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mirror of https://github.com/Cardidi/dotween-upm-fork.git synced 2025-12-20 01:06:02 +08:00

1.2.632にバージョンを更新

This commit is contained in:
yoshida190 2021-08-27 00:02:41 +09:00
parent 24cc3c384a
commit c6c8672979
35 changed files with 586 additions and 279 deletions

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@ -139,7 +139,7 @@
</member>
<member name="T:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour">
<summary>
Behaviour in case a tween nested inside a Sequence fails
Behaviour in case a tween nested inside a Sequence fails and is captured by safe mode
</summary>
</member>
<member name="F:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour.TryToPreserveSequence">
@ -148,6 +148,23 @@
<member name="F:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour.KillWholeSequence">
<summary>Kill the whole Sequence</summary>
</member>
<member name="T:DG.Tweening.Core.Enums.SafeModeLogBehaviour">
<summary>
Log types thrown by errors captured and prevented by safe mode
</summary>
</member>
<member name="F:DG.Tweening.Core.Enums.SafeModeLogBehaviour.None">
<summary>No logs. NOT RECOMMENDED</summary>
</member>
<member name="F:DG.Tweening.Core.Enums.SafeModeLogBehaviour.Normal">
<summary>Throw a normal log</summary>
</member>
<member name="F:DG.Tweening.Core.Enums.SafeModeLogBehaviour.Warning">
<summary>Throw a warning log (default)</summary>
</member>
<member name="F:DG.Tweening.Core.Enums.SafeModeLogBehaviour.Error">
<summary>Throw an error log</summary>
</member>
<member name="T:DG.Tweening.Core.Enums.UpdateNotice">
<summary>
Additional notices passed to plugins when updating.
@ -210,23 +227,29 @@
Used to dispatch commands that need to be captured externally, usually by Modules
</summary>
</member>
<member name="M:DG.Tweening.Core.Utils.Vector3FromAngle(System.Single,System.Single)">
<member name="M:DG.Tweening.Core.DOTweenUtils.Vector3FromAngle(System.Single,System.Single)">
<summary>
Returns a Vector3 with z = 0
</summary>
</member>
<member name="M:DG.Tweening.Core.Utils.Angle2D(UnityEngine.Vector3,UnityEngine.Vector3)">
<member name="M:DG.Tweening.Core.DOTweenUtils.Angle2D(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
Returns the 2D angle between two vectors
</summary>
</member>
<member name="M:DG.Tweening.Core.Utils.Vector3AreApproximatelyEqual(UnityEngine.Vector3,UnityEngine.Vector3)">
<member name="M:DG.Tweening.Core.DOTweenUtils.GetPointOnCircle(UnityEngine.Vector2,System.Single,System.Single)">
<summary>
Returns a point on a circle with the given center and radius,
using Unity's circle coordinates (0° points up and increases clockwise)
</summary>
</member>
<member name="M:DG.Tweening.Core.DOTweenUtils.Vector3AreApproximatelyEqual(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
Uses approximate equality on each axis instead of Unity's Vector3 equality,
because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it.
</summary>
</member>
<member name="M:DG.Tweening.Core.Utils.GetLooseScriptType(System.String)">
<member name="M:DG.Tweening.Core.DOTweenUtils.GetLooseScriptType(System.String)">
<summary>
Looks for the type within all possible project assembly names
</summary>
@ -317,6 +340,46 @@
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.EvaluateAndApply(DG.Tweening.Plugins.Options.NoOptions,DG.Tweening.Tween,System.Boolean,DG.Tweening.Core.DOGetter{UnityEngine.Quaternion},DG.Tweening.Core.DOSetter{UnityEngine.Quaternion},System.Single,UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single,System.Boolean,DG.Tweening.Core.Enums.UpdateNotice)">
<summary>INTERNAL: do not use</summary>
</member>
<member name="T:DG.Tweening.DOCurve">
<summary>
Extra non-tweening-related curve methods
</summary>
</member>
<member name="T:DG.Tweening.DOCurve.CubicBezier">
<summary>
Cubic bezier curve methods
</summary>
</member>
<member name="M:DG.Tweening.DOCurve.CubicBezier.GetPointOnSegment(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>
Calculates a point along the given Cubic Bezier segment-curve.<para/>
</summary>
<param name="startPoint">Segment start point</param>
<param name="startControlPoint">Start point's control point/handle</param>
<param name="endPoint">Segment end point</param>
<param name="endControlPoint">End point's control point/handle</param>
<param name="factor">0-1 percentage along which to retrieve point</param>
</member>
<member name="M:DG.Tweening.DOCurve.CubicBezier.GetSegmentPointCloud(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Int32)">
<summary>
Returns an array containing a series of points along the given Cubic Bezier segment-curve.<para/>
</summary>
<param name="startPoint">Start point</param>
<param name="startControlPoint">Start point's control point/handle</param>
<param name="endPoint">End point</param>
<param name="endControlPoint">End point's control point/handle</param>
<param name="resolution">Cloud resolution (min: 2)</param>
</member>
<member name="M:DG.Tweening.DOCurve.CubicBezier.GetSegmentPointCloud(System.Collections.Generic.List{UnityEngine.Vector3},UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Int32)">
<summary>
Calculates a series of points along the given Cubic Bezier segment-curve and adds them to the given list.<para/>
</summary>
<param name="startPoint">Start point</param>
<param name="startControlPoint">Start point's control point/handle</param>
<param name="endPoint">End point</param>
<param name="endControlPoint">End point's control point/handle</param>
<param name="resolution">Cloud resolution (min: 2)</param>
</member>
<member name="T:DG.Tweening.DOTween">
<summary>
Main DOTween class. Contains static methods to create and control tweens in a generic way
@ -330,8 +393,11 @@
(like targets becoming null while a tween is playing).
<para>Default: TRUE</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.safeModeLogBehaviour">
<summary>Log type when safe mode reports capturing an error and preventing it</summary>
</member>
<member name="F:DG.Tweening.DOTween.nestedTweenFailureBehaviour">
<summary>Behaviour in case a tween nested inside a Sequence fails (caught by safe mode).
<summary>Behaviour in case a tween nested inside a Sequence fails (and is caught by safe mode).
<para>Default: NestedTweenFailureBehaviour.TryToPreserveSequence</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.showUnityEditorReport">
@ -693,9 +759,21 @@
</member>
<member name="M:DG.Tweening.DOTween.Sequence">
<summary>
Returns a new <see cref="M:DG.Tweening.DOTween.Sequence"/> to be used for tween groups
Returns a new <see cref="T:DG.Tweening.Sequence"/> to be used for tween groups.<para/>
Mind that Sequences don't have a target applied automatically like Tweener creation shortcuts,
so if you want to be able to kill this Sequence when calling DOTween.Kill(target) you'll have to add
the target manually; you can do that directly by using the <see cref="M:DG.Tweening.DOTween.Sequence(System.Object)"/> overload instead of this one
</summary>
</member>
<member name="M:DG.Tweening.DOTween.Sequence(System.Object)">
<summary>
Returns a new <see cref="T:DG.Tweening.Sequence"/> to be used for tween groups, and allows to set a target
(because Sequences don't have their target set automatically like Tweener creation shortcuts).
That way killing/controlling tweens by target will apply to this Sequence too.
</summary>
<param name="target">The target of the Sequence. Relevant only for static target-based methods like DOTween.Kill(target),
useless otherwise</param>
</member>
<member name="M:DG.Tweening.DOTween.CompleteAll(System.Boolean)">
<summary>Completes all tweens and returns the number of actual tweens completed
(meaning tweens that don't have infinite loops and were not already complete)</summary>
@ -736,6 +814,10 @@
<summary>Kills all tweens with the given ID or target and returns the number of actual tweens killed</summary>
<param name="complete">If TRUE completes the tweens before killing them</param>
</member>
<member name="M:DG.Tweening.DOTween.Kill(System.Object,System.Object,System.Boolean)">
<summary>Kills all tweens with the given target and the given ID, and returns the number of actual tweens killed</summary>
<param name="complete">If TRUE completes the tweens before killing them</param>
</member>
<member name="M:DG.Tweening.DOTween.PauseAll">
<summary>Pauses all tweens and returns the number of actual tweens paused</summary>
</member>
@ -835,6 +917,12 @@
<param name="alsoCheckIfIsPlaying">If FALSE (default) returns TRUE as long as a tween for the given target/ID is active,
otherwise also requires it to be playing</param>
</member>
<member name="M:DG.Tweening.DOTween.TotalActiveTweens">
<summary>
Returns the total number of active tweens.
A tween is considered active if it wasn't killed, regardless if it's playing or paused
</summary>
</member>
<member name="M:DG.Tweening.DOTween.TotalPlayingTweens">
<summary>
Returns the total number of active and playing tweens.
@ -890,7 +978,39 @@
<param name="to">The value to tween to</param>
<param name="duration">The duration of the tween</param>
<param name="onVirtualUpdate">A callback which must accept a parameter of type float, called at each update</param>
<returns></returns>
</member>
<member name="M:DG.Tweening.DOVirtual.Int(System.Int32,System.Int32,System.Single,DG.Tweening.TweenCallback{System.Int32})">
<summary>
Tweens a virtual int.
You can add regular settings to the generated tween,
but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter
</summary>
<param name="from">The value to start from</param>
<param name="to">The value to tween to</param>
<param name="duration">The duration of the tween</param>
<param name="onVirtualUpdate">A callback which must accept a parameter of type int, called at each update</param>
</member>
<member name="M:DG.Tweening.DOVirtual.Vector3(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,DG.Tweening.TweenCallback{UnityEngine.Vector3})">
<summary>
Tweens a virtual Vector3.
You can add regular settings to the generated tween,
but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter
</summary>
<param name="from">The value to start from</param>
<param name="to">The value to tween to</param>
<param name="duration">The duration of the tween</param>
<param name="onVirtualUpdate">A callback which must accept a parameter of type Vector3, called at each update</param>
</member>
<member name="M:DG.Tweening.DOVirtual.Color(UnityEngine.Color,UnityEngine.Color,System.Single,DG.Tweening.TweenCallback{UnityEngine.Color})">
<summary>
Tweens a virtual Color.
You can add regular settings to the generated tween,
but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter
</summary>
<param name="from">The value to start from</param>
<param name="to">The value to tween to</param>
<param name="duration">The duration of the tween</param>
<param name="onVirtualUpdate">A callback which must accept a parameter of type Color, called at each update</param>
</member>
<member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease)">
<summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary>
@ -1054,6 +1174,13 @@
<member name="F:DG.Tweening.PathType.CubicBezier">
<summary><code>EXPERIMENTAL: </code>Curved path (which uses Cubic Bezier curves, where each point requires two extra control points)</summary>
</member>
<member name="T:DG.Tweening.Plugins.CirclePlugin">
<summary>
Tweens a Vector2 along a circle.
EndValue represents the center of the circle, start and end value degrees are inside options
ChangeValue x is changeValue°, y is unused
</summary>
</member>
<member name="T:DG.Tweening.Plugins.Core.PathCore.ControlPoint">
<summary>
Path control point
@ -1064,6 +1191,11 @@
Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector
</summary>
</member>
<member name="P:DG.Tweening.Plugins.Core.PathCore.Path.minInputWaypoints">
<summary>
Minimum input points necessary to create the path (doesn't correspond to actual waypoints required)
</summary>
</member>
<member name="M:DG.Tweening.Plugins.Core.PathCore.Path.GetPoint(System.Single,System.Boolean)">
<summary>
Gets the point on the path at the given percentage (0 to 1)
@ -1178,10 +1310,26 @@
(if higher than the whole tween duration the tween will simply reach its end)</param>
<param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
</member>
<member name="M:DG.Tweening.TweenExtensions.GotoWithCallbacks(DG.Tweening.Tween,System.Single,System.Boolean)">
<summary>Send the tween to the given position in time while also executing any callback between the previous time position and the new one</summary>
<param name="to">Time position to reach
(if higher than the whole tween duration the tween will simply reach its end)</param>
<param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
</member>
<member name="M:DG.Tweening.TweenExtensions.Kill(DG.Tweening.Tween,System.Boolean)">
<summary>Kills the tween</summary>
<param name="complete">If TRUE completes the tween before killing it</param>
</member>
<member name="M:DG.Tweening.TweenExtensions.ManualUpdate(DG.Tweening.Tween,System.Single,System.Single)">
<summary>
Forces this tween to update manually, regardless of the <see cref="T:DG.Tweening.UpdateType"/> set via SetUpdate.
Note that the tween will still be subject to normal tween rules, so if for example it's paused this method will do nothing.<para/>
Also note that if you only want to update this tween instance manually you'll have to set it to <see cref="F:DG.Tweening.UpdateType.Manual"/> anyway,
so that it's not updated automatically.
</summary>
<param name="deltaTime">Manual deltaTime</param>
<param name="unscaledDeltaTime">Unscaled delta time (used with tweens set as timeScaleIndependent)</param>
</member>
<member name="M:DG.Tweening.TweenExtensions.Pause``1(``0)">
<summary>Pauses the tween</summary>
</member>
@ -1687,7 +1835,16 @@
<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.DOLookAt(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.AxisConstraint,System.Nullable{UnityEngine.Vector3})">
<summary>Tweens a Transform's rotation so that it will look towards the given position.
<summary>Tweens a Transform's rotation so that it will look towards the given world position.
Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
<param name="axisConstraint">Eventual axis constraint for the rotation</param>
<param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DODynamicLookAt(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.AxisConstraint,System.Nullable{UnityEngine.Vector3})">
<summary><code>EXPERIMENTAL</code> Tweens a Transform's rotation so that it will look towards the given world position,
while also updating the lookAt position every frame
(contrary to <see cref="M:DG.Tweening.ShortcutExtensions.DOLookAt(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.AxisConstraint,System.Nullable{UnityEngine.Vector3})"/> which calculates the lookAt rotation only once, when the tween starts).
Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
<param name="axisConstraint">Eventual axis constraint for the rotation</param>
@ -2336,6 +2493,17 @@
<param name="updateType">The type of update</param>
<param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetInverted``1(``0)">
<summary>EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning
(playing it backwards will actually play it from the beginning to the end).
<code>Has no effect</code> if the tween has already started or if it's added to a Sequence</summary>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetInverted``1(``0,System.Boolean)">
<summary>EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning
(playing it backwards will actually play it from the beginning to the end).
<code>Has no effect</code> if the tween has already started or if it's added to a Sequence</summary>
<param name="inverted">If TRUE the tween will be inverted, otherwise it won't</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.OnStart``1(``0,DG.Tweening.TweenCallback)">
<summary>Sets the <code>onStart</code> callback for the tween, clearing any previous <code>onStart</code> callback that was set.
Called the first time the tween is set in a playing state, after any eventual delay</summary>
@ -2446,23 +2614,39 @@
then immediately sends the target to the previously set endValue.</summary>
<param name="isRelative">If TRUE the FROM value will be calculated as relative to the current one</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.From``1(``0,System.Boolean,System.Boolean)">
<summary>Changes a TO tween into a FROM tween: sets the current value of the target as the endValue,
and the previously passed endValue as the actual startValue.</summary>
<param name="setImmediately">If TRUE sets the target to from value immediately, otherwise waits for the tween to start</param>
<param name="isRelative">If TRUE the FROM value will be calculated as relative to the current one</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.From``3(DG.Tweening.Core.TweenerCore{``0,``1,``2},``1,System.Boolean,System.Boolean)">
<summary>Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
and eventually sets the tween's target to that value immediately.</summary>
<param name="fromValue">Value to start from</param>
<param name="setImmediately">If TRUE sets the target to from value immediately, otherwise waits for the tween to start</param>
<param name="isRelative">If TRUE the FROM/TO values will be calculated as relative to the current ones</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.From(DG.Tweening.Core.TweenerCore{UnityEngine.Color,UnityEngine.Color,DG.Tweening.Plugins.Options.ColorOptions},System.Single,System.Boolean,System.Boolean)">
<summary>Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
and eventually sets the tween's target to that value immediately.</summary>
<param name="fromAlphaValue">Alpha value to start from (in case of Fade tweens)</param>
<param name="setImmediately">If TRUE sets the target to from value immediately, otherwise waits for the tween to start</param>
<param name="isRelative">If TRUE the FROM/TO values will be calculated as relative to the current ones</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.From(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},System.Single,System.Boolean,System.Boolean)">
<summary>Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
and eventually sets the tween's target to that value immediately.</summary>
<param name="fromValue">Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens)</param>
<param name="setImmediately">If TRUE sets the target to from value immediately, otherwise waits for the tween to start</param>
<param name="isRelative">If TRUE the FROM/TO values will be calculated as relative to the current ones</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.From(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.CircleOptions},System.Single,System.Boolean,System.Boolean)">
<summary>Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
and eventually sets the tween's target to that value immediately.</summary>
<param name="fromValueDegrees">Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens)</param>
<param name="setImmediately">If TRUE sets the target to from value immediately, otherwise waits for the tween to start</param>
<param name="isRelative">If TRUE the FROM/TO values will be calculated as relative to the current ones</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetDelay``1(``0,System.Single)">
<summary>Sets a delayed startup for the tween.<para/>
@ -2559,6 +2743,12 @@
<summary>Options for Vector3Array 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{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.CircleOptions},System.Single,System.Boolean,System.Boolean)">
<summary>Options for ShapeCircle tweens</summary>
<param name="relativeCenter">If TRUE the center you set in the DOTween.To method will be considered as relative
to the starting position of the target</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{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},DG.Tweening.AxisConstraint,DG.Tweening.AxisConstraint)">
<summary>Options for Path tweens (created via the <code>DOPath</code> shortcut)</summary>
<param name="lockPosition">The eventual movement axis to lock. You can input multiple axis if you separate them like this:
@ -2645,7 +2835,11 @@
<summary>TimeScale for the tween</summary>
</member>
<member name="F:DG.Tweening.Tween.isBackwards">
<summary>If TRUE the tween wil go backwards</summary>
<summary>If TRUE the tween will play backwards</summary>
</member>
<member name="F:DG.Tweening.Tween.isInverted">
<summary>If TRUE the tween is completely inverted but without playing it backwards
(play backwards will actually play the tween in the original direction)</summary>
</member>
<member name="F:DG.Tweening.Tween.id">
<summary>Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int

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@ -10,11 +10,14 @@
</summary>
<param name="onPreviewUpdated">Eventual callback to call after every update</param>
</member>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean)">
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean,System.Boolean)">
<summary>
Stops the update loop and clears the onPreviewUpdated callback.
</summary>
<param name="resetTweenTargets">If TRUE also resets the tweened objects to their original state</param>
<param name="resetTweenTargets">If TRUE also resets the tweened objects to their original state.
Note that this works by calling Rewind on all tweens, so it will work correctly
only if you have a single tween type per object and it wasn't killed</param>
<param name="clearTweens">If TRUE also kills any cached tween</param>
</member>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.PrepareTweenForPreview(DG.Tweening.Tween,System.Boolean,System.Boolean,System.Boolean)">
<summary>

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@ -0,0 +1,142 @@
using UnityEngine;
#if false || EPO_DOTWEEN // MODULE_MARKER
using EPOOutline;
using DG.Tweening.Plugins.Options;
using DG.Tweening;
using DG.Tweening.Core;
namespace DG.Tweening
{
public static class DOTweenModuleEPOOutline
{
public static int DOKill(this SerializedPass target, bool complete)
{
return DOTween.Kill(target, complete);
}
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
{
var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, string propertyName, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)
{
var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)
{
var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)
{
var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
public static int DOKill(this Outliner target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
public static TweenerCore<float, float, FloatOptions> DOInfoRendererScale(this Outliner target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.InfoRendererScale, x => target.InfoRendererScale = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
public static TweenerCore<float, float, FloatOptions> DOPrimaryRendererScale(this Outliner target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.PrimaryRendererScale, x => target.PrimaryRendererScale = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
}
}
#endif

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@ -123,7 +123,7 @@ namespace DG.Tweening
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody = true;
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
return t;
}
@ -152,7 +152,32 @@ namespace DG.Tweening
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody = true;
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
// Used by path editor when creating the actual tween, so it can pass a pre-compiled path
internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
return t;
}
internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;

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@ -9,7 +9,10 @@ using UnityEngine;
using UnityEngine.UI;
using DG.Tweening.Core;
using DG.Tweening.Core.Enums;
using DG.Tweening.Plugins;
using DG.Tweening.Plugins.Options;
using Outline = UnityEngine.UI.Outline;
using Text = UnityEngine.UI.Text;
#pragma warning disable 1591
namespace DG.Tweening
@ -606,6 +609,29 @@ namespace DG.Tweening
#endregion
#region Shapes
/// <summary>Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations.<para/>
/// IMPORTANT: SetFrom(value) requires a <see cref="Vector2"/> instead of a float, where the X property represents the "from degrees value"</summary>
/// <param name="center">Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates)</param>
/// <param name="endValueDegrees">The end value degrees to reach (to rotate counter-clockwise pass a negative value)</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="relativeCenter">If TRUE the <see cref="center"/> coordinates will be considered as relative to the target's current anchoredPosition</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, CircleOptions> DOShapeCircle(
this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false
)
{
TweenerCore<Vector2, Vector2, CircleOptions> t = DOTween.To(
CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration
);
t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target);
return t;
}
#endregion
#endregion
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████

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@ -5,9 +5,9 @@ using System;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
using System.Threading.Tasks;
#endif
//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
//using Task = System.Threading.Tasks.Task;
//#endif
#pragma warning disable 1591
namespace DG.Tweening
@ -216,95 +216,95 @@ namespace DG.Tweening
#region .NET 4.6 or Newer
#if (NET_4_6 || NET_STANDARD_2_0)
#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
#region Async Instructions
/// <summary>
/// Returns an async <see cref="Task"/> that waits until the tween is killed or complete.
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or complete.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code>
/// </summary>
public static async Task AsyncWaitForCompletion(this Tween t)
public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && !t.IsComplete()) await Task.Yield();
while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="Task"/> that waits until the tween is killed or rewinded.
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or rewinded.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code>
/// </summary>
public static async Task AsyncWaitForRewind(this Tween t)
public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await Task.Yield();
while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="Task"/> that waits until the tween is killed.
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
/// </summary>
public static async Task AsyncWaitForKill(this Tween t)
public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active) await Task.Yield();
while (t.active) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="Task"/> that waits until the tween is killed or has gone through the given amount of loops.
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or has gone through the given amount of loops.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code>
/// </summary>
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
public static async Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)
public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && t.CompletedLoops() < elapsedLoops) await Task.Yield();
while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="Task"/> that waits until the tween is killed or started
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or started
/// (meaning when the tween is set in a playing state the first time, after any eventual delay).
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code>
/// </summary>
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
public static async Task AsyncWaitForPosition(this Tween t, float position)
public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && t.position * (t.CompletedLoops() + 1) < position) await Task.Yield();
while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="Task"/> that waits until the tween is killed.
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
/// </summary>
public static async Task AsyncWaitForStart(this Tween t)
public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && !t.playedOnce) await Task.Yield();
while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();
}
#endregion

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@ -1,5 +1,5 @@
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@ -129,23 +129,35 @@ namespace DG.Tweening
public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween(
MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
){
TweenerCore<Vector3, Path, PathOptions> t;
TweenerCore<Vector3, Path, PathOptions> t = null;
bool rBodyFoundAndTweened = false;
#if true // PHYSICS_MARKER
Rigidbody rBody = tweenRigidbody ? target.GetComponent<Rigidbody>() : null;
if (tweenRigidbody && rBody != null) {
t = isLocal
? rBody.DOLocalPath(path, duration, pathMode)
: rBody.DOPath(path, duration, pathMode);
} else {
if (tweenRigidbody) {
Rigidbody rBody = target.GetComponent<Rigidbody>();
if (rBody != null) {
rBodyFoundAndTweened = true;
t = isLocal
? rBody.DOLocalPath(path, duration, pathMode)
: rBody.DOPath(path, duration, pathMode);
}
}
#endif
#if true // PHYSICS2D_MARKER
if (!rBodyFoundAndTweened && tweenRigidbody) {
Rigidbody2D rBody2D = target.GetComponent<Rigidbody2D>();
if (rBody2D != null) {
rBodyFoundAndTweened = true;
t = isLocal
? rBody2D.DOLocalPath(path, duration, pathMode)
: rBody2D.DOPath(path, duration, pathMode);
}
}
#endif
if (!rBodyFoundAndTweened) {
t = isLocal
? target.transform.DOLocalPath(path, duration, pathMode)
: target.transform.DOPath(path, duration, pathMode);
}
#else
t = isLocal
? target.transform.DOLocalPath(path, duration, pathMode)
: target.transform.DOPath(path, duration, pathMode);
#endif
return t;
}

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