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mirror of https://github.com/Cardidi/dotween-upm-fork.git synced 2025-12-20 17:26:03 +08:00

Modified DOJump shortcuts so the endValue is fully considered, Y included

This commit is contained in:
Daniele Giardini 2015-05-20 11:14:22 +02:00
parent 2679dd4c25
commit 24b118f814
41 changed files with 190 additions and 67 deletions

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@ -759,6 +759,10 @@
<param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included, <param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included,
otherwise the elapsed percentage within the current loop cycle</param> otherwise the elapsed percentage within the current loop cycle</param>
</member> </member>
<member name="M:DG.Tweening.TweenExtensions.ElapsedDirectionalPercentage(DG.Tweening.Tween)">
<summary>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</summary>
</member>
<member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)"> <member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)">
<summary>Returns FALSE if this tween has been killed. <summary>Returns FALSE if this tween has been killed.
<para>BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.</para> <para>BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.</para>
@ -1054,11 +1058,12 @@
<param name="axisConstraint">Eventual axis constraint for the rotation</param> <param name="axisConstraint">Eventual axis constraint for the rotation</param>
<param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Rigidbody's X/Z position to the given value, while also applying a jump effect along the Y axis. <summary>Tweens a Rigidbody's X/Z position to the given value, while also applying a jump effect along the Y axis.
Returns a Sequence instead of a Tweener. Returns a Sequence instead of a Tweener.
Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary> Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The X/Z end value to reach, and the Y jump height</param> <param name="endValue">The X/Z end value to reach, and the Y jump height</param>
<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
<param name="numJumps">Total number of jumps</param> <param name="numJumps">Total number of jumps</param>
<param name="duration">The duration of the tween</param> <param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
@ -1247,20 +1252,22 @@
<param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). <param name="randomness">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.</param> Setting it to 0 will shake along a single direction.</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Transform's X/Z position to the given value, while also applying a jump effect along the Y axis. <summary>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. Returns a Sequence instead of a Tweener.
Also stores the transform as the tween's target so it can be used for filtered operations</summary> Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The X/Z end value to reach, and the Y jump height</param> <param name="endValue">The end value to reach</param>
<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
<param name="numJumps">Total number of jumps</param> <param name="numJumps">Total number of jumps</param>
<param name="duration">The duration of the tween</param> <param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Transform's X/Z localPosition to the given value, while also applying a jump effect along the Y axis. <summary>Tweens a Transform's X/Z localPosition to the given value, while also applying a jump effect along the Y axis.
Returns a Sequence instead of a Tweener. Returns a Sequence instead of a Tweener.
Also stores the transform as the tween's target so it can be used for filtered operations</summary> Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The X/Z end value to reach, and the Y jump height</param> <param name="endValue">The X/Z end value to reach, and the Y jump height</param>
<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
<param name="numJumps">Total number of jumps</param> <param name="numJumps">Total number of jumps</param>
<param name="duration">The duration of the tween</param> <param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>

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@ -43,11 +43,12 @@
Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody2D,UnityEngine.Vector2,System.Int32,System.Single,System.Boolean)"> <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody2D,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Rigidbody2D's X position to the given value, while also applying a jump effect along the Y axis. <summary>Tweens a Rigidbody2D's X position to the given value, while also applying a jump effect along the Y axis.
Returns a Sequence instead of a Tweener. Returns a Sequence instead of a Tweener.
Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The X end value to reach, and the Y jump height</param> <param name="endValue">The X end value to reach, and the Y jump height</param>
<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
<param name="numJumps">Total number of jumps</param> <param name="numJumps">Total number of jumps</param>
<param name="duration">The duration of the tween</param> <param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>

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@ -759,6 +759,10 @@
<param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included, <param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included,
otherwise the elapsed percentage within the current loop cycle</param> otherwise the elapsed percentage within the current loop cycle</param>
</member> </member>
<member name="M:DG.Tweening.TweenExtensions.ElapsedDirectionalPercentage(DG.Tweening.Tween)">
<summary>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</summary>
</member>
<member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)"> <member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)">
<summary>Returns FALSE if this tween has been killed. <summary>Returns FALSE if this tween has been killed.
<para>BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.</para> <para>BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.</para>
@ -1054,11 +1058,12 @@
<param name="axisConstraint">Eventual axis constraint for the rotation</param> <param name="axisConstraint">Eventual axis constraint for the rotation</param>
<param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Rigidbody's X/Z position to the given value, while also applying a jump effect along the Y axis. <summary>Tweens a Rigidbody's X/Z position to the given value, while also applying a jump effect along the Y axis.
Returns a Sequence instead of a Tweener. Returns a Sequence instead of a Tweener.
Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary> Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The X/Z end value to reach, and the Y jump height</param> <param name="endValue">The X/Z end value to reach, and the Y jump height</param>
<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
<param name="numJumps">Total number of jumps</param> <param name="numJumps">Total number of jumps</param>
<param name="duration">The duration of the tween</param> <param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
@ -1247,20 +1252,22 @@
<param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). <param name="randomness">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.</param> Setting it to 0 will shake along a single direction.</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Transform's X/Z position to the given value, while also applying a jump effect along the Y axis. <summary>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. Returns a Sequence instead of a Tweener.
Also stores the transform as the tween's target so it can be used for filtered operations</summary> Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The X/Z end value to reach, and the Y jump height</param> <param name="endValue">The end value to reach</param>
<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
<param name="numJumps">Total number of jumps</param> <param name="numJumps">Total number of jumps</param>
<param name="duration">The duration of the tween</param> <param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Transform's X/Z localPosition to the given value, while also applying a jump effect along the Y axis. <summary>Tweens a Transform's X/Z localPosition to the given value, while also applying a jump effect along the Y axis.
Returns a Sequence instead of a Tweener. Returns a Sequence instead of a Tweener.
Also stores the transform as the tween's target so it can be used for filtered operations</summary> Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The X/Z end value to reach, and the Y jump height</param> <param name="endValue">The X/Z end value to reach, and the Y jump height</param>
<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
<param name="numJumps">Total number of jumps</param> <param name="numJumps">Total number of jumps</param>
<param name="duration">The duration of the tween</param> <param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>

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@ -43,11 +43,12 @@
Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody2D,UnityEngine.Vector2,System.Int32,System.Single,System.Boolean)"> <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody2D,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Rigidbody2D's X position to the given value, while also applying a jump effect along the Y axis. <summary>Tweens a Rigidbody2D's X position to the given value, while also applying a jump effect along the Y axis.
Returns a Sequence instead of a Tweener. Returns a Sequence instead of a Tweener.
Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The X end value to reach, and the Y jump height</param> <param name="endValue">The X end value to reach, and the Y jump height</param>
<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
<param name="numJumps">Total number of jumps</param> <param name="numJumps">Total number of jumps</param>
<param name="duration">The duration of the tween</param> <param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>

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@ -759,6 +759,10 @@
<param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included, <param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included,
otherwise the elapsed percentage within the current loop cycle</param> otherwise the elapsed percentage within the current loop cycle</param>
</member> </member>
<member name="M:DG.Tweening.TweenExtensions.ElapsedDirectionalPercentage(DG.Tweening.Tween)">
<summary>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</summary>
</member>
<member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)"> <member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)">
<summary>Returns FALSE if this tween has been killed. <summary>Returns FALSE if this tween has been killed.
<para>BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.</para> <para>BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.</para>
@ -1054,11 +1058,12 @@
<param name="axisConstraint">Eventual axis constraint for the rotation</param> <param name="axisConstraint">Eventual axis constraint for the rotation</param>
<param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Rigidbody's X/Z position to the given value, while also applying a jump effect along the Y axis. <summary>Tweens a Rigidbody's X/Z position to the given value, while also applying a jump effect along the Y axis.
Returns a Sequence instead of a Tweener. Returns a Sequence instead of a Tweener.
Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary> Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The X/Z end value to reach, and the Y jump height</param> <param name="endValue">The X/Z end value to reach, and the Y jump height</param>
<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
<param name="numJumps">Total number of jumps</param> <param name="numJumps">Total number of jumps</param>
<param name="duration">The duration of the tween</param> <param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
@ -1247,20 +1252,22 @@
<param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). <param name="randomness">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.</param> Setting it to 0 will shake along a single direction.</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Transform's X/Z position to the given value, while also applying a jump effect along the Y axis. <summary>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. Returns a Sequence instead of a Tweener.
Also stores the transform as the tween's target so it can be used for filtered operations</summary> Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The X/Z end value to reach, and the Y jump height</param> <param name="endValue">The end value to reach</param>
<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
<param name="numJumps">Total number of jumps</param> <param name="numJumps">Total number of jumps</param>
<param name="duration">The duration of the tween</param> <param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Transform's X/Z localPosition to the given value, while also applying a jump effect along the Y axis. <summary>Tweens a Transform's X/Z localPosition to the given value, while also applying a jump effect along the Y axis.
Returns a Sequence instead of a Tweener. Returns a Sequence instead of a Tweener.
Also stores the transform as the tween's target so it can be used for filtered operations</summary> Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The X/Z end value to reach, and the Y jump height</param> <param name="endValue">The X/Z end value to reach, and the Y jump height</param>
<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
<param name="numJumps">Total number of jumps</param> <param name="numJumps">Total number of jumps</param>
<param name="duration">The duration of the tween</param> <param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>

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@ -43,11 +43,12 @@
Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody2D,UnityEngine.Vector2,System.Int32,System.Single,System.Boolean)"> <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody2D,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Rigidbody2D's X position to the given value, while also applying a jump effect along the Y axis. <summary>Tweens a Rigidbody2D's X position to the given value, while also applying a jump effect along the Y axis.
Returns a Sequence instead of a Tweener. Returns a Sequence instead of a Tweener.
Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The X end value to reach, and the Y jump height</param> <param name="endValue">The X end value to reach, and the Y jump height</param>
<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
<param name="numJumps">Total number of jumps</param> <param name="numJumps">Total number of jumps</param>
<param name="duration">The duration of the tween</param> <param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>

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@ -6,14 +6,16 @@ public class Jump : BrainBase
{ {
public Transform target; public Transform target;
public Vector3 jump = new Vector3(4, 3, 0); public Vector3 jump = new Vector3(4, 3, 0);
public float jumpHeight = 3;
public int numJumps = 1; public int numJumps = 1;
public float duration = 1; public float duration = 1;
public Ease ease = Ease.OutQuad; public Ease ease = Ease.OutQuad;
public int loops = -1;
IEnumerator Start() IEnumerator Start()
{ {
yield return new WaitForSeconds(1); yield return new WaitForSeconds(1);
target.DOJump(jump, numJumps, duration).SetEase(ease).SetLoops(-1, LoopType.Yoyo); target.DOJump(jump, jumpHeight, numJumps, duration).SetEase(ease).SetLoops(loops, LoopType.Yoyo);
} }
} }

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@ -32,7 +32,7 @@ namespace DG.Tweening
public class DOTween public class DOTween
{ {
/// <summary>DOTween's version</summary> /// <summary>DOTween's version</summary>
public static readonly string Version = "1.0.725"; public static readonly string Version = "1.0.735";
/////////////////////////////////////////////// ///////////////////////////////////////////////
// Options //////////////////////////////////// // Options ////////////////////////////////////

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@ -432,36 +432,41 @@ namespace DG.Tweening
/// Returns a Sequence instead of a Tweener. /// Returns a Sequence instead of a Tweener.
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary> /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The X/Z end value to reach, and the Y jump height</param> /// <param name="endValue">The X/Z end value to reach, and the Y jump height</param>
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
/// <param name="numJumps">Total number of jumps</param> /// <param name="numJumps">Total number of jumps</param>
/// <param name="duration">The duration of the tween</param> /// <param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Sequence DOJump(this Rigidbody target, Vector3 endValue, int numJumps, float duration, bool snapping = false) public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
{ {
if (numJumps < 1) numJumps = 1; if (numJumps < 1) numJumps = 1;
return DOTween.Sequence() float offsetY = endValue.y - target.position.y;
Sequence s = DOTween.Sequence()
#if COMPATIBLE #if COMPATIBLE
.Append(DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector3(endValue.x, 0, 0), duration) .Append(DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector3(endValue.x, 0, 0), duration)
#else #else
.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration) .Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration)
#endif #endif
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
)
#if COMPATIBLE #if COMPATIBLE
.Join(DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector3(0, 0, endValue.z), duration) ).Join(DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector3(0, 0, endValue.z), duration)
#else #else
.Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration) ).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration)
#endif #endif
.SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear) .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
)
#if COMPATIBLE #if COMPATIBLE
.Join(DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector3(0, endValue.y, 0), duration / (numJumps * 2)) ).Join(DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
#else #else
.Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue.y, 0), duration / (numJumps * 2)) ).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
#endif #endif
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad) .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad)
.SetLoops(numJumps * 2, LoopType.Yoyo) .SetLoops(numJumps * 2, LoopType.Yoyo)
) ).SetTarget(target).SetEase(DOTween.defaultEaseType);
.SetTarget(target).SetEase(DOTween.defaultEaseType); s.OnUpdate(() => {
Vector3 pos = target.position;
pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
target.MovePosition(pos);
});
return s;
} }
#endregion #endregion
@ -778,51 +783,61 @@ namespace DG.Tweening
#region Special #region Special
/// <summary>Tweens a Transform's X/Z position to the given value, while also applying a jump effect along the Y axis. /// <summary>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. /// Returns a Sequence instead of a Tweener.
/// Also stores the transform as the tween's target so it can be used for filtered operations</summary> /// Also stores the transform as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The X/Z end value to reach, and the Y jump height</param> /// <param name="endValue">The end value to reach</param>
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
/// <param name="numJumps">Total number of jumps</param> /// <param name="numJumps">Total number of jumps</param>
/// <param name="duration">The duration of the tween</param> /// <param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Sequence DOJump(this Transform target, Vector3 endValue, int numJumps, float duration, bool snapping = false) public static Sequence DOJump(this Transform target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
{ {
if (numJumps < 1) numJumps = 1; if (numJumps < 1) numJumps = 1;
return DOTween.Sequence() float offsetY = endValue.y - target.position.y;
Sequence s = DOTween.Sequence()
.Append(DOTween.To(() => target.position, x => target.position = x, new Vector3(endValue.x, 0, 0), duration) .Append(DOTween.To(() => target.position, x => target.position = x, new Vector3(endValue.x, 0, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
) ).Join(DOTween.To(() => target.position, x => target.position = x, new Vector3(0, 0, endValue.z), duration)
.Join(DOTween.To(() => target.position, x => target.position = x, new Vector3(0, 0, endValue.z), duration)
.SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear) .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
) ).Join(DOTween.To(() => target.position, x => target.position = x, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
.Join(DOTween.To(() => target.position, x => target.position = x, new Vector3(0, endValue.y, 0), duration / (numJumps * 2))
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad) .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad)
.SetLoops(numJumps * 2, LoopType.Yoyo) .SetLoops(numJumps * 2, LoopType.Yoyo)
) ).SetTarget(target).SetEase(DOTween.defaultEaseType);
.SetTarget(target).SetEase(DOTween.defaultEaseType); s.OnUpdate(() => {
Vector3 pos = target.position;
pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
target.position = pos;
});
return s;
} }
/// <summary>Tweens a Transform's X/Z localPosition to the given value, while also applying a jump effect along the Y axis. /// <summary>Tweens a Transform's X/Z localPosition to the given value, while also applying a jump effect along the Y axis.
/// Returns a Sequence instead of a Tweener. /// Returns a Sequence instead of a Tweener.
/// Also stores the transform as the tween's target so it can be used for filtered operations</summary> /// Also stores the transform as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The X/Z end value to reach, and the Y jump height</param> /// <param name="endValue">The X/Z end value to reach, and the Y jump height</param>
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
/// <param name="numJumps">Total number of jumps</param> /// <param name="numJumps">Total number of jumps</param>
/// <param name="duration">The duration of the tween</param> /// <param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Sequence DOLocalJump(this Transform target, Vector3 endValue, int numJumps, float duration, bool snapping = false) public static Sequence DOLocalJump(this Transform target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
{ {
if (numJumps < 1) numJumps = 1; if (numJumps < 1) numJumps = 1;
return DOTween.Sequence() float offsetY = endValue.y - target.localPosition.y;
Sequence s = DOTween.Sequence()
.Append(DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(endValue.x, 0, 0), duration) .Append(DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(endValue.x, 0, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
) ).Join(DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(0, 0, endValue.z), duration)
.Join(DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(0, 0, endValue.z), duration)
.SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear) .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
) ).Join(DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
.Join(DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(0, endValue.y, 0), duration / (numJumps * 2))
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad) .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad)
.SetLoops(numJumps * 2, LoopType.Yoyo) .SetLoops(numJumps * 2, LoopType.Yoyo)
) ).SetTarget(target).SetEase(DOTween.defaultEaseType);
.SetTarget(target).SetEase(DOTween.defaultEaseType); s.OnUpdate(() => {
Vector3 pos = target.localPosition;
pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
target.localPosition = pos;
});
return s;
} }
/// <summary>Tweens a Transform's position through the given path waypoints, using the chosen path algorithm. /// <summary>Tweens a Transform's position through the given path waypoints, using the chosen path algorithm.

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@ -421,6 +421,19 @@ namespace DG.Tweening
} }
return t.position / t.duration; return t.position / t.duration;
} }
/// <summary>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</summary>
public static float ElapsedDirectionalPercentage(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return 0;
}
float perc = t.position / t.duration;
bool isInverse = t.completedLoops > 0 && t.loopType == LoopType.Yoyo && t.completedLoops % 2 != 0;
return isInverse ? 1 - perc : perc;
}
/// <summary>Returns FALSE if this tween has been killed. /// <summary>Returns FALSE if this tween has been killed.
/// <para>BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.</para> /// <para>BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.</para>

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@ -95,29 +95,35 @@ namespace DG.Tweening
/// Returns a Sequence instead of a Tweener. /// Returns a Sequence instead of a Tweener.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The X end value to reach, and the Y jump height</param> /// <param name="endValue">The X end value to reach, and the Y jump height</param>
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
/// <param name="numJumps">Total number of jumps</param> /// <param name="numJumps">Total number of jumps</param>
/// <param name="duration">The duration of the tween</param> /// <param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, int numJumps, float duration, bool snapping = false) public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
{ {
if (numJumps < 1) numJumps = 1; if (numJumps < 1) numJumps = 1;
return DOTween.Sequence() float offsetY = endValue.y - target.position.y;
Sequence s = DOTween.Sequence()
#if COMPATIBLE #if COMPATIBLE
.Append(DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector2(endValue.x, 0), duration) .Append(DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector3(endValue.x, 0, 0), duration)
#else #else
.Append(DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue.x, 0), duration) .Append(DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue.x, 0), duration)
#endif #endif
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
)
#if COMPATIBLE #if COMPATIBLE
.Join(DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector2(0, endValue.y), duration / (numJumps * 2)) ).Join(DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
#else #else
.Join(DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue.y), duration / (numJumps * 2)) ).Join(DOTween.To(() => target.position, target.MovePosition, new Vector2(0, jumpPower), duration / (numJumps * 2))
#endif #endif
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad) .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad)
.SetLoops(numJumps * 2, LoopType.Yoyo) .SetLoops(numJumps * 2, LoopType.Yoyo)
) ).SetTarget(target).SetEase(DOTween.defaultEaseType);
.SetTarget(target).SetEase(DOTween.defaultEaseType); s.OnUpdate(() => {
Vector2 pos = target.position;
pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
target.MovePosition(pos);
});
return s;
} }
#endregion #endregion

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@ -759,6 +759,10 @@
<param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included, <param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included,
otherwise the elapsed percentage within the current loop cycle</param> otherwise the elapsed percentage within the current loop cycle</param>
</member> </member>
<member name="M:DG.Tweening.TweenExtensions.ElapsedDirectionalPercentage(DG.Tweening.Tween)">
<summary>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</summary>
</member>
<member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)"> <member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)">
<summary>Returns FALSE if this tween has been killed. <summary>Returns FALSE if this tween has been killed.
<para>BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.</para> <para>BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.</para>
@ -1054,11 +1058,12 @@
<param name="axisConstraint">Eventual axis constraint for the rotation</param> <param name="axisConstraint">Eventual axis constraint for the rotation</param>
<param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Rigidbody's X/Z position to the given value, while also applying a jump effect along the Y axis. <summary>Tweens a Rigidbody's X/Z position to the given value, while also applying a jump effect along the Y axis.
Returns a Sequence instead of a Tweener. Returns a Sequence instead of a Tweener.
Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary> Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The X/Z end value to reach, and the Y jump height</param> <param name="endValue">The X/Z end value to reach, and the Y jump height</param>
<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
<param name="numJumps">Total number of jumps</param> <param name="numJumps">Total number of jumps</param>
<param name="duration">The duration of the tween</param> <param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
@ -1247,20 +1252,22 @@
<param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). <param name="randomness">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.</param> Setting it to 0 will shake along a single direction.</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Transform's X/Z position to the given value, while also applying a jump effect along the Y axis. <summary>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. Returns a Sequence instead of a Tweener.
Also stores the transform as the tween's target so it can be used for filtered operations</summary> Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The X/Z end value to reach, and the Y jump height</param> <param name="endValue">The end value to reach</param>
<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
<param name="numJumps">Total number of jumps</param> <param name="numJumps">Total number of jumps</param>
<param name="duration">The duration of the tween</param> <param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Transform's X/Z localPosition to the given value, while also applying a jump effect along the Y axis. <summary>Tweens a Transform's X/Z localPosition to the given value, while also applying a jump effect along the Y axis.
Returns a Sequence instead of a Tweener. Returns a Sequence instead of a Tweener.
Also stores the transform as the tween's target so it can be used for filtered operations</summary> Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The X/Z end value to reach, and the Y jump height</param> <param name="endValue">The X/Z end value to reach, and the Y jump height</param>
<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
<param name="numJumps">Total number of jumps</param> <param name="numJumps">Total number of jumps</param>
<param name="duration">The duration of the tween</param> <param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>

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@ -43,11 +43,12 @@
Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody2D,UnityEngine.Vector2,System.Int32,System.Single,System.Boolean)"> <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody2D,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Rigidbody2D's X position to the given value, while also applying a jump effect along the Y axis. <summary>Tweens a Rigidbody2D's X position to the given value, while also applying a jump effect along the Y axis.
Returns a Sequence instead of a Tweener. Returns a Sequence instead of a Tweener.
Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The X end value to reach, and the Y jump height</param> <param name="endValue">The X end value to reach, and the Y jump height</param>
<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
<param name="numJumps">Total number of jumps</param> <param name="numJumps">Total number of jumps</param>
<param name="duration">The duration of the tween</param> <param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>

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