diff --git a/Assets/DOTween/DOTween.XML b/Assets/DOTween/DOTween.XML
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-
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- DOTween
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- Types of autoPlay behaviours
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- No tween is automatically played
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- Only Sequences are automatically played
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- Only Tweeners are automatically played
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- All tweens are automatically played
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- What axis to constrain in case of Vector tweens
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- Called the first time the tween is set in a playing state, after any eventual delay
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- Used in place of System.Func, which is not available in mscorlib.
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- Used in place of System.Action.
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- Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation)
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- Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween).
- Contains all instance-based methods
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- Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame
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- 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
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-
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- This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
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- Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity.
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- Current time (in frames or seconds).
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- Expected easing duration (in frames or seconds).
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- Unused: here to keep same delegate for all ease types.
- Unused: here to keep same delegate for all ease types.
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- The eased value.
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- Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity.
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- Current time (in frames or seconds).
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- Expected easing duration (in frames or seconds).
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- Unused: here to keep same delegate for all ease types.
- Unused: here to keep same delegate for all ease types.
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- The eased value.
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- Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration.
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- Current time (in frames or seconds).
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- Expected easing duration (in frames or seconds).
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- Unused: here to keep same delegate for all ease types.
- Unused: here to keep same delegate for all ease types.
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- The eased value.
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- Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
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- Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
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- Used to interpret AnimationCurves as eases.
- Public so it can be used by external ease factories
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- Behaviour in case a tween nested inside a Sequence fails
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- If the Sequence contains other elements, kill the failed tween but preserve the rest
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- Kill the whole Sequence
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- Additional notices passed to plugins when updating.
- Public so it can be used by custom plugins. Internally, only PathPlugin uses it
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- None
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- Lets the plugin know that we restarted or rewinded
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- OnRewind callback behaviour (can only be set via DOTween's Utility Panel)
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- When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded
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- 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
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- When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded
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- Public only so custom shortcuts can access some of these methods
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- INTERNAL: used by DO shortcuts and Modules to set special startup mode
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- INTERNAL: used by DO shortcuts and Modules to set the tween as blendable
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- INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed
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- Used to dispatch commands that need to be captured externally, usually by Modules
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- Returns a Vector3 with z = 0
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- Returns the 2D angle between two vectors
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- 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.
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- Looks for the type within all possible project assembly names
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- 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
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- 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
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- 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
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- 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
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- Struct that stores two colors (used for LineRenderer tweens)
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- Used for tween callbacks
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- Used for tween callbacks
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- Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1.
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- 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);
-
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- Plug this plugin inside a DOTween.To call.
- Example:
- DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);
-
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- INTERNAL: do not use
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- INTERNAL: do not use
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- INTERNAL: do not use
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- INTERNAL: do not use
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- INTERNAL: do not use
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- INTERNAL: do not use
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- INTERNAL: do not use
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- INTERNAL: do not use
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- Main DOTween class. Contains static methods to create and control tweens in a generic way
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- DOTween's version
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- 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
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- Behaviour in case a tween nested inside a Sequence fails (caught by safe mode).
- Default: NestedTweenFailureBehaviour.TryToPreserveSequence
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- 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
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- Global DOTween timeScale.
- Default: 1
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- 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
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- 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
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- DOTween's log behaviour.
- Default: LogBehaviour.ErrorsOnly
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- 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
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- 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
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- If TRUE activates various debug options
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- 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
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- Default updateType for new tweens.
- Default: UpdateType.Normal
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- Sets whether Unity's timeScale should be taken into account by default or not.
- Default: false
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- Default autoPlay behaviour for new tweens.
- Default: AutoPlay.All
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- Default autoKillOnComplete behaviour for new tweens.
- Default: TRUE
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- Default loopType applied to all new tweens.
- Default: LoopType.Restart
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- If TRUE all newly created tweens are set as recyclable, otherwise not.
- Default: FALSE
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- Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default).
- Default: Ease.InOutQuad
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- Default overshoot/amplitude used for eases
- Default: 1.70158f
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- Default period used for eases
- Default: 0
-
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- Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance
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-
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- 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
-
-
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- 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
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- Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values.
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- 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)
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-
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- Clears all cached tween pools.
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- 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
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- Updates all tweens that are set to .
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- Manual deltaTime
- Unscaled delta time (used with tweens set as timeScaleIndependent)
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- 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
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- 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
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- 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
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-
- 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
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- 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
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-
- 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
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- 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
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-
- 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
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-
- 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
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- 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
-
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- 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
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- 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
-
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- 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
-
-
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- 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
-
-
- 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
-
-
- 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
-
-
-
- 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
-
-
- 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)
-
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- 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)
-
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- 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 and playing tweens.
- A tween is considered as playing even if its delay is actually 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 SetUpdate 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
-
-
-
- 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)
-
-
-
- Path control point
-
-
-
-
- Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector
-
-
-
-
- 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
-
-
-
-
- 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
-
-
- 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
-
-
- Kills the tween
- If TRUE completes the tween before killing it
-
-
- 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
-
-
- 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
-
-
- 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
-
-
- 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
-
-
- 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
-
-
- 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 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)
-
-
- 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
-
-
- 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
-
-
- 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
-
-
- 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
-
-
- 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
-
-
- 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
-
-
- 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 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
-
-
- 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 intervale 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 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 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
-
-
- 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
-
-
- 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
-
-
- 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 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 wil go backwards
-
-
- 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/DOTween/DOTween.XML.meta b/Assets/DOTween/DOTween.XML.meta
deleted file mode 100644
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deleted file mode 100644
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diff --git a/Assets/DOTween/Editor/DOTweenEditor.XML b/Assets/DOTween/Editor/DOTweenEditor.XML
deleted file mode 100644
index 9ebc2317..00000000
--- a/Assets/DOTween/Editor/DOTweenEditor.XML
+++ /dev/null
@@ -1,107 +0,0 @@
-
-
-
- DOTweenEditor
-
-
-
-
- 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
-
-
-
- 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 utiity function
-
-
-
-
diff --git a/Assets/DOTween/Editor/DOTweenEditor.XML.meta b/Assets/DOTween/Editor/DOTweenEditor.XML.meta
deleted file mode 100644
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deleted file mode 100644
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diff --git a/Assets/DOTween/Editor/Imgs/Footer.png b/Assets/DOTween/Editor/Imgs/Footer.png
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diff --git a/Assets/DOTween/Modules.meta b/Assets/DOTween/Modules.meta
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diff --git a/Assets/DOTween/Modules/DOTweenModuleAudio.cs b/Assets/DOTween/Modules/DOTweenModuleAudio.cs
deleted file mode 100644
index c195b6cc..00000000
--- a/Assets/DOTween/Modules/DOTweenModuleAudio.cs
+++ /dev/null
@@ -1,202 +0,0 @@
-// 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;
-#if UNITY_5 || UNITY_2017_1_OR_NEWER
-using UnityEngine.Audio; // Required for AudioMixer
-#endif
-
-#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
-
-#if UNITY_5 || UNITY_2017_1_OR_NEWER
- #region AudioMixer (Unity 5 or Newer)
-
- /// 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
-#endif
-
- #endregion
- }
-}
-#endif
diff --git a/Assets/DOTween/Modules/DOTweenModulePhysics.cs b/Assets/DOTween/Modules/DOTweenModulePhysics.cs
deleted file mode 100644
index 08b07006..00000000
--- a/Assets/DOTween/Modules/DOTweenModulePhysics.cs
+++ /dev/null
@@ -1,216 +0,0 @@
-// 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/DOTween/Modules/DOTweenModulePhysics.cs.meta b/Assets/DOTween/Modules/DOTweenModulePhysics.cs.meta
deleted file mode 100644
index 5de17a8b..00000000
--- a/Assets/DOTween/Modules/DOTweenModulePhysics.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
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diff --git a/Assets/DOTween/Modules/DOTweenModulePhysics2D.cs b/Assets/DOTween/Modules/DOTweenModulePhysics2D.cs
deleted file mode 100644
index eab2cbf1..00000000
--- a/Assets/DOTween/Modules/DOTweenModulePhysics2D.cs
+++ /dev/null
@@ -1,168 +0,0 @@
-// Author: Daniele Giardini - http://www.demigiant.com
-// Created: 2018/07/13
-
-#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // 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.isRigidbody = 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.isRigidbody = true;
- t.plugOptions.mode = pathMode;
- t.plugOptions.useLocalPosition = true;
- return t;
- }
-
- #endregion
-
- #endregion
-
- #endregion
- }
-}
-#endif
diff --git a/Assets/DOTween/Modules/DOTweenModulePhysics2D.cs.meta b/Assets/DOTween/Modules/DOTweenModulePhysics2D.cs.meta
deleted file mode 100644
index ced6678d..00000000
--- a/Assets/DOTween/Modules/DOTweenModulePhysics2D.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
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diff --git a/Assets/DOTween/Modules/DOTweenModuleSprite.cs b/Assets/DOTween/Modules/DOTweenModuleSprite.cs
deleted file mode 100644
index 549fff39..00000000
--- a/Assets/DOTween/Modules/DOTweenModuleSprite.cs
+++ /dev/null
@@ -1,93 +0,0 @@
-// Author: Daniele Giardini - http://www.demigiant.com
-// Created: 2018/07/13
-
-#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // 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/DOTween/Modules/DOTweenModuleSprite.cs.meta b/Assets/DOTween/Modules/DOTweenModuleSprite.cs.meta
deleted file mode 100644
index ed87c114..00000000
--- a/Assets/DOTween/Modules/DOTweenModuleSprite.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
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- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/DOTween/Modules/DOTweenModuleUI.cs b/Assets/DOTween/Modules/DOTweenModuleUI.cs
deleted file mode 100644
index ee32bede..00000000
--- a/Assets/DOTween/Modules/DOTweenModuleUI.cs
+++ /dev/null
@@ -1,634 +0,0 @@
-// Author: Daniele Giardini - http://www.demigiant.com
-// Created: 2018/07/13
-
-#if true && (UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // 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.Options;
-
-#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
- public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
- {
- return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut)
- .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
- public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
- {
- return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut)
- .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
-
- #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/DOTween/Modules/DOTweenModuleUI.cs.meta b/Assets/DOTween/Modules/DOTweenModuleUI.cs.meta
deleted file mode 100644
index 66b5b5d4..00000000
--- a/Assets/DOTween/Modules/DOTweenModuleUI.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 290071827bfb3e74fa8ae7e219a5ff40
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/DOTween/Modules/DOTweenModuleUnityVersion.cs b/Assets/DOTween/Modules/DOTweenModuleUnityVersion.cs
deleted file mode 100644
index 49a22bce..00000000
--- a/Assets/DOTween/Modules/DOTweenModuleUnityVersion.cs
+++ /dev/null
@@ -1,403 +0,0 @@
-// 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 System.Threading.Tasks;
-#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
- {
-#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER
- #region Unity 4.3 or Newer
-
- #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
-
- #endregion
-#endif
-
-#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER
- #region Unity 5.3 or Newer
-
- #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
-
- #endregion
-#endif
-
-#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 (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 Task AsyncWaitForCompletion(this Tween t)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return;
- }
- while (t.active && !t.IsComplete()) await 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 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 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 Task AsyncWaitForKill(this Tween t)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return;
- }
- while (t.active) await 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 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 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 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 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 Task AsyncWaitForStart(this Tween t)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return;
- }
- while (t.active && !t.playedOnce) await Task.Yield();
- }
-
- #endregion
-#endif
-
- #endregion
-
- #endregion
-#endif
- }
-
- // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
- // ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████
- // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
-
-#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER
- 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;
- }
- }
- }
-#endif
-}
diff --git a/Assets/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta b/Assets/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta
deleted file mode 100644
index ecf12ef5..00000000
--- a/Assets/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
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-guid: 6ec7b086039cff94380c46b03f3f283a
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/DOTween/Modules/DOTweenModuleUtils.cs b/Assets/DOTween/Modules/DOTweenModuleUtils.cs
deleted file mode 100644
index 8a1fb5f0..00000000
--- a/Assets/DOTween/Modules/DOTweenModuleUtils.cs
+++ /dev/null
@@ -1,155 +0,0 @@
-// 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 CreateDOTweenPathTween(
- MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
- ){
- TweenerCore t;
-#if true // PHYSICS_MARKER
- Rigidbody rBody = tweenRigidbody ? target.GetComponent() : null;
- if (tweenRigidbody && rBody != null) {
- t = isLocal
- ? rBody.DOLocalPath(path, duration, pathMode)
- : rBody.DOPath(path, duration, pathMode);
- } else {
- t = isLocal
- ? target.transform.DOLocalPath(path, duration, pathMode)
- : target.transform.DOPath(path, duration, pathMode);
- }
-#else
- t = isLocal
- ? target.transform.DOLocalPath(path, duration, pathMode)
- : target.transform.DOPath(path, duration, pathMode);
-#endif
- return t;
- }
-
- #endregion
- }
- }
-}
diff --git a/Assets/DOTween/Modules/DOTweenModuleUtils.cs.meta b/Assets/DOTween/Modules/DOTweenModuleUtils.cs.meta
deleted file mode 100644
index 7ea6c495..00000000
--- a/Assets/DOTween/Modules/DOTweenModuleUtils.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 770a3604689a44e4697be48f0fa78776
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/DOTween/readme.txt b/Assets/DOTween/readme.txt
deleted file mode 100644
index 37ff7ef5..00000000
--- a/Assets/DOTween/readme.txt
+++ /dev/null
@@ -1,29 +0,0 @@
-DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant
-
-// IMPORTANT!!! /////////////////////////////////////////////
-// Upgrading DOTween from versions older than 1.2.000 ///////
-// (or DOTween Pro older than 1.0.000) //////////////////////
--------------------------------------------------------------
-If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully.
-1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry
-2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath
-3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup
-4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only)
-
-// GET STARTED //////////////////////////////////////////////
-
-- After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween.
-- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
-- You're ready to tween. Check out the links below for full documentation and license info.
-
-
-// LINKS ///////////////////////////////////////////////////////
-
-DOTween website (documentation, examples, etc): http://dotween.demigiant.com
-DOTween license: http://dotween.demigiant.com/license.php
-DOTween repository (Google Code): https://code.google.com/p/dotween/
-Demigiant website (documentation, examples, etc): http://www.demigiant.com
-
-// NOTES //////////////////////////////////////////////////////
-
-- DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences
\ No newline at end of file
diff --git a/Assets/DOTween/readme.txt.meta b/Assets/DOTween/readme.txt.meta
deleted file mode 100644
index 283f2387..00000000
--- a/Assets/DOTween/readme.txt.meta
+++ /dev/null
@@ -1,7 +0,0 @@
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-TextScriptImporter:
- externalObjects: {}
- userData:
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diff --git a/Assets/Resources/DOTweenSettings.asset b/Assets/Resources/DOTweenSettings.asset
index f6aaf9f2..03f36d7a 100644
--- a/Assets/Resources/DOTweenSettings.asset
+++ b/Assets/Resources/DOTweenSettings.asset
@@ -9,7 +9,7 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 16995157, guid: 5e6e2c06c5086844cb05b97b1c7b71f1, type: 3}
+ m_Script: {fileID: 16995157, guid: 08cc7e0f66446b04ba75e45c7b24653c, type: 3}
m_Name: DOTweenSettings
m_EditorClassIdentifier:
useSafeMode: 1
diff --git a/Assets/Scenes/Ride/6-开始.png.meta b/Assets/Scenes/Ride/6-开始.png.meta
index ac949312..73684799 100644
--- a/Assets/Scenes/Ride/6-开始.png.meta
+++ b/Assets/Scenes/Ride/6-开始.png.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 941b43407750edb46a7532221b274dfd
+guid: d5d239dcdc658934c884cbc797a15140
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
diff --git a/Assets/Scenes/Ride/Config.png.meta b/Assets/Scenes/Ride/Config.png.meta
index c0364f31..5d7ee0cb 100644
--- a/Assets/Scenes/Ride/Config.png.meta
+++ b/Assets/Scenes/Ride/Config.png.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: e4a4fd64319299349a1256df29bb07ea
+guid: 35b0ba8ba2a6417499088b56e4492e7f
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
diff --git a/Assets/Scenes/Ride/Device_1.png.meta b/Assets/Scenes/Ride/Device_1.png.meta
index cb673c13..660d10bd 100644
--- a/Assets/Scenes/Ride/Device_1.png.meta
+++ b/Assets/Scenes/Ride/Device_1.png.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 23074bb08d89a834dbda25ce609d8b37
+guid: ee5b3b790bb0d2d42b817024ebe3c98d
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
diff --git a/Assets/Scenes/Ride/New Account_back.png.meta b/Assets/Scenes/Ride/New Account_back.png.meta
index adab92a3..31024b0a 100644
--- a/Assets/Scenes/Ride/New Account_back.png.meta
+++ b/Assets/Scenes/Ride/New Account_back.png.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: d53309f08df36414b835f60d814b8641
+guid: 386de2f8c8be7864aa48332630519eb2
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
diff --git a/Assets/Scenes/Ride/Scripts/MainController.cs b/Assets/Scenes/Ride/Scripts/MainController.cs
deleted file mode 100644
index ab6c8af8..00000000
--- a/Assets/Scenes/Ride/Scripts/MainController.cs
+++ /dev/null
@@ -1,99 +0,0 @@
-using Assets.Scripts.Apis;
-using Assets.Scripts.Apis.Models;
-using System;
-using System.Linq;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using XCharts;
-using UnityEngine.Networking;
-
-public class MainController : MonoBehaviour
-{
- private MapDataModel mapData;//当前路书数据
- private double[] coordiantes;//当前地图中心
- private int currentUserId;//当前选中的用户id
- private bool isStart;//当前游戏是否开始
- private string gameType;//当前骑行模式
- private DateTime startTime;//开始时间
-
- public MapDataModel GetMapData()
- {
- return mapData;
- }
- public double[] GetCenterCoordinate()
- {
- return coordiantes;
- }
-
- // Start is called before the first frame update
- void Awake()
- {
- //获取路书信息
- //MapApi mapApi = new MapApi();
- //var result = mapApi.GetData(5942);
-
- var result = GetTestData();
- //StartCoroutine(requset());
-
- if (result != null && result.List.Count > 0)
- {
- mapData = result;
- coordiantes = result.List[0].Point;
- }
- else
- {
- throw new System.Exception("fail to get route data");
- }
-
- //TODO:
- //获取当前用户信息
- //获取当前udp信息
- //获取蓝牙设备信息
- }
- IEnumerator requset() {
- string url = @"http://192.168.0.97:5081/Map/GetData?routeid=5492&m=20";
- UnityWebRequest request = UnityWebRequest.Get(url);
- yield return request.SendWebRequest();
- string json = request.downloadHandler.text;
- var result = Newtonsoft.Json.JsonConvert.DeserializeObject(json);
- if (result != null && result.List.Count > 0)
- {
- mapData = result;
- coordiantes = result.List[0].Point;
- }
- else
- {
- throw new System.Exception("fail to get route data");
- }
- }
- ///
- /// 获取模拟的骑行记录
- ///
- ///
- public MapDataModel GetTestData()
- {
- //string json = 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5.3603},{'Point':[32.048067,118.827991],'Elevation':25.6128},{'Point':[32.048327,118.828051],'Elevation':25.7918},{'Point':[32.048678,118.828301],'Elevation':25.7868},{'Point':[32.048938,118.828431],'Elevation':25.5017},{'Point':[32.049248,118.828451],'Elevation':24.9111},{'Point':[32.049368,118.828612],'Elevation':24.4787},{'Point':[32.04999,118.829433],'Elevation':24.4527},{'Point':[32.05018,118.829684],'Elevation':24.5432},{'Point':[32.050491,118.830075],'Elevation':24.7319},{'Point':[32.050792,118.830476],'Elevation':25.1214},{'Point':[32.051102,118.830335],'Elevation':25.3566},{'Point':[32.051402,118.830225],'Elevation':25.5892},{'Point':[32.051622,118.830205],'Elevation':25.9198},{'Point':[32.052002,118.830335],'Elevation':26.4896},{'Point':[32.052231,118.829784],'Elevation':26.9115},{'Point':[32.05241,118.829343],'Elevation':27.2986},{'Point':[32.052619,118.828782],'Elevation':27.5397},{'Point':[32.052898,118.82801],'Elevation':27.316},{'Point':[32.053037,118.827669],'Elevation':27.0054},{'Point':[32.053227,118.827329],'Elevation':26.6792},{'Point':[32.053426,118.827098],'Elevation':26.4358},{'Point':[32.054135,118.826327],'Elevation':26.6587},{'Point':[32.055214,118.825374],'Elevation':27.689},{'Point':[32.055503,118.825044],'Elevation':28.9185},{'Point':[32.055682,118.824703],'Elevation':30.2869},{'Point':[32.056221,118.823771],'Elevation':32.0053},{'Point':[32.05633,118.82358],'Elevation':33.4268},{'Point':[32.05644,118.82321],'Elevation':34.5765},{'Point':[32.056519,118.822739],'Elevation':35.4501},{'Point':[32.056736,118.820995],'Elevation':35.1811},{'Point':[32.056765,118.820694],'Elevation':34.5549},{'Point':[32.056784,118.820344],'Elevation':33.7114},{'Point':[32.056794,118.820093],'Elevation':32.8255},{'Point':[32.056753,118.819782],'Elevation':31.8413},{'Point':[32.056703,118.819442],'Elevation':30.7113},{'Point':[32.056712,118.819161],'Elevation':29.5279},{'Point':[32.056891,118.81871],'Elevation':28.5138},{'Point':[32.056991,118.8185],'Elevation':27.694},{'Point':[32.057111,118.818249],'Elevation':27.2305},{'Point':[32.05728,118.817898],'Elevation':27.2608},{'Point':[32.057469,118.817628],'Elevation':27.8111},{'Point':[32.057679,118.817517],'Elevation':28.844},{'Point':[32.057919,118.817527],'Elevation':30.2369},{'Point':[32.05821,118.817628],'Elevation':31.972},{'Point':[32.05851,118.817848],'Elevation':33.9502},{'Point':[32.058751,118.818069],'Elevation':35.9748},{'Point':[32.058951,118.818269],'Elevation':37.9318},{'Point':[32.059151,118.818439],'Elevation':39.9049},{'Point':[32.059341,118.818479],'Elevation':42.0364},{'Point':[32.059621,118.818339],'Elevation':44.5304},{'Point':[32.059991,118.818028],'Elevation':47.0725},{'Point':[32.06015,118.817858],'Elevation':49.2257},{'Point':[32.06029,118.817698],'Elevation':50.7448},{'Point':[32.06046,118.817447],'Elevation':51.4716},{'Point':[32.060579,118.817237],'Elevation':51.5474},{'Point':[32.060659,118.816846],'Elevation':51.1576},{'Point':[32.060688,118.816525],'Elevation':50.6236},{'Point':[32.060727,118.816124],'Elevation':49.9252},{'Point':[32.060717,118.815844],'Elevation':49.3272},{'Point':[32.060636,118.815413],'Elevation':48.5682},{'Point':[32.060596,118.815192],'Elevation':47.7127},{'Point':[32.060525,118.814812],'Elevation':46.6921},{'Point':[32.060464,118.814461],'Elevation':45.5533},{'Point':[32.060403,118.81406],'Elevation':44.6455},{'Point':[32.060383,118.813749],'Elevation':43.8835},{'Point':[32.060442,118.813038],'Elevation':43.2426},{'Point':[32.060471,118.812627],'Elevation':42.7653},{'Point':[32.060469,118.811855],'Elevation':42.0623},{'Point':[32.060468,118.810933],'Elevation':39.9119},{'Point':[32.060457,118.810452],'Elevation':37.7959},{'Point':[32.060466,118.810092],'Elevation':35.8393},{'Point':[32.060545,118.80933],'Elevation':33.8976},{'Point':[32.060653,118.808178],'Elevation':31.5755},{'Point':[32.060733,118.808208],'Elevation':29.5713}]}";
- return Newtonsoft.Json.JsonConvert.DeserializeObject(json);
- }
- ///
- /// 海拔图数据
- ///
- public float[] GetLineChartData()
- {
- List dist = new List();
- var list = mapData.List.Select(c => (float) c.Elevation ).ToArray();
- var count = list.Count();
- int v = Math.Max(count / 500, 1);
- for (int i = 0; i < count; i++)
- {
- if (i % v == 0)
- {
- dist.Add(list[i]);
- }
- }
- return dist.ToArray();
- }
-
-}
diff --git a/Assets/Scenes/Ride/Scripts/MainController.cs.meta b/Assets/Scenes/Ride/Scripts/MainController.cs.meta
deleted file mode 100644
index 950f70ee..00000000
--- a/Assets/Scenes/Ride/Scripts/MainController.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 904fddf6d736a004a969cdfa63f14076
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Scenes/Ride/Scripts/Model/CyclingModels/BaseCycling.cs b/Assets/Scenes/Ride/Scripts/Model/CyclingModels/BaseCycling.cs
index 508c0053..c26cbca7 100644
--- a/Assets/Scenes/Ride/Scripts/Model/CyclingModels/BaseCycling.cs
+++ b/Assets/Scenes/Ride/Scripts/Model/CyclingModels/BaseCycling.cs
@@ -104,5 +104,11 @@ namespace Assets.Scenes.Ride.Scripts.Model.CyclingModels
}
}
+
+ protected double SpeedToDistance(double speed)
+ {
+ return Math.Round(speed / 3600, 5, MidpointRounding.AwayFromZero);
+ //return 0.08;
+ }
}
}
diff --git a/Assets/Scenes/Ride/Scripts/Model/CyclingModels/SingleModel.cs b/Assets/Scenes/Ride/Scripts/Model/CyclingModels/SingleModel.cs
new file mode 100644
index 00000000..d491558b
--- /dev/null
+++ b/Assets/Scenes/Ride/Scripts/Model/CyclingModels/SingleModel.cs
@@ -0,0 +1,102 @@
+using Assets.Scenes.Ride.Scripts.Model.RiderModels;
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using System.Threading.Tasks;
+
+namespace Assets.Scenes.Ride.Scripts.Model.CyclingModels
+{
+ public class SingleModel : BaseCycling
+ {
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ public SingleModel(Route route1, SelectParamModel param)
+ : base(route1, CyclingModel.Single)
+ {
+ //recorderData = recorderData1;
+ this.IsRecord = true;
+ recorderData = new RecorderDataModel()
+ {
+ CurrentUser = PubCommData.CurrentUser,
+ //BelongUserId = PubCommData.CurrentUser.Id,
+ Competitionid = 0,
+ ContinueIndex = 0,
+ ContinueMark = Guid.NewGuid().ToString(),
+ EndDistance = 0,
+ IsCompleted = false,
+ IsNeedRanking = true,
+ CyclingState = CyclingStateEnum.Prepare,
+ //ManufacturerId = manufacturerId, //ManufacturerId,
+ CurrentRoute = route,
+ CurrentRouteStartDistance = 0,
+ //DeviceNumber = deviceNumber,//DeviceNumber
+ //AntModelId = antModelId,
+ StartTime = DateTime.Now
+ };
+ if (param != null)
+ {
+ recorderData.EndDistance = param.EndDistance;
+ recorderData.CurrentRouteStartDistance = param.EndDistance;
+ if (!string.IsNullOrWhiteSpace(param.ContinueMark))
+ {
+ recorderData.ContinueMark = param.ContinueMark;
+ }
+ recorderData.ContinueIndex = param.ContinueIndex.GetValueOrDefault(0);
+ }
+ recorderData.PreDistance = recorderData.EndDistance;
+ //Rhino.PowerFun.Services.MapUDPService.Send(route.RouteInstance.Id, riders.First().UserId, route.Point.First());
+
+
+ riders = new List();
+ var rider = new OnlineRiderModel()
+ {
+ NickName = PubCommData.CurrentUser.Nickname,
+ UserId = PubCommData.CurrentUser.Id,
+ WxHeadImg = PubCommData.CurrentUser.WxHeadImg + "?t=1",
+ //Point = new GeoJSON.Net.Geometry.GeographicPosition(this.route.RouteInstance.Point[0], this.route.RouteInstance.Point[1]),
+ EndDistance = recorderData.EndDistance
+ };
+ rider.Point = _turfHelper.Along(rider.EndDistance);
+
+ riders.Add(rider);
+ }
+
+ protected override void Run(TargetData targetData)
+ {
+ //base.BeforeRun(targetData);
+ var dis1 = SpeedToDistance(targetData._Speed);
+ currentDistance = recorderData.EndDistance + dis1;//实时计算距离
+ if (recorderData.CyclingState == CyclingStateEnum.Prepare || recorderData.CyclingState == CyclingStateEnum.Stop)
+ {
+ currentDistance = recorderData.EndDistance;
+ }
+ if (recorderData.CyclingState == CyclingStateEnum.Cycling)
+ {
+ //Console.WriteLine($"{Ticks + 1}, 总距离:{currentDistance},速度:{ targetData._Speed },移动距离:{ dis1 }");
+ }
+ riders.RemoveAll(r => r.IsSelf == false);
+ var onlineUsers = MapUDPService.GetOnlineUsers(recorderData.CurrentRoute.RouteInstance.Id).Where(d => d.IsSelf == false)
+ .ToList();
+
+ foreach (var item in onlineUsers)
+ {
+ riders.Add(new OnlineRiderModel()
+ {
+ NickName = item.Name,
+ UserId = item.Id,
+ WxHeadImg = item.HeadImage,
+ Point = new GeoJSON.Net.Geometry.GeographicPosition(item.Point[0], item.Point[1]),
+ EndDistance = item.EndDistance,
+ PreDistance = item.PreDistance,
+ });
+ }
+ base.Run(targetData);
+ }
+ }
+}
diff --git a/Assets/DOTween/Modules/DOTweenModuleAudio.cs.meta b/Assets/Scenes/Ride/Scripts/Model/CyclingModels/SingleModel.cs.meta
similarity index 83%
rename from Assets/DOTween/Modules/DOTweenModuleAudio.cs.meta
rename to Assets/Scenes/Ride/Scripts/Model/CyclingModels/SingleModel.cs.meta
index 70cca9ab..4589430b 100644
--- a/Assets/DOTween/Modules/DOTweenModuleAudio.cs.meta
+++ b/Assets/Scenes/Ride/Scripts/Model/CyclingModels/SingleModel.cs.meta
@@ -1,5 +1,5 @@
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diff --git a/Assets/Scenes/Ride/Searching.png.meta b/Assets/Scenes/Ride/Searching.png.meta
index dad058b7..a7085a02 100644
--- a/Assets/Scenes/Ride/Searching.png.meta
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@@ -1,5 +1,5 @@
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index ec167575..64078330 100644
--- a/Assets/Scenes/Ride/Speed Meter_0.png.meta
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similarity index 100%
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rename to Assets/Scripts/UI.meta
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similarity index 77%
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rename to Assets/Scripts/Utils.meta
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