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Question by madmik3 · Aug 02, 2012 at 06:37 PM · itweenex2d

iTween and ex2d not running concurrent animations

Hi,

Working with both iTween and ex2d to have some animated UI elements. I see that ex2d has a "Use animation helper" that adds animation helper script that should add iTween support as mentioned here.

http://www.ex-dev.com/ex2d/wiki/doku.php?id=manual:advance:animation_helper_usage

However when I run concurrent animations on the same game object the changes are not reflected in the exSprite. I simply see the last iTween call. For example in this block I only the sprite move. But not rotate and scale.

  Hashtable ht = new Hashtable();
  ht["loopType"]  = iTween.LoopType.pingPong;
  ht["scale"] = new Vector3(2,2,1);
  ht["time"] = 8.0f;
  ht["oncomplete"] = "StartAnimated";
  iTween.ScaleTo(go,ht);
  iTween.RotateBy(go, new Vector3(2,2,2),4);
  iTween.MoveTo(go,this.star.transform.position,5.0f);

Any ideas?

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avatar image nantas · Aug 03, 2012 at 05:31 PM 0
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ex2D Animation Helper is only for exposing variable for value change in iTween.ValueTo and Unity Animation Curve. If you only animate the transform of the gameObject it should not make any difference whether it's an ex2D sprite or a 3D cube.

So in your case you don't need Animation Helper and I'm wondering if the code block working for a cube primitive gameObject?

avatar image madmik3 · Aug 03, 2012 at 05:36 PM 0
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Thanks. Yes. Interestingly enough it works fine for a basic cube. However, I've found that the GameObject holding the exSprite changes between active = false and active =true in the same fame as this code. If it's active at the time that I run the code this code is now working fine. But I see a problem sometimes when the object is becoming active in the same frame as I start the Tweens.

avatar image nantas · Aug 03, 2012 at 06:14 PM 0
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That makes sense. If you want to toggle the display of the sprite you can use exSprite.enabled = true/false to do so. Maybe this will not mess with the iTween animations.

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