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mirror of https://github.com/Cardidi/dotween-upm-fork.git synced 2026-02-04 14:24:55 +08:00

Added DOBlendableColor and DOBlendableFadeBy shortcuts

This commit is contained in:
Daniele Giardini 2015-04-16 21:44:25 +02:00
parent 9af3b701ea
commit c586aaa108
70 changed files with 779 additions and 159 deletions

View File

@ -35,12 +35,6 @@
<member name="F:DG.Tweening.PathMode.Sidescroller2D">
<summary>2D side-scroller path</summary>
</member>
<member name="T:DG.Tweening.Core.Surrogates.Vector2Surrogate">
<summary>
A surrogate for Vector2/3/4 values to work around Unity's bug when trying to cast to
a Vector2/3/4 plugin on WP8.1
</summary>
</member>
<member name="T:DG.Tweening.TweenType">
<summary>
Used internally
@ -538,39 +532,39 @@
<summary>Options for float tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector2Surrogate,DG.Tweening.Core.Surrogates.Vector2Surrogate,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<summary>Options for Vector2 tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector2Surrogate,DG.Tweening.Core.Surrogates.Vector2Surrogate,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<summary>Options for Vector2 tweens</summary>
<param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<summary>Options for Vector3 tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<summary>Options for Vector3 tweens</summary>
<param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector4Surrogate,DG.Tweening.Core.Surrogates.Vector4Surrogate,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<summary>Options for Vector4 tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector4Surrogate,DG.Tweening.Core.Surrogates.Vector4Surrogate,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<summary>Options for Vector4 tweens</summary>
<param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.QuaternionSurrogate,DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Plugins.Options.QuaternionOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Vector3,DG.Tweening.Plugins.Options.QuaternionOptions},System.Boolean)">
<summary>Options for Quaternion tweens</summary>
<param name="useShortest360Route">If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°.
If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.ColorSurrogate,DG.Tweening.Core.Surrogates.ColorSurrogate,DG.Tweening.Plugins.Options.ColorOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Color,UnityEngine.Color,DG.Tweening.Plugins.Options.ColorOptions},System.Boolean)">
<summary>Options for Color tweens</summary>
<param name="alphaOnly">If TRUE only the alpha value of the color will be tweened</param>
</member>
@ -1189,6 +1183,45 @@
Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
<param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Light,UnityEngine.Color,System.Single)">
<summary>Tweens a Light's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Light as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.Single)">
<summary>Tweens a Material's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.String,System.Single)">
<summary>Tweens a Material's named color property to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param>
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.Material,System.Single,System.Single)">
<summary>Tweens a Material's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.Material,System.Single,System.String,System.Single)">
<summary>Tweens a Material's named alpha property BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param>
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
<summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableMove tweens to work together on the same target,
@ -1310,12 +1343,6 @@
and returns the total number of tweens involved.
</summary>
</member>
<member name="T:DG.Tweening.Core.Surrogates.Vector3Surrogate">
<summary>
A surrogate for Vector2/3/4 values to work around Unity's bug when trying to cast to
a Vector2/3/4 plugin on WP8.1
</summary>
</member>
<member name="T:DG.Tweening.PathType">
<summary>
Type of path to use with DOPath tweens
@ -1496,7 +1523,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.Vector2Surrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.Vector2Surrogate},UnityEngine.Vector2,System.Single)">
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector2},DG.Tweening.Core.DOSetter{UnityEngine.Vector2},UnityEngine.Vector2,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1504,7 +1531,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.Vector3Surrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.Vector3Surrogate},UnityEngine.Vector3,System.Single)">
<member name="M:DG.Tweening.DOTween.To(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 value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1512,7 +1539,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.Vector4Surrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.Vector4Surrogate},UnityEngine.Vector4,System.Single)">
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector4},DG.Tweening.Core.DOSetter{UnityEngine.Vector4},UnityEngine.Vector4,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1520,7 +1547,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.QuaternionSurrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.QuaternionSurrogate},UnityEngine.Vector3,System.Single)">
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Quaternion},DG.Tweening.Core.DOSetter{UnityEngine.Quaternion},UnityEngine.Vector3,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1528,7 +1555,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.ColorSurrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.ColorSurrogate},UnityEngine.Color,System.Single)">
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},UnityEngine.Color,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1563,7 +1590,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.ToAxis(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.Vector3Surrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.Vector3Surrogate},System.Single,System.Single,DG.Tweening.AxisConstraint)">
<member name="M:DG.Tweening.DOTween.ToAxis(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,DG.Tweening.AxisConstraint)">
<summary>Tweens only one axis of a Vector3 to the given value using default plugins.</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1572,7 +1599,7 @@
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
<param name="axisConstraint">The axis to tween</param>
</member>
<member name="M:DG.Tweening.DOTween.ToAlpha(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.ColorSurrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.ColorSurrogate},System.Single,System.Single)">
<member name="M:DG.Tweening.DOTween.ToAlpha(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},System.Single,System.Single)">
<summary>Tweens only the alpha of a Color to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1833,12 +1860,6 @@
<summary>Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward".
<para>In case of String tweens works only if the tween is set as relative</para></summary>
</member>
<member name="T:DG.Tweening.Core.Surrogates.Vector4Surrogate">
<summary>
A surrogate for Vector2/3/4 values to work around Unity's bug when trying to cast to
a Vector2/3/4 plugin on WP8.1
</summary>
</member>
<member name="T:DG.Tweening.Tweener">
<summary>
Animates a single value

View File

@ -43,5 +43,19 @@
Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.SpriteRenderer,UnityEngine.Color,System.Single)">
<summary>Tweens a SpriteRenderer's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.SpriteRenderer,System.Single,System.Single)">
<summary>Tweens a SpriteRenderer's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

View File

@ -118,5 +118,47 @@
Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
Leave it to NULL (default) to use default ones</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Graphic,UnityEngine.Color,System.Single)">
<summary>Tweens a Graphic's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Graphic,System.Single,System.Single)">
<summary>Tweens a Graphic's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Image,UnityEngine.Color,System.Single)">
<summary>Tweens a Image's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Image,System.Single,System.Single)">
<summary>Tweens a Image's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Text,UnityEngine.Color,System.Single)">
<summary>Tweens a Text's color BY the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Text,System.Single,System.Single)">
<summary>Tweens a Text's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

View File

@ -35,12 +35,6 @@
<member name="F:DG.Tweening.PathMode.Sidescroller2D">
<summary>2D side-scroller path</summary>
</member>
<member name="T:DG.Tweening.Core.Surrogates.Vector2Surrogate">
<summary>
A surrogate for Vector2/3/4 values to work around Unity's bug when trying to cast to
a Vector2/3/4 plugin on WP8.1
</summary>
</member>
<member name="T:DG.Tweening.TweenType">
<summary>
Used internally
@ -538,39 +532,39 @@
<summary>Options for float tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector2Surrogate,DG.Tweening.Core.Surrogates.Vector2Surrogate,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<summary>Options for Vector2 tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector2Surrogate,DG.Tweening.Core.Surrogates.Vector2Surrogate,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<summary>Options for Vector2 tweens</summary>
<param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<summary>Options for Vector3 tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<summary>Options for Vector3 tweens</summary>
<param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector4Surrogate,DG.Tweening.Core.Surrogates.Vector4Surrogate,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<summary>Options for Vector4 tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector4Surrogate,DG.Tweening.Core.Surrogates.Vector4Surrogate,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<summary>Options for Vector4 tweens</summary>
<param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.QuaternionSurrogate,DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Plugins.Options.QuaternionOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Vector3,DG.Tweening.Plugins.Options.QuaternionOptions},System.Boolean)">
<summary>Options for Quaternion tweens</summary>
<param name="useShortest360Route">If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°.
If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.ColorSurrogate,DG.Tweening.Core.Surrogates.ColorSurrogate,DG.Tweening.Plugins.Options.ColorOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Color,UnityEngine.Color,DG.Tweening.Plugins.Options.ColorOptions},System.Boolean)">
<summary>Options for Color tweens</summary>
<param name="alphaOnly">If TRUE only the alpha value of the color will be tweened</param>
</member>
@ -1189,6 +1183,45 @@
Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
<param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Light,UnityEngine.Color,System.Single)">
<summary>Tweens a Light's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Light as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.Single)">
<summary>Tweens a Material's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.String,System.Single)">
<summary>Tweens a Material's named color property to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param>
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.Material,System.Single,System.Single)">
<summary>Tweens a Material's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.Material,System.Single,System.String,System.Single)">
<summary>Tweens a Material's named alpha property BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param>
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
<summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableMove tweens to work together on the same target,
@ -1310,12 +1343,6 @@
and returns the total number of tweens involved.
</summary>
</member>
<member name="T:DG.Tweening.Core.Surrogates.Vector3Surrogate">
<summary>
A surrogate for Vector2/3/4 values to work around Unity's bug when trying to cast to
a Vector2/3/4 plugin on WP8.1
</summary>
</member>
<member name="T:DG.Tweening.PathType">
<summary>
Type of path to use with DOPath tweens
@ -1496,7 +1523,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.Vector2Surrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.Vector2Surrogate},UnityEngine.Vector2,System.Single)">
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector2},DG.Tweening.Core.DOSetter{UnityEngine.Vector2},UnityEngine.Vector2,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1504,7 +1531,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.Vector3Surrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.Vector3Surrogate},UnityEngine.Vector3,System.Single)">
<member name="M:DG.Tweening.DOTween.To(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 value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1512,7 +1539,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.Vector4Surrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.Vector4Surrogate},UnityEngine.Vector4,System.Single)">
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector4},DG.Tweening.Core.DOSetter{UnityEngine.Vector4},UnityEngine.Vector4,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1520,7 +1547,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.QuaternionSurrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.QuaternionSurrogate},UnityEngine.Vector3,System.Single)">
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Quaternion},DG.Tweening.Core.DOSetter{UnityEngine.Quaternion},UnityEngine.Vector3,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1528,7 +1555,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.ColorSurrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.ColorSurrogate},UnityEngine.Color,System.Single)">
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},UnityEngine.Color,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1563,7 +1590,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.ToAxis(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.Vector3Surrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.Vector3Surrogate},System.Single,System.Single,DG.Tweening.AxisConstraint)">
<member name="M:DG.Tweening.DOTween.ToAxis(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,DG.Tweening.AxisConstraint)">
<summary>Tweens only one axis of a Vector3 to the given value using default plugins.</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1572,7 +1599,7 @@
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
<param name="axisConstraint">The axis to tween</param>
</member>
<member name="M:DG.Tweening.DOTween.ToAlpha(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.ColorSurrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.ColorSurrogate},System.Single,System.Single)">
<member name="M:DG.Tweening.DOTween.ToAlpha(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},System.Single,System.Single)">
<summary>Tweens only the alpha of a Color to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1833,12 +1860,6 @@
<summary>Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward".
<para>In case of String tweens works only if the tween is set as relative</para></summary>
</member>
<member name="T:DG.Tweening.Core.Surrogates.Vector4Surrogate">
<summary>
A surrogate for Vector2/3/4 values to work around Unity's bug when trying to cast to
a Vector2/3/4 plugin on WP8.1
</summary>
</member>
<member name="T:DG.Tweening.Tweener">
<summary>
Animates a single value

View File

@ -43,5 +43,19 @@
Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.SpriteRenderer,UnityEngine.Color,System.Single)">
<summary>Tweens a SpriteRenderer's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.SpriteRenderer,System.Single,System.Single)">
<summary>Tweens a SpriteRenderer's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

View File

@ -118,5 +118,47 @@
Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
Leave it to NULL (default) to use default ones</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Graphic,UnityEngine.Color,System.Single)">
<summary>Tweens a Graphic's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Graphic,System.Single,System.Single)">
<summary>Tweens a Graphic's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Image,UnityEngine.Color,System.Single)">
<summary>Tweens a Image's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Image,System.Single,System.Single)">
<summary>Tweens a Image's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Text,UnityEngine.Color,System.Single)">
<summary>Tweens a Text's color BY the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Text,System.Single,System.Single)">
<summary>Tweens a Text's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

View File

@ -35,12 +35,6 @@
<member name="F:DG.Tweening.PathMode.Sidescroller2D">
<summary>2D side-scroller path</summary>
</member>
<member name="T:DG.Tweening.Core.Surrogates.Vector2Surrogate">
<summary>
A surrogate for Vector2/3/4 values to work around Unity's bug when trying to cast to
a Vector2/3/4 plugin on WP8.1
</summary>
</member>
<member name="T:DG.Tweening.TweenType">
<summary>
Used internally
@ -538,39 +532,39 @@
<summary>Options for float tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector2Surrogate,DG.Tweening.Core.Surrogates.Vector2Surrogate,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<summary>Options for Vector2 tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector2Surrogate,DG.Tweening.Core.Surrogates.Vector2Surrogate,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<summary>Options for Vector2 tweens</summary>
<param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<summary>Options for Vector3 tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<summary>Options for Vector3 tweens</summary>
<param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector4Surrogate,DG.Tweening.Core.Surrogates.Vector4Surrogate,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<summary>Options for Vector4 tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector4Surrogate,DG.Tweening.Core.Surrogates.Vector4Surrogate,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<summary>Options for Vector4 tweens</summary>
<param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.QuaternionSurrogate,DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Plugins.Options.QuaternionOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Vector3,DG.Tweening.Plugins.Options.QuaternionOptions},System.Boolean)">
<summary>Options for Quaternion tweens</summary>
<param name="useShortest360Route">If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°.
If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.ColorSurrogate,DG.Tweening.Core.Surrogates.ColorSurrogate,DG.Tweening.Plugins.Options.ColorOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Color,UnityEngine.Color,DG.Tweening.Plugins.Options.ColorOptions},System.Boolean)">
<summary>Options for Color tweens</summary>
<param name="alphaOnly">If TRUE only the alpha value of the color will be tweened</param>
</member>
@ -1189,6 +1183,45 @@
Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
<param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Light,UnityEngine.Color,System.Single)">
<summary>Tweens a Light's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Light as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.Single)">
<summary>Tweens a Material's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.String,System.Single)">
<summary>Tweens a Material's named color property to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param>
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.Material,System.Single,System.Single)">
<summary>Tweens a Material's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.Material,System.Single,System.String,System.Single)">
<summary>Tweens a Material's named alpha property BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param>
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
<summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableMove tweens to work together on the same target,
@ -1310,12 +1343,6 @@
and returns the total number of tweens involved.
</summary>
</member>
<member name="T:DG.Tweening.Core.Surrogates.Vector3Surrogate">
<summary>
A surrogate for Vector2/3/4 values to work around Unity's bug when trying to cast to
a Vector2/3/4 plugin on WP8.1
</summary>
</member>
<member name="T:DG.Tweening.PathType">
<summary>
Type of path to use with DOPath tweens
@ -1496,7 +1523,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.Vector2Surrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.Vector2Surrogate},UnityEngine.Vector2,System.Single)">
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector2},DG.Tweening.Core.DOSetter{UnityEngine.Vector2},UnityEngine.Vector2,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1504,7 +1531,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.Vector3Surrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.Vector3Surrogate},UnityEngine.Vector3,System.Single)">
<member name="M:DG.Tweening.DOTween.To(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 value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1512,7 +1539,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.Vector4Surrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.Vector4Surrogate},UnityEngine.Vector4,System.Single)">
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector4},DG.Tweening.Core.DOSetter{UnityEngine.Vector4},UnityEngine.Vector4,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1520,7 +1547,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.QuaternionSurrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.QuaternionSurrogate},UnityEngine.Vector3,System.Single)">
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Quaternion},DG.Tweening.Core.DOSetter{UnityEngine.Quaternion},UnityEngine.Vector3,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1528,7 +1555,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.ColorSurrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.ColorSurrogate},UnityEngine.Color,System.Single)">
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},UnityEngine.Color,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1563,7 +1590,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.ToAxis(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.Vector3Surrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.Vector3Surrogate},System.Single,System.Single,DG.Tweening.AxisConstraint)">
<member name="M:DG.Tweening.DOTween.ToAxis(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,DG.Tweening.AxisConstraint)">
<summary>Tweens only one axis of a Vector3 to the given value using default plugins.</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1572,7 +1599,7 @@
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
<param name="axisConstraint">The axis to tween</param>
</member>
<member name="M:DG.Tweening.DOTween.ToAlpha(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.ColorSurrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.ColorSurrogate},System.Single,System.Single)">
<member name="M:DG.Tweening.DOTween.ToAlpha(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},System.Single,System.Single)">
<summary>Tweens only the alpha of a Color to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1833,12 +1860,6 @@
<summary>Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward".
<para>In case of String tweens works only if the tween is set as relative</para></summary>
</member>
<member name="T:DG.Tweening.Core.Surrogates.Vector4Surrogate">
<summary>
A surrogate for Vector2/3/4 values to work around Unity's bug when trying to cast to
a Vector2/3/4 plugin on WP8.1
</summary>
</member>
<member name="T:DG.Tweening.Tweener">
<summary>
Animates a single value

View File

@ -43,5 +43,19 @@
Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.SpriteRenderer,UnityEngine.Color,System.Single)">
<summary>Tweens a SpriteRenderer's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.SpriteRenderer,System.Single,System.Single)">
<summary>Tweens a SpriteRenderer's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

View File

@ -118,5 +118,47 @@
Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
Leave it to NULL (default) to use default ones</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Graphic,UnityEngine.Color,System.Single)">
<summary>Tweens a Graphic's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Graphic,System.Single,System.Single)">
<summary>Tweens a Graphic's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Image,UnityEngine.Color,System.Single)">
<summary>Tweens a Image's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Image,System.Single,System.Single)">
<summary>Tweens a Image's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Text,UnityEngine.Color,System.Single)">
<summary>Tweens a Text's color BY the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Text,System.Single,System.Single)">
<summary>Tweens a Text's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

View File

@ -10,8 +10,11 @@ public class BlendableTweens : BrainBase
public bool repeatBlendable = true;
public RotateMode rotationMode;
public Ease ease = Ease.OutQuad;
public Transform[] targets;
public Color toBlendableColor0, toBlendableColor1;
public Transform nonBlendableT;
public Transform[] targets;
public Renderer[] renderers;
public SpriteRenderer[] sprites;
Vector3[] startPositions;
@ -23,6 +26,8 @@ public class BlendableTweens : BrainBase
yield return new WaitForSeconds(0.6f);
Vector3 to;
Color toCol;
float toFloat;
float duration;
int loops;
@ -70,6 +75,56 @@ public class BlendableTweens : BrainBase
to = new Vector3(0, 90, 0);
if (from) nonBlendableT.DORotate(to, duration, rotationMode).From(true).SetEase(ease).SetAutoKill(false).Pause();
else nonBlendableT.DORotate(to, duration, rotationMode).SetEase(ease).SetAutoKill(false).Pause();
// Color
duration = 3;
toCol = toBlendableColor0;
if (from) renderers[0].material.DOBlendableColor(toCol, duration).From().SetEase(ease).SetAutoKill(false).Pause();
else renderers[0].material.DOBlendableColor(toCol, duration).SetEase(ease).SetAutoKill(false).Pause();
if (addBlendable) {
toCol = toBlendableColor1;
duration = repeatBlendable ? 1 : 3;
loops = repeatBlendable ? 3 : 1;
if (fromBlendable) renderers[0].material.DOBlendableColor(toCol, duration).From().SetEase(ease).SetLoops(loops, LoopType.Yoyo).SetAutoKill(false).Pause();
else renderers[0].material.DOBlendableColor(toCol, duration).SetEase(ease).SetLoops(loops, LoopType.Yoyo).SetAutoKill(false).Pause();
}
duration = 3;
toCol = toBlendableColor0;
if (from) sprites[0].DOBlendableColor(toCol, duration).From().SetEase(ease).SetAutoKill(false).Pause();
else sprites[0].DOBlendableColor(toCol, duration).SetEase(ease).SetAutoKill(false).Pause();
if (addBlendable) {
toCol = toBlendableColor1;
duration = repeatBlendable ? 1 : 3;
loops = repeatBlendable ? 3 : 1;
if (fromBlendable) sprites[0].DOBlendableColor(toCol, duration).From().SetEase(ease).SetLoops(loops, LoopType.Yoyo).SetAutoKill(false).Pause();
else sprites[0].DOBlendableColor(toCol, duration).SetEase(ease).SetLoops(loops, LoopType.Yoyo).SetAutoKill(false).Pause();
}
// Fade
duration = 3;
toFloat = -1;
if (from) renderers[1].material.DOBlendableFadeBy(toFloat, duration).From().SetEase(ease).SetAutoKill(false).Pause();
else renderers[1].material.DOBlendableFadeBy(toFloat, duration).SetEase(ease).SetAutoKill(false).Pause();
if (addBlendable) {
toFloat = 1;
duration = repeatBlendable ? 1 : 3;
loops = repeatBlendable ? 3 : 1;
if (fromBlendable) renderers[1].material.DOBlendableFadeBy(toFloat, duration).From().SetEase(ease).SetLoops(loops, LoopType.Yoyo).SetAutoKill(false).Pause();
else renderers[1].material.DOBlendableFadeBy(toFloat, duration).SetEase(ease).SetLoops(loops, LoopType.Yoyo).SetAutoKill(false).Pause();
}
duration = 3;
toFloat = -1;
if (from) sprites[1].DOBlendableFadeBy(toFloat, duration).From().SetEase(ease).SetAutoKill(false).Pause();
else sprites[1].DOBlendableFadeBy(toFloat, duration).SetEase(ease).SetAutoKill(false).Pause();
if (addBlendable) {
toFloat = 1;
duration = repeatBlendable ? 1 : 3;
loops = repeatBlendable ? 3 : 1;
if (fromBlendable) sprites[1].DOBlendableFadeBy(toFloat, duration).From().SetEase(ease).SetLoops(loops, LoopType.Yoyo).SetAutoKill(false).Pause();
else sprites[1].DOBlendableFadeBy(toFloat, duration).SetEase(ease).SetLoops(loops, LoopType.Yoyo).SetAutoKill(false).Pause();
}
}
void OnGUI()

View File

@ -5,24 +5,11 @@ using System.Collections;
public class Temp : BrainBase
{
public RotateMode rotMode;
public Transform target;
Sequence s;
public RectTransform t;
IEnumerator Start()
{
yield return new WaitForSeconds(0.6f);
s = DOTween.Sequence();
s.Insert(0.5f, target.DORotate(new Vector3(0,0,90f), 1f, rotMode).SetRelative());
s.Insert(1.5f, target.DORotate(new Vector3(0,90,0f), 1f, rotMode).SetRelative());
s.Insert(0.8f, target.DOMoveX(4, 1).SetRelative());
s.Insert(2f, target.DOMoveY(4, 1).SetRelative());
s.Pause();
}
void OnGUI()
{
if (GUILayout.Button("Play")) s.Play();
if (GUILayout.Button("Goto 2.5")) s.Goto(2.5f);
DOTween.To(() => t.anchorMin, (x) => t.anchorMin = x, new Vector2(-1,0) , 2.0f).OnComplete(()=>Debug.Log(t.anchorMin.ToString("N16")));
}
}

View File

@ -7,13 +7,8 @@ using System;
public class TempTests : BrainBase
{
void OnEnable()
void OnMouseDown()
{
Debug.Log("ENABLE");
}
void OnDisable()
{
Debug.Log("DISABLE");
this.GetComponent<DOTweenAnimation>().DOPlay();
}
}

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 9c25459fcc7c05a45ae2bac021a83e01
timeCreated: 1429119523
licenseType: Free
NativeFormatImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@ -22,7 +22,7 @@ namespace DG.Tweening.Core
/// <summary>
/// Returns the 2D angle between two vectors
/// </summary>
public static float Angle2D(Vector3 from, Vector3 to)
internal static float Angle2D(Vector3 from, Vector3 to)
{
Vector2 baseDir = Vector2.right;
to -= from;

View File

@ -24,7 +24,7 @@ namespace DG.Tweening
public class DOTween
{
/// <summary>DOTween's version</summary>
public static readonly string Version = "1.0.521";
public static readonly string Version = "1.0.531";
///////////////////////////////////////////////
// Options ////////////////////////////////////

View File

@ -4,8 +4,10 @@
// License Copyright (c) Daniele Giardini.
// This work is subject to the terms at http://dotween.demigiant.com/license.php
using DG.Tweening.Core;
#if WP81
using DG.Tweening.Core.Surrogates;
#endif
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;

View File

@ -703,8 +703,115 @@ namespace DG.Tweening
return t;
}
#endregion
#region Blendables
#region Light
/// <summary>Tweens a Light's color to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the Light as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableColor(this Light target, Color endValue, float duration)
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to = x;
target.color += diff;
}, endValue, duration)
.Blendable().SetTarget(target);
}
#endregion
#region Material
/// <summary>Tweens a Material's color to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the Material as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableColor(this Material target, Color endValue, float duration)
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to = x;
target.color += diff;
}, endValue, duration)
.Blendable().SetTarget(target);
}
/// <summary>Tweens a Material's named color property to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the Material as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The value to tween to</param>
/// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
/// <param name="duration">The duration of the tween</param>
public static Tweener DOBlendableColor(this Material target, Color endValue, string property, float duration)
{
if (!target.HasProperty(property)) {
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
return null;
}
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to = x;
target.SetColor(property, target.GetColor(property) + diff);
}, endValue, duration)
.Blendable().SetTarget(target);
}
/// <summary>Tweens a Material's alpha BY the given value (as if you chained a <code>SetRelative</code>),
/// in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
/// instead than fight each other as multiple DOFade would do.
/// Also stores the Material as the tween's target so it can be used for filtered operations</summary>
/// <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableFadeBy(this Material target, float byValue, float duration)
{
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to.a = x.a;
target.color += diff;
}, new Color(0, 0, 0, byValue), duration)
.Blendable().SetTarget(target);
}
/// <summary>Tweens a Material's named alpha property BY the given value (as if you chained a <code>SetRelative</code>),
/// in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
/// instead than fight each other as multiple DOFade would do.
/// Also stores the Material as the tween's target so it can be used for filtered operations</summary>
/// <param name="byValue">The value to tween by</param>
/// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
/// <param name="duration">The duration of the tween</param>
public static Tweener DOBlendableFadeBy(this Material target, float byValue, string property, float duration)
{
if (!target.HasProperty(property)) {
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
return null;
}
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to.a = x.a;
target.SetColor(property, target.GetColor(property) + diff);
}, new Color(0, 0, 0, byValue), duration)
.Blendable().SetTarget(target);
}
#endregion
#region Transform
/// <summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>),
/// in a way that allows other DOBlendableMove tweens to work together on the same target,
/// instead than fight each other as multiple DOMove would do.

View File

@ -4,10 +4,12 @@
// License Copyright (c) Daniele Giardini.
// This work is subject to the terms at http://dotween.demigiant.com/license.php
#if WP81
using DG.Tweening.Core.Surrogates;
#endif
using System;
using DG.Tweening.Core;
using DG.Tweening.Core.Enums;
using DG.Tweening.Core.Surrogates;
using DG.Tweening.Plugins.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;

View File

@ -92,5 +92,46 @@ namespace DG.Tweening
}
#endregion
#region Blendables
#region SpriteRenderer
/// <summary>Tweens a SpriteRenderer's color to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to = x;
target.color += diff;
}, endValue, duration)
.Blendable().SetTarget(target);
}
/// <summary>Tweens a SpriteRenderer's alpha BY the given value (as if you chained a <code>SetRelative</code>),
/// in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
/// instead than fight each other as multiple DOFade would do.
/// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
/// <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableFadeBy(this SpriteRenderer target, float byValue, float duration)
{
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to.a = x.a;
target.color += diff;
}, new Color(0, 0, 0, byValue), duration)
.Blendable().SetTarget(target);
}
#endregion
#endregion
}
}

View File

@ -244,5 +244,120 @@ namespace DG.Tweening
#endregion
#endregion
#region Blendables
#region Graphic
/// <summary>Tweens a Graphic's color to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableColor(this Graphic target, Color endValue, float duration)
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to = x;
target.color += diff;
}, endValue, duration)
.Blendable().SetTarget(target);
}
/// <summary>Tweens a Graphic's alpha BY the given value (as if you chained a <code>SetRelative</code>),
/// in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
/// instead than fight each other as multiple DOFade would do.
/// Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
/// <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableFadeBy(this Graphic target, float byValue, float duration)
{
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to.a = x.a;
target.color += diff;
}, new Color(0, 0, 0, byValue), duration)
.Blendable().SetTarget(target);
}
#endregion
#region Image
/// <summary>Tweens a Image's color to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the Image as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableColor(this Image target, Color endValue, float duration)
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to = x;
target.color += diff;
}, endValue, duration)
.Blendable().SetTarget(target);
}
/// <summary>Tweens a Image's alpha BY the given value (as if you chained a <code>SetRelative</code>),
/// in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
/// instead than fight each other as multiple DOFade would do.
/// Also stores the Image as the tween's target so it can be used for filtered operations</summary>
/// <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableFadeBy(this Image target, float byValue, float duration)
{
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to.a = x.a;
target.color += diff;
}, new Color(0, 0, 0, byValue), duration)
.Blendable().SetTarget(target);
}
#endregion
#region Text
/// <summary>Tweens a Text's color BY the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableColor(this Text target, Color endValue, float duration)
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to = x;
target.color += diff;
}, endValue, duration)
.Blendable().SetTarget(target);
}
/// <summary>Tweens a Text's alpha BY the given value (as if you chained a <code>SetRelative</code>),
/// in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
/// instead than fight each other as multiple DOFade would do.
/// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
/// <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableFadeBy(this Text target, float byValue, float duration)
{
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to.a = x.a;
target.color += diff;
}, new Color(0, 0, 0, byValue), duration)
.Blendable().SetTarget(target);
}
#endregion
#endregion
}
}

View File

@ -35,12 +35,6 @@
<member name="F:DG.Tweening.PathMode.Sidescroller2D">
<summary>2D side-scroller path</summary>
</member>
<member name="T:DG.Tweening.Core.Surrogates.Vector2Surrogate">
<summary>
A surrogate for Vector2/3/4 values to work around Unity's bug when trying to cast to
a Vector2/3/4 plugin on WP8.1
</summary>
</member>
<member name="T:DG.Tweening.TweenType">
<summary>
Used internally
@ -538,39 +532,39 @@
<summary>Options for float tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector2Surrogate,DG.Tweening.Core.Surrogates.Vector2Surrogate,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<summary>Options for Vector2 tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector2Surrogate,DG.Tweening.Core.Surrogates.Vector2Surrogate,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<summary>Options for Vector2 tweens</summary>
<param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<summary>Options for Vector3 tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<summary>Options for Vector3 tweens</summary>
<param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector4Surrogate,DG.Tweening.Core.Surrogates.Vector4Surrogate,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
<summary>Options for Vector4 tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.Vector4Surrogate,DG.Tweening.Core.Surrogates.Vector4Surrogate,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
<summary>Options for Vector4 tweens</summary>
<param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.QuaternionSurrogate,DG.Tweening.Core.Surrogates.Vector3Surrogate,DG.Tweening.Plugins.Options.QuaternionOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Vector3,DG.Tweening.Plugins.Options.QuaternionOptions},System.Boolean)">
<summary>Options for Quaternion tweens</summary>
<param name="useShortest360Route">If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°.
If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{DG.Tweening.Core.Surrogates.ColorSurrogate,DG.Tweening.Core.Surrogates.ColorSurrogate,DG.Tweening.Plugins.Options.ColorOptions},System.Boolean)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Color,UnityEngine.Color,DG.Tweening.Plugins.Options.ColorOptions},System.Boolean)">
<summary>Options for Color tweens</summary>
<param name="alphaOnly">If TRUE only the alpha value of the color will be tweened</param>
</member>
@ -1189,6 +1183,45 @@
Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
<param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Light,UnityEngine.Color,System.Single)">
<summary>Tweens a Light's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Light as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.Single)">
<summary>Tweens a Material's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.String,System.Single)">
<summary>Tweens a Material's named color property to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param>
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.Material,System.Single,System.Single)">
<summary>Tweens a Material's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.Material,System.Single,System.String,System.Single)">
<summary>Tweens a Material's named alpha property BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param>
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
<summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableMove tweens to work together on the same target,
@ -1310,12 +1343,6 @@
and returns the total number of tweens involved.
</summary>
</member>
<member name="T:DG.Tweening.Core.Surrogates.Vector3Surrogate">
<summary>
A surrogate for Vector2/3/4 values to work around Unity's bug when trying to cast to
a Vector2/3/4 plugin on WP8.1
</summary>
</member>
<member name="T:DG.Tweening.PathType">
<summary>
Type of path to use with DOPath tweens
@ -1496,7 +1523,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.Vector2Surrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.Vector2Surrogate},UnityEngine.Vector2,System.Single)">
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector2},DG.Tweening.Core.DOSetter{UnityEngine.Vector2},UnityEngine.Vector2,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1504,7 +1531,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.Vector3Surrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.Vector3Surrogate},UnityEngine.Vector3,System.Single)">
<member name="M:DG.Tweening.DOTween.To(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 value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1512,7 +1539,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.Vector4Surrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.Vector4Surrogate},UnityEngine.Vector4,System.Single)">
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector4},DG.Tweening.Core.DOSetter{UnityEngine.Vector4},UnityEngine.Vector4,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1520,7 +1547,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.QuaternionSurrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.QuaternionSurrogate},UnityEngine.Vector3,System.Single)">
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Quaternion},DG.Tweening.Core.DOSetter{UnityEngine.Quaternion},UnityEngine.Vector3,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1528,7 +1555,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.ColorSurrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.ColorSurrogate},UnityEngine.Color,System.Single)">
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},UnityEngine.Color,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1563,7 +1590,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.ToAxis(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.Vector3Surrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.Vector3Surrogate},System.Single,System.Single,DG.Tweening.AxisConstraint)">
<member name="M:DG.Tweening.DOTween.ToAxis(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,DG.Tweening.AxisConstraint)">
<summary>Tweens only one axis of a Vector3 to the given value using default plugins.</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1572,7 +1599,7 @@
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
<param name="axisConstraint">The axis to tween</param>
</member>
<member name="M:DG.Tweening.DOTween.ToAlpha(DG.Tweening.Core.DOGetter{DG.Tweening.Core.Surrogates.ColorSurrogate},DG.Tweening.Core.DOSetter{DG.Tweening.Core.Surrogates.ColorSurrogate},System.Single,System.Single)">
<member name="M:DG.Tweening.DOTween.ToAlpha(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},System.Single,System.Single)">
<summary>Tweens only the alpha of a Color to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1833,12 +1860,6 @@
<summary>Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward".
<para>In case of String tweens works only if the tween is set as relative</para></summary>
</member>
<member name="T:DG.Tweening.Core.Surrogates.Vector4Surrogate">
<summary>
A surrogate for Vector2/3/4 values to work around Unity's bug when trying to cast to
a Vector2/3/4 plugin on WP8.1
</summary>
</member>
<member name="T:DG.Tweening.Tweener">
<summary>
Animates a single value

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@ -43,5 +43,19 @@
Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.SpriteRenderer,UnityEngine.Color,System.Single)">
<summary>Tweens a SpriteRenderer's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.SpriteRenderer,System.Single,System.Single)">
<summary>Tweens a SpriteRenderer's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

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@ -118,5 +118,47 @@
Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
Leave it to NULL (default) to use default ones</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Graphic,UnityEngine.Color,System.Single)">
<summary>Tweens a Graphic's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Graphic,System.Single,System.Single)">
<summary>Tweens a Graphic's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Image,UnityEngine.Color,System.Single)">
<summary>Tweens a Image's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Image,System.Single,System.Single)">
<summary>Tweens a Image's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Text,UnityEngine.Color,System.Single)">
<summary>Tweens a Text's color BY the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableFadeBy(UnityEngine.UI.Text,System.Single,System.Single)">
<summary>Tweens a Text's alpha BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableFadeBy tweens to work together on the same target,
instead than fight each other as multiple DOFade would do.
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

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