TweenBase

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中間インタープレーションハンドラーの抽象ベースクラス; Tween の親クラス。

概要

プロパティ

  • 読み取り専用
    複製されていません
    並列読み取り

    Class.Tween アニメーションの現在の状態を表示する読み取り専用プロパティ。

方法

  • Cancel():void

    再生を停止し、tween 変数をリセットします。如果 then call TweenBase:Play()、tween のプロパティは、その目的地にインターポリングされるプレイバーを再生するが、アニメーションの長さを完全に取得するためには、Class.TweenBase:Play を完了する必要があります。

  • Pause():void

    押し停めると、tween のプレイを停止します。進行状況変数をリセットしないので、TweenBase:Play() を呼び出すと、tween はプレイを再開します。

  • Play():void

    汽笛のプレイを開始します。汽笛のプレイがすでに開始されている場合、Play() を呼び出すと、汽笛が完了したか、または停止したかを確認するまで効果がありません(TweenBase:Cancel() またはTweenBase:Pause() によって)。

イベント

プロパティ

PlaybackState

読み取り専用
複製されていません
並列読み取り

Class.Tweenアニメーションの現在のステージを表示する読み取り専用プロパティ。Enum.PlaybackState によって、各ステージの説明が説明されます。Tween:Play() などの関数を使用して変更します。

コードサンプル

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.

Tween PlaybackState

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()

方法

Cancel

void

Class.Tween の再生を停止し、tween 変数をリセットします。

tween の変数をリセットするだけで、 tween によって変更されるプロパティはリセットされません。tween のアニメーションの途中でプロパティをキャンセルすると、プロパティは元の値に戻りません。その一度に戻した後、tween の完全な期間を要するアニメーションを完了するために必要なプロパティです。


戻り値

void

コードサンプル

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().

Tween 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

void

押し停めると、tween のプレイを停止します。進行状況変数をリセットしないので、TweenBase:Play() を呼び出すと、tween はプレイを再開します。

tween の進行状況変数をリセットしたい場合は、TweenBase:Cancel() を使用します。

Class.TweenBase.PlaybackState|PlaybackState の Enum. PlaybackState.Playing 以外の場合、ティーンは暫停しません。如果暫


戻り値

void

コードサンプル

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.

Pausing a Tween

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

void

汽笛のプレイを開始します。汽笛のプレイがすでに開始されている場合、Play() を呼び出すと、汽笛が完了したか、または停止したかを確認するまで効果がありません(TweenBase:Cancel() またはTweenBase:Pause() によって)。

複数のツイーンは同じオブジェクトで同時にプレイされますが、同じプロパティをアニメートする必要はありません。2人のツイーンが同じプロパティを変更しようとすると、最新のツイーンがオーバーライドされ、最新のツイーンによって上書きされます (例を参照してください)。


戻り値

void

コードサンプル

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.

Tween Creation

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.

Tween Conflict

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()

イベント

Completed

tween のプレイが終了すると、または TweenBase:Cancel() で停止すると、ファイアを起動します。

パスを通じて、tween の Enum.PlaybackState を任意の接続された関数に渡して、tween が終了した理由を示すための指示を提供します。tween の呼び出しを TweenBase:Pause() によって実行すると、Completed イベントが発動しません。

パラメータ

playbackState: Enum.PlaybackState

完了時の Enum.PlaybackState


コードサンプル

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.

Tween Completed

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.

Tween Conflict

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.

Verifying a Tween has Completed

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()