Open GoogleCodeExporter opened 9 years ago
You're completely right Alexis. I just added a note to the Sequence website
documentation that explains that delays and loops won't work correctly :)
Original comment by daniele....@gmail.com
on 29 Dec 2013 at 10:21
Will you consider making loops and delays work in the future ?
Or is it possible to create an alternate Sequence class by myself ? must I
compile it in the same assembly to access internal methods ?
Original comment by alexispa...@gmail.com
on 30 Dec 2013 at 9:51
Delays certainly not, because there's AppendInterval that achieves the same
result. About loops, you made me doubt about it, but I prefer to avoid that
because infinite loops would obviously not work. As of now, you can use a trick
to let loops work in Sequences, like this:
Sequence.Append("1 second tween with 3 loops");
// Append an interval that will wait for the other 2 loops to complete
Sequence.AppendInterval(2);
// Continue filling the sequence
Original comment by daniele....@gmail.com
on 30 Dec 2013 at 2:55
The method AppendInterval is a replacement because delays don't work in
Tweener, but I would prefer to use Tweener's delays instead, because of the
same Tweener code have to be rewritten to work with sequence, with the need to
add AppendInterval to make delays works. To me, not a good design choice.
If a Tweener is infinitely looping in a sequence, it's perfectly acceptable,
it's even very useful if you have an effect that loops infinitely until it is
ended programmatically. For example, consider an effect as a sequence with a
beginning Tweener, an infinite Tweener (until a key is pressed) and an ending
Tweener. Would be very useful.
What do you think ?
Original comment by alexispa...@gmail.com
on 30 Dec 2013 at 6:59
You're considering Sequences in the wrong way (I suppose you come from Flash,
like I was?). They're not a Flash-like timeline, where separate movie symbols
can play independently of each other, and thus infinitely looping tweeners
inside a sequence would make sense. Instead they're like a regular movie
timeline, where everything is tied together and plays dependently of each
other.
Can you ponder on what I wrote, and let me know your thoughts? :)
Original comment by daniele....@gmail.com
on 3 Jan 2014 at 1:17
Hi, I'm considering sequences as you describe them. I was used to Universal
Tween Engine :
http://www.aurelienribon.com/blog/projects/universal-tween-engine/
where you can create timelines that are sequences or parallels.
With UTE, a sequence being only a chained list of tweens, infinitely looping
tween is perfectly allowed, and it's up to you to stop playing them if you want
the following tweens to play.
In GoKit,
http://forum.unity3d.com/threads/133823-Prime31-GoKit-Tween-Library-Live, they
offers a GoTweenChain that is a sequence (with infinite loops, delays, etc)
along with GoTweenFlow that looks like a timeline (and offers playing in
parallels).
But anyway, I finally made my effect worked.
Thanks.
Original comment by alexispa...@gmail.com
on 4 Jan 2014 at 2:59
Glad you got your effects working. I will ponder more on the Sequence behaviour
then, and see if I can add inner loops :)
Original comment by daniele....@gmail.com
on 5 Jan 2014 at 10:27
Original issue reported on code.google.com by
alexispa...@gmail.com
on 28 Dec 2013 at 3:21