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

Added SmoothRewind/SmoothRewindAll/DOSmoothRewind control methods

This commit is contained in:
Daniele Giardini 2015-06-02 19:27:42 +02:00
parent f73c8454a0
commit bfe4a350a0
95 changed files with 439 additions and 38 deletions

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@ -676,9 +676,16 @@
<param name="includeDelay">If TRUE includes the eventual tween delay, otherwise skips it</param>
</member>
<member name="M:DG.Tweening.TweenExtensions.Rewind(DG.Tweening.Tween,System.Boolean)">
<summary>Rewinds the tween</summary>
<summary>Rewinds and pauses the tween</summary>
<param name="includeDelay">If TRUE includes the eventual tween delay, otherwise skips it</param>
</member>
<member name="M:DG.Tweening.TweenExtensions.SmoothRewind(DG.Tweening.Tween)">
<summary>Smoothly rewinds the tween (delays excluded).
A "smooth rewind" animates the tween to its start position,
skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween.
<para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
</member>
<member name="M:DG.Tweening.TweenExtensions.TogglePause(DG.Tweening.Tween)">
<summary>Plays the tween if it was paused, pauses it if it was playing</summary>
</member>
@ -1443,6 +1450,13 @@
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOSmoothRewind(UnityEngine.Component)">
<summary>
Smoothly eewinds all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOTogglePause(UnityEngine.Component)">
<summary>
Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
@ -1892,6 +1906,20 @@
<summary>Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded
(meaning the tweens that were not already rewinded)</summary>
</member>
<member name="M:DG.Tweening.DOTween.SmoothRewindAll">
<summary>Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded
(meaning tweens that were not already rewinded).
A "smooth rewind" animates the tween to its start position,
skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
<para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
</member>
<member name="M:DG.Tweening.DOTween.SmoothRewind(System.Object)">
<summary>Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded
(meaning the tweens that were not already rewinded).
A "smooth rewind" animates the tween to its start position,
skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
<para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
</member>
<member name="M:DG.Tweening.DOTween.TogglePauseAll">
<summary>Toggles the play state of all tweens and returns the number of actual tweens toggled
(meaning tweens that could be played or paused, depending on the toggle state)</summary>

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@ -92,6 +92,13 @@
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOSmoothRewind(UnityEngine.Audio.AudioMixer)">
<summary>
Smoothly eewinds all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOTogglePause(UnityEngine.Audio.AudioMixer)">
<summary>
Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference

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@ -676,9 +676,16 @@
<param name="includeDelay">If TRUE includes the eventual tween delay, otherwise skips it</param>
</member>
<member name="M:DG.Tweening.TweenExtensions.Rewind(DG.Tweening.Tween,System.Boolean)">
<summary>Rewinds the tween</summary>
<summary>Rewinds and pauses the tween</summary>
<param name="includeDelay">If TRUE includes the eventual tween delay, otherwise skips it</param>
</member>
<member name="M:DG.Tweening.TweenExtensions.SmoothRewind(DG.Tweening.Tween)">
<summary>Smoothly rewinds the tween (delays excluded).
A "smooth rewind" animates the tween to its start position,
skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween.
<para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
</member>
<member name="M:DG.Tweening.TweenExtensions.TogglePause(DG.Tweening.Tween)">
<summary>Plays the tween if it was paused, pauses it if it was playing</summary>
</member>
@ -1443,6 +1450,13 @@
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOSmoothRewind(UnityEngine.Component)">
<summary>
Smoothly eewinds all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOTogglePause(UnityEngine.Component)">
<summary>
Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
@ -1892,6 +1906,20 @@
<summary>Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded
(meaning the tweens that were not already rewinded)</summary>
</member>
<member name="M:DG.Tweening.DOTween.SmoothRewindAll">
<summary>Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded
(meaning tweens that were not already rewinded).
A "smooth rewind" animates the tween to its start position,
skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
<para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
</member>
<member name="M:DG.Tweening.DOTween.SmoothRewind(System.Object)">
<summary>Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded
(meaning the tweens that were not already rewinded).
A "smooth rewind" animates the tween to its start position,
skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
<para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
</member>
<member name="M:DG.Tweening.DOTween.TogglePauseAll">
<summary>Toggles the play state of all tweens and returns the number of actual tweens toggled
(meaning tweens that could be played or paused, depending on the toggle state)</summary>

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@ -92,6 +92,13 @@
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOSmoothRewind(UnityEngine.Audio.AudioMixer)">
<summary>
Smoothly eewinds all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOTogglePause(UnityEngine.Audio.AudioMixer)">
<summary>
Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference

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@ -676,9 +676,16 @@
<param name="includeDelay">If TRUE includes the eventual tween delay, otherwise skips it</param>
</member>
<member name="M:DG.Tweening.TweenExtensions.Rewind(DG.Tweening.Tween,System.Boolean)">
<summary>Rewinds the tween</summary>
<summary>Rewinds and pauses the tween</summary>
<param name="includeDelay">If TRUE includes the eventual tween delay, otherwise skips it</param>
</member>
<member name="M:DG.Tweening.TweenExtensions.SmoothRewind(DG.Tweening.Tween)">
<summary>Smoothly rewinds the tween (delays excluded).
A "smooth rewind" animates the tween to its start position,
skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween.
<para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
</member>
<member name="M:DG.Tweening.TweenExtensions.TogglePause(DG.Tweening.Tween)">
<summary>Plays the tween if it was paused, pauses it if it was playing</summary>
</member>
@ -1443,6 +1450,13 @@
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOSmoothRewind(UnityEngine.Component)">
<summary>
Smoothly eewinds all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOTogglePause(UnityEngine.Component)">
<summary>
Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
@ -1892,6 +1906,20 @@
<summary>Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded
(meaning the tweens that were not already rewinded)</summary>
</member>
<member name="M:DG.Tweening.DOTween.SmoothRewindAll">
<summary>Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded
(meaning tweens that were not already rewinded).
A "smooth rewind" animates the tween to its start position,
skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
<para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
</member>
<member name="M:DG.Tweening.DOTween.SmoothRewind(System.Object)">
<summary>Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded
(meaning the tweens that were not already rewinded).
A "smooth rewind" animates the tween to its start position,
skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
<para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
</member>
<member name="M:DG.Tweening.DOTween.TogglePauseAll">
<summary>Toggles the play state of all tweens and returns the number of actual tweens toggled
(meaning tweens that could be played or paused, depending on the toggle state)</summary>

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@ -92,6 +92,13 @@
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOSmoothRewind(UnityEngine.Audio.AudioMixer)">
<summary>
Smoothly eewinds all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOTogglePause(UnityEngine.Audio.AudioMixer)">
<summary>
Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference

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@ -0,0 +1,29 @@
using UnityEngine;
using System.Collections;
using DG.Tweening;
public class FadeActive : MonoBehaviour
{
public SpriteRenderer[] fadeTargets;
Sequence fadeTween;
void Start()
{
fadeTween = DOTween.Sequence().SetAutoKill(false).Pause();
foreach (SpriteRenderer r in fadeTargets) fadeTween.Append(r.DOFade(0, 1));
fadeTween.OnComplete(()=> {
foreach (SpriteRenderer r in fadeTargets) r.gameObject.SetActive(false);
});
}
public void FadeOut()
{
fadeTween.PlayForward();
}
public void FadeIn()
{
foreach (SpriteRenderer r in fadeTargets) r.gameObject.SetActive(true);
fadeTween.PlayBackwards();
}
}

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@ -0,0 +1,36 @@
using UnityEngine;
using System.Collections;
using DG.Tweening;
public class InfinitePulseAndSmoothHover : MonoBehaviour
{
Tween pulseTween;
void Start()
{
// Create the pulse tween and pause it
pulseTween = this.transform.DOScale(1.3f, 0.5f)
.SetEase(Ease.InOutQuad)
.SetLoops(-1, LoopType.Yoyo)
.Pause();
}
void OnMouseEnter()
{
// Just play forward
pulseTween.PlayForward();
}
void OnMouseExit()
{
// Find the current elapsed duration without considering loops,
// then goto it and play the tween backwards.
// I'm gonna use ElapsedDirectionalPercentage instead of Elapsed,
// because I want Yoyo loops to be considered correctly inverted as they are
// pulseTween.Goto(pulseTween.ElapsedDirectionalPercentage() * pulseTween.Duration(false));
// pulseTween.PlayBackwards();
// That said, I just added a SmoothRewind method so you can use that :P
pulseTween.SmoothRewind();
}
}

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@ -7,40 +7,27 @@ using DG.Tweening.Core;
using UnityEngine;
using UnityEngine.UI;
public class TempTests : BrainBase
public class TempTests : MonoBehaviour
{
public Transform targetA, targetB;
Sequence sequence;
public DOGetter<Vector3> getterA, getterB;
IEnumerator Start()
void Start()
{
yield return new WaitForSeconds(1);
sequence = DOTween.Sequence();
sequence.AppendInterval(3);
sequence.AppendCallback(() => {
this.transform.GetComponent<MeshRenderer>().enabled = !this.transform.GetComponent<MeshRenderer>().enabled;
});
getterA = ()=> targetA.position;
getterB = ()=> targetB.position;
Debug.Log(getterA == getterB);
Debug.Log(getterA.Equals(getterB));
float time = Time.realtimeSinceStartup;
Debug.Log(CompareGetters(getterA, getterB));
float elapsed = Time.realtimeSinceStartup - time;
Debug.Log("Compare executed in " + elapsed + " seconds");
sequence.SetLoops(-1, LoopType.Restart);
sequence.Play();
}
bool CompareGetters<T>(DOGetter<T> a, DOGetter<T> b)
{
var aBody = a.Method.GetMethodBody().GetILAsByteArray();
var bBody = b.Method.GetMethodBody().GetILAsByteArray();
int aLen = aBody.Length;
Debug.Log("LEN: " + aLen);
if (aLen != bBody.Length) return false;
for(int i = 0; i < aLen; i++) {
if(aBody[i] != bBody[i]) return false;
}
return true;
}
void OnDestroy()
{
if (sequence != null) {
Debug.Log("Killing Sequence");
sequence.Kill();
}
}
}

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@ -17,6 +17,7 @@ namespace DG.Tweening.Core.Enums
PlayForward,
PlayBackwards,
Rewind,
SmoothRewind,
Restart,
TogglePause,
IsTweening

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@ -474,6 +474,9 @@ namespace DG.Tweening.Core
case OperationType.Rewind:
if (Rewind(t, optionalBool)) totInvolved++;
break;
case OperationType.SmoothRewind:
if (SmoothRewind(t)) totInvolved++;
break;
case OperationType.TogglePause:
if (TogglePause(t)) totInvolved++;
break;
@ -634,6 +637,25 @@ namespace DG.Tweening.Core
return rewinded;
}
internal static bool SmoothRewind(Tween t)
{
bool rewinded = false;
if (t.delay > 0) {
rewinded = t.elapsedDelay < t.delay;
t.elapsedDelay = t.delay;
t.delayComplete = true;
}
if (t.position > 0 || t.completedLoops > 0 || !t.startupDone) {
rewinded = true;
if (t.loopType == LoopType.Incremental) t.PlayBackwards();
else {
t.Goto(t.ElapsedDirectionalPercentage() * t.duration);
t.PlayBackwards();
}
} else t.isPlaying = false;
return rewinded;
}
internal static bool TogglePause(Tween t)
{
if (t.isPlaying) return Pause(t);

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@ -32,7 +32,7 @@ namespace DG.Tweening
public class DOTween
{
/// <summary>DOTween's version</summary>
public static readonly string Version = "1.0.765";
public static readonly string Version = "1.0.770";
///////////////////////////////////////////////
// Options ////////////////////////////////////
@ -791,6 +791,26 @@ namespace DG.Tweening
return TweenManager.FilteredOperation(OperationType.Rewind, FilterType.TargetOrId, targetOrId, includeDelay, 0);
}
/// <summary>Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded
/// (meaning tweens that were not already rewinded).
/// A "smooth rewind" animates the tween to its start position,
/// skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
/// <para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
public static int SmoothRewindAll()
{
return TweenManager.FilteredOperation(OperationType.SmoothRewind, FilterType.All, null, false, 0);
}
/// <summary>Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded
/// (meaning the tweens that were not already rewinded).
/// A "smooth rewind" animates the tween to its start position,
/// skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
/// <para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
public static int SmoothRewind(object targetOrId)
{
if (targetOrId == null) return 0;
return TweenManager.FilteredOperation(OperationType.SmoothRewind, FilterType.TargetOrId, targetOrId, false, 0);
}
/// <summary>Toggles the play state of all tweens and returns the number of actual tweens toggled
/// (meaning tweens that could be played or paused, depending on the toggle state)</summary>
public static int TogglePauseAll()

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@ -1215,6 +1215,16 @@ namespace DG.Tweening
return DOTween.Rewind(target, includeDelay);
}
/// <summary>
/// Smoothly rewinds all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens rewinded.
/// </summary>
public static int DOSmoothRewind(this Component target)
{
return DOTween.SmoothRewind(target);
}
/// <summary>
/// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)

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@ -179,7 +179,7 @@ namespace DG.Tweening
TweenManager.Restart(t, includeDelay);
}
/// <summary>Rewinds the tween</summary>
/// <summary>Rewinds and pauses the tween</summary>
/// <param name="includeDelay">If TRUE includes the eventual tween delay, otherwise skips it</param>
public static void Rewind(this Tween t, bool includeDelay = true)
{
@ -194,6 +194,24 @@ namespace DG.Tweening
TweenManager.Rewind(t, includeDelay);
}
/// <summary>Smoothly rewinds the tween (delays excluded).
/// A "smooth rewind" animates the tween to its start position,
/// skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
/// If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween.
/// <para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
public static void SmoothRewind(this Tween t)
{
if (t == null) {
if (Debugger.logPriority > 1) Debugger.LogNullTween(t); return;
} else if (!t.active) {
if (Debugger.logPriority > 1) Debugger.LogInvalidTween(t); return;
} else if (t.isSequenced) {
if (Debugger.logPriority > 1) Debugger.LogNestedTween(t); return;
}
TweenManager.SmoothRewind(t);
}
/// <summary>Plays the tween if it was paused, pauses it if it was playing</summary>
public static void TogglePause(this Tween t)
{

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@ -126,7 +126,7 @@ namespace DG.Tweening
/// </summary>
public static int DORestart(this AudioMixer target)
{
return DOTween.RestartAll(target);
return DOTween.Restart(target);
}
/// <summary>
@ -136,7 +136,17 @@ namespace DG.Tweening
/// </summary>
public static int DORewind(this AudioMixer target)
{
return DOTween.RewindAll(target);
return DOTween.Rewind(target);
}
/// <summary>
/// Smoothly rewinds all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens rewinded.
/// </summary>
public static int DOSmoothRewind(this AudioMixer target)
{
return DOTween.SmoothRewind(target);
}
/// <summary>

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@ -676,9 +676,16 @@
<param name="includeDelay">If TRUE includes the eventual tween delay, otherwise skips it</param>
</member>
<member name="M:DG.Tweening.TweenExtensions.Rewind(DG.Tweening.Tween,System.Boolean)">
<summary>Rewinds the tween</summary>
<summary>Rewinds and pauses the tween</summary>
<param name="includeDelay">If TRUE includes the eventual tween delay, otherwise skips it</param>
</member>
<member name="M:DG.Tweening.TweenExtensions.SmoothRewind(DG.Tweening.Tween)">
<summary>Smoothly rewinds the tween (delays excluded).
A "smooth rewind" animates the tween to its start position,
skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween.
<para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
</member>
<member name="M:DG.Tweening.TweenExtensions.TogglePause(DG.Tweening.Tween)">
<summary>Plays the tween if it was paused, pauses it if it was playing</summary>
</member>
@ -1443,6 +1450,13 @@
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOSmoothRewind(UnityEngine.Component)">
<summary>
Smoothly eewinds all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOTogglePause(UnityEngine.Component)">
<summary>
Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
@ -1892,6 +1906,20 @@
<summary>Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded
(meaning the tweens that were not already rewinded)</summary>
</member>
<member name="M:DG.Tweening.DOTween.SmoothRewindAll">
<summary>Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded
(meaning tweens that were not already rewinded).
A "smooth rewind" animates the tween to its start position,
skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
<para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
</member>
<member name="M:DG.Tweening.DOTween.SmoothRewind(System.Object)">
<summary>Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded
(meaning the tweens that were not already rewinded).
A "smooth rewind" animates the tween to its start position,
skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
<para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
</member>
<member name="M:DG.Tweening.DOTween.TogglePauseAll">
<summary>Toggles the play state of all tweens and returns the number of actual tweens toggled
(meaning tweens that could be played or paused, depending on the toggle state)</summary>

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@ -92,6 +92,13 @@
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOSmoothRewind(UnityEngine.Audio.AudioMixer)">
<summary>
Smoothly eewinds all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOTogglePause(UnityEngine.Audio.AudioMixer)">
<summary>
Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference