Hey there!
So i want to give a TweenSizeAndPosition a certain amount of time to Tween. Is that possible?
Any help is appreciated!
Hey there!
So i want to give a TweenSizeAndPosition a certain amount of time to Tween. Is that possible?
Any help is appreciated!
Yes! This is possible. If you use the TweenPosition you can do this:
Frame:TweenPosition(UDim2.new(0, 0, 0, 0), "EasingDirection", "Easing Style", "Time")
--The "Time" would be the amount of seconds you would like to have the Tween be!
Hope this helps!
Yes, Like any other tween you’re able to adjust the time.
TweenSizeAndPosition(UDim2.new(0,0,0,0), UDim2.new(0,0,0,0), --time Easing Direction EasingStyle
Not in that order in this order
"EasingDirection" "EasingStyle" "Time"
Yes! But as a reminder, please make sure you researched before asking! There is a developer hub page which answers your question.
Anyways, like the other methods TweenPosition
and TweenSize
, there will be a time. The parameters are:
GuiObject:TweenSizeAndPosition(UDim2 Size, UDim2 Position, EasingDirection, EasingStyle, Time, bool override, callback
I prefer using TweenService.
local TweenService = game:GetService("TweenService")
local Frame = -- path to a gui Frame instance
local TweenInformation = TweenInfo.new(
.4, -- how long the tween takes
Enum.EasingStyle.Cubic, -- the easing style of the tween
Enum.EasingDirection.Out, -- the easing direction of the tween
0, -- amount of times the tween will repeat (-1 goes infinitely)
false, -- true means the tween reverses, false means it does not
0 -- delay time before tween begins
)
local myTweenAnimation = TweenService:Create(
Frame, -- the instance I want to animate
TweenInformation, -- the TweenInfo instance I want to describe my animation
{ -- a dictionary of the Frame properties that will be animated
Size = UDim2.new(),
Position = UDim2.new()
}
) -- TweenService:Create() returns a Tween animation
myTweenAnimation:Play() -- plays the animation on the Frame using the TweenInformation and altering the Size / Position properties to be what you want
myTweenAnimation.Completed:Connect(function() -- the Tween.Completed event fires when the animation is complete; in this case we do a print statement when it finishes
print("myTweenAnimation finished!")
end)