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mirror of https://github.com/Cardidi/dotween-upm-fork.git synced 2025-12-20 09:16:02 +08:00

Added Rigidbody.DOPath/DOLocalPath methods (beware: they don't work on windows phone/store)

This commit is contained in:
Demigiant 2016-12-23 18:08:36 +01:00
parent 5f28d4bba8
commit 8cabb36ec1
56 changed files with 309 additions and 44 deletions

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@ -1416,6 +1416,34 @@
<param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOPath(UnityEngine.Rigidbody,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})">
<summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
<para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
<para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
If you plan to publish there you should use a regular transform.DOPath.</para></summary>
<param name="path">The waypoints to go through</param>
<param name="duration">The duration of the tween</param>
<param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param>
<param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
<param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
<param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOLocalPath(UnityEngine.Rigidbody,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})">
<summary>Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
Also stores the Rigidbody as the tween's target so it can be used for filtered operations
<para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
<para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
<param name="path">The waypoint to go through</param>
<param name="duration">The duration of the tween</param>
<param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param>
<param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
<param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
<param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOResize(UnityEngine.TrailRenderer,System.Single,System.Single,System.Single)">
<summary>Tweens a TrailRenderer's startWidth/endWidth to the given value.
Also stores the TrailRenderer as the tween's target so it can be used for filtered operations</summary>

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@ -1416,6 +1416,34 @@
<param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOPath(UnityEngine.Rigidbody,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})">
<summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
<para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
<para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
If you plan to publish there you should use a regular transform.DOPath.</para></summary>
<param name="path">The waypoints to go through</param>
<param name="duration">The duration of the tween</param>
<param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param>
<param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
<param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
<param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOLocalPath(UnityEngine.Rigidbody,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})">
<summary>Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
Also stores the Rigidbody as the tween's target so it can be used for filtered operations
<para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
<para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
<param name="path">The waypoint to go through</param>
<param name="duration">The duration of the tween</param>
<param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param>
<param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
<param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
<param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOResize(UnityEngine.TrailRenderer,System.Single,System.Single,System.Single)">
<summary>Tweens a TrailRenderer's startWidth/endWidth to the given value.
Also stores the TrailRenderer as the tween's target so it can be used for filtered operations</summary>

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@ -1416,6 +1416,34 @@
<param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOPath(UnityEngine.Rigidbody,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})">
<summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
<para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
<para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
If you plan to publish there you should use a regular transform.DOPath.</para></summary>
<param name="path">The waypoints to go through</param>
<param name="duration">The duration of the tween</param>
<param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param>
<param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
<param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
<param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOLocalPath(UnityEngine.Rigidbody,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})">
<summary>Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
Also stores the Rigidbody as the tween's target so it can be used for filtered operations
<para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
<para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
<param name="path">The waypoint to go through</param>
<param name="duration">The duration of the tween</param>
<param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param>
<param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
<param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
<param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOResize(UnityEngine.TrailRenderer,System.Single,System.Single,System.Single)">
<summary>Tweens a TrailRenderer's startWidth/endWidth to the given value.
Also stores the TrailRenderer as the tween's target so it can be used for filtered operations</summary>

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@ -1,15 +1,15 @@
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@ -21,23 +21,19 @@ TextureImporter:
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@ -45,10 +41,25 @@ TextureImporter:
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@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
public class IndexOutOfRange02 : BrainBase
{
public Transform[] targets;
IEnumerator Start()
{
DOTween.Init (true, false, LogBehaviour.ErrorsOnly).SetCapacity (1000, 100);
DOTween.defaultAutoPlay = AutoPlay.None;
DOTween.defaultAutoKill = false;
yield return new WaitForSeconds(1);
foreach (Transform t in targets) t.DOMoveX(10, 10).Play();
yield return new WaitForSeconds(2);
// DOTween.Clear(true);
}
void OnDestroy()
{
DOTween.Clear(true);
}
}

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@ -5,16 +5,31 @@ using System.Collections;
public class PathsFree : BrainBase
{
public Transform target;
public bool useRigidbody;
public bool useLocalPosition;
public float duration = 3;
public Ease ease = Ease.Linear;
public PathType pathType;
public bool closePath;
public Vector3[] waypoints;
IEnumerator Start()
void Start()
{
yield return new WaitForSeconds(1);
target.DOPath(waypoints, 3f, pathType).SetOptions(closePath).SetEase(ease)
Tween t;
if (useLocalPosition) {
t = useRigidbody
? target.GetComponent<Rigidbody>().DOLocalPath(waypoints, duration, pathType).SetOptions(closePath).SetLookAt(0.001f)
: target.DOLocalPath(waypoints, duration, pathType).SetOptions(closePath).SetLookAt(0.001f);
} else {
t = useRigidbody
? target.GetComponent<Rigidbody>().DOPath(waypoints, duration, pathType).SetOptions(closePath).SetLookAt(0.001f)
: target.DOPath(waypoints, duration, pathType).SetOptions(closePath).SetLookAt(0.001f);
}
t.SetEase(ease)
.OnWaypointChange(x=> Debug.Log("CHANGE > " + x + " - " + target.position));
if (useRigidbody && !target.GetComponent<Rigidbody>().isKinematic) {
t.OnPlay(()=> target.GetComponent<Rigidbody>().isKinematic = true);
t.OnComplete(()=> target.GetComponent<Rigidbody>().isKinematic = false);
}
}
}

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@ -32,7 +32,7 @@ namespace DG.Tweening
public class DOTween
{
/// <summary>DOTween's version</summary>
public static readonly string Version = "1.1.520";
public static readonly string Version = "1.1.530";
///////////////////////////////////////////////
// Options ////////////////////////////////////

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@ -30,6 +30,7 @@ namespace DG.Tweening.Plugins.Options
public Quaternion forward;
public bool useLocalPosition;
public Transform parent; // Only used with OrientType.ToPath and useLocalPosition set as TRUE
public bool isRigidbody;
internal Quaternion startupRot; // Used to reset orientation when rewinding
internal float startupZRot; // Used to store Z value in case of lock Z, in order to rotate things differently

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@ -54,7 +54,7 @@ namespace DG.Tweening.Plugins
// then sets the final path version
public override void SetChangeValue(TweenerCore<Vector3, Path, PathOptions> t)
{
Transform trans = (Transform)t.target;
Transform trans = ((Component)t.target).transform;
if (t.plugOptions.orientType == OrientType.ToPath && t.plugOptions.useLocalPosition) t.plugOptions.parent = trans.parent;
if (t.endValue.isFinalized) {
@ -137,7 +137,7 @@ namespace DG.Tweening.Plugins
// Public so it can be called by GotoWaypoint
public void SetOrientation(PathOptions options, Tween t, Path path, float pathPerc, Vector3 tPos, UpdateNotice updateNotice)
{
Transform trans = (Transform)t.target;
Transform trans = ((Component)t.target).transform;
Quaternion newRot = Quaternion.identity;
if (updateNotice == UpdateNotice.RewindStep) {
@ -216,7 +216,8 @@ namespace DG.Tweening.Plugins
}
if (options.hasCustomForwardDirection) newRot *= options.forward;
trans.rotation = newRot;
if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;
else trans.rotation = newRot;
}
}
}

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@ -404,7 +404,7 @@ namespace DG.Tweening
public static Tweener DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
{
#if COMPATIBLE
TweenerCore<QuaternionWrapper, Vector3Wrapper, QuaternionOptions> t = DOTween.To(() => target.rotation, x => target.MoveRotation(x), endValue, duration);
TweenerCore<DOQuaternion, DOVector3, QuaternionOptions> t = DOTween.To(() => target.rotation, x => target.MoveRotation(x), endValue, duration);
#else
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
#endif
@ -421,7 +421,7 @@ namespace DG.Tweening
public static Tweener DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
{
#if COMPATIBLE
TweenerCore<QuaternionWrapper, Vector3Wrapper, QuaternionOptions> t = DOTween.To(() => target.rotation, x => target.MoveRotation(x), towards, duration)
TweenerCore<DOQuaternion, DOVector3, QuaternionOptions> t = DOTween.To(() => target.rotation, x => target.MoveRotation(x), towards, duration)
#else
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration)
#endif
@ -480,11 +480,89 @@ namespace DG.Tweening
return s;
}
#endregion
/// <summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
/// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
/// <param name="path">The waypoints to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
#endregion
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
return t;
}
/// <summary>Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
/// <param name="path">The waypoint to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
#region TrailRenderer Shortcuts
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
// Used by path editor when creating the actual tween, so it can pass a pre-compiled path
internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
return t;
}
internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
#endregion
#endregion
#region TrailRenderer Shortcuts
/// <summary>Tweens a TrailRenderer's startWidth/endWidth to the given value.
/// Also stores the TrailRenderer as the tween's target so it can be used for filtered operations</summary>
@ -513,9 +591,9 @@ namespace DG.Tweening
.SetTarget(target);
}
#endregion
#endregion
#region Transform Shortcuts
#region Transform Shortcuts
/// <summary>Tweens a Transform's position to the given value.
/// Also stores the transform as the tween's target so it can be used for filtered operations</summary>
@ -826,7 +904,7 @@ namespace DG.Tweening
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
}
#region Special
#region Special
/// <summary>Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis.
/// Returns a Sequence instead of a Tweener.
@ -965,13 +1043,13 @@ namespace DG.Tweening
return t;
}
#endregion
#endregion
#endregion
#endregion
#region Blendables
#region Blendables
#region Light
#region Light
/// <summary>Tweens a Light's color to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
@ -994,9 +1072,9 @@ namespace DG.Tweening
.Blendable().SetTarget(target);
}
#endregion
#endregion
#region Material
#region Material
/// <summary>Tweens a Material's color to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
@ -1046,9 +1124,9 @@ namespace DG.Tweening
.Blendable().SetTarget(target);
}
#endregion
#endregion
#region Transform
#region Transform
/// <summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>),
/// in a way that allows other DOBlendableMove tweens to work together on the same target,
@ -1158,14 +1236,14 @@ namespace DG.Tweening
.Blendable().SetTarget(target);
}
#endregion
#endregion
#endregion
#endregion
// ===================================================================================
// OPERATION SHORTCUTS ---------------------------------------------------------------
#region Operation Shortcuts
#region Operation Shortcuts
/// <summary>
/// Completes all tweens that have this target as a reference
@ -1411,6 +1489,6 @@ namespace DG.Tweening
return DOTween.TogglePause(target);
}
#endregion
#endregion
}
}

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@ -1416,6 +1416,34 @@
<param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOPath(UnityEngine.Rigidbody,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})">
<summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
<para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
<para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
If you plan to publish there you should use a regular transform.DOPath.</para></summary>
<param name="path">The waypoints to go through</param>
<param name="duration">The duration of the tween</param>
<param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param>
<param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
<param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
<param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOLocalPath(UnityEngine.Rigidbody,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})">
<summary>Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
Also stores the Rigidbody as the tween's target so it can be used for filtered operations
<para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
<para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
<param name="path">The waypoint to go through</param>
<param name="duration">The duration of the tween</param>
<param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param>
<param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
<param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
<param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOResize(UnityEngine.TrailRenderer,System.Single,System.Single,System.Single)">
<summary>Tweens a TrailRenderer's startWidth/endWidth to the given value.
Also stores the TrailRenderer as the tween's target so it can be used for filtered operations</summary>

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