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Make sequence OnStart happen before nested tween OnStart

Output:
Tween1:OnStart
Seq:OnStart
SubSeq:OnStart
Tween1:OnComplete
Tween1:OnComplete
SubSeq:OnComplete
Seq:OnComplete

Expected result of my thought should be:
Seq:OnStart
SubSeq:OnStart
Tween1:OnStart
Tween1:OnComplete
SubSeq:OnComplete
Seq:OnComplete

Original issue reported on code.google.com by [email protected] on 16 Jul 2012 at 11:48

HOTween not compatible with Unity Flash export (anyway, Unity is abandoning Flash)

What steps will reproduce the problem?
1. create 2D Toolkit sprite
2. instal Hotween and Hotween editor
3. add hotween manager
4. in  hotween editor make tween for tk2dSprite, property "Color"
settings: color = red, loop type = yoyo, repeat = -1, duration = 5
5. build & run project to flash
flash export throws errors (look attached unity log)

Original issue reported on code.google.com by [email protected] on 25 Jul 2012 at 12:35

Attachments:

Camera Fade In / Fade Out

I'd love to see a built in Camera Fade in and out feature.

This is the sole thing why I'm not moving to hotween right now...

Thanks for considering this.

Original issue reported on code.google.com by [email protected] on 6 Sep 2012 at 1:40

PlugQuaternion Bug

Hi,
PlugQuaternion doesn't work properly with finding Shortest rotation.
I just made a patch. Hope this will be on next release. 
thanks.

Index: PlugQuaternion.cs
===================================================================
--- PlugQuaternion.cs   (revision 229)
+++ PlugQuaternion.cs   (working copy)
@@ -256,8 +256,11 @@
             if (isRelative && !tweenObj.isFrom)
             {
                 changeVal = typedEndVal;
-                return;
             }
+            else
+            {
+                changeVal = typedEndVal - typedStartVal;
+            }

             if (beyond360)
             {
@@ -265,20 +268,18 @@
                 return;
             }

-            Vector3 ev = typedEndVal;
-            if (ev.x > 360)
+            if (changeVal.x > 360)
             {
-                ev.x = ev.x % 360;
+                changeVal.x = changeVal.x % 360;
             }
-            if (ev.y > 360)
+            if (changeVal.y > 360)
             {
-                ev.y = ev.y % 360;
+                changeVal.y = changeVal.y % 360;
             }
-            if (ev.z > 360)
+            if (changeVal.z > 360)
             {
-                ev.z = ev.z % 360;
+                changeVal.z = changeVal.z % 360;
             }
-            changeVal = ev - typedStartVal;

             // Find shortest rotation
             float abs = (changeVal.x > 0 ? changeVal.x : -changeVal.x);

Original issue reported on code.google.com by [email protected] on 24 Jul 2012 at 6:19

Change delayed tweens overwrite behaviour

What steps will reproduce the problem?

1. Init and activate OverwriteManager.
2. Start a tween with a delay of 1 second.
3. Before 1 second, start another tween on same property with no delay.

What is the expected output? What do you see instead?

- The second tween should execute, but not the first.
- Instead, what we get is that the first tween executes after 1 second, which 
makes it very difficult to rely on tween execution order when delays are used.
- Delayed tweens should be tracked as much as running tweens, so that both 
types can be cancelled/overwritten.

What version of the product are you using? On what operating system?

- Version 1.1.006, on Windows.

Please provide any additional information below.

- A thousand "Thanks" for this great tool!  I will definitely donate once my 
game is out.  And, if you don't have time to address that issue, let me know 
and I will try to contribute.

Kind regards,
Mathieu

Original issue reported on code.google.com by [email protected] on 13 Jul 2012 at 9:05

In Editor when stoping play of game, HOTween will leave tween objects in my scene

What steps will reproduce the problem?
1.Unity4
2.Combination of doing tweens and killing them possibly ?
3.

What is the expected output? What do you see instead?
I expect HOTween to not leave stuff in my scene after hitting stop

What version of the product are you using? On what operating system?
Windows 7 64 bit , Unity 4.0.0f7 , HOTween 1.1.724

Please provide any additional information below.

objects left are named in this pattern:  HOTween : 1  ( they have a HOTween 
script component that says No tweens. 

These errors from log at stop time might be helpful:

IsPlayingOrAllowExecuteInEditMode ()

(Filename: C:/BuildAgent/work/812c4f5049264fad/Runtime/Mono/MonoBehaviour.cpp 
Line: 587)

Destroy may not be called from edit mode! Use DestroyImmediate instead.
Also think twice if you really want to destroy something in edit mode. Since 
this will destroy objects permanently.
UnityEngine.Object:Destroy(Object, Single)
UnityEngine.Object:Destroy(Object) (at 
C:\BuildAgent\work\812c4f5049264fad\Runtime\ExportGenerated\Editor\UnityEngineOb
ject.cs:78)
Holoville.HOTween.HOTween:Clear()
Holoville.HOTween.HOTween:CheckClear()
Holoville.HOTween.HOTween:Update()


Original issue reported on code.google.com by [email protected] on 11 Jan 2013 at 7:59

OnStepComplete with loop

What steps will reproduce the problem?
1.Tween the localRotation of an object using "new PlugQuaternion( new Vector3( 
60f, 0f, 0f ), true )".
2.Set and incremental loop by 2.
3.Add an OnStepComplete callback with "Debug.Log( "X: " + 
_transform.localEulerAngles.x + ", Y: " + _transform.localEulerAngles.y + ", Z: 
" + _transform.localEulerAngles.z );"

What is the expected output? What do you see instead?

I was expecting the following logs:

X: 60, Y: 0, Z: 0;
X: 60, Y: 180, Z: 180;
X: 0, Y: 180, Z: 180;

Instead of:

X: 60.03286, Y: 0, Z: 0;
X: 59.12921, Y: 180, Z: 180;
X: -5.008956E-06, Y: 180, Z: 180;

What version of the product are you using? On what operating system?

Version 1.1.724

Please provide any additional information below.

I believe the OnStepComplete callback is executed before the next loop tween 
started.

Original issue reported on code.google.com by [email protected] on 17 Dec 2012 at 6:38

Allow to Append/Insert Callback in Sequences

mySequence.Append(myTween0); // Append regular tween
mySequence.AppendCallback(myFunction0); // Called when myTween0 is complete
mySequence.Append(myTween1);
mySequence.Append(myTween2);
mySequence.AppendCallback(myFunction1); // Called when myTween2 is complete
mySequence.InsertCallback(0.5f, myFunction2); // Called after 0.5 seconds of 
playing the sequence

Original issue reported on code.google.com by [email protected] on 9 Oct 2012 at 3:36

SVN Patch (test)

Hey, just a test if patch will merge fine.
It's a tiny start of low level optimizations (hope, I'll make some more).

Original issue reported on code.google.com by [email protected] on 9 Aug 2012 at 1:30

Attachments:

PlugRect.cs DoUpdate broken

in PlugRect.cs DoUpdate Line 231:

rect.y = typedStartVal.y + diffChangeVal.x * time; ;

should be:

rect.y = typedStartVal.y + diffChangeVal.y * time;

Original issue reported on code.google.com by [email protected] on 28 May 2012 at 10:15

Adding GameTime update type

Dear Daniele,

First, thank you very much for your dedication to HOTween, it is deeply 
appreciated.  I use it everyday and could not live without it! :-)

We all know that pausing a game in Unity is rather problematic and that most of 
the time the solution resides in setting timeScale to zero.  Unfortunately, 
this also stops all particle systems, and in my case I absolutely need some 
particle systems to continue playing while the game is paused.

So the solution I propose (and Unity should have done it a long time ago) is to 
introduce a concept of GameTime in HOTween, which can be paused manually.  It 
is then up to the developer to select which UpdateMode to use.  This GameTime 
should also be exposed publicly so that it may be used for other purposes than 
tweening, if need be.

I propose to contribute that feature to HOTween if you think it is worthwhile.

Let me know what you think.

Kind regards,
Mathieu

Original issue reported on code.google.com by [email protected] on 17 Aug 2012 at 12:44

minor code improvements

GetTimeToArcLenTable function in Path.cs could use some minor code improvements:

1. move if (i == 0) before loop (possible performance improvement)
2. move some variables (t) into loop (same performance by C# compiler but 
better readability)
3. remove not needed prevLen variable by using: len += Vector3.Distance(p, 
prevP);

According to your code style you must be coming from c++ background I guess. 
Anyways could look like so but probably against your code style:

    inline Dictionary<float, float> GetTimeToArcLengthTable(int subdivisions, out float length)
    {
        length = 0;
        float increment = 1f / subdivisions;
        var timeLengthTable = new Dictionary<float, float>();

        Vector3 previousPoint = GetPoint(0);

        for (int i = 1; i < subdivisions + 1; ++i)
        {
            float time = increment * i;

            Vector3 currentPoint = GetPoint(time);
            length += Vector3.Distance(currentPoint, previousPoint);
            previousPoint = currentPoint;

            timeLengthTable.Add(time, length);
        }

        return timeLengthTable;
    }

Correct me if I am wrong

PS: Might be nice if you could turn on commit comments ;)

Original issue reported on code.google.com by [email protected] on 26 Mar 2012 at 10:19

Coding style + fixes

Your coding style is really outdated and forces a user to manually format many 
things instead of using Visual Studios / Resharpers Auto-formatting.

Attached patch fixes many issues Resharper was pointing out:
- sorted usings and removed unused usings
- moved declaration into inner loop
- used as instead of is and then as (performance improvement because as already 
checks if its null and if it is the correct type)
- used direct typecasting instead of as if variable is used without null check
- made functions static where possible
- made two functions protected within an abstract class because those can never 
be initialized directly
- made some properties readonly which are only set in constructor
- removed redundant prefix like this. or base.
- removed redundant else (especially after return)

Original issue reported on code.google.com by [email protected] on 28 Mar 2012 at 10:14

Attachments:

Add a flag to keep the HOTween GameObject.

To reduce memory allocation and garbage collection, I'd like to have the 
possibility to set a flag to keep the HOTween game object even when no tweens 
are active.

It should also not rename the game object because that also allocates memory 
(72B) in the Update, FixedUpdate, LateUpdate and TimeScaleIndependantUpdate for 
a total of 288B every frame.

Thanks

Original issue reported on code.google.com by [email protected] on 13 Mar 2012 at 8:41

NullReferenceException in HOTweener.cs, line 1199

Within an OnUpdate event on a non-GameObject (Not sure about on a GameObject, 
haven't tested that yet), calling "data.tween.Kill();" to prematurely stop a 
tween results in this NullReferenceException.

What version of the product are you using? On what operating system?
HEAD

Please provide any additional information below.
Amending HOTween.cs line 1199 within the 'Clear()' function to read as below 
fixed the exception:

Original:
it.StopAllCoroutines();

Fixed:
if(it != null)  it.StopAllCoroutines();


Notes:
I've just started playing with HOTween a few hours ago, not sure what exactly 
this member being nulled unexpectedly may indicate in the context of the 
broader design/architecture of HOTween, but this small change at least fixes 
the immediate exception.

Original issue reported on code.google.com by [email protected] on 22 Feb 2012 at 11:07

VerificationException in Web Player (NGUI related)

What steps will reproduce the problem?
1. Tween a GameObject with HOTween.To().

What is the expected output?
A tweened object.

What do you see instead?
The error:

VerificationException: Error verifying Member:Get (object): Cannot call a 
non-final virtual method from an objet diferent thant the this pointer at 0x0006
FastDynamicMemberAccessor.MemberAccessor.Get (System.Object target)
Holoville.HOTween.Plugins.Core.ABSTweenPlugin.GetValue ()
Holoville.HOTween.Plugins.Core.ABSTweenPlugin.Startup (Boolean 
p_onlyCalcSpeedBasedDur)
Holoville.HOTween.Plugins.Core.ABSTweenPlugin.Startup ()
Holoville.HOTween.Tweener.Startup (Boolean p_force)
Holoville.HOTween.Tweener.Startup ()
Holoville.HOTween.Tweener.Update (Single p_shortElapsed, Boolean p_forceUpdate, 
Boolean p_isStartupIteration, Boolean p_ignoreCallbacks, Boolean p_ignoreDelay)
Holoville.HOTween.Tweener.Update (Single p_shortElapsed, Boolean p_forceUpdate, 
Boolean p_isStartupIteration, Boolean p_ignoreCallbacks)
Holoville.HOTween.Core.ABSTweenComponent.Update (Single p_elapsed)
Holoville.HOTween.HOTween.DoUpdate (UpdateType p_updateType, Single p_elapsed)
Holoville.HOTween.HOTween.Update ()

What version of the product are you using? On what operating system?
Unity 4.0.0f7

Original issue reported on code.google.com by [email protected] on 8 Jan 2013 at 6:55

OnComplete is not reliable?

What steps will reproduce the problem?
1. Create 50 or more waypoints
2. Increase timescale to 12 or 13
3. Run through the waypoints with loop.

What is the expected output? What do you see instead?
Expecting OnComplete to only trigger when the end waypoint has been reached.
Eventually the OnComplete will trigger before the end waypoint is reached.

What version of the product are you using? On what operating system?
1.1.006 Windows

Please provide any additional information below.
Speed is set to 10
Increasing and decreasing the Timescale is being used to move faster along the 
waypoints dynamically. Increasing Speed only takes affect after a loop.
When the timescale gets above 12 it will eventually trigger OnComplete. 
My project is using a path with 110 points and the cutoff is usually between 98 
and 108.

Original issue reported on code.google.com by [email protected] on 5 Jul 2012 at 5:21

OrientToPath() problem?

What steps will reproduce the problem?
1. PlugVector3Path path = new PlugVector3Path(new Vector3[] { a,b 
}).OrientToPath();      
2. TweenParms parms = new TweenParms().Prop("position", 
path).Ease(EaseType.linear);
3.  HOTween.To(transform, time, parms); 

What is the expected output? What do you see instead?
 .the same Quaternion as LookAt (Z-axis face to the move direction)
   .but I see the X-axis face to the move direction;

What version of the product are you using? On what operating system?
 .HOTween v0.8.001 (.zip)

 

Original issue reported on code.google.com by [email protected] on 17 Jan 2012 at 10:13

Not compatible with iOS

by zcycool:

When I compiled on iPhone, I got error messages like this:

ExecutionEngineException: Attempting to JIT compile method 'Member:.ctor ()' 
while running with --aot-only.

at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags 
invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, 
System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 
Rethrow as TargetInvocationException: Exception has been thrown by the target 
of an invocation.
at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags 
invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, 
System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 
at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, 
System.Reflection.Binder binder, System.Object[] parameters, 
System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 
at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) 
[0x00000] in <filename unknown>:0 
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) 
[0x00000] in <filename unknown>:0 
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename 
unknown>:0 
at System.Reflection.Assembly.CreateInstance (System.String typeName, Boolean 
ignoreCase) [0x00000] in <filename unknown>:0 
at System.Reflection.Assembly.CreateInstance (System.String typeName) [0x00000] 
in <filename unknown>:0 
at FastDynamicMemberAccessor.MemberAccessor.EnsureIni t () [0x00000] in 
<filename unknown>:0 
at FastDynamicMemberAccessor.MemberAccessor.Get (System.Object target) 
[0x00000] in <filename unknown>:0 
at Holoville.HOTween.Plugins.Core.ABSTweenPlugin.GetV alue () [0x00000] in 
<filename unknown>:0 
at Holoville.HOTween.Plugins.Core.ABSTweenPlugin.Init 
(Holoville.HOTween.Tweener p_tweenObj, System.String p_propertyName, EaseType 
p_easeType, System.Type p_targetType, System.Reflection.PropertyInfo 
p_propertyInfo, System.Reflection.FieldInfo p_fieldInfo) [0x00000] in <filename 
unknown>:0 
at Holoville.HOTween.TweenParms.InitializeObject (Holoville.HOTween.Tweener 
p_tweenObj, System.Object p_target) [0x00000] in <filename unknown>:0 
at Holoville.HOTween.Tweener..ctor (System.Object p_target, Single p_duration, 
Holoville.HOTween.TweenParms p_parms) [0x00000] in <filename unknown>:0 
at Holoville.HOTween.HOTween.To (System.Object p_target, Single p_duration, 
Holoville.HOTween.TweenParms p_parms) [0x00000] in <filename unknown>:0 
at HOTweenTest.Move () [0x00000] in <filename unknown>:0 
at HOTweenTest.Start () [0x00000] in <filename unknown>:0

Original issue reported on code.google.com by [email protected] on 18 Jan 2012 at 12:42

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