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:
parent
2679dd4c25
commit
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@ -759,6 +759,10 @@
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<param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included,
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<param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included,
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otherwise the elapsed percentage within the current loop cycle</param>
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otherwise the elapsed percentage within the current loop cycle</param>
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</member>
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</member>
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<member name="M:DG.Tweening.TweenExtensions.ElapsedDirectionalPercentage(DG.Tweening.Tween)">
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<summary>Returns the elapsed percentage (0 to 1) of this tween (delays exluded),
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based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1</summary>
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</member>
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<member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)">
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<member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)">
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<summary>Returns FALSE if this tween has been killed.
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<summary>Returns FALSE if this tween has been killed.
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||||||
<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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<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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@ -1054,11 +1058,12 @@
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<param name="axisConstraint">Eventual axis constraint for the rotation</param>
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<param name="axisConstraint">Eventual axis constraint for the rotation</param>
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<param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
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<param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
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</member>
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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
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<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
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<summary>Tweens a Rigidbody's X/Z position to the given value, while also applying a jump effect along the Y axis.
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<summary>Tweens a Rigidbody's X/Z position to the given value, while also applying a jump effect along the Y axis.
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Returns a Sequence instead of a Tweener.
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Returns a Sequence instead of a Tweener.
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Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
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Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
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<param name="endValue">The X/Z end value to reach, and the Y jump height</param>
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<param name="endValue">The X/Z end value to reach, and the Y jump height</param>
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<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
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<param name="numJumps">Total number of jumps</param>
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<param name="numJumps">Total number of jumps</param>
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<param name="duration">The duration of the tween</param>
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<param name="duration">The duration of the tween</param>
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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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@ -1247,20 +1252,22 @@
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<param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
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<param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
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Setting it to 0 will shake along a single direction.</param>
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Setting it to 0 will shake along a single direction.</param>
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</member>
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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
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<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
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<summary>Tweens a Transform's X/Z position to the given value, while also applying a jump effect along the Y axis.
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<summary>Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis.
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Returns a Sequence instead of a Tweener.
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Returns a Sequence instead of a Tweener.
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Also stores the transform as the tween's target so it can be used for filtered operations</summary>
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Also stores the transform as the tween's target so it can be used for filtered operations</summary>
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<param name="endValue">The X/Z end value to reach, and the Y jump height</param>
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<param name="endValue">The end value to reach</param>
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<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
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<param name="numJumps">Total number of jumps</param>
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<param name="numJumps">Total number of jumps</param>
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<param name="duration">The duration of the tween</param>
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<param name="duration">The duration of the tween</param>
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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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</member>
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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
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<member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
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<summary>Tweens a Transform's X/Z localPosition to the given value, while also applying a jump effect along the Y axis.
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<summary>Tweens a Transform's X/Z localPosition to the given value, while also applying a jump effect along the Y axis.
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Returns a Sequence instead of a Tweener.
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Returns a Sequence instead of a Tweener.
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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>
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<param name="endValue">The X/Z end value to reach, and the Y jump height</param>
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<param name="endValue">The X/Z end value to reach, and the Y jump height</param>
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<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
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<param name="numJumps">Total number of jumps</param>
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<param name="numJumps">Total number of jumps</param>
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<param name="duration">The duration of the tween</param>
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<param name="duration">The duration of the tween</param>
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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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@ -43,11 +43,12 @@
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Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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</member>
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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody2D,UnityEngine.Vector2,System.Int32,System.Single,System.Boolean)">
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<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody2D,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)">
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<summary>Tweens a Rigidbody2D's X position to the given value, while also applying a jump effect along the Y axis.
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<summary>Tweens a Rigidbody2D's X position to the given value, while also applying a jump effect along the Y axis.
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Returns a Sequence instead of a Tweener.
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Returns a Sequence instead of a Tweener.
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Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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<param name="endValue">The X end value to reach, and the Y jump height</param>
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<param name="endValue">The X end value to reach, and the Y jump height</param>
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<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
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<param name="numJumps">Total number of jumps</param>
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<param name="numJumps">Total number of jumps</param>
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<param name="duration">The duration of the tween</param>
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<param name="duration">The duration of the tween</param>
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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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Binary file not shown.
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@ -759,6 +759,10 @@
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<param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included,
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<param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included,
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otherwise the elapsed percentage within the current loop cycle</param>
|
otherwise the elapsed percentage within the current loop cycle</param>
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</member>
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</member>
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||||||
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<member name="M:DG.Tweening.TweenExtensions.ElapsedDirectionalPercentage(DG.Tweening.Tween)">
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||||||
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<summary>Returns the elapsed percentage (0 to 1) of this tween (delays exluded),
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||||||
|
based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1</summary>
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||||||
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</member>
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<member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)">
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<member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)">
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||||||
<summary>Returns FALSE if this tween has been killed.
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<summary>Returns FALSE if this tween has been killed.
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||||||
<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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<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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@ -1054,11 +1058,12 @@
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<param name="axisConstraint">Eventual axis constraint for the rotation</param>
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<param name="axisConstraint">Eventual axis constraint for the rotation</param>
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<param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
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<param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
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</member>
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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
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<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
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<summary>Tweens a Rigidbody's X/Z position to the given value, while also applying a jump effect along the Y axis.
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<summary>Tweens a Rigidbody's X/Z position to the given value, while also applying a jump effect along the Y axis.
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Returns a Sequence instead of a Tweener.
|
Returns a Sequence instead of a Tweener.
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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>
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<param name="endValue">The X/Z end value to reach, and the Y jump height</param>
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<param name="endValue">The X/Z end value to reach, and the Y jump height</param>
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<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
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<param name="numJumps">Total number of jumps</param>
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<param name="numJumps">Total number of jumps</param>
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<param name="duration">The duration of the tween</param>
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<param name="duration">The duration of the tween</param>
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||||||
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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@ -1247,20 +1252,22 @@
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<param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
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<param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
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Setting it to 0 will shake along a single direction.</param>
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Setting it to 0 will shake along a single direction.</param>
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</member>
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</member>
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||||||
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
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<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
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||||||
<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.
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||||||
Returns a Sequence instead of a Tweener.
|
Returns a Sequence instead of a Tweener.
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||||||
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>
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||||||
<param name="endValue">The X/Z end value to reach, and the Y jump height</param>
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<param name="endValue">The end value to reach</param>
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||||||
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<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>
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<param name="numJumps">Total number of jumps</param>
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||||||
<param name="duration">The duration of the tween</param>
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<param name="duration">The duration of the tween</param>
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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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</member>
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</member>
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||||||
<member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
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<member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
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||||||
<summary>Tweens a Transform's X/Z localPosition to the given value, while also applying a jump effect along the Y axis.
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<summary>Tweens a Transform's X/Z localPosition to the given value, while also applying a jump effect along the Y axis.
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Returns a Sequence instead of a Tweener.
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Returns a Sequence instead of a Tweener.
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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>
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<param name="endValue">The X/Z end value to reach, and the Y jump height</param>
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<param name="endValue">The X/Z end value to reach, and the Y jump height</param>
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<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
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<param name="numJumps">Total number of jumps</param>
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<param name="numJumps">Total number of jumps</param>
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<param name="duration">The duration of the tween</param>
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<param name="duration">The duration of the tween</param>
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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -43,11 +43,12 @@
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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>
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<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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</member>
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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody2D,UnityEngine.Vector2,System.Int32,System.Single,System.Boolean)">
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<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody2D,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)">
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||||||
<summary>Tweens a Rigidbody2D's X position to the given value, while also applying a jump effect along the Y axis.
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<summary>Tweens a Rigidbody2D's X position to the given value, while also applying a jump effect along the Y axis.
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Returns a Sequence instead of a Tweener.
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Returns a Sequence instead of a Tweener.
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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>
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<param name="endValue">The X end value to reach, and the Y jump height</param>
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<param name="endValue">The X end value to reach, and the Y jump height</param>
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<param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
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<param name="numJumps">Total number of jumps</param>
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<param name="numJumps">Total number of jumps</param>
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<param name="duration">The duration of the tween</param>
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<param name="duration">The duration of the tween</param>
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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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Binary file not shown.
Binary file not shown.
@ -759,6 +759,10 @@
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<param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included,
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<param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included,
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otherwise the elapsed percentage within the current loop cycle</param>
|
otherwise the elapsed percentage within the current loop cycle</param>
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</member>
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</member>
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||||||
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<member name="M:DG.Tweening.TweenExtensions.ElapsedDirectionalPercentage(DG.Tweening.Tween)">
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||||||
|
<summary>Returns the elapsed percentage (0 to 1) of this tween (delays exluded),
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based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1</summary>
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||||||
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</member>
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||||||
<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.
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||||||
<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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@ -1054,11 +1058,12 @@
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<param name="axisConstraint">Eventual axis constraint for the rotation</param>
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<param name="axisConstraint">Eventual axis constraint for the rotation</param>
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<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>
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</member>
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</member>
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||||||
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Rigidbody,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
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<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>
|
||||||
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<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>
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<param name="numJumps">Total number of jumps</param>
|
||||||
<param name="duration">The duration of the tween</param>
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<param name="duration">The duration of the tween</param>
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||||||
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||||
@ -1247,20 +1252,22 @@
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<param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
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<param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
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Setting it to 0 will shake along a single direction.</param>
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Setting it to 0 will shake along a single direction.</param>
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</member>
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</member>
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||||||
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
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<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>
|
||||||
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<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>
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<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>
|
||||||
|
|||||||
Binary file not shown.
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Binary file not shown.
@ -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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BIN
UnityTests.Unity5/Assets/_Tests/_Shared Sprites/Spaceship.png
Normal file
BIN
UnityTests.Unity5/Assets/_Tests/_Shared Sprites/Spaceship.png
Normal file
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|
After Width: | Height: | Size: 9.2 KiB |
@ -0,0 +1,55 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 30b9eaf483abe564a95121a10370d87e
|
||||||
|
timeCreated: 1431943514
|
||||||
|
licenseType: Free
|
||||||
|
TextureImporter:
|
||||||
|
fileIDToRecycleName: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
mipmaps:
|
||||||
|
mipMapMode: 0
|
||||||
|
enableMipMap: 0
|
||||||
|
linearTexture: 0
|
||||||
|
correctGamma: 0
|
||||||
|
fadeOut: 0
|
||||||
|
borderMipMap: 0
|
||||||
|
mipMapFadeDistanceStart: 1
|
||||||
|
mipMapFadeDistanceEnd: 3
|
||||||
|
bumpmap:
|
||||||
|
convertToNormalMap: 0
|
||||||
|
externalNormalMap: 0
|
||||||
|
heightScale: .25
|
||||||
|
normalMapFilter: 0
|
||||||
|
isReadable: 0
|
||||||
|
grayScaleToAlpha: 0
|
||||||
|
generateCubemap: 0
|
||||||
|
cubemapConvolution: 0
|
||||||
|
cubemapConvolutionSteps: 8
|
||||||
|
cubemapConvolutionExponent: 1.5
|
||||||
|
seamlessCubemap: 0
|
||||||
|
textureFormat: -3
|
||||||
|
maxTextureSize: 256
|
||||||
|
textureSettings:
|
||||||
|
filterMode: 1
|
||||||
|
aniso: -1
|
||||||
|
mipBias: -1
|
||||||
|
wrapMode: 1
|
||||||
|
nPOTScale: 0
|
||||||
|
lightmap: 0
|
||||||
|
rGBM: 0
|
||||||
|
compressionQuality: 50
|
||||||
|
spriteMode: 1
|
||||||
|
spriteExtrude: 1
|
||||||
|
spriteMeshType: 1
|
||||||
|
alignment: 0
|
||||||
|
spritePivot: {x: .5, y: .5}
|
||||||
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
spritePixelsToUnits: 100
|
||||||
|
alphaIsTransparency: 1
|
||||||
|
textureType: 8
|
||||||
|
buildTargetSettings: []
|
||||||
|
spriteSheet:
|
||||||
|
sprites: []
|
||||||
|
spritePackingTag:
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -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 ////////////////////////////////////
|
||||||
|
|||||||
@ -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.
|
||||||
|
|||||||
@ -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>
|
||||||
|
|||||||
@ -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
|
||||||
|
|||||||
@ -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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Reference in New Issue
Block a user