从未签到

5#
发表于 2013-10-28 16:27:14 | 只看该作者
ScaleUpdate
Similar 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。

ShakePosition
Randomly 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。

ShakeRotation
Randomly 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。

ShakeScale
Randomly 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。

Stab
Plays 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。

Stop
Stop 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 Name
Stop 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.


ValueTo
Returns 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。

Vector2Update
Returns 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

Vector3Update
Returns 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

你可能感兴趣的:(Unity3D)