mirror of
https://github.com/Cardidi/dotween-upm-fork.git
synced 2026-02-04 14:24:55 +08:00
DOShake > Added extra option to prevent the shake from automatically fading out
This commit is contained in:
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@ -526,7 +526,7 @@
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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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@ -539,7 +539,7 @@
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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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</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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@ -1226,7 +1226,7 @@
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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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@ -1235,7 +1235,7 @@
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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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</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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@ -1244,7 +1244,7 @@
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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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</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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@ -1253,7 +1253,7 @@
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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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</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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@ -1550,7 +1550,7 @@
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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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@ -1559,7 +1559,7 @@
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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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</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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@ -1568,7 +1568,7 @@
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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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</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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@ -1576,7 +1576,7 @@
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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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</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)">
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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 on each axis</param>
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@ -1584,7 +1584,7 @@
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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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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single)">
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<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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@ -1592,7 +1592,7 @@
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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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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,UnityEngine.Vector3,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 on each axis</param>
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@ -144,7 +144,7 @@
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while 0 oscillates only between the punch and the start position</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.ShortcutExtensions46.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
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<member name="M:DG.Tweening.ShortcutExtensions46.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean)">
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<summary>Shakes a RectTransform's anchoredPosition with the given values.
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Also stores the RectTransform 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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@ -154,7 +154,7 @@
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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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</member>
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<member name="M:DG.Tweening.ShortcutExtensions46.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,UnityEngine.Vector2,System.Int32,System.Single,System.Boolean)">
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<member name="M:DG.Tweening.ShortcutExtensions46.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,UnityEngine.Vector2,System.Int32,System.Single,System.Boolean,System.Boolean)">
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<summary>Shakes a RectTransform's anchoredPosition with the given values.
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Also stores the RectTransform 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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Binary file not shown.
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@ -526,7 +526,7 @@
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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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@ -539,7 +539,7 @@
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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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</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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@ -1226,7 +1226,7 @@
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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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@ -1235,7 +1235,7 @@
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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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</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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@ -1244,7 +1244,7 @@
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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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</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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@ -1253,7 +1253,7 @@
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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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</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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@ -1550,7 +1550,7 @@
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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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@ -1559,7 +1559,7 @@
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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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</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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@ -1568,7 +1568,7 @@
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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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</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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@ -1576,7 +1576,7 @@
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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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</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)">
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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 on each axis</param>
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@ -1584,7 +1584,7 @@
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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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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single)">
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<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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@ -1592,7 +1592,7 @@
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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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</member>
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
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<member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,UnityEngine.Vector3,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 on each axis</param>
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@ -144,7 +144,7 @@
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while 0 oscillates only between the punch and the start position</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.ShortcutExtensions46.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
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<member name="M:DG.Tweening.ShortcutExtensions46.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean)">
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<summary>Shakes a RectTransform's anchoredPosition with the given values.
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Also stores the RectTransform 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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@ -154,7 +154,7 @@
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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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</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>
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -526,7 +526,7 @@
|
||||
1 creates a full oscillation between the direction and the opposite decaying direction,
|
||||
while 0 oscillates only between the starting position and the decaying direction</param>
|
||||
</member>
|
||||
<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)">
|
||||
<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)">
|
||||
<summary>Shakes a Vector3 with the given values.</summary>
|
||||
<param name="getter">A getter for the field or property to tween.
|
||||
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
|
||||
@ -539,7 +539,7 @@
|
||||
Setting it to 0 will shake along a single direction and behave like a random punch.</param>
|
||||
<param name="ignoreZAxis">If TRUE only shakes on the X Y axis (looks better with things like cameras).</param>
|
||||
</member>
|
||||
<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)">
|
||||
<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)">
|
||||
<summary>Shakes a Vector3 with the given values.</summary>
|
||||
<param name="getter">A getter for the field or property to tween.
|
||||
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
|
||||
@ -1226,7 +1226,7 @@
|
||||
Also stores the camera 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.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
|
||||
<summary>Shakes a Camera's localPosition along its relative X Y axes with the given values.
|
||||
Also stores the camera as the tween's target so it can be used for filtered operations</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
@ -1235,7 +1235,7 @@
|
||||
<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>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
|
||||
<summary>Shakes a Camera's localPosition along its relative X Y axes with the given values.
|
||||
Also stores the camera as the tween's target so it can be used for filtered operations</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
@ -1244,7 +1244,7 @@
|
||||
<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>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
|
||||
<summary>Shakes a Camera's localRotation.
|
||||
Also stores the camera as the tween's target so it can be used for filtered operations</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
@ -1253,7 +1253,7 @@
|
||||
<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>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
|
||||
<summary>Shakes a Camera's localRotation.
|
||||
Also stores the camera as the tween's target so it can be used for filtered operations</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
@ -1550,7 +1550,7 @@
|
||||
1 creates a full oscillation between the punch rotation and the opposite rotation,
|
||||
while 0 oscillates only between the punch and the start rotation</param>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean)">
|
||||
<summary>Shakes a Transform's localPosition with the given values.</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
<param name="strength">The shake strength</param>
|
||||
@ -1559,7 +1559,7 @@
|
||||
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>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean,System.Boolean)">
|
||||
<summary>Shakes a Transform's localPosition with the given values.</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
<param name="strength">The shake strength on each axis</param>
|
||||
@ -1568,7 +1568,7 @@
|
||||
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>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
|
||||
<summary>Shakes a Transform's localRotation.</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
<param name="strength">The shake strength</param>
|
||||
@ -1576,7 +1576,7 @@
|
||||
<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>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
|
||||
<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>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
<param name="strength">The shake strength on each axis</param>
|
||||
@ -1584,7 +1584,7 @@
|
||||
<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>
|
||||
</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)">
|
||||
<summary>Shakes a Transform's localScale.</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
<param name="strength">The shake strength</param>
|
||||
@ -1592,7 +1592,7 @@
|
||||
<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>
|
||||
</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>
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -144,7 +144,7 @@
|
||||
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>
|
||||
@ -154,7 +154,7 @@
|
||||
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>
|
||||
</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>
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
UnityTests.Unity5/Assets/Unity5Mat.mat
Normal file
BIN
UnityTests.Unity5/Assets/Unity5Mat.mat
Normal file
Binary file not shown.
8
UnityTests.Unity5/Assets/Unity5Mat.mat.meta
Normal file
8
UnityTests.Unity5/Assets/Unity5Mat.mat.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 66b1bc248e625d14fa5d5cfd75081ce0
|
||||
timeCreated: 1460405400
|
||||
licenseType: Pro
|
||||
NativeFormatImporter:
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
Binary file not shown.
BIN
UnityTests.Unity5/Assets/_DOTween Examples/MAT LineRenderer.mat
Normal file
BIN
UnityTests.Unity5/Assets/_DOTween Examples/MAT LineRenderer.mat
Normal file
Binary file not shown.
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a322b1fe30ed944b9510df9d7203af4
|
||||
timeCreated: 1460387417
|
||||
licenseType: Pro
|
||||
NativeFormatImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
BIN
UnityTests.Unity5/Assets/_DOTween Examples/zz.png
Normal file
BIN
UnityTests.Unity5/Assets/_DOTween Examples/zz.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 2.1 KiB |
58
UnityTests.Unity5/Assets/_DOTween Examples/zz.png.meta
Normal file
58
UnityTests.Unity5/Assets/_DOTween Examples/zz.png.meta
Normal file
@ -0,0 +1,58 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ad22649892ddbb24299504e1c9b09073
|
||||
timeCreated: 1460387613
|
||||
licenseType: Pro
|
||||
TextureImporter:
|
||||
fileIDToRecycleName:
|
||||
8900000: generatedCubemap
|
||||
serializedVersion: 2
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 1
|
||||
linearTexture: 0
|
||||
correctGamma: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
grayScaleToAlpha: 0
|
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generateCubemap: 0
|
||||
cubemapConvolution: 0
|
||||
cubemapConvolutionSteps: 7
|
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cubemapConvolutionExponent: 1.5
|
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seamlessCubemap: 0
|
||||
textureFormat: -1
|
||||
maxTextureSize: 128
|
||||
textureSettings:
|
||||
filterMode: -1
|
||||
aniso: -1
|
||||
mipBias: -1
|
||||
wrapMode: 0
|
||||
nPOTScale: 1
|
||||
lightmap: 0
|
||||
rGBM: 0
|
||||
compressionQuality: 50
|
||||
allowsAlphaSplitting: 0
|
||||
spriteMode: 0
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 0
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spritePixelsToUnits: 100
|
||||
alphaIsTransparency: 0
|
||||
textureType: 0
|
||||
buildTargetSettings: []
|
||||
spriteSheet:
|
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sprites: []
|
||||
outline: []
|
||||
spritePackingTag:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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@ -1,18 +1,18 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DG.Tweening;
|
||||
|
||||
public class TempPro : MonoBehaviour
|
||||
{
|
||||
public Rigidbody2D target;
|
||||
public DOTweenPath path;
|
||||
|
||||
void Start()
|
||||
{
|
||||
target.transform.DOScale(2, 1).SetLoops(-1);
|
||||
}
|
||||
IEnumerator Start()
|
||||
{
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
target.position += new Vector2(0.03f, 0);
|
||||
}
|
||||
Debug.Log("PLAY");
|
||||
Debug.Log(path.GetTween().id);
|
||||
DOTween.Play("myId");
|
||||
}
|
||||
}
|
||||
Binary file not shown.
@ -6,6 +6,8 @@ using UnityEngine;
|
||||
public class ShakePunch : BrainBase
|
||||
{
|
||||
public float duration = 1; // Shake duration
|
||||
public bool fadeOutShakes = true;
|
||||
public Ease shakeEase = Ease.OutQuad;
|
||||
public float shakePosStrength = 2; // Shake position power
|
||||
public Vector3 shakePosStrengthV3 = new Vector3(2,2,2);
|
||||
public float shakeRotStrength = 90; // Shake rotation power
|
||||
@ -81,14 +83,17 @@ public class ShakePunch : BrainBase
|
||||
|
||||
shakePositionTween = isCamera
|
||||
? useVectorStrength
|
||||
? Camera.main.DOShakePosition(duration, shakePosStrengthV3, shakeVibrato, shakeRandomness)
|
||||
: Camera.main.DOShakePosition(duration, shakePosStrength, shakeVibrato, shakeRandomness)
|
||||
? Camera.main.DOShakePosition(duration, shakePosStrengthV3, shakeVibrato, shakeRandomness, fadeOutShakes)
|
||||
: Camera.main.DOShakePosition(duration, shakePosStrength, shakeVibrato, shakeRandomness, fadeOutShakes)
|
||||
: useVectorStrength
|
||||
? targets[0].DOShakePosition(duration, shakePosStrengthV3, shakeVibrato, shakeRandomness)
|
||||
: targets[0].DOShakePosition(duration, shakePosStrength, shakeVibrato, shakeRandomness);
|
||||
? targets[0].DOShakePosition(duration, shakePosStrengthV3, shakeVibrato, shakeRandomness, false, fadeOutShakes)
|
||||
: targets[0].DOShakePosition(duration, shakePosStrength, shakeVibrato, shakeRandomness, false, fadeOutShakes);
|
||||
if (isCamera && lookAt != null) {
|
||||
shakePositionTween.OnUpdate(()=> Camera.main.transform.LookAt((Vector3)lookAt));
|
||||
}
|
||||
// Add it inside a Sequence so eases work
|
||||
Sequence s = DOTween.Sequence().Append(shakePositionTween).SetEase(shakeEase);
|
||||
shakePositionTween = s;
|
||||
}
|
||||
|
||||
void ShakeRotation(bool isCamera = false)
|
||||
@ -97,11 +102,14 @@ public class ShakePunch : BrainBase
|
||||
|
||||
shakeRotationTween = isCamera
|
||||
? useVectorStrength
|
||||
? Camera.main.DOShakeRotation(duration, shakeRotStrengthV3, shakeVibrato, shakeRandomness)
|
||||
: Camera.main.DOShakeRotation(duration, shakeRotStrength, shakeVibrato, shakeRandomness)
|
||||
? Camera.main.DOShakeRotation(duration, shakeRotStrengthV3, shakeVibrato, shakeRandomness, fadeOutShakes)
|
||||
: Camera.main.DOShakeRotation(duration, shakeRotStrength, shakeVibrato, shakeRandomness, fadeOutShakes)
|
||||
: useVectorStrength
|
||||
? targets[0].DOShakeRotation(duration, shakeRotStrengthV3, shakeVibrato, shakeRandomness)
|
||||
: targets[0].DOShakeRotation(duration, shakeRotStrength, shakeVibrato, shakeRandomness);
|
||||
? targets[0].DOShakeRotation(duration, shakeRotStrengthV3, shakeVibrato, shakeRandomness, fadeOutShakes)
|
||||
: targets[0].DOShakeRotation(duration, shakeRotStrength, shakeVibrato, shakeRandomness, fadeOutShakes);
|
||||
// Add it inside a Sequence so eases work
|
||||
Sequence s = DOTween.Sequence().Append(shakeRotationTween).SetEase(shakeEase);
|
||||
shakeRotationTween = s;
|
||||
}
|
||||
|
||||
void ShakeScale()
|
||||
@ -109,8 +117,11 @@ public class ShakePunch : BrainBase
|
||||
shakeScaleTween.Complete();
|
||||
|
||||
shakeScaleTween = useVectorStrength
|
||||
? targets[0].DOShakeScale(duration, shakeScaleStrengthV3, shakeVibrato, shakeRandomness)
|
||||
: targets[0].DOShakeScale(duration, shakeScaleStrength, shakeVibrato, shakeRandomness);
|
||||
? targets[0].DOShakeScale(duration, shakeScaleStrengthV3, shakeVibrato, shakeRandomness, fadeOutShakes)
|
||||
: targets[0].DOShakeScale(duration, shakeScaleStrength, shakeVibrato, shakeRandomness, fadeOutShakes);
|
||||
// Add it inside a Sequence so eases work
|
||||
Sequence s = DOTween.Sequence().Append(shakeScaleTween).SetEase(shakeEase);
|
||||
shakeScaleTween = s;
|
||||
}
|
||||
|
||||
void PunchPosition(bool random = false)
|
||||
|
||||
Binary file not shown.
@ -10,17 +10,15 @@ using UnityEngine.UI;
|
||||
|
||||
public class TempTests : BrainBase
|
||||
{
|
||||
public Transform target;
|
||||
|
||||
IEnumerator Start ()
|
||||
{
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
Debug.Log(Time.realtimeSinceStartup);
|
||||
DOVirtual.DelayedCall(2, ()=> Debug.Log("Call > " + Time.realtimeSinceStartup))
|
||||
.OnStart(()=> Debug.Log("Start > " + Time.realtimeSinceStartup));
|
||||
|
||||
DOTween.Sequence()
|
||||
.OnStart(()=> Debug.Log("S Start > " + Time.realtimeSinceStartup))
|
||||
.AppendInterval(2)
|
||||
.OnComplete(()=> Debug.Log("S Complete > " + Time.realtimeSinceStartup));
|
||||
.Append(target.DOMoveX(1, 1))
|
||||
.Append(target.DOMoveY(1, 1))
|
||||
.SetLoops(-1, LoopType.Incremental);
|
||||
}
|
||||
}
|
||||
@ -32,7 +32,7 @@ namespace DG.Tweening
|
||||
public class DOTween
|
||||
{
|
||||
/// <summary>DOTween's version</summary>
|
||||
public static readonly string Version = "1.1.270";
|
||||
public static readonly string Version = "1.1.290";
|
||||
|
||||
///////////////////////////////////////////////
|
||||
// Options ////////////////////////////////////
|
||||
@ -503,10 +503,10 @@ namespace DG.Tweening
|
||||
/// Setting it to 0 will shake along a single direction and behave like a random punch.</param>
|
||||
/// <param name="ignoreZAxis">If TRUE only shakes on the X Y axis (looks better with things like cameras).</param>
|
||||
public static TweenerCore<Vector3, Vector3[], Vector3ArrayOptions> Shake(DOGetter<Vector3> getter, DOSetter<Vector3> setter, float duration,
|
||||
float strength = 3, int vibrato = 10, float randomness = 90, bool ignoreZAxis = true
|
||||
float strength = 3, int vibrato = 10, float randomness = 90, bool ignoreZAxis = true, bool fadeOut = true
|
||||
)
|
||||
{
|
||||
return Shake(getter, setter, duration, new Vector3(strength, strength, strength), vibrato, randomness, ignoreZAxis, false);
|
||||
return Shake(getter, setter, duration, new Vector3(strength, strength, strength), vibrato, randomness, ignoreZAxis, false, fadeOut);
|
||||
}
|
||||
/// <summary>Shakes a Vector3 with the given values.</summary>
|
||||
/// <param name="getter">A getter for the field or property to tween.
|
||||
@ -519,13 +519,13 @@ namespace DG.Tweening
|
||||
/// <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 and behave like a random punch.</param>
|
||||
public static TweenerCore<Vector3, Vector3[], Vector3ArrayOptions> Shake(DOGetter<Vector3> getter, DOSetter<Vector3> setter, float duration,
|
||||
Vector3 strength, int vibrato = 10, float randomness = 90
|
||||
Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true
|
||||
)
|
||||
{
|
||||
return Shake(getter, setter, duration, strength, vibrato, randomness, false, true);
|
||||
return Shake(getter, setter, duration, strength, vibrato, randomness, false, true, fadeOut);
|
||||
}
|
||||
static TweenerCore<Vector3, Vector3[], Vector3ArrayOptions> Shake(DOGetter<Vector3> getter, DOSetter<Vector3> setter, float duration,
|
||||
Vector3 strength, int vibrato, float randomness, bool ignoreZAxis, bool vectorBased
|
||||
Vector3 strength, int vibrato, float randomness, bool ignoreZAxis, bool vectorBased, bool fadeOut
|
||||
)
|
||||
{
|
||||
float shakeMagnitude = vectorBased ? strength.magnitude : strength.x;
|
||||
@ -537,7 +537,7 @@ namespace DG.Tweening
|
||||
float sum = 0;
|
||||
for (int i = 0; i < totIterations; ++i) {
|
||||
float iterationPerc = (i + 1) / (float)totIterations;
|
||||
float tDuration = duration * iterationPerc;
|
||||
float tDuration = fadeOut ? duration * iterationPerc : duration / totIterations;
|
||||
sum += tDuration;
|
||||
tDurations[i] = tDuration;
|
||||
}
|
||||
@ -556,7 +556,7 @@ namespace DG.Tweening
|
||||
to.y = Vector3.ClampMagnitude(to, strength.y).y;
|
||||
to.z = Vector3.ClampMagnitude(to, strength.z).z;
|
||||
tos[i] = to;
|
||||
shakeMagnitude -= decayXTween;
|
||||
if (fadeOut) shakeMagnitude -= decayXTween;
|
||||
strength = Vector3.ClampMagnitude(strength, shakeMagnitude);
|
||||
} else {
|
||||
if (ignoreZAxis) {
|
||||
@ -565,7 +565,7 @@ namespace DG.Tweening
|
||||
Quaternion rndQuaternion = Quaternion.AngleAxis(UnityEngine.Random.Range(-randomness, randomness), Vector3.up);
|
||||
tos[i] = rndQuaternion * Utils.Vector3FromAngle(ang, shakeMagnitude);
|
||||
}
|
||||
shakeMagnitude -= decayXTween;
|
||||
if (fadeOut) shakeMagnitude -= decayXTween;
|
||||
}
|
||||
} else tos[i] = Vector3.zero;
|
||||
}
|
||||
|
||||
@ -126,9 +126,9 @@ namespace DG.Tweening
|
||||
/// <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>
|
||||
public static Tweener DOShakePosition(this Camera target, float duration, float strength = 3, int vibrato = 10, float randomness = 90)
|
||||
public static Tweener DOShakePosition(this Camera target, float duration, float strength = 3, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||||
{
|
||||
return DOTween.Shake(() => target.transform.localPosition, x => target.transform.localPosition = x, duration, strength, vibrato, randomness)
|
||||
return DOTween.Shake(() => target.transform.localPosition, x => target.transform.localPosition = x, duration, strength, vibrato, randomness, true, fadeOut)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetCameraShakePosition);
|
||||
}
|
||||
/// <summary>Shakes a Camera's localPosition along its relative X Y axes with the given values.
|
||||
@ -138,9 +138,9 @@ namespace DG.Tweening
|
||||
/// <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>
|
||||
public static Tweener DOShakePosition(this Camera target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90)
|
||||
public static Tweener DOShakePosition(this Camera target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||||
{
|
||||
return DOTween.Shake(() => target.transform.localPosition, x => target.transform.localPosition = x, duration, strength, vibrato, randomness)
|
||||
return DOTween.Shake(() => target.transform.localPosition, x => target.transform.localPosition = x, duration, strength, vibrato, randomness, fadeOut)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetCameraShakePosition);
|
||||
}
|
||||
|
||||
@ -151,9 +151,9 @@ namespace DG.Tweening
|
||||
/// <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>
|
||||
public static Tweener DOShakeRotation(this Camera target, float duration, float strength = 90, int vibrato = 10, float randomness = 90)
|
||||
public static Tweener DOShakeRotation(this Camera target, float duration, float strength = 90, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||||
{
|
||||
return DOTween.Shake(() => target.transform.localEulerAngles, x => target.transform.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness, false)
|
||||
return DOTween.Shake(() => target.transform.localEulerAngles, x => target.transform.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness, false, fadeOut)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
|
||||
}
|
||||
/// <summary>Shakes a Camera's localRotation.
|
||||
@ -163,9 +163,9 @@ namespace DG.Tweening
|
||||
/// <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>
|
||||
public static Tweener DOShakeRotation(this Camera target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90)
|
||||
public static Tweener DOShakeRotation(this Camera target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||||
{
|
||||
return DOTween.Shake(() => target.transform.localEulerAngles, x => target.transform.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness)
|
||||
return DOTween.Shake(() => target.transform.localEulerAngles, x => target.transform.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness, fadeOut)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
|
||||
}
|
||||
|
||||
@ -754,9 +754,9 @@ namespace DG.Tweening
|
||||
/// <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>
|
||||
public static Tweener DOShakePosition(this Transform target, float duration, float strength = 1, int vibrato = 10, float randomness = 90, bool snapping = false)
|
||||
public static Tweener DOShakePosition(this Transform target, float duration, float strength = 1, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
|
||||
{
|
||||
return DOTween.Shake(() => target.localPosition, x => target.localPosition = x, duration, strength, vibrato, randomness, false)
|
||||
return DOTween.Shake(() => target.localPosition, x => target.localPosition = x, duration, strength, vibrato, randomness, false, fadeOut)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
|
||||
}
|
||||
/// <summary>Shakes a Transform's localPosition with the given values.</summary>
|
||||
@ -766,9 +766,9 @@ namespace DG.Tweening
|
||||
/// <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>
|
||||
public static Tweener DOShakePosition(this Transform target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool snapping = false)
|
||||
public static Tweener DOShakePosition(this Transform target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
|
||||
{
|
||||
return DOTween.Shake(() => target.localPosition, x => target.localPosition = x, duration, strength, vibrato, randomness)
|
||||
return DOTween.Shake(() => target.localPosition, x => target.localPosition = x, duration, strength, vibrato, randomness, fadeOut)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
|
||||
}
|
||||
/// <summary>Shakes a Transform's localRotation.</summary>
|
||||
@ -777,9 +777,9 @@ namespace DG.Tweening
|
||||
/// <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>
|
||||
public static Tweener DOShakeRotation(this Transform target, float duration, float strength = 90, int vibrato = 10, float randomness = 90)
|
||||
public static Tweener DOShakeRotation(this Transform target, float duration, float strength = 90, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||||
{
|
||||
return DOTween.Shake(() => target.localEulerAngles, x => target.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness, false)
|
||||
return DOTween.Shake(() => target.localEulerAngles, x => target.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness, false, fadeOut)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
|
||||
}
|
||||
/// <summary>Shakes a Transform's localRotation.</summary>
|
||||
@ -788,9 +788,9 @@ namespace DG.Tweening
|
||||
/// <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>
|
||||
public static Tweener DOShakeRotation(this Transform target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90)
|
||||
public static Tweener DOShakeRotation(this Transform target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||||
{
|
||||
return DOTween.Shake(() => target.localEulerAngles, x => target.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness)
|
||||
return DOTween.Shake(() => target.localEulerAngles, x => target.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness, fadeOut)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
|
||||
}
|
||||
/// <summary>Shakes a Transform's localScale.</summary>
|
||||
@ -799,9 +799,9 @@ namespace DG.Tweening
|
||||
/// <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>
|
||||
public static Tweener DOShakeScale(this Transform target, float duration, float strength = 1, int vibrato = 10, float randomness = 90)
|
||||
public static Tweener DOShakeScale(this Transform target, float duration, float strength = 1, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||||
{
|
||||
return DOTween.Shake(() => target.localScale, x => target.localScale = x, duration, strength, vibrato, randomness, false)
|
||||
return DOTween.Shake(() => target.localScale, x => target.localScale = x, duration, strength, vibrato, randomness, false, fadeOut)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
|
||||
}
|
||||
/// <summary>Shakes a Transform's localScale.</summary>
|
||||
@ -810,9 +810,9 @@ namespace DG.Tweening
|
||||
/// <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>
|
||||
public static Tweener DOShakeScale(this Transform target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90)
|
||||
public static Tweener DOShakeScale(this Transform target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||||
{
|
||||
return DOTween.Shake(() => target.localScale, x => target.localScale = x, duration, strength, vibrato, randomness)
|
||||
return DOTween.Shake(() => target.localScale, x => target.localScale = x, duration, strength, vibrato, randomness, fadeOut)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
|
||||
}
|
||||
|
||||
|
||||
@ -293,9 +293,9 @@ namespace DG.Tweening
|
||||
/// <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>
|
||||
public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false)
|
||||
public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
|
||||
{
|
||||
return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true)
|
||||
return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
|
||||
}
|
||||
/// <summary>Shakes a RectTransform's anchoredPosition with the given values.
|
||||
@ -306,9 +306,9 @@ namespace DG.Tweening
|
||||
/// <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>
|
||||
public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false)
|
||||
public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
|
||||
{
|
||||
return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness)
|
||||
return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
|
||||
}
|
||||
|
||||
|
||||
@ -526,7 +526,7 @@
|
||||
1 creates a full oscillation between the direction and the opposite decaying direction,
|
||||
while 0 oscillates only between the starting position and the decaying direction</param>
|
||||
</member>
|
||||
<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)">
|
||||
<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)">
|
||||
<summary>Shakes a Vector3 with the given values.</summary>
|
||||
<param name="getter">A getter for the field or property to tween.
|
||||
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
|
||||
@ -539,7 +539,7 @@
|
||||
Setting it to 0 will shake along a single direction and behave like a random punch.</param>
|
||||
<param name="ignoreZAxis">If TRUE only shakes on the X Y axis (looks better with things like cameras).</param>
|
||||
</member>
|
||||
<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)">
|
||||
<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)">
|
||||
<summary>Shakes a Vector3 with the given values.</summary>
|
||||
<param name="getter">A getter for the field or property to tween.
|
||||
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
|
||||
@ -1226,7 +1226,7 @@
|
||||
Also stores the camera 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.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
|
||||
<summary>Shakes a Camera's localPosition along its relative X Y axes with the given values.
|
||||
Also stores the camera as the tween's target so it can be used for filtered operations</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
@ -1235,7 +1235,7 @@
|
||||
<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>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
|
||||
<summary>Shakes a Camera's localPosition along its relative X Y axes with the given values.
|
||||
Also stores the camera as the tween's target so it can be used for filtered operations</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
@ -1244,7 +1244,7 @@
|
||||
<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>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
|
||||
<summary>Shakes a Camera's localRotation.
|
||||
Also stores the camera as the tween's target so it can be used for filtered operations</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
@ -1253,7 +1253,7 @@
|
||||
<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>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
|
||||
<summary>Shakes a Camera's localRotation.
|
||||
Also stores the camera as the tween's target so it can be used for filtered operations</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
@ -1550,7 +1550,7 @@
|
||||
1 creates a full oscillation between the punch rotation and the opposite rotation,
|
||||
while 0 oscillates only between the punch and the start rotation</param>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean)">
|
||||
<summary>Shakes a Transform's localPosition with the given values.</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
<param name="strength">The shake strength</param>
|
||||
@ -1559,7 +1559,7 @@
|
||||
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>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean,System.Boolean)">
|
||||
<summary>Shakes a Transform's localPosition with the given values.</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
<param name="strength">The shake strength on each axis</param>
|
||||
@ -1568,7 +1568,7 @@
|
||||
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>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single)">
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
|
||||
<summary>Shakes a Transform's localRotation.</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
<param name="strength">The shake strength</param>
|
||||
@ -1576,7 +1576,7 @@
|
||||
<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>
|
||||
</member>
|
||||
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single)">
|
||||
<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>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
<param name="strength">The shake strength on each axis</param>
|
||||
@ -1584,7 +1584,7 @@
|
||||
<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>
|
||||
</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)">
|
||||
<summary>Shakes a Transform's localScale.</summary>
|
||||
<param name="duration">The duration of the tween</param>
|
||||
<param name="strength">The shake strength</param>
|
||||
@ -1592,7 +1592,7 @@
|
||||
<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>
|
||||
</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>
|
||||
|
||||
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@ -144,7 +144,7 @@
|
||||
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>
|
||||
@ -154,7 +154,7 @@
|
||||
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>
|
||||
</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>
|
||||
|
||||
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Loading…
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Reference in New Issue
Block a user