TweenBase

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Gezilemez

Arasında geçiş elemanları için soyut temel sınıf; Tween 'in ebeveyn sınıfı.

Özet

Özellikler

Yöntemler

  • Cancel():()

    Oynatmayı durdurur ve genç değişkenleri sıfırlar.Ardından TweenBase:Play() 'yi ararsanız, gençin özellikleri hedeflerine doğru yeniden doldurur, ancak bunu yapmak için animasyonun tüm uzunluğunu alırsınız.

  • Pause():()

    Genç oynatmayı durdurur.İlerleme değişkenlerini sıfırlamıyor, yani eğer TweenBase:Play() çağırırsanız, genç oyun oynatmayı durdurduğu andan itibaren yeniden başlıyor.

  • Play():()

    Bir genç oynatmayı başlatır.Oynatma zaten başladıysa, Play() 'yi çağırmak, tween bitmedi veya durdurulmadığı sürece hiçbir etkiye sahip değildir (ya TweenBase:Cancel() ya da TweenBase:Pause() tarafından).

Özellikler

PlaybackState

Salt Okunur
Çoğaltılmamış
Paralel oku

Tween animasyonu için mevcut aşamayı gösteren sadece okuma özelliği.Her devletin açıklamalarına bakın Enum.PlaybackState .Tween:Play() gibi işlevler kullanarak değiştirin.

Kod Örnekleri

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()

Yöntemler

Cancel

()

Bir Tween 'nin oynatılmasını durdurur ve orta değişkenleri sıfırlar

Sadece genç değişkenleri sıfırlar, tween tarafından değiştirilen özellikler değil.Animasyonun ortasında bir gençliği iptal ederseniz, özellikler orijinal değerlerine sıfırlanmaz.Bir kez yeniden başladıktan sonra, animasyonu tamamlamak için tween'in tüm süresini alır. TweenBase:Pause() 'dan farklı olarak, bir kez yeniden başladıktan sonra, animasyonu tamamlamak için tween'in tüm süresini alır.


Dönüşler

()

Kod Örnekleri

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

()

Genç oynatmayı durdurur.İlerleme değişkenlerini sıfırlamıyor, yani eğer TweenBase:Play() çağırırsanız, genç oyun oynatmayı durdurduğu andan itibaren yeniden başlıyor.

Eğer tween'in ilerleme değişkenlerini sıfırlamak istiyorsanız, TweenBase:Cancel() kullanın.

Sadece ıçindeki gençleri duraklatabilirsiniz; diğer eyaletlerdeki gençler duraklamayacaktır.Bir genç, 0'dan daha büyük olmasının sonucu olarak farklı bir örneğin içinde bulunuyorsa, tween'i duraklatmaya çalışmak başarısız olacak ve tween belirtilen gecikme süresinden sonra oynayacak.


Dönüşler

()

Kod Örnekleri

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

()

Bir genç oynatmayı başlatır.Oynatma zaten başladıysa, Play() 'yi çağırmak, tween bitmedi veya durdurulmadığı sürece hiçbir etkiye sahip değildir (ya TweenBase:Cancel() ya da TweenBase:Pause() tarafından).

Birden fazla genç aynı anda aynı nesneye oynatılabilir, ancak aynı özelliği animasyon yapmamalıdır.Eğer iki genç aynı özelliği değiştirmeye çalışırsa, başlangıç genç iptal edilir ve en yeni genç tarafından üzerine yazılır (örnekler bakın).


Dönüşler

()

Kod Örnekleri

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()

Etkinlikler

Completed

Genç kenar oynayışı bitirdiğinde veya TweenBase:Cancel() ile durdurulduğunda ateş eder.

Neden tween'in sona erdiğine dair bir gösterge vermek için tween'in Enum.PlaybackState 'sini herhangi bir bağlı işlevlere geçirirTweenBase:Pause() 'yi aramanın Completed etkinliğini ateşlemediğini unutmayın.

Parametreler

playbackState: Enum.PlaybackState

Bitişte genç üzerindeki Enum.PlaybackState .


Kod Örnekleri

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()