mirror of
https://github.com/Cardidi/dotween-upm-fork.git
synced 2025-12-20 09:16:02 +08:00
Fixed material.DOBlendableColor(...property...) taking the main color instead of the assigned property one
This commit is contained in:
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0163e246a4
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@ -250,7 +250,13 @@
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</member>
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<member name="F:DG.Tweening.DOTween.useSmoothDeltaTime">
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<summary>If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens
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(unless they're set as timeScaleIndependent, in which case this setting will be ignored).
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(unless they're set as timeScaleIndependent, in which case a value between the last timestep
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and <see cref="F:DG.Tweening.DOTween.maxSmoothUnscaledTime"/> will be used instead).
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Setting this to TRUE will lead to smoother animations.
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<para>Default: FALSE</para></summary>
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</member>
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<member name="F:DG.Tweening.DOTween.maxSmoothUnscaledTime">
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<summary>If <see cref="F:DG.Tweening.DOTween.useSmoothDeltaTime"/> is TRUE, this indicates the max timeStep that an independent update call can last.
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Setting this to TRUE will lead to smoother animations.
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<para>Default: FALSE</para></summary>
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</member>
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@ -356,7 +362,7 @@
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<summary>
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Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL)
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and returns the total number of invalid tweens found and removed.
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<para>Automatically called when loading a new scene if <see cref="F:DG.Tweening.DOTween.useSafeMode"/> is TRUE.</para>
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IMPORTANT: this will cause an error on UWP platform, so don't use it there
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BEWARE: this is a slightly expensive operation so use it with care
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</summary>
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</member>
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@ -527,7 +533,7 @@
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1 creates a full oscillation between the direction and the opposite decaying direction,
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while 0 oscillates only between the starting position and the decaying direction</param>
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</member>
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<member name="M:DG.Tweening.DOTween.Shake(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
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<member name="M:DG.Tweening.DOTween.Shake(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean)">
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<summary>Shakes a Vector3 with the given values.</summary>
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<param name="getter">A getter for the field or property to tween.
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<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
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@ -539,8 +545,9 @@
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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 and behave like a random punch.</param>
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<param name="ignoreZAxis">If TRUE only shakes on the X Y axis (looks better with things like cameras).</param>
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<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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</member>
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<member name="M:DG.Tweening.DOTween.Shake(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
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<member name="M:DG.Tweening.DOTween.Shake(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
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<summary>Shakes a Vector3 with the given values.</summary>
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<param name="getter">A getter for the field or property to tween.
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<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
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@ -551,6 +558,7 @@
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<param name="vibrato">Indicates how much will the shake vibrate</param>
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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 and behave like a random punch.</param>
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<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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</member>
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<member name="M:DG.Tweening.DOTween.ToArray(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3[],System.Single[])">
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<summary>Tweens a property or field to the given values using default plugins.
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@ -635,6 +643,10 @@
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<summary>Plays backwards all tweens with the given ID or target and returns the number of actual tweens played
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(meaning the tweens that were not already started, playing backwards or rewinded)</summary>
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</member>
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<member name="M:DG.Tweening.DOTween.PlayBackwards(System.Object,System.Object)">
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<summary>Plays backwards all tweens with the given target and ID and returns the number of actual tweens played
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(meaning the tweens that were not already started, playing backwards or rewinded)</summary>
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</member>
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<member name="M:DG.Tweening.DOTween.PlayForwardAll">
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<summary>Plays forward all tweens and returns the number of actual tweens played
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(meaning tweens that were not already playing forward or complete)</summary>
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@ -643,6 +655,10 @@
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<summary>Plays forward all tweens with the given ID or target and returns the number of actual tweens played
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(meaning the tweens that were not already playing forward or complete)</summary>
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</member>
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<member name="M:DG.Tweening.DOTween.PlayForward(System.Object,System.Object)">
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<summary>Plays forward all tweens with the given target and ID and returns the number of actual tweens played
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(meaning the tweens that were not already started, playing backwards or rewinded)</summary>
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</member>
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<member name="M:DG.Tweening.DOTween.RestartAll(System.Boolean)">
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<summary>Restarts all tweens, then returns the number of actual tweens restarted</summary>
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</member>
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@ -683,14 +699,17 @@
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<summary>Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled
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(meaning the tweens that could be played or paused, depending on the toggle state)</summary>
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</member>
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<member name="M:DG.Tweening.DOTween.IsTweening(System.Object)">
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<member name="M:DG.Tweening.DOTween.IsTweening(System.Object,System.Boolean)">
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<summary>
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Returns TRUE if a tween with the given ID or target is active (regardless if it's playing or not).
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Returns TRUE if a tween with the given ID or target is active.
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<para>You can also use this to know if a shortcut tween is active for a given target.</para>
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<para>Example:</para>
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<para><code>transform.DOMoveX(45, 1); // transform is automatically added as the tween target</code></para>
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<para><code>DOTween.IsTweening(transform); // Returns true</code></para>
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</summary>
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<param name="targetOrId">The target or ID to look for</param>
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<param name="alsoCheckIfIsPlaying">If FALSE (default) returns TRUE as long as a tween for the given target/ID is active,
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otherwise also requires it to be playing</param>
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</member>
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<member name="M:DG.Tweening.DOTween.TotalPlayingTweens">
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<summary>
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@ -878,6 +897,14 @@
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<param name="perc">The percentage (0 to 1) at which to get the point</param>
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<param name="convertToConstantPerc">If TRUE constant speed is taken into account, otherwise not</param>
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</member>
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<member name="T:DG.Tweening.Plugins.Options.IPlugOptions">
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<summary>
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Base interface for all tween plugins options
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</summary>
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</member>
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<member name="M:DG.Tweening.Plugins.Options.IPlugOptions.Reset">
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<summary>Resets the plugin</summary>
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</member>
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<member name="T:DG.Tweening.Plugins.Vector3ArrayPlugin">
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<summary>
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This plugin generates some GC allocations at startup
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@ -1219,7 +1246,7 @@
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Also stores the camera 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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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single)">
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
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<summary>Shakes a Camera's localPosition along its relative X Y axes with the given values.
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Also stores the camera as the tween's target so it can be used for filtered operations</summary>
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<param name="duration">The duration of the tween</param>
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@ -1227,8 +1254,9 @@
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<param name="vibrato">Indicates how much will the shake vibrate</param>
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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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<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
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<summary>Shakes a Camera's localPosition along its relative X Y axes with the given values.
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Also stores the camera as the tween's target so it can be used for filtered operations</summary>
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<param name="duration">The duration of the tween</param>
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@ -1236,8 +1264,9 @@
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<param name="vibrato">Indicates how much will the shake vibrate</param>
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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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<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single)">
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
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<summary>Shakes a Camera's localRotation.
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Also stores the camera as the tween's target so it can be used for filtered operations</summary>
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<param name="duration">The duration of the tween</param>
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@ -1245,8 +1274,9 @@
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<param name="vibrato">Indicates how much will the shake vibrate</param>
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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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<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
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<summary>Shakes a Camera's localRotation.
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Also stores the camera as the tween's target so it can be used for filtered operations</summary>
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<param name="duration">The duration of the tween</param>
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@ -1254,6 +1284,7 @@
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<param name="vibrato">Indicates how much will the shake vibrate</param>
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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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<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Light,UnityEngine.Color,System.Single)">
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<summary>Tweens a Light's color to the given value.
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@ -1391,6 +1422,34 @@
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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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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOPath(UnityEngine.Rigidbody,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})">
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<summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
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Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
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<para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
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<para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
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If you plan to publish there you should use a regular transform.DOPath.</para></summary>
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<param name="path">The waypoints to go through</param>
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<param name="duration">The duration of the tween</param>
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<param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param>
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<param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
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<param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
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Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
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<param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOLocalPath(UnityEngine.Rigidbody,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})">
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<summary>Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
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Also stores the Rigidbody as the tween's target so it can be used for filtered operations
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<para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
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<para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
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If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
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<param name="path">The waypoint to go through</param>
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<param name="duration">The duration of the tween</param>
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<param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param>
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<param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
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<param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
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Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
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<param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOResize(UnityEngine.TrailRenderer,System.Single,System.Single,System.Single)">
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<summary>Tweens a TrailRenderer's startWidth/endWidth to the given value.
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Also stores the TrailRenderer as the tween's target so it can be used for filtered operations</summary>
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@ -1543,7 +1602,7 @@
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1 creates a full oscillation between the punch rotation and the opposite rotation,
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while 0 oscillates only between the punch and the start rotation</param>
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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean)">
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<summary>Shakes a Transform's localPosition with the given values.</summary>
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<param name="duration">The duration of the tween</param>
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<param name="strength">The shake strength</param>
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@ -1551,8 +1610,9 @@
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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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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean,System.Boolean)">
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<summary>Shakes a Transform's localPosition with the given values.</summary>
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<param name="duration">The duration of the tween</param>
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<param name="strength">The shake strength on each axis</param>
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@ -1560,38 +1620,43 @@
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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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<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
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<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
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</member>
|
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single)">
|
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
|
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<summary>Shakes a Transform's localRotation.</summary>
|
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<param name="duration">The duration of the tween</param>
|
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<param name="strength">The shake strength</param>
|
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<param name="vibrato">Indicates how much will the shake vibrate</param>
|
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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>
|
||||
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
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</member>
|
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
|
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
|
||||
<summary>Shakes a Transform's localRotation.</summary>
|
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<param name="duration">The duration of the tween</param>
|
||||
<param name="strength">The shake strength on each axis</param>
|
||||
<param name="vibrato">Indicates how much will the shake vibrate</param>
|
||||
<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>
|
||||
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
|
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<summary>Shakes a Transform's localScale.</summary>
|
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<param name="duration">The duration of the tween</param>
|
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<param name="strength">The shake strength</param>
|
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<param name="vibrato">Indicates how much will the shake vibrate</param>
|
||||
<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>
|
||||
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
|
||||
<summary>Shakes a Transform's localScale.</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
<param name="strength">The shake strength on each axis</param>
|
||||
<param name="vibrato">Indicates how much will the shake vibrate</param>
|
||||
<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>
|
||||
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
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</member>
|
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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 position to the given value, while also applying a jump effect along the Y axis.
|
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@ -2040,16 +2105,16 @@
|
||||
<summary>Sets the ease of the tween.
|
||||
<para>If applied to Sequences eases the whole sequence animation</para></summary>
|
||||
<param name="overshoot">
|
||||
Eventual overshoot to use with Back or Flash ease (default is 1.70158).
|
||||
<para>In case of Flash ease it sets the total number of flashes that will happen.
|
||||
Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash).
|
||||
<para>In case of Flash ease it must be an intenger and sets the total number of flashes that will happen.
|
||||
Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.</para>
|
||||
</param>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease,System.Single,System.Single)">
|
||||
<summary>Sets the ease of the tween.
|
||||
<para>If applied to Sequences eases the whole sequence animation</para></summary>
|
||||
<param name="amplitude">Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158).
|
||||
<para>In case of Flash ease it sets the total number of flashes that will happen.
|
||||
<param name="amplitude">Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash).
|
||||
<para>In case of Flash ease it must be an integer and sets the total number of flashes that will happen.
|
||||
Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.</para>
|
||||
</param>
|
||||
<param name="period">Eventual period to use with Elastic or Flash easeType (default is 0).
|
||||
|
||||
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@ -114,6 +114,33 @@
|
||||
<param name="endValue">The end value to reach</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>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions46.DOAnchorMax(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Boolean)">
|
||||
<summary>Tweens a RectTransform's anchorMax to the given value.
|
||||
Also stores the RectTransform 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="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions46.DOAnchorMin(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Boolean)">
|
||||
<summary>Tweens a RectTransform's anchorMin to the given value.
|
||||
Also stores the RectTransform 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="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions46.DOPivot(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single)">
|
||||
<summary>Tweens a RectTransform's pivot to the given value.
|
||||
Also stores the RectTransform 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>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions46.DOPivotX(UnityEngine.RectTransform,System.Single,System.Single)">
|
||||
<summary>Tweens a RectTransform's pivot X to the given value.
|
||||
Also stores the RectTransform 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>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions46.DOPivotY(UnityEngine.RectTransform,System.Single,System.Single)">
|
||||
<summary>Tweens a RectTransform's pivot Y to the given value.
|
||||
Also stores the RectTransform 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>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions46.DOSizeDelta(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Boolean)">
|
||||
<summary>Tweens a RectTransform's sizeDelta to the given value.
|
||||
Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
|
||||
@ -132,7 +159,7 @@
|
||||
while 0 oscillates only between the punch and the start position</param>
|
||||
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions46.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions46.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean)">
|
||||
<summary>Shakes a RectTransform's anchoredPosition with the given values.
|
||||
Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
@ -141,8 +168,9 @@
|
||||
<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>
|
||||
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions46.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,UnityEngine.Vector2,System.Int32,System.Single,System.Boolean)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions46.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,UnityEngine.Vector2,System.Int32,System.Single,System.Boolean,System.Boolean)">
|
||||
<summary>Shakes a RectTransform's anchoredPosition with the given values.
|
||||
Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
@ -151,6 +179,7 @@
|
||||
<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>
|
||||
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions46.DOJumpAnchorPos(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)">
|
||||
<summary>Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.
|
||||
@ -162,6 +191,24 @@
|
||||
<param name="duration">The duration of the tween</param>
|
||||
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions46.DONormalizedPos(UnityEngine.UI.ScrollRect,UnityEngine.Vector2,System.Single,System.Boolean)">
|
||||
<summary>Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value.
|
||||
Also stores the ScrollRect 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="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions46.DOHorizontalNormalizedPos(UnityEngine.UI.ScrollRect,System.Single,System.Single,System.Boolean)">
|
||||
<summary>Tweens a ScrollRect's horizontalNormalizedPosition to the given value.
|
||||
Also stores the ScrollRect 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="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions46.DOVerticalNormalizedPos(UnityEngine.UI.ScrollRect,System.Single,System.Single,System.Boolean)">
|
||||
<summary>Tweens a ScrollRect's verticalNormalizedPosition to the given value.
|
||||
Also stores the ScrollRect 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="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions46.DOValue(UnityEngine.UI.Slider,System.Single,System.Single,System.Boolean)">
|
||||
<summary>Tweens a Slider's value to the given value.
|
||||
Also stores the Slider as the tween's target so it can be used for filtered operations</summary>
|
||||
|
||||
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@ -1,2 +1,2 @@
|
||||
m_EditorVersion: 5.3.1f1
|
||||
m_EditorVersion: 5.3.5f1
|
||||
m_StandardAssetsVersion: 0
|
||||
|
||||
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@ -32,7 +32,7 @@ namespace DG.Tweening
|
||||
public class DOTween
|
||||
{
|
||||
/// <summary>DOTween's version</summary>
|
||||
public static readonly string Version = "1.1.550";
|
||||
public static readonly string Version = "1.1.555";
|
||||
|
||||
///////////////////////////////////////////////
|
||||
// Options ////////////////////////////////////
|
||||
|
||||
@ -1110,7 +1110,7 @@ namespace DG.Tweening
|
||||
return null;
|
||||
}
|
||||
|
||||
endValue = endValue - target.color;
|
||||
endValue = endValue - target.GetColor(property);
|
||||
Color to = new Color(0, 0, 0, 0);
|
||||
return DOTween.To(() => to, x => {
|
||||
#if COMPATIBLE
|
||||
|
||||
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Loading…
x
Reference in New Issue
Block a user