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Diffstat (limited to 'doc/classes/Tween.xml')
-rw-r--r-- | doc/classes/Tween.xml | 15 |
1 files changed, 12 insertions, 3 deletions
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index 56ccaaf383..00cca40093 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -7,14 +7,23 @@ Tweens are useful for animations requiring a numerical property to be interpolated over a range of values. The name [i]tween[/i] comes from [i]in-betweening[/i], an animation technique where you specify [i]keyframes[/i] and the computer interpolates the frames that appear between them. [Tween] is more suited than [AnimationPlayer] for animations where you don't know the final values in advance. For example, interpolating a dynamically-chosen camera zoom value is best done with a [Tween] node; it would be difficult to do the same thing with an [AnimationPlayer] node. Here is a brief usage example that makes a 2D node move smoothly between two positions: - [codeblock] + [codeblocks] + [gdscript] var tween = get_node("Tween") tween.interpolate_property($Node2D, "position", Vector2(0, 0), Vector2(100, 100), 1, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT) tween.start() - [/codeblock] - Many methods require a property name, such as [code]"position"[/code] above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (eg. [code]position:x[/code]), where it would only apply to that particular component. + [/gdscript] + [csharp] + var tween = GetNode<Tween>("Tween"); + tween.InterpolateProperty(GetNode<Node2D>("Node2D"), "position", + new Vector2(0, 0), new Vector2(100, 100), 1, + Tween.TransitionType.Linear, Tween.EaseType.InOut); + tween.Start(); + [/csharp] + [/codeblocks] + Many methods require a property name, such as [code]"position"[/code] above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (e.g. [code]position:x[/code]), where it would only apply to that particular component. Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best. [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url] </description> |