TweenBase
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Classi di base astratti per i gestori di interpolazione in tempo di interruzione; classe di padre di Tween .
Sommario
Proprietà
Proprietà di proprietà che mostra lo stato attuale per l'animazioniTween .
Metodi
Interrompe il riproduzione e ripristina le variabili tween. Se chiami successivamente TweenBase:Play(), le proprietà della tween riprendono l'interpolazione verso la loro destinazione, ma prenderai la lunghezza completa dell'animazione per farlo.
Interrompe la riproduzione del gemellati. Non ripristina le sue variabili di progresso, il che significa che se chiami TweenBase:Play(), il tween riprende la riproduzione dal momento in cui è stato interrotto.
Inizia il riproduzione di un gemellati. Nota che se il riproduzione è già iniziato, chiamando Play() non ha effetto a meno che il tween non abbia finito o sia fermato (either by TweenBase:Cancel() o TweenBase:Pause() ).
Eventi
Si attiva quando la tween finisce di giocare o quando viene interrotta con TweenBase:Cancel() .
Proprietà
PlaybackState
Proprietà di proprietà che mostra la fase attuale per l'animazioniTween. Vedi Enum.PlaybackState per le descrizioni di ciascun stato. Modifica utilizzando funzioni come Tween:Play() .
Campioni di codice
In this example a part is rotated by a Tween back and forth several times. The TweenInfo in this case is configured to make the tween repeat twice after the first playback and pause between each playback. A function is connected to when the tween's PlaybackState changes. When run, this function will fire whenever the tween starts, pauses between playback, and ends.
local TweenService = game:GetService("TweenService")
local part = Instance.new("Part")
part.Position = Vector3.new(0, 10, 0)
part.Anchored = true
part.Parent = workspace
local goal = {}
goal.Orientation = Vector3.new(0, 90, 0)
local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 2, true, 0.5)
local tween = TweenService:Create(part, tweenInfo, goal)
local function onPlaybackChanged()
print("Tween status has changed to:", tween.PlaybackState)
end
local playbackChanged = tween:GetPropertyChangedSignal("PlaybackState")
playbackChanged:Connect(onPlaybackChanged)
tween:Play()
Metodi
Cancel
Interrompe la riproduzione di un Tween e ripristina le variabili tween.
Ripristina solo le variabili tween, non le proprietà che vengono modificate dal gemellati. Se annulli un tween in mezzo alla sua animazioni, le proprietà non vengono ripristinate ai loro valori originali. Differisce da TweenBase:Pause() in cui una volta riprenduto, richiede la durata completa del tween per completare l'animazioni.
Restituzioni
Campioni di codice
This sample demonstrates the impact of cancelling a tween.
A part is instanced in the Workspace and a tween is set up to move it along the Y axis. Mid way through the tween, it is cancelled. It can be observed here that the part does not return to its original position, but when it is resumed it takes the full length of the tween (5 seconds) to complete.
This is the key difference TweenBase:Pause() and TweenBase:Cancel().
local TweenService = game:GetService("TweenService")
local part = Instance.new("Part")
part.Position = Vector3.new(0, 10, 0)
part.Anchored = true
part.Parent = workspace
local goal = {}
goal.Position = Vector3.new(0, 50, 0)
local tweenInfo = TweenInfo.new(5)
local tween = TweenService:Create(part, tweenInfo, goal)
tween:Play()
task.wait(2.5)
tween:Cancel()
local playTick = tick()
tween:Play()
tween.Completed:Wait()
local timeTaken = tick() - playTick
print("Tween took " .. tostring(timeTaken) .. " secs to complete")
-- The tween will take 5 seconds to complete as the tween variables have been reset by tween:Cancel()
Pause
Interrompe la riproduzione del gemellati. Non ripristina le sue variabili di progresso, il che significa che se chiami TweenBase:Play(), il tween riprende la riproduzione dal momento in cui è stato interrotto.
Se vuoi ripristinare le variabili di progresso del gemellati, usa TweenBase:Cancel() .
Puoi solo暂停 tweens che sono in il PlaybackState di Enum. PlaybackState.Playing ; tweens in altri stati non si fermeranno.
Restituzioni
Campioni di codice
This sample demonstrates how the playback of a tween can be paused and resumed.
A part is instanced in the Workspace and a tween is setup that will move it 50 studs along the X axis. However during playback the tween is briefly paused, then resumed. To further illustrate this the BrickColor of the part changes from red to green while it is paused.
local TweenService = game:GetService("TweenService")
local part = Instance.new("Part")
part.Position = Vector3.new(0, 10, 0)
part.Anchored = true
part.BrickColor = BrickColor.new("Bright green")
part.Parent = workspace
local goal = {}
goal.Position = Vector3.new(50, 10, 0)
local tweenInfo = TweenInfo.new(10, Enum.EasingStyle.Linear)
local tween = TweenService:Create(part, tweenInfo, goal)
tween:Play()
task.wait(3)
part.BrickColor = BrickColor.new("Bright red")
tween:Pause()
task.wait(2)
part.BrickColor = BrickColor.new("Bright green")
tween:Play()
Play
Inizia il riproduzione di un gemellati. Nota che se il riproduzione è già iniziato, chiamando Play() non ha effetto a meno che il tween non abbia finito o sia fermato (either by TweenBase:Cancel() o TweenBase:Pause() ).
Più tweens possono essere giocati sullo stesso oggetto allo stesso tempo, ma non devono animare la stessa Proprietà. Se due tweens tentano di modificare la stessa Proprietà, l'animazione iniziale del tween viene cancellata e sovrascritta dal tween più recente (vedi esempi).
Restituzioni
Campioni di codice
In this example a Tween is created to animate the position and color of a Part. Because the position and color are part of the same tween, they will change at the exact same rate and will reach their goal at the same time.
local TweenService = game:GetService("TweenService")
local part = Instance.new("Part")
part.Position = Vector3.new(0, 10, 0)
part.Color = Color3.new(1, 0, 0)
part.Anchored = true
part.Parent = game.Workspace
local goal = {}
goal.Position = Vector3.new(10, 10, 0)
goal.Color = Color3.new(0, 1, 0)
local tweenInfo = TweenInfo.new(5)
local tween = TweenService:Create(part, tweenInfo, goal)
tween:Play()
This code sample includes a demonstration of tween conflict. A part is instanced in the Workspace, and two tweens are created that attempt to move the part in conflicting directions.
When both tweens are played, the first tween is cancelled and overwritten by the second tween. This can be seen as the part moves along the Y axis as opposed to the Z axis.
To further demonstrate this, connections have been made for both tweens to the Tween.Completed event. Upon playing the tweens, the following is printed.
tween1: Enum.PlaybackState.Cancelled tween2: Enum.PlaybackState.Completed
These prints show that the first tween was cancelled (firing the Completed event) immediately upon the second tween being played. The second tween then went on to play until completion.
local TweenService = game:GetService("TweenService")
local part = Instance.new("Part")
part.Position = Vector3.new(0, 10, 0)
part.Anchored = true
part.Parent = game.Workspace
local tweenInfo = TweenInfo.new(5)
-- create two conflicting tweens (both trying to animate part.Position)
local tween1 = TweenService:Create(part, tweenInfo, { Position = Vector3.new(0, 10, 20) })
local tween2 = TweenService:Create(part, tweenInfo, { Position = Vector3.new(0, 30, 0) })
-- listen for their completion status
tween1.Completed:Connect(function(playbackState)
print("tween1: " .. tostring(playbackState))
end)
tween2.Completed:Connect(function(playbackState)
print("tween2: " .. tostring(playbackState))
end)
-- try to play them both
tween1:Play()
tween2:Play()
Eventi
Completed
Si attiva quando la tween finisce di giocare o quando viene interrotta con TweenBase:Cancel() .
Passa il Enum.PlaybackState del tween a qualsiasi funzione connessa per fornire un'indicazione su perché il tween è finito. Nota che chiamando TweenBase:Pause() non attiva l'evento Completed.
Parametri
Il Enum.PlaybackState della tween alla fine.
Campioni di codice
In this example the walkspeed of any player joining the game will be slowed to 0 over 10 seconds using a Tween. The Completed event is used to reset the walkspeed after the Tween has finished playing.
local Players = game:GetService("Players")
local TweenService = game:GetService("TweenService")
local SLOW_DURATION = 10
local function slowCharacter(humanoid)
local goal = {}
goal.WalkSpeed = 0
local tweenInfo = TweenInfo.new(SLOW_DURATION)
local tweenSpeed = TweenService:Create(humanoid, tweenInfo, goal)
tweenSpeed:Play()
return tweenSpeed
end
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
local initialSpeed = humanoid.WalkSpeed
local tweenSpeed = slowCharacter(humanoid)
tweenSpeed.Completed:Wait()
humanoid.WalkSpeed = initialSpeed
end
local function onPlayerAdded(player)
player.CharacterAdded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)
This code sample includes a demonstration of tween conflict. A part is instanced in the Workspace, and two tweens are created that attempt to move the part in conflicting directions.
When both tweens are played, the first tween is cancelled and overwritten by the second tween. This can be seen as the part moves along the Y axis as opposed to the Z axis.
To further demonstrate this, connections have been made for both tweens to the Tween.Completed event. Upon playing the tweens, the following is printed.
tween1: Enum.PlaybackState.Cancelled tween2: Enum.PlaybackState.Completed
These prints show that the first tween was cancelled (firing the Completed event) immediately upon the second tween being played. The second tween then went on to play until completion.
local TweenService = game:GetService("TweenService")
local part = Instance.new("Part")
part.Position = Vector3.new(0, 10, 0)
part.Anchored = true
part.Parent = game.Workspace
local tweenInfo = TweenInfo.new(5)
-- create two conflicting tweens (both trying to animate part.Position)
local tween1 = TweenService:Create(part, tweenInfo, { Position = Vector3.new(0, 10, 20) })
local tween2 = TweenService:Create(part, tweenInfo, { Position = Vector3.new(0, 30, 0) })
-- listen for their completion status
tween1.Completed:Connect(function(playbackState)
print("tween1: " .. tostring(playbackState))
end)
tween2.Completed:Connect(function(playbackState)
print("tween2: " .. tostring(playbackState))
end)
-- try to play them both
tween1:Play()
tween2:Play()
This code sample includes an example of how Tween.Completed can be used to determine if a Tween has been successfully completed, or cancelled.
In this case a part is instanced and tweened towards 0, 0, 0. Once the tween has completed, if the final PlaybackState is Completed then the part will explode. Were the tween to be cancelled prior to completion, the explosion would not be created.
This method can be used to link tweens to other effects, or even chain several tweens to play after each other.
local TweenService = game:GetService("TweenService")
local part = Instance.new("Part")
part.Position = Vector3.new(0, 50, 0)
part.Anchored = true
part.Parent = workspace
local goal = {}
goal.Position = Vector3.new(0, 0, 0)
local tweenInfo = TweenInfo.new(3)
local tween = TweenService:Create(part, tweenInfo, goal)
local function onTweenCompleted(playbackState)
if playbackState == Enum.PlaybackState.Completed then
local explosion = Instance.new("Explosion")
explosion.Position = part.Position
explosion.Parent = workspace
part:Destroy()
task.delay(2, function()
if explosion then
explosion:Destroy()
end
end)
end
end
tween.Completed:Connect(onTweenCompleted)
tween:Play()