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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>
<member name="T:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour"> <member name="T:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour">
<summary> <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> </summary>
</member> </member>
<member name="F:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour.TryToPreserveSequence"> <member name="F:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour.TryToPreserveSequence">
@ -148,6 +148,23 @@
<member name="F:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour.KillWholeSequence"> <member name="F:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour.KillWholeSequence">
<summary>Kill the whole Sequence</summary> <summary>Kill the whole Sequence</summary>
</member> </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"> <member name="T:DG.Tweening.Core.Enums.UpdateNotice">
<summary> <summary>
Additional notices passed to plugins when updating. Additional notices passed to plugins when updating.
@ -210,23 +227,29 @@
Used to dispatch commands that need to be captured externally, usually by Modules Used to dispatch commands that need to be captured externally, usually by Modules
</summary> </summary>
</member> </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> <summary>
Returns a Vector3 with z = 0 Returns a Vector3 with z = 0
</summary> </summary>
</member> </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> <summary>
Returns the 2D angle between two vectors Returns the 2D angle between two vectors
</summary> </summary>
</member> </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> <summary>
Uses approximate equality on each axis instead of Unity's Vector3 equality, 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. because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it.
</summary> </summary>
</member> </member>
<member name="M:DG.Tweening.Core.Utils.GetLooseScriptType(System.String)"> <member name="M:DG.Tweening.Core.DOTweenUtils.GetLooseScriptType(System.String)">
<summary> <summary>
Looks for the type within all possible project assembly names Looks for the type within all possible project assembly names
</summary> </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)"> <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> <summary>INTERNAL: do not use</summary>
</member> </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"> <member name="T:DG.Tweening.DOTween">
<summary> <summary>
Main DOTween class. Contains static methods to create and control tweens in a generic way 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). (like targets becoming null while a tween is playing).
<para>Default: TRUE</para></summary> <para>Default: TRUE</para></summary>
</member> </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"> <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> <para>Default: NestedTweenFailureBehaviour.TryToPreserveSequence</para></summary>
</member> </member>
<member name="F:DG.Tweening.DOTween.showUnityEditorReport"> <member name="F:DG.Tweening.DOTween.showUnityEditorReport">
@ -693,9 +759,21 @@
</member> </member>
<member name="M:DG.Tweening.DOTween.Sequence"> <member name="M:DG.Tweening.DOTween.Sequence">
<summary> <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> </summary>
</member> </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)"> <member name="M:DG.Tweening.DOTween.CompleteAll(System.Boolean)">
<summary>Completes all tweens and returns the number of actual tweens completed <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> (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> <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> <param name="complete">If TRUE completes the tweens before killing them</param>
</member> </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"> <member name="M:DG.Tweening.DOTween.PauseAll">
<summary>Pauses all tweens and returns the number of actual tweens paused</summary> <summary>Pauses all tweens and returns the number of actual tweens paused</summary>
</member> </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, <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> otherwise also requires it to be playing</param>
</member> </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"> <member name="M:DG.Tweening.DOTween.TotalPlayingTweens">
<summary> <summary>
Returns the total number of active and playing tweens. Returns the total number of active and playing tweens.
@ -890,7 +978,39 @@
<param name="to">The value to tween to</param> <param name="to">The value to tween to</param>
<param name="duration">The duration of the tween</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> <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>
<member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease)"> <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> <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"> <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> <summary><code>EXPERIMENTAL: </code>Curved path (which uses Cubic Bezier curves, where each point requires two extra control points)</summary>
</member> </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"> <member name="T:DG.Tweening.Plugins.Core.PathCore.ControlPoint">
<summary> <summary>
Path control point Path control point
@ -1064,6 +1191,11 @@
Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector
</summary> </summary>
</member> </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)"> <member name="M:DG.Tweening.Plugins.Core.PathCore.Path.GetPoint(System.Single,System.Boolean)">
<summary> <summary>
Gets the point on the path at the given percentage (0 to 1) 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> (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> <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
</member> </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)"> <member name="M:DG.Tweening.TweenExtensions.Kill(DG.Tweening.Tween,System.Boolean)">
<summary>Kills the tween</summary> <summary>Kills the tween</summary>
<param name="complete">If TRUE completes the tween before killing it</param> <param name="complete">If TRUE completes the tween before killing it</param>
</member> </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)"> <member name="M:DG.Tweening.TweenExtensions.Pause``1(``0)">
<summary>Pauses the tween</summary> <summary>Pauses the tween</summary>
</member> </member>
@ -1687,7 +1835,16 @@
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOLookAt(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.AxisConstraint,System.Nullable{UnityEngine.Vector3})"> <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> 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="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="axisConstraint">Eventual axis constraint for the rotation</param>
@ -2336,6 +2493,17 @@
<param name="updateType">The type of update</param> <param name="updateType">The type of update</param>
<param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param> <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param>
</member> </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)"> <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. <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> 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> 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> <param name="isRelative">If TRUE the FROM value will be calculated as relative to the current one</param>
</member> </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)"> <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 <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> and eventually sets the tween's target to that value immediately.</summary>
<param name="fromValue">Value to start from</param> <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="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>
<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)"> <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 <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> 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="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="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>
<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)"> <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 <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> 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="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="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>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetDelay``1(``0,System.Single)"> <member name="M:DG.Tweening.TweenSettingsExtensions.SetDelay``1(``0,System.Single)">
<summary>Sets a delayed startup for the tween.<para/> <summary>Sets a delayed startup for the tween.<para/>
@ -2559,6 +2743,12 @@
<summary>Options for Vector3Array tweens</summary> <summary>Options for Vector3Array tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member> </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)"> <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> <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: <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> <summary>TimeScale for the tween</summary>
</member> </member>
<member name="F:DG.Tweening.Tween.isBackwards"> <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>
<member name="F:DG.Tweening.Tween.id"> <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 <summary>Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int

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</summary> </summary>
<param name="onPreviewUpdated">Eventual callback to call after every update</param> <param name="onPreviewUpdated">Eventual callback to call after every update</param>
</member> </member>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean)"> <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean,System.Boolean)">
<summary> <summary>
Stops the update loop and clears the onPreviewUpdated callback. Stops the update loop and clears the onPreviewUpdated callback.
</summary> </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>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.PrepareTweenForPreview(DG.Tweening.Tween,System.Boolean,System.Boolean,System.Boolean)"> <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.PrepareTweenForPreview(DG.Tweening.Tween,System.Boolean,System.Boolean,System.Boolean)">
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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) 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); .SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody = true; t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode; t.plugOptions.mode = pathMode;
return t; 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) 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); .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.mode = pathMode;
t.plugOptions.useLocalPosition = true; t.plugOptions.useLocalPosition = true;
return t; return t;

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@ -1,5 +1,5 @@
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@ -1,5 +1,5 @@
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@ -9,7 +9,10 @@ using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using DG.Tweening.Core; using DG.Tweening.Core;
using DG.Tweening.Core.Enums; using DG.Tweening.Core.Enums;
using DG.Tweening.Plugins;
using DG.Tweening.Plugins.Options; using DG.Tweening.Plugins.Options;
using Outline = UnityEngine.UI.Outline;
using Text = UnityEngine.UI.Text;
#pragma warning disable 1591 #pragma warning disable 1591
namespace DG.Tweening namespace DG.Tweening
@ -606,6 +609,29 @@ namespace DG.Tweening
#endregion #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 #endregion
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████

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@ -1,5 +1,5 @@
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MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

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@ -5,9 +5,9 @@ using System;
using UnityEngine; using UnityEngine;
using DG.Tweening.Core; using DG.Tweening.Core;
using DG.Tweening.Plugins.Options; using DG.Tweening.Plugins.Options;
#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0) //#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
using System.Threading.Tasks; //using Task = System.Threading.Tasks.Task;
#endif //#endif
#pragma warning disable 1591 #pragma warning disable 1591
namespace DG.Tweening namespace DG.Tweening
@ -216,95 +216,95 @@ namespace DG.Tweening
#region .NET 4.6 or Newer #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 #region Async Instructions
/// <summary> /// <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. /// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code> /// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code>
/// </summary> /// </summary>
public static async Task AsyncWaitForCompletion(this Tween t) public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
{ {
if (!t.active) { if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return; return;
} }
while (t.active && !t.IsComplete()) await Task.Yield(); while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();
} }
/// <summary> /// <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. /// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code> /// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code>
/// </summary> /// </summary>
public static async Task AsyncWaitForRewind(this Tween t) public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)
{ {
if (!t.active) { if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return; 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> /// <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. /// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code> /// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
/// </summary> /// </summary>
public static async Task AsyncWaitForKill(this Tween t) public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
{ {
if (!t.active) { if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return; return;
} }
while (t.active) await Task.Yield(); while (t.active) await System.Threading.Tasks.Task.Yield();
} }
/// <summary> /// <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. /// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code> /// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code>
/// </summary> /// </summary>
/// <param name="elapsedLoops">Elapsed loops to wait for</param> /// <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 (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return; return;
} }
while (t.active && t.CompletedLoops() < elapsedLoops) await Task.Yield(); while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();
} }
/// <summary> /// <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). /// (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. /// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code> /// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code>
/// </summary> /// </summary>
/// <param name="position">Position (loops included, delays excluded) to wait for</param> /// <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 (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return; 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> /// <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. /// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code> /// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
/// </summary> /// </summary>
public static async Task AsyncWaitForStart(this Tween t) public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
{ {
if (!t.active) { if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return; return;
} }
while (t.active && !t.playedOnce) await Task.Yield(); while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();
} }
#endregion #endregion

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

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