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Question by Ben Humphreys · Jun 10, 2013 at 08:15 AM · animationitween

iTween Interrupt/Restart Animation

I'm trying to make some numbers PunchScale whenever they increase, imagine a hit count going up every time you hit an enemy.

The following code works, but my problem is I want the animation to restart / interrupt / replay when there are multiple calls in a short time frame. Currently the first animation plays out, and then once that's done the next one starts. So it's played for hit count 1, but then as count 2, 3, 4 happen it's still on the first animation and it looks wrong.

     iTween.PunchScale(number,
         iTween.Hash(
             "amount",new Vector3(10, 10, 1),
             "time",1/speed
         )
     );

I've tried the same thing using ScaleTo and I get the same problem.

Does anyone know how to get around this and force iTween to restart the animation from scratch?

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Answer by Ben Humphreys · Jun 10, 2013 at 08:27 AM

I re-read the manual and found out how to do it using StopByName and StartCoroutine. This works:

 int comboScore = 0;

 IEnumerator ChangeNumber(int num) {
     UILabel label = number.GetComponent();
     label.text = ""+num;

     iTween.StopByName("ComboAnim");
     // Have to manually reset scale otherwise combo gets bigger
     number.transform.localScale = new Vector3(baseSize, baseSize, 1);
     
     yield return new WaitForSeconds(0.01f);
     
     iTween.PunchScale(number,
         iTween.Hash(
             "name","ComboAnim",
             "amount",new Vector3(scaleUp, scaleUp, 1),
             "time",1/speed
         )
     );
 }

 void Update() {
     if (Input.GetKeyDown("up")) { // Debugging purposes
         comboScore++;
         StartCoroutine(ChangeNumber(comboScore));
     }
 }


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avatar image Koval_Ivan · Apr 26, 2017 at 09:12 AM 0
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Also ins$$anonymous$$d of using coroutine and yield return new WaitForSeconds(0.01f); you can use "delay" argument of iTween. It has the same effect, so you can avoid using unnessesary coroutine

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