TweenBase
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Ortasında yerleştirme işleyicileri için abstrakt bir temel sınıf; Tween 'in ebeveyn klası.
Özet
Özellikler
Tween animasyonunun mevcut devletini gösteren sadece okuma özelliği.
Yöntemler
Oynatmayı durdurur ve tween çeşitlerini sıfırlar. Eğer bunu TweenBase:Play() çağırırsanız, tween'in özellikleri tween'in hedefine yönlendirilir, ancak animasyonun tam uzunluğunu yapmak için animasyonun kaynağını alın.
Tweet'in oynatma kaydını durdurur. İlerleme değişkenlerini sıfırlar, yani TweenBase:Play() çağrıldığında tweet oynatma işlemi durur.
Bir tween'in oynatmasını başlatır. Oynatma başladıysa, tween'in bitmesini veya durmasının etkisi yoktur (eğer Play() veya Class.TweenBase:Pause()).
Etkinlikler
Çaylak bitiş oyunu oynadığında veya TweenBase:Cancel() ile durduğunda ateş eder.
Özellikler
PlaybackState
Class.Tween animasyonunun mevcut aşamasını gösteren sadece okuma özelliği. Açıklamalar her devletin açıklamalarını görmek için Enum.PlaybackState .
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.
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 ın oynatımını durdurur ve tween çeşitlerini sıfırlar.
Sadece tween çeşit ortayı sıfırlar, tween tarafından değiştirilen özellikleri değil. Tween'in animasyonunun yarısında iptal ederseniz, özelliklerinizin orijinal değerlerine sıfırlanmaz. 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().
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
Tweet'in oynatma kaydını durdurur. İlerleme değişkenlerini sıfırlar, yani TweenBase:Play() çağrıldığında tweet oynatma işlemi durur.
Tweet'in ilerleme değişkenlerini sıfırlamak istiyorsanız, TweenBase:Cancel() kullanın.
Sadece PlaybackState of Enum. PlaybackState.Playing ; tween'ler başka bir Class.TweenBase.Playback
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.
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 tween'in oynatmasını başlatır. Oynatma başladıysa, tween'in bitmesini veya durmasının etkisi yoktur (eğer Play() veya Class.TweenBase:Pause()).
Aynı anda aynı nesnede birden fazla genç oynanabilir, ancak aynı özellik animasyonunu yapmazlar. Eğer iki genç aynı özellik üzerinde değiştirmeye çalışırsa, ilk tuen iptal edilir ve en son tuen üzerinde yazılır (örnekler).
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.
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()
Etkinlikler
Completed
Çaylak bitiş oyunu oynadığında veya TweenBase:Cancel() ile durduğunda ateş eder.
Tweet'in neden sona erdiğini göstermek için herhangi bir bağlantılı işleve Enum.PlaybackState ın TweenBase:Pause() etkinliğini geçersiz kılar. Completed ın 1>4>açılışı4> yanlış olabilir. Errors: Error: Tweet'in neden sona erdiğini göstermek için herhangi bir bağ
Parametreler
Tweet'in tamamlanmasından sonra oyunun 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.
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()