TweenBase

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Classe de base abstrata para interrupções de interpretação; classe de paiso de Tween .

Resumo

Propriedades

Métodos

  • Cancel():void

    Interrompe o playback e redefine as variáveis de tween. Se você então chamar TweenBase:Play(), as propriedades do tween resume a interpolação em direção ao destino, mas leve a longitude completa da animação para fazer isso.

  • Pause():void

    Interrompe o playback do interseção. Não redefine suas variáveis de progresso, o que significa que, se você chamar TweenBase:Play(), o tween retoma o playback do momento em que foi pausado.

  • Play():void

    Inicia a reprodução de um interseção. Observe que se a reprodução já começou, chamar Play() não tem efeito a menos que o tween tenha terminado ou seja interrompido (por meio de TweenBase:Cancel() ou TweenBase:Pause()).

Propriedades

PlaybackState

Somente leitura
Não replicado
Ler Parallel

Propriedade de leitura que mostra a fase atual para a animaçõesTween. Veja Enum.PlaybackState para descrições de cada estado. Altere usando funções como Tween:Play().

Amostras de código

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()

Métodos

Cancel

void

Interrompe o playback de um Tween e redefine as variáveis de tween.

Apenas redefine as variáveis de tween, não as propriedades sendo alteradas pelo interseção. Se você cancelar um tween no meio de sua animações, as propriedades não serão redefinidas para seus valores originais. Diferencia-se de TweenBase:Pause() naquele momento, leva a duração completa da tween para completar a animações.


Devolução

void

Amostras de código

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

Interrompe o playback do interseção. Não redefine suas variáveis de progresso, o que significa que, se você chamar TweenBase:Play(), o tween retoma o playback do momento em que foi pausado.

Se você quiser redefinir as variáveis de progresso do interseção, use TweenBase:Cancel().

Você só pode pausar os tweens que estão no PlaybackState de Enum. PlaybackState.Playing; tweens em outros estados não v


Devolução

void

Amostras de código

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

Inicia a reprodução de um interseção. Observe que se a reprodução já começou, chamar Play() não tem efeito a menos que o tween tenha terminado ou seja interrompido (por meio de TweenBase:Cancel() ou TweenBase:Pause()).

Múltiplos tweens podem ser jogados no mesmo objeto em tempo diferente, mas eles não devem animação a mesma propriedade. Se dois tweens tentarem modificar a mesma propriedade, o tween inicial é cancelado e substituído pelo mais recente tween (veja exemplos).


Devolução

void

Amostras de código

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()

Eventos

Completed

Dispara quando a música acaba ou quando parado com TweenBase:Cancel() .

Pasa o Enum.PlaybackState da tween para qualquer função conectada para dar uma indicação de por que a tween terminou. Observe que chamar TweenBase:Pause() não ativa o evento Completed.

Parâmetros

playbackState: Enum.PlaybackState

O Enum.PlaybackState do tween ao completar.


Amostras de código

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()