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mirror of https://github.com/Cardidi/dotween-upm-fork.git synced 2025-12-21 01:36:05 +08:00
This commit is contained in:
Demigiant 2016-05-30 13:36:49 +02:00
parent 49678b434c
commit c09e45a09d
53 changed files with 78 additions and 4 deletions

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@ -538,6 +538,7 @@
<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 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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</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,System.Boolean)">
<summary>Shakes a Vector3 with the given values.</summary>
@ -550,6 +551,7 @@
<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 and behave like a random punch.</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.DOTween.ToArray(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3[],System.Single[])">
<summary>Tweens a property or field to the given values using default plugins.
@ -1234,6 +1236,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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.
@ -1243,6 +1246,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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.
@ -1252,6 +1256,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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.
@ -1261,6 +1266,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Light,UnityEngine.Color,System.Single)">
<summary>Tweens a Light's color to the given value.
@ -1558,6 +1564,7 @@
<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>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1567,6 +1574,7 @@
<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>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1575,6 +1583,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1583,6 +1592,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1591,6 +1601,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1599,6 +1610,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis.

View File

@ -168,6 +168,7 @@
<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>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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.
@ -178,6 +179,7 @@
<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>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions46.DOJumpAnchorPos(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.

View File

@ -538,6 +538,7 @@
<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 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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</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,System.Boolean)">
<summary>Shakes a Vector3 with the given values.</summary>
@ -550,6 +551,7 @@
<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 and behave like a random punch.</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.DOTween.ToArray(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3[],System.Single[])">
<summary>Tweens a property or field to the given values using default plugins.
@ -1234,6 +1236,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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.
@ -1243,6 +1246,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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.
@ -1252,6 +1256,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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.
@ -1261,6 +1266,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Light,UnityEngine.Color,System.Single)">
<summary>Tweens a Light's color to the given value.
@ -1558,6 +1564,7 @@
<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>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1567,6 +1574,7 @@
<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>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1575,6 +1583,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1583,6 +1592,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1591,6 +1601,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1599,6 +1610,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis.

View File

@ -168,6 +168,7 @@
<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>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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.
@ -178,6 +179,7 @@
<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>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions46.DOJumpAnchorPos(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.

View File

@ -538,6 +538,7 @@
<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 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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</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,System.Boolean)">
<summary>Shakes a Vector3 with the given values.</summary>
@ -550,6 +551,7 @@
<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 and behave like a random punch.</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.DOTween.ToArray(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3[],System.Single[])">
<summary>Tweens a property or field to the given values using default plugins.
@ -1234,6 +1236,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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.
@ -1243,6 +1246,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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.
@ -1252,6 +1256,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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.
@ -1261,6 +1266,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Light,UnityEngine.Color,System.Single)">
<summary>Tweens a Light's color to the given value.
@ -1558,6 +1564,7 @@
<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>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1567,6 +1574,7 @@
<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>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1575,6 +1583,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1583,6 +1592,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1591,6 +1601,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1599,6 +1610,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis.

View File

@ -168,6 +168,7 @@
<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>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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.
@ -178,6 +179,7 @@
<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>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions46.DOJumpAnchorPos(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.

View File

@ -10,10 +10,14 @@ using UnityEngine.UI;
public class TempTests : BrainBase
{
public uint test = 1000;
public uint to = 0;
public Transform target;
void Start () {
DOTween.To(()=> test, x=> test = x, to, 2.0f).OnUpdate(()=> Debug.Log("1000 to 0 > " + test));
IEnumerator Start () {
yield return new WaitForSeconds(0.5f);
Tween t = target.DOMoveX(4, 2).SetRelative().SetAutoKill(false);
yield return new WaitForSeconds(0.5f);
t.PlayBackwards();
yield return new WaitForSeconds(1f);
t.Restart();
}
}

View File

@ -502,6 +502,7 @@ 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>
/// <param name="ignoreZAxis">If TRUE only shakes on the X Y axis (looks better with things like cameras).</param>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</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, bool fadeOut = true
)
@ -518,6 +519,7 @@ 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 and behave like a random punch.</param>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
public static TweenerCore<Vector3, Vector3[], Vector3ArrayOptions> Shake(DOGetter<Vector3> getter, DOSetter<Vector3> setter, float duration,
Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true
)

View File

@ -126,6 +126,7 @@ 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>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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, true, fadeOut)
@ -138,6 +139,7 @@ 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>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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, fadeOut)
@ -151,6 +153,7 @@ 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>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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, fadeOut)
@ -163,6 +166,7 @@ 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>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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, fadeOut)
@ -754,6 +758,7 @@ 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>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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, fadeOut)
@ -766,6 +771,7 @@ 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>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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, fadeOut)
@ -777,6 +783,7 @@ 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>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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, fadeOut)
@ -788,6 +795,7 @@ 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>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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, fadeOut)
@ -799,6 +807,7 @@ 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>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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, fadeOut)
@ -810,6 +819,7 @@ 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>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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, fadeOut)

View File

@ -318,6 +318,7 @@ 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>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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, fadeOut)
@ -331,6 +332,7 @@ 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>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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, fadeOut)

View File

@ -538,6 +538,7 @@
<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 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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</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,System.Boolean)">
<summary>Shakes a Vector3 with the given values.</summary>
@ -550,6 +551,7 @@
<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 and behave like a random punch.</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.DOTween.ToArray(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3[],System.Single[])">
<summary>Tweens a property or field to the given values using default plugins.
@ -1234,6 +1236,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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.
@ -1243,6 +1246,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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.
@ -1252,6 +1256,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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.
@ -1261,6 +1266,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Light,UnityEngine.Color,System.Single)">
<summary>Tweens a Light's color to the given value.
@ -1558,6 +1564,7 @@
<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>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1567,6 +1574,7 @@
<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>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1575,6 +1583,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1583,6 +1592,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1591,6 +1601,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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>
@ -1599,6 +1610,7 @@
<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>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis.

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@ -168,6 +168,7 @@
<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>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<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.
@ -178,6 +179,7 @@
<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>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions46.DOJumpAnchorPos(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.

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