Created
September 15, 2013 09:08
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Stupid little class to fit all sorts of functionality into one place as possible, to be used in an interactive environment (I'm not proud of it, but pressed on time it's proven very helpful)
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| using UnityEngine; | |
| using Holoville.HOTween; | |
| [System.Serializable] | |
| public class DynamicEvent { | |
| [System.Serializable] | |
| public class AnimationSetup { | |
| public GameObject gameObject; | |
| public string animation; | |
| } | |
| public AnimationSetup[] animations; | |
| [System.Serializable] | |
| public class TweenObject { | |
| public Transform transform; | |
| public Transform targetTransform; | |
| public float duration = 0.5f; | |
| } | |
| public TweenObject[] tweens; | |
| public GameObject[] objectsToEnable; | |
| public GameObject[] objectsToDisable; | |
| public GameEvent[] gameEvents; | |
| public void Trigger() { | |
| // enable GameObjects | |
| foreach(GameObject go in objectsToEnable) { | |
| go.SetActiveRecursively(true); | |
| } | |
| // start animations | |
| foreach(AnimationSetup ans in animations) { | |
| ans.gameObject.animation.Play(ans.animation); | |
| } | |
| // trigger GameEvents | |
| foreach(GameEvent ge in gameEvents) { | |
| ge.Trigger(null); | |
| } | |
| // disable GameObjects | |
| foreach(GameObject go in objectsToDisable) { | |
| go.SetActiveRecursively(false); | |
| } | |
| // start tweens | |
| foreach(TweenObject to in tweens) { | |
| to.transform.parent = to.targetTransform; | |
| HOTween.Kill(to); | |
| HOTween.To(to.transform, to.duration, new TweenParms() | |
| .Prop("localPosition", Vector3.zero) | |
| .Prop("localRotation", Vector3.zero) | |
| .Prop("localScale", Vector3.one) | |
| ); | |
| } | |
| } | |
| } |
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