TweenBase
Abstract base class for in-between interpolation handlers; parent class of Tween.
Summary
Properties
Read-only property that shows the current state for the Tween animation.
Methods
Halts playback and resets the tween variables. If you then call TweenBase:Play(), the properties of the tween resume interpolating towards their destination, but take the full length of the animation to do so.
Halts playback of the tween. Doesn't reset its progress variables, meaning that if you call TweenBase:Play(), the tween resumes playback from the moment it was paused.
Starts playback of a tween. Note that if playback has already started, calling Play() has no effect unless the tween has finished or is stopped (either by TweenBase:Cancel() or TweenBase:Pause()).
Events
Fires when the tween finishes playing or when stopped with TweenBase:Cancel().
Properties
PlaybackState
Read-only property that shows the current stage for the Tween animation. See Enum.PlaybackState for descriptions of each state. Change using functions like Tween:Play().
Code Samples
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()
Methods
Cancel
Halts playback of a Tween and resets the tween variables.
Only resets the tween variables, not the properties being changed by the tween. If you cancel a tween halfway through its animation, the properties do not reset to their original values. Differs from TweenBase:Pause() in that once resumed, it takes the full duration of the tween to complete the animation.
Returns
Code Samples
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
Halts playback of the tween. Doesn't reset its progress variables, meaning that if you call TweenBase:Play(), the tween resumes playback from the moment it was paused.
If you want to reset the progress variables of the tween, use TweenBase:Cancel().
You can only pause tweens that are in the PlaybackState of Enum. PlaybackState.Playing; tweens in other states won't pause. If a tween is in a different PlaybackState such as Enum. PlaybackState.Delayed (as a result of its TweenInfo.DelayTime being greater than 0), attempting to pause the tween will fail and the tween will play following its specified delay time.
Returns
Code Samples
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
Starts playback of a tween. Note that if playback has already started, calling Play() has no effect unless the tween has finished or is stopped (either by TweenBase:Cancel() or TweenBase:Pause()).
Multiple tweens can be played on the same object at the same time, but they must not animate the same property. If two tweens attempt to modify the same property, the initial tween is cancelled and overwritten by the most recent tween (see examples).
Returns
Code Samples
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()
Events
Completed
Fires when the tween finishes playing or when stopped with TweenBase:Cancel().
Passes the Enum.PlaybackState of the tween to any connected functions to give an indication of why the tween ended. Note that calling TweenBase:Pause() does not fire the Completed event.
Parameters
The Enum.PlaybackState of the tween upon completion.
Code Samples
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()