mirror of
https://github.com/Cardidi/dotween-upm-fork.git
synced 2026-02-13 18:48:47 +08:00
Fixed OnWaypointChange sometimes not working correctly between the last waypoint and the previous one
This commit is contained in:
parent
64763e124e
commit
c7d916ef53
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@ -4,6 +4,13 @@
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<name>DemiEditor</name>
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</assembly>
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<members>
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<member name="T:DG.DemiEditor.Core.DeGUIScope">
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<summary>
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Replicates Unity's GUI.Scope with Unity versions older than 5.X.
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Thanks to Dmitriy Yukhanov for pointing this out and creating an initial version
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(which I meant to use until we discovered Unity had implemented it too)
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</summary>
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</member>
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<member name="T:DG.DemiEditor.DeEditorFileUtils">
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<summary>
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File utils
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@ -47,6 +54,18 @@
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</summary>
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<param name="adbPath">Path, relative to Unity's project folder</param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.ConvertToValidFilename(System.String)">
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<summary>
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Converts the given string to a valid filename and returns it.
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Beware: doesn't check for reserved words
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.GUIDToExistingAssetPath(System.String)">
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<summary>
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Returns the asset path of the given GUID (relative to Unity project's folder),
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or an empty string if either the GUID is invalid or the related path doesn't exist.
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.IsEmpty(System.String)">
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<summary>
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Checks if the given directory (full path) is empty or not
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@ -57,12 +76,6 @@
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Deletes all files and subdirectories from the given directory
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.GUIDToExistingAssetPath(System.String)">
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<summary>
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Returns the asset path of the given GUID (relative to Unity project's folder),
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or an empty string if either the GUID is invalid or the related path doesn't exist.
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBPath(UnityEngine.ScriptableObject)">
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<summary>Returns the adb path to the given ScriptableObject</summary>
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</member>
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@ -108,9 +121,55 @@
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<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
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<param name="createFoldersIfMissing">If TRUE also creates the path folders if they don't exist</param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPanelUtils.SetWindowTitle(UnityEditor.EditorWindow,UnityEngine.Texture,System.String)">
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<summary>
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Sets the icon and title of an editor window. Works with older versions of Unity, where the titleContent property wasn't available.
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</summary>
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<param name="editor">Reference to the editor panel whose icon to set</param>
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<param name="icon">Icon to apply</param>
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<param name="title">Title. If NULL doesn't change it</param>
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</member>
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<member name="T:DG.DemiEditor.DeEditorPrefabUtils">
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<summary>
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Prefab utilities
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPrefabUtils.ApplyPrefabInstanceModifications(UnityEngine.GameObject)">
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<summary>
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Behaves as the Inspector's Apply button, applying any modification of this instance to the prefab parent
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</summary>
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<param name="instance"></param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPrefabUtils.BreakPrefabInstances(System.Collections.Generic.List{UnityEngine.GameObject})">
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<summary>
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Completely removes any prefab connection from the given prefab instances.
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<para>
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Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&viewfull=1#post726602)
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</para>
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPrefabUtils.BreakPrefabInstance(UnityEngine.GameObject)">
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<summary>
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Completely removes any prefab connection from the given prefab instance.
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<para>
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Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&viewfull=1#post726602)
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</para>
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.DelayedCall(System.Single,System.Action)">
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<summary>Calls the given action after the given delay</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.GetGameViewSize">
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<summary>
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Return the size of the editor game view, eventual extra bars excluded (meaning the true size of the game area)
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</summary>
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<returns></returns>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.ClearConsole">
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<summary>
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Clears all logs from Unity's console
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</summary>
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</member>
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<member name="F:DG.DemiEditor.DeDragResultType.NoDrag">
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<summary>Nothing is being dragged</summary>
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</member>
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@ -242,12 +301,26 @@
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.Clone(UnityEngine.GUIStyle,System.Object[])">
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<summary>
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Clones the style and adds the given formats to it
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Clones the style and adds the given formats to it. You can pass any of these types of values:
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<list type="bullet">
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<item><term>Format:</term><description>Rich-text, wordwrap</description></item>
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<item><term>FontStyle:</term><description>Font style</description></item>
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<item><term>TextAnchor:</term><description>Content anchor</description></item>
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<item><term>int:</term><description>Font size</description></item>
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<item><term>Color/DeSkinColor:</term><description>Font color</description></item>
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</list>
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.Add(UnityEngine.GUIStyle,System.Object[])">
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<summary>
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Adds the given formats to the style
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Adds the given formats to the style. You can pass any of these types of values:
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<list type="bullet">
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<item><term>Format:</term><description>RichText, WordWrap</description></item>
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<item><term>FontStyle:</term><description>Font style</description></item>
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<item><term>TextAnchor:</term><description>Content anchor</description></item>
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<item><term>int:</term><description>Font size</description></item>
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<item><term>Color/DeSkinColor:</term><description>Font color</description></item>
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</list>
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.Border(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
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@ -488,6 +561,11 @@
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</member>
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<member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
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<summary>Button that can be toggled on and off</summary>
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</member>
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<member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
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<summary>Button that can be toggled on and off</summary>
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</member>
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<member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
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<summary>Button that can be toggled on and off</summary>
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</member>
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<member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.GUILayoutOption[])">
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@ -535,6 +613,59 @@
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<member name="M:DG.DemiEditor.DeGUILayout.HorizontalDivider(System.Nullable{UnityEngine.Color},System.Int32,System.Int32,System.Int32)">
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<summary>Horizontal Divider</summary>
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</member>
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<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickTextField(UnityEditor.EditorWindow,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
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<summary>
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A text field that becomes editable only on double-click
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</summary>
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<param name="editorWindow">EditorWindow reference</param>
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<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
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<param name="text">Text</param>
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<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
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<param name="editingStyle">Style for editing mode</param>
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</member>
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<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickTextField(UnityEditor.Editor,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
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<summary>
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A text field that becomes editable only on double-click
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</summary>
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<param name="editor">Editor reference</param>
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<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
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<param name="text">Text</param>
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<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
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<param name="editingStyle">Style for editing mode</param>
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</member>
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<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickDraggableTextField(UnityEditor.EditorWindow,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
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<summary>
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A text field that becomes editable only on double-click and can also be dragged
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</summary>
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<param name="editorWindow">EditorWindow reference</param>
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<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
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<param name="text">Text</param>
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<param name="dragId">ID for this drag operation (must be the same for both this and Drag</param>
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<param name="draggableList">List containing the dragged item and all other relative draggable items</param>
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<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
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<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
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<param name="editingStyle">Style for editing mode</param>
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<returns></returns>
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</member>
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<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickDraggableTextField(UnityEditor.Editor,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
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<summary>
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A text field that becomes editable only on double-click and can also be dragged
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</summary>
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<param name="editor">Editor reference</param>
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<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
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<param name="text">Text</param>
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<param name="dragId">ID for this drag operation (must be the same for both this and Drag</param>
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<param name="draggableList">List containing the dragged item and all other relative draggable items</param>
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<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
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<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
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<param name="editingStyle">Style for editing mode</param>
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<returns></returns>
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</member>
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<member name="M:DG.DemiEditor.DeGUILayout.GradientField(System.String,UnityEngine.Gradient,UnityEngine.GUILayoutOption[])">
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<summary>
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Creates a Gradient field by using Unity 4.x hidden default one and Reflection.
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeGUILayout.SceneField(System.String,UnityEngine.Object)">
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<summary>Scene field</summary>
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</member>
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@ -647,6 +778,17 @@
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<summary>Draws a colored square</summary>
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</member>
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<member name="M:DG.DemiEditor.DeGUI.DoubleClickTextField(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
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<summary>
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A text field that becomes editable only on double-click
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</summary>
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<param name="rect">Area</param>
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<param name="editorWindow">EditorWindow reference</param>
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<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
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<param name="text">Text</param>
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<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
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<param name="editingStyle">Style for editing mode</param>
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</member>
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<member name="M:DG.DemiEditor.DeGUI.DoubleClickTextField(UnityEngine.Rect,UnityEditor.Editor,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
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<summary>
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A text field that becomes editable only on double-click
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</summary>
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@ -658,6 +800,21 @@
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<param name="editingStyle">Style for editing mode</param>
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</member>
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<member name="M:DG.DemiEditor.DeGUI.DoubleClickDraggableTextField(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
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<summary>
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A text field that becomes editable only on double-click and can also be dragged
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</summary>
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<param name="rect">Area</param>
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<param name="editorWindow">EditorWindow reference</param>
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<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
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<param name="text">Text</param>
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<param name="dragId">ID for this drag operation (must be the same for both this and Drag</param>
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<param name="draggableList">List containing the dragged item and all other relative draggable items</param>
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<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
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<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
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<param name="editingStyle">Style for editing mode</param>
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<returns></returns>
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</member>
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<member name="M:DG.DemiEditor.DeGUI.DoubleClickDraggableTextField(UnityEngine.Rect,UnityEditor.Editor,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
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<summary>
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A text field that becomes editable only on double-click and can also be dragged
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</summary>
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@ -675,6 +832,24 @@
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<member name="M:DG.DemiEditor.DeGUI.FlatDivider(UnityEngine.Rect,System.Nullable{UnityEngine.Color})">
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<summary>Divider</summary>
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</member>
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<member name="M:DG.DemiEditor.SerializedPropertyExtensions.CastTo``1(UnityEditor.SerializedProperty)">
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<summary>
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Returns the value of the given property (works like a cast to type).
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<para>
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Improved from HiddenMonk's functions (http://answers.unity3d.com/questions/627090/convert-serializedproperty-to-custom-class.html)
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</para>
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</summary>
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</member>
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<member name="M:DG.DemiEditor.SerializedPropertyExtensions.IsArrayElement(UnityEditor.SerializedProperty)">
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<summary>
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Returns TRUE if this property is inside an array
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</summary>
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</member>
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<member name="M:DG.DemiEditor.SerializedPropertyExtensions.GetIndexInArray(UnityEditor.SerializedProperty)">
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<summary>
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Returns -1 if the property is not inside an array, otherwise returns its index inside the array
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</summary>
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</member>
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<member name="T:DG.DemiEditor.StringExtensions">
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<summary>
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String extensions
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@ -7,12 +7,13 @@ public class TempPro : MonoBehaviour
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{
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public DOTweenPath path;
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IEnumerator Start()
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void Start ()
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{
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yield return new WaitForSeconds(0.5f);
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path.GetTween().OnWaypointChange(OnWaypointChange);
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}
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Debug.Log("PLAY");
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Debug.Log(path.GetTween().id);
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DOTween.Play("myId");
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void OnWaypointChange (int index)
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{
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Debug.Log(index);
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}
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}
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@ -5,18 +5,43 @@ using System.Reflection;
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using DG.Tweening;
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using DG.Tweening.Core;
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using DG.Tweening.Plugins.Options;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UI;
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public class TempTests : BrainBase
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{
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public float randomness = 90;
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public bool fadeOut;
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public Transform target;
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public int poolId;
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public Transform target;
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private Transform myTransform;
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private Color baseColor;
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void Awake () {
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myTransform = transform;
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}
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public void Shake()
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public void Show (string txt) {
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myTransform.SetAsLastSibling ();
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this.StartCoroutine(RemoveIn());
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}
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IEnumerator RemoveIn () {
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yield return new WaitForSeconds(4);
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Hide ();
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}
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private void Hide ()
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{
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DOTween.KillAll(true);
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target.DOShakePosition(2, 2, 10, randomness, false, fadeOut);
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target.DOMoveX(2, 1).OnComplete (Remove);
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}
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private void Remove ()
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{
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target.gameObject.SetActive(false);
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// Destroy(target.gameObject);
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}
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void OnDisable ()
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{
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target.DOKill();
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}
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}
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@ -1,2 +1,2 @@
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m_EditorVersion: 5.3.2f1
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m_EditorVersion: 5.4.0f3
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m_StandardAssetsVersion: 0
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@ -32,7 +32,7 @@ namespace DG.Tweening
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public class DOTween
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{
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/// <summary>DOTween's version</summary>
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public static readonly string Version = "1.1.315";
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public static readonly string Version = "1.1.330";
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///////////////////////////////////////////////
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// Options ////////////////////////////////////
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@ -138,6 +138,7 @@ namespace DG.Tweening.Plugins.Core.PathCore
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float currLen = 0;
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for (int i = 0, count = wpLengths.Length; i < count; i++) {
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currLen += wpLengths[i];
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if (i == count - 1) return isMovingForward ? i - 1 : i;
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if (currLen < totPercLen) continue;
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if (currLen > totPercLen) return isMovingForward ? i - 1 : i;
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return i;
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