using UnityEngine;
using DG.Tweening;//引入命名空间
public class DoTweenTest : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
// 世界坐标系位置
transform.DOMove(new Vector3(20, 20, 29), 2f);
// 本地坐标
transform.DOLocalMove(new Vector3(20, 20, 29), 2f);
// 某个轴的位置移动
transform.DOLocalMoveX(20, 2f);
transform.DOLocalMoveY(20, 2f);
transform.DOLocalMoveZ(20, 2f);
// 物体世界坐标旋转
transform.DORotate(new Vector3(0, 20, 9), 2f);
// 物体本地坐标旋转
transform.DOLocalRotate(new Vector3(0, 20, 9), 2f);
// 物体大小的缩放
transform.DOScale(new Vector3(5, 5, 5), 2f);
// 绕某个轴的缩放
transform.DOScaleX(6, 2f);
transform.DOScaleY(6, 2f);
transform.DOScaleZ(6, 2f);
// 物体的跳跃,目标位置,跳跃高度,跳跃次数,时间,
transform.DOJump(new Vector3(60, 0, 0), 2, 5, 2f);
transform.DOLocalJump(new Vector3(60, 0, 0), 2, 5, 2f);
// 物体弹簧冲击,位置,时间,振幅,频率
transform.DOPunchPosition(new Vector3(100, 0, 0), 3f, 10, 1);
// 物体弹簧旋转
transform.DOPunchRotation(new Vector3(100, 0, 0), 3f, 10, 1);
// 物体弹簧缩放
transform.DOPunchScale(new Vector3(100, 0, 0), 3f, 10, 1);
// 旋转目标
transform.DOLookAt(new Vector3(1, 0, 0), 2f);
// 位置增量,位置叠加,X轴移动20,不是移动到20
transform.DOBlendableMoveBy(new Vector3(20, 0, 0), 2f);
transform.DOBlendableMoveBy(new Vector3(20, 0, 0), 2f);
// 旋转角度增量
transform.DOBlendableScaleBy(new Vector3(20, 0, 0), 2f);
transform.DOBlendableScaleBy(new Vector3(20, 0, 0), 2f);
// 旋转缩放增量
transform.DOBlendableScaleBy(new Vector3(20, 0, 0), 2f);
transform.DOBlendableScaleBy(new Vector3(20, 0, 0), 2f);
}
// Update is called once per frame
void Update()
{
}
}
颜色透明度的控制,改变的是Shader颜色
修改材质类型
shader的颜色属性变为
挂上DoTweenTest脚本,颜色渐变
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;//引入命名空间
using UnityEngine.UI;
public class DoTweenTest : MonoBehaviour
{
// 渐变的颜色
public Gradient gradient;
// Start is called before the first frame update
void Start()
{
//修改材质颜色
Material material = GetComponent<MeshRenderer>().material;
material.DOColor(Color.red, 2f);
修改材质类型之后需要手动指定材质
//material.DOColor(Color.red, "_TintColor", 2f);
对字体颜色进行修改
//Text text = GetComponent<Text>();
//text.DOColor(Color.red, 2f);
修改透明度,shader类型必须修改为_TintColor
//material.DOFade(0, "_TintColor", 2f);
material.DOGradientColor(gradient, 2f);
}
// Update is called once per frame
void Update()
{
}
}
震动效果表现
物体路径动画
也可以直接添加DoTweenPath脚本编辑
按下shift+ctrl 添加点
按下shift+alt 删除点