Hi.
I try to code a sequencer command which includes dotween to make some little animations during conversation. But if i skip quickly all of them the Recttransforms can not go back to their initial positions on destroy moment even if i state them what init positions thry have. But if i add some delay then they work on sequencer field when i type required somemethodbytween@0.1. Which stuff leads such problem? ^^
SequencerCommand DoTween
Re: SequencerCommand DoTween
Hi,
Can you share your DOTween sequencer command? (If you can't show it publicly, you can email a copy to tony (at) pixelcrushers.com.)
If the command must run even if the player skips ahead, put 'required' in front of it. For example, to guarantee that the second command runs below, I used 'required':
If your command is running and is interrupted, but you need to make sure it ends up in a specific position, make sure the command has an OnDestroy() method. You can add a Debug.Log() call in OnDestroy() to confirm that it's being run.
Can you share your DOTween sequencer command? (If you can't show it publicly, you can email a copy to tony (at) pixelcrushers.com.)
If the command must run even if the player skips ahead, put 'required' in front of it. For example, to guarantee that the second command runs below, I used 'required':
Code: Select all
AnimatorPlay(Talk);
required AnimatorPlay(Idle)@Message(Typed)
Re: SequencerCommand DoTween
Yes ofcourse my code sippet is below. I tried several code snippets and at least last one i used here. ^^
In addition, i used the "required ScaleSequenceRect(1.1, 0.15, ActorPortrait)@0.05;" for successive sequencers. Then works properly. But if i don't add wait time and if i click on the continue button very quickly it missing backing up with init values.
Code: Select all
public class SequencerCommandScaleSequenceRect : SequencerCommand
{
Sequence m_Seq;
RectTransform m_Rect;
Vector3 m_InitScale;
float m_Xval;
public void Awake()
{
m_Xval = GetParameterAsFloat(0, 0);
float m_Duration = GetParameterAsFloat(1, 1);
string m_ObjectName = GetParameter(2, string.Empty);
GameObject m_GameObject = GameObject.Find(m_ObjectName);
if (m_GameObject != null)
{
m_Rect = m_GameObject.GetComponent<RectTransform>();
m_InitScale = m_Rect.localScale;
if (m_Rect != null) {
ScaleRectTransformWihSequenceTween(m_Rect, m_Xval, m_InitScale, m_Duration);
}
else {
Debug.LogWarning($"SequencerCommandMoveObjectWithDOTween: {m_ObjectName} named GO has not Recttransform component!");
}
}
else
{
Debug.LogWarning($"SequencerCommandMoveObjectWithDOTween: {m_ObjectName} named GO not found.");
Stop();
}
}
Tween m_ScaleTween0;
Tween m_ScaleTween1;
private Sequence ScaleRectTransformWihSequenceTween(RectTransform mrect, float scaler, Vector3 initScaler, float duration)
{
m_Seq = DOTween.Sequence();
m_ScaleTween0 = mrect.DOScale(scaler, duration)
.SetEase(Ease.InOutCubic)
.SetUpdate(true);
m_ScaleTween1 = mrect.DOScale(initScaler, duration)
.SetEase(Ease.InOutCubic)
.SetUpdate(true);
m_Seq.Append(m_ScaleTween0)
.Append(m_ScaleTween1)
.SetUpdate(true)
.OnComplete(OnSeqenceDestroy)
.OnKill(OnSeqenceDestroy);
return m_Seq;
}
public void OnSeqenceDestroy() {
m_Rect.localScale = m_InitScale;
Debug.LogWarning($"Scale Backed Up > Init > {m_InitScale}, Rect: {m_Rect.localScale}.");
Stop();
}
public void OnDestroy() {
if (m_Seq != null) {
m_Seq.Kill();
//int numberOfKilledTween = DOTween.Kill(m_Seq);
//int numberOfKilledTween = DOTween.KillAll();
//Debug.LogWarning($"Number Of Killed Tween > {numberOfKilledTween}.");
}
m_Rect.localScale = m_InitScale;
}
}
Last edited by Haluk on Mon Jul 29, 2024 4:22 pm, edited 1 time in total.
Re: SequencerCommand DoTween
That looks okay. Are you saying that OnDestroy() does not run if the player skips ahead before the DOTween sequence has finished?
Are there any errors or warnings in the Console window?
If you add a Debug.Log() as the first line in OnDestroy(), does it appear in the Console?
Are there any errors or warnings in the Console window?
If you add a Debug.Log() as the first line in OnDestroy(), does it appear in the Console?
Re: SequencerCommand DoTween
i don't see any error during button clicking even if i click on the continue button very quickly. Also each tween period per clicking is running even if it is miss backing up the initial values on destroy. When i use them very quickly then init values are also changing to the new recttransform init values. The Debug method is also working on destroy cycle but init values are not assigning back.
Re: SequencerCommand DoTween
Is the Awake() method running? (You can add a Debug.Log() line to confirm.)
If Awake() isn't running, then you could add a bool variable that lets you know whether the init values are valid. Example:
If Awake() isn't running, then you could add a bool variable that lets you know whether the init values are valid. Example:
Code: Select all
private bool m_isInitialized = false;
void Awake()
{
m_isInitialized= true;
...
void OnDestroy()
{
if (!m_isInitialized) return;
...