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mirror of https://github.com/Cardidi/dotween-upm-fork.git synced 2026-02-04 06:14:55 +08:00

[BUGFIX] Fixed erroneous timeScaleIndependent calculation for tweens if run immediately when the applications starts up

This commit is contained in:
Daniele Giardini 2020-01-07 14:40:32 +01:00
parent 8c030d5b56
commit 1c489f80b7
59 changed files with 1384 additions and 18 deletions

View File

@ -40,6 +40,17 @@
Content colors
</summary>
</member>
<member name="T:DG.DemiLib.DeInputUtils">
<summary>
Various Input utils
</summary>
</member>
<member name="M:DG.DemiLib.DeInputUtils.IsNumKeyDown">
<summary>
Returns a number key int if a number key was pressed in this frame, or -1 otherwise
</summary>
<returns></returns>
</member>
<member name="T:DG.DemiLib.DeScope">
<summary>
Extend this to replicate Unity's Scope system with any Unity version.
@ -90,11 +101,21 @@
If the item exists sets it, otherwise first creates it and then sets it
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemSeparator(UnityEngine.GameObject,DG.DemiLib.External.DeHierarchyComponent.SeparatorType,DG.DemiLib.External.DeHierarchyComponent.HColor)">
<summary>
If the item exists sets it, otherwise first creates it and then sets it
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.RemoveItemData(UnityEngine.GameObject)">
<summary>
Returns TRUE if the item existed and was removed.
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.ResetSeparator(UnityEngine.GameObject)">
<summary>
Returns TRUE if the item existed and was changed.
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.GetItem(UnityEngine.GameObject)">
<summary>
Returns the customizedItem for the given gameObject, or NULL if none was found
@ -131,6 +152,9 @@
Returns a random value within this range (min/max included)
</summary>
</member>
<member name="M:DG.DemiLib.IntRange.ToString">
<inheritdoc />
</member>
<member name="T:DG.DemiLib.Range">
<summary>
A serializable struct including a min and a max float value
@ -152,5 +176,8 @@
Returns a random value within this range (min/max included)
</summary>
</member>
<member name="M:DG.DemiLib.Range.ToString">
<inheritdoc />
</member>
</members>
</doc>

View File

@ -21,6 +21,27 @@
<param name="instance"></param>
<returns></returns>
</member>
<member name="M:DG.DemiEditor.DeEditorCoroutines.StartCoroutine(System.Collections.IEnumerator)">
<summary>
Starts an editor coroutine. You can't use normal <code>yield new WaitFor</code> methods because
those are Unity runtime, but you can instead use <see cref="M:DG.DemiEditor.DeEditorCoroutines.WaitForSeconds(System.Single)"/>.
Other than that, you can use normal <code>yield null/etc</code>.<para/>
Returns an <see cref="T:System.Collections.IEnumerator"/> which you can use with <see cref="M:DG.DemiEditor.DeEditorCoroutines.StopCoroutine(System.Collections.IEnumerator)"/> to cancel the coroutine.
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorCoroutines.StopCoroutine(System.Collections.IEnumerator)">
<summary>
Stops the given coroutine generated by <see cref="M:DG.DemiEditor.DeEditorCoroutines.StartCoroutine(System.Collections.IEnumerator)"/>
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorCoroutines.WaitForSeconds(System.Single)">
<summary>
To be used inside a coroutine as a yield instruction: waits for the given seconds
(replaces Unity's <code>yield new WaitForSeconds</code> because it's not available in-editor).<para/>
Example usage:<para/>
<code>yield return DeEditorCoroutines.WaitForSeconds(1);</code>
</summary>
</member>
<member name="T:DG.DemiEditor.DeEditorFileUtils">
<summary>
File utils
@ -167,6 +188,15 @@
<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
<param name="createFoldersIfMissing">If TRUE also creates the path folders if they don't exist</param>
</member>
<member name="M:DG.DemiEditor.DeEditorPanelUtils.SourceAssetExists``1(System.String,System.Boolean)">
<summary>
Check if the <see cref="T:UnityEngine.ScriptableObject"/> at the given path exists and eventually if it's available
</summary>
<param name="adbFilePath">File path (relative to Unity's project folder)</param>
<param name="checkIfAvailable">If TRUE also check if the file is available
(file can be unavailable if it was deleted outside Unity, or if Unity is just starting)</param>
<returns></returns>
</member>
<member name="M:DG.DemiEditor.DeEditorPanelUtils.IsDockableWindow(UnityEditor.EditorWindow)">
<summary>
Returns TRUE if the given <see cref="T:UnityEditor.EditorWindow"/> is dockable, FALSE if instead it's a utility window
@ -223,7 +253,6 @@
<summary>
Return the size of the editor game view, eventual extra bars excluded (meaning the true size of the game area)
</summary>
<returns></returns>
</member>
<member name="M:DG.DemiEditor.DeEditorUtils.ClearConsole">
<summary>
@ -258,6 +287,20 @@
<param name="id"></param>
<param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
</member>
<member name="M:DG.DemiEditor.DeEditorUtils.SetGizmosIconVisibility(System.Boolean,System.String[])">
<summary>
Sets the gizmos icon visibility in the Scene and Game view for the given class names
</summary>
<param name="visible">Visibility</param>
<param name="classNames">Class names (no namespace), as many as you want separated by a comma</param>
</member>
<member name="M:DG.DemiEditor.DeEditorUtils.SetGizmosIconVisibilityForAllCustomIcons(System.Boolean)">
<summary>
Sets the gizmos icon visibility in the Scene and Game view for all custom icons
(for example icons created with HOTools)
</summary>
<param name="visible">Visibility</param>
</member>
<member name="M:DG.DemiEditor.DeEditorUtils.FindAllComponentsOfType``1">
<summary>
Returns all components of type T in the currently open scene, or NULL if none could be found.<para/>
@ -283,6 +326,16 @@
<member name="F:DG.DemiEditor.DeDragResultType.Click">
<summary>Dragging concluced but not accepted because too short</summary>
</member>
<member name="F:DG.DemiEditor.DeDragDirection.Auto">
<summary>Automatically determines if dragged elements are horizontal, vertical, or both</summary>
</member>
<member name="F:DG.DemiEditor.DeDragDirection.Vertical">
<summary>Forces vertical drag</summary>
</member>
<member name="F:DG.DemiEditor.DeDragDirection.Horizontal">
<summary>Forces horizontal drag (useful to avoid initial wrong drag indicators
if the users starts dragging an horizontal system vertically)</summary>
</member>
<member name="T:DG.DemiEditor.DeGUIDrag">
<summary>
Manages the dragging of GUI elements
@ -313,6 +366,15 @@
Retrieves the eventual optional data stored via the StartDrag method
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(UnityEditor.Editor,System.Collections.IList,System.Int32,System.Object)">
<summary>
Starts a drag operation on a GUI element.
</summary>
<param name="editor">Reference to the current editor drawing the GUI (used when a Repaint is needed)</param>
<param name="draggableList">List containing the dragged item and all other relative draggable items</param>
<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
<param name="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
</member>
<member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(System.Int32,UnityEditor.Editor,System.Collections.IList,System.Int32,System.Object)">
<summary>
Starts a drag operation on a GUI element.
@ -323,6 +385,15 @@
<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
<param name="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
</member>
<member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(UnityEditor.EditorWindow,System.Collections.IList,System.Int32,System.Object)">
<summary>
Starts a drag operation on a GUI element.
</summary>
<param name="editorWindow">Reference to the current editor drawing the GUI (used when a Repaint is needed)</param>
<param name="draggableList">List containing the dragged item and all other relative draggable items</param>
<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
<param name="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
</member>
<member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(System.Int32,UnityEditor.EditorWindow,System.Collections.IList,System.Int32,System.Object)">
<summary>
Starts a drag operation on a GUI element.
@ -333,7 +404,7 @@
<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
<param name="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
</member>
<member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Int32,System.Collections.IList,System.Int32,System.Nullable{UnityEngine.Rect})">
<member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Int32,System.Collections.IList,System.Int32,System.Nullable{UnityEngine.Rect},DG.DemiEditor.DeDragDirection)">
<summary>
Call this after each draggable GUI block, to calculate and draw the current drag state
(or complete it if the mouse was released).
@ -343,8 +414,22 @@
<param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
<param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
Pass this if you're creating a drag between elements that don't use GUILayout</param>
<param name="direction">Drag direction. You can leave it to <see cref="F:DG.DemiEditor.DeDragDirection.Auto"/>
unless you want to skip eventual layout calculations</param>
</member>
<member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Int32,System.Collections.IList,System.Int32,UnityEngine.Color,System.Nullable{UnityEngine.Rect})">
<member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Collections.IList,System.Int32,System.Nullable{UnityEngine.Rect},DG.DemiEditor.DeDragDirection)">
<summary>
Call this after each draggable GUI block, to calculate and draw the current drag state
(or complete it if the mouse was released).
</summary>
<param name="draggableList">List containing the draggable item and all other relative draggable items</param>
<param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
<param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
Pass this if you're creating a drag between elements that don't use GUILayout</param>
<param name="direction">Drag direction. You can leave it to <see cref="F:DG.DemiEditor.DeDragDirection.Auto"/>
unless you want to skip eventual layout calculations</param>
</member>
<member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Int32,System.Collections.IList,System.Int32,UnityEngine.Color,System.Nullable{UnityEngine.Rect},DG.DemiEditor.DeDragDirection)">
<summary>
Call this after each draggable GUI block, to calculate and draw the current drag state
(or complete it if the mouse was released).
@ -355,6 +440,21 @@
<param name="dragEvidenceColor">Color to use for drag divider and selection</param>
<param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
Pass this if you're creating a drag between elements that don't use GUILayout</param>
<param name="direction">Drag direction. You can leave it to <see cref="F:DG.DemiEditor.DeDragDirection.Auto"/>
unless you want to skip eventual layout calculations</param>
</member>
<member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Collections.IList,System.Int32,UnityEngine.Color,System.Nullable{UnityEngine.Rect},DG.DemiEditor.DeDragDirection)">
<summary>
Call this after each draggable GUI block, to calculate and draw the current drag state
(or complete it if the mouse was released).
</summary>
<param name="draggableList">List containing the draggable item and all other relative draggable items</param>
<param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
<param name="dragEvidenceColor">Color to use for drag divider and selection</param>
<param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
Pass this if you're creating a drag between elements that don't use GUILayout</param>
<param name="direction">Drag direction. You can leave it to <see cref="F:DG.DemiEditor.DeDragDirection.Auto"/>
unless you want to skip eventual layout calculations</param>
</member>
<member name="M:DG.DemiEditor.DeGUIDrag.EndDrag(System.Boolean)">
<summary>
@ -410,7 +510,7 @@
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.Core.NodesClipboard.CloneNode``1(DG.DemiLib.IEditorGUINode)">
<summary>
Returns a clone of the given node (clones also lists, but leaves other references as references).
Returns a deep clone of the given node but doesn't clone UnityEngine references.
A new ID will be automatically generated.
</summary>
</member>
@ -486,6 +586,9 @@
Partially independent, mainly controlled by process.
</summary>
</member>
<member name="P:DG.DemiEditor.DeGUINodeSystem.InteractionManager.isDraggingNodes">
<summary>TRUE when read-to or dragging nodes</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.InteractionManager.IsDragging(DG.DemiLib.IEditorGUINode)">
<summary>Returns TRUE if the given node is currently being dragged</summary>
</member>
@ -501,7 +604,8 @@
Create it, then enclose your GUI node calls inside a <see cref="!:NodeProcessScope"/>.<para/>
CODING ORDER:<para/>
- Create a <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/> to use for your node system (create it once, obviously)<para/>
- Inside OnGUI, write all your nodes GUI code inside a <see cref="!:NodeProcessScope"/>
- Inside OnGUI, write all your nodes GUI code inside a <see cref="!:NodeProcessScope"/><para/>
- To draw the nodes, loop through the <see cref="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.orderedNodes"/> list and call <see cref="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Draw``1(DG.DemiLib.IEditorGUINode,System.Nullable{DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions})"/> for each node
</summary>
</member>
<member name="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.SnapOffset">
@ -513,6 +617,10 @@
<member name="P:DG.DemiEditor.DeGUINodeSystem.NodeProcess.relativeArea">
<summary>Position with zeroed coordinates (used by all node GUI since it's inside a GUILayout(area))</summary>
</member>
<member name="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.orderedNodes">
<summary>Contains the nodes passed to NodeProcessScope ordered by depth.
You should loop through this list when drawing nodes</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.#ctor(UnityEditor.EditorWindow,System.Func{System.Collections.Generic.List{DG.DemiLib.IEditorGUINode},System.Boolean},System.Func{DG.DemiLib.IEditorGUINode,DG.DemiLib.IEditorGUINode,System.Boolean})">
<summary>
Creates a new NodeProcess.
@ -541,7 +649,12 @@
Forces the refresh of the area calculations. Useful if you need them before the first GUI call has run
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ShiftAreaTo(UnityEngine.Vector2)">
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ShiftAreaBy(UnityEngine.Vector2)">
<summary>
Shifts the visible are to the given coordinates and repaints on end
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.SetAreaShift(UnityEngine.Vector2)">
<summary>
Shifts the visible are to the given coordinates and repaints on end
</summary>
@ -555,7 +668,7 @@
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Draw``1(DG.DemiLib.IEditorGUINode,System.Nullable{DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions})">
<summary>
Draws the given node using the given T editor GUINode type.
Retuns the full area of the node
Returns the full area of the node
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.OpenHelpPanel">
@ -578,6 +691,19 @@
Returns TRUE if the given area is visible (even if partially) inside the current nodeProcess area
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.CaptureScreenshot(DG.DemiEditor.DeGUINodeSystem.NodeProcess.ScreenshotMode,System.Action{UnityEngine.Texture2D},System.Single,System.Boolean)">
<summary>
Captures a screenshot of the node editor area and returns it when calling the onComplete method.<para/>
Sadly this requires a callback because if called immediately the capture will fail
with a "[d3d11] attempting to ReadPixels outside of RenderTexture bounds!" error in most cases
</summary>
<param name="screenshotMode">Screenshot mode</param>
<param name="onComplete">A callback that accepts the generated Texture2D object</param>
<param name="allNodesScaleFactor">Screenshot scale factor (only used if screenshotMode is set to <see cref="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ScreenshotMode.AllNodes"/>)</param>
<param name="useProgressBar">If TRUE (default) displays a progress bar during the operation.
You'll want to set this to FALSE when you're already using a custom progressBar
and the screenshot is only part of a larger queue of operations</param>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcessScope`1.#ctor(DG.DemiEditor.DeGUINodeSystem.NodeProcess,UnityEngine.Rect,UnityEngine.Vector2@,System.Collections.Generic.IList{`0})">
<summary>
Use this to encapsulate node GUI operations.<para/>
@ -1066,28 +1192,26 @@
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
<param name="editingStyle">Style for editing mode</param>
</member>
<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickDraggableTextField(UnityEditor.EditorWindow,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickDraggableTextField(UnityEditor.EditorWindow,System.String,System.String,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
A text field that becomes editable only on double-click and can also be dragged
</summary>
<param name="editorWindow">EditorWindow reference</param>
<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
<param name="text">Text</param>
<param name="dragId">ID for this drag operation (must be the same for both this and Drag</param>
<param name="draggableList">List containing the dragged item and all other relative draggable items</param>
<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
<param name="editingStyle">Style for editing mode</param>
<returns></returns>
</member>
<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickDraggableTextField(UnityEditor.Editor,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickDraggableTextField(UnityEditor.Editor,System.String,System.String,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
A text field that becomes editable only on double-click and can also be dragged
</summary>
<param name="editor">Editor reference</param>
<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
<param name="text">Text</param>
<param name="dragId">ID for this drag operation (must be the same for both this and Drag</param>
<param name="draggableList">List containing the dragged item and all other relative draggable items</param>
<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
@ -1164,6 +1288,11 @@
Sets the GUI colors to the given ones
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ShowTexturePreview(UnityEngine.Texture2D)">
<summary>
Opens a panel that previews the given texture (if not NULL)
</summary>
</member>
<member name="T:DG.DemiEditor.DeGUI.CursorColorScope">
<summary>
Sets the GUI cursor color to the given ones
@ -1277,6 +1406,8 @@
</member>
<member name="M:DG.DemiEditor.DeGUI.DrawTiledTexture(UnityEngine.Rect,UnityEngine.Texture2D,System.Single,System.Nullable{UnityEngine.Color})">
<summary>Draws the given texture tiled within the given rect</summary>
<param name="rect">Rect</param>
<param name="texture">Texture</param>
<param name="scale">Eventual scale to apply</param>
<param name="color">If not NULL, colorizes the texture with this color</param>
</member>
@ -1302,7 +1433,7 @@
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
<param name="editingStyle">Style for editing mode</param>
</member>
<member name="M:DG.DemiEditor.DeGUI.DoubleClickDraggableTextField(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<member name="M:DG.DemiEditor.DeGUI.DoubleClickDraggableTextField(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<summary>
A text field that becomes editable only on double-click and can also be dragged
</summary>
@ -1310,13 +1441,12 @@
<param name="editorWindow">EditorWindow reference</param>
<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
<param name="text">Text</param>
<param name="dragId">ID for this drag operation (must be the same for both this and Drag</param>
<param name="draggableList">List containing the dragged item and all other relative draggable items</param>
<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
<param name="editingStyle">Style for editing mode</param>
</member>
<member name="M:DG.DemiEditor.DeGUI.DoubleClickDraggableTextField(UnityEngine.Rect,UnityEditor.Editor,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<member name="M:DG.DemiEditor.DeGUI.DoubleClickDraggableTextField(UnityEngine.Rect,UnityEditor.Editor,System.String,System.String,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<summary>
A text field that becomes editable only on double-click and can also be dragged
</summary>
@ -1324,7 +1454,6 @@
<param name="editor">Editor reference</param>
<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
<param name="text">Text</param>
<param name="dragId">ID for this drag operation (must be the same for both this and Drag</param>
<param name="draggableList">List containing the dragged item and all other relative draggable items</param>
<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>

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using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
public class TimeIndependentDelay : BrainBase
{
public float startupDelay = 1;
public bool timeScaleIndependent = true;
public float tweensDelayStep = 0.15f;
public Transform[] targets;
IEnumerator Start()
{
if (startupDelay > 0) yield return new WaitForSeconds(startupDelay);
Log("STARTUP", "00ff00");
for (int i = 0; i < targets.Length; ++i) {
float delay = i * tweensDelayStep;
targets[i].DOMoveX(1, 1).SetDelay(delay).SetUpdate(timeScaleIndependent).SetEase(Ease.Linear)
.OnStart(() => Log(string.Format("{0}: tween start after delay of {1}\"", i, delay)));
}
}
void Log(string message, string color = null)
{
if (color != null) message = string.Format("<color=#{0}>{1}</color>", color, message);
message = string.Format("{0} | {1} | {2} ::: {3}", Time.realtimeSinceStartup, Time.deltaTime, Time.unscaledDeltaTime, message);
Debug.Log(message);
}
}

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@ -25,6 +25,7 @@ namespace DG.Tweening.Core
float _unscaledTime;
float _unscaledDeltaTime;
bool _paused; // Used to mark when app is paused and to avoid resume being called when application starts playing
float _pausedTime; // Marks the time when Unity was paused
bool _duplicateToDestroy;
@ -166,8 +167,10 @@ namespace DG.Tweening.Core
public void OnApplicationPause(bool pauseStatus)
{
if (pauseStatus) {
_paused = true;
_pausedTime = Time.realtimeSinceStartup;
} else {
} else if (_paused) {
_paused = false;
_unscaledTime += Time.realtimeSinceStartup - _pausedTime;
}
}

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@ -34,7 +34,7 @@ namespace DG.Tweening
public class DOTween
{
/// <summary>DOTween's version</summary>
public static readonly string Version = "1.2.315"; // Last version before modules: 1.1.755
public static readonly string Version = "1.2.320"; // Last version before modules: 1.1.755
///////////////////////////////////////////////
// Options ////////////////////////////////////

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