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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:
Demigiant 2016-05-03 10:18:21 +02:00
parent eb989352ef
commit 652fb67e86
63 changed files with 198 additions and 115 deletions

View File

@ -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>

View File

@ -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>

View File

@ -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>

View File

@ -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>

View File

@ -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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@ -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()
IEnumerator Start()
{
target.transform.DOScale(2, 1).SetLoops(-1);
}
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");
}
}

View File

@ -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)

View File

@ -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);
}
}

View File

@ -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;
}

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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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