I would love to start being able to create my own custom actions, and I was wondering if you could explain it to someone who knows C# coding a bit but is far from proficient at it. I've look at the Actions and tried to figure out by myself but I was hoping you could provide a very basic example explaining how each part works. Here's an example bit of code I would like to make into an action:
GetComponent<MeshRenderer>().material.renderQueue +=1 // Higher the value the later it will be rendered. (C Mono only)I use this in my 2D game to set which objects gets rendered in what order. It works great and I would love to create an action out of this. If I understand how it works, maybe I could start creating some iTween actions as well. In the action above I would like to be able to specify a gameobject (or use the owner of the script) and then set it layer order.
Another example I'd like to put in as an action, I could be wrong but don't think it's available, is this:
for (int i = 0; i < int_variable; i++)
{
Do Action "int_variable" times;
}
This would be cleaner than doing a float/int compare action. If you could explain a couple of examples of how to turn two pieces of code like this into actions, I could start producing actions of my own that I would share with the community.
And lastly, what about an iTween action so maybe I could start on some that I would like to use? Maybe this one to get me started:
iTween.ValueTo(GameObject target, Hashtable args)
// Example below
iTween.ValueTo(gameObject,{"from":score,"to":score+bonus,"time":.6,"onUpdate":"UpdateScoreDisplay"}) // complete Hashtable args available here: http://itween.pixelplacement.com/documentation.php#ValueTo
Teach a man how to fish!

Thank you in case you have the time to help!
Tobbe
(Don't know why the text in the CODE tags appear so small...)