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mirror of https://github.com/Cardidi/dotween-upm-fork.git synced 2026-02-04 22:34:56 +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 Content colors
</summary> </summary>
</member> </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"> <member name="T:DG.DemiLib.DeScope">
<summary> <summary>
Extend this to replicate Unity's Scope system with any Unity version. 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 If the item exists sets it, otherwise first creates it and then sets it
</summary> </summary>
</member> </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)"> <member name="M:DG.DemiLib.External.DeHierarchyComponent.RemoveItemData(UnityEngine.GameObject)">
<summary> <summary>
Returns TRUE if the item existed and was removed. Returns TRUE if the item existed and was removed.
</summary> </summary>
</member> </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)"> <member name="M:DG.DemiLib.External.DeHierarchyComponent.GetItem(UnityEngine.GameObject)">
<summary> <summary>
Returns the customizedItem for the given gameObject, or NULL if none was found 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) Returns a random value within this range (min/max included)
</summary> </summary>
</member> </member>
<member name="M:DG.DemiLib.IntRange.ToString">
<inheritdoc />
</member>
<member name="T:DG.DemiLib.Range"> <member name="T:DG.DemiLib.Range">
<summary> <summary>
A serializable struct including a min and a max float value 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) Returns a random value within this range (min/max included)
</summary> </summary>
</member> </member>
<member name="M:DG.DemiLib.Range.ToString">
<inheritdoc />
</member>
</members> </members>
</doc> </doc>

View File

@ -21,6 +21,27 @@
<param name="instance"></param> <param name="instance"></param>
<returns></returns> <returns></returns>
</member> </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"> <member name="T:DG.DemiEditor.DeEditorFileUtils">
<summary> <summary>
File utils File utils
@ -167,6 +188,15 @@
<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param> <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> <param name="createFoldersIfMissing">If TRUE also creates the path folders if they don't exist</param>
</member> </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)"> <member name="M:DG.DemiEditor.DeEditorPanelUtils.IsDockableWindow(UnityEditor.EditorWindow)">
<summary> <summary>
Returns TRUE if the given <see cref="T:UnityEditor.EditorWindow"/> is dockable, FALSE if instead it's a utility window 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> <summary>
Return the size of the editor game view, eventual extra bars excluded (meaning the true size of the game area) Return the size of the editor game view, eventual extra bars excluded (meaning the true size of the game area)
</summary> </summary>
<returns></returns>
</member> </member>
<member name="M:DG.DemiEditor.DeEditorUtils.ClearConsole"> <member name="M:DG.DemiEditor.DeEditorUtils.ClearConsole">
<summary> <summary>
@ -258,6 +287,20 @@
<param name="id"></param> <param name="id"></param>
<param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param> <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
</member> </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"> <member name="M:DG.DemiEditor.DeEditorUtils.FindAllComponentsOfType``1">
<summary> <summary>
Returns all components of type T in the currently open scene, or NULL if none could be found.<para/> 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"> <member name="F:DG.DemiEditor.DeDragResultType.Click">
<summary>Dragging concluced but not accepted because too short</summary> <summary>Dragging concluced but not accepted because too short</summary>
</member> </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"> <member name="T:DG.DemiEditor.DeGUIDrag">
<summary> <summary>
Manages the dragging of GUI elements Manages the dragging of GUI elements
@ -313,6 +366,15 @@
Retrieves the eventual optional data stored via the StartDrag method Retrieves the eventual optional data stored via the StartDrag method
</summary> </summary>
</member> </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)"> <member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(System.Int32,UnityEditor.Editor,System.Collections.IList,System.Int32,System.Object)">
<summary> <summary>
Starts a drag operation on a GUI element. 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="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> <param name="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
</member> </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)"> <member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(System.Int32,UnityEditor.EditorWindow,System.Collections.IList,System.Int32,System.Object)">
<summary> <summary>
Starts a drag operation on a GUI element. 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="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> <param name="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
</member> </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> <summary>
Call this after each draggable GUI block, to calculate and draw the current drag state Call this after each draggable GUI block, to calculate and draw the current drag state
(or complete it if the mouse was released). (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="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"/>. <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> 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>
<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> <summary>
Call this after each draggable GUI block, to calculate and draw the current drag state Call this after each draggable GUI block, to calculate and draw the current drag state
(or complete it if the mouse was released). (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="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"/>. <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> 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>
<member name="M:DG.DemiEditor.DeGUIDrag.EndDrag(System.Boolean)"> <member name="M:DG.DemiEditor.DeGUIDrag.EndDrag(System.Boolean)">
<summary> <summary>
@ -410,7 +510,7 @@
</member> </member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.Core.NodesClipboard.CloneNode``1(DG.DemiLib.IEditorGUINode)"> <member name="M:DG.DemiEditor.DeGUINodeSystem.Core.NodesClipboard.CloneNode``1(DG.DemiLib.IEditorGUINode)">
<summary> <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. A new ID will be automatically generated.
</summary> </summary>
</member> </member>
@ -486,6 +586,9 @@
Partially independent, mainly controlled by process. Partially independent, mainly controlled by process.
</summary> </summary>
</member> </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)"> <member name="M:DG.DemiEditor.DeGUINodeSystem.InteractionManager.IsDragging(DG.DemiLib.IEditorGUINode)">
<summary>Returns TRUE if the given node is currently being dragged</summary> <summary>Returns TRUE if the given node is currently being dragged</summary>
</member> </member>
@ -501,7 +604,8 @@
Create it, then enclose your GUI node calls inside a <see cref="!:NodeProcessScope"/>.<para/> Create it, then enclose your GUI node calls inside a <see cref="!:NodeProcessScope"/>.<para/>
CODING ORDER:<para/> CODING ORDER:<para/>
- Create a <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/> to use for your node system (create it once, obviously)<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> </summary>
</member> </member>
<member name="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.SnapOffset"> <member name="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.SnapOffset">
@ -513,6 +617,10 @@
<member name="P:DG.DemiEditor.DeGUINodeSystem.NodeProcess.relativeArea"> <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> <summary>Position with zeroed coordinates (used by all node GUI since it's inside a GUILayout(area))</summary>
</member> </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})"> <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> <summary>
Creates a new NodeProcess. 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 Forces the refresh of the area calculations. Useful if you need them before the first GUI call has run
</summary> </summary>
</member> </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> <summary>
Shifts the visible are to the given coordinates and repaints on end Shifts the visible are to the given coordinates and repaints on end
</summary> </summary>
@ -555,7 +668,7 @@
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Draw``1(DG.DemiLib.IEditorGUINode,System.Nullable{DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions})"> <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Draw``1(DG.DemiLib.IEditorGUINode,System.Nullable{DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions})">
<summary> <summary>
Draws the given node using the given T editor GUINode type. 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> </summary>
</member> </member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.OpenHelpPanel"> <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 Returns TRUE if the given area is visible (even if partially) inside the current nodeProcess area
</summary> </summary>
</member> </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})"> <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcessScope`1.#ctor(DG.DemiEditor.DeGUINodeSystem.NodeProcess,UnityEngine.Rect,UnityEngine.Vector2@,System.Collections.Generic.IList{`0})">
<summary> <summary>
Use this to encapsulate node GUI operations.<para/> 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="defaultStyle">Style for default (non-editing mode) appearance</param>
<param name="editingStyle">Style for editing mode</param> <param name="editingStyle">Style for editing mode</param>
</member> </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> <summary>
A text field that becomes editable only on double-click and can also be dragged A text field that becomes editable only on double-click and can also be dragged
</summary> </summary>
<param name="editorWindow">EditorWindow reference</param> <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="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="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="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="draggedItemIndex">DraggableList index of the item being dragged</param>
<param name="defaultStyle">Style for default (non-editing mode) appearance</param> <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
<param name="editingStyle">Style for editing mode</param> <param name="editingStyle">Style for editing mode</param>
<returns></returns> <returns></returns>
</member> </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> <summary>
A text field that becomes editable only on double-click and can also be dragged A text field that becomes editable only on double-click and can also be dragged
</summary> </summary>
<param name="editor">Editor reference</param> <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="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="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="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="draggedItemIndex">DraggableList index of the item being dragged</param>
<param name="defaultStyle">Style for default (non-editing mode) appearance</param> <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
@ -1164,6 +1288,11 @@
Sets the GUI colors to the given ones Sets the GUI colors to the given ones
</summary> </summary>
</member> </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"> <member name="T:DG.DemiEditor.DeGUI.CursorColorScope">
<summary> <summary>
Sets the GUI cursor color to the given ones Sets the GUI cursor color to the given ones
@ -1277,6 +1406,8 @@
</member> </member>
<member name="M:DG.DemiEditor.DeGUI.DrawTiledTexture(UnityEngine.Rect,UnityEngine.Texture2D,System.Single,System.Nullable{UnityEngine.Color})"> <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> <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="scale">Eventual scale to apply</param>
<param name="color">If not NULL, colorizes the texture with this color</param> <param name="color">If not NULL, colorizes the texture with this color</param>
</member> </member>
@ -1302,7 +1433,7 @@
<param name="defaultStyle">Style for default (non-editing mode) appearance</param> <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
<param name="editingStyle">Style for editing mode</param> <param name="editingStyle">Style for editing mode</param>
</member> </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> <summary>
A text field that becomes editable only on double-click and can also be dragged A text field that becomes editable only on double-click and can also be dragged
</summary> </summary>
@ -1310,13 +1441,12 @@
<param name="editorWindow">EditorWindow reference</param> <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="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="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="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="draggedItemIndex">DraggableList index of the item being dragged</param>
<param name="defaultStyle">Style for default (non-editing mode) appearance</param> <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
<param name="editingStyle">Style for editing mode</param> <param name="editingStyle">Style for editing mode</param>
</member> </member>
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<summary> <summary>
A text field that becomes editable only on double-click and can also be dragged A text field that becomes editable only on double-click and can also be dragged
</summary> </summary>
@ -1324,7 +1454,6 @@
<param name="editor">Editor reference</param> <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="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="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="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="draggedItemIndex">DraggableList index of the item being dragged</param>
<param name="defaultStyle">Style for default (non-editing mode) appearance</param> <param name="defaultStyle">Style for default (non-editing mode) appearance</param>

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@ -0,0 +1,31 @@
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 _unscaledTime;
float _unscaledDeltaTime; 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 float _pausedTime; // Marks the time when Unity was paused
bool _duplicateToDestroy; bool _duplicateToDestroy;
@ -166,8 +167,10 @@ namespace DG.Tweening.Core
public void OnApplicationPause(bool pauseStatus) public void OnApplicationPause(bool pauseStatus)
{ {
if (pauseStatus) { if (pauseStatus) {
_paused = true;
_pausedTime = Time.realtimeSinceStartup; _pausedTime = Time.realtimeSinceStartup;
} else { } else if (_paused) {
_paused = false;
_unscaledTime += Time.realtimeSinceStartup - _pausedTime; _unscaledTime += Time.realtimeSinceStartup - _pausedTime;
} }
} }

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@ -34,7 +34,7 @@ namespace DG.Tweening
public class DOTween public class DOTween
{ {
/// <summary>DOTween's version</summary> /// <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 //////////////////////////////////// // Options ////////////////////////////////////

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