diff --git a/Assets/Audio.meta b/Assets/Audio.meta
new file mode 100644
index 0000000..ade8293
--- /dev/null
+++ b/Assets/Audio.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 11df597fea8fb461a965d831c26e7568
+folderAsset: yes
+DefaultImporter:
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+ userData:
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diff --git a/Assets/Audio/camera-shutter1.mp3 b/Assets/Audio/camera-shutter1.mp3
new file mode 100755
index 0000000..f2cc2d9
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diff --git a/Assets/Audio/camera-shutter1.mp3.meta b/Assets/Audio/camera-shutter1.mp3.meta
new file mode 100644
index 0000000..7686567
--- /dev/null
+++ b/Assets/Audio/camera-shutter1.mp3.meta
@@ -0,0 +1,23 @@
+fileFormatVersion: 2
+guid: 6a6771d05326c4775a47c0ec4c4e4558
+AudioImporter:
+ externalObjects: {}
+ serializedVersion: 8
+ defaultSettings:
+ serializedVersion: 2
+ loadType: 0
+ sampleRateSetting: 0
+ sampleRateOverride: 44100
+ compressionFormat: 1
+ quality: 1
+ conversionMode: 0
+ preloadAudioData: 0
+ platformSettingOverrides: {}
+ forceToMono: 0
+ normalize: 1
+ loadInBackground: 0
+ ambisonic: 0
+ 3D: 1
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Main.unity b/Assets/Main.unity
index d33884e..7cbb77d 100644
--- a/Assets/Main.unity
+++ b/Assets/Main.unity
@@ -308,6 +308,8 @@ GameObject:
- component: {fileID: 162178408}
- component: {fileID: 162178410}
- component: {fileID: 162178409}
+ - component: {fileID: 162178412}
+ - component: {fileID: 162178411}
m_Layer: 5
m_Name: Image Character
m_TagString: Untagged
@@ -331,7 +333,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
- m_AnchoredPosition: {x: -267.873, y: 126.63}
+ m_AnchoredPosition: {x: -162, y: 80}
m_SizeDelta: {x: 424.251, y: 424.25}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &162178409
@@ -372,6 +374,247 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 162178407}
m_CullTransparentMesh: 1
+--- !u!82 &162178411
+AudioSource:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 162178407}
+ m_Enabled: 1
+ serializedVersion: 4
+ OutputAudioMixerGroup: {fileID: 0}
+ m_audioClip: {fileID: 0}
+ m_Resource: {fileID: 8300000, guid: 6a6771d05326c4775a47c0ec4c4e4558, type: 3}
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+ m_Volume: 1
+ m_Pitch: 1
+ Loop: 0
+ Mute: 0
+ Spatialize: 0
+ SpatializePostEffects: 0
+ Priority: 128
+ DopplerLevel: 1
+ MinDistance: 1
+ MaxDistance: 500
+ Pan2D: 0
+ rolloffMode: 0
+ BypassEffects: 0
+ BypassListenerEffects: 0
+ BypassReverbZones: 0
+ rolloffCustomCurve:
+ serializedVersion: 2
+ m_Curve:
+ - serializedVersion: 3
+ time: 0
+ value: 1
+ inSlope: 0
+ outSlope: 0
+ tangentMode: 0
+ weightedMode: 0
+ inWeight: 0.33333334
+ outWeight: 0.33333334
+ - serializedVersion: 3
+ time: 1
+ value: 0
+ inSlope: 0
+ outSlope: 0
+ tangentMode: 0
+ weightedMode: 0
+ inWeight: 0.33333334
+ outWeight: 0.33333334
+ m_PreInfinity: 2
+ m_PostInfinity: 2
+ m_RotationOrder: 4
+ panLevelCustomCurve:
+ serializedVersion: 2
+ m_Curve:
+ - serializedVersion: 3
+ time: 0
+ value: 0
+ inSlope: 0
+ outSlope: 0
+ tangentMode: 0
+ weightedMode: 0
+ inWeight: 0.33333334
+ outWeight: 0.33333334
+ m_PreInfinity: 2
+ m_PostInfinity: 2
+ m_RotationOrder: 4
+ spreadCustomCurve:
+ serializedVersion: 2
+ m_Curve:
+ - serializedVersion: 3
+ time: 0
+ value: 0
+ inSlope: 0
+ outSlope: 0
+ tangentMode: 0
+ weightedMode: 0
+ inWeight: 0.33333334
+ outWeight: 0.33333334
+ m_PreInfinity: 2
+ m_PostInfinity: 2
+ m_RotationOrder: 4
+ reverbZoneMixCustomCurve:
+ serializedVersion: 2
+ m_Curve:
+ - serializedVersion: 3
+ time: 0
+ value: 1
+ inSlope: 0
+ outSlope: 0
+ tangentMode: 0
+ weightedMode: 0
+ inWeight: 0.33333334
+ outWeight: 0.33333334
+ m_PreInfinity: 2
+ m_PostInfinity: 2
+ m_RotationOrder: 4
+--- !u!114 &162178412
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+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 162178407}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 4d0390bd8b8ffd640b34fe25065ff1df, type: 3}
+ m_Name:
+ m_EditorClassIdentifier: Assembly-CSharp-firstpass::DG.Tweening.DOTweenAnimation
+ updateType: 0
+ isSpeedBased: 0
+ hasOnStart: 0
+ hasOnPlay: 1
+ hasOnUpdate: 0
+ hasOnStepComplete: 0
+ hasOnComplete: 1
+ hasOnTweenCreated: 0
+ hasOnRewind: 0
+ onStart:
+ m_PersistentCalls:
+ m_Calls: []
+ onPlay:
+ m_PersistentCalls:
+ m_Calls:
+ - m_Target: {fileID: 162178409}
+ m_TargetAssemblyTypeName: UnityEngine.UI.Image, UnityEngine.UI
+ m_MethodName: set_sprite
+ m_Mode: 2
+ m_Arguments:
+ m_ObjectArgument: {fileID: 21300000, guid: b003007f0724f4eb39ca05642c497ce4, type: 3}
+ m_ObjectArgumentAssemblyTypeName: UnityEngine.Sprite, UnityEngine
+ m_IntArgument: 0
+ m_FloatArgument: 0
+ m_StringArgument:
+ m_BoolArgument: 0
+ m_CallState: 2
+ - m_Target: {fileID: 162178411}
+ m_TargetAssemblyTypeName: UnityEngine.AudioSource, UnityEngine
+ m_MethodName: Play
+ m_Mode: 1
+ m_Arguments:
+ m_ObjectArgument: {fileID: 0}
+ m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
+ m_IntArgument: 0
+ m_FloatArgument: 0
+ m_StringArgument:
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+ m_CallState: 2
+ onUpdate:
+ m_PersistentCalls:
+ m_Calls: []
+ onStepComplete:
+ m_PersistentCalls:
+ m_Calls: []
+ onComplete:
+ m_PersistentCalls:
+ m_Calls:
+ - m_Target: {fileID: 162178409}
+ m_TargetAssemblyTypeName: UnityEngine.UI.Image, UnityEngine.UI
+ m_MethodName: set_sprite
+ m_Mode: 2
+ m_Arguments:
+ m_ObjectArgument: {fileID: 21300000, guid: 7ab63bd8191ef49a6918352ece3c5364, type: 3}
+ m_ObjectArgumentAssemblyTypeName: UnityEngine.Sprite, UnityEngine
+ m_IntArgument: 0
+ m_FloatArgument: 0
+ m_StringArgument:
+ m_BoolArgument: 0
+ m_CallState: 2
+ onTweenCreated:
+ m_PersistentCalls:
+ m_Calls: []
+ onRewind:
+ m_PersistentCalls:
+ m_Calls: []
+ targetIsSelf: 1
+ targetGO: {fileID: 0}
+ tweenTargetIsTargetGO: 1
+ delay: 0
+ duration: 0.5
+ easeType: 6
+ easeCurve:
+ serializedVersion: 2
+ m_Curve:
+ - serializedVersion: 3
+ time: 0
+ value: 0
+ inSlope: 0
+ outSlope: 0
+ tangentMode: 0
+ weightedMode: 0
+ inWeight: 0
+ outWeight: 0
+ - serializedVersion: 3
+ time: 1
+ value: 1
+ inSlope: 0
+ outSlope: 0
+ tangentMode: 0
+ weightedMode: 0
+ inWeight: 0
+ outWeight: 0
+ m_PreInfinity: 2
+ m_PostInfinity: 2
+ m_RotationOrder: 4
+ loopType: 0
+ loops: 1
+ id:
+ isRelative: 0
+ isFrom: 0
+ isIndependentUpdate: 0
+ autoKill: 0
+ autoGenerate: 1
+ isActive: 1
+ isValid: 1
+ target: {fileID: 162178408}
+ animationType: 9
+ targetType: 5
+ forcedTargetType: 0
+ autoPlay: 0
+ useTargetAsV3: 0
+ endValueFloat: 0
+ endValueV3: {x: 0, y: 10, z: 1}
+ endValueV2: {x: 0, y: 0}
+ endValueColor: {r: 1, g: 1, b: 1, a: 1}
+ endValueString:
+ endValueRect:
+ serializedVersion: 2
+ x: 0
+ y: 0
+ width: 0
+ height: 0
+ endValueTransform: {fileID: 0}
+ optionalBool0: 0
+ optionalBool1: 0
+ optionalFloat0: 1
+ optionalInt0: 1
+ optionalRotationMode: 0
+ optionalScrambleMode: 0
+ optionalShakeRandomnessMode: 0
+ optionalString:
--- !u!1 &240954698
GameObject:
m_ObjectHideFlags: 0
@@ -469,6 +712,18 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
+ - m_Target: {fileID: 162178412}
+ m_TargetAssemblyTypeName: DG.Tweening.DOTweenAnimation, Assembly-CSharp-firstpass
+ m_MethodName: DORestart
+ m_Mode: 1
+ m_Arguments:
+ m_ObjectArgument: {fileID: 0}
+ m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
+ m_IntArgument: 0
+ m_FloatArgument: 0
+ m_StringArgument:
+ m_BoolArgument: 0
+ m_CallState: 2
--- !u!114 &240954701
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -522,7 +777,7 @@ MonoBehaviour:
selectMonitorIndex: 2
takeNumber: 0
inputPrefix: {fileID: 56188227}
- inputResult: {fileID: 0}
+ inputResult: {fileID: 975488549}
directorySelector: {fileID: 1438379834}
--- !u!1 &519420028
GameObject:
@@ -889,7 +1144,7 @@ MonoBehaviour:
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
- m_TextWrappingMode: 3
+ m_TextWrappingMode: 1
m_wordWrappingRatios: 0.4
m_overflowMode: 3
m_linkedTextComponent: {fileID: 0}
@@ -1395,7 +1650,7 @@ MonoBehaviour:
m_InputType: 0
m_AsteriskChar: 42
m_KeyboardType: 0
- m_LineType: 0
+ m_LineType: 1
m_HideMobileInput: 0
m_HideSoftKeyboard: 0
m_CharacterValidation: 0
diff --git a/Assets/Plugins/Demigiant.meta b/Assets/Plugins/Demigiant.meta
index 4691b03..cfb2591 100644
--- a/Assets/Plugins/Demigiant.meta
+++ b/Assets/Plugins/Demigiant.meta
@@ -1,8 +1,23 @@
fileFormatVersion: 2
-guid: d4fb1de9b00bfac42af0a35ff2a01f89
+guid: 9f80792dcd2829e41b1f075e7245ca5b
+labels:
+- Tween
+- Tweening
+- Animation
+- HOTween
+- Paths
+- VisualScripting
+- VisualEditor
+- iTween
+- Ease
+- Easing
+- Shake
+- Punch
+- 2DToolkit
+- TextMeshPro
+- Text
+- LeanTween
+- DFTween
folderAsset: yes
DefaultImporter:
- externalObjects: {}
userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.XML b/Assets/Plugins/Demigiant/DOTween/DOTween.XML
index f56085a..7b6f33d 100644
--- a/Assets/Plugins/Demigiant/DOTween/DOTween.XML
+++ b/Assets/Plugins/Demigiant/DOTween/DOTween.XML
@@ -1,3107 +1,3089 @@
-
-
-
- DOTween
-
-
-
-
- Types of autoPlay behaviours
-
-
-
- No tween is automatically played
-
-
- Only Sequences are automatically played
-
-
- Only Tweeners are automatically played
-
-
- All tweens are automatically played
-
-
-
- What axis to constrain in case of Vector tweens
-
-
-
- Called the first time the tween is set in a playing state, after any eventual delay
-
-
-
- Used in place of System.Func, which is not available in mscorlib.
-
-
-
-
- Used in place of System.Action.
-
-
-
-
- Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation)
-
-
-
-
- Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween).
- Contains all instance-based methods
-
-
-
- Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame
-
-
-
- Directly sets the current max capacity of Tweeners and Sequences
- (meaning how many Tweeners and Sequences can be running at the same time),
- so that DOTween doesn't need to automatically increase them in case the max is reached
- (which might lead to hiccups when that happens).
- Sequences capacity must be less or equal to Tweeners capacity
- (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
- Beware: use this method only when there are no tweens running.
-
- Max Tweeners capacity.
- Default: 200
- Max Sequences capacity.
- Default: 50
-
-
-
- This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
-
-
-
-
- Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity.
-
-
- Current time (in frames or seconds).
-
-
- Expected easing duration (in frames or seconds).
-
- Unused: here to keep same delegate for all ease types.
- Unused: here to keep same delegate for all ease types.
-
- The eased value.
-
-
-
-
- Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity.
-
-
- Current time (in frames or seconds).
-
-
- Expected easing duration (in frames or seconds).
-
- Unused: here to keep same delegate for all ease types.
- Unused: here to keep same delegate for all ease types.
-
- The eased value.
-
-
-
-
- Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration.
-
-
- Current time (in frames or seconds).
-
-
- Expected easing duration (in frames or seconds).
-
- Unused: here to keep same delegate for all ease types.
- Unused: here to keep same delegate for all ease types.
-
- The eased value.
-
-
-
-
- Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected.
- Use this method if you don't care about , otherwise use
-
-
-
-
- USE THIS FOR CUSTOM PLUGINS when you want to be able to use .
- Returns a value that is from 0 to 1 if is not incremental, otherwise from 0 to (1 * completed loops)
-
-
-
-
- Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
-
-
-
-
- Used to interpret AnimationCurves as eases.
- Public so it can be used by external ease factories
-
-
-
-
- Behaviour in case a tween nested inside a Sequence fails and is captured by safe mode
-
-
-
- If the Sequence contains other elements, kill the failed tween but preserve the rest
-
-
- Kill the whole Sequence
-
-
-
- Log types thrown by errors captured and prevented by safe mode
-
-
-
- No logs. NOT RECOMMENDED
-
-
- Throw a normal log
-
-
- Throw a warning log (default)
-
-
- Throw an error log
-
-
-
- Additional notices passed to plugins when updating.
- Public so it can be used by custom plugins. Internally, only PathPlugin uses it
-
-
-
-
- None
-
-
-
-
- Lets the plugin know that we restarted or rewinded
-
-
-
-
- OnRewind callback behaviour (can only be set via DOTween's Utility Panel)
-
-
-
-
- When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded
-
-
-
-
- When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded.
- When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded
-
-
-
-
- When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded
-
-
-
-
- Public only so custom shortcuts can access some of these methods
-
-
-
-
- INTERNAL: used by DO shortcuts and Modules to set special startup mode
-
-
-
-
- INTERNAL: used by DO shortcuts and Modules to set the tween as blendable
-
-
-
-
- INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed
-
-
-
-
- Used to dispatch commands that need to be captured externally, usually by Modules
-
-
-
-
- Various utils
-
-
-
-
- Returns a Vector3 with z = 0
-
-
-
-
- Returns the 2D angle between two vectors
-
-
-
-
- Returns a point on a circle with the given center and radius,
- using Unity's circle coordinates (0° points up and increases clockwise)
-
-
-
-
- Uses approximate equality on each axis instead of Unity's Vector3 equality,
- because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it.
-
-
-
-
- Looks for the type within all possible project assembly names
-
-
-
- NO-GC METHOD: changes the start value of a tween and rewinds it (without pausing it).
- Has no effect with tweens that are inside Sequences
- The new start value
- If bigger than 0 applies it as the new tween duration
-
-
- NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it).
- Has no effect with tweens that are inside Sequences
- The new end value
- If TRUE the start value will become the current target's value, otherwise it will stay the same
-
-
- NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it).
- Has no effect with tweens that are inside Sequences
- The new end value
- If bigger than 0 applies it as the new tween duration
- If TRUE the start value will become the current target's value, otherwise it will stay the same
-
-
- NO-GC METHOD: changes the start and end value of a tween and rewinds it (without pausing it).
- Has no effect with tweens that are inside Sequences
- The new start value
- The new end value
- If bigger than 0 applies it as the new tween duration
-
-
-
- Struct that stores two colors (used for LineRenderer tweens)
-
-
-
-
- Used for tween callbacks
-
-
-
-
- Used for tween callbacks
-
-
-
-
- Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1.
-
-
-
-
- Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly.
- Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence).
- To use it, call DOTween.To with the plugin parameter overload, passing it PureQuaternionPlugin.Plug() as first parameter
- (do not use any of the other public PureQuaternionPlugin methods):
- DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);
-
-
-
-
- Plug this plugin inside a DOTween.To call.
- Example:
- DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);
-
-
-
- INTERNAL: do not use
-
-
- INTERNAL: do not use
-
-
- INTERNAL: do not use
-
-
- INTERNAL: do not use
-
-
- INTERNAL: do not use
-
-
- INTERNAL: do not use
-
-
- INTERNAL: do not use
-
-
- INTERNAL: do not use
-
-
-
- Extra non-tweening-related curve methods
-
-
-
-
- Cubic bezier curve methods
-
-
-
-
- Calculates a point along the given Cubic Bezier segment-curve.
-
- Segment start point
- Start point's control point/handle
- Segment end point
- End point's control point/handle
- 0-1 percentage along which to retrieve point
-
-
-
- Returns an array containing a series of points along the given Cubic Bezier segment-curve.
-
- Start point
- Start point's control point/handle
- End point
- End point's control point/handle
- Cloud resolution (min: 2)
-
-
-
- Calculates a series of points along the given Cubic Bezier segment-curve and adds them to the given list.
-
- Start point
- Start point's control point/handle
- End point
- End point's control point/handle
- Cloud resolution (min: 2)
-
-
-
- Main DOTween class. Contains static methods to create and control tweens in a generic way
-
-
-
- DOTween's version
-
-
- If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things
- (like targets becoming null while a tween is playing).
- Default: TRUE
-
-
- Log type when safe mode reports capturing an error and preventing it
-
-
- Behaviour in case a tween nested inside a Sequence fails (and is caught by safe mode).
- Default: NestedTweenFailureBehaviour.TryToPreserveSequence
-
-
- If TRUE you will get a DOTween report when exiting play mode (only in the Editor).
- Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly.
- Beware, this will slightly slow down your tweens while inside Unity Editor.
- Default: FALSE
-
-
- Global DOTween global timeScale (default: 1).
- The final timeScale of a non-timeScaleIndependent tween is:
- Unity's Time.timeScale * DOTween.timeScale * tween.timeScale
- while the final timeScale of a timeScaleIndependent tween is:
- DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale
-
-
- DOTween timeScale applied only to timeScaleIndependent tweens (default: 1).
- The final timeScale of a timeScaleIndependent tween is:
- DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale
-
-
- If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens
- (unless they're set as timeScaleIndependent, in which case a value between the last timestep
- and will be used instead).
- Setting this to TRUE will lead to smoother animations.
- Default: FALSE
-
-
- If is TRUE, this indicates the max timeStep that an independent update call can last.
- Setting this to TRUE will lead to smoother animations.
- Default: FALSE
-
-
- DOTween's log behaviour.
- Default: LogBehaviour.ErrorsOnly
-
-
- Used to intercept DOTween's logs. If this method isn't NULL, DOTween will call it before writing a log via Unity's own Debug log methods.
- Return TRUE if you want DOTween to proceed with the log, FALSE otherwise.
- This method must return a bool and accept two parameters:
- - LogType: the type of Unity log that DOTween is trying to log
- - object: the log message that DOTween wants to log
-
-
- If TRUE draws path gizmos in Unity Editor (if the gizmos button is active).
- Deactivate this if you want to avoid gizmos overhead while in Unity Editor
-
-
- Gets/sets the max Tweeners capacity (automatically increased by DOTween when necessary).
- You can also set both Tweeners and Sequences capacity via the static method
-
-
- Gets/sets the max Sequences capacity (automatically increased by DOTween when necessary).
- You can also set both Tweeners and Sequences capacity via the static method
-
-
- If TRUE activates various debug options
-
-
- Stores the target id so it can be used to give more info in case of safeMode error capturing.
- Only active if both debugMode and useSafeMode are TRUE
-
-
- Default updateType for new tweens.
- Default: UpdateType.Normal
-
-
- Sets whether Unity's timeScale should be taken into account by default or not.
- Default: false
-
-
- Default autoPlay behaviour for new tweens.
- Default: AutoPlay.All
-
-
- Default autoKillOnComplete behaviour for new tweens.
- Default: TRUE
-
-
- Default loopType applied to all new tweens.
- Default: LoopType.Restart
-
-
- If TRUE all newly created tweens are set as recyclable, otherwise not.
- Default: FALSE
-
-
- Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default).
- Default: Ease.InOutQuad
-
-
- Default overshoot/amplitude used for eases
- Default: 1.70158f
-
-
- Default period used for eases
- Default: 0
-
-
- Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance
-
-
-
- Must be called once, before the first ever DOTween call/reference,
- otherwise it will be called automatically and will use default options.
- Calling it a second time won't have any effect.
- You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences:
- DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20);
-
- If TRUE all new tweens will be set for recycling, meaning that when killed,
- instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid
- GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active
- even if they were killed (since they might have been respawned and are now being used for other tweens).
- If you want to automatically set your tween references to NULL when a tween is killed
- you can use the OnKill callback like this:
- .OnKill(()=> myTweenReference = null)
- You can change this setting at any time by changing the static property,
- or you can set the recycling behaviour for each tween separately, using:
- SetRecyclable(bool recyclable)
- Default: FALSE
- If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things
- (like targets becoming null while a tween is playing).
- You can change this setting at any time by changing the static property.
- Default: FALSE
- Type of logging to use.
- You can change this setting at any time by changing the static property.
- Default: ErrorsOnly
-
-
-
- Directly sets the current max capacity of Tweeners and Sequences
- (meaning how many Tweeners and Sequences can be running at the same time),
- so that DOTween doesn't need to automatically increase them in case the max is reached
- (which might lead to hiccups when that happens).
- Sequences capacity must be less or equal to Tweeners capacity
- (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
- Beware: use this method only when there are no tweens running.
-
- Max Tweeners capacity.
- Default: 200
- Max Sequences capacity.
- Default: 50
-
-
-
- Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values.
-
- If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else
- (so that next time you use it it will need to be re-initialized)
-
-
-
- Clears all cached tween pools.
-
-
-
-
- Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL)
- and returns the total number of invalid tweens found and removed.
- IMPORTANT: this will cause an error on UWP platform, so don't use it there
- BEWARE: this is a slightly expensive operation so use it with care
-
-
-
-
- Updates all tweens that are set to .
-
- Manual deltaTime
- Unscaled delta time (used with tweens set as timeScaleIndependent)
-
-
- Tweens a property or field to the given value using default plugins
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
-
-
- Tweens a property or field to the given value using default plugins
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
-
-
- Tweens a property or field to the given value using default plugins
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
-
-
- Tweens a property or field to the given value using default plugins
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
-
-
- Tweens a property or field to the given value using default plugins
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
-
-
- Tweens a property or field to the given value using default plugins
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
-
-
- Tweens a property or field to the given value using default plugins
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
-
-
- Tweens a property or field to the given value using default plugins
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
-
-
- Tweens a property or field to the given value using default plugins
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
-
-
- Tweens a property or field to the given value using default plugins
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
-
-
- Tweens a property or field to the given value using default plugins
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
-
-
- Tweens a property or field to the given value using default plugins
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
-
-
- Tweens a property or field to the given value using default plugins
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
-
-
- Tweens a property or field to the given value using default plugins
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
-
-
- Tweens a property or field to the given value using a custom plugin
- The plugin to use. Each custom plugin implements a static Get() method
- you'll need to call to assign the correct plugin in the correct way, like this:
- CustomPlugin.Get()
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
-
-
- Tweens only one axis of a Vector3 to the given value using default plugins.
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
- The axis to tween
-
-
- Tweens only the alpha of a Color to the given value using default plugins
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end value to reachThe tween's duration
-
-
- Tweens a virtual property from the given start to the given end value
- and implements a setter that allows to use that value with an external method or a lambda
- Example:
- To(MyMethod, 0, 12, 0.5f);
- Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween)
- The action to perform with the tweened value
- The value to start from
- The end value to reach
- The duration of the virtual tween
-
-
-
- Punches a Vector3 towards the given direction and then back to the starting one
- as if it was connected to the starting position via an elastic.
- This tween type generates some GC allocations at startup
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The direction and strength of the punch
- The duration of the tween
- Indicates how much will the punch vibrate
- Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
- 1 creates a full oscillation between the direction and the opposite decaying direction,
- while 0 oscillates only between the starting position and the decaying direction
-
-
- Shakes a Vector3 with the given values.
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The duration of the tween
- The shake strength
- Indicates how much will the shake vibrate
- Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
- Setting it to 0 will shake along a single direction and behave like a random punch.
- If TRUE only shakes on the X Y axis (looks better with things like cameras).
- If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
- Randomness mode
-
-
- Shakes a Vector3 with the given values.
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The duration of the tween
- The shake strength on each axis
- Indicates how much will the shake vibrate
- Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
- Setting it to 0 will shake along a single direction and behave like a random punch.
- If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
- Randomness mode
-
-
- Tweens a property or field to the given values using default plugins.
- Ease is applied between each segment and not as a whole.
- This tween type generates some GC allocations at startup
- A getter for the field or property to tween.
- Example usage with lambda:()=> myProperty
- A setter for the field or property to tween
- Example usage with lambda:x=> myProperty = x
- The end values to reach for each segment. This array must have the same length as durations
- The duration of each segment. This array must have the same length as endValues
-
-
-
- Returns a new to be used for tween groups.
- Mind that Sequences don't have a target applied automatically like Tweener creation shortcuts,
- so if you want to be able to kill this Sequence when calling DOTween.Kill(target) you'll have to add
- the target manually; you can do that directly by using the overload instead of this one
-
-
-
-
- Returns a new to be used for tween groups, and allows to set a target
- (because Sequences don't have their target set automatically like Tweener creation shortcuts).
- That way killing/controlling tweens by target will apply to this Sequence too.
-
- The target of the Sequence. Relevant only for static target-based methods like DOTween.Kill(target),
- useless otherwise
-
-
- Completes all tweens and returns the number of actual tweens completed
- (meaning tweens that don't have infinite loops and were not already complete)
- For Sequences only: if TRUE also internal Sequence callbacks will be fired,
- otherwise they will be ignored
-
-
- Completes all tweens with the given ID or target and returns the number of actual tweens completed
- (meaning the tweens that don't have infinite loops and were not already complete)
- For Sequences only: if TRUE internal Sequence callbacks will be fired,
- otherwise they will be ignored
-
-
- Flips all tweens (changing their direction to forward if it was backwards and viceversa),
- then returns the number of actual tweens flipped
-
-
- Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa),
- then returns the number of actual tweens flipped
-
-
- Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved
-
-
- Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles)
- and returns the actual tweens involved
-
-
- Kills all tweens and returns the number of actual tweens killed
- If TRUE completes the tweens before killing them
-
-
- Kills all tweens and returns the number of actual tweens killed
- If TRUE completes the tweens before killing them
- Eventual IDs or targets to exclude from the killing
-
-
- Kills all tweens with the given ID or target and returns the number of actual tweens killed
- If TRUE completes the tweens before killing them
-
-
- Kills all tweens with the given target and the given ID, and returns the number of actual tweens killed
- If TRUE completes the tweens before killing them
-
-
- Pauses all tweens and returns the number of actual tweens paused
-
-
- Pauses all tweens with the given ID or target and returns the number of actual tweens paused
- (meaning the tweens that were actually playing and have been paused)
-
-
- Plays all tweens and returns the number of actual tweens played
- (meaning tweens that were not already playing or complete)
-
-
- Plays all tweens with the given ID or target and returns the number of actual tweens played
- (meaning the tweens that were not already playing or complete)
-
-
- Plays all tweens with the given target and the given ID, and returns the number of actual tweens played
- (meaning the tweens that were not already playing or complete)
-
-
- Plays backwards all tweens and returns the number of actual tweens played
- (meaning tweens that were not already started, playing backwards or rewinded)
-
-
- Plays backwards all tweens with the given ID or target and returns the number of actual tweens played
- (meaning the tweens that were not already started, playing backwards or rewinded)
-
-
- Plays backwards all tweens with the given target and ID and returns the number of actual tweens played
- (meaning the tweens that were not already started, playing backwards or rewinded)
-
-
- Plays forward all tweens and returns the number of actual tweens played
- (meaning tweens that were not already playing forward or complete)
-
-
- Plays forward all tweens with the given ID or target and returns the number of actual tweens played
- (meaning the tweens that were not already playing forward or complete)
-
-
- Plays forward all tweens with the given target and ID and returns the number of actual tweens played
- (meaning the tweens that were not already started, playing backwards or rewinded)
-
-
- Restarts all tweens, then returns the number of actual tweens restarted
-
-
- Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted
- If TRUE includes the eventual tweens delays, otherwise skips them
- If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it
-
-
- Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played
- (meaning the tweens that were not already playing or complete)
- If TRUE includes the eventual tweens delays, otherwise skips them
- If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it
-
-
- Rewinds and pauses all tweens, then returns the number of actual tweens rewinded
- (meaning tweens that were not already rewinded)
-
-
- Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded
- (meaning the tweens that were not already rewinded)
-
-
- Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded
- (meaning tweens that were not already rewinded).
- A "smooth rewind" animates the tween to its start position,
- skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
- Note that a tween that was smoothly rewinded will have its play direction flipped
-
-
- Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded
- (meaning the tweens that were not already rewinded).
- A "smooth rewind" animates the tween to its start position,
- skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
- Note that a tween that was smoothly rewinded will have its play direction flipped
-
-
- Toggles the play state of all tweens and returns the number of actual tweens toggled
- (meaning tweens that could be played or paused, depending on the toggle state)
-
-
- Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled
- (meaning the tweens that could be played or paused, depending on the toggle state)
-
-
-
- Returns TRUE if a tween with the given ID or target is active.
- You can also use this to know if a shortcut tween is active for a given target.
- Example:
- transform.DOMoveX(45, 1); // transform is automatically added as the tween target
- DOTween.IsTweening(transform); // Returns true
-
- The target or ID to look for
- If FALSE (default) returns TRUE as long as a tween for the given target/ID is active,
- otherwise also requires it to be playing
-
-
-
- Returns the total number of active tweens (so both Tweeners and Sequences).
- A tween is considered active if it wasn't killed, regardless if it's playing or paused
-
-
-
-
- Returns the total number of active Tweeners.
- A Tweener is considered active if it wasn't killed, regardless if it's playing or paused
-
-
-
-
- Returns the total number of active Sequences.
- A Sequence is considered active if it wasn't killed, regardless if it's playing or paused
-
-
-
-
- Returns the total number of active and playing tweens.
- A tween is considered as playing even if its delay is actually playing
-
-
-
-
- Returns a the total number of active tweens with the given id.
-
- If TRUE returns only the tweens with the given ID that are currently playing
-
-
-
- Returns a list of all active tweens in a playing state.
- Returns NULL if there are no active playing tweens.
- Beware: each time you call this method a new list is generated, so use it for debug only
-
- If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)
-
-
-
- Returns a list of all active tweens in a paused state.
- Returns NULL if there are no active paused tweens.
- Beware: each time you call this method a new list is generated, so use it for debug only
-
- If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)
-
-
-
- Returns a list of all active tweens with the given id.
- Returns NULL if there are no active tweens with the given id.
- Beware: each time you call this method a new list is generated
-
- If TRUE returns only the tweens with the given ID that are currently playing
- If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)
-
-
-
- Returns a list of all active tweens with the given target.
- Returns NULL if there are no active tweens with the given target.
- Beware: each time you call this method a new list is generated
- If TRUE returns only the tweens with the given target that are currently playing
- If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)
-
-
-
-
- Creates virtual tweens that can be used to change other elements via their OnUpdate calls
-
-
-
-
- Tweens a virtual float.
- You can add regular settings to the generated tween,
- but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter
-
- The value to start from
- The value to tween to
- The duration of the tween
- A callback which must accept a parameter of type float, called at each update
-
-
-
- Tweens a virtual int.
- You can add regular settings to the generated tween,
- but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter
-
- The value to start from
- The value to tween to
- The duration of the tween
- A callback which must accept a parameter of type int, called at each update
-
-
-
- Tweens a virtual Vector2.
- You can add regular settings to the generated tween,
- but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter
-
- The value to start from
- The value to tween to
- The duration of the tween
- A callback which must accept a parameter of type Vector3, called at each update
-
-
-
- Tweens a virtual Vector3.
- You can add regular settings to the generated tween,
- but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter
-
- The value to start from
- The value to tween to
- The duration of the tween
- A callback which must accept a parameter of type Vector3, called at each update
-
-
-
- Tweens a virtual Color.
- You can add regular settings to the generated tween,
- but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter
-
- The value to start from
- The value to tween to
- The duration of the tween
- A callback which must accept a parameter of type Color, called at each update
-
-
- Returns a value based on the given ease and lifetime percentage (0 to 1)
- The value to start from when lifetimePercentage is 0
- The value to reach when lifetimePercentage is 1
- The time percentage (0 to 1) at which the value should be taken
- The type of ease
-
-
- Returns a value based on the given ease and lifetime percentage (0 to 1)
- The value to start from when lifetimePercentage is 0
- The value to reach when lifetimePercentage is 1
- The time percentage (0 to 1) at which the value should be taken
- The type of ease
- Eventual overshoot to use with Back ease
-
-
- Returns a value based on the given ease and lifetime percentage (0 to 1)
- The value to start from when lifetimePercentage is 0
- The value to reach when lifetimePercentage is 1
- The time percentage (0 to 1) at which the value should be taken
- The type of ease
- Eventual amplitude to use with Elastic easeType
- Eventual period to use with Elastic easeType
-
-
- Returns a value based on the given ease and lifetime percentage (0 to 1)
- The value to start from when lifetimePercentage is 0
- The value to reach when lifetimePercentage is 1
- The time percentage (0 to 1) at which the value should be taken
- The AnimationCurve to use for ease
-
-
- Returns a value based on the given ease and lifetime percentage (0 to 1)
- The value to start from when lifetimePercentage is 0
- The value to reach when lifetimePercentage is 1
- The time percentage (0 to 1) at which the value should be taken
- The type of ease
-
-
- Returns a value based on the given ease and lifetime percentage (0 to 1)
- The value to start from when lifetimePercentage is 0
- The value to reach when lifetimePercentage is 1
- The time percentage (0 to 1) at which the value should be taken
- The type of ease
- Eventual overshoot to use with Back ease
-
-
- Returns a value based on the given ease and lifetime percentage (0 to 1)
- The value to start from when lifetimePercentage is 0
- The value to reach when lifetimePercentage is 1
- The time percentage (0 to 1) at which the value should be taken
- The type of ease
- Eventual amplitude to use with Elastic easeType
- Eventual period to use with Elastic easeType
-
-
- Returns a value based on the given ease and lifetime percentage (0 to 1)
- The value to start from when lifetimePercentage is 0
- The value to reach when lifetimePercentage is 1
- The time percentage (0 to 1) at which the value should be taken
- The AnimationCurve to use for ease
-
-
- Fires the given callback after the given time.
- Callback delay
- Callback to fire when the delay has expired
- If TRUE (default) ignores Unity's timeScale
-
-
-
- Don't assign this! It's assigned automatically when creating 0 duration tweens
-
-
-
-
- Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function
-
-
-
-
- Allows to wrap ease method in special ways, adding extra features
-
-
-
-
- Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
-
- FPS at which the tween should be played
- Ease type
-
-
-
- Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
-
- FPS at which the tween should be played
- AnimationCurve to use for the ease
-
-
-
- Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
-
- FPS at which the tween should be played
- Custom ease function to use
-
-
-
- Used to allow method chaining with DOTween.Init
-
-
-
-
- Directly sets the current max capacity of Tweeners and Sequences
- (meaning how many Tweeners and Sequences can be running at the same time),
- so that DOTween doesn't need to automatically increase them in case the max is reached
- (which might lead to hiccups when that happens).
- Sequences capacity must be less or equal to Tweeners capacity
- (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
- Beware: use this method only when there are no tweens running.
-
- Max Tweeners capacity.
- Default: 200
- Max Sequences capacity.
- Default: 50
-
-
-
- Behaviour that can be assigned when chaining a SetLink to a tween
-
-
-
- Pauses the tween when the link target is disabled
-
-
- Pauses the tween when the link target is disabled, plays it when it's enabled
-
-
- Pauses the tween when the link target is disabled, restarts it when it's enabled
-
-
- Plays the tween when the link target is enabled
-
-
- Restarts the tween when the link target is enabled
-
-
- Kills the tween when the link target is disabled
-
-
- Kills the tween when the link target is destroyed (becomes NULL). This is always active even if another behaviour is chosen
-
-
- Completes the tween when the link target is disabled
-
-
- Completes and kills the tween when the link target is disabled
-
-
- Rewinds the tween (delay excluded) when the link target is disabled
-
-
- Rewinds and kills the tween when the link target is disabled
-
-
-
- Path mode (used to determine correct LookAt orientation)
-
-
-
- Ignores the path mode (and thus LookAt behaviour)
-
-
- Regular 3D path
-
-
- 2D top-down path
-
-
- 2D side-scroller path
-
-
-
- Type of path to use with DOPath tweens
-
-
-
- Linear, composed of straight segments between each waypoint
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- Curved path (which uses Catmull-Rom curves)
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- EXPERIMENTAL: Curved path (which uses Cubic Bezier curves, where each point requires two extra control points)
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- Tweens a Vector2 along a circle.
- EndValue represents the center of the circle, start and end value degrees are inside options
- ChangeValue x is changeValue°, y is unused
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- Path control point
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- Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector
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- Minimum input points necessary to create the path (doesn't correspond to actual waypoints required)
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- Gets the point on the path at the given percentage (0 to 1)
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- The percentage (0 to 1) at which to get the point
- If TRUE constant speed is taken into account, otherwise not
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- Base interface for all tween plugins options
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- Resets the plugin
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- This plugin generates some GC allocations at startup
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- Path plugin works exclusively with Transforms
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- Rotation mode used with DORotate methods
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- Fastest way that never rotates beyond 360°
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- Fastest way that rotates beyond 360°
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- Adds the given rotation to the transform using world axis and an advanced precision mode
- (like when using transform.Rotate(Space.World)).
- In this mode the end value is is always considered relative
-
-
-
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- Adds the given rotation to the transform's local axis
- (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)).
- In this mode the end value is is always considered relative
-
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- Type of scramble to apply to string tweens
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- No scrambling of characters
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- A-Z + a-z + 0-9 characters
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- A-Z characters
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- a-z characters
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- 0-9 characters
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- Custom characters
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- Type of randomness to apply to a shake tween
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- Default, full randomness
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- Creates a more balanced randomness that looks more harmonic
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- Methods that extend Tween objects and allow to control or get data from them
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- Completes the tween
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- Completes the tween
- For Sequences only: if TRUE also internal Sequence callbacks will be fired,
- otherwise they will be ignored
-
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- Optional: indicates that the tween creation has ended, to be used (optionally) as the last element of tween chaining creation.
- This method won't do anything except in case of 0-duration tweens,
- where it will complete them immediately instead of waiting for the next internal update routine
- (unless they're nested in a Sequence, in which case the Sequence will still be the one in control and this method will be ignored)
-
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- Flips the direction of this tween (backwards if it was going forward or viceversa)
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- Forces the tween to initialize its settings immediately
-
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- Send the tween to the given position in time
- Time position to reach
- (if higher than the whole tween duration the tween will simply reach its end)
- If TRUE will play the tween after reaching the given position, otherwise it will pause it
-
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- Send the tween to the given position in time while also executing any callback between the previous time position and the new one
- Time position to reach
- (if higher than the whole tween duration the tween will simply reach its end)
- If TRUE will play the tween after reaching the given position, otherwise it will pause it
-
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- Kills the tween
- If TRUE completes the tween before killing it
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- Forces this tween to update manually, regardless of the set via SetUpdate.
- Note that the tween will still be subject to normal tween rules, so if for example it's paused this method will do nothing.
- Also note that if you only want to update this tween instance manually you'll have to set it to anyway,
- so that it's not updated automatically.
-
- Manual deltaTime
- Unscaled delta time (used with tweens set as timeScaleIndependent)
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- Pauses the tween
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- Plays the tween
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- Sets the tween in a backwards direction and plays it
-
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- Sets the tween in a forward direction and plays it
-
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- Restarts the tween from the beginning
- Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it
- Ignored in case of Sequences. If >= 0 changes the startup delay to this value, otherwise doesn't touch it
-
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- Rewinds and pauses the tween
- Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it
-
-
- Smoothly rewinds the tween (delays excluded).
- A "smooth rewind" animates the tween to its start position,
- skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
- If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween.
- Note that a tween that was smoothly rewinded will have its play direction flipped
-
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- Plays the tween if it was paused, pauses it if it was playing
-
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- Send a path tween to the given waypoint.
- Has no effect if this is not a path tween.
- BEWARE, this is a special utility method:
- it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually
- (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes)
- Waypoint index to reach
- (if higher than the max waypoint index the tween will simply go to the last one)
- If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it
-
-
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- Creates a yield instruction that waits until the tween is killed or complete.
- It can be used inside a coroutine as a yield.
- Example usage:yield return myTween.WaitForCompletion();
-
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- Creates a yield instruction that waits until the tween is killed or rewinded.
- It can be used inside a coroutine as a yield.
- Example usage:yield return myTween.WaitForRewind();
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- Creates a yield instruction that waits until the tween is killed.
- It can be used inside a coroutine as a yield.
- Example usage:yield return myTween.WaitForKill();
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- Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops.
- It can be used inside a coroutine as a yield.
- Example usage:yield return myTween.WaitForElapsedLoops(2);
-
- Elapsed loops to wait for
-
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- Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded).
- It can be used inside a coroutine as a yield.
- Example usage:yield return myTween.WaitForPosition(2.5f);
-
- Position (loops included, delays excluded) to wait for
-
-
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- Creates a yield instruction that waits until the tween is killed or started
- (meaning when the tween is set in a playing state the first time, after any eventual delay).
- It can be used inside a coroutine as a yield.
- Example usage:yield return myTween.WaitForStart();
-
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- Returns the total number of loops completed by this tween
-
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- Returns the eventual delay set for this tween
-
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- Returns the eventual elapsed delay set for this tween
-
-
- Returns the duration of this tween (delays excluded).
- NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts
- If TRUE returns the full duration loops included,
- otherwise the duration of a single loop cycle
-
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- Returns the elapsed time for this tween (delays exluded)
- If TRUE returns the elapsed time since startup loops included,
- otherwise the elapsed time within the current loop cycle
-
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- Returns the elapsed percentage (0 to 1) of this tween (delays exluded)
- If TRUE returns the elapsed percentage since startup loops included,
- otherwise the elapsed percentage within the current loop cycle
-
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- Returns the elapsed percentage (0 to 1) of this tween (delays exluded),
- based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1
-
-
- Returns FALSE if this tween has been killed or is NULL, TRUE otherwise.
- BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.
- When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL.
- If you want to be sure your references are set to NULL when a tween is killed you can use the OnKill callback like this:
- .OnKill(()=> myTweenReference = null)
-
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- Returns TRUE if this tween was reversed and is set to go backwards
-
-
- NOTE: To check if a tween was simply set to go backwards see .
- Returns TRUE if this tween is going backwards for any of these reasons:
- - The tween was reversed and is going backwards on a straight loop
- - The tween was reversed and is going backwards on an odd Yoyo loop
- - The tween is going forward but on an even Yoyo loop
- IMPORTANT: if used inside a tween's callback, this will return a result concerning the exact frame when it's asked,
- so for example in a callback at the end of a Yoyo loop step this method will never return FALSE
- because the frame will never end exactly there and the tween will already be going backwards when the callback is fired
-
-
- Returns TRUE if the tween is complete
- (silently fails and returns FALSE if the tween has been killed)
-
-
- Returns TRUE if this tween was set to be timeScale independent via the tween.SetUpdate method
-
-
- Returns TRUE if this tween has been initialized
-
-
- Returns TRUE if this tween is playing
-
-
- Returns the total number of loops set for this tween
- (returns -1 if the loops are infinite)
-
-
-
- Returns a point on a path based on the given path percentage.
- Returns Vector3.zero if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.
- A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
- You can force a path to be initialized by calling myTween.ForceInit().
-
- Percentage of the path (0 to 1) on which to get the point
-
-
-
- Returns an array of points that can be used to draw the path.
- Note that this method generates allocations, because it creates a new array.
- Returns NULL if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.
- A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
- You can force a path to be initialized by calling myTween.ForceInit().
-
- How many points to create for each path segment (waypoint to waypoint).
- Only used in case of non-Linear paths
-
-
-
- Returns the length of a path.
- Returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.
- A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
- You can force a path to be initialized by calling myTween.ForceInit().
-
-
-
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- Types of loop
-
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- Each loop cycle restarts from the beginning
-
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- The tween moves forward and backwards at alternate cycles
-
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- Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward".
- In case of String tweens works only if the tween is set as relative
-
-
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- Controls other tweens as a group
-
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- Methods that extend known Unity objects and allow to directly create and control tweens from their instances
-
-
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- Tweens a Camera's aspect to the given value.
- Also stores the camera as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Camera's backgroundColor to the given value.
- Also stores the camera as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Camera's farClipPlane to the given value.
- Also stores the camera as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Camera's fieldOfView to the given value.
- Also stores the camera as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Camera's nearClipPlane to the given value.
- Also stores the camera as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Camera's orthographicSize to the given value.
- Also stores the camera as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Camera's pixelRect to the given value.
- Also stores the camera as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Camera's rect to the given value.
- Also stores the camera as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Shakes a Camera's localPosition along its relative X Y axes with the given values.
- Also stores the camera as the tween's target so it can be used for filtered operations
- The duration of the tween
- The shake strength
- Indicates how much will the shake vibrate
- Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
- Setting it to 0 will shake along a single direction.
- If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
- Randomness mode
-
-
- Shakes a Camera's localPosition along its relative X Y axes with the given values.
- Also stores the camera as the tween's target so it can be used for filtered operations
- The duration of the tween
- The shake strength on each axis
- Indicates how much will the shake vibrate
- Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
- Setting it to 0 will shake along a single direction.
- If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
- Randomness mode
-
-
- Shakes a Camera's localRotation.
- Also stores the camera as the tween's target so it can be used for filtered operations
- The duration of the tween
- The shake strength
- Indicates how much will the shake vibrate
- Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
- Setting it to 0 will shake along a single direction.
- If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
- Randomness mode
-
-
- Shakes a Camera's localRotation.
- Also stores the camera as the tween's target so it can be used for filtered operations
- The duration of the tween
- The shake strength on each axis
- Indicates how much will the shake vibrate
- Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
- Setting it to 0 will shake along a single direction.
- If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
- Randomness mode
-
-
- Tweens a Light's color to the given value.
- Also stores the light as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Light's intensity to the given value.
- Also stores the light as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Light's shadowStrength to the given value.
- Also stores the light as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a LineRenderer's color to the given value.
- Also stores the LineRenderer as the tween's target so it can be used for filtered operations.
- Note that this method requires to also insert the start colors for the tween,
- since LineRenderers have no way to get them.
- The start value to tween from
- The end value to reachThe duration of the tween
-
-
- Tweens a Material's color to the given value.
- Also stores the material as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Material's named color property to the given value.
- Also stores the material as the tween's target so it can be used for filtered operations
- The end value to reach
- The name of the material property to tween (like _Tint or _SpecColor)
- The duration of the tween
-
-
- Tweens a Material's named color property with the given ID to the given value.
- Also stores the material as the tween's target so it can be used for filtered operations
- The end value to reach
- The ID of the material property to tween (also called nameID in Unity's manual)
- The duration of the tween
-
-
- Tweens a Material's alpha color to the given value
- (will have no effect unless your material supports transparency).
- Also stores the material as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Material's alpha color to the given value
- (will have no effect unless your material supports transparency).
- Also stores the material as the tween's target so it can be used for filtered operations
- The end value to reach
- The name of the material property to tween (like _Tint or _SpecColor)
- The duration of the tween
-
-
- Tweens a Material's alpha color with the given ID to the given value
- (will have no effect unless your material supports transparency).
- Also stores the material as the tween's target so it can be used for filtered operations
- The end value to reach
- The ID of the material property to tween (also called nameID in Unity's manual)
- The duration of the tween
-
-
- Tweens a Material's named float property to the given value.
- Also stores the material as the tween's target so it can be used for filtered operations
- The end value to reach
- The name of the material property to tween
- The duration of the tween
-
-
- Tweens a Material's named float property with the given ID to the given value.
- Also stores the material as the tween's target so it can be used for filtered operations
- The end value to reach
- The ID of the material property to tween (also called nameID in Unity's manual)
- The duration of the tween
-
-
- Tweens a Material's texture offset to the given value.
- Also stores the material as the tween's target so it can be used for filtered operations
- The end value to reach
- The duration of the tween
-
-
- Tweens a Material's named texture offset property to the given value.
- Also stores the material as the tween's target so it can be used for filtered operations
- The end value to reach
- The name of the material property to tween
- The duration of the tween
-
-
- Tweens a Material's texture scale to the given value.
- Also stores the material as the tween's target so it can be used for filtered operations
- The end value to reach
- The duration of the tween
-
-
- Tweens a Material's named texture scale property to the given value.
- Also stores the material as the tween's target so it can be used for filtered operations
- The end value to reach
- The name of the material property to tween
- The duration of the tween
-
-
- Tweens a Material's named Vector property to the given value.
- Also stores the material as the tween's target so it can be used for filtered operations
- The end value to reach
- The name of the material property to tween
- The duration of the tween
-
-
- Tweens a Material's named Vector property with the given ID to the given value.
- Also stores the material as the tween's target so it can be used for filtered operations
- The end value to reach
- The ID of the material property to tween (also called nameID in Unity's manual)
- The duration of the tween
-
-
- Tweens a TrailRenderer's startWidth/endWidth to the given value.
- Also stores the TrailRenderer as the tween's target so it can be used for filtered operations
- The end startWidth to reachThe end endWidth to reach
- The duration of the tween
-
-
- Tweens a TrailRenderer's time to the given value.
- Also stores the TrailRenderer as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Transform's position to the given value.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
- If TRUE the tween will smoothly snap all values to integers
-
-
- Tweens a Transform's X position to the given value.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
- If TRUE the tween will smoothly snap all values to integers
-
-
- Tweens a Transform's Y position to the given value.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
- If TRUE the tween will smoothly snap all values to integers
-
-
- Tweens a Transform's Z position to the given value.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
- If TRUE the tween will smoothly snap all values to integers
-
-
- Tweens a Transform's localPosition to the given value.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
- If TRUE the tween will smoothly snap all values to integers
-
-
- Tweens a Transform's X localPosition to the given value.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
- If TRUE the tween will smoothly snap all values to integers
-
-
- Tweens a Transform's Y localPosition to the given value.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
- If TRUE the tween will smoothly snap all values to integers
-
-
- Tweens a Transform's Z localPosition to the given value.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
- If TRUE the tween will smoothly snap all values to integers
-
-
- Tweens a Transform's rotation to the given value.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
- Rotation mode
-
-
- Tweens a Transform's rotation to the given value using pure quaternion values.
- Also stores the transform as the tween's target so it can be used for filtered operations.
- PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method.
- This method was implemented for very special cases, and doesn't support LoopType.Incremental loops
- (neither for itself nor if placed inside a LoopType.Incremental Sequence)
-
- The end value to reachThe duration of the tween
-
-
- Tweens a Transform's localRotation to the given value.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
- Rotation mode
-
-
- Tweens a Transform's rotation to the given value using pure quaternion values.
- Also stores the transform as the tween's target so it can be used for filtered operations.
- PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method.
- This method was implemented for very special cases, and doesn't support LoopType.Incremental loops
- (neither for itself nor if placed inside a LoopType.Incremental Sequence)
-
- The end value to reachThe duration of the tween
-
-
- Tweens a Transform's localScale to the given value.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Transform's localScale uniformly to the given value.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Transform's X localScale to the given value.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Transform's Y localScale to the given value.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Transform's Z localScale to the given value.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Transform's rotation so that it will look towards the given world position.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The position to look atThe duration of the tween
- Eventual axis constraint for the rotation
- The vector that defines in which direction up is (default: Vector3.up)
-
-
- EXPERIMENTAL Tweens a Transform's rotation so that it will look towards the given world position,
- while also updating the lookAt position every frame
- (contrary to which calculates the lookAt rotation only once, when the tween starts).
- Also stores the transform as the tween's target so it can be used for filtered operations
- The position to look atThe duration of the tween
- Eventual axis constraint for the rotation
- The vector that defines in which direction up is (default: Vector3.up)
-
-
- Punches a Transform's localPosition towards the given direction and then back to the starting one
- as if it was connected to the starting position via an elastic.
- The direction and strength of the punch (added to the Transform's current position)
- The duration of the tween
- Indicates how much will the punch vibrate
- Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
- 1 creates a full oscillation between the punch direction and the opposite direction,
- while 0 oscillates only between the punch and the start position
- If TRUE the tween will smoothly snap all values to integers
-
-
- Punches a Transform's localScale towards the given size and then back to the starting one
- as if it was connected to the starting scale via an elastic.
- The punch strength (added to the Transform's current scale)
- The duration of the tween
- Indicates how much will the punch vibrate
- Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.
- 1 creates a full oscillation between the punch scale and the opposite scale,
- while 0 oscillates only between the punch scale and the start scale
-
-
- Punches a Transform's localRotation towards the given size and then back to the starting one
- as if it was connected to the starting rotation via an elastic.
- The punch strength (added to the Transform's current rotation)
- The duration of the tween
- Indicates how much will the punch vibrate
- Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards.
- 1 creates a full oscillation between the punch rotation and the opposite rotation,
- while 0 oscillates only between the punch and the start rotation
-
-
- Shakes a Transform's localPosition with the given values.
- The duration of the tween
- The shake strength
- Indicates how much will the shake vibrate
- Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
- Setting it to 0 will shake along a single direction.
- If TRUE the tween will smoothly snap all values to integers
- If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
- Randomness mode
-
-
- Shakes a Transform's localPosition with the given values.
- The duration of the tween
- The shake strength on each axis
- Indicates how much will the shake vibrate
- Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
- Setting it to 0 will shake along a single direction.
- If TRUE the tween will smoothly snap all values to integers
- If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
- Randomness mode
-
-
- Shakes a Transform's localRotation.
- The duration of the tween
- The shake strength
- Indicates how much will the shake vibrate
- Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
- Setting it to 0 will shake along a single direction.
- If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
- Randomness mode
-
-
- Shakes a Transform's localRotation.
- The duration of the tween
- The shake strength on each axis
- Indicates how much will the shake vibrate
- Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
- Setting it to 0 will shake along a single direction.
- If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
- Randomness mode
-
-
- Shakes a Transform's localScale.
- The duration of the tween
- The shake strength
- Indicates how much will the shake vibrate
- Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
- Setting it to 0 will shake along a single direction.
- If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
- Randomness mode
-
-
- Shakes a Transform's localScale.
- The duration of the tween
- The shake strength on each axis
- Indicates how much will the shake vibrate
- Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
- Setting it to 0 will shake along a single direction.
- If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
- Randomness mode
-
-
- Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis.
- Returns a Sequence instead of a Tweener.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reach
- Power of the jump (the max height of the jump is represented by this plus the final Y offset)
- Total number of jumps
- The duration of the tween
- If TRUE the tween will smoothly snap all values to integers
-
-
- Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis.
- Returns a Sequence instead of a Tweener.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The end value to reach
- Power of the jump (the max height of the jump is represented by this plus the final Y offset)
- Total number of jumps
- The duration of the tween
- If TRUE the tween will smoothly snap all values to integers
-
-
- Tweens a Transform's position through the given path waypoints, using the chosen path algorithm.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The waypoints to go through
- The duration of the tween
- The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
- The path mode: 3D, side-scroller 2D, top-down 2D
- The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
- Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
- The color of the path (shown when gizmos are active in the Play panel and the tween is running)
-
-
- Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The waypoint to go through
- The duration of the tween
- The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
- The path mode: 3D, side-scroller 2D, top-down 2D
- The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
- Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
- The color of the path (shown when gizmos are active in the Play panel and the tween is running)
-
-
- IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead.
- Tweens a Transform's position via the given path.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The path to use
- The duration of the tween
- The path mode: 3D, side-scroller 2D, top-down 2D
-
-
- IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead.
- Tweens a Transform's localPosition via the given path.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The path to use
- The duration of the tween
- The path mode: 3D, side-scroller 2D, top-down 2D
-
-
- Tweens a Tween's timeScale to the given value.
- Also stores the Tween as the tween's target so it can be used for filtered operations
- The end value to reachThe duration of the tween
-
-
- Tweens a Light's color to the given value,
- in a way that allows other DOBlendableColor tweens to work together on the same target,
- instead than fight each other as multiple DOColor would do.
- Also stores the Light as the tween's target so it can be used for filtered operations
- The value to tween toThe duration of the tween
-
-
- Tweens a Material's color to the given value,
- in a way that allows other DOBlendableColor tweens to work together on the same target,
- instead than fight each other as multiple DOColor would do.
- Also stores the Material as the tween's target so it can be used for filtered operations
- The value to tween toThe duration of the tween
-
-
- Tweens a Material's named color property to the given value,
- in a way that allows other DOBlendableColor tweens to work together on the same target,
- instead than fight each other as multiple DOColor would do.
- Also stores the Material as the tween's target so it can be used for filtered operations
- The value to tween to
- The name of the material property to tween (like _Tint or _SpecColor)
- The duration of the tween
-
-
- Tweens a Material's named color property with the given ID to the given value,
- in a way that allows other DOBlendableColor tweens to work together on the same target,
- instead than fight each other as multiple DOColor would do.
- Also stores the Material as the tween's target so it can be used for filtered operations
- The value to tween to
- The ID of the material property to tween (also called nameID in Unity's manual)
- The duration of the tween
-
-
- Tweens a Transform's position BY the given value (as if you chained a SetRelative),
- in a way that allows other DOBlendableMove tweens to work together on the same target,
- instead than fight each other as multiple DOMove would do.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The value to tween byThe duration of the tween
- If TRUE the tween will smoothly snap all values to integers
-
-
- Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative),
- in a way that allows other DOBlendableMove tweens to work together on the same target,
- instead than fight each other as multiple DOMove would do.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The value to tween byThe duration of the tween
- If TRUE the tween will smoothly snap all values to integers
-
-
- EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative),
- in a way that allows other DOBlendableRotate tweens to work together on the same target,
- instead than fight each other as multiple DORotate would do.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The value to tween byThe duration of the tween
- Rotation mode
-
-
- EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative),
- in a way that allows other DOBlendableRotate tweens to work together on the same target,
- instead than fight each other as multiple DORotate would do.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The value to tween byThe duration of the tween
- Rotation mode
-
-
- Punches a Transform's localRotation BY the given value and then back to the starting one
- as if it was connected to the starting rotation via an elastic. Does it in a way that allows other
- DOBlendableRotate tweens to work together on the same target
- The punch strength (added to the Transform's current rotation)
- The duration of the tween
- Indicates how much will the punch vibrate
- Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards.
- 1 creates a full oscillation between the punch rotation and the opposite rotation,
- while 0 oscillates only between the punch and the start rotation
-
-
- Tweens a Transform's localScale BY the given value (as if you chained a SetRelative),
- in a way that allows other DOBlendableScale tweens to work together on the same target,
- instead than fight each other as multiple DOScale would do.
- Also stores the transform as the tween's target so it can be used for filtered operations
- The value to tween byThe duration of the tween
-
-
-
- Completes all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens completed
- (meaning the tweens that don't have infinite loops and were not already complete)
-
- For Sequences only: if TRUE also internal Sequence callbacks will be fired,
- otherwise they will be ignored
-
-
-
- Completes all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens completed
- (meaning the tweens that don't have infinite loops and were not already complete)
-
- For Sequences only: if TRUE also internal Sequence callbacks will be fired,
- otherwise they will be ignored
-
-
-
- Kills all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens killed.
-
- If TRUE completes the tween before killing it
-
-
-
- Kills all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens killed.
-
- If TRUE completes the tween before killing it
-
-
-
- Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens flipped.
-
-
-
-
- Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens flipped.
-
-
-
-
- Sends to the given position all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens involved.
-
- Time position to reach
- (if higher than the whole tween duration the tween will simply reach its end)
- If TRUE will play the tween after reaching the given position, otherwise it will pause it
-
-
-
- Sends to the given position all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens involved.
-
- Time position to reach
- (if higher than the whole tween duration the tween will simply reach its end)
- If TRUE will play the tween after reaching the given position, otherwise it will pause it
-
-
-
- Pauses all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens paused.
-
-
-
-
- Pauses all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens paused.
-
-
-
-
- Plays all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens played.
-
-
-
-
- Plays all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens played.
-
-
-
-
- Plays backwards all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens played.
-
-
-
-
- Plays backwards all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens played.
-
-
-
-
- Plays forward all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens played.
-
-
-
-
- Plays forward all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens played.
-
-
-
-
- Restarts all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens restarted.
-
-
-
-
- Restarts all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens restarted.
-
-
-
-
- Rewinds all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens rewinded.
-
-
-
-
- Rewinds all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens rewinded.
-
-
-
-
- Smoothly rewinds all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens rewinded.
-
-
-
-
- Smoothly rewinds all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens rewinded.
-
-
-
-
- Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens involved.
-
-
-
-
- Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
- (meaning tweens that were started from this target, or that had this target added as an Id)
- and returns the total number of tweens involved.
-
-
-
-
- This class serves only as a utility class to store tween settings to apply on multiple tweens.
- It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining
-
-
-
- A variable you can eventually Clear and reuse when needed,
- to avoid instantiating TweenParams objects
-
-
- Creates a new TweenParams object, which you can use to store tween settings
- to pass to multiple tweens via myTween.SetAs(myTweenParms)
-
-
- Clears and resets this TweenParams instance using default values,
- so it can be reused without instantiating another one
-
-
- Sets the autoKill behaviour of the tween.
- Has no effect if the tween has already started
- If TRUE the tween will be automatically killed when complete
-
-
- Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.
- The ID to assign to this tween. Can be an int, a string, an object or anything else.
-
-
- Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.
- The ID to assign to this tween. Can be an int, a string, an object or anything else.
-
-
- Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.
- The ID to assign to this tween. Can be an int, a string, an object or anything else.
-
-
- Sets the target for the tween, which can then be used as a filter with DOTween's static methods.
- IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead.
- When using shorcuts the shortcut target is already assigned as the tween's target,
- so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.
- The target to assign to this tween. Can be an int, a string, an object or anything else.
-
-
- Sets the looping options for the tween.
- Has no effect if the tween has already started
- Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)
- Loop behaviour type (default: LoopType.Restart)
-
-
- Sets the ease of the tween.
- If applied to Sequences eases the whole sequence animation
- Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158)
- Eventual period to use with Elastic easeType (default is 0)
-
-
- Sets the ease of the tween using an AnimationCurve.
- If applied to Sequences eases the whole sequence animation
-
-
- Sets the ease of the tween using a custom ease function.
- If applied to Sequences eases the whole sequence animation
-
-
- Sets the recycling behaviour for the tween.
- If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.
-
-
- Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed)
- and lets you choose if it should be independent from Unity's Time.timeScale
- If TRUE the tween will ignore Unity's Time.timeScale
-
-
- Sets the type of update (default or independent) for the tween
- The type of update (default: UpdateType.Normal)
- If TRUE the tween will ignore Unity's Time.timeScale
-
-
- Sets the onStart callback for the tween.
- Called the first time the tween is set in a playing state, after any eventual delay
-
-
- Sets the onPlay callback for the tween.
- Called when the tween is set in a playing state, after any eventual delay.
- Also called each time the tween resumes playing from a paused state
-
-
- Sets the onRewind callback for the tween.
- Called when the tween is rewinded,
- either by calling Rewind or by reaching the start position while playing backwards.
- Rewinding a tween that is already rewinded will not fire this callback
-
-
- Sets the onUpdate callback for the tween.
- Called each time the tween updates
-
-
- Sets the onStepComplete callback for the tween.
- Called the moment the tween completes one loop cycle, even when going backwards
-
-
- Sets the onComplete callback for the tween.
- Called the moment the tween reaches its final forward position, loops included
-
-
- Sets the onKill callback for the tween.
- Called the moment the tween is killed
-
-
- Sets the onWaypointChange callback for the tween.
- Called when a path tween reaches a new waypoint
-
-
- Sets a delayed startup for the tween.
- Has no effect on Sequences or if the tween has already started
-
-
- If isRelative is TRUE sets the tween as relative
- (the endValue will be calculated as startValue + endValue instead than being used directly).
- Has no effect on Sequences or if the tween has already started
-
-
- If isSpeedBased is TRUE sets the tween as speed based
- (the duration will represent the number of units the tween moves x second).
- Has no effect on Sequences, nested tweens, or if the tween has already started
-
-
-
- Methods that extend Tween objects and allow to set their parameters
-
-
-
- Sets the autoKill behaviour of the tween to TRUE.
- Has no effect if the tween has already started or if it's added to a Sequence
-
-
- Sets the autoKill behaviour of the tween.
- Has no effect if the tween has already started or if it's added to a Sequence
- If TRUE the tween will be automatically killed when complete
-
-
- Sets an ID for the tween (), which can then be used as a filter with DOTween's static methods.
- The ID to assign to this tween. Can be an int, a string, an object or anything else.
-
-
- Sets a string ID for the tween (), which can then be used as a filter with DOTween's static methods.
- Filtering via string is 2X faster than using an object as an ID (using the alternate obejct overload)
- The string ID to assign to this tween.
-
-
- Sets an int ID for the tween (), which can then be used as a filter with DOTween's static methods.
- Filtering via int is 4X faster than via object, 2X faster than via string (using the alternate object/string overloads)
- The int ID to assign to this tween.
-
-
- Allows to link this tween to a GameObject
- so that it will be automatically killed when the GameObject is destroyed.
- Has no effect if the tween is added to a Sequence
- The link target (unrelated to the target set via SetTarget)
-
-
- Allows to link this tween to a GameObject and assign a behaviour depending on it.
- This will also automatically kill the tween when the GameObject is destroyed.
- Has no effect if the tween is added to a Sequence
- The link target (unrelated to the target set via SetTarget)
- The behaviour to use ( is always evaluated even if you choose another one)
-
-
- Sets the target for the tween, which can then be used as a filter with DOTween's static methods.
- IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead.
- When using shorcuts the shortcut target is already assigned as the tween's target,
- so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.
- The target to assign to this tween. Can be an int, a string, an object or anything else.
-
-
- Sets the looping options for the tween.
- Has no effect if the tween has already started
- Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)
-
-
- Sets the looping options for the tween.
- Has no effect if the tween has already started
- Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)
- Loop behaviour type (default: LoopType.Restart)
-
-
- Sets the ease of the tween.
- If applied to Sequences eases the whole sequence animation
-
-
- Sets the ease of the tween.
- If applied to Sequences eases the whole sequence animation
-
- Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash).
- In case of Flash ease it must be an intenger and sets the total number of flashes that will happen.
- Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.
-
-
-
- Sets the ease of the tween.
- If applied to Sequences eases the whole sequence animation
- Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash).
- In case of Flash ease it must be an integer and sets the total number of flashes that will happen.
- Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.
-
- Eventual period to use with Elastic or Flash easeType (default is 0).
- In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1.
- 0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end.
-
-
-
- Sets the ease of the tween using an AnimationCurve.
- If applied to Sequences eases the whole sequence animation
-
-
- Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1).
- If applied to Sequences eases the whole sequence animation
-
-
- Allows the tween to be recycled after being killed.
-
-
- Sets the recycling behaviour for the tween.
- If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.
-
-
- Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale
- If TRUE the tween will ignore Unity's Time.timeScale
-
-
- Sets the type of update for the tween
- The type of update (defalt: UpdateType.Normal)
-
-
- Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale
- The type of update
- If TRUE the tween will ignore Unity's Time.timeScale
-
-
- EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning
- (playing it backwards will actually play it from the beginning to the end).
- Has no effect if the tween has already started or if it's added to a Sequence
-
-
- EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning
- (playing it backwards will actually play it from the beginning to the end).
- Has no effect if the tween has already started or if it's added to a Sequence
- If TRUE the tween will be inverted, otherwise it won't
-
-
- Sets the onStart callback for the tween, clearing any previous onStart callback that was set.
- Called the first time the tween is set in a playing state, after any eventual delay
-
-
- Sets the onPlay callback for the tween, clearing any previous onPlay callback that was set.
- Called when the tween is set in a playing state, after any eventual delay.
- Also called each time the tween resumes playing from a paused state
-
-
- Sets the onPause callback for the tween, clearing any previous onPause callback that was set.
- Called when the tween state changes from playing to paused.
- If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.
-
-
- Sets the onRewind callback for the tween, clearing any previous onRewind callback that was set.
- Called when the tween is rewinded,
- either by calling Rewind or by reaching the start position while playing backwards.
- Rewinding a tween that is already rewinded will not fire this callback
-
-
- Sets the onUpdate callback for the tween, clearing any previous onUpdate callback that was set.
- Called each time the tween updates
-
-
- Sets the onStepComplete callback for the tween, clearing any previous onStepComplete callback that was set.
- Called the moment the tween completes one loop cycle, even when going backwards
-
-
- Sets the onComplete callback for the tween, clearing any previous onComplete callback that was set.
- Called the moment the tween reaches its final forward position, loops included
-
-
- Sets the onKill callback for the tween, clearing any previous onKill callback that was set.
- Called the moment the tween is killed
-
-
- Sets the onWaypointChange callback for the tween, clearing any previous onWaypointChange callback that was set.
- Called when a path tween's current waypoint changes
-
-
- Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one.
- Doesn't copy specific SetOptions settings: those will need to be applied manually each time.
- Has no effect if the tween has already started.
- NOTE: the tween's target will not be changed
- Tween from which to copy the parameters
-
-
- Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams.
- Has no effect if the tween has already started.
- TweenParams from which to copy the parameters
-
-
- Adds the given tween to the end of the Sequence.
- Has no effect if the Sequence has already started
- The tween to append
-
-
- Adds the given tween to the beginning of the Sequence, pushing forward the other nested content.
- Has no effect if the Sequence has already started
- The tween to prepend
-
-
- Inserts the given tween at the same time position of the last tween, callback or interval added to the Sequence.
- Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes.
- Has no effect if the Sequence has already started
-
-
- Inserts the given tween at the given time position in the Sequence,
- automatically adding an interval if needed.
- Has no effect if the Sequence has already started
- The time position where the tween will be placed
- The tween to insert
-
-
- Adds the given interval to the end of the Sequence.
- Has no effect if the Sequence has already started
- The interval duration
-
-
- Adds the given interval to the beginning of the Sequence, pushing forward the other nested content.
- Has no effect if the Sequence has already started
- The interval duration
-
-
- Adds the given callback to the end of the Sequence.
- Has no effect if the Sequence has already started
- The callback to append
-
-
- Adds the given callback to the beginning of the Sequence, pushing forward the other nested content.
- Has no effect if the Sequence has already started
- The callback to prepend
-
-
- Inserts the given callback at the same time position of the last tween, callback or interval added to the Sequence.
- Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes.
- Has no effect if the Sequence has already started
- /// <param name="callback">The callback to prepend</param>
-
-
- Inserts the given callback at the given time position in the Sequence,
- automatically adding an interval if needed.
- Has no effect if the Sequence has already started
- The time position where the callback will be placed
- The callback to insert
-
-
- Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue
- then immediately sends the target to the previously set endValue.
-
-
- Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue
- then immediately sends the target to the previously set endValue.
- If TRUE the FROM value will be calculated as relative to the current one
-
-
- Changes a TO tween into a FROM tween: sets the current value of the target as the endValue,
- and the previously passed endValue as the actual startValue.
- If TRUE sets the target to from value immediately, otherwise waits for the tween to start
- If TRUE the FROM value will be calculated as relative to the current one
-
-
- Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
- and eventually sets the tween's target to that value immediately.
- Value to start from
- If TRUE sets the target to from value immediately, otherwise waits for the tween to start
- If TRUE the FROM/TO values will be calculated as relative to the current ones
-
-
- Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
- and eventually sets the tween's target to that value immediately.
- Alpha value to start from (in case of Fade tweens)
- If TRUE sets the target to from value immediately, otherwise waits for the tween to start
- If TRUE the FROM/TO values will be calculated as relative to the current ones
-
-
- Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
- and eventually sets the tween's target to that value immediately.
- Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens)
- If TRUE sets the target to from value immediately, otherwise waits for the tween to start
- If TRUE the FROM/TO values will be calculated as relative to the current ones
-
-
- Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
- and eventually sets the tween's target to that value immediately.
- Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens)
- If TRUE sets the target to from value immediately, otherwise waits for the tween to start
- If TRUE the FROM/TO values will be calculated as relative to the current ones
-
-
- Sets a delayed startup for the tween.
- In case of Sequences behaves the same as ,
- which means the delay will repeat in case of loops (while with tweens it's ignored after the first loop cycle).
- Has no effect if the tween has already started
-
-
- EXPERIMENTAL: implemented in v1.2.340.
- Sets a delayed startup for the tween with options to choose how the delay is applied in case of Sequences.
- Has no effect if the tween has already started
- Only used by types: If FALSE sets the delay as a one-time occurrence
- (defaults to this for types),
- otherwise as a Sequence interval which will repeat at the beginning of every loop cycle
-
-
- Sets the tween as relative
- (the endValue will be calculated as startValue + endValue instead than being used directly).
- Has no effect on Sequences or if the tween has already started
-
-
- If isRelative is TRUE sets the tween as relative
- (the endValue will be calculated as startValue + endValue instead than being used directly).
- Has no effect on Sequences or if the tween has already started
-
-
- If isSpeedBased is TRUE sets the tween as speed based
- (the duration will represent the number of units the tween moves x second).
- Has no effect on Sequences, nested tweens, or if the tween has already started
-
-
- If isSpeedBased is TRUE sets the tween as speed based
- (the duration will represent the number of units the tween moves x second).
- Has no effect on Sequences, nested tweens, or if the tween has already started
-
-
- Options for float tweens
- If TRUE the tween will smoothly snap all values to integers
-
-
- Options for Vector2 tweens
- If TRUE the tween will smoothly snap all values to integers
-
-
- Options for Vector2 tweens
- Selecting an axis will tween the vector only on that axis, leaving the others untouched
- If TRUE the tween will smoothly snap all values to integers
-
-
- Options for Vector3 tweens
- If TRUE the tween will smoothly snap all values to integers
-
-
- Options for Vector3 tweens
- Selecting an axis will tween the vector only on that axis, leaving the others untouched
- If TRUE the tween will smoothly snap all values to integers
-
-
- Options for Vector4 tweens
- If TRUE the tween will smoothly snap all values to integers
-
-
- Options for Vector4 tweens
- Selecting an axis will tween the vector only on that axis, leaving the others untouched
- If TRUE the tween will smoothly snap all values to integers
-
-
- Options for Quaternion tweens
- If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°.
- If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative
-
-
- Options for Color tweens
- If TRUE only the alpha value of the color will be tweened
-
-
- Options for Vector4 tweens
- If TRUE the tween will smoothly snap all values to integers
-
-
- Options for Vector4 tweens
- If TRUE, rich text will be interpreted correctly while animated,
- otherwise all tags will be considered as normal text
- The type of scramble to use, if any
- A string containing the characters to use for scrambling.
- Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
- Leave it to NULL to use default ones
-
-
- Options for Vector3Array tweens
- If TRUE the tween will smoothly snap all values to integers
-
-
- Options for Vector3Array tweens
- If TRUE the tween will smoothly snap all values to integers
-
-
- Options for ShapeCircle tweens
- If TRUE the center you set in the DOTween.To method will be considered as relative
- to the starting position of the target
- If TRUE the tween will smoothly snap all values to integers
-
-
- Options for Path tweens (created via the DOPath shortcut)
- The eventual movement axis to lock. You can input multiple axis if you separate them like this:
- AxisConstrain.X | AxisConstraint.Y
- The eventual rotation axis to lock. You can input multiple axis if you separate them like this:
- AxisConstrain.X | AxisConstraint.Y
-
-
- Options for Path tweens (created via the DOPath shortcut)
- If TRUE the path will be automatically closed
- The eventual movement axis to lock. You can input multiple axis if you separate them like this:
- AxisConstrain.X | AxisConstraint.Y
- The eventual rotation axis to lock. You can input multiple axis if you separate them like this:
- AxisConstrain.X | AxisConstraint.Y
-
-
- Additional LookAt options for Path tweens (created via the DOPath shortcut).
- Orients the target towards the given position.
- Must be chained directly to the tween creation method or to a SetOptions
- The position to look at
- The eventual direction to consider as "forward".
- If left to NULL defaults to the regular forward side of the transform
- The vector that defines in which direction up is (default: Vector3.up)
-
-
- Additional LookAt options for Path tweens (created via the DOPath shortcut).
- Orients the target towards the given position with options to keep the Z rotation stable.
- Must be chained directly to the tween creation method or to a SetOptions
- The position to look at
- If TRUE doesn't rotate the target along the Z axis
-
-
- Additional LookAt options for Path tweens (created via the DOPath shortcut).
- Orients the target towards another transform.
- Must be chained directly to the tween creation method or to a SetOptions
- The transform to look at
- The eventual direction to consider as "forward".
- If left to NULL defaults to the regular forward side of the transform
- The vector that defines in which direction up is (default: Vector3.up)
-
-
- Additional LookAt options for Path tweens (created via the DOPath shortcut).
- Orients the target towards another transform with options to keep the Z rotation stable.
- Must be chained directly to the tween creation method or to a SetOptions
- The transform to look at
- If TRUE doesn't rotate the target along the Z axis
-
-
- Additional LookAt options for Path tweens (created via the DOPath shortcut).
- Orients the target to the path, with the given lookAhead.
- Must be chained directly to the tween creation method or to a SetOptions
- The percentage of lookAhead to use (0 to 1)
- The eventual direction to consider as "forward".
- If left to NULL defaults to the regular forward side of the transform
- The vector that defines in which direction up is (default: Vector3.up)
-
-
- Additional LookAt options for Path tweens (created via the DOPath shortcut).
- Orients the path with options to keep the Z rotation stable.
- Must be chained directly to the tween creation method or to a SetOptions
- The percentage of lookAhead to use (0 to 1)
- If TRUE doesn't rotate the target along the Z axis
-
-
-
- Types of log behaviours
-
-
-
- Log only warnings and errors
-
-
- Log warnings, errors and additional infos
-
-
- Log only errors
-
-
-
- Indicates either a Tweener or a Sequence
-
-
-
- TimeScale for the tween
-
-
- If TRUE the tween will play backwards
-
-
- If TRUE the tween is completely inverted but without playing it backwards
- (play backwards will actually play the tween in the original direction)
-
-
- Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int
- (use or for those)
-
-
- String ID (usable for filtering with DOTween static methods). 2X faster than using an object id
-
-
- Int ID (usable for filtering with DOTween static methods). 4X faster than using an object id, 2X faster than using a string id.
- Default is -999 so avoid using an ID like that or it will capture all unset intIds
-
-
- Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shortcuts
-
-
- Called when the tween is set in a playing state, after any eventual delay.
- Also called each time the tween resumes playing from a paused state
-
-
- Called when the tween state changes from playing to paused.
- If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.
-
-
- Called when the tween is rewinded,
- either by calling Rewind or by reaching the start position while playing backwards.
- Rewinding a tween that is already rewinded will not fire this callback
-
-
- Called each time the tween updates
-
-
- Called the moment the tween completes one loop cycle
-
-
- Called the moment the tween reaches completion (loops included)
-
-
- Called the moment the tween is killed
-
-
- Called when a path tween's current waypoint changes
-
-
- Tweeners-only (ignored by Sequences), returns TRUE if the tween was set as relative
-
-
-
- Set by SetTarget if DOTween's Debug Mode is on (see DOTween Utility Panel -> "Store GameObject's ID" debug option
-
-
-
- FALSE when tween is (or should be) despawned - set only by TweenManager
-
-
- Gets and sets the time position (loops included, delays excluded) of the tween
-
-
- Returns TRUE if the tween is set to loop (either a set number of times or infinitely)
-
-
- TRUE after the tween was set in a play state at least once, AFTER any delay is elapsed
-
-
- Time position within a single loop cycle
-
-
-
- Animates a single value
-
-
-
- Changes the start value of a tween and rewinds it (without pausing it).
- Has no effect with tweens that are inside Sequences
- The new start value
- If bigger than 0 applies it as the new tween duration
-
-
- Changes the end value of a tween and rewinds it (without pausing it).
- Has no effect with tweens that are inside Sequences
- The new end value
- If bigger than 0 applies it as the new tween duration
- If TRUE the start value will become the current target's value, otherwise it will stay the same
-
-
- Changes the end value of a tween and rewinds it (without pausing it).
- Has no effect with tweens that are inside Sequences
- The new end value
- If TRUE the start value will become the current target's value, otherwise it will stay the same
-
-
- Changes the start and end value of a tween and rewinds it (without pausing it).
- Has no effect with tweens that are inside Sequences
- The new start value
- The new end value
- If bigger than 0 applies it as the new tween duration
-
-
-
- Used internally
-
-
-
-
- Update type
-
-
-
- Updates every frame during Update calls
-
-
- Updates every frame during LateUpdate calls
-
-
- Updates using FixedUpdate calls
-
-
- Updates using manual update calls
-
-
-
+
+
+
+ DOTween
+
+
+
+
+ Types of autoPlay behaviours
+
+
+
+ No tween is automatically played
+
+
+ Only Sequences are automatically played
+
+
+ Only Tweeners are automatically played
+
+
+ All tweens are automatically played
+
+
+
+ What axis to constrain in case of Vector tweens
+
+
+
+ Called the first time the tween is set in a playing state, after any eventual delay
+
+
+
+ Used in place of System.Func, which is not available in mscorlib.
+
+
+
+
+ Used in place of System.Action.
+
+
+
+
+ Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation)
+
+
+
+
+ Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween).
+ Contains all instance-based methods
+
+
+
+ Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame
+
+
+
+ Directly sets the current max capacity of Tweeners and Sequences
+ (meaning how many Tweeners and Sequences can be running at the same time),
+ so that DOTween doesn't need to automatically increase them in case the max is reached
+ (which might lead to hiccups when that happens).
+ Sequences capacity must be less or equal to Tweeners capacity
+ (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+ Beware: use this method only when there are no tweens running.
+
+ Max Tweeners capacity.
+ Default: 200
+ Max Sequences capacity.
+ Default: 50
+
+
+
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+
+
+
+
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration.
+
+
+ Current time (in frames or seconds).
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
+
+
+
+
+ Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
+
+
+
+
+ Used to interpret AnimationCurves as eases.
+ Public so it can be used by external ease factories
+
+
+
+
+ Behaviour in case a tween nested inside a Sequence fails and is captured by safe mode
+
+
+
+ If the Sequence contains other elements, kill the failed tween but preserve the rest
+
+
+ Kill the whole Sequence
+
+
+
+ Log types thrown by errors captured and prevented by safe mode
+
+
+
+ No logs. NOT RECOMMENDED
+
+
+ Throw a normal log
+
+
+ Throw a warning log (default)
+
+
+ Throw an error log
+
+
+
+ Additional notices passed to plugins when updating.
+ Public so it can be used by custom plugins. Internally, only PathPlugin uses it
+
+
+
+
+ None
+
+
+
+
+ Lets the plugin know that we restarted or rewinded
+
+
+
+
+ OnRewind callback behaviour (can only be set via DOTween's Utility Panel)
+
+
+
+
+ When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded
+
+
+
+
+ When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded.
+ When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded
+
+
+
+
+ When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded
+
+
+
+
+ Public only so custom shortcuts can access some of these methods
+
+
+
+
+ INTERNAL: used by DO shortcuts and Modules to set special startup mode
+
+
+
+
+ INTERNAL: used by DO shortcuts and Modules to set the tween as blendable
+
+
+
+
+ INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed
+
+
+
+
+ Used to dispatch commands that need to be captured externally, usually by Modules
+
+
+
+
+ Various utils
+
+
+
+
+ Returns a Vector3 with z = 0
+
+
+
+
+ Returns the 2D angle between two vectors
+
+
+
+
+ Returns a point on a circle with the given center and radius,
+ using Unity's circle coordinates (0° points up and increases clockwise)
+
+
+
+
+ Uses approximate equality on each axis instead of Unity's Vector3 equality,
+ because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it.
+
+
+
+
+ Looks for the type within all possible project assembly names
+
+
+
+ NO-GC METHOD: changes the start value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new start value
+ If bigger than 0 applies it as the new tween duration
+
+
+ NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new end value
+ If TRUE the start value will become the current target's value, otherwise it will stay the same
+
+
+ NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new end value
+ If bigger than 0 applies it as the new tween duration
+ If TRUE the start value will become the current target's value, otherwise it will stay the same
+
+
+ NO-GC METHOD: changes the start and end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new start value
+ The new end value
+ If bigger than 0 applies it as the new tween duration
+
+
+
+ Struct that stores two colors (used for LineRenderer tweens)
+
+
+
+
+ Used for tween callbacks
+
+
+
+
+ Used for tween callbacks
+
+
+
+
+ Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1.
+
+
+
+
+ Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly.
+ Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence).
+ To use it, call DOTween.To with the plugin parameter overload, passing it PureQuaternionPlugin.Plug() as first parameter
+ (do not use any of the other public PureQuaternionPlugin methods):
+ DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);
+
+
+
+
+ Plug this plugin inside a DOTween.To call.
+ Example:
+ DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);
+
+
+
+ INTERNAL: do not use
+
+
+ INTERNAL: do not use
+
+
+ INTERNAL: do not use
+
+
+ INTERNAL: do not use
+
+
+ INTERNAL: do not use
+
+
+ INTERNAL: do not use
+
+
+ INTERNAL: do not use
+
+
+ INTERNAL: do not use
+
+
+
+ Extra non-tweening-related curve methods
+
+
+
+
+ Cubic bezier curve methods
+
+
+
+
+ Calculates a point along the given Cubic Bezier segment-curve.
+
+ Segment start point
+ Start point's control point/handle
+ Segment end point
+ End point's control point/handle
+ 0-1 percentage along which to retrieve point
+
+
+
+ Returns an array containing a series of points along the given Cubic Bezier segment-curve.
+
+ Start point
+ Start point's control point/handle
+ End point
+ End point's control point/handle
+ Cloud resolution (min: 2)
+
+
+
+ Calculates a series of points along the given Cubic Bezier segment-curve and adds them to the given list.
+
+ Start point
+ Start point's control point/handle
+ End point
+ End point's control point/handle
+ Cloud resolution (min: 2)
+
+
+
+ Main DOTween class. Contains static methods to create and control tweens in a generic way
+
+
+
+ DOTween's version
+
+
+ If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things
+ (like targets becoming null while a tween is playing).
+ Default: TRUE
+
+
+ Log type when safe mode reports capturing an error and preventing it
+
+
+ Behaviour in case a tween nested inside a Sequence fails (and is caught by safe mode).
+ Default: NestedTweenFailureBehaviour.TryToPreserveSequence
+
+
+ If TRUE you will get a DOTween report when exiting play mode (only in the Editor).
+ Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly.
+ Beware, this will slightly slow down your tweens while inside Unity Editor.
+ Default: FALSE
+
+
+ Global DOTween global timeScale (default: 1).
+ The final timeScale of a non-timeScaleIndependent tween is:
+ Unity's Time.timeScale * DOTween.timeScale * tween.timeScale
+ while the final timeScale of a timeScaleIndependent tween is:
+ DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale
+
+
+ DOTween timeScale applied only to timeScaleIndependent tweens (default: 1).
+ The final timeScale of a timeScaleIndependent tween is:
+ DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale
+
+
+ If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens
+ (unless they're set as timeScaleIndependent, in which case a value between the last timestep
+ and will be used instead).
+ Setting this to TRUE will lead to smoother animations.
+ Default: FALSE
+
+
+ If is TRUE, this indicates the max timeStep that an independent update call can last.
+ Setting this to TRUE will lead to smoother animations.
+ Default: FALSE
+
+
+ DOTween's log behaviour.
+ Default: LogBehaviour.ErrorsOnly
+
+
+ Used to intercept DOTween's logs. If this method isn't NULL, DOTween will call it before writing a log via Unity's own Debug log methods.
+ Return TRUE if you want DOTween to proceed with the log, FALSE otherwise.
+ This method must return a bool and accept two parameters:
+ - LogType: the type of Unity log that DOTween is trying to log
+ - object: the log message that DOTween wants to log
+
+
+ If TRUE draws path gizmos in Unity Editor (if the gizmos button is active).
+ Deactivate this if you want to avoid gizmos overhead while in Unity Editor
+
+
+ If TRUE activates various debug options
+
+
+ Stores the target id so it can be used to give more info in case of safeMode error capturing.
+ Only active if both debugMode and useSafeMode are TRUE
+
+
+ Default updateType for new tweens.
+ Default: UpdateType.Normal
+
+
+ Sets whether Unity's timeScale should be taken into account by default or not.
+ Default: false
+
+
+ Default autoPlay behaviour for new tweens.
+ Default: AutoPlay.All
+
+
+ Default autoKillOnComplete behaviour for new tweens.
+ Default: TRUE
+
+
+ Default loopType applied to all new tweens.
+ Default: LoopType.Restart
+
+
+ If TRUE all newly created tweens are set as recyclable, otherwise not.
+ Default: FALSE
+
+
+ Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default).
+ Default: Ease.InOutQuad
+
+
+ Default overshoot/amplitude used for eases
+ Default: 1.70158f
+
+
+ Default period used for eases
+ Default: 0
+
+
+ Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance
+
+
+
+ Must be called once, before the first ever DOTween call/reference,
+ otherwise it will be called automatically and will use default options.
+ Calling it a second time won't have any effect.
+ You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences:
+ DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20);
+
+ If TRUE all new tweens will be set for recycling, meaning that when killed,
+ instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid
+ GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active
+ even if they were killed (since they might have been respawned and are now being used for other tweens).
+ If you want to automatically set your tween references to NULL when a tween is killed
+ you can use the OnKill callback like this:
+ .OnKill(()=> myTweenReference = null)
+ You can change this setting at any time by changing the static property,
+ or you can set the recycling behaviour for each tween separately, using:
+ SetRecyclable(bool recyclable)
+ Default: FALSE
+ If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things
+ (like targets becoming null while a tween is playing).
+ You can change this setting at any time by changing the static property.
+ Default: FALSE
+ Type of logging to use.
+ You can change this setting at any time by changing the static property.
+ Default: ErrorsOnly
+
+
+
+ Directly sets the current max capacity of Tweeners and Sequences
+ (meaning how many Tweeners and Sequences can be running at the same time),
+ so that DOTween doesn't need to automatically increase them in case the max is reached
+ (which might lead to hiccups when that happens).
+ Sequences capacity must be less or equal to Tweeners capacity
+ (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+ Beware: use this method only when there are no tweens running.
+
+ Max Tweeners capacity.
+ Default: 200
+ Max Sequences capacity.
+ Default: 50
+
+
+
+ Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values.
+
+ If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else
+ (so that next time you use it it will need to be re-initialized)
+
+
+
+ Clears all cached tween pools.
+
+
+
+
+ Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL)
+ and returns the total number of invalid tweens found and removed.
+ IMPORTANT: this will cause an error on UWP platform, so don't use it there
+ BEWARE: this is a slightly expensive operation so use it with care
+
+
+
+
+ Updates all tweens that are set to .
+
+ Manual deltaTime
+ Unscaled delta time (used with tweens set as timeScaleIndependent)
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using a custom plugin
+ The plugin to use. Each custom plugin implements a static Get() method
+ you'll need to call to assign the correct plugin in the correct way, like this:
+ CustomPlugin.Get()
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens only one axis of a Vector3 to the given value using default plugins.
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+ The axis to tween
+
+
+ Tweens only the alpha of a Color to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a virtual property from the given start to the given end value
+ and implements a setter that allows to use that value with an external method or a lambda
+ Example:
+ To(MyMethod, 0, 12, 0.5f);
+ Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween)
+ The action to perform with the tweened value
+ The value to start from
+ The end value to reach
+ The duration of the virtual tween
+
+
+
+ Punches a Vector3 towards the given direction and then back to the starting one
+ as if it was connected to the starting position via an elastic.
+ This tween type generates some GC allocations at startup
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The direction and strength of the punch
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+ 1 creates a full oscillation between the direction and the opposite decaying direction,
+ while 0 oscillates only between the starting position and the decaying direction
+
+
+ Shakes a Vector3 with the given values.
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction and behave like a random punch.
+ If TRUE only shakes on the X Y axis (looks better with things like cameras).
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ Randomness mode
+
+
+ Shakes a Vector3 with the given values.
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction and behave like a random punch.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ Randomness mode
+
+
+ Tweens a property or field to the given values using default plugins.
+ Ease is applied between each segment and not as a whole.
+ This tween type generates some GC allocations at startup
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end values to reach for each segment. This array must have the same length as durations
+ The duration of each segment. This array must have the same length as endValues
+
+
+
+ Returns a new to be used for tween groups.
+ Mind that Sequences don't have a target applied automatically like Tweener creation shortcuts,
+ so if you want to be able to kill this Sequence when calling DOTween.Kill(target) you'll have to add
+ the target manually; you can do that directly by using the overload instead of this one
+
+
+
+
+ Returns a new to be used for tween groups, and allows to set a target
+ (because Sequences don't have their target set automatically like Tweener creation shortcuts).
+ That way killing/controlling tweens by target will apply to this Sequence too.
+
+ The target of the Sequence. Relevant only for static target-based methods like DOTween.Kill(target),
+ useless otherwise
+
+
+ Completes all tweens and returns the number of actual tweens completed
+ (meaning tweens that don't have infinite loops and were not already complete)
+ For Sequences only: if TRUE also internal Sequence callbacks will be fired,
+ otherwise they will be ignored
+
+
+ Completes all tweens with the given ID or target and returns the number of actual tweens completed
+ (meaning the tweens that don't have infinite loops and were not already complete)
+ For Sequences only: if TRUE internal Sequence callbacks will be fired,
+ otherwise they will be ignored
+
+
+ Flips all tweens (changing their direction to forward if it was backwards and viceversa),
+ then returns the number of actual tweens flipped
+
+
+ Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa),
+ then returns the number of actual tweens flipped
+
+
+ Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved
+
+
+ Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles)
+ and returns the actual tweens involved
+
+
+ Kills all tweens and returns the number of actual tweens killed
+ If TRUE completes the tweens before killing them
+
+
+ Kills all tweens and returns the number of actual tweens killed
+ If TRUE completes the tweens before killing them
+ Eventual IDs or targets to exclude from the killing
+
+
+ Kills all tweens with the given ID or target and returns the number of actual tweens killed
+ If TRUE completes the tweens before killing them
+
+
+ Kills all tweens with the given target and the given ID, and returns the number of actual tweens killed
+ If TRUE completes the tweens before killing them
+
+
+ Pauses all tweens and returns the number of actual tweens paused
+
+
+ Pauses all tweens with the given ID or target and returns the number of actual tweens paused
+ (meaning the tweens that were actually playing and have been paused)
+
+
+ Plays all tweens and returns the number of actual tweens played
+ (meaning tweens that were not already playing or complete)
+
+
+ Plays all tweens with the given ID or target and returns the number of actual tweens played
+ (meaning the tweens that were not already playing or complete)
+
+
+ Plays all tweens with the given target and the given ID, and returns the number of actual tweens played
+ (meaning the tweens that were not already playing or complete)
+
+
+ Plays backwards all tweens and returns the number of actual tweens played
+ (meaning tweens that were not already started, playing backwards or rewinded)
+
+
+ Plays backwards all tweens with the given ID or target and returns the number of actual tweens played
+ (meaning the tweens that were not already started, playing backwards or rewinded)
+
+
+ Plays backwards all tweens with the given target and ID and returns the number of actual tweens played
+ (meaning the tweens that were not already started, playing backwards or rewinded)
+
+
+ Plays forward all tweens and returns the number of actual tweens played
+ (meaning tweens that were not already playing forward or complete)
+
+
+ Plays forward all tweens with the given ID or target and returns the number of actual tweens played
+ (meaning the tweens that were not already playing forward or complete)
+
+
+ Plays forward all tweens with the given target and ID and returns the number of actual tweens played
+ (meaning the tweens that were not already started, playing backwards or rewinded)
+
+
+ Restarts all tweens, then returns the number of actual tweens restarted
+
+
+ Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted
+ If TRUE includes the eventual tweens delays, otherwise skips them
+ If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it
+
+
+ Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played
+ (meaning the tweens that were not already playing or complete)
+ If TRUE includes the eventual tweens delays, otherwise skips them
+ If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it
+
+
+ Rewinds and pauses all tweens, then returns the number of actual tweens rewinded
+ (meaning tweens that were not already rewinded)
+
+
+ Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded
+ (meaning the tweens that were not already rewinded)
+
+
+ Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded
+ (meaning tweens that were not already rewinded).
+ A "smooth rewind" animates the tween to its start position,
+ skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
+ Note that a tween that was smoothly rewinded will have its play direction flipped
+
+
+ Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded
+ (meaning the tweens that were not already rewinded).
+ A "smooth rewind" animates the tween to its start position,
+ skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
+ Note that a tween that was smoothly rewinded will have its play direction flipped
+
+
+ Toggles the play state of all tweens and returns the number of actual tweens toggled
+ (meaning tweens that could be played or paused, depending on the toggle state)
+
+
+ Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled
+ (meaning the tweens that could be played or paused, depending on the toggle state)
+
+
+
+ Returns TRUE if a tween with the given ID or target is active.
+ You can also use this to know if a shortcut tween is active for a given target.
+ Example:
+ transform.DOMoveX(45, 1); // transform is automatically added as the tween target
+ DOTween.IsTweening(transform); // Returns true
+
+ The target or ID to look for
+ If FALSE (default) returns TRUE as long as a tween for the given target/ID is active,
+ otherwise also requires it to be playing
+
+
+
+ Returns the total number of active tweens (so both Tweeners and Sequences).
+ A tween is considered active if it wasn't killed, regardless if it's playing or paused
+
+
+
+
+ Returns the total number of active Tweeners.
+ A Tweener is considered active if it wasn't killed, regardless if it's playing or paused
+
+
+
+
+ Returns the total number of active Sequences.
+ A Sequence is considered active if it wasn't killed, regardless if it's playing or paused
+
+
+
+
+ Returns the total number of active and playing tweens.
+ A tween is considered as playing even if its delay is actually playing
+
+
+
+
+ Returns a the total number of active tweens with the given id.
+
+ If TRUE returns only the tweens with the given ID that are currently playing
+
+
+
+ Returns a list of all active tweens in a playing state.
+ Returns NULL if there are no active playing tweens.
+ Beware: each time you call this method a new list is generated, so use it for debug only
+
+ If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)
+
+
+
+ Returns a list of all active tweens in a paused state.
+ Returns NULL if there are no active paused tweens.
+ Beware: each time you call this method a new list is generated, so use it for debug only
+
+ If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)
+
+
+
+ Returns a list of all active tweens with the given id.
+ Returns NULL if there are no active tweens with the given id.
+ Beware: each time you call this method a new list is generated
+
+ If TRUE returns only the tweens with the given ID that are currently playing
+ If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)
+
+
+
+ Returns a list of all active tweens with the given target.
+ Returns NULL if there are no active tweens with the given target.
+ Beware: each time you call this method a new list is generated
+ If TRUE returns only the tweens with the given target that are currently playing
+ If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)
+
+
+
+
+ Creates virtual tweens that can be used to change other elements via their OnUpdate calls
+
+
+
+
+ Tweens a virtual float.
+ You can add regular settings to the generated tween,
+ but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter
+
+ The value to start from
+ The value to tween to
+ The duration of the tween
+ A callback which must accept a parameter of type float, called at each update
+
+
+
+ Tweens a virtual int.
+ You can add regular settings to the generated tween,
+ but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter
+
+ The value to start from
+ The value to tween to
+ The duration of the tween
+ A callback which must accept a parameter of type int, called at each update
+
+
+
+ Tweens a virtual Vector2.
+ You can add regular settings to the generated tween,
+ but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter
+
+ The value to start from
+ The value to tween to
+ The duration of the tween
+ A callback which must accept a parameter of type Vector3, called at each update
+
+
+
+ Tweens a virtual Vector3.
+ You can add regular settings to the generated tween,
+ but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter
+
+ The value to start from
+ The value to tween to
+ The duration of the tween
+ A callback which must accept a parameter of type Vector3, called at each update
+
+
+
+ Tweens a virtual Color.
+ You can add regular settings to the generated tween,
+ but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter
+
+ The value to start from
+ The value to tween to
+ The duration of the tween
+ A callback which must accept a parameter of type Color, called at each update
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The type of ease
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The type of ease
+ Eventual overshoot to use with Back ease
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The type of ease
+ Eventual amplitude to use with Elastic easeType
+ Eventual period to use with Elastic easeType
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The AnimationCurve to use for ease
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The type of ease
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The type of ease
+ Eventual overshoot to use with Back ease
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The type of ease
+ Eventual amplitude to use with Elastic easeType
+ Eventual period to use with Elastic easeType
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The AnimationCurve to use for ease
+
+
+ Fires the given callback after the given time.
+ Callback delay
+ Callback to fire when the delay has expired
+ If TRUE (default) ignores Unity's timeScale
+
+
+
+ Don't assign this! It's assigned automatically when creating 0 duration tweens
+
+
+
+
+ Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function
+
+
+
+
+ Allows to wrap ease method in special ways, adding extra features
+
+
+
+
+ Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
+
+ FPS at which the tween should be played
+ Ease type
+
+
+
+ Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
+
+ FPS at which the tween should be played
+ AnimationCurve to use for the ease
+
+
+
+ Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
+
+ FPS at which the tween should be played
+ Custom ease function to use
+
+
+
+ Used to allow method chaining with DOTween.Init
+
+
+
+
+ Directly sets the current max capacity of Tweeners and Sequences
+ (meaning how many Tweeners and Sequences can be running at the same time),
+ so that DOTween doesn't need to automatically increase them in case the max is reached
+ (which might lead to hiccups when that happens).
+ Sequences capacity must be less or equal to Tweeners capacity
+ (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+ Beware: use this method only when there are no tweens running.
+
+ Max Tweeners capacity.
+ Default: 200
+ Max Sequences capacity.
+ Default: 50
+
+
+
+ Behaviour that can be assigned when chaining a SetLink to a tween
+
+
+
+ Pauses the tween when the link target is disabled
+
+
+ Pauses the tween when the link target is disabled, plays it when it's enabled
+
+
+ Pauses the tween when the link target is disabled, restarts it when it's enabled
+
+
+ Plays the tween when the link target is enabled
+
+
+ Restarts the tween when the link target is enabled
+
+
+ Kills the tween when the link target is disabled
+
+
+ Kills the tween when the link target is destroyed (becomes NULL). This is always active even if another behaviour is chosen
+
+
+ Completes the tween when the link target is disabled
+
+
+ Completes and kills the tween when the link target is disabled
+
+
+ Rewinds the tween (delay excluded) when the link target is disabled
+
+
+ Rewinds and kills the tween when the link target is disabled
+
+
+
+ Path mode (used to determine correct LookAt orientation)
+
+
+
+ Ignores the path mode (and thus LookAt behaviour)
+
+
+ Regular 3D path
+
+
+ 2D top-down path
+
+
+ 2D side-scroller path
+
+
+
+ Type of path to use with DOPath tweens
+
+
+
+ Linear, composed of straight segments between each waypoint
+
+
+ Curved path (which uses Catmull-Rom curves)
+
+
+ EXPERIMENTAL: Curved path (which uses Cubic Bezier curves, where each point requires two extra control points)
+
+
+
+ Tweens a Vector2 along a circle.
+ EndValue represents the center of the circle, start and end value degrees are inside options
+ ChangeValue x is changeValue°, y is unused
+
+
+
+
+ Path control point
+
+
+
+
+ Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector
+
+
+
+
+ Minimum input points necessary to create the path (doesn't correspond to actual waypoints required)
+
+
+
+
+ Gets the point on the path at the given percentage (0 to 1)
+
+ The percentage (0 to 1) at which to get the point
+ If TRUE constant speed is taken into account, otherwise not
+
+
+
+ Base interface for all tween plugins options
+
+
+
+ Resets the plugin
+
+
+
+ This plugin generates some GC allocations at startup
+
+
+
+
+ Path plugin works exclusively with Transforms
+
+
+
+
+ Rotation mode used with DORotate methods
+
+
+
+
+ Fastest way that never rotates beyond 360°
+
+
+
+
+ Fastest way that rotates beyond 360°
+
+
+
+
+ Adds the given rotation to the transform using world axis and an advanced precision mode
+ (like when using transform.Rotate(Space.World)).
+ In this mode the end value is is always considered relative
+
+
+
+
+ Adds the given rotation to the transform's local axis
+ (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)).
+ In this mode the end value is is always considered relative
+
+
+
+
+ Type of scramble to apply to string tweens
+
+
+
+
+ No scrambling of characters
+
+
+
+
+ A-Z + a-z + 0-9 characters
+
+
+
+
+ A-Z characters
+
+
+
+
+ a-z characters
+
+
+
+
+ 0-9 characters
+
+
+
+
+ Custom characters
+
+
+
+
+ Type of randomness to apply to a shake tween
+
+
+
+ Default, full randomness
+
+
+ Creates a more balanced randomness that looks more harmonic
+
+
+
+ Methods that extend Tween objects and allow to control or get data from them
+
+
+
+ Completes the tween
+
+
+ Completes the tween
+ For Sequences only: if TRUE also internal Sequence callbacks will be fired,
+ otherwise they will be ignored
+
+
+ Optional: indicates that the tween creation has ended, to be used (optionally) as the last element of tween chaining creation.
+ This method won't do anything except in case of 0-duration tweens,
+ where it will complete them immediately instead of waiting for the next internal update routine
+ (unless they're nested in a Sequence, in which case the Sequence will still be the one in control and this method will be ignored)
+
+
+ Flips the direction of this tween (backwards if it was going forward or viceversa)
+
+
+ Forces the tween to initialize its settings immediately
+
+
+ Send the tween to the given position in time
+ Time position to reach
+ (if higher than the whole tween duration the tween will simply reach its end)
+ If TRUE will play the tween after reaching the given position, otherwise it will pause it
+
+
+ Send the tween to the given position in time while also executing any callback between the previous time position and the new one
+ Time position to reach
+ (if higher than the whole tween duration the tween will simply reach its end)
+ If TRUE will play the tween after reaching the given position, otherwise it will pause it
+
+
+ Kills the tween
+ If TRUE completes the tween before killing it
+
+
+
+ Forces this tween to update manually, regardless of the set via SetUpdate.
+ Note that the tween will still be subject to normal tween rules, so if for example it's paused this method will do nothing.
+ Also note that if you only want to update this tween instance manually you'll have to set it to anyway,
+ so that it's not updated automatically.
+
+ Manual deltaTime
+ Unscaled delta time (used with tweens set as timeScaleIndependent)
+
+
+ Pauses the tween
+
+
+ Plays the tween
+
+
+ Sets the tween in a backwards direction and plays it
+
+
+ Sets the tween in a forward direction and plays it
+
+
+ Restarts the tween from the beginning
+ Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it
+ Ignored in case of Sequences. If >= 0 changes the startup delay to this value, otherwise doesn't touch it
+
+
+ Rewinds and pauses the tween
+ Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it
+
+
+ Smoothly rewinds the tween (delays excluded).
+ A "smooth rewind" animates the tween to its start position,
+ skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
+ If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween.
+ Note that a tween that was smoothly rewinded will have its play direction flipped
+
+
+ Plays the tween if it was paused, pauses it if it was playing
+
+
+ Send a path tween to the given waypoint.
+ Has no effect if this is not a path tween.
+ BEWARE, this is a special utility method:
+ it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually
+ (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes)
+ Waypoint index to reach
+ (if higher than the max waypoint index the tween will simply go to the last one)
+ If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it
+
+
+
+ Creates a yield instruction that waits until the tween is killed or complete.
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForCompletion();
+
+
+
+
+ Creates a yield instruction that waits until the tween is killed or rewinded.
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForRewind();
+
+
+
+
+ Creates a yield instruction that waits until the tween is killed.
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForKill();
+
+
+
+
+ Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops.
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForElapsedLoops(2);
+
+ Elapsed loops to wait for
+
+
+
+ Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded).
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForPosition(2.5f);
+
+ Position (loops included, delays excluded) to wait for
+
+
+
+ Creates a yield instruction that waits until the tween is killed or started
+ (meaning when the tween is set in a playing state the first time, after any eventual delay).
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForStart();
+
+
+
+ Returns the total number of loops completed by this tween
+
+
+ Returns the eventual delay set for this tween
+
+
+ Returns the eventual elapsed delay set for this tween
+
+
+ Returns the duration of this tween (delays excluded).
+ NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts
+ If TRUE returns the full duration loops included,
+ otherwise the duration of a single loop cycle
+
+
+ Returns the elapsed time for this tween (delays exluded)
+ If TRUE returns the elapsed time since startup loops included,
+ otherwise the elapsed time within the current loop cycle
+
+
+ Returns the elapsed percentage (0 to 1) of this tween (delays exluded)
+ If TRUE returns the elapsed percentage since startup loops included,
+ otherwise the elapsed percentage within the current loop cycle
+
+
+ Returns the elapsed percentage (0 to 1) of this tween (delays exluded),
+ based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1
+
+
+ Returns FALSE if this tween has been killed or is NULL, TRUE otherwise.
+ BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.
+ When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL.
+ If you want to be sure your references are set to NULL when a tween is killed you can use the OnKill callback like this:
+ .OnKill(()=> myTweenReference = null)
+
+
+ Returns TRUE if this tween was reversed and is set to go backwards
+
+
+ NOTE: To check if a tween was simply set to go backwards see .
+ Returns TRUE if this tween is going backwards for any of these reasons:
+ - The tween was reversed and is going backwards on a straight loop
+ - The tween was reversed and is going backwards on an odd Yoyo loop
+ - The tween is going forward but on an even Yoyo loop
+ IMPORTANT: if used inside a tween's callback, this will return a result concerning the exact frame when it's asked,
+ so for example in a callback at the end of a Yoyo loop step this method will never return FALSE
+ because the frame will never end exactly there and the tween will already be going backwards when the callback is fired
+
+
+ Returns TRUE if the tween is complete
+ (silently fails and returns FALSE if the tween has been killed)
+
+
+ Returns TRUE if this tween has been initialized
+
+
+ Returns TRUE if this tween is playing
+
+
+ Returns the total number of loops set for this tween
+ (returns -1 if the loops are infinite)
+
+
+
+ Returns a point on a path based on the given path percentage.
+ Returns Vector3.zero if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.
+ A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
+ You can force a path to be initialized by calling myTween.ForceInit().
+
+ Percentage of the path (0 to 1) on which to get the point
+
+
+
+ Returns an array of points that can be used to draw the path.
+ Note that this method generates allocations, because it creates a new array.
+ Returns NULL if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.
+ A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
+ You can force a path to be initialized by calling myTween.ForceInit().
+
+ How many points to create for each path segment (waypoint to waypoint).
+ Only used in case of non-Linear paths
+
+
+
+ Returns the length of a path.
+ Returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.
+ A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
+ You can force a path to be initialized by calling myTween.ForceInit().
+
+
+
+
+ Types of loop
+
+
+
+ Each loop cycle restarts from the beginning
+
+
+ The tween moves forward and backwards at alternate cycles
+
+
+ Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward".
+ In case of String tweens works only if the tween is set as relative
+
+
+
+ Controls other tweens as a group
+
+
+
+
+ Methods that extend known Unity objects and allow to directly create and control tweens from their instances
+
+
+
+ Tweens a Camera's aspect to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Camera's backgroundColor to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Camera's farClipPlane to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Camera's fieldOfView to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Camera's nearClipPlane to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Camera's orthographicSize to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Camera's pixelRect to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Camera's rect to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Shakes a Camera's localPosition along its relative X Y axes with the given values.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ Randomness mode
+
+
+ Shakes a Camera's localPosition along its relative X Y axes with the given values.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ Randomness mode
+
+
+ Shakes a Camera's localRotation.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ Randomness mode
+
+
+ Shakes a Camera's localRotation.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ Randomness mode
+
+
+ Tweens a Light's color to the given value.
+ Also stores the light as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Light's intensity to the given value.
+ Also stores the light as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Light's shadowStrength to the given value.
+ Also stores the light as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a LineRenderer's color to the given value.
+ Also stores the LineRenderer as the tween's target so it can be used for filtered operations.
+ Note that this method requires to also insert the start colors for the tween,
+ since LineRenderers have no way to get them.
+ The start value to tween from
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Material's color to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Material's named color property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The name of the material property to tween (like _Tint or _SpecColor)
+ The duration of the tween
+
+
+ Tweens a Material's named color property with the given ID to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The ID of the material property to tween (also called nameID in Unity's manual)
+ The duration of the tween
+
+
+ Tweens a Material's alpha color to the given value
+ (will have no effect unless your material supports transparency).
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Material's alpha color to the given value
+ (will have no effect unless your material supports transparency).
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The name of the material property to tween (like _Tint or _SpecColor)
+ The duration of the tween
+
+
+ Tweens a Material's alpha color with the given ID to the given value
+ (will have no effect unless your material supports transparency).
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The ID of the material property to tween (also called nameID in Unity's manual)
+ The duration of the tween
+
+
+ Tweens a Material's named float property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The name of the material property to tween
+ The duration of the tween
+
+
+ Tweens a Material's named float property with the given ID to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The ID of the material property to tween (also called nameID in Unity's manual)
+ The duration of the tween
+
+
+ Tweens a Material's texture offset to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The duration of the tween
+
+
+ Tweens a Material's named texture offset property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The name of the material property to tween
+ The duration of the tween
+
+
+ Tweens a Material's texture scale to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The duration of the tween
+
+
+ Tweens a Material's named texture scale property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The name of the material property to tween
+ The duration of the tween
+
+
+ Tweens a Material's named Vector property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The name of the material property to tween
+ The duration of the tween
+
+
+ Tweens a Material's named Vector property with the given ID to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The ID of the material property to tween (also called nameID in Unity's manual)
+ The duration of the tween
+
+
+ Tweens a TrailRenderer's startWidth/endWidth to the given value.
+ Also stores the TrailRenderer as the tween's target so it can be used for filtered operations
+ The end startWidth to reachThe end endWidth to reach
+ The duration of the tween
+
+
+ Tweens a TrailRenderer's time to the given value.
+ Also stores the TrailRenderer as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's X position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's Y position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's Z position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's X localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's Y localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's Z localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's rotation to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ Rotation mode
+
+
+ Tweens a Transform's rotation to the given value using pure quaternion values.
+ Also stores the transform as the tween's target so it can be used for filtered operations.
+ PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method.
+ This method was implemented for very special cases, and doesn't support LoopType.Incremental loops
+ (neither for itself nor if placed inside a LoopType.Incremental Sequence)
+
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's localRotation to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ Rotation mode
+
+
+ Tweens a Transform's rotation to the given value using pure quaternion values.
+ Also stores the transform as the tween's target so it can be used for filtered operations.
+ PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method.
+ This method was implemented for very special cases, and doesn't support LoopType.Incremental loops
+ (neither for itself nor if placed inside a LoopType.Incremental Sequence)
+
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's localScale uniformly to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's X localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's Y localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's Z localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's rotation so that it will look towards the given world position.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The position to look atThe duration of the tween
+ Eventual axis constraint for the rotation
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ EXPERIMENTAL Tweens a Transform's rotation so that it will look towards the given world position,
+ while also updating the lookAt position every frame
+ (contrary to which calculates the lookAt rotation only once, when the tween starts).
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The position to look atThe duration of the tween
+ Eventual axis constraint for the rotation
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ Punches a Transform's localPosition towards the given direction and then back to the starting one
+ as if it was connected to the starting position via an elastic.
+ The direction and strength of the punch (added to the Transform's current position)
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+ 1 creates a full oscillation between the punch direction and the opposite direction,
+ while 0 oscillates only between the punch and the start position
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Punches a Transform's localScale towards the given size and then back to the starting one
+ as if it was connected to the starting scale via an elastic.
+ The punch strength (added to the Transform's current scale)
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.
+ 1 creates a full oscillation between the punch scale and the opposite scale,
+ while 0 oscillates only between the punch scale and the start scale
+
+
+ Punches a Transform's localRotation towards the given size and then back to the starting one
+ as if it was connected to the starting rotation via an elastic.
+ The punch strength (added to the Transform's current rotation)
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards.
+ 1 creates a full oscillation between the punch rotation and the opposite rotation,
+ while 0 oscillates only between the punch and the start rotation
+
+
+ Shakes a Transform's localPosition with the given values.
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the tween will smoothly snap all values to integers
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ Randomness mode
+
+
+ Shakes a Transform's localPosition with the given values.
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the tween will smoothly snap all values to integers
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ Randomness mode
+
+
+ Shakes a Transform's localRotation.
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ Randomness mode
+
+
+ Shakes a Transform's localRotation.
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ Randomness mode
+
+
+ Shakes a Transform's localScale.
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ Randomness mode
+
+
+ Shakes a Transform's localScale.
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ Randomness mode
+
+
+ Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis.
+ Returns a Sequence instead of a Tweener.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reach
+ Power of the jump (the max height of the jump is represented by this plus the final Y offset)
+ Total number of jumps
+ The duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis.
+ Returns a Sequence instead of a Tweener.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reach
+ Power of the jump (the max height of the jump is represented by this plus the final Y offset)
+ Total number of jumps
+ The duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's position through the given path waypoints, using the chosen path algorithm.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The waypoints to go through
+ The duration of the tween
+ The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
+ The path mode: 3D, side-scroller 2D, top-down 2D
+ The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
+ Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
+ The color of the path (shown when gizmos are active in the Play panel and the tween is running)
+
+
+ Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The waypoint to go through
+ The duration of the tween
+ The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
+ The path mode: 3D, side-scroller 2D, top-down 2D
+ The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
+ Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
+ The color of the path (shown when gizmos are active in the Play panel and the tween is running)
+
+
+ IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead.
+ Tweens a Transform's position via the given path.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The path to use
+ The duration of the tween
+ The path mode: 3D, side-scroller 2D, top-down 2D
+
+
+ IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead.
+ Tweens a Transform's localPosition via the given path.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The path to use
+ The duration of the tween
+ The path mode: 3D, side-scroller 2D, top-down 2D
+
+
+ Tweens a Tween's timeScale to the given value.
+ Also stores the Tween as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Light's color to the given value,
+ in a way that allows other DOBlendableColor tweens to work together on the same target,
+ instead than fight each other as multiple DOColor would do.
+ Also stores the Light as the tween's target so it can be used for filtered operations
+ The value to tween toThe duration of the tween
+
+
+ Tweens a Material's color to the given value,
+ in a way that allows other DOBlendableColor tweens to work together on the same target,
+ instead than fight each other as multiple DOColor would do.
+ Also stores the Material as the tween's target so it can be used for filtered operations
+ The value to tween toThe duration of the tween
+
+
+ Tweens a Material's named color property to the given value,
+ in a way that allows other DOBlendableColor tweens to work together on the same target,
+ instead than fight each other as multiple DOColor would do.
+ Also stores the Material as the tween's target so it can be used for filtered operations
+ The value to tween to
+ The name of the material property to tween (like _Tint or _SpecColor)
+ The duration of the tween
+
+
+ Tweens a Material's named color property with the given ID to the given value,
+ in a way that allows other DOBlendableColor tweens to work together on the same target,
+ instead than fight each other as multiple DOColor would do.
+ Also stores the Material as the tween's target so it can be used for filtered operations
+ The value to tween to
+ The ID of the material property to tween (also called nameID in Unity's manual)
+ The duration of the tween
+
+
+ Tweens a Transform's position BY the given value (as if you chained a SetRelative),
+ in a way that allows other DOBlendableMove tweens to work together on the same target,
+ instead than fight each other as multiple DOMove would do.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The value to tween byThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative),
+ in a way that allows other DOBlendableMove tweens to work together on the same target,
+ instead than fight each other as multiple DOMove would do.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The value to tween byThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative),
+ in a way that allows other DOBlendableRotate tweens to work together on the same target,
+ instead than fight each other as multiple DORotate would do.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The value to tween byThe duration of the tween
+ Rotation mode
+
+
+ EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative),
+ in a way that allows other DOBlendableRotate tweens to work together on the same target,
+ instead than fight each other as multiple DORotate would do.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The value to tween byThe duration of the tween
+ Rotation mode
+
+
+ Punches a Transform's localRotation BY the given value and then back to the starting one
+ as if it was connected to the starting rotation via an elastic. Does it in a way that allows other
+ DOBlendableRotate tweens to work together on the same target
+ The punch strength (added to the Transform's current rotation)
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards.
+ 1 creates a full oscillation between the punch rotation and the opposite rotation,
+ while 0 oscillates only between the punch and the start rotation
+
+
+ Tweens a Transform's localScale BY the given value (as if you chained a SetRelative),
+ in a way that allows other DOBlendableScale tweens to work together on the same target,
+ instead than fight each other as multiple DOScale would do.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The value to tween byThe duration of the tween
+
+
+
+ Completes all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens completed
+ (meaning the tweens that don't have infinite loops and were not already complete)
+
+ For Sequences only: if TRUE also internal Sequence callbacks will be fired,
+ otherwise they will be ignored
+
+
+
+ Completes all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens completed
+ (meaning the tweens that don't have infinite loops and were not already complete)
+
+ For Sequences only: if TRUE also internal Sequence callbacks will be fired,
+ otherwise they will be ignored
+
+
+
+ Kills all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens killed.
+
+ If TRUE completes the tween before killing it
+
+
+
+ Kills all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens killed.
+
+ If TRUE completes the tween before killing it
+
+
+
+ Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens flipped.
+
+
+
+
+ Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens flipped.
+
+
+
+
+ Sends to the given position all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens involved.
+
+ Time position to reach
+ (if higher than the whole tween duration the tween will simply reach its end)
+ If TRUE will play the tween after reaching the given position, otherwise it will pause it
+
+
+
+ Sends to the given position all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens involved.
+
+ Time position to reach
+ (if higher than the whole tween duration the tween will simply reach its end)
+ If TRUE will play the tween after reaching the given position, otherwise it will pause it
+
+
+
+ Pauses all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens paused.
+
+
+
+
+ Pauses all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens paused.
+
+
+
+
+ Plays all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+
+
+
+
+ Plays all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+
+
+
+
+ Plays backwards all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+
+
+
+
+ Plays backwards all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+
+
+
+
+ Plays forward all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+
+
+
+
+ Plays forward all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+
+
+
+
+ Restarts all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens restarted.
+
+
+
+
+ Restarts all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens restarted.
+
+
+
+
+ Rewinds all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens rewinded.
+
+
+
+
+ Rewinds all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens rewinded.
+
+
+
+
+ Smoothly rewinds all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens rewinded.
+
+
+
+
+ Smoothly rewinds all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens rewinded.
+
+
+
+
+ Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens involved.
+
+
+
+
+ Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens involved.
+
+
+
+
+ This class serves only as a utility class to store tween settings to apply on multiple tweens.
+ It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining
+
+
+
+ A variable you can eventually Clear and reuse when needed,
+ to avoid instantiating TweenParams objects
+
+
+ Creates a new TweenParams object, which you can use to store tween settings
+ to pass to multiple tweens via myTween.SetAs(myTweenParms)
+
+
+ Clears and resets this TweenParams instance using default values,
+ so it can be reused without instantiating another one
+
+
+ Sets the autoKill behaviour of the tween.
+ Has no effect if the tween has already started
+ If TRUE the tween will be automatically killed when complete
+
+
+ Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.
+ The ID to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.
+ The ID to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.
+ The ID to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets the target for the tween, which can then be used as a filter with DOTween's static methods.
+ IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead.
+ When using shorcuts the shortcut target is already assigned as the tween's target,
+ so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.
+ The target to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets the looping options for the tween.
+ Has no effect if the tween has already started
+ Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)
+ Loop behaviour type (default: LoopType.Restart)
+
+
+ Sets the ease of the tween.
+ If applied to Sequences eases the whole sequence animation
+ Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158)
+ Eventual period to use with Elastic easeType (default is 0)
+
+
+ Sets the ease of the tween using an AnimationCurve.
+ If applied to Sequences eases the whole sequence animation
+
+
+ Sets the ease of the tween using a custom ease function.
+ If applied to Sequences eases the whole sequence animation
+
+
+ Sets the recycling behaviour for the tween.
+ If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.
+
+
+ Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed)
+ and lets you choose if it should be independent from Unity's Time.timeScale
+ If TRUE the tween will ignore Unity's Time.timeScale
+
+
+ Sets the type of update (default or independent) for the tween
+ The type of update (default: UpdateType.Normal)
+ If TRUE the tween will ignore Unity's Time.timeScale
+
+
+ Sets the onStart callback for the tween.
+ Called the first time the tween is set in a playing state, after any eventual delay
+
+
+ Sets the onPlay callback for the tween.
+ Called when the tween is set in a playing state, after any eventual delay.
+ Also called each time the tween resumes playing from a paused state
+
+
+ Sets the onRewind callback for the tween.
+ Called when the tween is rewinded,
+ either by calling Rewind or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callback
+
+
+ Sets the onUpdate callback for the tween.
+ Called each time the tween updates
+
+
+ Sets the onStepComplete callback for the tween.
+ Called the moment the tween completes one loop cycle, even when going backwards
+
+
+ Sets the onComplete callback for the tween.
+ Called the moment the tween reaches its final forward position, loops included
+
+
+ Sets the onKill callback for the tween.
+ Called the moment the tween is killed
+
+
+ Sets the onWaypointChange callback for the tween.
+ Called when a path tween reaches a new waypoint
+
+
+ Sets a delayed startup for the tween.
+ Has no effect on Sequences or if the tween has already started
+
+
+ If isRelative is TRUE sets the tween as relative
+ (the endValue will be calculated as startValue + endValue instead than being used directly).
+ Has no effect on Sequences or if the tween has already started
+
+
+ If isSpeedBased is TRUE sets the tween as speed based
+ (the duration will represent the number of units the tween moves x second).
+ Has no effect on Sequences, nested tweens, or if the tween has already started
+
+
+
+ Methods that extend Tween objects and allow to set their parameters
+
+
+
+ Sets the autoKill behaviour of the tween to TRUE.
+ Has no effect if the tween has already started or if it's added to a Sequence
+
+
+ Sets the autoKill behaviour of the tween.
+ Has no effect if the tween has already started or if it's added to a Sequence
+ If TRUE the tween will be automatically killed when complete
+
+
+ Sets an ID for the tween (), which can then be used as a filter with DOTween's static methods.
+ The ID to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets a string ID for the tween (), which can then be used as a filter with DOTween's static methods.
+ Filtering via string is 2X faster than using an object as an ID (using the alternate obejct overload)
+ The string ID to assign to this tween.
+
+
+ Sets an int ID for the tween (), which can then be used as a filter with DOTween's static methods.
+ Filtering via int is 4X faster than via object, 2X faster than via string (using the alternate object/string overloads)
+ The int ID to assign to this tween.
+
+
+ Allows to link this tween to a GameObject
+ so that it will be automatically killed when the GameObject is destroyed.
+ Has no effect if the tween is added to a Sequence
+ The link target (unrelated to the target set via SetTarget)
+
+
+ Allows to link this tween to a GameObject and assign a behaviour depending on it.
+ This will also automatically kill the tween when the GameObject is destroyed.
+ Has no effect if the tween is added to a Sequence
+ The link target (unrelated to the target set via SetTarget)
+ The behaviour to use ( is always evaluated even if you choose another one)
+
+
+ Sets the target for the tween, which can then be used as a filter with DOTween's static methods.
+ IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead.
+ When using shorcuts the shortcut target is already assigned as the tween's target,
+ so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.
+ The target to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets the looping options for the tween.
+ Has no effect if the tween has already started
+ Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)
+
+
+ Sets the looping options for the tween.
+ Has no effect if the tween has already started
+ Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)
+ Loop behaviour type (default: LoopType.Restart)
+
+
+ Sets the ease of the tween.
+ If applied to Sequences eases the whole sequence animation
+
+
+ Sets the ease of the tween.
+ If applied to Sequences eases the whole sequence animation
+
+ Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash).
+ In case of Flash ease it must be an intenger and sets the total number of flashes that will happen.
+ Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.
+
+
+
+ Sets the ease of the tween.
+ If applied to Sequences eases the whole sequence animation
+ Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash).
+ In case of Flash ease it must be an integer and sets the total number of flashes that will happen.
+ Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.
+
+ Eventual period to use with Elastic or Flash easeType (default is 0).
+ In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1.
+ 0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end.
+
+
+
+ Sets the ease of the tween using an AnimationCurve.
+ If applied to Sequences eases the whole sequence animation
+
+
+ Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1).
+ If applied to Sequences eases the whole sequence animation
+
+
+ Allows the tween to be recycled after being killed.
+
+
+ Sets the recycling behaviour for the tween.
+ If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.
+
+
+ Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale
+ If TRUE the tween will ignore Unity's Time.timeScale
+
+
+ Sets the type of update for the tween
+ The type of update (defalt: UpdateType.Normal)
+
+
+ Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale
+ The type of update
+ If TRUE the tween will ignore Unity's Time.timeScale
+
+
+ EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning
+ (playing it backwards will actually play it from the beginning to the end).
+ Has no effect if the tween has already started or if it's added to a Sequence
+
+
+ EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning
+ (playing it backwards will actually play it from the beginning to the end).
+ Has no effect if the tween has already started or if it's added to a Sequence
+ If TRUE the tween will be inverted, otherwise it won't
+
+
+ Sets the onStart callback for the tween, clearing any previous onStart callback that was set.
+ Called the first time the tween is set in a playing state, after any eventual delay
+
+
+ Sets the onPlay callback for the tween, clearing any previous onPlay callback that was set.
+ Called when the tween is set in a playing state, after any eventual delay.
+ Also called each time the tween resumes playing from a paused state
+
+
+ Sets the onPause callback for the tween, clearing any previous onPause callback that was set.
+ Called when the tween state changes from playing to paused.
+ If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.
+
+
+ Sets the onRewind callback for the tween, clearing any previous onRewind callback that was set.
+ Called when the tween is rewinded,
+ either by calling Rewind or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callback
+
+
+ Sets the onUpdate callback for the tween, clearing any previous onUpdate callback that was set.
+ Called each time the tween updates
+
+
+ Sets the onStepComplete callback for the tween, clearing any previous onStepComplete callback that was set.
+ Called the moment the tween completes one loop cycle, even when going backwards
+
+
+ Sets the onComplete callback for the tween, clearing any previous onComplete callback that was set.
+ Called the moment the tween reaches its final forward position, loops included
+
+
+ Sets the onKill callback for the tween, clearing any previous onKill callback that was set.
+ Called the moment the tween is killed
+
+
+ Sets the onWaypointChange callback for the tween, clearing any previous onWaypointChange callback that was set.
+ Called when a path tween's current waypoint changes
+
+
+ Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one.
+ Doesn't copy specific SetOptions settings: those will need to be applied manually each time.
+ Has no effect if the tween has already started.
+ NOTE: the tween's target will not be changed
+ Tween from which to copy the parameters
+
+
+ Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams.
+ Has no effect if the tween has already started.
+ TweenParams from which to copy the parameters
+
+
+ Adds the given tween to the end of the Sequence.
+ Has no effect if the Sequence has already started
+ The tween to append
+
+
+ Adds the given tween to the beginning of the Sequence, pushing forward the other nested content.
+ Has no effect if the Sequence has already started
+ The tween to prepend
+
+
+ Inserts the given tween at the same time position of the last tween, callback or interval added to the Sequence.
+ Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes.
+ Has no effect if the Sequence has already started
+
+
+ Inserts the given tween at the given time position in the Sequence,
+ automatically adding an interval if needed.
+ Has no effect if the Sequence has already started
+ The time position where the tween will be placed
+ The tween to insert
+
+
+ Adds the given interval to the end of the Sequence.
+ Has no effect if the Sequence has already started
+ The interval duration
+
+
+ Adds the given interval to the beginning of the Sequence, pushing forward the other nested content.
+ Has no effect if the Sequence has already started
+ The interval duration
+
+
+ Adds the given callback to the end of the Sequence.
+ Has no effect if the Sequence has already started
+ The callback to append
+
+
+ Adds the given callback to the beginning of the Sequence, pushing forward the other nested content.
+ Has no effect if the Sequence has already started
+ The callback to prepend
+
+
+ Inserts the given callback at the same time position of the last tween, callback or interval added to the Sequence.
+ Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes.
+ Has no effect if the Sequence has already started
+ /// <param name="callback">The callback to prepend</param>
+
+
+ Inserts the given callback at the given time position in the Sequence,
+ automatically adding an interval if needed.
+ Has no effect if the Sequence has already started
+ The time position where the callback will be placed
+ The callback to insert
+
+
+ Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue
+ then immediately sends the target to the previously set endValue.
+
+
+ Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue
+ then immediately sends the target to the previously set endValue.
+ If TRUE the FROM value will be calculated as relative to the current one
+
+
+ Changes a TO tween into a FROM tween: sets the current value of the target as the endValue,
+ and the previously passed endValue as the actual startValue.
+ If TRUE sets the target to from value immediately, otherwise waits for the tween to start
+ If TRUE the FROM value will be calculated as relative to the current one
+
+
+ Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
+ and eventually sets the tween's target to that value immediately.
+ Value to start from
+ If TRUE sets the target to from value immediately, otherwise waits for the tween to start
+ If TRUE the FROM/TO values will be calculated as relative to the current ones
+
+
+ Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
+ and eventually sets the tween's target to that value immediately.
+ Alpha value to start from (in case of Fade tweens)
+ If TRUE sets the target to from value immediately, otherwise waits for the tween to start
+ If TRUE the FROM/TO values will be calculated as relative to the current ones
+
+
+ Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
+ and eventually sets the tween's target to that value immediately.
+ Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens)
+ If TRUE sets the target to from value immediately, otherwise waits for the tween to start
+ If TRUE the FROM/TO values will be calculated as relative to the current ones
+
+
+ Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
+ and eventually sets the tween's target to that value immediately.
+ Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens)
+ If TRUE sets the target to from value immediately, otherwise waits for the tween to start
+ If TRUE the FROM/TO values will be calculated as relative to the current ones
+
+
+ Sets a delayed startup for the tween.
+ In case of Sequences behaves the same as ,
+ which means the delay will repeat in case of loops (while with tweens it's ignored after the first loop cycle).
+ Has no effect if the tween has already started
+
+
+ EXPERIMENTAL: implemented in v1.2.340.
+ Sets a delayed startup for the tween with options to choose how the delay is applied in case of Sequences.
+ Has no effect if the tween has already started
+ Only used by types: If FALSE sets the delay as a one-time occurrence
+ (defaults to this for types),
+ otherwise as a Sequence interval which will repeat at the beginning of every loop cycle
+
+
+ Sets the tween as relative
+ (the endValue will be calculated as startValue + endValue instead than being used directly).
+ Has no effect on Sequences or if the tween has already started
+
+
+ If isRelative is TRUE sets the tween as relative
+ (the endValue will be calculated as startValue + endValue instead than being used directly).
+ Has no effect on Sequences or if the tween has already started
+
+
+ If isSpeedBased is TRUE sets the tween as speed based
+ (the duration will represent the number of units the tween moves x second).
+ Has no effect on Sequences, nested tweens, or if the tween has already started
+
+
+ If isSpeedBased is TRUE sets the tween as speed based
+ (the duration will represent the number of units the tween moves x second).
+ Has no effect on Sequences, nested tweens, or if the tween has already started
+
+
+ Options for float tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector2 tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector2 tweens
+ Selecting an axis will tween the vector only on that axis, leaving the others untouched
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector3 tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector3 tweens
+ Selecting an axis will tween the vector only on that axis, leaving the others untouched
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector4 tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector4 tweens
+ Selecting an axis will tween the vector only on that axis, leaving the others untouched
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Quaternion tweens
+ If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°.
+ If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative
+
+
+ Options for Color tweens
+ If TRUE only the alpha value of the color will be tweened
+
+
+ Options for Vector4 tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector4 tweens
+ If TRUE, rich text will be interpreted correctly while animated,
+ otherwise all tags will be considered as normal text
+ The type of scramble to use, if any
+ A string containing the characters to use for scrambling.
+ Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
+ Leave it to NULL to use default ones
+
+
+ Options for Vector3Array tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector3Array tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for ShapeCircle tweens
+ If TRUE the center you set in the DOTween.To method will be considered as relative
+ to the starting position of the target
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Path tweens (created via the DOPath shortcut)
+ The eventual movement axis to lock. You can input multiple axis if you separate them like this:
+ AxisConstrain.X | AxisConstraint.Y
+ The eventual rotation axis to lock. You can input multiple axis if you separate them like this:
+ AxisConstrain.X | AxisConstraint.Y
+
+
+ Options for Path tweens (created via the DOPath shortcut)
+ If TRUE the path will be automatically closed
+ The eventual movement axis to lock. You can input multiple axis if you separate them like this:
+ AxisConstrain.X | AxisConstraint.Y
+ The eventual rotation axis to lock. You can input multiple axis if you separate them like this:
+ AxisConstrain.X | AxisConstraint.Y
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the target towards the given position.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The position to look at
+ The eventual direction to consider as "forward".
+ If left to NULL defaults to the regular forward side of the transform
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the target towards the given position with options to keep the Z rotation stable.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The position to look at
+ If TRUE doesn't rotate the target along the Z axis
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the target towards another transform.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The transform to look at
+ The eventual direction to consider as "forward".
+ If left to NULL defaults to the regular forward side of the transform
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the target towards another transform with options to keep the Z rotation stable.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The transform to look at
+ If TRUE doesn't rotate the target along the Z axis
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the target to the path, with the given lookAhead.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The percentage of lookAhead to use (0 to 1)
+ The eventual direction to consider as "forward".
+ If left to NULL defaults to the regular forward side of the transform
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the path with options to keep the Z rotation stable.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The percentage of lookAhead to use (0 to 1)
+ If TRUE doesn't rotate the target along the Z axis
+
+
+
+ Types of log behaviours
+
+
+
+ Log only warnings and errors
+
+
+ Log warnings, errors and additional infos
+
+
+ Log only errors
+
+
+
+ Indicates either a Tweener or a Sequence
+
+
+
+ TimeScale for the tween
+
+
+ If TRUE the tween will play backwards
+
+
+ If TRUE the tween is completely inverted but without playing it backwards
+ (play backwards will actually play the tween in the original direction)
+
+
+ Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int
+ (use or for those)
+
+
+ String ID (usable for filtering with DOTween static methods). 2X faster than using an object id
+
+
+ Int ID (usable for filtering with DOTween static methods). 4X faster than using an object id, 2X faster than using a string id.
+ Default is -999 so avoid using an ID like that or it will capture all unset intIds
+
+
+ Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shortcuts
+
+
+ Called when the tween is set in a playing state, after any eventual delay.
+ Also called each time the tween resumes playing from a paused state
+
+
+ Called when the tween state changes from playing to paused.
+ If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.
+
+
+ Called when the tween is rewinded,
+ either by calling Rewind or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callback
+
+
+ Called each time the tween updates
+
+
+ Called the moment the tween completes one loop cycle
+
+
+ Called the moment the tween reaches completion (loops included)
+
+
+ Called the moment the tween is killed
+
+
+ Called when a path tween's current waypoint changes
+
+
+ Tweeners-only (ignored by Sequences), returns TRUE if the tween was set as relative
+
+
+
+ Set by SetTarget if DOTween's Debug Mode is on (see DOTween Utility Panel -> "Store GameObject's ID" debug option
+
+
+
+ FALSE when tween is (or should be) despawned - set only by TweenManager
+
+
+ Gets and sets the time position (loops included, delays excluded) of the tween
+
+
+ Returns TRUE if the tween is set to loop (either a set number of times or infinitely)
+
+
+ TRUE after the tween was set in a play state at least once, AFTER any delay is elapsed
+
+
+ Time position within a single loop cycle
+
+
+
+ Animates a single value
+
+
+
+ Changes the start value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new start value
+ If bigger than 0 applies it as the new tween duration
+
+
+ Changes the end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new end value
+ If bigger than 0 applies it as the new tween duration
+ If TRUE the start value will become the current target's value, otherwise it will stay the same
+
+
+ Changes the end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new end value
+ If TRUE the start value will become the current target's value, otherwise it will stay the same
+
+
+ Changes the start and end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new start value
+ The new end value
+ If bigger than 0 applies it as the new tween duration
+
+
+
+ Used internally
+
+
+
+
+ Update type
+
+
+
+ Updates every frame during Update calls
+
+
+ Updates every frame during LateUpdate calls
+
+
+ Updates using FixedUpdate calls
+
+
+ Updates using manual update calls
+
+
+
diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta b/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta
index 0e797fe..7a866b5 100644
--- a/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta
+++ b/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta
@@ -2,10 +2,3 @@ fileFormatVersion: 2
guid: 34192c5e0d14aee43a0e86cc4823268a
TextScriptImporter:
userData:
-AssetOrigin:
- serializedVersion: 1
- productId: 27676
- packageName: DOTween (HOTween v2)
- packageVersion: 1.2.790
- assetPath: Assets/Plugins/Demigiant/DOTween/DOTween.XML
- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.dll b/Assets/Plugins/Demigiant/DOTween/DOTween.dll
index 73235fc..57112d3 100644
Binary files a/Assets/Plugins/Demigiant/DOTween/DOTween.dll and b/Assets/Plugins/Demigiant/DOTween/DOTween.dll differ
diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta b/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta
index 4754b50..482dbb8 100644
--- a/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta
+++ b/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta
@@ -20,10 +20,3 @@ PluginImporter:
userData:
assetBundleName:
assetBundleVariant:
-AssetOrigin:
- serializedVersion: 1
- productId: 27676
- packageName: DOTween (HOTween v2)
- packageVersion: 1.2.790
- assetPath: Assets/Plugins/Demigiant/DOTween/DOTween.dll
- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML
index 690bfc4..592e427 100644
--- a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML
+++ b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML
@@ -1,144 +1,144 @@
-
-
-
- DOTweenEditor
-
-
-
-
- Contains compatibility methods taken from DemiEditor (for when DOTween is without it)
-
-
-
-
- Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
-
-
-
-
- Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
-
-
-
-
- Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
-
-
-
-
- Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
-
-
-
-
- Starts the update loop of tween in the editor. Has no effect during playMode.
-
- Eventual callback to call after every update
-
-
-
- Stops the update loop and clears the onPreviewUpdated callback.
-
- If TRUE also resets the tweened objects to their original state.
- Note that this works by calling Rewind on all tweens, so it will work correctly
- only if you have a single tween type per object and it wasn't killed
- If TRUE also kills any cached tween
-
-
-
- Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings.
-
- The tween to ready
- If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)
- If TRUE prevents the tween from being auto-killed at completion
- If TRUE starts playing the tween immediately
-
-
- Full major version + first minor version (ex: 2018.1f)
-
-
- Major version
-
-
- First minor version (ex: in 2018.1 it would be 1)
-
-
-
- Checks that the given editor texture use the correct import settings,
- and applies them if they're incorrect.
-
-
-
-
- Returns TRUE if setup is required
-
-
-
-
- Returns TRUE if the file/directory at the given path exists.
-
- Path, relative to Unity's project folder
-
-
-
-
- Converts the given project-relative path to a full path,
- with backward (\) slashes).
-
-
-
-
- Converts the given full path to a path usable with AssetDatabase methods
- (relative to Unity's project folder, and with the correct Unity forward (/) slashes).
-
-
-
-
- Connects to a asset.
- If the asset already exists at the given path, loads it and returns it.
- Otherwise, either returns NULL or automatically creates it before loading and returning it
- (depending on the given parameters).
-
- Asset type
- File path (relative to Unity's project folder)
- If TRUE and the requested asset doesn't exist, forces its creation
-
-
-
- Full path for the given loaded assembly, assembly file included
-
-
-
-
- Adds the given global define if it's not already present
-
-
-
-
- Removes the given global define if it's present
-
-
-
-
- Returns TRUE if the given global define is present in all the
- or only in the given , depending on passed parameters.
-
-
- to use. Leave NULL to check in all of them.
-
-
-
- Not used as menu item anymore, but as a utility function
-
-
-
- Full major version + first minor version (ex: 2018.1f)
-
-
- Major version
-
-
- First minor version (ex: in 2018.1 it would be 1)
-
-
-
+
+
+
+ DOTweenEditor
+
+
+
+
+ Contains compatibility methods taken from DemiEditor (for when DOTween is without it)
+
+
+
+
+ Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
+
+
+
+
+ Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
+
+
+
+
+ Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
+
+
+
+
+ Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
+
+
+
+
+ Starts the update loop of tween in the editor. Has no effect during playMode.
+
+ Eventual callback to call after every update
+
+
+
+ Stops the update loop and clears the onPreviewUpdated callback.
+
+ If TRUE also resets the tweened objects to their original state.
+ Note that this works by calling Rewind on all tweens, so it will work correctly
+ only if you have a single tween type per object and it wasn't killed
+ If TRUE also kills any cached tween
+
+
+
+ Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings.
+
+ The tween to ready
+ If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)
+ If TRUE prevents the tween from being auto-killed at completion
+ If TRUE starts playing the tween immediately
+
+
+ Full major version + first minor version (ex: 2018.1f)
+
+
+ Major version
+
+
+ First minor version (ex: in 2018.1 it would be 1)
+
+
+
+ Checks that the given editor texture use the correct import settings,
+ and applies them if they're incorrect.
+
+
+
+
+ Returns TRUE if setup is required
+
+
+
+
+ Returns TRUE if the file/directory at the given path exists.
+
+ Path, relative to Unity's project folder
+
+
+
+
+ Converts the given project-relative path to a full path,
+ with backward (\) slashes).
+
+
+
+
+ Converts the given full path to a path usable with AssetDatabase methods
+ (relative to Unity's project folder, and with the correct Unity forward (/) slashes).
+
+
+
+
+ Connects to a asset.
+ If the asset already exists at the given path, loads it and returns it.
+ Otherwise, either returns NULL or automatically creates it before loading and returning it
+ (depending on the given parameters).
+
+ Asset type
+ File path (relative to Unity's project folder)
+ If TRUE and the requested asset doesn't exist, forces its creation
+
+
+
+ Full path for the given loaded assembly, assembly file included
+
+
+
+
+ Adds the given global define if it's not already present
+
+
+
+
+ Removes the given global define if it's present
+
+
+
+
+ Returns TRUE if the given global define is present in all the
+ or only in the given , depending on passed parameters.
+
+
+ to use. Leave NULL to check in all of them.
+
+
+
+ Not used as menu item anymore, but as a utility function
+
+
+
+ Full major version + first minor version (ex: 2018.1f)
+
+
+ Major version
+
+
+ First minor version (ex: in 2018.1 it would be 1)
+
+
+
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta
index a34b5a8..7cec113 100644
--- a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta
+++ b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta
@@ -2,10 +2,3 @@ fileFormatVersion: 2
guid: 2e2c6224d345d9249acfa6e8ef40bb2d
TextScriptImporter:
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- packageName: DOTween (HOTween v2)
- packageVersion: 1.2.790
- assetPath: Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML
- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll
index c2d87f9..4911a86 100644
Binary files a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll and b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll differ
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll.meta b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll.meta
index 3beadc9..53590f3 100644
--- a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll.meta
+++ b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll.meta
@@ -20,10 +20,3 @@ PluginImporter:
userData:
assetBundleName:
assetBundleVariant:
-AssetOrigin:
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- assetPath: Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll
- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.XML b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.XML
deleted file mode 100644
index 02c3c95..0000000
--- a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.XML
+++ /dev/null
@@ -1,14 +0,0 @@
-
-
-
- DOTweenUpgradeManager
-
-
-
-
- This class and its whole library are deleted the first time DOTween's setup is run after an upgrade (or after a new install).
- NOTE: DidReloadScripts doesn't work on first install so it's useless, InitializeOnLoad is the only way
-
-
-
-
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.XML.meta b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.XML.meta
deleted file mode 100644
index e086eae..0000000
--- a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.XML.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 3df9fdaadcb4c394e826a4d8d20bb952
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- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.dll b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.dll
deleted file mode 100644
index 7485311..0000000
Binary files a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.dll and /dev/null differ
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png.meta b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png.meta
index d763306..61c3cce 100644
--- a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png.meta
+++ b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png.meta
@@ -45,10 +45,3 @@ TextureImporter:
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- packageName: DOTween (HOTween v2)
- packageVersion: 1.2.790
- assetPath: Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png
- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenMiniIcon.png.meta b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenMiniIcon.png.meta
index 4314c3c..c343a61 100644
--- a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenMiniIcon.png.meta
+++ b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenMiniIcon.png.meta
@@ -66,10 +66,3 @@ TextureImporter:
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- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer.png.meta b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer.png.meta
index f8d3705..7ca1911 100644
--- a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer.png.meta
+++ b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer.png.meta
@@ -45,10 +45,3 @@ TextureImporter:
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- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer_dark.png.meta b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer_dark.png.meta
index 93e5f95..f12a1a7 100644
--- a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer_dark.png.meta
+++ b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer_dark.png.meta
@@ -45,10 +45,3 @@ TextureImporter:
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- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Header.jpg.meta b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Header.jpg.meta
index f5981c5..26e4255 100644
--- a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Header.jpg.meta
+++ b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Header.jpg.meta
@@ -45,10 +45,3 @@ TextureImporter:
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- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs
index d958ae0..b5afb24 100644
--- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs
@@ -1,198 +1,198 @@
-// Author: Daniele Giardini - http://www.demigiant.com
-// Created: 2018/07/13
-
-#if true // MODULE_MARKER
-using System;
-using DG.Tweening.Core;
-using DG.Tweening.Plugins.Options;
-using UnityEngine;
-using UnityEngine.Audio; // Required for AudioMixer
-
-#pragma warning disable 1591
-namespace DG.Tweening
-{
- public static class DOTweenModuleAudio
- {
- #region Shortcuts
-
- #region Audio
-
- /// Tweens an AudioSource's volume to the given value.
- /// Also stores the AudioSource as the tween's target so it can be used for filtered operations
- /// The end value to reach (0 to 1)The duration of the tween
- public static TweenerCore DOFade(this AudioSource target, float endValue, float duration)
- {
- if (endValue < 0) endValue = 0;
- else if (endValue > 1) endValue = 1;
- TweenerCore t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- /// Tweens an AudioSource's pitch to the given value.
- /// Also stores the AudioSource as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOPitch(this AudioSource target, float endValue, float duration)
- {
- TweenerCore t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- #endregion
-
- #region AudioMixer
-
- /// Tweens an AudioMixer's exposed float to the given value.
- /// Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
- /// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.
- /// Name given to the exposed float to set
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
- {
- TweenerCore t = DOTween.To(()=> {
- float currVal;
- target.GetFloat(floatName, out currVal);
- return currVal;
- }, x=> target.SetFloat(floatName, x), endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- #region Operation Shortcuts
-
- ///
- /// Completes all tweens that have this target as a reference
- /// (meaning tweens that were started from this target, or that had this target added as an Id)
- /// and returns the total number of tweens completed
- /// (meaning the tweens that don't have infinite loops and were not already complete)
- ///
- /// For Sequences only: if TRUE also internal Sequence callbacks will be fired,
- /// otherwise they will be ignored
- public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
- {
- return DOTween.Complete(target, withCallbacks);
- }
-
- ///
- /// Kills all tweens that have this target as a reference
- /// (meaning tweens that were started from this target, or that had this target added as an Id)
- /// and returns the total number of tweens killed.
- ///
- /// If TRUE completes the tween before killing it
- public static int DOKill(this AudioMixer target, bool complete = false)
- {
- return DOTween.Kill(target, complete);
- }
-
- ///
- /// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
- /// (meaning tweens that were started from this target, or that had this target added as an Id)
- /// and returns the total number of tweens flipped.
- ///
- public static int DOFlip(this AudioMixer target)
- {
- return DOTween.Flip(target);
- }
-
- ///
- /// Sends to the given position all tweens that have this target as a reference
- /// (meaning tweens that were started from this target, or that had this target added as an Id)
- /// and returns the total number of tweens involved.
- ///
- /// Time position to reach
- /// (if higher than the whole tween duration the tween will simply reach its end)
- /// If TRUE will play the tween after reaching the given position, otherwise it will pause it
- public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
- {
- return DOTween.Goto(target, to, andPlay);
- }
-
- ///
- /// Pauses all tweens that have this target as a reference
- /// (meaning tweens that were started from this target, or that had this target added as an Id)
- /// and returns the total number of tweens paused.
- ///
- public static int DOPause(this AudioMixer target)
- {
- return DOTween.Pause(target);
- }
-
- ///
- /// Plays all tweens that have this target as a reference
- /// (meaning tweens that were started from this target, or that had this target added as an Id)
- /// and returns the total number of tweens played.
- ///
- public static int DOPlay(this AudioMixer target)
- {
- return DOTween.Play(target);
- }
-
- ///
- /// Plays backwards all tweens that have this target as a reference
- /// (meaning tweens that were started from this target, or that had this target added as an Id)
- /// and returns the total number of tweens played.
- ///
- public static int DOPlayBackwards(this AudioMixer target)
- {
- return DOTween.PlayBackwards(target);
- }
-
- ///
- /// Plays forward all tweens that have this target as a reference
- /// (meaning tweens that were started from this target, or that had this target added as an Id)
- /// and returns the total number of tweens played.
- ///
- public static int DOPlayForward(this AudioMixer target)
- {
- return DOTween.PlayForward(target);
- }
-
- ///
- /// Restarts all tweens that have this target as a reference
- /// (meaning tweens that were started from this target, or that had this target added as an Id)
- /// and returns the total number of tweens restarted.
- ///
- public static int DORestart(this AudioMixer target)
- {
- return DOTween.Restart(target);
- }
-
- ///
- /// Rewinds all tweens that have this target as a reference
- /// (meaning tweens that were started from this target, or that had this target added as an Id)
- /// and returns the total number of tweens rewinded.
- ///
- public static int DORewind(this AudioMixer target)
- {
- return DOTween.Rewind(target);
- }
-
- ///
- /// Smoothly rewinds all tweens that have this target as a reference
- /// (meaning tweens that were started from this target, or that had this target added as an Id)
- /// and returns the total number of tweens rewinded.
- ///
- public static int DOSmoothRewind(this AudioMixer target)
- {
- return DOTween.SmoothRewind(target);
- }
-
- ///
- /// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
- /// (meaning tweens that were started from this target, or that had this target added as an Id)
- /// and returns the total number of tweens involved.
- ///
- public static int DOTogglePause(this AudioMixer target)
- {
- return DOTween.TogglePause(target);
- }
-
- #endregion
-
- #endregion
-
- #endregion
- }
-}
-#endif
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true // MODULE_MARKER
+using System;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Options;
+using UnityEngine;
+using UnityEngine.Audio; // Required for AudioMixer
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ public static class DOTweenModuleAudio
+ {
+ #region Shortcuts
+
+ #region Audio
+
+ /// Tweens an AudioSource's volume to the given value.
+ /// Also stores the AudioSource as the tween's target so it can be used for filtered operations
+ /// The end value to reach (0 to 1)The duration of the tween
+ public static TweenerCore DOFade(this AudioSource target, float endValue, float duration)
+ {
+ if (endValue < 0) endValue = 0;
+ else if (endValue > 1) endValue = 1;
+ TweenerCore t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens an AudioSource's pitch to the given value.
+ /// Also stores the AudioSource as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOPitch(this AudioSource target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region AudioMixer
+
+ /// Tweens an AudioMixer's exposed float to the given value.
+ /// Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
+ /// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.
+ /// Name given to the exposed float to set
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(()=> {
+ float currVal;
+ target.GetFloat(floatName, out currVal);
+ return currVal;
+ }, x=> target.SetFloat(floatName, x), endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ #region Operation Shortcuts
+
+ ///
+ /// Completes all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens completed
+ /// (meaning the tweens that don't have infinite loops and were not already complete)
+ ///
+ /// For Sequences only: if TRUE also internal Sequence callbacks will be fired,
+ /// otherwise they will be ignored
+ public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
+ {
+ return DOTween.Complete(target, withCallbacks);
+ }
+
+ ///
+ /// Kills all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens killed.
+ ///
+ /// If TRUE completes the tween before killing it
+ public static int DOKill(this AudioMixer target, bool complete = false)
+ {
+ return DOTween.Kill(target, complete);
+ }
+
+ ///
+ /// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens flipped.
+ ///
+ public static int DOFlip(this AudioMixer target)
+ {
+ return DOTween.Flip(target);
+ }
+
+ ///
+ /// Sends to the given position all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens involved.
+ ///
+ /// Time position to reach
+ /// (if higher than the whole tween duration the tween will simply reach its end)
+ /// If TRUE will play the tween after reaching the given position, otherwise it will pause it
+ public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
+ {
+ return DOTween.Goto(target, to, andPlay);
+ }
+
+ ///
+ /// Pauses all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens paused.
+ ///
+ public static int DOPause(this AudioMixer target)
+ {
+ return DOTween.Pause(target);
+ }
+
+ ///
+ /// Plays all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens played.
+ ///
+ public static int DOPlay(this AudioMixer target)
+ {
+ return DOTween.Play(target);
+ }
+
+ ///
+ /// Plays backwards all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens played.
+ ///
+ public static int DOPlayBackwards(this AudioMixer target)
+ {
+ return DOTween.PlayBackwards(target);
+ }
+
+ ///
+ /// Plays forward all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens played.
+ ///
+ public static int DOPlayForward(this AudioMixer target)
+ {
+ return DOTween.PlayForward(target);
+ }
+
+ ///
+ /// Restarts all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens restarted.
+ ///
+ public static int DORestart(this AudioMixer target)
+ {
+ return DOTween.Restart(target);
+ }
+
+ ///
+ /// Rewinds all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens rewinded.
+ ///
+ public static int DORewind(this AudioMixer target)
+ {
+ return DOTween.Rewind(target);
+ }
+
+ ///
+ /// Smoothly rewinds all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens rewinded.
+ ///
+ public static int DOSmoothRewind(this AudioMixer target)
+ {
+ return DOTween.SmoothRewind(target);
+ }
+
+ ///
+ /// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens involved.
+ ///
+ public static int DOTogglePause(this AudioMixer target)
+ {
+ return DOTween.TogglePause(target);
+ }
+
+ #endregion
+
+ #endregion
+
+ #endregion
+ }
+}
+#endif
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta
index ddb7ef3..50aa010 100644
--- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta
@@ -6,10 +6,3 @@ MonoImporter:
executionOrder: 0
icon: {instanceID: 0}
userData:
-AssetOrigin:
- serializedVersion: 1
- productId: 27676
- packageName: DOTween (HOTween v2)
- packageVersion: 1.2.790
- assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs
- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs
index 2ab3775..743ef0a 100644
--- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs
@@ -1,146 +1,146 @@
-using UnityEngine;
-
-#if false || EPO_DOTWEEN // MODULE_MARKER
-
-using EPOOutline;
-using DG.Tweening.Plugins.Options;
-using DG.Tweening;
-using DG.Tweening.Core;
-
-namespace DG.Tweening
-{
- public static class DOTweenModuleEPOOutline
- {
- public static int DOKill(this SerializedPass target, bool complete)
- {
- return DOTween.Kill(target, complete);
- }
-
- public static TweenerCore DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
- {
- var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
- tweener.SetOptions(true).SetTarget(target);
- return tweener;
- }
-
- public static TweenerCore DOFade(this SerializedPass target, string propertyName, float endValue, float duration)
- {
- var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
- tweener.SetOptions(true).SetTarget(target);
- return tweener;
- }
-
- public static TweenerCore DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)
- {
- var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
- tweener.SetOptions(false).SetTarget(target);
- return tweener;
- }
-
- public static TweenerCore DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)
- {
- var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);
- tweener.SetOptions(false).SetTarget(target);
- return tweener;
- }
-
- public static TweenerCore DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)
- {
- var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);
- tweener.SetOptions(true).SetTarget(target);
- return tweener;
- }
-
- public static TweenerCore DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
- {
- var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
- tweener.SetOptions(true).SetTarget(target);
- return tweener;
- }
-
- public static TweenerCore DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
- {
- var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
- tweener.SetOptions(false).SetTarget(target);
- return tweener;
- }
-
- public static TweenerCore DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)
- {
- var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);
- tweener.SetOptions(false).SetTarget(target);
- return tweener;
- }
-
- public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
- {
- return DOTween.Kill(target, complete);
- }
-
- public static int DOKill(this Outliner target, bool complete = false)
- {
- return DOTween.Kill(target, complete);
- }
-
- ///
- /// Controls the alpha (transparency) of the outline
- ///
- public static TweenerCore DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
- {
- var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);
- tweener.SetOptions(true).SetTarget(target);
- return tweener;
- }
-
- ///
- /// Controls the color of the outline
- ///
- public static TweenerCore DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
- {
- var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
- tweener.SetOptions(false).SetTarget(target);
- return tweener;
- }
-
- ///
- /// Controls the amount of blur applied to the outline
- ///
- public static TweenerCore DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
- {
- var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
- tweener.SetOptions(snapping).SetTarget(target);
- return tweener;
- }
-
- ///
- /// Controls the amount of blur applied to the outline
- ///
- public static TweenerCore DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
- {
- var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
- tweener.SetOptions(snapping).SetTarget(target);
- return tweener;
- }
-
- ///
- /// Controls the amount of dilation applied to the outline
- ///
- public static TweenerCore DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
- {
- var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
- tweener.SetOptions(snapping).SetTarget(target);
- return tweener;
- }
-
- ///
- /// Controls the amount of dilation applied to the outline
- ///
- public static TweenerCore DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
- {
- var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
- tweener.SetOptions(snapping).SetTarget(target);
- return tweener;
- }
- }
-}
-#endif
+using UnityEngine;
+
+#if false || EPO_DOTWEEN // MODULE_MARKER
+
+using EPOOutline;
+using DG.Tweening.Plugins.Options;
+using DG.Tweening;
+using DG.Tweening.Core;
+
+namespace DG.Tweening
+{
+ public static class DOTweenModuleEPOOutline
+ {
+ public static int DOKill(this SerializedPass target, bool complete)
+ {
+ return DOTween.Kill(target, complete);
+ }
+
+ public static TweenerCore DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
+ {
+ var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
+ tweener.SetOptions(true).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOFade(this SerializedPass target, string propertyName, float endValue, float duration)
+ {
+ var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
+ tweener.SetOptions(true).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)
+ {
+ var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
+ tweener.SetOptions(false).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)
+ {
+ var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);
+ tweener.SetOptions(false).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)
+ {
+ var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);
+ tweener.SetOptions(true).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
+ {
+ var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
+ tweener.SetOptions(true).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
+ {
+ var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
+ tweener.SetOptions(false).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)
+ {
+ var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);
+ tweener.SetOptions(false).SetTarget(target);
+ return tweener;
+ }
+
+ public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
+ {
+ return DOTween.Kill(target, complete);
+ }
+
+ public static int DOKill(this Outliner target, bool complete = false)
+ {
+ return DOTween.Kill(target, complete);
+ }
+
+ ///
+ /// Controls the alpha (transparency) of the outline
+ ///
+ public static TweenerCore DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
+ {
+ var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);
+ tweener.SetOptions(true).SetTarget(target);
+ return tweener;
+ }
+
+ ///
+ /// Controls the color of the outline
+ ///
+ public static TweenerCore DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
+ {
+ var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
+ tweener.SetOptions(false).SetTarget(target);
+ return tweener;
+ }
+
+ ///
+ /// Controls the amount of blur applied to the outline
+ ///
+ public static TweenerCore DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
+ {
+ var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
+ tweener.SetOptions(snapping).SetTarget(target);
+ return tweener;
+ }
+
+ ///
+ /// Controls the amount of blur applied to the outline
+ ///
+ public static TweenerCore DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
+ {
+ var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
+ tweener.SetOptions(snapping).SetTarget(target);
+ return tweener;
+ }
+
+ ///
+ /// Controls the amount of dilation applied to the outline
+ ///
+ public static TweenerCore DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
+ {
+ var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
+ tweener.SetOptions(snapping).SetTarget(target);
+ return tweener;
+ }
+
+ ///
+ /// Controls the amount of dilation applied to the outline
+ ///
+ public static TweenerCore DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
+ {
+ var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
+ tweener.SetOptions(snapping).SetTarget(target);
+ return tweener;
+ }
+ }
+}
+#endif
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta
index af2843d..4b8991f 100644
--- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta
@@ -10,10 +10,3 @@ MonoImporter:
userData:
assetBundleName:
assetBundleVariant:
-AssetOrigin:
- serializedVersion: 1
- productId: 27676
- packageName: DOTween (HOTween v2)
- packageVersion: 1.2.790
- assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs
- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs
index 08b0700..6e1469e 100644
--- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs
@@ -1,216 +1,216 @@
-// Author: Daniele Giardini - http://www.demigiant.com
-// Created: 2018/07/13
-
-#if true // MODULE_MARKER
-using System;
-using DG.Tweening.Core;
-using DG.Tweening.Core.Enums;
-using DG.Tweening.Plugins;
-using DG.Tweening.Plugins.Core.PathCore;
-using DG.Tweening.Plugins.Options;
-using UnityEngine;
-
-#pragma warning disable 1591
-namespace DG.Tweening
-{
- public static class DOTweenModulePhysics
- {
- #region Shortcuts
-
- #region Rigidbody
-
- /// Tweens a Rigidbody's position to the given value.
- /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
- t.SetOptions(snapping).SetTarget(target);
- return t;
- }
-
- /// Tweens a Rigidbody's X position to the given value.
- /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration);
- t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
- return t;
- }
-
- /// Tweens a Rigidbody's Y position to the given value.
- /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration);
- t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
- return t;
- }
-
- /// Tweens a Rigidbody's Z position to the given value.
- /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration);
- t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
- return t;
- }
-
- /// Tweens a Rigidbody's rotation to the given value.
- /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// Rotation mode
- public static TweenerCore DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
- {
- TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
- t.SetTarget(target);
- t.plugOptions.rotateMode = mode;
- return t;
- }
-
- /// Tweens a Rigidbody's rotation so that it will look towards the given position.
- /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
- /// The position to look atThe duration of the tween
- /// Eventual axis constraint for the rotation
- /// The vector that defines in which direction up is (default: Vector3.up)
- public static TweenerCore DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
- {
- TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration)
- .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt);
- t.plugOptions.axisConstraint = axisConstraint;
- t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up;
- return t;
- }
-
- #region Special
-
- /// Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis.
- /// Returns a Sequence instead of a Tweener.
- /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations
- /// The end value to reach
- /// Power of the jump (the max height of the jump is represented by this plus the final Y offset)
- /// Total number of jumps
- /// The duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
- {
- if (numJumps < 1) numJumps = 1;
- float startPosY = 0;
- float offsetY = -1;
- bool offsetYSet = false;
- Sequence s = DOTween.Sequence();
- Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
- .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
- .SetLoops(numJumps * 2, LoopType.Yoyo)
- .OnStart(() => startPosY = target.position.y);
- s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration)
- .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
- ).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration)
- .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
- ).Join(yTween)
- .SetTarget(target).SetEase(DOTween.defaultEaseType);
- yTween.OnUpdate(() => {
- if (!offsetYSet) {
- offsetYSet = true;
- offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
- }
- Vector3 pos = target.position;
- pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
- target.MovePosition(pos);
- });
- return s;
- }
-
- /// Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
- /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
- /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.
- /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
- /// If you plan to publish there you should use a regular transform.DOPath.
- /// The waypoints to go through
- /// The duration of the tween
- /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
- /// The path mode: 3D, side-scroller 2D, top-down 2D
- /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
- /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
- /// The color of the path (shown when gizmos are active in the Play panel and the tween is running)
- public static TweenerCore DOPath(
- this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
- PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
- )
- {
- if (resolution < 1) resolution = 1;
- TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration)
- .SetTarget(target).SetUpdate(UpdateType.Fixed);
-
- t.plugOptions.isRigidbody = true;
- t.plugOptions.mode = pathMode;
- return t;
- }
- /// Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
- /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations
- /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.
- /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
- /// If you plan to publish there you should use a regular transform.DOLocalPath.
- /// The waypoint to go through
- /// The duration of the tween
- /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
- /// The path mode: 3D, side-scroller 2D, top-down 2D
- /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
- /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
- /// The color of the path (shown when gizmos are active in the Play panel and the tween is running)
- public static TweenerCore DOLocalPath(
- this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
- PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
- )
- {
- if (resolution < 1) resolution = 1;
- Transform trans = target.transform;
- TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration)
- .SetTarget(target).SetUpdate(UpdateType.Fixed);
-
- t.plugOptions.isRigidbody = true;
- t.plugOptions.mode = pathMode;
- t.plugOptions.useLocalPosition = true;
- return t;
- }
- // Used by path editor when creating the actual tween, so it can pass a pre-compiled path
- internal static TweenerCore DOPath(
- this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
- )
- {
- TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration)
- .SetTarget(target);
-
- t.plugOptions.isRigidbody = true;
- t.plugOptions.mode = pathMode;
- return t;
- }
- internal static TweenerCore DOLocalPath(
- this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
- )
- {
- Transform trans = target.transform;
- TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
- .SetTarget(target);
-
- t.plugOptions.isRigidbody = true;
- t.plugOptions.mode = pathMode;
- t.plugOptions.useLocalPosition = true;
- return t;
- }
-
- #endregion
-
- #endregion
-
- #endregion
- }
-}
-#endif
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true // MODULE_MARKER
+using System;
+using DG.Tweening.Core;
+using DG.Tweening.Core.Enums;
+using DG.Tweening.Plugins;
+using DG.Tweening.Plugins.Core.PathCore;
+using DG.Tweening.Plugins.Options;
+using UnityEngine;
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ public static class DOTweenModulePhysics
+ {
+ #region Shortcuts
+
+ #region Rigidbody
+
+ /// Tweens a Rigidbody's position to the given value.
+ /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Rigidbody's X position to the given value.
+ /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration);
+ t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Rigidbody's Y position to the given value.
+ /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration);
+ t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Rigidbody's Z position to the given value.
+ /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration);
+ t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Rigidbody's rotation to the given value.
+ /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// Rotation mode
+ public static TweenerCore DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
+ {
+ TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
+ t.SetTarget(target);
+ t.plugOptions.rotateMode = mode;
+ return t;
+ }
+
+ /// Tweens a Rigidbody's rotation so that it will look towards the given position.
+ /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ /// The position to look atThe duration of the tween
+ /// Eventual axis constraint for the rotation
+ /// The vector that defines in which direction up is (default: Vector3.up)
+ public static TweenerCore DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
+ {
+ TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration)
+ .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt);
+ t.plugOptions.axisConstraint = axisConstraint;
+ t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up;
+ return t;
+ }
+
+ #region Special
+
+ /// Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis.
+ /// Returns a Sequence instead of a Tweener.
+ /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations
+ /// The end value to reach
+ /// Power of the jump (the max height of the jump is represented by this plus the final Y offset)
+ /// Total number of jumps
+ /// The duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
+ {
+ if (numJumps < 1) numJumps = 1;
+ float startPosY = 0;
+ float offsetY = -1;
+ bool offsetYSet = false;
+ Sequence s = DOTween.Sequence();
+ Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
+ .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
+ .SetLoops(numJumps * 2, LoopType.Yoyo)
+ .OnStart(() => startPosY = target.position.y);
+ s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration)
+ .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
+ ).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration)
+ .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
+ ).Join(yTween)
+ .SetTarget(target).SetEase(DOTween.defaultEaseType);
+ yTween.OnUpdate(() => {
+ if (!offsetYSet) {
+ offsetYSet = true;
+ offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
+ }
+ Vector3 pos = target.position;
+ pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
+ target.MovePosition(pos);
+ });
+ return s;
+ }
+
+ /// Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
+ /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
+ /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.
+ /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
+ /// If you plan to publish there you should use a regular transform.DOPath.
+ /// The waypoints to go through
+ /// The duration of the tween
+ /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
+ /// The path mode: 3D, side-scroller 2D, top-down 2D
+ /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
+ /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
+ /// The color of the path (shown when gizmos are active in the Play panel and the tween is running)
+ public static TweenerCore DOPath(
+ this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
+ PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
+ )
+ {
+ if (resolution < 1) resolution = 1;
+ TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration)
+ .SetTarget(target).SetUpdate(UpdateType.Fixed);
+
+ t.plugOptions.isRigidbody = true;
+ t.plugOptions.mode = pathMode;
+ return t;
+ }
+ /// Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
+ /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations
+ /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.
+ /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
+ /// If you plan to publish there you should use a regular transform.DOLocalPath.
+ /// The waypoint to go through
+ /// The duration of the tween
+ /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
+ /// The path mode: 3D, side-scroller 2D, top-down 2D
+ /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
+ /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
+ /// The color of the path (shown when gizmos are active in the Play panel and the tween is running)
+ public static TweenerCore DOLocalPath(
+ this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
+ PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
+ )
+ {
+ if (resolution < 1) resolution = 1;
+ Transform trans = target.transform;
+ TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration)
+ .SetTarget(target).SetUpdate(UpdateType.Fixed);
+
+ t.plugOptions.isRigidbody = true;
+ t.plugOptions.mode = pathMode;
+ t.plugOptions.useLocalPosition = true;
+ return t;
+ }
+ // Used by path editor when creating the actual tween, so it can pass a pre-compiled path
+ internal static TweenerCore DOPath(
+ this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
+ )
+ {
+ TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration)
+ .SetTarget(target);
+
+ t.plugOptions.isRigidbody = true;
+ t.plugOptions.mode = pathMode;
+ return t;
+ }
+ internal static TweenerCore DOLocalPath(
+ this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
+ )
+ {
+ Transform trans = target.transform;
+ TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
+ .SetTarget(target);
+
+ t.plugOptions.isRigidbody = true;
+ t.plugOptions.mode = pathMode;
+ t.plugOptions.useLocalPosition = true;
+ return t;
+ }
+
+ #endregion
+
+ #endregion
+
+ #endregion
+ }
+}
+#endif
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta
index 2081c84..0ce0d75 100644
--- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta
@@ -6,10 +6,3 @@ MonoImporter:
executionOrder: 0
icon: {instanceID: 0}
userData:
-AssetOrigin:
- serializedVersion: 1
- productId: 27676
- packageName: DOTween (HOTween v2)
- packageVersion: 1.2.790
- assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs
- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs
index 8ce2b56..d668003 100644
--- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs
@@ -1,193 +1,193 @@
-// Author: Daniele Giardini - http://www.demigiant.com
-// Created: 2018/07/13
-
-#if true // MODULE_MARKER
-using System;
-using DG.Tweening.Core;
-using DG.Tweening.Plugins;
-using DG.Tweening.Plugins.Core.PathCore;
-using DG.Tweening.Plugins.Options;
-using UnityEngine;
-
-#pragma warning disable 1591
-namespace DG.Tweening
-{
- public static class DOTweenModulePhysics2D
- {
- #region Shortcuts
-
- #region Rigidbody2D Shortcuts
-
- /// Tweens a Rigidbody2D's position to the given value.
- /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
- t.SetOptions(snapping).SetTarget(target);
- return t;
- }
-
- /// Tweens a Rigidbody2D's X position to the given value.
- /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration);
- t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
- return t;
- }
-
- /// Tweens a Rigidbody2D's Y position to the given value.
- /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration);
- t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
- return t;
- }
-
- /// Tweens a Rigidbody2D's rotation to the given value.
- /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DORotate(this Rigidbody2D target, float endValue, float duration)
- {
- TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- #region Special
-
- /// Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
- /// Returns a Sequence instead of a Tweener.
- /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
- /// IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position
- /// The end value to reach
- /// Power of the jump (the max height of the jump is represented by this plus the final Y offset)
- /// Total number of jumps
- /// The duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
- {
- if (numJumps < 1) numJumps = 1;
- float startPosY = 0;
- float offsetY = -1;
- bool offsetYSet = false;
- Sequence s = DOTween.Sequence();
- Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
- .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
- .SetLoops(numJumps * 2, LoopType.Yoyo)
- .OnStart(() => startPosY = target.position.y);
- s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration)
- .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
- ).Join(yTween)
- .SetTarget(target).SetEase(DOTween.defaultEaseType);
- yTween.OnUpdate(() => {
- if (!offsetYSet) {
- offsetYSet = true;
- offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
- }
- Vector3 pos = target.position;
- pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
- target.MovePosition(pos);
- });
- return s;
- }
-
- /// Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.
- /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
- /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.
- /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
- /// If you plan to publish there you should use a regular transform.DOPath.
- /// The waypoints to go through
- /// The duration of the tween
- /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
- /// The path mode: 3D, side-scroller 2D, top-down 2D
- /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
- /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
- /// The color of the path (shown when gizmos are active in the Play panel and the tween is running)
- public static TweenerCore DOPath(
- this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
- PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
- )
- {
- if (resolution < 1) resolution = 1;
- int len = path.Length;
- Vector3[] path3D = new Vector3[len];
- for (int i = 0; i < len; ++i) path3D[i] = path[i];
- TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)
- .SetTarget(target).SetUpdate(UpdateType.Fixed);
-
- t.plugOptions.isRigidbody2D = true;
- t.plugOptions.mode = pathMode;
- return t;
- }
- /// Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.
- /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
- /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.
- /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
- /// If you plan to publish there you should use a regular transform.DOLocalPath.
- /// The waypoint to go through
- /// The duration of the tween
- /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
- /// The path mode: 3D, side-scroller 2D, top-down 2D
- /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
- /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
- /// The color of the path (shown when gizmos are active in the Play panel and the tween is running)
- public static TweenerCore DOLocalPath(
- this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
- PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
- )
- {
- if (resolution < 1) resolution = 1;
- int len = path.Length;
- Vector3[] path3D = new Vector3[len];
- for (int i = 0; i < len; ++i) path3D[i] = path[i];
- Transform trans = target.transform;
- TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration)
- .SetTarget(target).SetUpdate(UpdateType.Fixed);
-
- t.plugOptions.isRigidbody2D = true;
- t.plugOptions.mode = pathMode;
- t.plugOptions.useLocalPosition = true;
- return t;
- }
- // Used by path editor when creating the actual tween, so it can pass a pre-compiled path
- internal static TweenerCore DOPath(
- this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
- )
- {
- TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)
- .SetTarget(target);
-
- t.plugOptions.isRigidbody2D = true;
- t.plugOptions.mode = pathMode;
- return t;
- }
- internal static TweenerCore DOLocalPath(
- this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
- )
- {
- Transform trans = target.transform;
- TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
- .SetTarget(target);
-
- t.plugOptions.isRigidbody2D = true;
- t.plugOptions.mode = pathMode;
- t.plugOptions.useLocalPosition = true;
- return t;
- }
-
- #endregion
-
- #endregion
-
- #endregion
- }
-}
-#endif
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true // MODULE_MARKER
+using System;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins;
+using DG.Tweening.Plugins.Core.PathCore;
+using DG.Tweening.Plugins.Options;
+using UnityEngine;
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ public static class DOTweenModulePhysics2D
+ {
+ #region Shortcuts
+
+ #region Rigidbody2D Shortcuts
+
+ /// Tweens a Rigidbody2D's position to the given value.
+ /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Rigidbody2D's X position to the given value.
+ /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration);
+ t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Rigidbody2D's Y position to the given value.
+ /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration);
+ t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Rigidbody2D's rotation to the given value.
+ /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DORotate(this Rigidbody2D target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ #region Special
+
+ /// Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
+ /// Returns a Sequence instead of a Tweener.
+ /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
+ /// IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position
+ /// The end value to reach
+ /// Power of the jump (the max height of the jump is represented by this plus the final Y offset)
+ /// Total number of jumps
+ /// The duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
+ {
+ if (numJumps < 1) numJumps = 1;
+ float startPosY = 0;
+ float offsetY = -1;
+ bool offsetYSet = false;
+ Sequence s = DOTween.Sequence();
+ Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
+ .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
+ .SetLoops(numJumps * 2, LoopType.Yoyo)
+ .OnStart(() => startPosY = target.position.y);
+ s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration)
+ .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
+ ).Join(yTween)
+ .SetTarget(target).SetEase(DOTween.defaultEaseType);
+ yTween.OnUpdate(() => {
+ if (!offsetYSet) {
+ offsetYSet = true;
+ offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
+ }
+ Vector3 pos = target.position;
+ pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
+ target.MovePosition(pos);
+ });
+ return s;
+ }
+
+ /// Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.
+ /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
+ /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.
+ /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
+ /// If you plan to publish there you should use a regular transform.DOPath.
+ /// The waypoints to go through
+ /// The duration of the tween
+ /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
+ /// The path mode: 3D, side-scroller 2D, top-down 2D
+ /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
+ /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
+ /// The color of the path (shown when gizmos are active in the Play panel and the tween is running)
+ public static TweenerCore DOPath(
+ this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
+ PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
+ )
+ {
+ if (resolution < 1) resolution = 1;
+ int len = path.Length;
+ Vector3[] path3D = new Vector3[len];
+ for (int i = 0; i < len; ++i) path3D[i] = path[i];
+ TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)
+ .SetTarget(target).SetUpdate(UpdateType.Fixed);
+
+ t.plugOptions.isRigidbody2D = true;
+ t.plugOptions.mode = pathMode;
+ return t;
+ }
+ /// Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.
+ /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.
+ /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
+ /// If you plan to publish there you should use a regular transform.DOLocalPath.
+ /// The waypoint to go through
+ /// The duration of the tween
+ /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
+ /// The path mode: 3D, side-scroller 2D, top-down 2D
+ /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
+ /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
+ /// The color of the path (shown when gizmos are active in the Play panel and the tween is running)
+ public static TweenerCore DOLocalPath(
+ this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
+ PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
+ )
+ {
+ if (resolution < 1) resolution = 1;
+ int len = path.Length;
+ Vector3[] path3D = new Vector3[len];
+ for (int i = 0; i < len; ++i) path3D[i] = path[i];
+ Transform trans = target.transform;
+ TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration)
+ .SetTarget(target).SetUpdate(UpdateType.Fixed);
+
+ t.plugOptions.isRigidbody2D = true;
+ t.plugOptions.mode = pathMode;
+ t.plugOptions.useLocalPosition = true;
+ return t;
+ }
+ // Used by path editor when creating the actual tween, so it can pass a pre-compiled path
+ internal static TweenerCore DOPath(
+ this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
+ )
+ {
+ TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)
+ .SetTarget(target);
+
+ t.plugOptions.isRigidbody2D = true;
+ t.plugOptions.mode = pathMode;
+ return t;
+ }
+ internal static TweenerCore DOLocalPath(
+ this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
+ )
+ {
+ Transform trans = target.transform;
+ TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
+ .SetTarget(target);
+
+ t.plugOptions.isRigidbody2D = true;
+ t.plugOptions.mode = pathMode;
+ t.plugOptions.useLocalPosition = true;
+ return t;
+ }
+
+ #endregion
+
+ #endregion
+
+ #endregion
+ }
+}
+#endif
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta
index a730580..ca9ed29 100644
--- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta
@@ -6,10 +6,3 @@ MonoImporter:
executionOrder: 0
icon: {instanceID: 0}
userData:
-AssetOrigin:
- serializedVersion: 1
- productId: 27676
- packageName: DOTween (HOTween v2)
- packageVersion: 1.2.790
- assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs
- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs
index 72afb7b..0efebb3 100644
--- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs
@@ -1,93 +1,93 @@
-// Author: Daniele Giardini - http://www.demigiant.com
-// Created: 2018/07/13
-
-#if true // MODULE_MARKER
-using System;
-using UnityEngine;
-using DG.Tweening.Core;
-using DG.Tweening.Plugins.Options;
-
-#pragma warning disable 1591
-namespace DG.Tweening
-{
- public static class DOTweenModuleSprite
- {
- #region Shortcuts
-
- #region SpriteRenderer
-
- /// Tweens a SpriteRenderer's color to the given value.
- /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOColor(this SpriteRenderer target, Color endValue, float duration)
- {
- TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- /// Tweens a Material's alpha color to the given value.
- /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOFade(this SpriteRenderer target, float endValue, float duration)
- {
- TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- /// Tweens a SpriteRenderer's color using the given gradient
- /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
- /// Also stores the image as the tween's target so it can be used for filtered operations
- /// The gradient to useThe duration of the tween
- public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration)
- {
- Sequence s = DOTween.Sequence();
- GradientColorKey[] colors = gradient.colorKeys;
- int len = colors.Length;
- for (int i = 0; i < len; ++i) {
- GradientColorKey c = colors[i];
- if (i == 0 && c.time <= 0) {
- target.color = c.color;
- continue;
- }
- float colorDuration = i == len - 1
- ? duration - s.Duration(false) // Verifies that total duration is correct
- : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
- s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
- }
- s.SetTarget(target);
- return s;
- }
-
- #endregion
-
- #region Blendables
-
- #region SpriteRenderer
-
- /// Tweens a SpriteRenderer's color to the given value,
- /// in a way that allows other DOBlendableColor tweens to work together on the same target,
- /// instead than fight each other as multiple DOColor would do.
- /// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations
- /// The value to tween toThe duration of the tween
- public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)
- {
- endValue = endValue - target.color;
- Color to = new Color(0, 0, 0, 0);
- return DOTween.To(() => to, x => {
- Color diff = x - to;
- to = x;
- target.color += diff;
- }, endValue, duration)
- .Blendable().SetTarget(target);
- }
-
- #endregion
-
- #endregion
-
- #endregion
- }
-}
-#endif
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true // MODULE_MARKER
+using System;
+using UnityEngine;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Options;
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ public static class DOTweenModuleSprite
+ {
+ #region Shortcuts
+
+ #region SpriteRenderer
+
+ /// Tweens a SpriteRenderer's color to the given value.
+ /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOColor(this SpriteRenderer target, Color endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Material's alpha color to the given value.
+ /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOFade(this SpriteRenderer target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a SpriteRenderer's color using the given gradient
+ /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The gradient to useThe duration of the tween
+ public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration)
+ {
+ Sequence s = DOTween.Sequence();
+ GradientColorKey[] colors = gradient.colorKeys;
+ int len = colors.Length;
+ for (int i = 0; i < len; ++i) {
+ GradientColorKey c = colors[i];
+ if (i == 0 && c.time <= 0) {
+ target.color = c.color;
+ continue;
+ }
+ float colorDuration = i == len - 1
+ ? duration - s.Duration(false) // Verifies that total duration is correct
+ : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
+ s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
+ }
+ s.SetTarget(target);
+ return s;
+ }
+
+ #endregion
+
+ #region Blendables
+
+ #region SpriteRenderer
+
+ /// Tweens a SpriteRenderer's color to the given value,
+ /// in a way that allows other DOBlendableColor tweens to work together on the same target,
+ /// instead than fight each other as multiple DOColor would do.
+ /// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations
+ /// The value to tween toThe duration of the tween
+ public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)
+ {
+ endValue = endValue - target.color;
+ Color to = new Color(0, 0, 0, 0);
+ return DOTween.To(() => to, x => {
+ Color diff = x - to;
+ to = x;
+ target.color += diff;
+ }, endValue, duration)
+ .Blendable().SetTarget(target);
+ }
+
+ #endregion
+
+ #endregion
+
+ #endregion
+ }
+}
+#endif
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta
index bf1392e..a0c67c4 100644
--- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta
@@ -6,10 +6,3 @@ MonoImporter:
executionOrder: 0
icon: {instanceID: 0}
userData:
-AssetOrigin:
- serializedVersion: 1
- productId: 27676
- packageName: DOTween (HOTween v2)
- packageVersion: 1.2.790
- assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs
- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs
index 2381f4c..6322b3a 100644
--- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs
@@ -1,662 +1,662 @@
-// Author: Daniele Giardini - http://www.demigiant.com
-// Created: 2018/07/13
-
-#if true // MODULE_MARKER
-
-using System;
-using System.Globalization;
-using UnityEngine;
-using UnityEngine.UI;
-using DG.Tweening.Core;
-using DG.Tweening.Core.Enums;
-using DG.Tweening.Plugins;
-using DG.Tweening.Plugins.Options;
-using Outline = UnityEngine.UI.Outline;
-using Text = UnityEngine.UI.Text;
-
-#pragma warning disable 1591
-namespace DG.Tweening
-{
- public static class DOTweenModuleUI
- {
- #region Shortcuts
-
- #region CanvasGroup
-
- /// Tweens a CanvasGroup's alpha color to the given value.
- /// Also stores the canvasGroup as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOFade(this CanvasGroup target, float endValue, float duration)
- {
- TweenerCore t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- #endregion
-
- #region Graphic
-
- /// Tweens an Graphic's color to the given value.
- /// Also stores the image as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOColor(this Graphic target, Color endValue, float duration)
- {
- TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- /// Tweens an Graphic's alpha color to the given value.
- /// Also stores the image as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOFade(this Graphic target, float endValue, float duration)
- {
- TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- #endregion
-
- #region Image
-
- /// Tweens an Image's color to the given value.
- /// Also stores the image as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOColor(this Image target, Color endValue, float duration)
- {
- TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- /// Tweens an Image's alpha color to the given value.
- /// Also stores the image as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOFade(this Image target, float endValue, float duration)
- {
- TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- /// Tweens an Image's fillAmount to the given value.
- /// Also stores the image as the tween's target so it can be used for filtered operations
- /// The end value to reach (0 to 1)The duration of the tween
- public static TweenerCore DOFillAmount(this Image target, float endValue, float duration)
- {
- if (endValue > 1) endValue = 1;
- else if (endValue < 0) endValue = 0;
- TweenerCore t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- /// Tweens an Image's colors using the given gradient
- /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
- /// Also stores the image as the tween's target so it can be used for filtered operations
- /// The gradient to useThe duration of the tween
- public static Sequence DOGradientColor(this Image target, Gradient gradient, float duration)
- {
- Sequence s = DOTween.Sequence();
- GradientColorKey[] colors = gradient.colorKeys;
- int len = colors.Length;
- for (int i = 0; i < len; ++i) {
- GradientColorKey c = colors[i];
- if (i == 0 && c.time <= 0) {
- target.color = c.color;
- continue;
- }
- float colorDuration = i == len - 1
- ? duration - s.Duration(false) // Verifies that total duration is correct
- : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
- s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
- }
- s.SetTarget(target);
- return s;
- }
-
- #endregion
-
- #region LayoutElement
-
- /// Tweens an LayoutElement's flexibleWidth/Height to the given value.
- /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => {
- target.flexibleWidth = x.x;
- target.flexibleHeight = x.y;
- }, endValue, duration);
- t.SetOptions(snapping).SetTarget(target);
- return t;
- }
-
- /// Tweens an LayoutElement's minWidth/Height to the given value.
- /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => {
- target.minWidth = x.x;
- target.minHeight = x.y;
- }, endValue, duration);
- t.SetOptions(snapping).SetTarget(target);
- return t;
- }
-
- /// Tweens an LayoutElement's preferredWidth/Height to the given value.
- /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => {
- target.preferredWidth = x.x;
- target.preferredHeight = x.y;
- }, endValue, duration);
- t.SetOptions(snapping).SetTarget(target);
- return t;
- }
-
- #endregion
-
- #region Outline
-
- /// Tweens a Outline's effectColor to the given value.
- /// Also stores the Outline as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOColor(this Outline target, Color endValue, float duration)
- {
- TweenerCore t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- /// Tweens a Outline's effectColor alpha to the given value.
- /// Also stores the Outline as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOFade(this Outline target, float endValue, float duration)
- {
- TweenerCore t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- /// Tweens a Outline's effectDistance to the given value.
- /// Also stores the Outline as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOScale(this Outline target, Vector2 endValue, float duration)
- {
- TweenerCore t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- #endregion
-
- #region RectTransform
-
- /// Tweens a RectTransform's anchoredPosition to the given value.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration);
- t.SetOptions(snapping).SetTarget(target);
- return t;
- }
- /// Tweens a RectTransform's anchoredPosition X to the given value.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration);
- t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
- return t;
- }
- /// Tweens a RectTransform's anchoredPosition Y to the given value.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration);
- t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
- return t;
- }
-
- /// Tweens a RectTransform's anchoredPosition3D to the given value.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration);
- t.SetOptions(snapping).SetTarget(target);
- return t;
- }
- /// Tweens a RectTransform's anchoredPosition3D X to the given value.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration);
- t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
- return t;
- }
- /// Tweens a RectTransform's anchoredPosition3D Y to the given value.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration);
- t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
- return t;
- }
- /// Tweens a RectTransform's anchoredPosition3D Z to the given value.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration);
- t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
- return t;
- }
-
- /// Tweens a RectTransform's anchorMax to the given value.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration);
- t.SetOptions(snapping).SetTarget(target);
- return t;
- }
-
- /// Tweens a RectTransform's anchorMin to the given value.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration);
- t.SetOptions(snapping).SetTarget(target);
- return t;
- }
-
- /// Tweens a RectTransform's pivot to the given value.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOPivot(this RectTransform target, Vector2 endValue, float duration)
- {
- TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration);
- t.SetTarget(target);
- return t;
- }
- /// Tweens a RectTransform's pivot X to the given value.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOPivotX(this RectTransform target, float endValue, float duration)
- {
- TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration);
- t.SetOptions(AxisConstraint.X).SetTarget(target);
- return t;
- }
- /// Tweens a RectTransform's pivot Y to the given value.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOPivotY(this RectTransform target, float endValue, float duration)
- {
- TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration);
- t.SetOptions(AxisConstraint.Y).SetTarget(target);
- return t;
- }
-
- /// Tweens a RectTransform's sizeDelta to the given value.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration);
- t.SetOptions(snapping).SetTarget(target);
- return t;
- }
-
- /// Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one
- /// as if it was connected to the starting position via an elastic.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The direction and strength of the punch (added to the RectTransform's current position)
- /// The duration of the tween
- /// Indicates how much will the punch vibrate
- /// Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
- /// 1 creates a full oscillation between the punch direction and the opposite direction,
- /// while 0 oscillates only between the punch and the start position
- /// If TRUE the tween will smoothly snap all values to integers
- public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false)
- {
- return DOTween.Punch(() => target.anchoredPosition, x => target.anchoredPosition = x, punch, duration, vibrato, elasticity)
- .SetTarget(target).SetOptions(snapping);
- }
-
- /// Shakes a RectTransform's anchoredPosition with the given values.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The duration of the tween
- /// The shake strength
- /// Indicates how much will the shake vibrate
- /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
- /// Setting it to 0 will shake along a single direction.
- /// If TRUE the tween will smoothly snap all values to integers
- /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
- /// Randomness mode
- public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full)
- {
- return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut, randomnessMode)
- .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
- }
- /// Shakes a RectTransform's anchoredPosition with the given values.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The duration of the tween
- /// The shake strength on each axis
- /// Indicates how much will the shake vibrate
- /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
- /// Setting it to 0 will shake along a single direction.
- /// If TRUE the tween will smoothly snap all values to integers
- /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
- /// Randomness mode
- public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full)
- {
- return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut, randomnessMode)
- .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
- }
-
- #region Special
-
- /// Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.
- /// Returns a Sequence instead of a Tweener.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
- /// The end value to reach
- /// Power of the jump (the max height of the jump is represented by this plus the final Y offset)
- /// Total number of jumps
- /// The duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static Sequence DOJumpAnchorPos(this RectTransform target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
- {
- if (numJumps < 1) numJumps = 1;
- float startPosY = 0;
- float offsetY = -1;
- bool offsetYSet = false;
-
- // Separate Y Tween so we can elaborate elapsedPercentage on that insted of on the Sequence
- // (in case users add a delay or other elements to the Sequence)
- Sequence s = DOTween.Sequence();
- Tween yTween = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
- .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
- .SetLoops(numJumps * 2, LoopType.Yoyo)
- .OnStart(()=> startPosY = target.anchoredPosition.y);
- s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration)
- .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
- ).Join(yTween)
- .SetTarget(target).SetEase(DOTween.defaultEaseType);
- s.OnUpdate(() => {
- if (!offsetYSet) {
- offsetYSet = true;
- offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
- }
- Vector2 pos = target.anchoredPosition;
- pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
- target.anchoredPosition = pos;
- });
- return s;
- }
-
- #endregion
-
- #endregion
-
- #region ScrollRect
-
- /// Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value.
- /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false)
- {
- return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition),
- x => {
- target.horizontalNormalizedPosition = x.x;
- target.verticalNormalizedPosition = x.y;
- }, endValue, duration)
- .SetOptions(snapping).SetTarget(target);
- }
- /// Tweens a ScrollRect's horizontalNormalizedPosition to the given value.
- /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static Tweener DOHorizontalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)
- {
- return DOTween.To(() => target.horizontalNormalizedPosition, x => target.horizontalNormalizedPosition = x, endValue, duration)
- .SetOptions(snapping).SetTarget(target);
- }
- /// Tweens a ScrollRect's verticalNormalizedPosition to the given value.
- /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static Tweener DOVerticalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)
- {
- return DOTween.To(() => target.verticalNormalizedPosition, x => target.verticalNormalizedPosition = x, endValue, duration)
- .SetOptions(snapping).SetTarget(target);
- }
-
- #endregion
-
- #region Slider
-
- /// Tweens a Slider's value to the given value.
- /// Also stores the Slider as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOValue(this Slider target, float endValue, float duration, bool snapping = false)
- {
- TweenerCore t = DOTween.To(() => target.value, x => target.value = x, endValue, duration);
- t.SetOptions(snapping).SetTarget(target);
- return t;
- }
-
- #endregion
-
- #region Text
-
- /// Tweens a Text's color to the given value.
- /// Also stores the Text as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOColor(this Text target, Color endValue, float duration)
- {
- TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- ///
- /// Tweens a Text's text from one integer to another, with options for thousands separators
- ///
- /// The value to start from
- /// The end value to reach
- /// The duration of the tween
- /// If TRUE (default) also adds thousands separators
- /// The to use (InvariantCulture if NULL)
- public static TweenerCore DOCounter(
- this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null
- ){
- int v = fromValue;
- CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;
- TweenerCore t = DOTween.To(() => v, x => {
- v = x;
- target.text = addThousandsSeparator
- ? v.ToString("N0", cInfo)
- : v.ToString();
- }, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- /// Tweens a Text's alpha color to the given value.
- /// Also stores the Text as the tween's target so it can be used for filtered operations
- /// The end value to reachThe duration of the tween
- public static TweenerCore DOFade(this Text target, float endValue, float duration)
- {
- TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- /// Tweens a Text's text to the given value.
- /// Also stores the Text as the tween's target so it can be used for filtered operations
- /// The end string to tween toThe duration of the tween
- /// If TRUE (default), rich text will be interpreted correctly while animated,
- /// otherwise all tags will be considered as normal text
- /// The type of scramble mode to use, if any
- /// A string containing the characters to use for scrambling.
- /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
- /// Leave it to NULL (default) to use default ones
- public static TweenerCore DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
- {
- if (endValue == null) {
- if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors");
- endValue = "";
- }
- TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
- t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
- .SetTarget(target);
- return t;
- }
-
- #endregion
-
- #region Blendables
-
- #region Graphic
-
- /// Tweens a Graphic's color to the given value,
- /// in a way that allows other DOBlendableColor tweens to work together on the same target,
- /// instead than fight each other as multiple DOColor would do.
- /// Also stores the Graphic as the tween's target so it can be used for filtered operations
- /// The value to tween toThe duration of the tween
- public static Tweener DOBlendableColor(this Graphic target, Color endValue, float duration)
- {
- endValue = endValue - target.color;
- Color to = new Color(0, 0, 0, 0);
- return DOTween.To(() => to, x => {
- Color diff = x - to;
- to = x;
- target.color += diff;
- }, endValue, duration)
- .Blendable().SetTarget(target);
- }
-
- #endregion
-
- #region Image
-
- /// Tweens a Image's color to the given value,
- /// in a way that allows other DOBlendableColor tweens to work together on the same target,
- /// instead than fight each other as multiple DOColor would do.
- /// Also stores the Image as the tween's target so it can be used for filtered operations
- /// The value to tween toThe duration of the tween
- public static Tweener DOBlendableColor(this Image target, Color endValue, float duration)
- {
- endValue = endValue - target.color;
- Color to = new Color(0, 0, 0, 0);
- return DOTween.To(() => to, x => {
- Color diff = x - to;
- to = x;
- target.color += diff;
- }, endValue, duration)
- .Blendable().SetTarget(target);
- }
-
- #endregion
-
- #region Text
-
- /// Tweens a Text's color BY the given value,
- /// in a way that allows other DOBlendableColor tweens to work together on the same target,
- /// instead than fight each other as multiple DOColor would do.
- /// Also stores the Text as the tween's target so it can be used for filtered operations
- /// The value to tween toThe duration of the tween
- public static Tweener DOBlendableColor(this Text target, Color endValue, float duration)
- {
- endValue = endValue - target.color;
- Color to = new Color(0, 0, 0, 0);
- return DOTween.To(() => to, x => {
- Color diff = x - to;
- to = x;
- target.color += diff;
- }, endValue, duration)
- .Blendable().SetTarget(target);
- }
-
- #endregion
-
- #endregion
-
- #region Shapes
-
- /// Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center.
- /// Also stores the RectTransform as the tween's target so it can be used for filtered operations.
- /// IMPORTANT: SetFrom(value) requires a instead of a float, where the X property represents the "from degrees value"
- /// Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates)
- /// The end value degrees to reach (to rotate counter-clockwise pass a negative value)
- /// The duration of the tween
- /// If TRUE the coordinates will be considered as relative to the target's current anchoredPosition
- /// If TRUE the tween will smoothly snap all values to integers
- public static TweenerCore DOShapeCircle(
- this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false
- )
- {
- TweenerCore t = DOTween.To(
- CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration
- );
- t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target);
- return t;
- }
-
- #endregion
-
- #endregion
-
- // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
- // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
- // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
-
- public static class Utils
- {
- ///
- /// Converts the anchoredPosition of the first RectTransform to the second RectTransform,
- /// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition
- ///
- public static Vector2 SwitchToRectTransform(RectTransform from, RectTransform to)
- {
- Vector2 localPoint;
- Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * 0.5f + from.rect.xMin, from.rect.height * 0.5f + from.rect.yMin);
- Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position);
- screenP += fromPivotDerivedOffset;
- RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint);
- Vector2 pivotDerivedOffset = new Vector2(to.rect.width * 0.5f + to.rect.xMin, to.rect.height * 0.5f + to.rect.yMin);
- return to.anchoredPosition + localPoint - pivotDerivedOffset;
- }
- }
- }
-}
-#endif
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true // MODULE_MARKER
+
+using System;
+using System.Globalization;
+using UnityEngine;
+using UnityEngine.UI;
+using DG.Tweening.Core;
+using DG.Tweening.Core.Enums;
+using DG.Tweening.Plugins;
+using DG.Tweening.Plugins.Options;
+using Outline = UnityEngine.UI.Outline;
+using Text = UnityEngine.UI.Text;
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ public static class DOTweenModuleUI
+ {
+ #region Shortcuts
+
+ #region CanvasGroup
+
+ /// Tweens a CanvasGroup's alpha color to the given value.
+ /// Also stores the canvasGroup as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOFade(this CanvasGroup target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region Graphic
+
+ /// Tweens an Graphic's color to the given value.
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOColor(this Graphic target, Color endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens an Graphic's alpha color to the given value.
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOFade(this Graphic target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region Image
+
+ /// Tweens an Image's color to the given value.
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOColor(this Image target, Color endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens an Image's alpha color to the given value.
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOFade(this Image target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens an Image's fillAmount to the given value.
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The end value to reach (0 to 1)The duration of the tween
+ public static TweenerCore DOFillAmount(this Image target, float endValue, float duration)
+ {
+ if (endValue > 1) endValue = 1;
+ else if (endValue < 0) endValue = 0;
+ TweenerCore t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens an Image's colors using the given gradient
+ /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The gradient to useThe duration of the tween
+ public static Sequence DOGradientColor(this Image target, Gradient gradient, float duration)
+ {
+ Sequence s = DOTween.Sequence();
+ GradientColorKey[] colors = gradient.colorKeys;
+ int len = colors.Length;
+ for (int i = 0; i < len; ++i) {
+ GradientColorKey c = colors[i];
+ if (i == 0 && c.time <= 0) {
+ target.color = c.color;
+ continue;
+ }
+ float colorDuration = i == len - 1
+ ? duration - s.Duration(false) // Verifies that total duration is correct
+ : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
+ s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
+ }
+ s.SetTarget(target);
+ return s;
+ }
+
+ #endregion
+
+ #region LayoutElement
+
+ /// Tweens an LayoutElement's flexibleWidth/Height to the given value.
+ /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => {
+ target.flexibleWidth = x.x;
+ target.flexibleHeight = x.y;
+ }, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens an LayoutElement's minWidth/Height to the given value.
+ /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => {
+ target.minWidth = x.x;
+ target.minHeight = x.y;
+ }, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens an LayoutElement's preferredWidth/Height to the given value.
+ /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => {
+ target.preferredWidth = x.x;
+ target.preferredHeight = x.y;
+ }, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region Outline
+
+ /// Tweens a Outline's effectColor to the given value.
+ /// Also stores the Outline as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOColor(this Outline target, Color endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Outline's effectColor alpha to the given value.
+ /// Also stores the Outline as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOFade(this Outline target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Outline's effectDistance to the given value.
+ /// Also stores the Outline as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOScale(this Outline target, Vector2 endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region RectTransform
+
+ /// Tweens a RectTransform's anchoredPosition to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+ /// Tweens a RectTransform's anchoredPosition X to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration);
+ t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
+ return t;
+ }
+ /// Tweens a RectTransform's anchoredPosition Y to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration);
+ t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a RectTransform's anchoredPosition3D to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+ /// Tweens a RectTransform's anchoredPosition3D X to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration);
+ t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
+ return t;
+ }
+ /// Tweens a RectTransform's anchoredPosition3D Y to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration);
+ t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
+ return t;
+ }
+ /// Tweens a RectTransform's anchoredPosition3D Z to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration);
+ t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a RectTransform's anchorMax to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a RectTransform's anchorMin to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a RectTransform's pivot to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOPivot(this RectTransform target, Vector2 endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+ /// Tweens a RectTransform's pivot X to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOPivotX(this RectTransform target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration);
+ t.SetOptions(AxisConstraint.X).SetTarget(target);
+ return t;
+ }
+ /// Tweens a RectTransform's pivot Y to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOPivotY(this RectTransform target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration);
+ t.SetOptions(AxisConstraint.Y).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a RectTransform's sizeDelta to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one
+ /// as if it was connected to the starting position via an elastic.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The direction and strength of the punch (added to the RectTransform's current position)
+ /// The duration of the tween
+ /// Indicates how much will the punch vibrate
+ /// Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+ /// 1 creates a full oscillation between the punch direction and the opposite direction,
+ /// while 0 oscillates only between the punch and the start position
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false)
+ {
+ return DOTween.Punch(() => target.anchoredPosition, x => target.anchoredPosition = x, punch, duration, vibrato, elasticity)
+ .SetTarget(target).SetOptions(snapping);
+ }
+
+ /// Shakes a RectTransform's anchoredPosition with the given values.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The duration of the tween
+ /// The shake strength
+ /// Indicates how much will the shake vibrate
+ /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ /// Setting it to 0 will shake along a single direction.
+ /// If TRUE the tween will smoothly snap all values to integers
+ /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ /// Randomness mode
+ public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full)
+ {
+ return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut, randomnessMode)
+ .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
+ }
+ /// Shakes a RectTransform's anchoredPosition with the given values.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The duration of the tween
+ /// The shake strength on each axis
+ /// Indicates how much will the shake vibrate
+ /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ /// Setting it to 0 will shake along a single direction.
+ /// If TRUE the tween will smoothly snap all values to integers
+ /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ /// Randomness mode
+ public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full)
+ {
+ return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut, randomnessMode)
+ .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
+ }
+
+ #region Special
+
+ /// Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.
+ /// Returns a Sequence instead of a Tweener.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reach
+ /// Power of the jump (the max height of the jump is represented by this plus the final Y offset)
+ /// Total number of jumps
+ /// The duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static Sequence DOJumpAnchorPos(this RectTransform target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
+ {
+ if (numJumps < 1) numJumps = 1;
+ float startPosY = 0;
+ float offsetY = -1;
+ bool offsetYSet = false;
+
+ // Separate Y Tween so we can elaborate elapsedPercentage on that insted of on the Sequence
+ // (in case users add a delay or other elements to the Sequence)
+ Sequence s = DOTween.Sequence();
+ Tween yTween = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
+ .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
+ .SetLoops(numJumps * 2, LoopType.Yoyo)
+ .OnStart(()=> startPosY = target.anchoredPosition.y);
+ s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration)
+ .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
+ ).Join(yTween)
+ .SetTarget(target).SetEase(DOTween.defaultEaseType);
+ s.OnUpdate(() => {
+ if (!offsetYSet) {
+ offsetYSet = true;
+ offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
+ }
+ Vector2 pos = target.anchoredPosition;
+ pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
+ target.anchoredPosition = pos;
+ });
+ return s;
+ }
+
+ #endregion
+
+ #endregion
+
+ #region ScrollRect
+
+ /// Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value.
+ /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition),
+ x => {
+ target.horizontalNormalizedPosition = x.x;
+ target.verticalNormalizedPosition = x.y;
+ }, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+ /// Tweens a ScrollRect's horizontalNormalizedPosition to the given value.
+ /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static Tweener DOHorizontalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.horizontalNormalizedPosition, x => target.horizontalNormalizedPosition = x, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+ /// Tweens a ScrollRect's verticalNormalizedPosition to the given value.
+ /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static Tweener DOVerticalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.verticalNormalizedPosition, x => target.verticalNormalizedPosition = x, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+
+ #endregion
+
+ #region Slider
+
+ /// Tweens a Slider's value to the given value.
+ /// Also stores the Slider as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOValue(this Slider target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.value, x => target.value = x, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region Text
+
+ /// Tweens a Text's color to the given value.
+ /// Also stores the Text as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOColor(this Text target, Color endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ ///
+ /// Tweens a Text's text from one integer to another, with options for thousands separators
+ ///
+ /// The value to start from
+ /// The end value to reach
+ /// The duration of the tween
+ /// If TRUE (default) also adds thousands separators
+ /// The to use (InvariantCulture if NULL)
+ public static TweenerCore DOCounter(
+ this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null
+ ){
+ int v = fromValue;
+ CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;
+ TweenerCore t = DOTween.To(() => v, x => {
+ v = x;
+ target.text = addThousandsSeparator
+ ? v.ToString("N0", cInfo)
+ : v.ToString();
+ }, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Text's alpha color to the given value.
+ /// Also stores the Text as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOFade(this Text target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Text's text to the given value.
+ /// Also stores the Text as the tween's target so it can be used for filtered operations
+ /// The end string to tween toThe duration of the tween
+ /// If TRUE (default), rich text will be interpreted correctly while animated,
+ /// otherwise all tags will be considered as normal text
+ /// The type of scramble mode to use, if any
+ /// A string containing the characters to use for scrambling.
+ /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
+ /// Leave it to NULL (default) to use default ones
+ public static TweenerCore DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
+ {
+ if (endValue == null) {
+ if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors");
+ endValue = "";
+ }
+ TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
+ t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
+ .SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region Blendables
+
+ #region Graphic
+
+ /// Tweens a Graphic's color to the given value,
+ /// in a way that allows other DOBlendableColor tweens to work together on the same target,
+ /// instead than fight each other as multiple DOColor would do.
+ /// Also stores the Graphic as the tween's target so it can be used for filtered operations
+ /// The value to tween toThe duration of the tween
+ public static Tweener DOBlendableColor(this Graphic target, Color endValue, float duration)
+ {
+ endValue = endValue - target.color;
+ Color to = new Color(0, 0, 0, 0);
+ return DOTween.To(() => to, x => {
+ Color diff = x - to;
+ to = x;
+ target.color += diff;
+ }, endValue, duration)
+ .Blendable().SetTarget(target);
+ }
+
+ #endregion
+
+ #region Image
+
+ /// Tweens a Image's color to the given value,
+ /// in a way that allows other DOBlendableColor tweens to work together on the same target,
+ /// instead than fight each other as multiple DOColor would do.
+ /// Also stores the Image as the tween's target so it can be used for filtered operations
+ /// The value to tween toThe duration of the tween
+ public static Tweener DOBlendableColor(this Image target, Color endValue, float duration)
+ {
+ endValue = endValue - target.color;
+ Color to = new Color(0, 0, 0, 0);
+ return DOTween.To(() => to, x => {
+ Color diff = x - to;
+ to = x;
+ target.color += diff;
+ }, endValue, duration)
+ .Blendable().SetTarget(target);
+ }
+
+ #endregion
+
+ #region Text
+
+ /// Tweens a Text's color BY the given value,
+ /// in a way that allows other DOBlendableColor tweens to work together on the same target,
+ /// instead than fight each other as multiple DOColor would do.
+ /// Also stores the Text as the tween's target so it can be used for filtered operations
+ /// The value to tween toThe duration of the tween
+ public static Tweener DOBlendableColor(this Text target, Color endValue, float duration)
+ {
+ endValue = endValue - target.color;
+ Color to = new Color(0, 0, 0, 0);
+ return DOTween.To(() => to, x => {
+ Color diff = x - to;
+ to = x;
+ target.color += diff;
+ }, endValue, duration)
+ .Blendable().SetTarget(target);
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Shapes
+
+ /// Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations.
+ /// IMPORTANT: SetFrom(value) requires a instead of a float, where the X property represents the "from degrees value"
+ /// Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates)
+ /// The end value degrees to reach (to rotate counter-clockwise pass a negative value)
+ /// The duration of the tween
+ /// If TRUE the coordinates will be considered as relative to the target's current anchoredPosition
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOShapeCircle(
+ this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false
+ )
+ {
+ TweenerCore t = DOTween.To(
+ CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration
+ );
+ t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #endregion
+
+ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+ // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
+ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+
+ public static class Utils
+ {
+ ///
+ /// Converts the anchoredPosition of the first RectTransform to the second RectTransform,
+ /// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition
+ ///
+ public static Vector2 SwitchToRectTransform(RectTransform from, RectTransform to)
+ {
+ Vector2 localPoint;
+ Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * 0.5f + from.rect.xMin, from.rect.height * 0.5f + from.rect.yMin);
+ Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position);
+ screenP += fromPivotDerivedOffset;
+ RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint);
+ Vector2 pivotDerivedOffset = new Vector2(to.rect.width * 0.5f + to.rect.xMin, to.rect.height * 0.5f + to.rect.yMin);
+ return to.anchoredPosition + localPoint - pivotDerivedOffset;
+ }
+ }
+ }
+}
+#endif
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta
index 7aaa07e..60d55ef 100644
--- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta
@@ -6,10 +6,3 @@ MonoImporter:
executionOrder: 0
icon: {instanceID: 0}
userData:
-AssetOrigin:
- serializedVersion: 1
- productId: 27676
- packageName: DOTween (HOTween v2)
- packageVersion: 1.2.790
- assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs
- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs
index 8f818ba..90498ed 100644
--- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs
@@ -1,389 +1,389 @@
-// Author: Daniele Giardini - http://www.demigiant.com
-// Created: 2018/07/13
-
-using System;
-using UnityEngine;
-using DG.Tweening.Core;
-using DG.Tweening.Plugins.Options;
-//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
-//using Task = System.Threading.Tasks.Task;
-//#endif
-
-#pragma warning disable 1591
-namespace DG.Tweening
-{
- ///
- /// Shortcuts/functions that are not strictly related to specific Modules
- /// but are available only on some Unity versions
- ///
- public static class DOTweenModuleUnityVersion
- {
- #region Material
-
- /// Tweens a Material's color using the given gradient
- /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
- /// Also stores the image as the tween's target so it can be used for filtered operations
- /// The gradient to useThe duration of the tween
- public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration)
- {
- Sequence s = DOTween.Sequence();
- GradientColorKey[] colors = gradient.colorKeys;
- int len = colors.Length;
- for (int i = 0; i < len; ++i) {
- GradientColorKey c = colors[i];
- if (i == 0 && c.time <= 0) {
- target.color = c.color;
- continue;
- }
- float colorDuration = i == len - 1
- ? duration - s.Duration(false) // Verifies that total duration is correct
- : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
- s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
- }
- s.SetTarget(target);
- return s;
- }
- /// Tweens a Material's named color property using the given gradient
- /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
- /// Also stores the image as the tween's target so it can be used for filtered operations
- /// The gradient to use
- /// The name of the material property to tween (like _Tint or _SpecColor)
- /// The duration of the tween
- public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration)
- {
- Sequence s = DOTween.Sequence();
- GradientColorKey[] colors = gradient.colorKeys;
- int len = colors.Length;
- for (int i = 0; i < len; ++i) {
- GradientColorKey c = colors[i];
- if (i == 0 && c.time <= 0) {
- target.SetColor(property, c.color);
- continue;
- }
- float colorDuration = i == len - 1
- ? duration - s.Duration(false) // Verifies that total duration is correct
- : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
- s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear));
- }
- s.SetTarget(target);
- return s;
- }
-
- #endregion
-
- #region CustomYieldInstructions
-
- ///
- /// Returns a that waits until the tween is killed or complete.
- /// It can be used inside a coroutine as a yield.
- /// Example usage:yield return myTween.WaitForCompletion(true);
- ///
- public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return null;
- }
- return new DOTweenCYInstruction.WaitForCompletion(t);
- }
-
- ///
- /// Returns a that waits until the tween is killed or rewinded.
- /// It can be used inside a coroutine as a yield.
- /// Example usage:yield return myTween.WaitForRewind();
- ///
- public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return null;
- }
- return new DOTweenCYInstruction.WaitForRewind(t);
- }
-
- ///
- /// Returns a that waits until the tween is killed.
- /// It can be used inside a coroutine as a yield.
- /// Example usage:yield return myTween.WaitForKill();
- ///
- public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return null;
- }
- return new DOTweenCYInstruction.WaitForKill(t);
- }
-
- ///
- /// Returns a that waits until the tween is killed or has gone through the given amount of loops.
- /// It can be used inside a coroutine as a yield.
- /// Example usage:yield return myTween.WaitForElapsedLoops(2);
- ///
- /// Elapsed loops to wait for
- public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return null;
- }
- return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops);
- }
-
- ///
- /// Returns a that waits until the tween is killed
- /// or has reached the given time position (loops included, delays excluded).
- /// It can be used inside a coroutine as a yield.
- /// Example usage:yield return myTween.WaitForPosition(2.5f);
- ///
- /// Position (loops included, delays excluded) to wait for
- public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return null;
- }
- return new DOTweenCYInstruction.WaitForPosition(t, position);
- }
-
- ///
- /// Returns a that waits until the tween is killed or started
- /// (meaning when the tween is set in a playing state the first time, after any eventual delay).
- /// It can be used inside a coroutine as a yield.
- /// Example usage:yield return myTween.WaitForStart();
- ///
- public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return null;
- }
- return new DOTweenCYInstruction.WaitForStart(t);
- }
-
- #endregion
-
-#if UNITY_2018_1_OR_NEWER
- #region Unity 2018.1 or Newer
-
- #region Material
-
- /// Tweens a Material's named texture offset property with the given ID to the given value.
- /// Also stores the material as the tween's target so it can be used for filtered operations
- /// The end value to reach
- /// The ID of the material property to tween (also called nameID in Unity's manual)
- /// The duration of the tween
- public static TweenerCore DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)
- {
- if (!target.HasProperty(propertyID)) {
- if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
- return null;
- }
- TweenerCore t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- /// Tweens a Material's named texture scale property with the given ID to the given value.
- /// Also stores the material as the tween's target so it can be used for filtered operations
- /// The end value to reach
- /// The ID of the material property to tween (also called nameID in Unity's manual)
- /// The duration of the tween
- public static TweenerCore DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)
- {
- if (!target.HasProperty(propertyID)) {
- if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
- return null;
- }
- TweenerCore t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration);
- t.SetTarget(target);
- return t;
- }
-
- #endregion
-
- #region .NET 4.6 or Newer
-
-#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
-
- #region Async Instructions
-
- ///
- /// Returns an async that waits until the tween is killed or complete.
- /// It can be used inside an async operation.
- /// Example usage:await myTween.WaitForCompletion();
- ///
- public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return;
- }
- while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();
- }
-
- ///
- /// Returns an async that waits until the tween is killed or rewinded.
- /// It can be used inside an async operation.
- /// Example usage:await myTween.AsyncWaitForRewind();
- ///
- public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return;
- }
- while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield();
- }
-
- ///
- /// Returns an async that waits until the tween is killed.
- /// It can be used inside an async operation.
- /// Example usage:await myTween.AsyncWaitForKill();
- ///
- public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return;
- }
- while (t.active) await System.Threading.Tasks.Task.Yield();
- }
-
- ///
- /// Returns an async that waits until the tween is killed or has gone through the given amount of loops.
- /// It can be used inside an async operation.
- /// Example usage:await myTween.AsyncWaitForElapsedLoops();
- ///
- /// Elapsed loops to wait for
- public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return;
- }
- while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();
- }
-
- ///
- /// Returns an async that waits until the tween is killed or started
- /// (meaning when the tween is set in a playing state the first time, after any eventual delay).
- /// It can be used inside an async operation.
- /// Example usage:await myTween.AsyncWaitForPosition();
- ///
- /// Position (loops included, delays excluded) to wait for
- public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return;
- }
- while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield();
- }
-
- ///
- /// Returns an async that waits until the tween is killed.
- /// It can be used inside an async operation.
- /// Example usage:await myTween.AsyncWaitForKill();
- ///
- public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return;
- }
- while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();
- }
-
- #endregion
-#endif
-
- #endregion
-
- #endregion
-#endif
- }
-
- // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
- // ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████
- // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
-
- public static class DOTweenCYInstruction
- {
- public class WaitForCompletion : CustomYieldInstruction
- {
- public override bool keepWaiting { get {
- return t.active && !t.IsComplete();
- }}
- readonly Tween t;
- public WaitForCompletion(Tween tween)
- {
- t = tween;
- }
- }
-
- public class WaitForRewind : CustomYieldInstruction
- {
- public override bool keepWaiting { get {
- return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);
- }}
- readonly Tween t;
- public WaitForRewind(Tween tween)
- {
- t = tween;
- }
- }
-
- public class WaitForKill : CustomYieldInstruction
- {
- public override bool keepWaiting { get {
- return t.active;
- }}
- readonly Tween t;
- public WaitForKill(Tween tween)
- {
- t = tween;
- }
- }
-
- public class WaitForElapsedLoops : CustomYieldInstruction
- {
- public override bool keepWaiting { get {
- return t.active && t.CompletedLoops() < elapsedLoops;
- }}
- readonly Tween t;
- readonly int elapsedLoops;
- public WaitForElapsedLoops(Tween tween, int elapsedLoops)
- {
- t = tween;
- this.elapsedLoops = elapsedLoops;
- }
- }
-
- public class WaitForPosition : CustomYieldInstruction
- {
- public override bool keepWaiting { get {
- return t.active && t.position * (t.CompletedLoops() + 1) < position;
- }}
- readonly Tween t;
- readonly float position;
- public WaitForPosition(Tween tween, float position)
- {
- t = tween;
- this.position = position;
- }
- }
-
- public class WaitForStart : CustomYieldInstruction
- {
- public override bool keepWaiting { get {
- return t.active && !t.playedOnce;
- }}
- readonly Tween t;
- public WaitForStart(Tween tween)
- {
- t = tween;
- }
- }
- }
-}
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+using System;
+using UnityEngine;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Options;
+//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
+//using Task = System.Threading.Tasks.Task;
+//#endif
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ ///
+ /// Shortcuts/functions that are not strictly related to specific Modules
+ /// but are available only on some Unity versions
+ ///
+ public static class DOTweenModuleUnityVersion
+ {
+ #region Material
+
+ /// Tweens a Material's color using the given gradient
+ /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The gradient to useThe duration of the tween
+ public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration)
+ {
+ Sequence s = DOTween.Sequence();
+ GradientColorKey[] colors = gradient.colorKeys;
+ int len = colors.Length;
+ for (int i = 0; i < len; ++i) {
+ GradientColorKey c = colors[i];
+ if (i == 0 && c.time <= 0) {
+ target.color = c.color;
+ continue;
+ }
+ float colorDuration = i == len - 1
+ ? duration - s.Duration(false) // Verifies that total duration is correct
+ : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
+ s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
+ }
+ s.SetTarget(target);
+ return s;
+ }
+ /// Tweens a Material's named color property using the given gradient
+ /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The gradient to use
+ /// The name of the material property to tween (like _Tint or _SpecColor)
+ /// The duration of the tween
+ public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration)
+ {
+ Sequence s = DOTween.Sequence();
+ GradientColorKey[] colors = gradient.colorKeys;
+ int len = colors.Length;
+ for (int i = 0; i < len; ++i) {
+ GradientColorKey c = colors[i];
+ if (i == 0 && c.time <= 0) {
+ target.SetColor(property, c.color);
+ continue;
+ }
+ float colorDuration = i == len - 1
+ ? duration - s.Duration(false) // Verifies that total duration is correct
+ : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
+ s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear));
+ }
+ s.SetTarget(target);
+ return s;
+ }
+
+ #endregion
+
+ #region CustomYieldInstructions
+
+ ///
+ /// Returns a that waits until the tween is killed or complete.
+ /// It can be used inside a coroutine as a yield.
+ /// Example usage:yield return myTween.WaitForCompletion(true);
+ ///
+ public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return null;
+ }
+ return new DOTweenCYInstruction.WaitForCompletion(t);
+ }
+
+ ///
+ /// Returns a that waits until the tween is killed or rewinded.
+ /// It can be used inside a coroutine as a yield.
+ /// Example usage:yield return myTween.WaitForRewind();
+ ///
+ public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return null;
+ }
+ return new DOTweenCYInstruction.WaitForRewind(t);
+ }
+
+ ///
+ /// Returns a that waits until the tween is killed.
+ /// It can be used inside a coroutine as a yield.
+ /// Example usage:yield return myTween.WaitForKill();
+ ///
+ public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return null;
+ }
+ return new DOTweenCYInstruction.WaitForKill(t);
+ }
+
+ ///
+ /// Returns a that waits until the tween is killed or has gone through the given amount of loops.
+ /// It can be used inside a coroutine as a yield.
+ /// Example usage:yield return myTween.WaitForElapsedLoops(2);
+ ///
+ /// Elapsed loops to wait for
+ public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return null;
+ }
+ return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops);
+ }
+
+ ///
+ /// Returns a that waits until the tween is killed
+ /// or has reached the given time position (loops included, delays excluded).
+ /// It can be used inside a coroutine as a yield.
+ /// Example usage:yield return myTween.WaitForPosition(2.5f);
+ ///
+ /// Position (loops included, delays excluded) to wait for
+ public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return null;
+ }
+ return new DOTweenCYInstruction.WaitForPosition(t, position);
+ }
+
+ ///
+ /// Returns a that waits until the tween is killed or started
+ /// (meaning when the tween is set in a playing state the first time, after any eventual delay).
+ /// It can be used inside a coroutine as a yield.
+ /// Example usage:yield return myTween.WaitForStart();
+ ///
+ public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return null;
+ }
+ return new DOTweenCYInstruction.WaitForStart(t);
+ }
+
+ #endregion
+
+#if UNITY_2018_1_OR_NEWER
+ #region Unity 2018.1 or Newer
+
+ #region Material
+
+ /// Tweens a Material's named texture offset property with the given ID to the given value.
+ /// Also stores the material as the tween's target so it can be used for filtered operations
+ /// The end value to reach
+ /// The ID of the material property to tween (also called nameID in Unity's manual)
+ /// The duration of the tween
+ public static TweenerCore DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)
+ {
+ if (!target.HasProperty(propertyID)) {
+ if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
+ return null;
+ }
+ TweenerCore t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Material's named texture scale property with the given ID to the given value.
+ /// Also stores the material as the tween's target so it can be used for filtered operations
+ /// The end value to reach
+ /// The ID of the material property to tween (also called nameID in Unity's manual)
+ /// The duration of the tween
+ public static TweenerCore DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)
+ {
+ if (!target.HasProperty(propertyID)) {
+ if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
+ return null;
+ }
+ TweenerCore t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region .NET 4.6 or Newer
+
+#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
+
+ #region Async Instructions
+
+ ///
+ /// Returns an async that waits until the tween is killed or complete.
+ /// It can be used inside an async operation.
+ /// Example usage:await myTween.WaitForCompletion();
+ ///
+ public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return;
+ }
+ while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();
+ }
+
+ ///
+ /// Returns an async that waits until the tween is killed or rewinded.
+ /// It can be used inside an async operation.
+ /// Example usage:await myTween.AsyncWaitForRewind();
+ ///
+ public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return;
+ }
+ while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield();
+ }
+
+ ///
+ /// Returns an async that waits until the tween is killed.
+ /// It can be used inside an async operation.
+ /// Example usage:await myTween.AsyncWaitForKill();
+ ///
+ public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return;
+ }
+ while (t.active) await System.Threading.Tasks.Task.Yield();
+ }
+
+ ///
+ /// Returns an async that waits until the tween is killed or has gone through the given amount of loops.
+ /// It can be used inside an async operation.
+ /// Example usage:await myTween.AsyncWaitForElapsedLoops();
+ ///
+ /// Elapsed loops to wait for
+ public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return;
+ }
+ while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();
+ }
+
+ ///
+ /// Returns an async that waits until the tween is killed or started
+ /// (meaning when the tween is set in a playing state the first time, after any eventual delay).
+ /// It can be used inside an async operation.
+ /// Example usage:await myTween.AsyncWaitForPosition();
+ ///
+ /// Position (loops included, delays excluded) to wait for
+ public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return;
+ }
+ while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield();
+ }
+
+ ///
+ /// Returns an async that waits until the tween is killed.
+ /// It can be used inside an async operation.
+ /// Example usage:await myTween.AsyncWaitForKill();
+ ///
+ public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return;
+ }
+ while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();
+ }
+
+ #endregion
+#endif
+
+ #endregion
+
+ #endregion
+#endif
+ }
+
+ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+ // ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████
+ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+
+ public static class DOTweenCYInstruction
+ {
+ public class WaitForCompletion : CustomYieldInstruction
+ {
+ public override bool keepWaiting { get {
+ return t.active && !t.IsComplete();
+ }}
+ readonly Tween t;
+ public WaitForCompletion(Tween tween)
+ {
+ t = tween;
+ }
+ }
+
+ public class WaitForRewind : CustomYieldInstruction
+ {
+ public override bool keepWaiting { get {
+ return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);
+ }}
+ readonly Tween t;
+ public WaitForRewind(Tween tween)
+ {
+ t = tween;
+ }
+ }
+
+ public class WaitForKill : CustomYieldInstruction
+ {
+ public override bool keepWaiting { get {
+ return t.active;
+ }}
+ readonly Tween t;
+ public WaitForKill(Tween tween)
+ {
+ t = tween;
+ }
+ }
+
+ public class WaitForElapsedLoops : CustomYieldInstruction
+ {
+ public override bool keepWaiting { get {
+ return t.active && t.CompletedLoops() < elapsedLoops;
+ }}
+ readonly Tween t;
+ readonly int elapsedLoops;
+ public WaitForElapsedLoops(Tween tween, int elapsedLoops)
+ {
+ t = tween;
+ this.elapsedLoops = elapsedLoops;
+ }
+ }
+
+ public class WaitForPosition : CustomYieldInstruction
+ {
+ public override bool keepWaiting { get {
+ return t.active && t.position * (t.CompletedLoops() + 1) < position;
+ }}
+ readonly Tween t;
+ readonly float position;
+ public WaitForPosition(Tween tween, float position)
+ {
+ t = tween;
+ this.position = position;
+ }
+ }
+
+ public class WaitForStart : CustomYieldInstruction
+ {
+ public override bool keepWaiting { get {
+ return t.active && !t.playedOnce;
+ }}
+ readonly Tween t;
+ public WaitForStart(Tween tween)
+ {
+ t = tween;
+ }
+ }
+ }
+}
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta
index 6c3c674..290189f 100644
--- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta
@@ -6,10 +6,3 @@ MonoImporter:
executionOrder: 0
icon: {instanceID: 0}
userData:
-AssetOrigin:
- serializedVersion: 1
- productId: 27676
- packageName: DOTween (HOTween v2)
- packageVersion: 1.2.790
- assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs
- uploadId: 831234
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs
index 12a365d..3d4c786 100644
--- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs
@@ -1,167 +1,167 @@
-// Author: Daniele Giardini - http://www.demigiant.com
-// Created: 2018/07/13
-
-using System;
-using System.Reflection;
-using UnityEngine;
-using DG.Tweening.Core;
-using DG.Tweening.Plugins.Core.PathCore;
-using DG.Tweening.Plugins.Options;
-
-#pragma warning disable 1591
-namespace DG.Tweening
-{
- ///
- /// Utility functions that deal with available Modules.
- /// Modules defines:
- /// - DOTAUDIO
- /// - DOTPHYSICS
- /// - DOTPHYSICS2D
- /// - DOTSPRITE
- /// - DOTUI
- /// Extra defines set and used for implementation of external assets:
- /// - DOTWEEN_TMP ► TextMesh Pro
- /// - DOTWEEN_TK2D ► 2D Toolkit
- ///
- public static class DOTweenModuleUtils
- {
- static bool _initialized;
-
- #region Reflection
-
- ///
- /// Called via Reflection by DOTweenComponent on Awake
- ///
-#if UNITY_2018_1_OR_NEWER
- [UnityEngine.Scripting.Preserve]
-#endif
- public static void Init()
- {
- if (_initialized) return;
-
- _initialized = true;
- DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;
-
-#if UNITY_EDITOR
-#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
- UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
-#else
- UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;
-#endif
-#endif
- }
-
-#if UNITY_2018_1_OR_NEWER
-#pragma warning disable
- [UnityEngine.Scripting.Preserve]
- // Just used to preserve methods when building, never called
- static void Preserver()
- {
- Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
- MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub");
- }
-#pragma warning restore
-#endif
-
- #endregion
-
-#if UNITY_EDITOR
- // Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)
-#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
- static void PlaymodeStateChanged()
- #else
- static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
-#endif
- {
- if (DOTween.instance == null) return;
- DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);
- }
-#endif
-
- // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
- // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
- // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
-
- public static class Physics
- {
- // Called via DOTweenExternalCommand callback
- public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)
- {
-#if true // PHYSICS_MARKER
- if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;
- else trans.rotation = newRot;
-#else
- trans.rotation = newRot;
-#endif
- }
-
- // Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached
- public static bool HasRigidbody2D(Component target)
- {
-#if true // PHYSICS2D_MARKER
- return target.GetComponent() != null;
-#else
- return false;
-#endif
- }
-
- #region Called via Reflection
-
-
- // Called via Reflection by DOTweenPathInspector
- // Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached
-#if UNITY_2018_1_OR_NEWER
- [UnityEngine.Scripting.Preserve]
-#endif
- public static bool HasRigidbody(Component target)
- {
-#if true // PHYSICS_MARKER
- return target.GetComponent() != null;
-#else
- return false;
-#endif
- }
-
- // Called via Reflection by DOTweenPath
-#if UNITY_2018_1_OR_NEWER
- [UnityEngine.Scripting.Preserve]
-#endif
- public static TweenerCore