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Ardella Malinda Sarastri
2025-07-10 17:06:42 +07:00
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8149 changed files with 4223394 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FollowingTests : MonoBehaviour {
public Transform followTrans;
public Transform cube1;
private float cube1VelocityX;
public Transform cube2;
private float cube2VelocityX;
public Transform cube3;
private float cube3VelocityX;
public Transform cube4;
private float cube4VelocityX;
public Transform cube5;
private float cube5VelocityX;
public Transform cube6;
private Vector3 cube6Velocity;
public Transform fly1;
private void Start(){
followTrans.gameObject.LeanDelayedCall(3f, moveFollow).setOnStart(moveFollow).setRepeat(-1);
LeanTween.followDamp(cube6, followTrans, LeanProp.position, 0.6f);
}
private void moveFollow(){
followTrans.LeanMove( new Vector3(Random.Range(-50f, 50f), Random.Range(-10f, 10f), 0f), 0f);
}
void Update()
{
var pos = cube1.position;
pos.x = LeanSmooth.damp(cube1.position.x, followTrans.position.x, ref cube1VelocityX, 1.1f);
cube1.position = pos;
pos = cube2.position;
pos.x = LeanSmooth.spring(cube2.position.x, followTrans.position.x, ref cube2VelocityX, 1.1f);
cube2.position = pos;
pos = cube3.position;
pos.x = LeanSmooth.bounceOut(cube3.position.x, followTrans.position.x, ref cube3VelocityX, 1.1f);
cube3.position = pos;
//pos = cube4.position;
//pos.x = LeanTween.smoothQuint(cube4.position.x, followTrans.position.x, ref cube4VelocityX, 1.1f);
//cube4.position = pos;
pos = cube5.position;
pos.x = LeanSmooth.linear(cube5.position.x, followTrans.position.x, 10f);
cube5.position = pos;
// cube6.position = LeanTween.smoothGravity(cube6.position, followTrans.position, ref cube6Velocity, 1.1f);
if(LeanTween.isTweening(0)){
Debug.Log("Tweening");
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DentedPixel;
public class PerformanceTests : MonoBehaviour {
public bool debug = false;
public GameObject bulletPrefab;
private LeanPool bulletPool = new LeanPool();
private Dictionary<GameObject, int> animIds = new Dictionary<GameObject, int>();
public float shipSpeed = 1f;
private float shipDirectionX = 1f;
// Use this for initialization
void Start () {
GameObject[] pool = bulletPool.init(bulletPrefab, 400, null, true);
for (int i = 0; i < pool.Length; i++){
animIds[pool[i]] = -1;
}
}
// Update is called once per frame
void Update () {
// Spray bullets
for (int i = 0; i < 10; i++)
{
GameObject go = bulletPool.retrieve();
int animId = animIds[go];
if (animId >= 0){
if (debug)
Debug.Log("canceling id:" + animId);
LeanTween.cancel(animId);
}
go.transform.position = transform.position;
float incr = (float)(5-i) * 0.1f;
Vector3 to = new Vector3(Mathf.Sin(incr) * 180f, 0f, Mathf.Cos(incr) * 180f);
animIds[go] = LeanTween.move(go, go.transform.position+to, 5f).setOnComplete(() => {
bulletPool.giveup(go);
}).id;
}
// Move Ship
if(transform.position.x<-20f){
shipDirectionX = 1f;
}else if (transform.position.x > 20f){
shipDirectionX = -1f;
}
var pos = transform.position;
pos.x += shipDirectionX * Time.deltaTime * shipSpeed;
transform.position = pos;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/**
* A Pooling System for GameObjects
*/
namespace DentedPixel
{
public class LeanPool : object
{
private GameObject[] array;
private Queue<GameObject> oldestItems;
private int retrieveIndex = -1;
public GameObject[] init(GameObject prefab, int count, Transform parent = null, bool retrieveOldestItems = true)
{
array = new GameObject[count];
if (retrieveOldestItems)
oldestItems = new Queue<GameObject>();
for (int i = 0; i < array.Length; i++)
{
GameObject go = GameObject.Instantiate(prefab, parent);
go.SetActive(false);
array[i] = go;
}
return array;
}
public void init(GameObject[] array, bool retrieveOldestItems = true){
this.array = array;
if (retrieveOldestItems)
oldestItems = new Queue<GameObject>();
}
public void giveup(GameObject go)
{
go.SetActive(false);
oldestItems.Enqueue(go);
}
public GameObject retrieve()
{
for (int i = 0; i < array.Length; i++)
{
retrieveIndex++;
if (retrieveIndex >= array.Length)
retrieveIndex = 0;
if (array[retrieveIndex].activeSelf == false)
{
GameObject returnObj = array[retrieveIndex];
returnObj.SetActive(true);
if (oldestItems != null)
{
oldestItems.Enqueue(returnObj);
}
return returnObj;
}
}
if (oldestItems != null)
{
GameObject go = oldestItems.Dequeue();
oldestItems.Enqueue(go);// put at the end of the queue again
return go;
}
return null;
}
}
}

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using UnityEngine;
using System.Collections;
using DentedPixel;
public class Testing240 : MonoBehaviour {
public GameObject cube1;
public GameObject cube2;
public RectTransform rect1;
public GameObject sprite2;
// Use this for initialization
void Start () {
LeanTween.moveY(cube1, cube1.transform.position.y - 15.0f, 10f).setEase(LeanTweenType.easeInQuad).setDestroyOnComplete(false).setOnComplete(()=>{
Debug.Log("Done");
});
Vector3 before = cube1.transform.position;
LeanTween.rotateAround(cube1, Vector3.forward, 360.0f, 10f).setOnComplete( ()=>{
Debug.Log("before:"+before+" after :"+cube1.transform.position);
});
LeanTween.value(gameObject, new Vector3(1f,1f,1f), new Vector3(10f,10f,10f), 1f).setOnUpdate( ( Vector3 val )=>{
// Debug.Log("val:"+val);
});
LeanTween.value(gameObject, ScaleGroundColor, new Color(1f, 0f, 0f, 0.2f), Color.blue, 2f).setEaseInOutBounce();
LeanTween.scale(cube2, Vector3.one * 2f, 1f).setEasePunch().setScale(5f);
LeanTween.scale(rect1, Vector3.one * 2f, 1f).setEasePunch().setScale(-1f);
Vector3[] path = new Vector3[] {
Vector2.zero,
Vector2.zero,
new Vector2 (1, -.5f),
new Vector2 (1.4f, 0),
new Vector2 (1, .5f),
Vector2.zero,
new Vector2 (-1, -.5f),
new Vector2 (-1.4f, 0),
new Vector2 (-1, .5f),
Vector2.zero,
Vector2.zero
};
LeanTween.moveSplineLocal(sprite2,path,4f)
.setOrientToPath2d(true).setRepeat(-1);
// int tweenId = LeanTween.move (gameObject, new Vector3 (4f, 4f, 4f), 1f).setUseManualTime (true).id;
// Later
// LTDescr d = LeanTween.description( tweenId );
// d.setTime = 0.2f;
}
public static void ScaleGroundColor(Color to)
{
// Debug.Log("Color col:"+to);
RenderSettings.ambientGroundColor = to;
}
// Update is called once per frame
void Update () {
}
}

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using UnityEngine;
using System.Collections;
public class Testing243 : MonoBehaviour {
public GameObject cube1;
public Light lightInScene;
public RectTransform imageRectTransform;
// Use this for initialization
// void Start () {
// cube1.transform.localPosition = new Vector3(0, 10, -10);
// LeanTween.move(cube1, new Vector3(0, 0, -10), 1f).setEaseInOutQuart().setOnUpdate( ( Vector3 val )=>{
// Debug.Log("val:"+val);
// }).setOnComplete(() => {
// Debug.Log("cube1 end pos:"+cube1.transform.position);
// });
// }
void Start () {
// LeanTween.alpha (imageRectTransform, 0, 0.3f).setLoopPingPong (-1);
// LeanTween.move (cube1, new Vector3(10f,10f,10f), 10f).setLoopPingPong (-1).setPassed(5f);
// LeanTween.moveLocal(cube1, cube1.transform.localPosition+new Vector3(0f,1f,0f),1f).setEaseShake();
LeanTween.sequence().append(LeanTween.scale(cube1, Vector3.one * 3f, .1f)).append(LeanTween.scale(cube1, Vector3.one*5.6f, .2f));
LeanTween.sequence().append(LeanTween.value (lightInScene.gameObject, (float f) => lightInScene.range = f, 8, 12, .1f)).append (LeanTween.value (lightInScene.gameObject, (float f) => lightInScene.range = f, 12, 8, .2f));
}
// Update is called once per frame
void Update () {
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Testing246 : MonoBehaviour {
public float gameScale = 1f;
//private float nextElapsed = 0f;
public GameObject tweenAlpha;
// public void Start(){
// LeanTween.alpha(tweenAlpha, 0f, 1f).setRecursive(false);
// }
//void Update () {
// if (Time.time >= nextElapsed)
// {
// nextElapsed = Time.time + 0.1f;
// GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
// float randRad = Random.Range(0f, 2f * Mathf.PI);
// float radius = 4f;
// var pos = new Vector3(Mathf.Cos(randRad ) * radius, Mathf.Sin(randRad) * radius, 0f);
// LeanTween.move(cube, pos, 1f).setSpeed(1f).setDestroyOnComplete(true);
// }
// Time.timeScale = gameScale;
//}
void Start()
{
//LeanTween.rotateLocal(tweenAlpha, new Vector3(0f,0f,360f), 1f).setRepeat(-1);
//LeanTween.rotateAroundLocal(tweenAlpha, Vector3.forward, 360f, 1f).setOnComplete(()=>{
// LeanTween.cancel(tweenAlpha);
//});
LeanTween.moveX(tweenAlpha, 10f, 0f);
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Testing248 : MonoBehaviour {
public GameObject dude1;
// Use this for initialization
void Start () {
//dude1.LeanMoveX(10f, 1f);
int id = LeanTween.moveX(dude1, 1f, 3f).id;
Debug.Log("id:" + id);
if (LeanTween.isTweening(id))
Debug.Log("I am tweening!");
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using UnityEngine;
using System.Collections;
using DentedPixel;
public class TestingColorTweening : MonoBehaviour {
// Use this for initialization
void Start () {
LeanTween.value(gameObject, Color.red, Color.green, 1f)
.setOnUpdate(OnTweenUpdate)
.setOnUpdateParam(new object[] { "" + 2 });
}
private void OnTweenUpdate( Color update, object obj){
object[] objArr = obj as object[];
Debug.Log("update:"+update+" obj:"+objArr[0]);
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestingDescr : MonoBehaviour {
private int tweenId;
public GameObject go;
// start a tween
public void startTween(){
tweenId = LeanTween.moveX(go, 10f, 1f).id;
Debug.Log("tweenId:" + tweenId);
}
// check tween descr
public void checkTweenDescr(){
var descr = LeanTween.descr(tweenId);
Debug.Log("descr:" + descr);
Debug.Log("isTweening:"+LeanTween.isTweening(tweenId));
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using UnityEngine;
using System.Collections;
using DentedPixel;
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LTDescr lt,ff;
int id,fid;
void Start () {
LeanTween.init();
lt = LeanTween.move(gameObject,100*Vector3.one,2);
id = lt.id;
LeanTween.pause(id);
ff = LeanTween.move(gameObject,Vector3.zero,2);
fid = ff.id;
LeanTween.pause(fid);
}
void Update () {
if(Input.GetKeyDown(KeyCode.A))
{
// Debug.Log("id:"+id);
LeanTween.resume(id);
}
if(Input.GetKeyDown(KeyCode.D))
{
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}
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using UnityEngine;
using System.Collections;
using DentedPixel;
public class TestingIssue2 : MonoBehaviour {
public RectTransform rect;
public GameObject go;
public GameObject go2;
private LTDescr descr;
void Start () {
descr = LeanTween.move(go, new Vector3(0f,0,100f), 10f);
descr.passed = 5f; // this should put it at the midway
descr.updateNow();
descr.pause(); // doesn't matter if pause after or before setting descr.passed I think if I set the passed property and paused the next frame it would work
// LeanTween.scale(go2, Vector3.one * 4f, 10f).setEasePunch();
LeanTween.scaleX (go2, (go2.transform.localScale * 1.5f).x, 15f).setEase (LeanTweenType.punch);
LeanTween.scaleY (go2, (go2.transform.localScale * 1.5f).y, 15f).setEase (LeanTweenType.punch);
LeanTween.scaleZ (go2, (go2.transform.localScale * 1.5f).z, 15f).setEase (LeanTweenType.punch);
}
bool set = false;
void Update () {
if (Time.unscaledTime > 5f && !set)
{
set = true;
descr.resume(); // once this execute the object is put at the midway position as setted by passed and the tween continue.
Debug.Log("resuming");
}
}
}

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using UnityEngine;
using System.Collections;
using DentedPixel;
public class TestingMaxTweens : MonoBehaviour {
private int tweenIter = 0;
void Awake(){
LeanTween.init (20);
}
void Update(){
// Debug.Log ("tweenIter:" + tweenIter + " tweensRunning:" + LeanTween.tweensRunning + " Time:" + Time.time);
if (tweenIter < 20) {
GameObject box = GameObject.CreatePrimitive(PrimitiveType.Cube);
Destroy( box.GetComponent( typeof(BoxCollider) ) as Component );
// Debug.Log ("new Time.time:" + Time.time);
LeanTween.moveX (box, 100f, 2f).setUseEstimatedTime(true).setOnComplete( ()=>{
Debug.Log("finishes Time:"+Time.timeScale);
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tweenIter++;
}
Time.timeScale = 0f;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestingOptionalCancel : MonoBehaviour {
public GameObject cube1;
// Use this for initialization
void Start () {
LeanTween.init(1);
// Fire up a bunch with onUpdates
LeanTween.moveX(cube1, 10f, 1f).setOnUpdate((float val) =>
{
Debug.Log("on update.... val:"+val+" cube1.x:"+cube1.transform.position.x);
});
}
private bool alternate = true;
private void Update()
{
if(Input.GetMouseButtonDown(0)){
LeanTween.moveX(cube1, alternate ? -10f : 10f, 1f).setOnUpdate((float val) =>
{
Debug.Log("2 on update.... val:" + val + " cube1.x:" + cube1.transform.position.x);
});
alternate = !alternate;
}
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using UnityEngine;
using System.Collections;
using DentedPixel;
public class TestingRotate : MonoBehaviour {
//method 1 leantween
public GameObject sun ;
public GameObject earth;
//method 2 leantween
public GameObject sun2;
public GameObject earth2;
//method 3 unity3d
public GameObject sun3;
public GameObject earth3;
void Start () {
//method 1 leantween
Vector3 sunLocalForEarth = earth.transform.InverseTransformPoint(sun.transform.position);
Debug.Log("sunLocalForEarth:"+sunLocalForEarth);
LeanTween.rotateAround(earth, earth.transform.up, 360f, 5.0f).setPoint(sunLocalForEarth).setRepeat(-1);
//method 2 leantween
Vector3 sunLocalForEarth2 = earth2.transform.InverseTransformPoint(sun2.transform.position);
LeanTween.rotateAroundLocal(earth2, earth2.transform.up, 360f, 5.0f).setPoint(sunLocalForEarth2);
}
void Update() {
//method 3 unity3d
earth3.transform.RotateAround(sun3.transform.position, sun3.transform.up, 72f * Time.deltaTime);
}
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using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
using DentedPixel;
public class TestingSceneSwitching : MonoBehaviour {
public GameObject cube;
private static int sceneIter = 0;
private int tweenCompleteCnt;
// Use this for initialization
void Start () {
LeanTest.expected = 6;
// Start a couple of tweens and make sure they complete
tweenCompleteCnt = 0;
LeanTween.scale(cube, new Vector3(3f,3f,3f), 0.1f).setDelay(0.1f).setOnComplete( ()=>{
tweenCompleteCnt++;
});
LeanTween.move(cube, new Vector3(3f,3f,3f), 0.1f).setOnComplete( ()=>{
tweenCompleteCnt++;
});
LeanTween.delayedCall(cube, 0.1f, ()=>{
tweenCompleteCnt++;
});
// Schedule a couple of tweens, make sure some only half complete than switch scenes
LeanTween.delayedCall(cube, 1f, ()=>{
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});
LeanTween.move(cube, new Vector3(3f,3f,3f), 1f).setOnComplete( ()=>{
});
});
// Load next scene
LeanTween.delayedCall(cube, 0.5f, ()=>{
LeanTest.expect( tweenCompleteCnt==3, "Scheduled tweens completed:"+sceneIter);
if(sceneIter<5){
sceneIter++;
SceneManager.LoadScene(0);
}
});
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestingSequencer : MonoBehaviour {
public GameObject cube1;
public void Start(){
var seq = LeanTween.sequence();
seq.append(() => { // fire an event before start
Debug.Log("firsts:"+Time.time);
});
seq.append(1f); // delay everything one second
seq.append(() => { // fire an event before start
Debug.Log("I have started:"+Time.time);
});
seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
seq.append((object obj) => { // fire event after tween
var dict = obj as Dictionary<string,string>;
Debug.Log("We are done now obj value:"+dict["hi"]);
}, new Dictionary<string,string>(){ {"hi","sup"} } );
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