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mirror of https://github.com/Cardidi/dotween-upm-fork.git synced 2026-02-13 18:48:47 +08:00

Removed DOBlendableFadeBy shortcuts (because after all they were completely useless)

This commit is contained in:
Daniele Giardini 2015-04-20 16:35:15 +02:00
parent 9465fa2e0e
commit 0cda757c93
55 changed files with 0 additions and 278 deletions

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@ -1206,22 +1206,6 @@
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.Material,System.Single,System.Single)">
<summary>Tweens a Material's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.Material,System.Single,System.String,System.Single)">
<summary>Tweens a Material's named alpha property BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param>
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
<summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableMove tweens to work together on the same target,

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@ -50,12 +50,5 @@
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.SpriteRenderer,System.Single,System.Single)">
<summary>Tweens a SpriteRenderer's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

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@ -125,13 +125,6 @@
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Graphic,System.Single,System.Single)">
<summary>Tweens a Graphic's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Image,UnityEngine.Color,System.Single)">
<summary>Tweens a Image's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
@ -139,13 +132,6 @@
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Image,System.Single,System.Single)">
<summary>Tweens a Image's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Text,UnityEngine.Color,System.Single)">
<summary>Tweens a Text's color BY the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
@ -153,12 +139,5 @@
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Text,System.Single,System.Single)">
<summary>Tweens a Text's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

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@ -1206,22 +1206,6 @@
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.Material,System.Single,System.Single)">
<summary>Tweens a Material's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.Material,System.Single,System.String,System.Single)">
<summary>Tweens a Material's named alpha property BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param>
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
<summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableMove tweens to work together on the same target,

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@ -50,12 +50,5 @@
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.SpriteRenderer,System.Single,System.Single)">
<summary>Tweens a SpriteRenderer's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

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@ -125,13 +125,6 @@
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Graphic,System.Single,System.Single)">
<summary>Tweens a Graphic's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Image,UnityEngine.Color,System.Single)">
<summary>Tweens a Image's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
@ -139,13 +132,6 @@
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Image,System.Single,System.Single)">
<summary>Tweens a Image's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Text,UnityEngine.Color,System.Single)">
<summary>Tweens a Text's color BY the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
@ -153,12 +139,5 @@
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Text,System.Single,System.Single)">
<summary>Tweens a Text's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

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@ -1206,22 +1206,6 @@
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.Material,System.Single,System.Single)">
<summary>Tweens a Material's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.Material,System.Single,System.String,System.Single)">
<summary>Tweens a Material's named alpha property BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param>
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
<summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableMove tweens to work together on the same target,

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@ -50,12 +50,5 @@
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.SpriteRenderer,System.Single,System.Single)">
<summary>Tweens a SpriteRenderer's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

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@ -125,13 +125,6 @@
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Graphic,System.Single,System.Single)">
<summary>Tweens a Graphic's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Image,UnityEngine.Color,System.Single)">
<summary>Tweens a Image's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
@ -139,13 +132,6 @@
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Image,System.Single,System.Single)">
<summary>Tweens a Image's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Text,UnityEngine.Color,System.Single)">
<summary>Tweens a Text's color BY the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
@ -153,12 +139,5 @@
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Text,System.Single,System.Single)">
<summary>Tweens a Text's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

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@ -770,44 +770,6 @@ namespace DG.Tweening
.Blendable().SetTarget(target);
}
/// <summary>Tweens a Material's alpha BY the given value (as if you chained a <code>SetRelative</code>),
/// in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
/// instead than fight each other as multiple DOFade would do.
/// Also stores the Material as the tween's target so it can be used for filtered operations</summary>
/// <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableFadeBy(this Material target, float byValue, float duration)
{
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to.a = x.a;
target.color += diff;
}, new Color(0, 0, 0, byValue), duration)
.Blendable().SetTarget(target);
}
/// <summary>Tweens a Material's named alpha property BY the given value (as if you chained a <code>SetRelative</code>),
/// in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
/// instead than fight each other as multiple DOFade would do.
/// Also stores the Material as the tween's target so it can be used for filtered operations</summary>
/// <param name="byValue">The value to tween by</param>
/// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
/// <param name="duration">The duration of the tween</param>
public static Tweener DOBlendableFadeBy(this Material target, float byValue, string property, float duration)
{
if (!target.HasProperty(property)) {
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
return null;
}
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to.a = x.a;
target.SetColor(property, target.GetColor(property) + diff);
}, new Color(0, 0, 0, byValue), duration)
.Blendable().SetTarget(target);
}
#endregion
#region Transform

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@ -114,22 +114,6 @@ namespace DG.Tweening
.Blendable().SetTarget(target);
}
/// <summary>Tweens a SpriteRenderer's alpha BY the given value (as if you chained a <code>SetRelative</code>),
/// in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
/// instead than fight each other as multiple DOFade would do.
/// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
/// <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableFadeBy(this SpriteRenderer target, float byValue, float duration)
{
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to.a = x.a;
target.color += diff;
}, new Color(0, 0, 0, byValue), duration)
.Blendable().SetTarget(target);
}
#endregion
#endregion

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@ -266,22 +266,6 @@ namespace DG.Tweening
.Blendable().SetTarget(target);
}
/// <summary>Tweens a Graphic's alpha BY the given value (as if you chained a <code>SetRelative</code>),
/// in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
/// instead than fight each other as multiple DOFade would do.
/// Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
/// <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableFadeBy(this Graphic target, float byValue, float duration)
{
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to.a = x.a;
target.color += diff;
}, new Color(0, 0, 0, byValue), duration)
.Blendable().SetTarget(target);
}
#endregion
#region Image
@ -303,22 +287,6 @@ namespace DG.Tweening
.Blendable().SetTarget(target);
}
/// <summary>Tweens a Image's alpha BY the given value (as if you chained a <code>SetRelative</code>),
/// in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
/// instead than fight each other as multiple DOFade would do.
/// Also stores the Image as the tween's target so it can be used for filtered operations</summary>
/// <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableFadeBy(this Image target, float byValue, float duration)
{
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to.a = x.a;
target.color += diff;
}, new Color(0, 0, 0, byValue), duration)
.Blendable().SetTarget(target);
}
#endregion
#region Text
@ -340,22 +308,6 @@ namespace DG.Tweening
.Blendable().SetTarget(target);
}
/// <summary>Tweens a Text's alpha BY the given value (as if you chained a <code>SetRelative</code>),
/// in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
/// instead than fight each other as multiple DOFade would do.
/// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
/// <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableFadeBy(this Text target, float byValue, float duration)
{
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to.a = x.a;
target.color += diff;
}, new Color(0, 0, 0, byValue), duration)
.Blendable().SetTarget(target);
}
#endregion
#endregion

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@ -1206,22 +1206,6 @@
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.Material,System.Single,System.Single)">
<summary>Tweens a Material's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.Material,System.Single,System.String,System.Single)">
<summary>Tweens a Material's named alpha property BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param>
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
<summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableMove tweens to work together on the same target,

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@ -50,12 +50,5 @@
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.SpriteRenderer,System.Single,System.Single)">
<summary>Tweens a SpriteRenderer's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

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@ -125,13 +125,6 @@
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Graphic,System.Single,System.Single)">
<summary>Tweens a Graphic's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Image,UnityEngine.Color,System.Single)">
<summary>Tweens a Image's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
@ -139,13 +132,6 @@
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Image,System.Single,System.Single)">
<summary>Tweens a Image's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Text,UnityEngine.Color,System.Single)">
<summary>Tweens a Text's color BY the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
@ -153,12 +139,5 @@
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Text,System.Single,System.Single)">
<summary>Tweens a Text's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

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