fortnite es lo mejor
Introducci贸n
Todo lo que aprender谩s para programar videojuegos 2D con Unity
Consejos de design: preparaci贸n de Assets y versionamiento de Unity
Timeline
Mejorando el flujo de Visual Studio
Tips en Visual Studio Debug.Log vs. breakpoint
Atributos en Unity
Atributos en Unity (herramientas)
Ternary Operations
Programaci贸n
Arrays, listas
Diccionarios
New Input System
Matem谩ticas para juegos: vectores
Matem谩ticas para juegos: personaje
Pathfinding - IA
Animation Events
Tween
Tweening
Movimientos b谩sicos y cambio de variables en el tiempo
Transiciones
Callbacks
Web requests y eventos
Conexiones con API
JSON
JSON: cambio de clima
Delegates
Eventos
Introducci贸n a los patrones de dise帽o
驴Qu茅 son los patrones de dise帽o y para qu茅 sirven?
Singleton
Object Pool I
Object Pool II
Observer
F铆sicas 2D
Effectors
Buoyancy
Extra
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Understanding how and when an animation ends is crucial to integrate additional actions, and Unity offers an effective solution through the Death Twin module callbacks. Callbacks allow you to execute specific actions when an animation completes its cycle, pauses or starts. Let's see how they can add dynamism and precise control to your script in Unity.
To implement callbacks in our script using the Death Twin module, we will follow a practical example.
Modifying the Fade script:
When the animation completes, we can send a message to the console with the onComplete
function. This is accomplished using an anonymous function, which is designed to exist only in this context, or with a predefined function.
// Example of anonymous function called in the Fade InonComplete(() => { Debug.Log("FadeInComplete");});
Creating a private function:
For the Fade Out, we create a private function called StarGame
. This function not only indicates on the console that the animation has finished, but it can also trigger other in-game functionality.
// StarGame function to indicate the end of the Fade Outprivate void StarGame() { Debug.Log("FadeOutComplete"); // Additional logic to start the game}
// Using the function in the Fade Out processdoFade.onComplete(StarGame);
Using callbacks in this way offers numerous benefits for game developers looking to have more fine-grained control over their animations:
Yes, one of the great benefits of this method is the ability to concatenate even more functions in the callback chain. This means that you can create complex sequences of actions that are triggered at the precise moment you choose.
For example, within a Fade Out, you can set an initial state for a GameObject when you start the FadeOnStart
using another anonymous function:
// Concatenation of anonymous functions for sequential actionsdoFade.onComplete(() => { Debug.Log("FadeOutStart"); // Initial state for the GameObject});
Through these practices, we not only close out the Twin module by learning how to move objects and handle transitions, but also increase our control by knowing how and when to call other actions relevant to our GameObjects.
Continue exploring the possibilities that Unity offers you, and see you in the next module where we will deal with WebRequests. Keep going!
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Questions 1
fortnite es lo mejor
Tambien lo puedes hacer asi si quieres reducir cantidad de codigo
spriteRenderer.DOFade(0,2).OnComplete(StartGame);
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