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

- Added playingOnly optional parameter to TweensById and TweensByTarget

- Added DemiLib pre-alpha (used by DOTween Pro)
This commit is contained in:
Daniele Giardini 2015-04-30 16:57:00 +02:00
parent d497fa9a6d
commit b01003f3e0
66 changed files with 401 additions and 28 deletions

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@ -1787,18 +1787,20 @@
<para>Beware: each time you call this method a new list is generated, so use it for debug only</para> <para>Beware: each time you call this method a new list is generated, so use it for debug only</para>
</summary> </summary>
</member> </member>
<member name="M:DG.Tweening.DOTween.TweensById(System.Object)"> <member name="M:DG.Tweening.DOTween.TweensById(System.Object,System.Boolean)">
<summary> <summary>
Returns a list of all active tweens with the given id. Returns a list of all active tweens with the given id.
Returns NULL if there are no active tweens with the given id. Returns NULL if there are no active tweens with the given id.
<para>Beware: each time you call this method a new list is generated</para> <para>Beware: each time you call this method a new list is generated</para>
<param name="playingOnly">If TRUE returns only the tweens with the given ID that are currently playing</param>
</summary> </summary>
</member> </member>
<member name="M:DG.Tweening.DOTween.TweensByTarget(System.Object)"> <member name="M:DG.Tweening.DOTween.TweensByTarget(System.Object,System.Boolean)">
<summary> <summary>
Returns a list of all active tweens with the given target. Returns a list of all active tweens with the given target.
Returns NULL if there are no active tweens with the given target. Returns NULL if there are no active tweens with the given target.
<para>Beware: each time you call this method a new list is generated</para> <para>Beware: each time you call this method a new list is generated</para>
<param name="playingOnly">If TRUE returns only the tweens with the given target that are currently playing</param>
</summary> </summary>
</member> </member>
<member name="P:DG.Tweening.DOTween.logBehaviour"> <member name="P:DG.Tweening.DOTween.logBehaviour">

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@ -1787,18 +1787,20 @@
<para>Beware: each time you call this method a new list is generated, so use it for debug only</para> <para>Beware: each time you call this method a new list is generated, so use it for debug only</para>
</summary> </summary>
</member> </member>
<member name="M:DG.Tweening.DOTween.TweensById(System.Object)"> <member name="M:DG.Tweening.DOTween.TweensById(System.Object,System.Boolean)">
<summary> <summary>
Returns a list of all active tweens with the given id. Returns a list of all active tweens with the given id.
Returns NULL if there are no active tweens with the given id. Returns NULL if there are no active tweens with the given id.
<para>Beware: each time you call this method a new list is generated</para> <para>Beware: each time you call this method a new list is generated</para>
<param name="playingOnly">If TRUE returns only the tweens with the given ID that are currently playing</param>
</summary> </summary>
</member> </member>
<member name="M:DG.Tweening.DOTween.TweensByTarget(System.Object)"> <member name="M:DG.Tweening.DOTween.TweensByTarget(System.Object,System.Boolean)">
<summary> <summary>
Returns a list of all active tweens with the given target. Returns a list of all active tweens with the given target.
Returns NULL if there are no active tweens with the given target. Returns NULL if there are no active tweens with the given target.
<para>Beware: each time you call this method a new list is generated</para> <para>Beware: each time you call this method a new list is generated</para>
<param name="playingOnly">If TRUE returns only the tweens with the given target that are currently playing</param>
</summary> </summary>
</member> </member>
<member name="P:DG.Tweening.DOTween.logBehaviour"> <member name="P:DG.Tweening.DOTween.logBehaviour">

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@ -1787,18 +1787,20 @@
<para>Beware: each time you call this method a new list is generated, so use it for debug only</para> <para>Beware: each time you call this method a new list is generated, so use it for debug only</para>
</summary> </summary>
</member> </member>
<member name="M:DG.Tweening.DOTween.TweensById(System.Object)"> <member name="M:DG.Tweening.DOTween.TweensById(System.Object,System.Boolean)">
<summary> <summary>
Returns a list of all active tweens with the given id. Returns a list of all active tweens with the given id.
Returns NULL if there are no active tweens with the given id. Returns NULL if there are no active tweens with the given id.
<para>Beware: each time you call this method a new list is generated</para> <para>Beware: each time you call this method a new list is generated</para>
<param name="playingOnly">If TRUE returns only the tweens with the given ID that are currently playing</param>
</summary> </summary>
</member> </member>
<member name="M:DG.Tweening.DOTween.TweensByTarget(System.Object)"> <member name="M:DG.Tweening.DOTween.TweensByTarget(System.Object,System.Boolean)">
<summary> <summary>
Returns a list of all active tweens with the given target. Returns a list of all active tweens with the given target.
Returns NULL if there are no active tweens with the given target. Returns NULL if there are no active tweens with the given target.
<para>Beware: each time you call this method a new list is generated</para> <para>Beware: each time you call this method a new list is generated</para>
<param name="playingOnly">If TRUE returns only the tweens with the given target that are currently playing</param>
</summary> </summary>
</member> </member>
<member name="P:DG.Tweening.DOTween.logBehaviour"> <member name="P:DG.Tweening.DOTween.logBehaviour">

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@ -0,0 +1,36 @@
<?xml version="1.0"?>
<doc>
<assembly>
<name>DemiGUI</name>
</assembly>
<members>
<member name="T:DG.DemiGUI.DeSkinColor">
<summary>
Contains both free and pro skins color variations,
and automatically returns the correct one when converted to Color
</summary>
</member>
<member name="T:DG.DemiGUI.DeColorPalette">
<summary>
Stores a color palette, which can be passed to default DeGUI layouts when calling <code>DeGUIManager.BeginGUI</code>,
and changed at any time by calling <code>DeGUIManager.ChangePalette</code>.
You can inherit from this class to create custom color palettes with more color options.
</summary>
</member>
<member name="T:DG.DemiGUI.DeColorBG">
<summary>
Background colors
</summary>
</member>
<member name="T:DG.DemiGUI.DeColorContent">
<summary>
Content colors
</summary>
</member>
<member name="F:DG.DemiGUI.Core.GUIUtils.isProSkin">
<summary>
Set when calling <code>DeGUIManage.BeginGUI</code>
</summary>
</member>
</members>
</doc>

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@ -0,0 +1,232 @@
<?xml version="1.0"?>
<doc>
<assembly>
<name>DemiEditorGUI</name>
</assembly>
<members>
<member name="T:DG.DemiEditorGUI.DeGUIExtensions">
<summary>
GUI extension methods
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.Clone(UnityEngine.GUIStyle,System.Object[])">
<summary>
Clones the style and adds the given formats to it
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.Add(UnityEngine.GUIStyle,System.Object[])">
<summary>
Adds the given formats to the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.Border(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
<summary>
Sets the border of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.Background(UnityEngine.GUIStyle,UnityEngine.Texture2D)">
<summary>
Sets the background of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.ContentOffset(UnityEngine.GUIStyle,UnityEngine.Vector2)">
<summary>
Sets the contentOffset of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.ContentOffsetX(UnityEngine.GUIStyle,System.Single)">
<summary>
Sets the X contentOffset of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.ContentOffsetY(UnityEngine.GUIStyle,System.Single)">
<summary>
Sets the Y contentOffset of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.FixedWidth(UnityEngine.GUIStyle,System.Single)">
<summary>
Sets the Y fixedWidth of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.Margin(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
<summary>
Sets the margin of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.Margin(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Sets the margin of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.MarginTop(UnityEngine.GUIStyle,System.Int32)">
<summary>
Sets the top margin of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.MarginBottom(UnityEngine.GUIStyle,System.Int32)">
<summary>
Sets the bottom margin of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.Padding(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
<summary>
Sets the padding of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.Padding(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Sets the padding of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.PaddingLeft(UnityEngine.GUIStyle,System.Int32)">
<summary>
Sets the left padding of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.PaddingRight(UnityEngine.GUIStyle,System.Int32)">
<summary>
Sets the right padding of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.PaddingTop(UnityEngine.GUIStyle,System.Int32)">
<summary>
Sets the top padding of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.PaddingBottom(UnityEngine.GUIStyle,System.Int32)">
<summary>
Sets the bottom padding of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.Height(UnityEngine.GUIStyle,System.Int32)">
<summary>
Sets the fixedHeight of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.StretchHeight(UnityEngine.GUIStyle,System.Boolean)">
<summary>
Sets the stretchHeight property of the style
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUIExtensions.StretchWidth(UnityEngine.GUIStyle,System.Boolean)">
<summary>
Sets the stretchWidth property of the style
</summary>
</member>
<member name="T:DG.DemiEditorGUI.DeGUI">
<summary>
Global Demigiant GUI manager
</summary>
</member>
<member name="F:DG.DemiEditorGUI.DeGUI.colors">
<summary>
Default color palette
</summary>
</member>
<member name="F:DG.DemiEditorGUI.DeGUI.styles">
<summary>
Default style palette
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUI.BeginGUI(DG.DemiGUI.DeColorPalette,DG.DemiEditorGUI.DeStylePalette)">
<summary>
Call this at the beginning of GUI methods
</summary>
<param name="guiColorPalette"></param>
</member>
<member name="M:DG.DemiEditorGUI.DeGUI.ChangePalette(DG.DemiGUI.DeColorPalette,DG.DemiEditorGUI.DeStylePalette)">
<summary>
Changes the active palettes to the given ones
(or resets them to the default ones if NULL)
</summary>
</member>
<member name="T:DG.DemiEditorGUI.DeStylePalette">
<summary>
Stores a GUIStyle palette, which can be passed to default DeGUI layouts when calling <code>DeGUI.BeginGUI</code>,
and changed at any time by calling <code>DeGUI.ChangePalette</code>.
You can inherit from this class to create custom GUIStyle palettes with more options.
</summary>
</member>
<member name="M:DG.DemiEditorGUI.Box.Init">
<summary>
Needs to be overridden in order to initialize new styles added from inherited classes
</summary>
</member>
<member name="M:DG.DemiEditorGUI.Button.Init">
<summary>
Needs to be overridden in order to initialize new styles added from inherited classes
</summary>
</member>
<member name="M:DG.DemiEditorGUI.Label.Init">
<summary>
Needs to be overridden in order to initialize new styles added from inherited classes
</summary>
</member>
<member name="M:DG.DemiEditorGUI.Misc.Init">
<summary>
Needs to be overridden in order to initialize new styles added from inherited classes
</summary>
</member>
<member name="M:DG.DemiEditorGUI.Toolbar.Init">
<summary>
Needs to be overridden in order to initialize new styles added from inherited classes
</summary>
</member>
<member name="T:DG.DemiEditorGUI.DeGUILayout">
<summary>
GUILayout methods
</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUILayout.BeginToolbar(UnityEngine.GUILayoutOption[])">
<summary>Begins an horizontal toolbar layout</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUILayout.BeginToolbar(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Begins an horizontal toolbar layout</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUILayout.BeginToolbar(UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>Begins an horizontal toolbar layout</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUILayout.BeginToolbar(UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Begins an horizontal toolbar layout</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUILayout.EndToolbar">
<summary>Ends an horizontal toolbar layout</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUILayout.HorizontalDivider(System.Nullable{UnityEngine.Color},System.Int32)">
<summary>Divider</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUILayoutOption[])">
<summary>Button that can be toggled on and off</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Button that can be toggled on and off</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>Button that can be toggled on and off</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Button that can be toggled on and off</summary>
<summary>Button that can be toggled on and off</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.GUILayoutOption[])">
<summary>Button that can be toggled on and off</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Button that can be toggled on and off</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUILayout.ToggleButton(System.Boolean,System.String,DG.DemiGUI.DeColorPalette,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Button that can be toggled on and off</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>Button that can be toggled on and off</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Button that can be toggled on and off</summary>
</member>
<member name="M:DG.DemiEditorGUI.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,DG.DemiGUI.DeColorPalette,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Button that can be toggled on and off</summary>
<summary>Button that can be toggled on and off</summary>
</member>
</members>
</doc>

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@ -4,9 +4,10 @@ using DG.Tweening;
public class TempPro : MonoBehaviour public class TempPro : MonoBehaviour
{ {
void OnMouseDown() public float timeScale = 0;
void Start()
{ {
Debug.Log("DOWN"); Time.timeScale = timeScale;
this.GetComponent<DOTweenPath>().DOPlay();
} }
} }

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@ -6,16 +6,18 @@ using System.Collections;
public class Temp : BrainBase public class Temp : BrainBase
{ {
public Transform[] targets; public Transform target;
public bool independentUpdate = true;
void Start() void Start()
{ {
for (int i = 0; i < targets.Length; ++i) { target.DORotate(new Vector3(0, 180, 0), 2, RotateMode.Fast).SetUpdate(independentUpdate).SetEase(Ease.Linear).SetLoops(-1, LoopType.Incremental);
Transform t = targets[i]; }
Tweener tween = t.DOLocalMove(Vector3.zero, 1).SetLoops(4, LoopType.Restart).SetEase(Ease.Linear);
float time = ((i+1) / (float)targets.Length); void OnGUI()
t.GetComponentInChildren<TextMesh>().text = i + "-" + time; {
tween.Goto(time, false); if (GUILayout.Button("VSync 0")) QualitySettings.vSyncCount = 0;
} if (GUILayout.Button("VSync 1")) QualitySettings.vSyncCount = 1;
if (GUILayout.Button("VSync 2")) QualitySettings.vSyncCount = 2;
} }
} }

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@ -679,7 +679,7 @@ namespace DG.Tweening.Core
} }
// Returns all active tweens with the given id // Returns all active tweens with the given id
internal static List<Tween> GetTweensById(object id) internal static List<Tween> GetTweensById(object id, bool playingOnly)
{ {
if (_requiresActiveReorganization) ReorganizeActiveTweens(); if (_requiresActiveReorganization) ReorganizeActiveTweens();
@ -688,14 +688,15 @@ namespace DG.Tweening.Core
List<Tween> ts = new List<Tween>(len); List<Tween> ts = new List<Tween>(len);
for (int i = 0; i < len; ++i) { for (int i = 0; i < len; ++i) {
Tween t = _activeTweens[i]; Tween t = _activeTweens[i];
if (t != null && Equals(id, t.id)) ts.Add(t); if (t == null || !Equals(id, t.id)) continue;
if (!playingOnly || t.isPlaying) ts.Add(t);
} }
if (ts.Count > 0) return ts; if (ts.Count > 0) return ts;
return null; return null;
} }
// Returns all active tweens with the given target // Returns all active tweens with the given target
internal static List<Tween> GetTweensByTarget(object target) internal static List<Tween> GetTweensByTarget(object target, bool playingOnly)
{ {
if (_requiresActiveReorganization) ReorganizeActiveTweens(); if (_requiresActiveReorganization) ReorganizeActiveTweens();
@ -704,7 +705,8 @@ namespace DG.Tweening.Core
List<Tween> ts = new List<Tween>(len); List<Tween> ts = new List<Tween>(len);
for (int i = 0; i < len; ++i) { for (int i = 0; i < len; ++i) {
Tween t = _activeTweens[i]; Tween t = _activeTweens[i];
if (t.target == target) ts.Add(t); if (t.target != target) continue;
if (!playingOnly || t.isPlaying) ts.Add(t);
} }
if (ts.Count > 0) return ts; if (ts.Count > 0) return ts;
return null; return null;

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@ -32,7 +32,7 @@ namespace DG.Tweening
public class DOTween public class DOTween
{ {
/// <summary>DOTween's version</summary> /// <summary>DOTween's version</summary>
public static readonly string Version = "1.0.640"; public static readonly string Version = "1.0.645";
/////////////////////////////////////////////// ///////////////////////////////////////////////
// Options //////////////////////////////////// // Options ////////////////////////////////////
@ -840,22 +840,24 @@ namespace DG.Tweening
/// Returns a list of all active tweens with the given id. /// Returns a list of all active tweens with the given id.
/// Returns NULL if there are no active tweens with the given id. /// Returns NULL if there are no active tweens with the given id.
/// <para>Beware: each time you call this method a new list is generated</para> /// <para>Beware: each time you call this method a new list is generated</para>
/// <param name="playingOnly">If TRUE returns only the tweens with the given ID that are currently playing</param>
/// </summary> /// </summary>
public static List<Tween> TweensById(object id) public static List<Tween> TweensById(object id, bool playingOnly = false)
{ {
if (id == null) return null; if (id == null) return null;
return TweenManager.GetTweensById(id); return TweenManager.GetTweensById(id, playingOnly);
} }
/// <summary> /// <summary>
/// Returns a list of all active tweens with the given target. /// Returns a list of all active tweens with the given target.
/// Returns NULL if there are no active tweens with the given target. /// Returns NULL if there are no active tweens with the given target.
/// <para>Beware: each time you call this method a new list is generated</para> /// <para>Beware: each time you call this method a new list is generated</para>
/// <param name="playingOnly">If TRUE returns only the tweens with the given target that are currently playing</param>
/// </summary> /// </summary>
public static List<Tween> TweensByTarget(object target) public static List<Tween> TweensByTarget(object target, bool playingOnly = false)
{ {
return TweenManager.GetTweensByTarget(target); return TweenManager.GetTweensByTarget(target, playingOnly);
} }
#endregion #endregion

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@ -1787,18 +1787,20 @@
<para>Beware: each time you call this method a new list is generated, so use it for debug only</para> <para>Beware: each time you call this method a new list is generated, so use it for debug only</para>
</summary> </summary>
</member> </member>
<member name="M:DG.Tweening.DOTween.TweensById(System.Object)"> <member name="M:DG.Tweening.DOTween.TweensById(System.Object,System.Boolean)">
<summary> <summary>
Returns a list of all active tweens with the given id. Returns a list of all active tweens with the given id.
Returns NULL if there are no active tweens with the given id. Returns NULL if there are no active tweens with the given id.
<para>Beware: each time you call this method a new list is generated</para> <para>Beware: each time you call this method a new list is generated</para>
<param name="playingOnly">If TRUE returns only the tweens with the given ID that are currently playing</param>
</summary> </summary>
</member> </member>
<member name="M:DG.Tweening.DOTween.TweensByTarget(System.Object)"> <member name="M:DG.Tweening.DOTween.TweensByTarget(System.Object,System.Boolean)">
<summary> <summary>
Returns a list of all active tweens with the given target. Returns a list of all active tweens with the given target.
Returns NULL if there are no active tweens with the given target. Returns NULL if there are no active tweens with the given target.
<para>Beware: each time you call this method a new list is generated</para> <para>Beware: each time you call this method a new list is generated</para>
<param name="playingOnly">If TRUE returns only the tweens with the given target that are currently playing</param>
</summary> </summary>
</member> </member>
<member name="P:DG.Tweening.DOTween.logBehaviour"> <member name="P:DG.Tweening.DOTween.logBehaviour">

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