diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..f588942
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,16 @@
+_DOTween.Assembly/_ReSharper*
+_DOTween.Assembly/bin_pro
+_DOTween.Assembly/DOTweenPro*
+_DOTween.Assembly/DOTween*/obj
+_DOTween.Assembly/*.suo
+_DOTween.Assembly/*.user
+*.Unity*/_ReSharper*
+*.Unity*/Library
+*.Unity*/obj
+*.Unity*/Temp
+*.Unity*/*.csproj
+*.Unity*/*.sln
+*.Unity*/*.user
+*.Unity*/*.suo
+*.Unity*/*.userprefs
+*.Unity*/Assets/Demigiant/DOTweenPro*
\ No newline at end of file
diff --git a/UnityCompatibilityTests.Unity35/Assets/CompatibilityTest.cs b/UnityCompatibilityTests.Unity35/Assets/CompatibilityTest.cs
new file mode 100644
index 0000000..498ea65
--- /dev/null
+++ b/UnityCompatibilityTests.Unity35/Assets/CompatibilityTest.cs
@@ -0,0 +1,45 @@
+using DG.Tweening;
+using UnityEngine;
+
+public class CompatibilityTest : MonoBehaviour
+{
+ public Transform cubeCont;
+ public Transform[] cubes;
+ public GUITexture logo;
+
+ Tween twSuccess;
+ bool success;
+ Color logoCol;
+
+ void Start()
+ {
+ DOTween.Init(true);
+ Color c = logoCol = logo.color;
+ c.a = 0;
+ logo.color = c;
+
+ // Create sequence
+ Sequence seq = DOTween.Sequence()
+ .SetLoops(-1, LoopType.Restart)
+ .OnStepComplete(Success);
+ seq.Append(cubeCont.DORotate(new Vector3(0, 720, 360), 2.25f).SetRelative().SetEase(Ease.Linear));
+ foreach (Transform trans in cubes) {
+ Transform t = trans;
+ seq.Insert(0, t.DOScale(Vector3.one * 0.5f, 1f));
+ seq.Insert(0, t.DOLocalMove(t.position * 8, 1f).SetEase(Ease.InQuint));
+ seq.Insert(1, t.DOScale(Vector3.one * 0.5f, 1f));
+ seq.Insert(1, t.DOLocalMove(t.position, 1f).SetEase(Ease.OutQuint));
+ }
+
+ // Create success tween
+ twSuccess = DOTween.To(()=> logo.color, x => logo.color = x, logoCol, 1.25f).Pause();
+ }
+
+ void Success()
+ {
+ if (success) return;
+
+ success = true;
+ twSuccess.Play();
+ }
+}
\ No newline at end of file
diff --git a/UnityCompatibilityTests.Unity35/Assets/CompatibilityTest.unity b/UnityCompatibilityTests.Unity35/Assets/CompatibilityTest.unity
new file mode 100644
index 0000000..60ff286
Binary files /dev/null and b/UnityCompatibilityTests.Unity35/Assets/CompatibilityTest.unity differ
diff --git a/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/DOTween.XML b/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/DOTween.XML
new file mode 100644
index 0000000..b562aa2
--- /dev/null
+++ b/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/DOTween.XML
@@ -0,0 +1,1906 @@
+
+
+
+ DOTween
+
+
+
+
+ Update type
+
+
+
+ Updates every frame during Update calls
+
+
+ Updates every frame during LateUpdate calls
+
+
+ Updates using FixedUpdate calls
+
+
+
+ Path mode (used to determine correct LookAt orientation)
+
+
+
+ Ignores the path mode (and thus LookAt behaviour)
+
+
+ Regular 3D path
+
+
+ 2D top-down path
+
+
+ 2D side-scroller path
+
+
+
+ Used internally
+
+
+
+
+ This class serves only as a utility class to store tween settings to apply on multiple tweens.
+ It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining
+
+
+
+ A variable you can eventually Clear and reuse when needed,
+ to avoid instantiating TweenParams objects
+
+
+ Creates a new TweenParams object, which you can use to store tween settings
+ to pass to multiple tweens via myTween.SetAs(myTweenParms)
+
+
+ Clears and resets this TweenParams instance using default values,
+ so it can be reused without instantiating another one
+
+
+ Sets the autoKill behaviour of the tween.
+ Has no effect if the tween has already started
+ If TRUE the tween will be automatically killed when complete
+
+
+ Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.
+ The ID to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets the target for the tween, which can then be used as a filter with DOTween's static methods.
+ IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead.
+ When using shorcuts the shortcut target is already assigned as the tween's target,
+ so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.
+ The target to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets the looping options for the tween.
+ Has no effect if the tween has already started
+ Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)
+ Loop behaviour type (default: LoopType.Restart)
+
+
+ Sets the ease of the tween.
+ If applied to Sequences eases the whole sequence animation
+ Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158)
+ Eventual period to use with Elastic easeType (default is 0)
+
+
+ Sets the ease of the tween using an AnimationCurve.
+ If applied to Sequences eases the whole sequence animation
+
+
+ Sets the ease of the tween using a custom ease function.
+ If applied to Sequences eases the whole sequence animation
+
+
+ Sets the recycling behaviour for the tween.
+ If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.
+
+
+ Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed)
+ and lets you choose if it should be independent from Unity's Time.timeScale
+ If TRUE the tween will ignore Unity's Time.timeScale
+
+
+ Sets the type of update (default or independent) for the tween
+ The type of update (default: UpdateType.Normal)
+ If TRUE the tween will ignore Unity's Time.timeScale
+
+
+ Sets the onStart callback for the tween.
+ Called the first time the tween is set in a playing state, after any eventual delay
+
+
+ Sets the onPlay callback for the tween.
+ Called when the tween is set in a playing state, after any eventual delay.
+ Also called each time the tween resumes playing from a paused state
+
+
+ Sets the onRewind callback for the tween.
+ Called when the tween is rewinded,
+ either by calling Rewind or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callback
+
+
+ Sets the onUpdate callback for the tween.
+ Called each time the tween updates
+
+
+ Sets the onStepComplete callback for the tween.
+ Called the moment the tween completes one loop cycle, even when going backwards
+
+
+ Sets the onComplete callback for the tween.
+ Called the moment the tween reaches its final forward position, loops included
+
+
+ Sets the onKill callback for the tween.
+ Called the moment the tween is killed
+
+
+ Sets the onWaypointChange callback for the tween.
+ Called when a path tween reaches a new waypoint
+
+
+ Sets a delayed startup for the tween.
+ Has no effect on Sequences or if the tween has already started
+
+
+ If isRelative is TRUE sets the tween as relative
+ (the endValue will be calculated as startValue + endValue instead than being used directly).
+ Has no effect on Sequences or if the tween has already started
+
+
+ If isSpeedBased is TRUE sets the tween as speed based
+ (the duration will represent the number of units the tween moves x second).
+ Has no effect on Sequences, nested tweens, or if the tween has already started
+
+
+
+ Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween).
+ Contains all instance-based methods
+
+
+
+
+ Used to allow method chaining with DOTween.Init
+
+
+
+
+ Directly sets the current max capacity of Tweeners and Sequences
+ (meaning how many Tweeners and Sequences can be running at the same time),
+ so that DOTween doesn't need to automatically increase them in case the max is reached
+ (which might lead to hiccups when that happens).
+ Sequences capacity must be less or equal to Tweeners capacity
+ (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+ Beware: use this method only when there are no tweens running.
+
+ Max Tweeners capacity.
+ Default: 200
+ Max Sequences capacity.
+ Default: 50
+
+
+ Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame
+
+
+
+ Directly sets the current max capacity of Tweeners and Sequences
+ (meaning how many Tweeners and Sequences can be running at the same time),
+ so that DOTween doesn't need to automatically increase them in case the max is reached
+ (which might lead to hiccups when that happens).
+ Sequences capacity must be less or equal to Tweeners capacity
+ (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+ Beware: use this method only when there are no tweens running.
+
+ Max Tweeners capacity.
+ Default: 200
+ Max Sequences capacity.
+ Default: 50
+
+
+
+ Controls other tweens as a group
+
+
+
+
+ Indicates either a Tweener or a Sequence
+
+
+
+ Called the first time the tween is set in a playing state, after any eventual delay
+
+
+ TimeScale for the tween
+
+
+ If TRUE the tween wil go backwards
+
+
+ Id (usable for filtering with DOTween static methods). Can be an int, a string, an object, or anything else
+
+
+ Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shorcuts
+
+
+ Called when the tween is set in a playing state, after any eventual delay.
+ Also called each time the tween resumes playing from a paused state
+
+
+ Called when the tween state changes from playing to paused.
+ If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.
+
+
+ Called when the tween is rewinded,
+ either by calling Rewind or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callback
+
+
+ Called each time the tween updates
+
+
+ Called the moment the tween completes one loop cycle
+
+
+ Called the moment the tween reaches completion (loops included)
+
+
+ Called the moment the tween is killed
+
+
+ Called when a path tween's current waypoint changes
+
+
+ Gets and sets the time position (loops included, delays excluded) of the tween
+
+
+
+ Rotation mode used with DORotate methods
+
+
+
+
+ Fastest way that never rotates beyond 360°
+
+
+
+
+ Fastest way that rotates beyond 360°
+
+
+
+
+ Adds the given rotation to the transform using world axis and an advanced precision mode
+ (like when using transform.Rotate(Space.World)).
+ In this mode the end value is is always considered relative
+
+
+
+
+ Adds the given rotation to the transform's local axis
+ (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)).
+ In this mode the end value is is always considered relative
+
+
+
+
+ This plugin generates some GC allocations at startup
+
+
+
+
+ Don't assign this! It's assigned automatically when creating 0 duration tweens
+
+
+
+
+ Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function
+
+
+
+
+ Types of log behaviours
+
+
+
+ Log only warnings and errors
+
+
+ Log warnings, errors and additional infos
+
+
+ Log only errors
+
+
+
+ Methods that extend Tween objects and allow to set their parameters
+
+
+
+ Sets the autoKill behaviour of the tween.
+ Has no effect if the tween has already started
+
+
+ Sets the autoKill behaviour of the tween.
+ Has no effect if the tween has already started
+ If TRUE the tween will be automatically killed when complete
+
+
+ Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.
+ The ID to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets the target for the tween, which can then be used as a filter with DOTween's static methods.
+ IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead.
+ When using shorcuts the shortcut target is already assigned as the tween's target,
+ so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.
+ The target to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets the looping options for the tween.
+ Has no effect if the tween has already started
+ Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)
+
+
+ Sets the looping options for the tween.
+ Has no effect if the tween has already started
+ Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)
+ Loop behaviour type (default: LoopType.Restart)
+
+
+ Sets the ease of the tween.
+ If applied to Sequences eases the whole sequence animation
+
+
+ Sets the ease of the tween.
+ If applied to Sequences eases the whole sequence animation
+ Eventual overshoot to use with Back ease (default is 1.70158)
+
+
+ Sets the ease of the tween.
+ If applied to Sequences eases the whole sequence animation
+ Eventual amplitude to use with Elastic easeType (default is 1.70158)
+ Eventual period to use with Elastic easeType (default is 0)
+
+
+ Sets the ease of the tween using an AnimationCurve.
+ If applied to Sequences eases the whole sequence animation
+
+
+ Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1).
+ If applied to Sequences eases the whole sequence animation
+
+
+ Allows the tween to be recycled after being killed.
+
+
+ Sets the recycling behaviour for the tween.
+ If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.
+
+
+ Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale
+ If TRUE the tween will ignore Unity's Time.timeScale
+
+
+ Sets the type of update (default or independent) for the tween
+ The type of update (defalt: UpdateType.Normal)
+ If TRUE the tween will ignore Unity's Time.timeScale
+
+
+ Sets the onStart callback for the tween.
+ Called the first time the tween is set in a playing state, after any eventual delay
+
+
+ Sets the onPlay callback for the tween.
+ Called when the tween is set in a playing state, after any eventual delay.
+ Also called each time the tween resumes playing from a paused state
+
+
+ Sets the onPlay callback for the tween.
+ Called when the tween state changes from playing to paused.
+ If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.
+
+
+ Sets the onRewind callback for the tween.
+ Called when the tween is rewinded,
+ either by calling Rewind or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callback
+
+
+ Sets the onUpdate callback for the tween.
+ Called each time the tween updates
+
+
+ Sets the onStepComplete callback for the tween.
+ Called the moment the tween completes one loop cycle, even when going backwards
+
+
+ Sets the onComplete callback for the tween.
+ Called the moment the tween reaches its final forward position, loops included
+
+
+ Sets the onKill callback for the tween.
+ Called the moment the tween is killed
+
+
+ Sets the onWaypointChange callback for the tween.
+ Called when a path tween's current waypoint changes
+
+
+ Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one.
+ Doesn't copy specific SetOptions settings: those will need to be applied manually each time.
+ Has no effect if the tween has already started.
+ NOTE: the tween's target will not be changed
+ Tween from which to copy the parameters
+
+
+ Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams.
+ Has no effect if the tween has already started.
+ TweenParams from which to copy the parameters
+
+
+ Adds the given tween to the end of the Sequence.
+ Has no effect if the Sequence has already started
+ The tween to append
+
+
+ Adds the given tween to the beginning of the Sequence, pushing forward the other nested content.
+ Has no effect if the Sequence has already started
+ The tween to prepend
+
+
+ Inserts the given tween at the same time position of the last tween added to the Sequence.
+ Has no effect if the Sequence has already started
+
+
+ Inserts the given tween at the given time position in the Sequence,
+ automatically adding an interval if needed.
+ Has no effect if the Sequence has already started
+ The time position where the tween will be placed
+ The tween to insert
+
+
+ Adds the given interval to the end of the Sequence.
+ Has no effect if the Sequence has already started
+ The interval duration
+
+
+ Adds the given interval to the beginning of the Sequence, pushing forward the other nested content.
+ Has no effect if the Sequence has already started
+ The interval duration
+
+
+ Adds the given callback to the end of the Sequence.
+ Has no effect if the Sequence has already started
+ The callback to append
+
+
+ Adds the given callback to the beginning of the Sequence, pushing forward the other nested content.
+ Has no effect if the Sequence has already started
+ The callback to prepend
+
+
+ Inserts the given callback at the given time position in the Sequence,
+ automatically adding an interval if needed.
+ Has no effect if the Sequence has already started
+ The time position where the callback will be placed
+ The callback to insert
+
+
+ Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue
+ then immediately sends the target to the previously set endValue.
+
+
+ Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue
+ then immediately sends the target to the previously set endValue.
+ If TRUE the FROM value will be calculated as relative to the current one
+
+
+ Sets a delayed startup for the tween.
+ Has no effect on Sequences or if the tween has already started
+
+
+ Sets the tween as relative
+ (the endValue will be calculated as startValue + endValue instead than being used directly).
+ Has no effect on Sequences or if the tween has already started
+
+
+ If isRelative is TRUE sets the tween as relative
+ (the endValue will be calculated as startValue + endValue instead than being used directly).
+ Has no effect on Sequences or if the tween has already started
+
+
+ If isSpeedBased is TRUE sets the tween as speed based
+ (the duration will represent the number of units the tween moves x second).
+ Has no effect on Sequences, nested tweens, or if the tween has already started
+
+
+ If isSpeedBased is TRUE sets the tween as speed based
+ (the duration will represent the number of units the tween moves x second).
+ Has no effect on Sequences, nested tweens, or if the tween has already started
+
+
+ Options for float tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector2 tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector2 tweens
+ Selecting an axis will tween the vector only on that axis, leaving the others untouched
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector3 tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector3 tweens
+ Selecting an axis will tween the vector only on that axis, leaving the others untouched
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector4 tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector4 tweens
+ Selecting an axis will tween the vector only on that axis, leaving the others untouched
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Quaternion tweens
+ If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°.
+ If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative
+
+
+ Options for Color tweens
+ If TRUE only the alpha value of the color will be tweened
+
+
+ Options for Vector4 tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector4 tweens
+ If TRUE the string will appear from a random animation of characters
+ A string containing the characters to use for scrambling.
+ Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
+ Leave it to NULL to use default ones
+
+
+ Options for Vector3Array tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector3Array tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Path tweens (created via the DOPath shortcut)
+ The eventual movement axis to lock. You can input multiple axis if you separate them like this:
+ AxisConstrain.X | AxisConstraint.Y
+ The eventual rotation axis to lock. You can input multiple axis if you separate them like this:
+ AxisConstrain.X | AxisConstraint.Y
+
+
+ Options for Path tweens (created via the DOPath shortcut)
+ If TRUE the path will be automatically closed
+ The eventual movement axis to lock. You can input multiple axis if you separate them like this:
+ AxisConstrain.X | AxisConstraint.Y
+ The eventual rotation axis to lock. You can input multiple axis if you separate them like this:
+ AxisConstrain.X | AxisConstraint.Y
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the target towards the given position.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The position to look at
+ The eventual direction to consider as "forward".
+ If left to NULL defaults to the regular forward side of the transform
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the target towards another transform.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The transform to look at
+ The eventual direction to consider as "forward".
+ If left to NULL defaults to the regular forward side of the transform
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the target to the path, with the given lookAhead.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The percentage of lookAhead to use (0 to 1)
+ The eventual direction to consider as "forward".
+ If left to NULL defaults to the regular forward side of the transform
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+
+ Methods that extend Tween objects and allow to control or get data from them
+
+
+
+ Completes the tween
+
+
+ Flips the direction of this tween (backwards if it was going forward or viceversa)
+
+
+ Forces the tween to initialize its settings immediately
+
+
+ Send the tween to the given position in time
+ Time position to reach
+ (if higher than the whole tween duration the tween will simply reach its end)
+ If TRUE will play the tween after reaching the given position, otherwise it will pause it
+
+
+ Kills the tween
+ If TRUE completes the tween before killing it
+
+
+ Pauses the tween
+
+
+ Plays the tween
+
+
+ Sets the tween in a backwards direction and plays it
+
+
+ Sets the tween in a forward direction and plays it
+
+
+ Restarts the tween from the beginning
+ If TRUE includes the eventual tween delay, otherwise skips it
+
+
+ Rewinds the tween
+ If TRUE includes the eventual tween delay, otherwise skips it
+
+
+ Plays the tween if it was paused, pauses it if it was playing
+
+
+ Send a path tween to the given waypoint.
+ Has no effect if this is not a path tween.
+ BEWARE, this is a special utility method:
+ the lookAt direction might be wrong after calling this and might need to be set manually
+ (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes)
+ Waypoint index to reach
+ (if higher than the max waypoint index the tween will simply go to the last one)
+ If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it
+
+
+
+ Creates a yield instruction that waits until the tween is killed or complete.
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForCompletion();
+
+
+
+
+ Creates a yield instruction that waits until the tween is killed or rewinded.
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForRewind();
+
+
+
+
+ Creates a yield instruction that waits until the tween is killed.
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForKill();
+
+
+
+
+ Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops.
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForElapsedLoops(2);
+
+ Elapsed loops to wait for
+
+
+
+ Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded).
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForPosition(2.5f);
+
+ Position (loops included, delays excluded) to wait for
+
+
+
+ Creates a yield instruction 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 a coroutine as a yield.
+ Example usage:yield return myTween.WaitForStart();
+
+
+
+ Returns the total number of loops completed by this tween
+
+
+ Returns the eventual delay set for this tween
+
+
+ Returns the duration of this tween (delays excluded).
+ NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts
+ If TRUE returns the full duration loops included,
+ otherwise the duration of a single loop cycle
+
+
+ Returns the elapsed time for this tween (delays exluded)
+ If TRUE returns the elapsed time since startup loops included,
+ otherwise the elapsed time within the current loop cycle
+
+
+ Returns the elapsed percentage (0 to 1) of this tween (delays exluded)
+ If TRUE returns the elapsed percentage since startup loops included,
+ otherwise the elapsed percentage within the current loop cycle
+
+
+ Returns FALSE if this tween has been killed.
+ BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.
+ When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL.
+ If you want to be sure your references are set to NULL when a tween is killed you can use the OnKill callback like this:
+ .OnKill(()=> myTweenReference = null)
+
+
+ Returns TRUE if this tween was reversed and is set to go backwards
+
+
+ Returns TRUE if the tween is complete
+ (silently fails and returns FALSE if the tween has been killed)
+
+
+ Returns TRUE if this tween is playing
+
+
+
+ Returns the length of a path (returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized).
+ A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
+ You can force a path to be initialized by calling myTween.ForceInit().
+
+
+
+
+ Used for tween callbacks
+
+
+
+
+ Used for tween callbacks
+
+
+
+
+ Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1.
+
+
+
+
+ Used in place of System.Func, which is not available in mscorlib.
+
+
+
+
+ Used in place of System.Action.
+
+
+
+
+ Types of autoPlay behaviours
+
+
+
+ No tween is automatically played
+
+
+ Only Sequences are automatically played
+
+
+ Only Tweeners are automatically played
+
+
+ All tweens are automatically played
+
+
+
+ Methods that extend known Unity objects and allow to directly create and control tweens from their instances
+
+
+
+ Tweens an AudioSource's volume to the given value.
+ Also stores the AudioSource as the tween's target so it can be used for filtered operations
+ The end value to reach (0 to 1)The duration of the tween
+
+
+ Tweens an AudioSource's pitch to the given value.
+ Also stores the AudioSource as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Shakes a Camera's localPosition along its relative X Y axes with the given values.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+
+
+ Shakes a Camera's localPosition along its relative X Y axes with the given values.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+
+
+ Shakes a Camera's localRotation.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+
+
+ Shakes a Camera's localRotation.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+
+
+ Tweens a Camera's backgroundColor to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Light's color to the given value.
+ Also stores the light as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Light's intensity to the given value.
+ Also stores the light as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Light's shadowStrength to the given value.
+ Also stores the light as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a LineRenderer's color to the given value.
+ Also stores the LineRenderer as the tween's target so it can be used for filtered operations.
+ Note that this method requires to also insert the start colors for the tween,
+ since LineRenderers have no way to get them.
+ The start value to tween from
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Material's color to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Material's named color property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The name of the material property to tween (like _Tint or _SpecColor)
+ The duration of the tween
+
+
+ Tweens a Material's alpha color to the given value
+ (will have no effect unless your material supports transparency).
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Material's named float property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The name of the material property to tween
+ The duration of the tween
+
+
+ Tweens a Material's named Vector property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The name of the material property to tween
+ The duration of the tween
+
+
+ Tweens a Rigidbody's position to the given value.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Rigidbody's X position to the given value.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Rigidbody's Y position to the given value.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Rigidbody's Z position to the given value.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Rigidbody's rotation to the given value.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ Rotation mode
+
+
+ Tweens a Rigidbody's rotation so that it will look towards the given position.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ The position to look atThe duration of the tween
+ Eventual axis constraint for the rotation
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ Tweens a TrailRenderer's startWidth/endWidth to the given value.
+ Also stores the TrailRenderer as the tween's target so it can be used for filtered operations
+ The end startWidth to reachThe end endWidth to reach
+ The duration of the tween
+
+
+ Tweens a TrailRenderer's time to the given value.
+ Also stores the TrailRenderer as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's X position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's Y position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's Z position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's X localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's Y localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's Z localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's rotation to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ Rotation mode
+
+
+ Tweens a Transform's localRotation to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ Rotation mode
+
+
+ Tweens a Transform's localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's X localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's Y localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's Z localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's rotation so that it will look towards the given position.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The position to look atThe duration of the tween
+ Eventual axis constraint for the rotation
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ Punches a Transform's localPosition towards the given direction and then back to the starting one
+ as if it was connected to the starting position via an elastic.
+ The direction and strength of the punch (added to the Transform's current position)
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+ 1 creates a full oscillation between the punch direction and the opposite direction,
+ while 0 oscillates only between the punch and the start position
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Punches a Transform's localScale towards the given size and then back to the starting one
+ as if it was connected to the starting scale via an elastic.
+ The punch strength (added to the Transform's current scale)
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.
+ 1 creates a full oscillation between the punch scale and the opposite scale,
+ while 0 oscillates only between the punch scale and the start scale
+
+
+ Punches a Transform's localRotation towards the given size and then back to the starting one
+ as if it was connected to the starting rotation via an elastic.
+ The punch strength (added to the Transform's current rotation)
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards.
+ 1 creates a full oscillation between the punch rotation and the opposite rotation,
+ while 0 oscillates only between the punch and the start rotation
+
+
+ Shakes a Transform's localPosition with the given values.
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Shakes a Transform's localPosition with the given values.
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Shakes a Transform's localRotation.
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+
+
+ Shakes a Transform's localRotation.
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+
+
+ Shakes a Transform's localScale.
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+
+
+ Shakes a Transform's localScale.
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+
+
+ Tweens a Transform's position through the given path waypoints, using the chosen path algorithm.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The waypoints to go through
+ The duration of the tween
+ The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)
+ The path mode: 3D, side-scroller 2D, top-down 2D
+ The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
+ Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
+ The color of the path (shown when gizmos are active in the Play panel and the tween is running)
+
+
+ Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The waypoint to go through
+ The duration of the tween
+ The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)
+ The path mode: 3D, side-scroller 2D, top-down 2D
+ The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
+ Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
+ The color of the path (shown when gizmos are active in the Play panel and the tween is running)
+
+
+
+ Completes all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens completed
+ (meaning the tweens that don't have infinite loops and were not already complete)
+
+
+
+
+ Kills all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens killed.
+
+ If TRUE completes the tween before killing it
+
+
+
+ Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens flipped.
+
+
+
+
+ Sends to the given position all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens involved.
+
+ Time position to reach
+ (if higher than the whole tween duration the tween will simply reach its end)
+ If TRUE will play the tween after reaching the given position, otherwise it will pause it
+
+
+
+ Pauses all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens paused.
+
+
+
+
+ Plays all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+
+
+
+
+ Plays backwards all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+
+
+
+
+ Plays forward all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+
+
+
+
+ Restarts all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens restarted.
+
+
+
+
+ Rewinds all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens rewinded.
+
+
+
+
+ Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens involved.
+
+
+
+
+ Type of path to use with DOPath tweens
+
+
+
+ Linear, composed of straight segments between each waypoint
+
+
+ Curved path (which uses Catmull-Rom curves)
+
+
+
+ Main DOTween class. Contains static methods to create and control tweens in a generic way
+
+
+
+ DOTween's version
+
+
+ If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things
+ (like targets becoming null while a tween is playing).
+ Default: TRUE
+
+
+ If TRUE you will get a DOTween report when exiting play mode (only in the Editor).
+ Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly.
+ Beware, this will slightly slow down your tweens while inside Unity Editor.
+ Default: FALSE
+
+
+ Global DOTween timeScale.
+ Default: 1
+
+
+ Default updateType for new tweens.
+ Default: UpdateType.Normal
+
+
+ Sets whether Unity's timeScale should be taken into account by default or not.
+ Default: false
+
+
+ Default autoPlay behaviour for new tweens.
+ Default: AutoPlay.All
+
+
+ Default autoKillOnComplete behaviour for new tweens.
+ Default: TRUE
+
+
+ Default loopType applied to all new tweens.
+ Default: LoopType.Restart
+
+
+ If TRUE all newly created tweens are set as recyclable, otherwise not.
+ Default: FALSE
+
+
+ Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default).
+ Default: Ease.InOutQuad
+
+
+ Default overshoot/amplitude used for eases
+ Default: 1.70158f
+
+
+ Default period used for eases
+ Default: 0
+
+
+
+ Must be called once, before the first ever DOTween call/reference,
+ otherwise it will be called automatically and will use default options.
+ Calling it a second time won't have any effect.
+ You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences:
+ DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20);
+
+ If TRUE all new tweens will be set for recycling, meaning that when killed,
+ instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid
+ GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active
+ even if they were killed (since they might have been respawned and are now being used for other tweens).
+ If you want to automatically set your tween references to NULL when a tween is killed
+ you can use the OnKill callback like this:
+ .OnKill(()=> myTweenReference = null)
+ You can change this setting at any time by changing the static property,
+ or you can set the recycling behaviour for each tween separately, using:
+ SetRecyclable(bool recyclable)
+ Default: FALSE
+ If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things
+ (like targets becoming null while a tween is playing).
+ You can change this setting at any time by changing the static property.
+ Default: FALSE
+ Type of logging to use.
+ You can change this setting at any time by changing the static property.
+ Default: ErrorsOnly
+
+
+
+ Directly sets the current max capacity of Tweeners and Sequences
+ (meaning how many Tweeners and Sequences can be running at the same time),
+ so that DOTween doesn't need to automatically increase them in case the max is reached
+ (which might lead to hiccups when that happens).
+ Sequences capacity must be less or equal to Tweeners capacity
+ (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+ Beware: use this method only when there are no tweens running.
+
+ Max Tweeners capacity.
+ Default: 200
+ Max Sequences capacity.
+ Default: 50
+
+
+
+ Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values.
+
+ If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else
+ (so that next time you use it it will need to be re-initialized)
+
+
+
+ Clears all cached tween pools.
+
+
+
+
+ Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL)
+ and returns the total number of invalid tweens found and removed.
+ Automatically called when loading a new scene if is TRUE.
+ BEWARE: this is a slightly expensive operation so use it with care
+
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using a custom plugin
+ The plugin to use. Each custom plugin implements a static Get() method
+ you'll need to call to assign the correct plugin in the correct way, like this:
+ CustomPlugin.Get()
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens only one axis of a Vector3 to the given value using default plugins.
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+ The axis to tween
+
+
+ Tweens only the alpha of a Color to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a virtual property from the given start to the given end value
+ and implements a setter that allows to use that value with an external method or a lambda
+ Example:
+ To(MyMethod, 0, 12, 0.5f);
+ Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween)
+ The action to perform with the tweened value
+ The value to start from
+ The end value to reach
+ The duration of the virtual tween
+
+
+
+ Punches a Vector3 towards the given direction and then back to the starting one
+ as if it was connected to the starting position via an elastic.
+ This tween type generates some GC allocations at startup
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The direction and strength of the punch
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+ 1 creates a full oscillation between the direction and the opposite decaying direction,
+ while 0 oscillates only between the starting position and the decaying direction
+
+
+ Shakes a Vector3 with the given values.
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction and behave like a random punch.
+ If TRUE only shakes on the X Y axis (looks better with things like cameras).
+
+
+ Shakes a Vector3 with the given values.
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction and behave like a random punch.
+
+
+ Tweens a property or field to the given values using default plugins.
+ Ease is applied between each segment and not as a whole.
+ This tween type generates some GC allocations at startup
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end values to reach for each segment. This array must have the same length as durations
+ The duration of each segment. This array must have the same length as endValues
+
+
+
+ Returns a new to be used for tween groups
+
+
+
+ Completes all tweens and returns the number of actual tweens completed
+ (meaning tweens that don't have infinite loops and were not already complete)
+
+
+ Completes all tweens with the given ID or target and returns the number of actual tweens completed
+ (meaning the tweens that don't have infinite loops and were not already complete)
+
+
+ Flips all tweens (changing their direction to forward if it was backwards and viceversa),
+ then returns the number of actual tweens flipped
+
+
+ Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa),
+ then returns the number of actual tweens flipped
+
+
+ Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved
+
+
+ Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles)
+ and returns the actual tweens involved
+
+
+ Kills all tweens and returns the number of actual tweens killed
+ If TRUE completes the tweens before killing them
+
+
+ Kills all tweens with the given ID or target and returns the number of actual tweens killed
+ If TRUE completes the tweens before killing them
+
+
+ Pauses all tweens and returns the number of actual tweens paused
+
+
+ Pauses all tweens with the given ID or target and returns the number of actual tweens paused
+ (meaning the tweens that were actually playing and have been paused)
+
+
+ Plays all tweens and returns the number of actual tweens played
+ (meaning tweens that were not already playing or complete)
+
+
+ Plays all tweens with the given ID or target and returns the number of actual tweens played
+ (meaning the tweens that were not already playing or complete)
+
+
+ Plays backwards all tweens and returns the number of actual tweens played
+ (meaning tweens that were not already started, playing backwards or rewinded)
+
+
+ Plays backwards all tweens with the given ID or target and returns the number of actual tweens played
+ (meaning the tweens that were not already started, playing backwards or rewinded)
+
+
+ Plays forward all tweens and returns the number of actual tweens played
+ (meaning tweens that were not already playing forward or complete)
+
+
+ Plays forward all tweens with the given ID or target and returns the number of actual tweens played
+ (meaning the tweens that were not already playing forward or complete)
+
+
+ Restarts all tweens, then returns the number of actual tweens restarted
+
+
+ Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted
+
+
+ Rewinds and pauses all tweens, then returns the number of actual tweens rewinded
+ (meaning tweens that were not already rewinded)
+
+
+ Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded
+ (meaning the tweens that were not already rewinded)
+
+
+ Toggles the play state of all tweens and returns the number of actual tweens toggled
+ (meaning tweens that could be played or paused, depending on the toggle state)
+
+
+ Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled
+ (meaning the tweens that could be played or paused, depending on the toggle state)
+
+
+
+ Returns TRUE if a tween with the given ID or target is active (regardless if it's playing or not).
+ You can also use this to know if a shortcut tween is active for a given target.
+ Example:
+ transform.DOMoveX(45, 1); // transform is automatically added as the tween target
+ DOTween.IsTweening(transform); // Returns true
+
+
+
+
+ Returns the total number of active and playing tweens.
+ A tween is considered as playing even if its delay is actually playing
+
+
+
+
+ Returns a list of all active tweens in a playing state.
+ Returns NULL if there are no active playing tweens.
+ Beware: each time you call this method a new list is generated, so use it for debug only
+
+
+
+
+ Returns a list of all active tweens in a paused state.
+ Returns NULL if there are no active paused tweens.
+ Beware: each time you call this method a new list is generated, so use it for debug only
+
+
+
+
+ Returns a list of all active tweens with the given id.
+ Returns NULL if there are no active tweens with the given id.
+ Beware: each time you call this method a new list is generated
+
+
+
+
+ Returns a list of all active tweens with the given target.
+ Returns NULL if there are no active tweens with the given target.
+ Beware: each time you call this method a new list is generated
+
+
+
+ DOTween's log behaviour.
+ Default: LogBehaviour.ErrorsOnly
+
+
+
+ Path plugin works exclusively with Transforms
+
+
+
+
+ Types of loop
+
+
+
+ Each loop cycle restarts from the beginning
+
+
+ The tween moves forward and backwards at alternate cycles
+
+
+ Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward".
+ In case of String tweens works only if the tween is set as relative
+
+
+
+ Animates a single value
+
+
+
+ Changes the start value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new start value
+ If bigger than 0 applies it as the new tween duration
+
+
+ Changes the end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new end value
+ If bigger than 0 applies it as the new tween duration
+ If TRUE the start value will become the current target's value, otherwise it will stay the same
+
+
+ Changes the end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new end value
+ If TRUE the start value will become the current target's value, otherwise it will stay the same
+
+
+ Changes the start and end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new start value
+ The new end value
+ If bigger than 0 applies it as the new tween duration
+
+
+
+ Creates virtual tweens that can be used to change other elements via their OnUpdate calls
+
+
+
+
+ Tweens a virtual float.
+ You can add regular settings to the generated tween,
+ but do not use SetUpdate or you will overwrite the onVirtualUpdate parameter
+
+ The value to start from
+ The value to tween to
+ The duration of the tween
+ A callback which must accept a parameter of type float, called at each update
+
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The type of ease
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The type of ease
+ Eventual overshoot to use with Back ease
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The type of ease
+ Eventual amplitude to use with Elastic easeType
+ Eventual period to use with Elastic easeType
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The AnimationCurve to use for ease
+
+
+ Fires the given callback after the given time.
+ Callback delay
+ Callback to fire when the delay has expired
+ If TRUE (default) ignores Unity's timeScale
+
+
+
+ Used to interpret AnimationCurves as eases.
+
+
+
+
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+
+
+
+
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration.
+
+
+ Current time (in frames or seconds).
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Struct that stores two colors (used for LineRenderer tweens)
+
+
+
+
+ What axis to constrain in case of Vector tweens
+
+
+
+
+ Path control point
+
+
+
+
+ Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
+
+
+
+
+ Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
+
+
+
+
+ Returns a Vector3 with z = 0
+
+
+
+
+ Returns the 2D angle between two vectors
+
+
+
+
+ Gets the point on the path at the given percentage (0 to 1)
+
+ The percentage (0 to 1) at which to get the point
+ If TRUE constant speed is taken into account, otherwise not
+
+
+
+ Public only so custom shortcuts can access some of these methods
+
+
+
+
diff --git a/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/DOTween.dll b/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/DOTween.dll
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diff --git a/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/DOTween43.xml b/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/DOTween43.xml
new file mode 100644
index 0000000..faa6a44
--- /dev/null
+++ b/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/DOTween43.xml
@@ -0,0 +1,47 @@
+
+
+
+ DOTween43
+
+
+
+
+ Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
+ These, as all DOTween43 methods, require Unity 4.3 or later.
+
+
+
+ Tweens a SpriteRenderer's color to the given value.
+ Also stores the spriteRenderer as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Material's alpha color to the given value.
+ Also stores the spriteRenderer as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Rigidbody2D's position to the given value.
+ Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Rigidbody2D's X position to the given value.
+ Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Rigidbody2D's Y position to the given value.
+ Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Rigidbody2D's rotation to the given value.
+ Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+
diff --git a/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/DOTween46.dll b/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/DOTween46.dll
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diff --git a/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/DOTween46.xml b/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/DOTween46.xml
new file mode 100644
index 0000000..d630ed1
--- /dev/null
+++ b/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/DOTween46.xml
@@ -0,0 +1,120 @@
+
+
+
+ DOTween46
+
+
+
+
+ Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
+ These, as all DOTween46 methods, require Unity 4.6 or later.
+
+
+
+ Tweens a CanvasGroup's alpha color to the given value.
+ Also stores the canvasGroup as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens an Graphic's color to the given value.
+ Also stores the image as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens an Graphic's alpha color to the given value.
+ Also stores the image as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens an Image's color to the given value.
+ Also stores the image as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens an Image's alpha color to the given value.
+ Also stores the image as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens an Image's fillAmount to the given value.
+ Also stores the image as the tween's target so it can be used for filtered operations
+ The end value to reach (0 to 1)The duration of the tween
+
+
+ Tweens an LayoutElement's flexibleWidth/Height to the given value.
+ Also stores the LayoutElement as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens an LayoutElement's minWidth/Height to the given value.
+ Also stores the LayoutElement as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens an LayoutElement's preferredWidth/Height to the given value.
+ Also stores the LayoutElement as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Outline's effectColor to the given value.
+ Also stores the Outline as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Outline's effectColor alpha to the given value.
+ Also stores the Outline as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Outline's effectDistance to the given value.
+ Also stores the Outline as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a RectTransform's anchoredPosition to the given value.
+ Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a RectTransform's anchoredPosition3D to the given value.
+ Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a RectTransform's sizeDelta to the given value.
+ Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Slider's value to the given value.
+ Also stores the Slider as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Text's color to the given value.
+ Also stores the Text as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Text's alpha color to the given value.
+ Also stores the Text as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Text's text to the given value.
+ Also stores the Text as the tween's target so it can be used for filtered operations
+ The end string to tween toThe duration of the tween
+ If TRUE the string will appear from a random animation of characters
+ A string containing the characters to use for scrambling.
+ Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
+ Leave it to NULL (default) to use default ones
+
+
+
diff --git a/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/Editor/DOTweenEditor.XML b/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/Editor/DOTweenEditor.XML
new file mode 100644
index 0000000..09c788c
--- /dev/null
+++ b/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/Editor/DOTweenEditor.XML
@@ -0,0 +1,60 @@
+
+
+
+ DOTweenEditor
+
+
+
+
+ Not used as menu item anymore, but as a utiity function
+
+
+
+
+ Setups DOTween
+
+ If TRUE, no warning window appears in case there is no need for setup
+
+
+
+ Checks that the given editor texture use the correct import settings,
+ and applies them if they're incorrect.
+
+
+
+
+ Returns TRUE if addons setup is required.
+
+
+
+
+ Returns TRUE if the file/directory at the given path exists.
+
+ Path, relative to Unity's project folder
+
+
+
+
+ Converts the given project-relative path to a full path,
+ with backward (\) slashes).
+
+
+
+
+ Converts the given full path to a path usable with AssetDatabase methods
+ (relative to Unity's project folder, and with the correct Unity forward (/) slashes).
+
+
+
+
+ Connects to a asset.
+ If the asset already exists at the given path, loads it and returns it.
+ Otherwise, either returns NULL or automatically creates it before loading and returning it
+ (depending on the given parameters).
+
+ Asset type
+ File path (relative to Unity's project folder)
+ If TRUE and the requested asset doesn't exist, forces its creation
+
+
+
diff --git a/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/Editor/DOTweenEditor.dll b/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/Editor/DOTweenEditor.dll
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diff --git a/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png b/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png
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diff --git a/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/Editor/Imgs/Footer.png b/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/Editor/Imgs/Footer.png
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diff --git a/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/readme.txt b/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/readme.txt
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--- /dev/null
+++ b/UnityCompatibilityTests.Unity35/Assets/Demigiant/DOTween/readme.txt
@@ -0,0 +1,18 @@
+DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant
+
+// GET STARTED //////////////////////////////////////////////
+
+- After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version.
+- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
+- You're ready to tween. Check out the links below for full documentation and license info.
+
+
+// LINKS ///////////////////////////////////////////////////////
+
+DOTween website (documentation, examples, etc): http://dotween.demigiant.com
+DOTween license: http://dotween.demigiant.com/license.php
+DOTween repository (Google Code): https://code.google.com/p/dotween/
+
+// NOTES //////////////////////////////////////////////////////
+
+- DOTween's Utility Panel can be found under "Tools > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences
\ No newline at end of file
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diff --git a/UnityTests.Unity4/Assets/Demigiant.meta b/UnityTests.Unity4/Assets/Demigiant.meta
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+fileFormatVersion: 2
+guid: cb9375ae14b7c6d4da5d6f1482cb5d29
+folderAsset: yes
+DefaultImporter:
+ userData:
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+fileFormatVersion: 2
+guid: ad88d42122718d342a246e7d8d8c9983
+folderAsset: yes
+DefaultImporter:
+ userData:
diff --git a/UnityTests.Unity4/Assets/Demigiant/DOTween/DOTween.XML b/UnityTests.Unity4/Assets/Demigiant/DOTween/DOTween.XML
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index 0000000..b562aa2
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+++ b/UnityTests.Unity4/Assets/Demigiant/DOTween/DOTween.XML
@@ -0,0 +1,1906 @@
+
+
+
+ DOTween
+
+
+
+
+ Update type
+
+
+
+ Updates every frame during Update calls
+
+
+ Updates every frame during LateUpdate calls
+
+
+ Updates using FixedUpdate calls
+
+
+
+ Path mode (used to determine correct LookAt orientation)
+
+
+
+ Ignores the path mode (and thus LookAt behaviour)
+
+
+ Regular 3D path
+
+
+ 2D top-down path
+
+
+ 2D side-scroller path
+
+
+
+ Used internally
+
+
+
+
+ This class serves only as a utility class to store tween settings to apply on multiple tweens.
+ It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining
+
+
+
+ A variable you can eventually Clear and reuse when needed,
+ to avoid instantiating TweenParams objects
+
+
+ Creates a new TweenParams object, which you can use to store tween settings
+ to pass to multiple tweens via myTween.SetAs(myTweenParms)
+
+
+ Clears and resets this TweenParams instance using default values,
+ so it can be reused without instantiating another one
+
+
+ Sets the autoKill behaviour of the tween.
+ Has no effect if the tween has already started
+ If TRUE the tween will be automatically killed when complete
+
+
+ Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.
+ The ID to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets the target for the tween, which can then be used as a filter with DOTween's static methods.
+ IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead.
+ When using shorcuts the shortcut target is already assigned as the tween's target,
+ so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.
+ The target to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets the looping options for the tween.
+ Has no effect if the tween has already started
+ Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)
+ Loop behaviour type (default: LoopType.Restart)
+
+
+ Sets the ease of the tween.
+ If applied to Sequences eases the whole sequence animation
+ Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158)
+ Eventual period to use with Elastic easeType (default is 0)
+
+
+ Sets the ease of the tween using an AnimationCurve.
+ If applied to Sequences eases the whole sequence animation
+
+
+ Sets the ease of the tween using a custom ease function.
+ If applied to Sequences eases the whole sequence animation
+
+
+ Sets the recycling behaviour for the tween.
+ If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.
+
+
+ Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed)
+ and lets you choose if it should be independent from Unity's Time.timeScale
+ If TRUE the tween will ignore Unity's Time.timeScale
+
+
+ Sets the type of update (default or independent) for the tween
+ The type of update (default: UpdateType.Normal)
+ If TRUE the tween will ignore Unity's Time.timeScale
+
+
+ Sets the onStart callback for the tween.
+ Called the first time the tween is set in a playing state, after any eventual delay
+
+
+ Sets the onPlay callback for the tween.
+ Called when the tween is set in a playing state, after any eventual delay.
+ Also called each time the tween resumes playing from a paused state
+
+
+ Sets the onRewind callback for the tween.
+ Called when the tween is rewinded,
+ either by calling Rewind or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callback
+
+
+ Sets the onUpdate callback for the tween.
+ Called each time the tween updates
+
+
+ Sets the onStepComplete callback for the tween.
+ Called the moment the tween completes one loop cycle, even when going backwards
+
+
+ Sets the onComplete callback for the tween.
+ Called the moment the tween reaches its final forward position, loops included
+
+
+ Sets the onKill callback for the tween.
+ Called the moment the tween is killed
+
+
+ Sets the onWaypointChange callback for the tween.
+ Called when a path tween reaches a new waypoint
+
+
+ Sets a delayed startup for the tween.
+ Has no effect on Sequences or if the tween has already started
+
+
+ If isRelative is TRUE sets the tween as relative
+ (the endValue will be calculated as startValue + endValue instead than being used directly).
+ Has no effect on Sequences or if the tween has already started
+
+
+ If isSpeedBased is TRUE sets the tween as speed based
+ (the duration will represent the number of units the tween moves x second).
+ Has no effect on Sequences, nested tweens, or if the tween has already started
+
+
+
+ Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween).
+ Contains all instance-based methods
+
+
+
+
+ Used to allow method chaining with DOTween.Init
+
+
+
+
+ Directly sets the current max capacity of Tweeners and Sequences
+ (meaning how many Tweeners and Sequences can be running at the same time),
+ so that DOTween doesn't need to automatically increase them in case the max is reached
+ (which might lead to hiccups when that happens).
+ Sequences capacity must be less or equal to Tweeners capacity
+ (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+ Beware: use this method only when there are no tweens running.
+
+ Max Tweeners capacity.
+ Default: 200
+ Max Sequences capacity.
+ Default: 50
+
+
+ Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame
+
+
+
+ Directly sets the current max capacity of Tweeners and Sequences
+ (meaning how many Tweeners and Sequences can be running at the same time),
+ so that DOTween doesn't need to automatically increase them in case the max is reached
+ (which might lead to hiccups when that happens).
+ Sequences capacity must be less or equal to Tweeners capacity
+ (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+ Beware: use this method only when there are no tweens running.
+
+ Max Tweeners capacity.
+ Default: 200
+ Max Sequences capacity.
+ Default: 50
+
+
+
+ Controls other tweens as a group
+
+
+
+
+ Indicates either a Tweener or a Sequence
+
+
+
+ Called the first time the tween is set in a playing state, after any eventual delay
+
+
+ TimeScale for the tween
+
+
+ If TRUE the tween wil go backwards
+
+
+ Id (usable for filtering with DOTween static methods). Can be an int, a string, an object, or anything else
+
+
+ Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shorcuts
+
+
+ Called when the tween is set in a playing state, after any eventual delay.
+ Also called each time the tween resumes playing from a paused state
+
+
+ Called when the tween state changes from playing to paused.
+ If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.
+
+
+ Called when the tween is rewinded,
+ either by calling Rewind or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callback
+
+
+ Called each time the tween updates
+
+
+ Called the moment the tween completes one loop cycle
+
+
+ Called the moment the tween reaches completion (loops included)
+
+
+ Called the moment the tween is killed
+
+
+ Called when a path tween's current waypoint changes
+
+
+ Gets and sets the time position (loops included, delays excluded) of the tween
+
+
+
+ Rotation mode used with DORotate methods
+
+
+
+
+ Fastest way that never rotates beyond 360°
+
+
+
+
+ Fastest way that rotates beyond 360°
+
+
+
+
+ Adds the given rotation to the transform using world axis and an advanced precision mode
+ (like when using transform.Rotate(Space.World)).
+ In this mode the end value is is always considered relative
+
+
+
+
+ Adds the given rotation to the transform's local axis
+ (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)).
+ In this mode the end value is is always considered relative
+
+
+
+
+ This plugin generates some GC allocations at startup
+
+
+
+
+ Don't assign this! It's assigned automatically when creating 0 duration tweens
+
+
+
+
+ Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function
+
+
+
+
+ Types of log behaviours
+
+
+
+ Log only warnings and errors
+
+
+ Log warnings, errors and additional infos
+
+
+ Log only errors
+
+
+
+ Methods that extend Tween objects and allow to set their parameters
+
+
+
+ Sets the autoKill behaviour of the tween.
+ Has no effect if the tween has already started
+
+
+ Sets the autoKill behaviour of the tween.
+ Has no effect if the tween has already started
+ If TRUE the tween will be automatically killed when complete
+
+
+ Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.
+ The ID to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets the target for the tween, which can then be used as a filter with DOTween's static methods.
+ IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead.
+ When using shorcuts the shortcut target is already assigned as the tween's target,
+ so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.
+ The target to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets the looping options for the tween.
+ Has no effect if the tween has already started
+ Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)
+
+
+ Sets the looping options for the tween.
+ Has no effect if the tween has already started
+ Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)
+ Loop behaviour type (default: LoopType.Restart)
+
+
+ Sets the ease of the tween.
+ If applied to Sequences eases the whole sequence animation
+
+
+ Sets the ease of the tween.
+ If applied to Sequences eases the whole sequence animation
+ Eventual overshoot to use with Back ease (default is 1.70158)
+
+
+ Sets the ease of the tween.
+ If applied to Sequences eases the whole sequence animation
+ Eventual amplitude to use with Elastic easeType (default is 1.70158)
+ Eventual period to use with Elastic easeType (default is 0)
+
+
+ Sets the ease of the tween using an AnimationCurve.
+ If applied to Sequences eases the whole sequence animation
+
+
+ Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1).
+ If applied to Sequences eases the whole sequence animation
+
+
+ Allows the tween to be recycled after being killed.
+
+
+ Sets the recycling behaviour for the tween.
+ If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.
+
+
+ Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale
+ If TRUE the tween will ignore Unity's Time.timeScale
+
+
+ Sets the type of update (default or independent) for the tween
+ The type of update (defalt: UpdateType.Normal)
+ If TRUE the tween will ignore Unity's Time.timeScale
+
+
+ Sets the onStart callback for the tween.
+ Called the first time the tween is set in a playing state, after any eventual delay
+
+
+ Sets the onPlay callback for the tween.
+ Called when the tween is set in a playing state, after any eventual delay.
+ Also called each time the tween resumes playing from a paused state
+
+
+ Sets the onPlay callback for the tween.
+ Called when the tween state changes from playing to paused.
+ If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.
+
+
+ Sets the onRewind callback for the tween.
+ Called when the tween is rewinded,
+ either by calling Rewind or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callback
+
+
+ Sets the onUpdate callback for the tween.
+ Called each time the tween updates
+
+
+ Sets the onStepComplete callback for the tween.
+ Called the moment the tween completes one loop cycle, even when going backwards
+
+
+ Sets the onComplete callback for the tween.
+ Called the moment the tween reaches its final forward position, loops included
+
+
+ Sets the onKill callback for the tween.
+ Called the moment the tween is killed
+
+
+ Sets the onWaypointChange callback for the tween.
+ Called when a path tween's current waypoint changes
+
+
+ Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one.
+ Doesn't copy specific SetOptions settings: those will need to be applied manually each time.
+ Has no effect if the tween has already started.
+ NOTE: the tween's target will not be changed
+ Tween from which to copy the parameters
+
+
+ Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams.
+ Has no effect if the tween has already started.
+ TweenParams from which to copy the parameters
+
+
+ Adds the given tween to the end of the Sequence.
+ Has no effect if the Sequence has already started
+ The tween to append
+
+
+ Adds the given tween to the beginning of the Sequence, pushing forward the other nested content.
+ Has no effect if the Sequence has already started
+ The tween to prepend
+
+
+ Inserts the given tween at the same time position of the last tween added to the Sequence.
+ Has no effect if the Sequence has already started
+
+
+ Inserts the given tween at the given time position in the Sequence,
+ automatically adding an interval if needed.
+ Has no effect if the Sequence has already started
+ The time position where the tween will be placed
+ The tween to insert
+
+
+ Adds the given interval to the end of the Sequence.
+ Has no effect if the Sequence has already started
+ The interval duration
+
+
+ Adds the given interval to the beginning of the Sequence, pushing forward the other nested content.
+ Has no effect if the Sequence has already started
+ The interval duration
+
+
+ Adds the given callback to the end of the Sequence.
+ Has no effect if the Sequence has already started
+ The callback to append
+
+
+ Adds the given callback to the beginning of the Sequence, pushing forward the other nested content.
+ Has no effect if the Sequence has already started
+ The callback to prepend
+
+
+ Inserts the given callback at the given time position in the Sequence,
+ automatically adding an interval if needed.
+ Has no effect if the Sequence has already started
+ The time position where the callback will be placed
+ The callback to insert
+
+
+ Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue
+ then immediately sends the target to the previously set endValue.
+
+
+ Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue
+ then immediately sends the target to the previously set endValue.
+ If TRUE the FROM value will be calculated as relative to the current one
+
+
+ Sets a delayed startup for the tween.
+ Has no effect on Sequences or if the tween has already started
+
+
+ Sets the tween as relative
+ (the endValue will be calculated as startValue + endValue instead than being used directly).
+ Has no effect on Sequences or if the tween has already started
+
+
+ If isRelative is TRUE sets the tween as relative
+ (the endValue will be calculated as startValue + endValue instead than being used directly).
+ Has no effect on Sequences or if the tween has already started
+
+
+ If isSpeedBased is TRUE sets the tween as speed based
+ (the duration will represent the number of units the tween moves x second).
+ Has no effect on Sequences, nested tweens, or if the tween has already started
+
+
+ If isSpeedBased is TRUE sets the tween as speed based
+ (the duration will represent the number of units the tween moves x second).
+ Has no effect on Sequences, nested tweens, or if the tween has already started
+
+
+ Options for float tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector2 tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector2 tweens
+ Selecting an axis will tween the vector only on that axis, leaving the others untouched
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector3 tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector3 tweens
+ Selecting an axis will tween the vector only on that axis, leaving the others untouched
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector4 tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector4 tweens
+ Selecting an axis will tween the vector only on that axis, leaving the others untouched
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Quaternion tweens
+ If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°.
+ If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative
+
+
+ Options for Color tweens
+ If TRUE only the alpha value of the color will be tweened
+
+
+ Options for Vector4 tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector4 tweens
+ If TRUE the string will appear from a random animation of characters
+ A string containing the characters to use for scrambling.
+ Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
+ Leave it to NULL to use default ones
+
+
+ Options for Vector3Array tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector3Array tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Path tweens (created via the DOPath shortcut)
+ The eventual movement axis to lock. You can input multiple axis if you separate them like this:
+ AxisConstrain.X | AxisConstraint.Y
+ The eventual rotation axis to lock. You can input multiple axis if you separate them like this:
+ AxisConstrain.X | AxisConstraint.Y
+
+
+ Options for Path tweens (created via the DOPath shortcut)
+ If TRUE the path will be automatically closed
+ The eventual movement axis to lock. You can input multiple axis if you separate them like this:
+ AxisConstrain.X | AxisConstraint.Y
+ The eventual rotation axis to lock. You can input multiple axis if you separate them like this:
+ AxisConstrain.X | AxisConstraint.Y
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the target towards the given position.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The position to look at
+ The eventual direction to consider as "forward".
+ If left to NULL defaults to the regular forward side of the transform
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the target towards another transform.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The transform to look at
+ The eventual direction to consider as "forward".
+ If left to NULL defaults to the regular forward side of the transform
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the target to the path, with the given lookAhead.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The percentage of lookAhead to use (0 to 1)
+ The eventual direction to consider as "forward".
+ If left to NULL defaults to the regular forward side of the transform
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+
+ Methods that extend Tween objects and allow to control or get data from them
+
+
+
+ Completes the tween
+
+
+ Flips the direction of this tween (backwards if it was going forward or viceversa)
+
+
+ Forces the tween to initialize its settings immediately
+
+
+ Send the tween to the given position in time
+ Time position to reach
+ (if higher than the whole tween duration the tween will simply reach its end)
+ If TRUE will play the tween after reaching the given position, otherwise it will pause it
+
+
+ Kills the tween
+ If TRUE completes the tween before killing it
+
+
+ Pauses the tween
+
+
+ Plays the tween
+
+
+ Sets the tween in a backwards direction and plays it
+
+
+ Sets the tween in a forward direction and plays it
+
+
+ Restarts the tween from the beginning
+ If TRUE includes the eventual tween delay, otherwise skips it
+
+
+ Rewinds the tween
+ If TRUE includes the eventual tween delay, otherwise skips it
+
+
+ Plays the tween if it was paused, pauses it if it was playing
+
+
+ Send a path tween to the given waypoint.
+ Has no effect if this is not a path tween.
+ BEWARE, this is a special utility method:
+ the lookAt direction might be wrong after calling this and might need to be set manually
+ (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes)
+ Waypoint index to reach
+ (if higher than the max waypoint index the tween will simply go to the last one)
+ If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it
+
+
+
+ Creates a yield instruction that waits until the tween is killed or complete.
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForCompletion();
+
+
+
+
+ Creates a yield instruction that waits until the tween is killed or rewinded.
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForRewind();
+
+
+
+
+ Creates a yield instruction that waits until the tween is killed.
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForKill();
+
+
+
+
+ Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops.
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForElapsedLoops(2);
+
+ Elapsed loops to wait for
+
+
+
+ Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded).
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForPosition(2.5f);
+
+ Position (loops included, delays excluded) to wait for
+
+
+
+ Creates a yield instruction 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 a coroutine as a yield.
+ Example usage:yield return myTween.WaitForStart();
+
+
+
+ Returns the total number of loops completed by this tween
+
+
+ Returns the eventual delay set for this tween
+
+
+ Returns the duration of this tween (delays excluded).
+ NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts
+ If TRUE returns the full duration loops included,
+ otherwise the duration of a single loop cycle
+
+
+ Returns the elapsed time for this tween (delays exluded)
+ If TRUE returns the elapsed time since startup loops included,
+ otherwise the elapsed time within the current loop cycle
+
+
+ Returns the elapsed percentage (0 to 1) of this tween (delays exluded)
+ If TRUE returns the elapsed percentage since startup loops included,
+ otherwise the elapsed percentage within the current loop cycle
+
+
+ Returns FALSE if this tween has been killed.
+ BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.
+ When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL.
+ If you want to be sure your references are set to NULL when a tween is killed you can use the OnKill callback like this:
+ .OnKill(()=> myTweenReference = null)
+
+
+ Returns TRUE if this tween was reversed and is set to go backwards
+
+
+ Returns TRUE if the tween is complete
+ (silently fails and returns FALSE if the tween has been killed)
+
+
+ Returns TRUE if this tween is playing
+
+
+
+ Returns the length of a path (returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized).
+ A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
+ You can force a path to be initialized by calling myTween.ForceInit().
+
+
+
+
+ Used for tween callbacks
+
+
+
+
+ Used for tween callbacks
+
+
+
+
+ Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1.
+
+
+
+
+ Used in place of System.Func, which is not available in mscorlib.
+
+
+
+
+ Used in place of System.Action.
+
+
+
+
+ Types of autoPlay behaviours
+
+
+
+ No tween is automatically played
+
+
+ Only Sequences are automatically played
+
+
+ Only Tweeners are automatically played
+
+
+ All tweens are automatically played
+
+
+
+ Methods that extend known Unity objects and allow to directly create and control tweens from their instances
+
+
+
+ Tweens an AudioSource's volume to the given value.
+ Also stores the AudioSource as the tween's target so it can be used for filtered operations
+ The end value to reach (0 to 1)The duration of the tween
+
+
+ Tweens an AudioSource's pitch to the given value.
+ Also stores the AudioSource as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Shakes a Camera's localPosition along its relative X Y axes with the given values.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+
+
+ Shakes a Camera's localPosition along its relative X Y axes with the given values.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+
+
+ Shakes a Camera's localRotation.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+
+
+ Shakes a Camera's localRotation.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+
+
+ Tweens a Camera's backgroundColor to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Light's color to the given value.
+ Also stores the light as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Light's intensity to the given value.
+ Also stores the light as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Light's shadowStrength to the given value.
+ Also stores the light as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a LineRenderer's color to the given value.
+ Also stores the LineRenderer as the tween's target so it can be used for filtered operations.
+ Note that this method requires to also insert the start colors for the tween,
+ since LineRenderers have no way to get them.
+ The start value to tween from
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Material's color to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Material's named color property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The name of the material property to tween (like _Tint or _SpecColor)
+ The duration of the tween
+
+
+ Tweens a Material's alpha color to the given value
+ (will have no effect unless your material supports transparency).
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Material's named float property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The name of the material property to tween
+ The duration of the tween
+
+
+ Tweens a Material's named Vector property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The name of the material property to tween
+ The duration of the tween
+
+
+ Tweens a Rigidbody's position to the given value.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Rigidbody's X position to the given value.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Rigidbody's Y position to the given value.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Rigidbody's Z position to the given value.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Rigidbody's rotation to the given value.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ Rotation mode
+
+
+ Tweens a Rigidbody's rotation so that it will look towards the given position.
+ Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ The position to look atThe duration of the tween
+ Eventual axis constraint for the rotation
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ Tweens a TrailRenderer's startWidth/endWidth to the given value.
+ Also stores the TrailRenderer as the tween's target so it can be used for filtered operations
+ The end startWidth to reachThe end endWidth to reach
+ The duration of the tween
+
+
+ Tweens a TrailRenderer's time to the given value.
+ Also stores the TrailRenderer as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's X position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's Y position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's Z position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's X localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's Y localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's Z localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's rotation to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ Rotation mode
+
+
+ Tweens a Transform's localRotation to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ Rotation mode
+
+
+ Tweens a Transform's localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's X localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's Y localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's Z localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's rotation so that it will look towards the given position.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The position to look atThe duration of the tween
+ Eventual axis constraint for the rotation
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ Punches a Transform's localPosition towards the given direction and then back to the starting one
+ as if it was connected to the starting position via an elastic.
+ The direction and strength of the punch (added to the Transform's current position)
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+ 1 creates a full oscillation between the punch direction and the opposite direction,
+ while 0 oscillates only between the punch and the start position
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Punches a Transform's localScale towards the given size and then back to the starting one
+ as if it was connected to the starting scale via an elastic.
+ The punch strength (added to the Transform's current scale)
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.
+ 1 creates a full oscillation between the punch scale and the opposite scale,
+ while 0 oscillates only between the punch scale and the start scale
+
+
+ Punches a Transform's localRotation towards the given size and then back to the starting one
+ as if it was connected to the starting rotation via an elastic.
+ The punch strength (added to the Transform's current rotation)
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards.
+ 1 creates a full oscillation between the punch rotation and the opposite rotation,
+ while 0 oscillates only between the punch and the start rotation
+
+
+ Shakes a Transform's localPosition with the given values.
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Shakes a Transform's localPosition with the given values.
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Shakes a Transform's localRotation.
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+
+
+ Shakes a Transform's localRotation.
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+
+
+ Shakes a Transform's localScale.
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+
+
+ Shakes a Transform's localScale.
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+
+
+ Tweens a Transform's position through the given path waypoints, using the chosen path algorithm.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The waypoints to go through
+ The duration of the tween
+ The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)
+ The path mode: 3D, side-scroller 2D, top-down 2D
+ The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
+ Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
+ The color of the path (shown when gizmos are active in the Play panel and the tween is running)
+
+
+ Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The waypoint to go through
+ The duration of the tween
+ The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)
+ The path mode: 3D, side-scroller 2D, top-down 2D
+ The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
+ Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
+ The color of the path (shown when gizmos are active in the Play panel and the tween is running)
+
+
+
+ Completes all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens completed
+ (meaning the tweens that don't have infinite loops and were not already complete)
+
+
+
+
+ Kills all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens killed.
+
+ If TRUE completes the tween before killing it
+
+
+
+ Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens flipped.
+
+
+
+
+ Sends to the given position all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens involved.
+
+ Time position to reach
+ (if higher than the whole tween duration the tween will simply reach its end)
+ If TRUE will play the tween after reaching the given position, otherwise it will pause it
+
+
+
+ Pauses all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens paused.
+
+
+
+
+ Plays all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+
+
+
+
+ Plays backwards all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+
+
+
+
+ Plays forward all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens played.
+
+
+
+
+ Restarts all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens restarted.
+
+
+
+
+ Rewinds all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens rewinded.
+
+
+
+
+ Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens involved.
+
+
+
+
+ Type of path to use with DOPath tweens
+
+
+
+ Linear, composed of straight segments between each waypoint
+
+
+ Curved path (which uses Catmull-Rom curves)
+
+
+
+ Main DOTween class. Contains static methods to create and control tweens in a generic way
+
+
+
+ DOTween's version
+
+
+ If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things
+ (like targets becoming null while a tween is playing).
+ Default: TRUE
+
+
+ If TRUE you will get a DOTween report when exiting play mode (only in the Editor).
+ Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly.
+ Beware, this will slightly slow down your tweens while inside Unity Editor.
+ Default: FALSE
+
+
+ Global DOTween timeScale.
+ Default: 1
+
+
+ Default updateType for new tweens.
+ Default: UpdateType.Normal
+
+
+ Sets whether Unity's timeScale should be taken into account by default or not.
+ Default: false
+
+
+ Default autoPlay behaviour for new tweens.
+ Default: AutoPlay.All
+
+
+ Default autoKillOnComplete behaviour for new tweens.
+ Default: TRUE
+
+
+ Default loopType applied to all new tweens.
+ Default: LoopType.Restart
+
+
+ If TRUE all newly created tweens are set as recyclable, otherwise not.
+ Default: FALSE
+
+
+ Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default).
+ Default: Ease.InOutQuad
+
+
+ Default overshoot/amplitude used for eases
+ Default: 1.70158f
+
+
+ Default period used for eases
+ Default: 0
+
+
+
+ Must be called once, before the first ever DOTween call/reference,
+ otherwise it will be called automatically and will use default options.
+ Calling it a second time won't have any effect.
+ You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences:
+ DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20);
+
+ If TRUE all new tweens will be set for recycling, meaning that when killed,
+ instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid
+ GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active
+ even if they were killed (since they might have been respawned and are now being used for other tweens).
+ If you want to automatically set your tween references to NULL when a tween is killed
+ you can use the OnKill callback like this:
+ .OnKill(()=> myTweenReference = null)
+ You can change this setting at any time by changing the static property,
+ or you can set the recycling behaviour for each tween separately, using:
+ SetRecyclable(bool recyclable)
+ Default: FALSE
+ If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things
+ (like targets becoming null while a tween is playing).
+ You can change this setting at any time by changing the static property.
+ Default: FALSE
+ Type of logging to use.
+ You can change this setting at any time by changing the static property.
+ Default: ErrorsOnly
+
+
+
+ Directly sets the current max capacity of Tweeners and Sequences
+ (meaning how many Tweeners and Sequences can be running at the same time),
+ so that DOTween doesn't need to automatically increase them in case the max is reached
+ (which might lead to hiccups when that happens).
+ Sequences capacity must be less or equal to Tweeners capacity
+ (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+ Beware: use this method only when there are no tweens running.
+
+ Max Tweeners capacity.
+ Default: 200
+ Max Sequences capacity.
+ Default: 50
+
+
+
+ Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values.
+
+ If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else
+ (so that next time you use it it will need to be re-initialized)
+
+
+
+ Clears all cached tween pools.
+
+
+
+
+ Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL)
+ and returns the total number of invalid tweens found and removed.
+ Automatically called when loading a new scene if is TRUE.
+ BEWARE: this is a slightly expensive operation so use it with care
+
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using a custom plugin
+ The plugin to use. Each custom plugin implements a static Get() method
+ you'll need to call to assign the correct plugin in the correct way, like this:
+ CustomPlugin.Get()
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens only one axis of a Vector3 to the given value using default plugins.
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+ The axis to tween
+
+
+ Tweens only the alpha of a Color to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a virtual property from the given start to the given end value
+ and implements a setter that allows to use that value with an external method or a lambda
+ Example:
+ To(MyMethod, 0, 12, 0.5f);
+ Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween)
+ The action to perform with the tweened value
+ The value to start from
+ The end value to reach
+ The duration of the virtual tween
+
+
+
+ Punches a Vector3 towards the given direction and then back to the starting one
+ as if it was connected to the starting position via an elastic.
+ This tween type generates some GC allocations at startup
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The direction and strength of the punch
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+ 1 creates a full oscillation between the direction and the opposite decaying direction,
+ while 0 oscillates only between the starting position and the decaying direction
+
+
+ Shakes a Vector3 with the given values.
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction and behave like a random punch.
+ If TRUE only shakes on the X Y axis (looks better with things like cameras).
+
+
+ Shakes a Vector3 with the given values.
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction and behave like a random punch.
+
+
+ Tweens a property or field to the given values using default plugins.
+ Ease is applied between each segment and not as a whole.
+ This tween type generates some GC allocations at startup
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end values to reach for each segment. This array must have the same length as durations
+ The duration of each segment. This array must have the same length as endValues
+
+
+
+ Returns a new to be used for tween groups
+
+
+
+ Completes all tweens and returns the number of actual tweens completed
+ (meaning tweens that don't have infinite loops and were not already complete)
+
+
+ Completes all tweens with the given ID or target and returns the number of actual tweens completed
+ (meaning the tweens that don't have infinite loops and were not already complete)
+
+
+ Flips all tweens (changing their direction to forward if it was backwards and viceversa),
+ then returns the number of actual tweens flipped
+
+
+ Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa),
+ then returns the number of actual tweens flipped
+
+
+ Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved
+
+
+ Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles)
+ and returns the actual tweens involved
+
+
+ Kills all tweens and returns the number of actual tweens killed
+ If TRUE completes the tweens before killing them
+
+
+ Kills all tweens with the given ID or target and returns the number of actual tweens killed
+ If TRUE completes the tweens before killing them
+
+
+ Pauses all tweens and returns the number of actual tweens paused
+
+
+ Pauses all tweens with the given ID or target and returns the number of actual tweens paused
+ (meaning the tweens that were actually playing and have been paused)
+
+
+ Plays all tweens and returns the number of actual tweens played
+ (meaning tweens that were not already playing or complete)
+
+
+ Plays all tweens with the given ID or target and returns the number of actual tweens played
+ (meaning the tweens that were not already playing or complete)
+
+
+ Plays backwards all tweens and returns the number of actual tweens played
+ (meaning tweens that were not already started, playing backwards or rewinded)
+
+
+ Plays backwards all tweens with the given ID or target and returns the number of actual tweens played
+ (meaning the tweens that were not already started, playing backwards or rewinded)
+
+
+ Plays forward all tweens and returns the number of actual tweens played
+ (meaning tweens that were not already playing forward or complete)
+
+
+ Plays forward all tweens with the given ID or target and returns the number of actual tweens played
+ (meaning the tweens that were not already playing forward or complete)
+
+
+ Restarts all tweens, then returns the number of actual tweens restarted
+
+
+ Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted
+
+
+ Rewinds and pauses all tweens, then returns the number of actual tweens rewinded
+ (meaning tweens that were not already rewinded)
+
+
+ Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded
+ (meaning the tweens that were not already rewinded)
+
+
+ Toggles the play state of all tweens and returns the number of actual tweens toggled
+ (meaning tweens that could be played or paused, depending on the toggle state)
+
+
+ Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled
+ (meaning the tweens that could be played or paused, depending on the toggle state)
+
+
+
+ Returns TRUE if a tween with the given ID or target is active (regardless if it's playing or not).
+ You can also use this to know if a shortcut tween is active for a given target.
+ Example:
+ transform.DOMoveX(45, 1); // transform is automatically added as the tween target
+ DOTween.IsTweening(transform); // Returns true
+
+
+
+
+ Returns the total number of active and playing tweens.
+ A tween is considered as playing even if its delay is actually playing
+
+
+
+
+ Returns a list of all active tweens in a playing state.
+ Returns NULL if there are no active playing tweens.
+ Beware: each time you call this method a new list is generated, so use it for debug only
+
+
+
+
+ Returns a list of all active tweens in a paused state.
+ Returns NULL if there are no active paused tweens.
+ Beware: each time you call this method a new list is generated, so use it for debug only
+
+
+
+
+ Returns a list of all active tweens with the given id.
+ Returns NULL if there are no active tweens with the given id.
+ Beware: each time you call this method a new list is generated
+
+
+
+
+ Returns a list of all active tweens with the given target.
+ Returns NULL if there are no active tweens with the given target.
+ Beware: each time you call this method a new list is generated
+
+
+
+ DOTween's log behaviour.
+ Default: LogBehaviour.ErrorsOnly
+
+
+
+ Path plugin works exclusively with Transforms
+
+
+
+
+ Types of loop
+
+
+
+ Each loop cycle restarts from the beginning
+
+
+ The tween moves forward and backwards at alternate cycles
+
+
+ Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward".
+ In case of String tweens works only if the tween is set as relative
+
+
+
+ Animates a single value
+
+
+
+ Changes the start value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new start value
+ If bigger than 0 applies it as the new tween duration
+
+
+ Changes the end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new end value
+ If bigger than 0 applies it as the new tween duration
+ If TRUE the start value will become the current target's value, otherwise it will stay the same
+
+
+ Changes the end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new end value
+ If TRUE the start value will become the current target's value, otherwise it will stay the same
+
+
+ Changes the start and end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new start value
+ The new end value
+ If bigger than 0 applies it as the new tween duration
+
+
+
+ Creates virtual tweens that can be used to change other elements via their OnUpdate calls
+
+
+
+
+ Tweens a virtual float.
+ You can add regular settings to the generated tween,
+ but do not use SetUpdate or you will overwrite the onVirtualUpdate parameter
+
+ The value to start from
+ The value to tween to
+ The duration of the tween
+ A callback which must accept a parameter of type float, called at each update
+
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The type of ease
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The type of ease
+ Eventual overshoot to use with Back ease
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The type of ease
+ Eventual amplitude to use with Elastic easeType
+ Eventual period to use with Elastic easeType
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The AnimationCurve to use for ease
+
+
+ Fires the given callback after the given time.
+ Callback delay
+ Callback to fire when the delay has expired
+ If TRUE (default) ignores Unity's timeScale
+
+
+
+ Used to interpret AnimationCurves as eases.
+
+
+
+
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+
+
+
+
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration.
+
+
+ Current time (in frames or seconds).
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Struct that stores two colors (used for LineRenderer tweens)
+
+
+
+
+ What axis to constrain in case of Vector tweens
+
+
+
+
+ Path control point
+
+
+
+
+ Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
+
+
+
+
+ Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
+
+
+
+
+ Returns a Vector3 with z = 0
+
+
+
+
+ Returns the 2D angle between two vectors
+
+
+
+
+ Gets the point on the path at the given percentage (0 to 1)
+
+ The percentage (0 to 1) at which to get the point
+ If TRUE constant speed is taken into account, otherwise not
+
+
+
+ Public only so custom shortcuts can access some of these methods
+
+
+
+
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new file mode 100644
index 0000000..faa6a44
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Demigiant/DOTween/DOTween43.xml
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+
+
+
+ DOTween43
+
+
+
+
+ Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
+ These, as all DOTween43 methods, require Unity 4.3 or later.
+
+
+
+ Tweens a SpriteRenderer's color to the given value.
+ Also stores the spriteRenderer as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Material's alpha color to the given value.
+ Also stores the spriteRenderer as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Rigidbody2D's position to the given value.
+ Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Rigidbody2D's X position to the given value.
+ Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Rigidbody2D's Y position to the given value.
+ Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Rigidbody2D's rotation to the given value.
+ Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+
diff --git a/UnityTests.Unity4/Assets/Demigiant/DOTween/DOTween43.xml.meta b/UnityTests.Unity4/Assets/Demigiant/DOTween/DOTween43.xml.meta
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diff --git a/UnityTests.Unity4/Assets/Demigiant/DOTween/DOTween46.xml b/UnityTests.Unity4/Assets/Demigiant/DOTween/DOTween46.xml
new file mode 100644
index 0000000..d630ed1
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Demigiant/DOTween/DOTween46.xml
@@ -0,0 +1,120 @@
+
+
+
+ DOTween46
+
+
+
+
+ Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
+ These, as all DOTween46 methods, require Unity 4.6 or later.
+
+
+
+ Tweens a CanvasGroup's alpha color to the given value.
+ Also stores the canvasGroup as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens an Graphic's color to the given value.
+ Also stores the image as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens an Graphic's alpha color to the given value.
+ Also stores the image as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens an Image's color to the given value.
+ Also stores the image as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens an Image's alpha color to the given value.
+ Also stores the image as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens an Image's fillAmount to the given value.
+ Also stores the image as the tween's target so it can be used for filtered operations
+ The end value to reach (0 to 1)The duration of the tween
+
+
+ Tweens an LayoutElement's flexibleWidth/Height to the given value.
+ Also stores the LayoutElement as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens an LayoutElement's minWidth/Height to the given value.
+ Also stores the LayoutElement as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens an LayoutElement's preferredWidth/Height to the given value.
+ Also stores the LayoutElement as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Outline's effectColor to the given value.
+ Also stores the Outline as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Outline's effectColor alpha to the given value.
+ Also stores the Outline as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Outline's effectDistance to the given value.
+ Also stores the Outline as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a RectTransform's anchoredPosition to the given value.
+ Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a RectTransform's anchoredPosition3D to the given value.
+ Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a RectTransform's sizeDelta to the given value.
+ Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Slider's value to the given value.
+ Also stores the Slider as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Text's color to the given value.
+ Also stores the Text as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Text's alpha color to the given value.
+ Also stores the Text as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Text's text to the given value.
+ Also stores the Text as the tween's target so it can be used for filtered operations
+ The end string to tween toThe duration of the tween
+ If TRUE the string will appear from a random animation of characters
+ A string containing the characters to use for scrambling.
+ Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
+ Leave it to NULL (default) to use default ones
+
+
+
diff --git a/UnityTests.Unity4/Assets/Demigiant/DOTween/DOTween46.xml.meta b/UnityTests.Unity4/Assets/Demigiant/DOTween/DOTween46.xml.meta
new file mode 100644
index 0000000..e858ba5
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new file mode 100644
index 0000000..1059025
--- /dev/null
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@@ -0,0 +1,5 @@
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diff --git a/UnityTests.Unity4/Assets/Demigiant/DOTween/Editor/DOTweenEditor.XML b/UnityTests.Unity4/Assets/Demigiant/DOTween/Editor/DOTweenEditor.XML
new file mode 100644
index 0000000..09c788c
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Demigiant/DOTween/Editor/DOTweenEditor.XML
@@ -0,0 +1,60 @@
+
+
+
+ DOTweenEditor
+
+
+
+
+ Not used as menu item anymore, but as a utiity function
+
+
+
+
+ Setups DOTween
+
+ If TRUE, no warning window appears in case there is no need for setup
+
+
+
+ Checks that the given editor texture use the correct import settings,
+ and applies them if they're incorrect.
+
+
+
+
+ Returns TRUE if addons setup is required.
+
+
+
+
+ Returns TRUE if the file/directory at the given path exists.
+
+ Path, relative to Unity's project folder
+
+
+
+
+ Converts the given project-relative path to a full path,
+ with backward (\) slashes).
+
+
+
+
+ Converts the given full path to a path usable with AssetDatabase methods
+ (relative to Unity's project folder, and with the correct Unity forward (/) slashes).
+
+
+
+
+ Connects to a asset.
+ If the asset already exists at the given path, loads it and returns it.
+ Otherwise, either returns NULL or automatically creates it before loading and returning it
+ (depending on the given parameters).
+
+ Asset type
+ File path (relative to Unity's project folder)
+ If TRUE and the requested asset doesn't exist, forces its creation
+
+
+
diff --git a/UnityTests.Unity4/Assets/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta b/UnityTests.Unity4/Assets/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta
new file mode 100644
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diff --git a/UnityTests.Unity4/Assets/Demigiant/DOTween/readme.txt b/UnityTests.Unity4/Assets/Demigiant/DOTween/readme.txt
new file mode 100644
index 0000000..3439db1
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Demigiant/DOTween/readme.txt
@@ -0,0 +1,18 @@
+DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant
+
+// GET STARTED //////////////////////////////////////////////
+
+- After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version.
+- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
+- You're ready to tween. Check out the links below for full documentation and license info.
+
+
+// LINKS ///////////////////////////////////////////////////////
+
+DOTween website (documentation, examples, etc): http://dotween.demigiant.com
+DOTween license: http://dotween.demigiant.com/license.php
+DOTween repository (Google Code): https://code.google.com/p/dotween/
+
+// NOTES //////////////////////////////////////////////////////
+
+- DOTween's Utility Panel can be found under "Tools > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences
\ No newline at end of file
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index 0000000..1c3d85b
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diff --git a/UnityTests.Unity4/Assets/Dice/-Read-Me-.txt b/UnityTests.Unity4/Assets/Dice/-Read-Me-.txt
new file mode 100644
index 0000000..57a3f64
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Dice/-Read-Me-.txt
@@ -0,0 +1,48 @@
+INSTALLATION FROM UNITY ASSET STORE
+
+After you download and import this package from the Unity Asset Store, this product, containing the fully scripted and functional dice, will be automaticly installed.
+
+INSTALLATION AFTER DOWNLOAD FROM WWW.WYRMTALE.COM WEBSITE
+
+After you have downloaded the component archive file (Dices-Light.rar) you will find a Dices-Light.unitypackage when you extract the files from the archive.
+
+To install this package :
+
+- create an empty Unity Project.
+- select [Menu] Assets->Import Package
+- select the extracted Dices-Light.unitypackage and import all assets.
+
+After importing is complete, you will be ready to go.
+
+----------------
+
+!!IMPORTANT!! - Set you project gravity to [-60] for the best rolling physics simulation behaviour
+[Menu] Edit->Project Settings->Physics
+
+
+USAGE
+
+Under [Project] Dice->Resources->Prefabs , you will find the full scripted and textured dice prefabs that you
+can use in your project. The prefabs already have collider and rigid body components.
+
+If you would want to change physics behaviour you could alter the physics material that all dice use. This physics material can be found at [Project] Dice->Materials->general = 'dice-material'
+
+Each prefab has a Class Die (subclassed) script that contains a 'value' attribute that displays the 'side-up' value at all times.
+
+Under [Project] Dice->Plugins, you find a Dice.cs script file that holds some static 'helper' methods that you can use to roll dice and calculate or display the values.
+
+Under [Project] Dice->Scenes->Demo you will find the demo scene that makes use of the static helper functions.
+
+All c# code in this project has 'inline' code documentation.
+
+----------------
+
+If you have any questions regarding this product send us an email at
+support@wyrmtale.com
+
+
+
+Thanks for you interest in our components
+
+ The WyrmTale Team.
+
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+ Property: "AmbientColor", "ColorRGB", "",0.0000,0.0000,0.0000
+ Property: "AmbientFactor", "double", "",1.0000
+ Property: "DiffuseColor", "ColorRGB", "",0.8000,0.0000,0.0092
+ Property: "DiffuseFactor", "double", "",0.8000
+ Property: "Bump", "Vector3D", "",0,0,0
+ Property: "TransparentColor", "ColorRGB", "",1,1,1
+ Property: "TransparencyFactor", "double", "",0.0000
+ Property: "SpecularColor", "ColorRGB", "",1.0000,1.0000,1.0000
+ Property: "SpecularFactor", "double", "",0.2500
+ Property: "ShininessExponent", "double", "",80.0
+ Property: "ReflectionColor", "ColorRGB", "",0,0,0
+ Property: "ReflectionFactor", "double", "",1
+ Property: "Emissive", "ColorRGB", "",0,0,0
+ Property: "Ambient", "ColorRGB", "",0.0,0.0,0.0
+ Property: "Diffuse", "ColorRGB", "",0.8,0.0,0.0
+ Property: "Specular", "ColorRGB", "",1.0,1.0,1.0
+ Property: "Shininess", "double", "",9.6
+ Property: "Opacity", "double", "",1.0
+ Property: "Reflectivity", "double", "",0
+ }
+ }
+ Material: "Material::None__d10-red_png", "" {
+ Version: 102
+ ShadingModel: "phong"
+ MultiLayer: 0
+ Properties60: {
+ Property: "ShadingModel", "KString", "", "Phong"
+ Property: "MultiLayer", "bool", "",0
+ Property: "EmissiveColor", "ColorRGB", "",0.8000,0.8000,0.8000
+ Property: "EmissiveFactor", "double", "",0.0000
+ Property: "AmbientColor", "ColorRGB", "",0.0000,0.0000,0.0000
+ Property: "AmbientFactor", "double", "",0.5000
+ Property: "DiffuseColor", "ColorRGB", "",0.8000,0.8000,0.8000
+ Property: "DiffuseFactor", "double", "",1.0000
+ Property: "Bump", "Vector3D", "",0,0,0
+ Property: "TransparentColor", "ColorRGB", "",1,1,1
+ Property: "TransparencyFactor", "double", "",0.0000
+ Property: "SpecularColor", "ColorRGB", "",0.8000,0.8000,0.8000
+ Property: "SpecularFactor", "double", "",0.2000
+ Property: "ShininessExponent", "double", "",80.0
+ Property: "ReflectionColor", "ColorRGB", "",0,0,0
+ Property: "ReflectionFactor", "double", "",1
+ Property: "Emissive", "ColorRGB", "",0,0,0
+ Property: "Ambient", "ColorRGB", "",0.0,0.0,0.0
+ Property: "Diffuse", "ColorRGB", "",0.8,0.8,0.8
+ Property: "Specular", "ColorRGB", "",0.8,0.8,0.8
+ Property: "Shininess", "double", "",20.0
+ Property: "Opacity", "double", "",1.0
+ Property: "Reflectivity", "double", "",0
+ }
+ }
+ Material: "Material::unnamed", "" {
+ Version: 102
+ ShadingModel: "phong"
+ MultiLayer: 0
+ Properties60: {
+ Property: "ShadingModel", "KString", "", "Phong"
+ Property: "MultiLayer", "bool", "",0
+ Property: "EmissiveColor", "ColorRGB", "",0.8000,0.8000,0.8000
+ Property: "EmissiveFactor", "double", "",0.0000
+ Property: "AmbientColor", "ColorRGB", "",0.0000,0.0000,0.0000
+ Property: "AmbientFactor", "double", "",0.5000
+ Property: "DiffuseColor", "ColorRGB", "",0.8000,0.8000,0.8000
+ Property: "DiffuseFactor", "double", "",1.0000
+ Property: "Bump", "Vector3D", "",0,0,0
+ Property: "TransparentColor", "ColorRGB", "",1,1,1
+ Property: "TransparencyFactor", "double", "",0.0000
+ Property: "SpecularColor", "ColorRGB", "",0.8000,0.8000,0.8000
+ Property: "SpecularFactor", "double", "",0.2000
+ Property: "ShininessExponent", "double", "",80.0
+ Property: "ReflectionColor", "ColorRGB", "",0,0,0
+ Property: "ReflectionFactor", "double", "",1
+ Property: "Emissive", "ColorRGB", "",0,0,0
+ Property: "Ambient", "ColorRGB", "",0.0,0.0,0.0
+ Property: "Diffuse", "ColorRGB", "",0.8,0.8,0.8
+ Property: "Specular", "ColorRGB", "",0.8,0.8,0.8
+ Property: "Shininess", "double", "",20.0
+ Property: "Opacity", "double", "",1.0
+ Property: "Reflectivity", "double", "",0
+ }
+ }
+ Video: "Video::d10-red_png", "Clip" {
+ Type: "Clip"
+ Properties60: {
+ Property: "FrameRate", "double", "",0
+ Property: "LastFrame", "int", "",0
+ Property: "Width", "int", "",0
+ Property: "Height", "int", "",0
+ Property: "Path", "charptr", "", "d10-red.png"
+ Property: "StartFrame", "int", "",0
+ Property: "StopFrame", "int", "",0
+ Property: "PlaySpeed", "double", "",1
+ Property: "Offset", "KTime", "",0
+ Property: "InterlaceMode", "enum", "",0
+ Property: "FreeRunning", "bool", "",0
+ Property: "Loop", "bool", "",0
+ Property: "AccessMode", "enum", "",0
+ }
+ UseMipMap: 0
+ Filename: "d10-red.png"
+ RelativeFilename: "..\..\..\..\..\..\..\..\..\..\blender\wyrmtale\Dice\d10-red.png"
+ }
+ Video: "Video::d6-red-dots_png", "Clip" {
+ Type: "Clip"
+ Properties60: {
+ Property: "FrameRate", "double", "",0
+ Property: "LastFrame", "int", "",0
+ Property: "Width", "int", "",0
+ Property: "Height", "int", "",0
+ Property: "Path", "charptr", "", "d6-red-dots.png"
+ Property: "StartFrame", "int", "",0
+ Property: "StopFrame", "int", "",0
+ Property: "PlaySpeed", "double", "",1
+ Property: "Offset", "KTime", "",0
+ Property: "InterlaceMode", "enum", "",0
+ Property: "FreeRunning", "bool", "",0
+ Property: "Loop", "bool", "",0
+ Property: "AccessMode", "enum", "",0
+ }
+ UseMipMap: 0
+ Filename: "d6-red-dots.png"
+ RelativeFilename: "..\..\..\..\..\..\..\..\..\..\blender\wyrmtale\Dice\d6-red-dots.png"
+ }
+ Texture: "Texture::d10-red_png", "TextureVideoClip" {
+ Type: "TextureVideoClip"
+ Version: 202
+ TextureName: "Texture::d10-red_png"
+ Properties60: {
+ Property: "Translation", "Vector", "A+",0,0,0
+ Property: "Rotation", "Vector", "A+",0,0,0
+ Property: "Scaling", "Vector", "A+",1,1,1
+ Property: "Texture alpha", "Number", "A+",0
+ Property: "TextureTypeUse", "enum", "",0
+ Property: "CurrentTextureBlendMode", "enum", "",1
+ Property: "UseMaterial", "bool", "",0
+ Property: "UseMipMap", "bool", "",0
+ Property: "CurrentMappingType", "enum", "",0
+ Property: "UVSwap", "bool", "",0
+ Property: "WrapModeU", "enum", "",0
+ Property: "WrapModeV", "enum", "",0
+ Property: "TextureRotationPivot", "Vector3D", "",0,0,0
+ Property: "TextureScalingPivot", "Vector3D", "",0,0,0
+ Property: "VideoProperty", "object", ""
+ }
+ Media: "Video::d10-red_png"
+ FileName: "d10-red.png"
+ RelativeFilename: "..\..\..\..\..\..\..\..\..\..\blender\wyrmtale\Dice\d10-red.png"
+ ModelUVTranslation: 0,0
+ ModelUVScaling: 1,1
+ Texture_Alpha_Source: "None"
+ Cropping: 0,0,0,0
+ }
+ Texture: "Texture::d6-red-dots_png", "TextureVideoClip" {
+ Type: "TextureVideoClip"
+ Version: 202
+ TextureName: "Texture::d6-red-dots_png"
+ Properties60: {
+ Property: "Translation", "Vector", "A+",0,0,0
+ Property: "Rotation", "Vector", "A+",0,0,0
+ Property: "Scaling", "Vector", "A+",1,1,1
+ Property: "Texture alpha", "Number", "A+",1
+ Property: "TextureTypeUse", "enum", "",0
+ Property: "CurrentTextureBlendMode", "enum", "",1
+ Property: "UseMaterial", "bool", "",0
+ Property: "UseMipMap", "bool", "",0
+ Property: "CurrentMappingType", "enum", "",0
+ Property: "UVSwap", "bool", "",0
+ Property: "WrapModeU", "enum", "",0
+ Property: "WrapModeV", "enum", "",0
+ Property: "TextureRotationPivot", "Vector3D", "",0,0,0
+ Property: "TextureScalingPivot", "Vector3D", "",0,0,0
+ Property: "VideoProperty", "object", ""
+ }
+ Media: "Video::d6-red-dots_png"
+ FileName: "d6-red-dots.png"
+ RelativeFilename: "..\..\..\..\..\..\..\..\..\..\blender\wyrmtale\Dice\d6-red-dots.png"
+ ModelUVTranslation: 0,0
+ ModelUVScaling: 1,1
+ Texture_Alpha_Source: "None"
+ Cropping: 0,0,0,0
+ }
+ Pose: "Pose::BIND_POSES", "BindPose" {
+ Type: "BindPose"
+ Version: 100
+ Properties60: {
+ }
+ NbPoseNodes: 5
+ PoseNode: {
+ Node: "Model::blend_root"
+ Matrix: 1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000
+ }
+ PoseNode: {
+ Node: "Model::d10Low"
+ Matrix: 1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,-0.000000043711388,-1.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,-0.000000043711388,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000
+ }
+ PoseNode: {
+ Node: "Model::d10"
+ Matrix: 1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,-0.000000043711388,-1.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,-0.000000043711388,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000
+ }
+ PoseNode: {
+ Node: "Model::d6Low"
+ Matrix: 1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,-0.000000043711388,-1.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,-0.000000043711388,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000
+ }
+ PoseNode: {
+ Node: "Model::d6"
+ Matrix: 1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,-0.000000043711388,-1.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000,-0.000000043711388,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000
+ }
+ }
+ GlobalSettings: {
+ Version: 1000
+ Properties60: {
+ Property: "UpAxis", "int", "",1
+ Property: "UpAxisSign", "int", "",1
+ Property: "FrontAxis", "int", "",2
+ Property: "FrontAxisSign", "int", "",1
+ Property: "CoordAxis", "int", "",0
+ Property: "CoordAxisSign", "int", "",1
+ Property: "UnitScaleFactor", "double", "",100
+ }
+ }
+}
+
+; Object relations
+;------------------------------------------------------------------
+
+Relations: {
+ Model: "Model::blend_root", "Null" {
+ }
+ Model: "Model::d10Low", "Mesh" {
+ }
+ Model: "Model::d10", "Mesh" {
+ }
+ Model: "Model::d6Low", "Mesh" {
+ }
+ Model: "Model::d6", "Mesh" {
+ }
+ Model: "Model::Producer Perspective", "Camera" {
+ }
+ Model: "Model::Producer Top", "Camera" {
+ }
+ Model: "Model::Producer Bottom", "Camera" {
+ }
+ Model: "Model::Producer Front", "Camera" {
+ }
+ Model: "Model::Producer Back", "Camera" {
+ }
+ Model: "Model::Producer Right", "Camera" {
+ }
+ Model: "Model::Producer Left", "Camera" {
+ }
+ Model: "Model::Camera Switcher", "CameraSwitcher" {
+ }
+ Material: "Material::D6-red", "" {
+ }
+ Material: "Material::D6-red__d6-red-dots_png", "" {
+ }
+ Material: "Material::None__d10-red_png", "" {
+ }
+ Material: "Material::unnamed", "" {
+ }
+ Texture: "Texture::d10-red_png", "TextureVideoClip" {
+ }
+ Texture: "Texture::d6-red-dots_png", "TextureVideoClip" {
+ }
+ Video: "Video::d10-red_png", "Clip" {
+ }
+ Video: "Video::d6-red-dots_png", "Clip" {
+ }
+}
+
+; Object connections
+;------------------------------------------------------------------
+
+Connections: {
+ Connect: "OO", "Model::blend_root", "Model::Scene"
+ Connect: "OO", "Model::d10Low", "Model::blend_root"
+ Connect: "OO", "Model::d10", "Model::blend_root"
+ Connect: "OO", "Model::d6Low", "Model::blend_root"
+ Connect: "OO", "Model::d6", "Model::blend_root"
+ Connect: "OO", "Material::None__d10-red_png", "Model::d10Low"
+ Connect: "OO", "Material::None__d10-red_png", "Model::d10"
+ Connect: "OO", "Material::unnamed", "Model::d10"
+ Connect: "OO", "Material::D6-red__d6-red-dots_png", "Model::d6Low"
+ Connect: "OO", "Material::D6-red__d6-red-dots_png", "Model::d6"
+ Connect: "OO", "Material::D6-red", "Model::d6"
+ Connect: "OO", "Texture::d10-red_png", "Model::d10Low"
+ Connect: "OO", "Texture::d10-red_png", "Model::d10"
+ Connect: "OO", "Texture::d6-red-dots_png", "Model::d6Low"
+ Connect: "OO", "Texture::d6-red-dots_png", "Model::d6"
+ Connect: "OO", "Video::d10-red_png", "Texture::d10-red_png"
+ Connect: "OO", "Video::d6-red-dots_png", "Texture::d6-red-dots_png"
+}
+;Takes and animation section
+;----------------------------------------------------
+
+Takes: {
+ Current: "Default Take"
+ Take: "Default Take" {
+ FileName: "Default_Take.tak"
+ LocalTime: 0,479181389250
+ ReferenceTime: 0,479181389250
+
+ ;Models animation
+ ;----------------------------------------------------
+ Model: "Model::d10Low" {
+ Version: 1.1
+ Channel: "Transform" {
+ Channel: "T" {
+ Channel: "X" {
+ Default: 0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,0.000000000000000,L
+ Color: 1,0,0
+ }
+ Channel: "Y" {
+ Default: 0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,0.000000000000000,L
+ Color: 0,1,0
+ }
+ Channel: "Z" {
+ Default: 0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,0.000000000000000,L
+ Color: 0,0,1
+ }
+ LayerType: 1
+ }
+ Channel: "R" {
+ Channel: "X" {
+ Default: -90.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,-90.000000000000000,L
+ Color: 1,0,0
+ }
+ Channel: "Y" {
+ Default: -0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,-0.000000000000000,L
+ Color: 0,1,0
+ }
+ Channel: "Z" {
+ Default: 0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,0.000000000000000,L
+ Color: 0,0,1
+ }
+ LayerType: 2
+ }
+ Channel: "S" {
+ Channel: "X" {
+ Default: 1.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,1.000000000000000,L
+ Color: 1,0,0
+ }
+ Channel: "Y" {
+ Default: 1.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,1.000000000000000,L
+ Color: 0,1,0
+ }
+ Channel: "Z" {
+ Default: 1.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,1.000000000000000,L
+ Color: 0,0,1
+ }
+ LayerType: 3
+ }
+ }
+ }
+ Model: "Model::d10" {
+ Version: 1.1
+ Channel: "Transform" {
+ Channel: "T" {
+ Channel: "X" {
+ Default: 0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,0.000000000000000,L
+ Color: 1,0,0
+ }
+ Channel: "Y" {
+ Default: 0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,0.000000000000000,L
+ Color: 0,1,0
+ }
+ Channel: "Z" {
+ Default: 0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,0.000000000000000,L
+ Color: 0,0,1
+ }
+ LayerType: 1
+ }
+ Channel: "R" {
+ Channel: "X" {
+ Default: -90.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,-90.000000000000000,L
+ Color: 1,0,0
+ }
+ Channel: "Y" {
+ Default: -0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,-0.000000000000000,L
+ Color: 0,1,0
+ }
+ Channel: "Z" {
+ Default: 0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,0.000000000000000,L
+ Color: 0,0,1
+ }
+ LayerType: 2
+ }
+ Channel: "S" {
+ Channel: "X" {
+ Default: 1.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,1.000000000000000,L
+ Color: 1,0,0
+ }
+ Channel: "Y" {
+ Default: 1.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,1.000000000000000,L
+ Color: 0,1,0
+ }
+ Channel: "Z" {
+ Default: 1.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,1.000000000000000,L
+ Color: 0,0,1
+ }
+ LayerType: 3
+ }
+ }
+ }
+ Model: "Model::d6Low" {
+ Version: 1.1
+ Channel: "Transform" {
+ Channel: "T" {
+ Channel: "X" {
+ Default: 0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,0.000000000000000,L
+ Color: 1,0,0
+ }
+ Channel: "Y" {
+ Default: 0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,0.000000000000000,L
+ Color: 0,1,0
+ }
+ Channel: "Z" {
+ Default: 0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,0.000000000000000,L
+ Color: 0,0,1
+ }
+ LayerType: 1
+ }
+ Channel: "R" {
+ Channel: "X" {
+ Default: -90.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,-90.000000000000000,L
+ Color: 1,0,0
+ }
+ Channel: "Y" {
+ Default: -0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,-0.000000000000000,L
+ Color: 0,1,0
+ }
+ Channel: "Z" {
+ Default: 0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,0.000000000000000,L
+ Color: 0,0,1
+ }
+ LayerType: 2
+ }
+ Channel: "S" {
+ Channel: "X" {
+ Default: 1.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,1.000000000000000,L
+ Color: 1,0,0
+ }
+ Channel: "Y" {
+ Default: 1.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,1.000000000000000,L
+ Color: 0,1,0
+ }
+ Channel: "Z" {
+ Default: 1.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,1.000000000000000,L
+ Color: 0,0,1
+ }
+ LayerType: 3
+ }
+ }
+ }
+ Model: "Model::d6" {
+ Version: 1.1
+ Channel: "Transform" {
+ Channel: "T" {
+ Channel: "X" {
+ Default: 0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,0.000000000000000,L
+ Color: 1,0,0
+ }
+ Channel: "Y" {
+ Default: 0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,0.000000000000000,L
+ Color: 0,1,0
+ }
+ Channel: "Z" {
+ Default: 0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,0.000000000000000,L
+ Color: 0,0,1
+ }
+ LayerType: 1
+ }
+ Channel: "R" {
+ Channel: "X" {
+ Default: -90.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,-90.000000000000000,L
+ Color: 1,0,0
+ }
+ Channel: "Y" {
+ Default: -0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,-0.000000000000000,L
+ Color: 0,1,0
+ }
+ Channel: "Z" {
+ Default: 0.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,0.000000000000000,L
+ Color: 0,0,1
+ }
+ LayerType: 2
+ }
+ Channel: "S" {
+ Channel: "X" {
+ Default: 1.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,1.000000000000000,L
+ Color: 1,0,0
+ }
+ Channel: "Y" {
+ Default: 1.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,1.000000000000000,L
+ Color: 0,1,0
+ }
+ Channel: "Z" {
+ Default: 1.000000000000000
+ KeyVer: 4005
+ KeyCount: 1
+ Key:
+ 1924423250,1.000000000000000,L
+ Color: 0,0,1
+ }
+ LayerType: 3
+ }
+ }
+ }
+ }
+}
+;Version 5 settings
+;------------------------------------------------------------------
+
+Version5: {
+ AmbientRenderSettings: {
+ Version: 101
+ AmbientLightColor: 0.0,0.0,0.0,0
+ }
+ FogOptions: {
+ FlogEnable: 0
+ FogMode: 0
+ FogDensity: 0.000
+ FogStart: 5.000
+ FogEnd: 25.000
+ FogColor: 0.1,0.1,0.1,1
+ }
+ Settings: {
+ FrameRate: "24"
+ TimeFormat: 1
+ SnapOnFrames: 0
+ ReferenceTimeIndex: -1
+ TimeLineStartTime: 0
+ TimeLineStopTime: 479181389250
+ }
+ RendererSetting: {
+ DefaultCamera: "Producer Perspective"
+ DefaultViewingMode: 0
+ }
+}
diff --git a/UnityTests.Unity4/Assets/Dice/Prefabs/_FBX/Dice.fbx.meta b/UnityTests.Unity4/Assets/Dice/Prefabs/_FBX/Dice.fbx.meta
new file mode 100644
index 0000000..cb1500f
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Dice/Prefabs/_FBX/Dice.fbx.meta
@@ -0,0 +1,95 @@
+fileFormatVersion: 2
+guid: e80dc46523d8f9f4cb6de5ffdb7b8639
+ModelImporter:
+ serializedVersion: 16
+ fileIDToRecycleName:
+ 100000: //RootNode
+ 100002: d6
+ 100006: d6Low
+ 100016: d10
+ 100018: d10Low
+ 400000: //RootNode
+ 400002: d6
+ 400006: d6Low
+ 400016: d10
+ 400018: d10Low
+ 2300000: d6
+ 2300004: d6Low
+ 2300014: d10
+ 2300016: d10Low
+ 3300000: d6
+ 3300004: d6Low
+ 3300014: d10
+ 3300016: d10Low
+ 4300000: Cube
+ 4300002: d6
+ 4300004: d6_beveled
+ 4300006: d4
+ 4300008: d12
+ 4300010: d8
+ 4300012: d8Low
+ 4300014: d4Low
+ 4300016: d6Low
+ 4300018: d10Low
+ 4300020: d10
+ 4300022: d12Low_001
+ 4300024: d12Low
+ 4300026: d20Low
+ 4300028: d20
+ 4300030: galery
+ 7400000: Default Take
+ 11100000: //RootNode
+ materials:
+ importMaterials: 0
+ materialName: 3
+ materialSearch: 1
+ animations:
+ legacyGenerateAnimations: 4
+ bakeSimulation: 0
+ optimizeGameObjects: 0
+ motionNodeName:
+ animationCompression: 1
+ animationRotationError: .5
+ animationPositionError: .5
+ animationScaleError: .5
+ animationWrapMode: 0
+ extraExposedTransformPaths: []
+ clipAnimations: []
+ isReadable: 1
+ meshes:
+ lODScreenPercentages: []
+ globalScale: 1
+ meshCompression: 0
+ addColliders: 0
+ importBlendShapes: 1
+ swapUVChannels: 0
+ generateSecondaryUV: 0
+ useFileUnits: 1
+ optimizeMeshForGPU: 1
+ weldVertices: 1
+ secondaryUVAngleDistortion: 8
+ secondaryUVAreaDistortion: 15.000001
+ secondaryUVHardAngle: 88
+ secondaryUVPackMargin: 4
+ tangentSpace:
+ normalSmoothAngle: 99
+ splitTangentsAcrossUV: 1
+ normalImportMode: 0
+ tangentImportMode: 0
+ importAnimation: 1
+ copyAvatar: 0
+ humanDescription:
+ human: []
+ skeleton: []
+ armTwist: .5
+ foreArmTwist: .5
+ upperLegTwist: .5
+ legTwist: .5
+ armStretch: .0500000007
+ legStretch: .0500000007
+ feetSpacing: 0
+ rootMotionBoneName:
+ lastHumanDescriptionAvatarSource: {instanceID: 0}
+ animationType: 0
+ additionalBone: 0
+ userData:
diff --git a/UnityTests.Unity4/Assets/Dice/Textures.meta b/UnityTests.Unity4/Assets/Dice/Textures.meta
new file mode 100644
index 0000000..431d001
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Dice/Textures.meta
@@ -0,0 +1,5 @@
+fileFormatVersion: 2
+guid: edc7fb94cecaa6242ae70fea7401c11a
+folderAsset: yes
+DefaultImporter:
+ userData:
diff --git a/UnityTests.Unity4/Assets/Dice/Textures/d6.meta b/UnityTests.Unity4/Assets/Dice/Textures/d6.meta
new file mode 100644
index 0000000..1a246bf
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Dice/Textures/d6.meta
@@ -0,0 +1,5 @@
+fileFormatVersion: 2
+guid: a38ffb9a09e9db44182065c0bedd905b
+folderAsset: yes
+DefaultImporter:
+ userData:
diff --git a/UnityTests.Unity4/Assets/Dice/Textures/d6/d6-white-dots.png b/UnityTests.Unity4/Assets/Dice/Textures/d6/d6-white-dots.png
new file mode 100644
index 0000000..468e20b
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diff --git a/UnityTests.Unity4/Assets/Dice/Textures/d6/d6-white-dots.png.meta b/UnityTests.Unity4/Assets/Dice/Textures/d6/d6-white-dots.png.meta
new file mode 100644
index 0000000..55aae5b
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Dice/Textures/d6/d6-white-dots.png.meta
@@ -0,0 +1,47 @@
+fileFormatVersion: 2
+guid: 9e9c1db26c117a54b95cb11b5c5c4925
+TextureImporter:
+ fileIDToRecycleName: {}
+ serializedVersion: 2
+ mipmaps:
+ mipMapMode: 0
+ enableMipMap: 1
+ linearTexture: 0
+ correctGamma: 0
+ fadeOut: 0
+ borderMipMap: 0
+ mipMapFadeDistanceStart: 1
+ mipMapFadeDistanceEnd: 3
+ bumpmap:
+ convertToNormalMap: 0
+ externalNormalMap: 0
+ heightScale: .25
+ normalMapFilter: 0
+ isReadable: 0
+ grayScaleToAlpha: 0
+ generateCubemap: 0
+ seamlessCubemap: 0
+ textureFormat: -1
+ maxTextureSize: 1024
+ textureSettings:
+ filterMode: -1
+ aniso: -1
+ mipBias: -1
+ wrapMode: -1
+ nPOTScale: 1
+ lightmap: 0
+ compressionQuality: 50
+ spriteMode: 0
+ spriteExtrude: 1
+ spriteMeshType: 1
+ alignment: 0
+ spritePivot: {x: .5, y: .5}
+ spriteBorder: {x: 0, y: 0, z: 0, w: 0}
+ spritePixelsToUnits: 100
+ alphaIsTransparency: 0
+ textureType: -1
+ buildTargetSettings: []
+ spriteSheet:
+ sprites: []
+ spritePackingTag:
+ userData:
diff --git a/UnityTests.Unity4/Assets/Editor.meta b/UnityTests.Unity4/Assets/Editor.meta
new file mode 100644
index 0000000..863b598
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Editor.meta
@@ -0,0 +1,5 @@
+fileFormatVersion: 2
+guid: 805cdb447a0a94f85a92205ddec8d72e
+folderAsset: yes
+DefaultImporter:
+ userData:
diff --git a/UnityTests.Unity4/Assets/Editor/GoDummyPathEditor.cs b/UnityTests.Unity4/Assets/Editor/GoDummyPathEditor.cs
new file mode 100644
index 0000000..31e51b8
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Editor/GoDummyPathEditor.cs
@@ -0,0 +1,504 @@
+using UnityEngine;
+using UnityEditor;
+using System.Collections;
+using System.Linq;
+using System.Collections.Generic;
+using System.IO;
+
+
+
+[CustomEditor( typeof( GoDummyPath ) )]
+public class GoDummyPathEditor : Editor
+{
+ private GoDummyPath _target;
+ private GUIStyle _labelStyle;
+ private GUIStyle _indexStyle;
+
+ private int _insertIndex = 0;
+ private float _snapDistance = 5f;
+ private bool _showNodeDetails;
+ private bool _fileLoadSaveDetails;
+ private int _selectedNodeIndex = -1;
+
+
+ #region Monobehaviour and Editor
+
+ void OnEnable()
+ {
+ // setup the font for the 'begin' 'end' text
+ _labelStyle = new GUIStyle();
+ _labelStyle.fontStyle = FontStyle.Bold;
+ _labelStyle.normal.textColor = Color.white;
+ _labelStyle.fontSize = 16;
+
+ _indexStyle = new GUIStyle();
+ _indexStyle.fontStyle = FontStyle.Bold;
+ _indexStyle.normal.textColor = Color.white;
+ _indexStyle.fontSize = 12;
+
+ _target = (GoDummyPath)target;
+ }
+
+
+ public override void OnInspectorGUI()
+ {
+ // what kind of handles shall we use?
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.PrefixLabel( "Use Standard Handles" );
+ _target.useStandardHandles = EditorGUILayout.Toggle( _target.useStandardHandles );
+ EditorGUILayout.EndHorizontal();
+
+
+ // path name:
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.PrefixLabel( "Route Name" );
+ _target.pathName = EditorGUILayout.TextField( _target.pathName );
+ EditorGUILayout.EndHorizontal();
+
+ if( _target.pathName == string.Empty )
+ _target.pathName = "route" + Random.Range( 1, 100000 );
+
+
+ // path color:
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.PrefixLabel( "Route Color" );
+ _target.pathColor = EditorGUILayout.ColorField( _target.pathColor );
+ EditorGUILayout.EndHorizontal();
+
+
+ // force straight lines:
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.PrefixLabel( "Force Straight Line Path" );
+ _target.forceStraightLinePath = EditorGUILayout.Toggle( _target.forceStraightLinePath );
+ EditorGUILayout.EndHorizontal();
+
+
+ // resolution
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.PrefixLabel( "Editor Drawing Resolution" );
+ _target.pathResolution = EditorGUILayout.IntSlider( _target.pathResolution, 2, 100 );
+ EditorGUILayout.EndHorizontal();
+
+
+ EditorGUILayout.Separator();
+
+
+ // insert node - we need 3 or more nodes for insert to make sense
+ if( _target.nodes.Count > 2 )
+ {
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.PrefixLabel( "Insert Node" );
+ _insertIndex = EditorGUILayout.IntField( _insertIndex );
+ if( GUILayout.Button( "Insert" ) )
+ {
+ // validate the index
+ if( _insertIndex >= 0 && _insertIndex < _target.nodes.Count )
+ {
+ // insert the node offsetting it a bit from the previous node
+ var copyNodeIndex = _insertIndex == 0 ? 0 : _insertIndex;
+ var copyNode = _target.nodes[copyNodeIndex];
+ copyNode.x += 10;
+ copyNode.z += 10;
+
+ insertNodeAtIndex( copyNode, _insertIndex );
+ }
+ }
+ EditorGUILayout.EndHorizontal();
+ }
+
+
+ // close route?
+ if( GUILayout.Button( "Close Path" ) )
+ {
+ Undo.RecordObject( _target, "Path Vector Changed" );
+ closeRoute();
+ GUI.changed = true;
+ }
+
+
+ // shift the start point to the origin
+ if( GUILayout.Button( "Shift Path to Start at Origin" ) )
+ {
+ Undo.RecordObject( _target, "Path Vector Changed" );
+
+ var offset = Vector3.zero;
+
+ // see what kind of path we are. the simplest case is just a straight line
+ var path = new GoSpline( _target.nodes, _target.forceStraightLinePath );
+ if( path.splineType == GoSplineType.StraightLine || _target.nodes.Count < 5 )
+ offset = Vector3.zero - _target.nodes[0];
+ else
+ offset = Vector3.zero - _target.nodes[1];
+
+ for( var i = 0; i < _target.nodes.Count; i++ )
+ _target.nodes[i] += offset;
+
+ GUI.changed = true;
+ }
+
+
+ // reverse
+ if( GUILayout.Button( "Reverse Path" ) )
+ {
+ Undo.RecordObject( _target, "Path Vector Changed" );
+ _target.nodes.Reverse();
+ GUI.changed = true;
+ }
+
+
+ // persist to disk
+ EditorGUILayout.Space();
+ EditorGUILayout.LabelField( "Save to/Read from Disk" );
+
+ EditorGUILayout.Space();
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.PrefixLabel( "Serialize and Save Path" );
+ if( GUILayout.Button( "Save" ) )
+ {
+ var path = EditorUtility.SaveFilePanel( "Save path", Application.dataPath + "/StreamingAssets", _target.pathName + ".asset", "asset" );
+ if( path != string.Empty )
+ {
+ persistRouteToDisk( path );
+
+ // fetch the filename and set it as the routeName
+ _target.pathName = Path.GetFileName( path ).Replace( ".asset", string.Empty );
+ GUI.changed = true;
+ }
+ }
+ EditorGUILayout.EndHorizontal();
+
+
+ // load from disk
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.PrefixLabel( "Load saved path" );
+ if( GUILayout.Button( "Load" ) )
+ {
+ var path = EditorUtility.OpenFilePanel( "Choose path to load", Path.Combine( Application.dataPath, "StreamingAssets" ), "asset" );
+ if( path != string.Empty )
+ {
+ if( !File.Exists( path ) )
+ {
+ EditorUtility.DisplayDialog( "File does not exist", "Path couldn't find the file you specified", "Close" );
+ }
+ else
+ {
+ _target.nodes = GoSpline.bytesToVector3List( File.ReadAllBytes( path ) );
+ _target.pathName = Path.GetFileName( path ).Replace( ".asset", string.Empty );
+ GUI.changed = true;
+ }
+ }
+ }
+ EditorGUILayout.EndHorizontal();
+
+
+ // node display
+ EditorGUILayout.Space();
+ _showNodeDetails = EditorGUILayout.Foldout( _showNodeDetails, "Show Node Values" );
+ if( _showNodeDetails )
+ {
+ EditorGUI.indentLevel++;
+ for( int i = 0; i < _target.nodes.Count; i++ )
+ _target.nodes[i] = EditorGUILayout.Vector3Field( "Node " + ( i + 1 ), _target.nodes[i] );
+ EditorGUI.indentLevel--;
+ }
+
+
+ // instructions
+ EditorGUILayout.Space();
+ EditorGUILayout.HelpBox( "While dragging a node, hold down Ctrl and slowly move the cursor to snap to a nearby point\n\n" +
+ "Click the 'Close Path' button to add a new node that will close out the current path.\n\n" +
+ "Hold Command while dragging a node to snap in 5 point increments\n\n" +
+ "Double click to add a new node at the end of the path\n\n" +
+ "Hold down alt while adding a node to prepend the new node at the front of the route\n\n" +
+ "Press delete or backspace to delete the selected node\n\n" +
+ "NOTE: make sure you have the pan tool selected while editing paths", MessageType.None );
+
+
+ // update and redraw:
+ if( GUI.changed )
+ {
+ EditorUtility.SetDirty( _target );
+ Repaint();
+ }
+ }
+
+
+ void OnSceneGUI()
+ {
+ if( !_target.gameObject.activeSelf )
+ return;
+
+ // handle current selection and node addition via double click or ctrl click
+ if( Event.current.type == EventType.mouseDown )
+ {
+ var nearestIndex = getNearestNodeForMousePosition( Event.current.mousePosition );
+ _selectedNodeIndex = nearestIndex;
+
+ // double click to add
+ if( Event.current.clickCount > 1 )
+ {
+ var translatedPoint = HandleUtility.GUIPointToWorldRay( Event.current.mousePosition )
+ .GetPoint( ( _target.transform.position - Camera.current.transform.position ).magnitude );
+
+ Undo.RecordObject( _target, "Path Node Added" );
+
+ // if alt is down then prepend the node to the beginning
+ if( Event.current.alt )
+ insertNodeAtIndex( translatedPoint, 0 );
+ else
+ appendNodeAtPoint( translatedPoint );
+ }
+ }
+
+
+ if( _selectedNodeIndex >= 0 )
+ {
+ // shall we delete the selected node?
+ if( Event.current.keyCode == KeyCode.Delete || Event.current.keyCode == KeyCode.Backspace )
+ {
+ if (_target.nodes.Count > 2) {
+ Undo.RecordObject( _target, "Path Node Deleted" );
+ Event.current.Use();
+ removeNodeAtIndex( _selectedNodeIndex );
+ _selectedNodeIndex = -1;
+ }
+ }
+ }
+
+
+ if( _target.nodes.Count > 1 )
+ {
+ // allow path adjustment undo:
+ Undo.RecordObject( _target, "Path Vector Changed" );
+
+ // path begin and end labels or just one if the path is closed
+ if( Vector3.Distance( _target.nodes[0], _target.nodes[_target.nodes.Count - 1] ) == 0 )
+ {
+ Handles.Label( _target.nodes[0], " Begin and End", _labelStyle );
+ }
+ else
+ {
+ Handles.Label( _target.nodes[0], " Begin", _labelStyle );
+ Handles.Label( _target.nodes[_target.nodes.Count - 1], " End", _labelStyle );
+ }
+
+ // draw the handles, arrows and lines
+ drawRoute();
+
+ for( var i = 0; i < _target.nodes.Count; i++ )
+ {
+ Handles.color = _target.pathColor;
+
+ // dont label the first and last nodes
+ if( i > 0 && i < _target.nodes.Count - 1 )
+ Handles.Label( _target.nodes[i] + new Vector3( 3f, 0, 1.5f ), i.ToString(), _indexStyle );
+
+ Handles.color = Color.white;
+ if( _target.useStandardHandles )
+ {
+ _target.nodes[i] = Handles.PositionHandle( _target.nodes[i], Quaternion.identity );
+ }
+ else
+ {
+ // how big shall we draw the handles?
+ var distanceToTarget = Vector3.Distance( SceneView.lastActiveSceneView.camera.transform.position, _target.transform.position );
+ distanceToTarget = Mathf.Abs( distanceToTarget );
+ var handleSize = Mathf.Ceil( distanceToTarget / 75 );
+
+ _target.nodes[i] = Handles.FreeMoveHandle( _target.nodes[i],
+ Quaternion.identity,
+ handleSize,
+ new Vector3( 5, 0, 5 ),
+ Handles.SphereCap );
+ }
+
+
+ // should we snap? we need at least 4 nodes because we dont snap to the previous and next nodes
+ if( Event.current.control && _target.nodes.Count > 3 )
+ {
+ // dont even bother checking for snapping to the previous/next nodes
+ var index = getNearestNode( _target.nodes[i], i, i + 1, i - 1 );
+ var nearest = _target.nodes[index];
+ var distanceToNearestNode = Vector3.Distance( nearest, _target.nodes[i] );
+
+ // is it close enough to snap?
+ if( distanceToNearestNode <= _snapDistance )
+ {
+ GUI.changed = true;
+ _target.nodes[i] = nearest;
+ }
+ else if( distanceToNearestNode <= _snapDistance * 2 )
+ {
+ // show which nodes are getting close enough to snap to
+ var color = Color.red;
+ color.a = 0.3f;
+ Handles.color = color;
+ Handles.SphereCap( 0, _target.nodes[i], Quaternion.identity, _snapDistance * 2 );
+ //Handles.DrawWireDisc( _target.nodes[i], Vector3.up, _snapDistance );
+ Handles.color = Color.white;
+ }
+ }
+ } // end for
+
+
+ if( GUI.changed )
+ {
+ Repaint();
+ EditorUtility.SetDirty( _target );
+ }
+ } // end if
+ }
+
+ #endregion
+
+
+ #region Private methods
+
+ private void appendNodeAtPoint( Vector3 node )
+ {
+ _target.nodes.Add( node );
+
+ GUI.changed = true;
+ }
+
+
+ private void removeNodeAtIndex( int index )
+ {
+ if( index >= _target.nodes.Count || index < 0 )
+ return;
+
+ _target.nodes.RemoveAt( index );
+
+ GUI.changed = true;
+ }
+
+
+ private void insertNodeAtIndex( Vector3 node, int index )
+ {
+ // validate the index
+ if( index >= 0 && index < _target.nodes.Count )
+ {
+ _target.nodes.Insert( index, node );
+
+ GUI.changed = true;
+ }
+ }
+
+
+ private void drawArrowBetweenPoints( Vector3 point1, Vector3 point2 )
+ {
+ // no need to draw arrows for tiny segments
+ var distance = Vector3.Distance( point1, point2 );
+ if( distance < 40 )
+ return;
+
+ // we dont want to be exactly in the middle so we offset the length of the arrow
+ var lerpModifier = ( distance * 0.5f - 25 ) / distance;
+
+ Handles.color = _target.pathColor;
+
+ // get the midpoint between the 2 points
+ var dir = Vector3.Lerp( point1, point2, lerpModifier );
+ var quat = Quaternion.LookRotation( point2 - point1 );
+ Handles.ArrowCap( 0, dir, quat, 25 );
+
+ Handles.color = Color.white;
+ }
+
+
+ private int getNearestNode( Vector3 pos, params int[] excludeNodes )
+ {
+ var excludeNodesList = new System.Collections.Generic.List( excludeNodes );
+ var bestDistance = float.MaxValue;
+ var index = -1;
+
+ var distance = float.MaxValue;
+ for( var i = _target.nodes.Count - 1; i >= 0; i-- )
+ {
+ if( excludeNodesList.Contains( i ) )
+ continue;
+
+ distance = Vector3.Distance( pos, _target.nodes[i] );
+ if( distance < bestDistance )
+ {
+ bestDistance = distance;
+ index = i;
+ }
+ }
+ return index;
+ }
+
+
+ private int getNearestNodeForMousePosition( Vector3 mousePos )
+ {
+ var bestDistance = float.MaxValue;
+ var index = -1;
+
+ var distance = float.MaxValue;
+ for( var i = _target.nodes.Count - 1; i >= 0; i-- )
+ {
+ var nodeToGui = HandleUtility.WorldToGUIPoint( _target.nodes[i] );
+ distance = Vector2.Distance( nodeToGui, mousePos );
+
+ if( distance < bestDistance )
+ {
+ bestDistance = distance;
+ index = i;
+ }
+ }
+
+ // make sure we are close enough to a node
+ if( bestDistance < 10 )
+ return index;
+ return -1;
+ }
+
+
+ private void closeRoute()
+ {
+ // we will use the GoSpline class to handle the dirtywork of closing the path
+ var path = new GoSpline( _target.nodes, _target.forceStraightLinePath );
+ path.closePath();
+
+ _target.nodes = path.nodes;
+
+ GUI.changed = true;
+ }
+
+
+ private void persistRouteToDisk( string path )
+ {
+ var bytes = new List();
+
+ foreach( var vec in _target.nodes )
+ {
+ bytes.AddRange( System.BitConverter.GetBytes( vec.x ) );
+ bytes.AddRange( System.BitConverter.GetBytes( vec.y ) );
+ bytes.AddRange( System.BitConverter.GetBytes( vec.z ) );
+ }
+
+ File.WriteAllBytes( path, bytes.ToArray() );
+ }
+
+
+ private void drawRoute()
+ {
+ // if we are forcing straight lines just use this setup
+ if( _target.forceStraightLinePath )
+ {
+ // draw just the route here and optional arrows
+ for( var i = 0; i < _target.nodes.Count; i++ )
+ {
+ Handles.color = _target.pathColor;
+ if( i < _target.nodes.Count - 1 )
+ {
+ Handles.DrawLine( _target.nodes[i], _target.nodes[i + 1] );
+ drawArrowBetweenPoints( _target.nodes[i], _target.nodes[i + 1] );
+ }
+ }
+ }
+ }
+
+ #endregion
+
+}
diff --git a/UnityTests.Unity4/Assets/Editor/GoDummyPathEditor.cs.meta b/UnityTests.Unity4/Assets/Editor/GoDummyPathEditor.cs.meta
new file mode 100644
index 0000000..8e6d794
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Editor/GoDummyPathEditor.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 14be03d8aa8eb4defb30eb2e964df151
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/UnityTests.Unity4/Assets/EnginesComparison.cs b/UnityTests.Unity4/Assets/EnginesComparison.cs
new file mode 100644
index 0000000..6a48a8b
--- /dev/null
+++ b/UnityTests.Unity4/Assets/EnginesComparison.cs
@@ -0,0 +1,346 @@
+using DG.Tweening;
+using Holoville.DebugFramework.Components;
+using Holoville.HOTween;
+using System;
+using System.Collections;
+using UnityEngine;
+
+public class EnginesComparison : MonoBehaviour
+{
+ public GameObject prefab;
+
+ enum State {
+ Menu,
+ Starting,
+ Executing
+ }
+ enum TestType {
+ Transforms,
+ GenericFloats
+ }
+ enum EngineType {
+ DOTween, HOTween, LeanTween, GoKit, iTween
+ }
+ string[] tweensList = new[] {
+ "1", "10", "100", "500", "1,000", "2,000", "4,000", "8,000", "16,000", "32,000", "64,000", "128,000"
+ };
+
+ TestType testType;
+ EngineType engineType;
+ public static int totTweens;
+ bool disableRenderers;
+
+ State state = State.Menu;
+ HOFpsGadget fpsGadget;
+ float startupTime;
+ Transform container;
+ Action concludeTest;
+ public static Transform[] ts;
+ public static GameObject[] gos;
+ [System.NonSerialized] public float floatVal; // Used by iTween to at least do something during its update
+
+ string testTitle;
+ string[] testTypeList, engineTypeList;
+ int tweensListId = 4;
+
+
+ void Start()
+ {
+ GameObject fpsGadgetGo = new GameObject("FPS");
+ DontDestroyOnLoad(fpsGadgetGo);
+ fpsGadget = fpsGadgetGo.AddComponent();
+ fpsGadget.showMemory = true;
+
+ testTypeList = Enum.GetNames(typeof(TestType));
+ engineTypeList = Enum.GetNames(typeof(EngineType));
+ }
+
+ void OnGUI()
+ {
+ GUILayout.BeginArea(new Rect(10, 10, Screen.width - 20, Screen.height - 20));
+ GUILayout.BeginHorizontal();
+ GUILayout.FlexibleSpace();
+ GUILayout.BeginVertical();
+ GUILayout.FlexibleSpace();
+
+ switch (state) {
+ case State.Menu:
+ testType = (TestType)GUILayout.Toolbar((int)testType, testTypeList);
+ engineType = (EngineType)GUILayout.Toolbar((int)engineType, engineTypeList);
+ tweensListId = GUILayout.Toolbar(tweensListId, tweensList);
+ GUILayout.BeginHorizontal();
+ if (GUILayout.Button("START")) StartCoroutine(StartTest());
+ if (testType == TestType.Transforms) {
+ if (GUILayout.Button("START (renderers disabled)")) {
+ disableRenderers = true;
+ StartCoroutine(StartTest());
+ }
+ }
+ GUILayout.EndHorizontal();
+ GUILayout.FlexibleSpace();
+ break;
+ case State.Starting:
+ GUILayout.Label("Starting the test...");
+ GUILayout.FlexibleSpace();
+ break;
+ case State.Executing:
+ GUILayout.Label(testTitle);
+ if (GUILayout.Button("STOP")) StopTest();
+ break;
+ }
+
+ GUILayout.EndVertical();
+ GUILayout.FlexibleSpace();
+ GUILayout.EndHorizontal();
+ GUILayout.EndArea();
+ }
+
+ IEnumerator StartTest()
+ {
+ state = State.Starting;
+ totTweens = int.Parse(tweensList[tweensListId], System.Globalization.NumberStyles.AllowThousands);
+ testTitle = engineType.ToString();
+ SampleClass[] cs = null;
+ Vector3[] toPositions = null;
+ float[] toFloats = null;
+ // Prepare test
+ switch (testType) {
+ case TestType.Transforms:
+ ts = new Transform[totTweens];
+ gos = new GameObject[totTweens];
+ toPositions = new Vector3[totTweens];
+ container = new GameObject("Container").transform;
+ for (int i = 0; i < totTweens; ++i) {
+ GameObject go = (GameObject)Instantiate(prefab);
+ if (disableRenderers) go.renderer.enabled = false;
+ Transform t = go.transform;
+ t.parent = container;
+ t.position = new Vector3(UnityEngine.Random.Range(-40f, 40f), UnityEngine.Random.Range(-40f, 40f), UnityEngine.Random.Range(-40f, 40f));
+ gos[i] = go;
+ ts[i] = t;
+ toPositions[i] = new Vector3(UnityEngine.Random.Range(-40f, 40f), UnityEngine.Random.Range(-40f, 40f), UnityEngine.Random.Range(-40f, 40f));
+ }
+ break;
+ case TestType.GenericFloats:
+ cs = new SampleClass[totTweens];
+ toFloats = new float[totTweens];
+ for (int i = 0; i < totTweens; ++i) {
+ SampleClass c = new SampleClass(UnityEngine.Random.Range(-100f, 100f));
+ cs[i] = c;
+ toFloats[i] = UnityEngine.Random.Range(-100f, 100f);
+ }
+ break;
+ }
+ yield return null;
+
+ // Prepare and start engine
+ float time;
+ switch (engineType) {
+ case EngineType.DOTween:
+ testTitle += " v" + DOTween.Version;
+ concludeTest = DOTweenTester.Conclude;
+ DOTween.Init(true, false);
+ DOTween.SetTweensCapacity(totTweens, 0);
+ yield return null;
+ // Start
+ time = Time.realtimeSinceStartup;
+ if (testType == TestType.Transforms) DOTweenTester.Start(ts, toPositions);
+ else DOTweenTester.Start(cs, toFloats);
+ startupTime = Time.realtimeSinceStartup - time;
+ break;
+ case EngineType.HOTween:
+ testTitle += " v" + HOTween.VERSION;
+ concludeTest = HOTweenTester.Conclude;
+ HOTween.Init(true, false, false);
+ yield return null;
+ // Start
+ time = Time.realtimeSinceStartup;
+ if (testType == TestType.Transforms) HOTweenTester.Start(ts, toPositions);
+ else HOTweenTester.Start(cs, toFloats);
+ startupTime = Time.realtimeSinceStartup - time;
+ break;
+ case EngineType.LeanTween:
+ concludeTest = LeanTweenTester.Conclude;
+ LeanTween.init(totTweens + 1);
+ yield return null;
+ // Start
+ time = Time.realtimeSinceStartup;
+ if (testType == TestType.Transforms) LeanTweenTester.Start(gos, toPositions);
+ else LeanTweenTester.Start(this.gameObject, cs, toFloats);
+ startupTime = Time.realtimeSinceStartup - time;
+ break;
+ case EngineType.GoKit:
+ concludeTest = GoKitTester.Conclude;
+ yield return null;
+ // Start
+ time = Time.realtimeSinceStartup;
+ if (testType == TestType.Transforms) GoKitTester.Start(ts, toPositions);
+ else GoKitTester.Start(cs, toFloats);
+ startupTime = Time.realtimeSinceStartup - time;
+ break;
+ case EngineType.iTween:
+ concludeTest = iTweenTester.Conclude;
+ yield return null;
+ // Start
+ time = Time.realtimeSinceStartup;
+ if (testType == TestType.Transforms) iTweenTester.Start(gos, toPositions);
+ else iTweenTester.Start(this.gameObject, cs, toFloats);
+ startupTime = Time.realtimeSinceStartup - time;
+ break;
+ }
+ testTitle += " (startup time: " + startupTime + ")";
+ yield return null;
+
+ state = State.Executing;
+ fpsGadget.ResetFps();
+ }
+
+ void StopTest()
+ {
+ state = State.Menu;
+ this.StopAllCoroutines();
+ concludeTest();
+ if (container != null) {
+ Destroy(container.gameObject);
+ container = null;
+ }
+ ts = null;
+ gos = null;
+ disableRenderers = false;
+ GC.Collect();
+ fpsGadget.ResetFps();
+ }
+
+ public void UpdateiTweenFloat(float newVal)
+ {
+ // Practically does nothing: iTween can't logically tween many floats
+ // Still a valid test though, and even grants iTween some slack since it will do a LOT less than other engines
+ floatVal = newVal;
+ }
+}
+
+public static class DOTweenTester
+{
+ public static void Start(Transform[] ts, Vector3[] to)
+ {
+ for (int i = 0; i < ts.Length; ++i) {
+ ts[i].DOMove(to[i], 1).SetEase(Ease.InOutQuad).SetLoops(-1, DG.Tweening.LoopType.Yoyo);
+ }
+ }
+ public static void Start(SampleClass[] cs, float[] to)
+ {
+ for (int i = 0; i < cs.Length; ++i) {
+ SampleClass c = cs[i];
+ DOTween.To(()=> c.floatVal, x=> c.floatVal = x, to[i], 1).SetEase(Ease.InOutQuad).SetLoops(-1, DG.Tweening.LoopType.Yoyo);
+ }
+ }
+ public static void Conclude()
+ {
+ DOTween.Clear(true);
+ }
+}
+
+public static class HOTweenTester
+{
+ public static void Start(Transform[] ts, Vector3[] to)
+ {
+ Holoville.HOTween.TweenParms tp = new Holoville.HOTween.TweenParms().Ease(EaseType.EaseInOutQuad).Loops(-1, Holoville.HOTween.LoopType.Yoyo);
+ for (int i = 0; i < ts.Length; ++i) {
+ HOTween.To(ts[i], 1, tp.NewProp("position", to[i]));
+ }
+ }
+ public static void Start(SampleClass[] cs, float[] to)
+ {
+ Holoville.HOTween.TweenParms tp = new Holoville.HOTween.TweenParms().Ease(EaseType.EaseInOutQuad).Loops(-1, Holoville.HOTween.LoopType.Yoyo);
+ for (int i = 0; i < cs.Length; ++i) {
+ HOTween.To(cs[i], 1, tp.NewProp("floatVal", to[i]));
+ }
+ }
+ public static void Conclude()
+ {
+ HOTween.Kill();
+ UnityEngine.Object.Destroy(GameObject.Find("HOTween"));
+ }
+}
+
+public static class LeanTweenTester
+{
+ public static void Start(GameObject[] gos, Vector3[] to)
+ {
+ for (int i = 0; i < gos.Length; ++i) {
+ LeanTween.move(gos[i], to[i], 1).setEase(LeanTweenType.easeInOutQuad).setRepeat(-1).setLoopType(LeanTweenType.pingPong);
+ }
+ }
+ public static void Start(GameObject target, SampleClass[] cs, float[] to)
+ {
+ for (int i = 0; i < cs.Length; ++i) {
+ SampleClass c = cs[i];
+ LeanTween.value(target, x=> c.floatVal = x, c.floatVal, to[i], 1).setEase(LeanTweenType.easeInOutQuad).setRepeat(-1).setLoopType(LeanTweenType.pingPong);
+ }
+ }
+ public static void Conclude()
+ {
+ LeanTween.reset();
+ UnityEngine.Object.Destroy(GameObject.Find("~LeanTween"));
+ }
+}
+
+public static class GoKitTester
+{
+ public static void Start(Transform[] ts, Vector3[] to)
+ {
+ GoTweenConfig goConfig = new GoTweenConfig().setEaseType(GoEaseType.QuadInOut).setIterations(-1, GoLoopType.PingPong);
+ for (int i = 0; i < ts.Length; ++i) {
+ goConfig.clearProperties();
+ goConfig.addTweenProperty(new PositionTweenProperty(to[i]));
+ Go.to(ts[i], 1, goConfig);
+ }
+ }
+ public static void Start(SampleClass[] cs, float[] to)
+ {
+ GoTweenConfig goConfig = new GoTweenConfig().setEaseType(GoEaseType.QuadInOut).setIterations(-1, GoLoopType.PingPong);
+ for (int i = 0; i < cs.Length; ++i) {
+ goConfig.clearProperties();
+ goConfig.floatProp("floatVal", to[i]);
+ Go.to(cs[i], 1, goConfig);
+ }
+ }
+ public static void Conclude()
+ {
+ if(EnginesComparison.ts != null) for(int i = 0; i < EnginesComparison.ts.Length; ++i) Go.killAllTweensWithTarget(EnginesComparison.ts[i]);
+ UnityEngine.Object.Destroy(GameObject.Find("GoKit (" + EnginesComparison.totTweens + " tweens)"));
+ }
+}
+
+public static class iTweenTester
+{
+ public static void Start(GameObject[] gos, Vector3[] to)
+ {
+ for (int i = 0; i < gos.Length; ++i) {
+ Hashtable hs = new Hashtable();
+ hs.Add("position", to[i]);
+ hs.Add("time", 1);
+ hs.Add("looptype", iTween.LoopType.pingPong);
+ hs.Add("easetype", iTween.EaseType.easeInOutQuad);
+ iTween.MoveTo(gos[i], hs);
+ }
+ }
+ public static void Start(GameObject target, SampleClass[] cs, float[] to)
+ {
+ for (int i = 0; i < cs.Length; ++i) {
+ SampleClass c = cs[i];
+ Hashtable hs = new Hashtable();
+ hs.Add("from", c.floatVal);
+ hs.Add("to", to[i]);
+ hs.Add("time", 1);
+ hs.Add("onupdate", "UpdateiTweenFloat");
+ hs.Add("looptype", iTween.LoopType.pingPong);
+ hs.Add("easetype", iTween.EaseType.easeInOutQuad);
+ iTween.ValueTo(target, hs);
+ }
+ }
+ public static void Conclude()
+ {
+ iTween.Stop();
+ }
+}
\ No newline at end of file
diff --git a/UnityTests.Unity4/Assets/EnginesComparison.cs.meta b/UnityTests.Unity4/Assets/EnginesComparison.cs.meta
new file mode 100644
index 0000000..c8747f3
--- /dev/null
+++ b/UnityTests.Unity4/Assets/EnginesComparison.cs.meta
@@ -0,0 +1,8 @@
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+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/UnityTests.Unity4/Assets/EnginesComparison.unity b/UnityTests.Unity4/Assets/EnginesComparison.unity
new file mode 100644
index 0000000..d4f74e1
Binary files /dev/null and b/UnityTests.Unity4/Assets/EnginesComparison.unity differ
diff --git a/UnityTests.Unity4/Assets/EnginesComparison.unity.meta b/UnityTests.Unity4/Assets/EnginesComparison.unity.meta
new file mode 100644
index 0000000..6dce113
--- /dev/null
+++ b/UnityTests.Unity4/Assets/EnginesComparison.unity.meta
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+fileFormatVersion: 2
+guid: 411badc256d3c2c4ea41a29a75696d47
+DefaultImporter:
+ userData:
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--- /dev/null
+++ b/UnityTests.Unity4/Assets/Holoville.meta
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+fileFormatVersion: 2
+guid: 48295f5b83676ed48b64d5dfbf9c9e8a
+folderAsset: yes
+DefaultImporter:
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new file mode 100644
index 0000000..3c96d6c
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+fileFormatVersion: 2
+guid: 62ab9f3b6ce5e114a872c9da4424e294
+folderAsset: yes
+DefaultImporter:
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new file mode 100644
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new file mode 100644
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new file mode 100644
index 0000000..bfa95d5
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@@ -0,0 +1,4 @@
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+guid: 222eef240842c49489f37f9f3f8426d5
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new file mode 100644
index 0000000..7563eb3
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@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 0e219f6858bc6be4899178b7a17cefcc
+MonoAssemblyImporter:
+ serializedVersion: 1
+ iconMap: {}
+ executionOrder: {}
+ userData:
diff --git a/UnityTests.Unity4/Assets/Holoville/HODebugFramework/HODebugFramework.xml b/UnityTests.Unity4/Assets/Holoville/HODebugFramework/HODebugFramework.xml
new file mode 100644
index 0000000..476ae76
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Holoville/HODebugFramework/HODebugFramework.xml
@@ -0,0 +1,97 @@
+
+
+
+ HODebugFramework
+
+
+
+
+ Shows framerate and eventual memory info during runtime.
+ Can also force a specific framerate.
+
+
+
+
+ If TRUE also shows memory info.
+
+
+
+
+ Delay between each update of the fps calculation.
+
+
+
+
+ Alignment of the info gadget.
+
+
+
+
+ If different than 0 forces the given framerate.
+ Set it to 0 if you don't want HOFpsGadget to do anything with Application.targetFrameRate.
+
+
+
+
+ Static methods to draw gizmos automatically every frame.
+
+
+
+
+ if is set to TRUE,
+ this is just a reference size used to create points of random sizes
+ (useful to avoid overlapping points being hidden).
+
+
+
+
+ If TRUE, points will have a random radius.
+
+
+
+
+ If TRUE and no color is passed to methods, uses a random color.
+
+
+
+
+ Default color.
+
+
+
+ Adds a point to be constantly shown as a gizmo.
+
+
+ Adds a point to be constantly shown as a gizmo.
+
+
+ Adds a point to be constantly shown as a gizmo.
+
+
+ Adds a point to be constantly shown as a gizmo.
+
+
+ Adds a target to be constantly evidenced.
+
+
+ Adds a target to be constantly evidenced.
+
+
+ Adds a line to be constantly drawn as a gizmo.
+
+
+ Adds a line to be constantly drawn as a gizmo.
+
+
+ Adds a line to be constantly drawn as a gizmo.
+
+
+ Adds a line to be constantly drawn as a gizmo.
+
+
+
+ Clears all gizmos managed by .
+
+
+
+
diff --git a/UnityTests.Unity4/Assets/Holoville/HODebugFramework/HODebugFramework.xml.meta b/UnityTests.Unity4/Assets/Holoville/HODebugFramework/HODebugFramework.xml.meta
new file mode 100644
index 0000000..eca140e
--- /dev/null
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@@ -0,0 +1,4 @@
+fileFormatVersion: 2
+guid: 99c0393477c34c34d88070193f029429
+TextScriptImporter:
+ userData:
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new file mode 100644
index 0000000..438d26f
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@@ -0,0 +1,5 @@
+fileFormatVersion: 2
+guid: ac42016c2e6cec747a60d52ef7ec66a1
+folderAsset: yes
+DefaultImporter:
+ userData:
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new file mode 100644
index 0000000..988ec32
--- /dev/null
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@@ -0,0 +1,5 @@
+fileFormatVersion: 2
+guid: 908988ff5c69010448c95aeec9824ee7
+folderAsset: yes
+DefaultImporter:
+ userData:
diff --git a/UnityTests.Unity4/Assets/Holoville/HOTween/Editor/HOTweenV1_Editor.dll b/UnityTests.Unity4/Assets/Holoville/HOTween/Editor/HOTweenV1_Editor.dll
new file mode 100644
index 0000000..d86831a
Binary files /dev/null and b/UnityTests.Unity4/Assets/Holoville/HOTween/Editor/HOTweenV1_Editor.dll differ
diff --git a/UnityTests.Unity4/Assets/Holoville/HOTween/Editor/HOTweenV1_Editor.dll.mdb b/UnityTests.Unity4/Assets/Holoville/HOTween/Editor/HOTweenV1_Editor.dll.mdb
new file mode 100644
index 0000000..22e55bd
Binary files /dev/null and b/UnityTests.Unity4/Assets/Holoville/HOTween/Editor/HOTweenV1_Editor.dll.mdb differ
diff --git a/UnityTests.Unity4/Assets/Holoville/HOTween/Editor/HOTweenV1_Editor.dll.mdb.meta b/UnityTests.Unity4/Assets/Holoville/HOTween/Editor/HOTweenV1_Editor.dll.mdb.meta
new file mode 100644
index 0000000..3a8659f
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Holoville/HOTween/Editor/HOTweenV1_Editor.dll.mdb.meta
@@ -0,0 +1,4 @@
+fileFormatVersion: 2
+guid: e5f25b9ebc7cf994e84b23d5cc679c11
+DefaultImporter:
+ userData:
diff --git a/UnityTests.Unity4/Assets/Holoville/HOTween/Editor/HOTweenV1_Editor.dll.meta b/UnityTests.Unity4/Assets/Holoville/HOTween/Editor/HOTweenV1_Editor.dll.meta
new file mode 100644
index 0000000..e485605
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Holoville/HOTween/Editor/HOTweenV1_Editor.dll.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 93bb3a583aeaea948a20ab316d0b585a
+MonoAssemblyImporter:
+ serializedVersion: 1
+ iconMap: {}
+ executionOrder: {}
+ userData:
diff --git a/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.XML b/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.XML
new file mode 100644
index 0000000..4716c85
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.XML
@@ -0,0 +1,8450 @@
+
+
+
+ HOTween
+
+
+
+
+ Plugin for the tweening of the color of your choice.
+ Used for changing material colors different from the default one (like _SpecColor or _Emission).
+ Target for this tween must be of type .
+
+
+
+
+ ABSTRACT base class for all classes.
+
+
+
+
+ Untyped start value.
+
+
+
+
+ Untyped end value.
+
+
+
+
+ Stored so it can be set indipendently in case of speed-based tweens.
+
+
+
+
+ Name of the property being tweened. Stored during Init, used by overwrite manager and log messages.
+
+
+
+
+ Stored to be used during recreation of plugin for partial tweens.
+
+
+
+
+ Ease type.
+
+
+
+
+ Indicates that the end value is relative instead than absolute.
+ Default: false.
+
+
+
+
+ Some plugins (like PlugSetColor) may set this to false when instantiated,
+ to prevent the creation of a useless valAccessor.
+
+
+
+
+ Reference to the Tweener controlling this plugin.
+
+
+
+
+ Creates a new instance of this plugin with the given options.
+ Used because easeType can't be null, and otherwise there's no way
+ to understand if the ease was voluntarily set by the user or not.
+
+
+ The value to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin with the given options.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin with the given options.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Initializes the plugin after its instantiation.
+ Called by Tweener after a property and plugin have been validated, and the plugin has to be set and added.
+ Virtual because some classes (like PlugVector3Path) override it to avoid isRelative being TRUE.
+
+
+ The to refer to.
+
+
+ The name of the property to control.
+
+
+ The to use.
+
+
+ Directly passed from TweenParms to speed up MemberAccessor creation.
+
+
+ Directly passed from TweenParms to speed up MemberAccessor creation.
+
+
+ Directly passed from TweenParms to speed up MemberAccessor creation.
+
+
+
+
+ Starts up the plugin, getting the actual start and change values.
+ Called by Tweener right before starting the effective animations.
+
+
+
+
+ Starts up the plugin, getting the actual start and change values.
+ Called by Tweener right before starting the effective animations.
+
+
+ Set to true by ,
+ to calculate only the speed based duration and then reset any startup changes
+ (so Startup can be called from scratch when truly starting up).
+
+
+
+
+ If speed based duration was not already set (meaning Startup has not yet been called),
+ calculates the duration and then resets the plugin so that Startup will restart from scratch.
+ Used by .
+
+
+
+
+ Overridden by plugins that need a specific type of target, to check it and validate it.
+ Returns true if the tween target is valid.
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup (loops excluded).
+
+
+
+
+ Updates the plugin.
+
+
+
+
+ Rewinds the tween.
+ Should be overriden by tweens that control only part of the property (like HOTPluginVector3X).
+
+
+
+
+ Completes the tween.
+ Should be overriden by tweens that control only part of the property (like HOTPluginVector3X).
+
+
+
+
+ Reverses the ease of this plugin.
+
+
+
+
+ Sets the ease type (called during Init, but can also be called by Tweener to change easeType while playing).
+
+
+
+
+ Returns the speed-based duration based on the given speed.
+
+
+
+
+ Returns a clone of the basic plugin
+ (as it was at construction, without anything that was set during Init).
+
+
+
+
+ Sets the typed changeVal based on the current startVal and endVal.
+ Can only be called once, otherwise some typedEndVal (like HOTPluginColor) will be set incorrectly.
+
+
+
+
+ Used by Tweeners to force SetIncremental
+ (SetIncremental can't be made internal since
+ it needs to be overridden outside of HOTweem for custom plugin).
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+ Also called by Tweener.ApplySequenceIncrement (used by Sequences during Incremental loops).
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sets the correct values in case of RestartIncremental.
+
+
+
+
+ Sets the value of the controlled property.
+ Some plugins (like PlugSetColor or PlugQuaterion) might override this to get values from different properties.
+
+
+ The new value.
+
+
+
+
+ Gets the current value of the controlled property.
+ Some plugins (like PlugSetColor) might override this to set values on different properties.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ Used by TweenParms to understand if this plugin was initialized with
+ another Tweener, and thus clone it.
+
+
+
+
+ Used by to get the property name.
+
+
+
+
+ Some plugins might override this to specify a different ID (like PlugVector3X).
+ Used by to check if two plugins are the same (for overwrite purposes).
+ Plugins with -1 ids always overwrite and are overwritten.
+ Plugins with different ids are always overwritten by plugins with -1 ids,
+ but overwrite only identical ids.
+
+
+ The plugin identifier.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Selects the color property to change.
+
+
+ The propertyName/colorName to change (see Unity's if you don't know how it works),
+ set via the enum.
+
+
+
+
+ Selects the color property to change.
+
+
+ The propertyName/colorName to change (see Unity's if you don't know how it works).
+
+
+
+
+ Overridden by plugins that need a specific type of target, to check it and validate it.
+ Returns true if the tween target is valid.
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Returns the speed-based duration based on the given speed x second.
+
+
+
+
+ Sets the typed changeVal based on the current startVal and endVal.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sets the correct values in case of RestartIncremental.
+
+
+
+
+ Sets the value of the controlled property.
+ Some plugins (like PlugSetColor) might override this to get values from different properties.
+
+
+ The new value.
+
+
+
+
+ Gets the current value of the controlled property.
+ Some plugins (like PlugSetColor) might override this to set values on different properties.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ Enumeration of color properties names.
+
+
+
+
+ Main color of a material.
+
+
+
+
+ Specular color of a material (used in specular/glossy/vertexlit shaders).
+
+
+
+
+ Emissive color of a material (used in vertexlit shaders).
+
+
+
+
+ Reflection color of a material (used in reflective shaders).
+
+
+
+
+ Default plugin for the tweening of Vector4 objects.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Returns the speed-based duration based on the given speed x second.
+
+
+
+
+ Sets the typed changeVal based on the current startVal and endVal.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sets the correct values in case of RestartIncremental.
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+
+
+
+
+ Tween.
+
+
+ Time.
+
+
+ Begin value.
+
+
+ Change value.
+
+
+ Duration.
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ A
+
+
+
+
+ Tween.
+
+
+ Time.
+
+
+ Begin value.
+
+
+ Change value.
+
+
+ Duration.
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ A
+
+
+
+
+ Tween.
+
+
+ Time.
+
+
+ Begin value.
+
+
+ Change value.
+
+
+ Duration.
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ A
+
+
+
+
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+
+
+
+
+ Easing equation function for a sinusoidal (sin(t)) easing in: accelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a sinusoidal (sin(t)) easing out: decelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a sinusoidal (sin(t)) easing in/out: acceleration until halfway, then deceleration.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Plugin for uint values
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Returns the speed-based duration based on the given speed x second.
+
+
+
+
+ Sets the typed changeVal based on the current startVal and endVal.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sets the correct values in case of RestartIncremental.
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ Default plugin for the tweening of Vector3 objects.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Returns the speed-based duration based on the given speed x second.
+
+
+
+
+ Sets the typed changeVal based on the current startVal and endVal.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sets the correct values in case of RestartIncremental.
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ Public interface shared by and .
+
+
+
+
+ Kills this Tweener/Sequence.
+
+
+
+
+ Resumes this Tweener/Sequence (tween delay included).
+
+
+
+
+ Resumes this Tweener/Sequence (tween delay included) and plays it forward.
+
+
+
+
+ Resumes this Tweener/Sequence and plays it backwards.
+
+
+
+
+ Pauses this Tweener/Sequence.
+
+
+
+
+ Rewinds this Tweener/Sequence (loops and tween delay included), and pauses it.
+
+
+
+
+ Restarts this Tweener/Sequence from the beginning (loops and tween delay included).
+
+
+
+
+ Reverses this Tweener/Sequence,
+ animating it backwards from its current position.
+
+
+ If TRUE, the tween will also start playing in case it was paused,
+ otherwise it will maintain its current play/pause state (default).
+
+
+
+
+ Completes this Tweener/Sequence.
+ Where a loop was involved and not infinite, the Tweener/Sequence completes at the position where it would actually be after the set number of loops.
+ If there were infinite loops, this method will have no effect.
+
+
+
+
+ Sends the Tweener/Sequence to the given time (taking also loops into account).
+ If the time is bigger than the total Tweener/Sequence duration, it goes to the end.
+
+
+ The time where the Tweener/Sequence should be sent.
+
+
+ Returns true if the Tweener/Sequence reached its end and was completed.
+
+
+
+
+ Sends the Tweener/Sequence to the given time (taking also loops into account) and plays it.
+ If the time is bigger than the total Tweener/Sequence duration, it goes to the end.
+
+
+ The time where the Tweener/Sequence should be sent.
+
+
+ Returns true if the Tweener/Sequence reached its end and was completed.
+
+
+
+
+ A coroutine that waits until the Tweener/Sequence is complete (delays and loops included).
+ You can use it inside a coroutin as a yield. Ex:
+ yield return StartCoroutine( myTweenComponent.WaitForCompletion() );
+
+
+
+
+ A coroutine that waits until the Tweener/Sequence is rewinded (loops included).
+ You can use it inside a coroutine as a yield. Ex:
+ yield return StartCoroutine( myTweenComponent.WaitForRewind() );
+
+
+
+
+ Assigns the given callback to this Tweener/Sequence,
+ overwriting any existing callbacks of the same type.
+
+ The type of callback to apply
+ The function to call, who must return void and accept no parameters
+
+
+
+ Assigns the given callback to this Tweener/Sequence,
+ overwriting any existing callbacks of the same type.
+
+ The type of callback to apply
+ The function to call, who must return void and accept no parameters.
+ It must return void and has to accept a single parameter of type
+ Additional comma separated parameters to pass to the function
+
+
+
+ Returns true if the given target is currently involved in this Tweener/Sequence (taking into account also nested tweens).
+ Returns false both if the given target is not inside this Tweener/Sequence, than if the relative Tweener/Sequence is paused.
+ To simply check if the target is attached to this Tweener/Sequence, use IsLinkedTo( target ) instead.
+
+
+ The target to check.
+
+
+ A value of true if the given target is currently involved in a running tween or sequence.
+
+
+
+
+ Returns true if the given target is linked to this Tweener/Sequence (running or not, taking into account also nested tweens).
+
+
+ The target to check.
+
+
+ A value of true if the given target is linked to this Tweener/Sequence (running or not, taking into account also nested tweens).
+
+
+
+
+ Eventual ID of this tween
+ (more than one tween can share the same ID, thus allowing for grouped operations).
+ You can also use intId instead of id for faster operations.
+
+
+
+
+ Default is -1.
+ Eventual int ID of this tween
+ (more than one tween can share the same intId, thus allowing for grouped operations).
+ The main difference from id is that while id is more legible, intId allows for faster operations.
+
+
+
+
+ Default is true.
+ If false doesn't remove this Tweener/Sequence from HOTween's list when it is completed
+ (useful if you want to be able to control it independently with GoTo, instead than letting it run),
+ and you will need to call an HOTween.Kill to remove this Tweener/Sequence.
+
+
+
+
+ Default is true.
+ If set to false, this Tweener/Sequence will not be updated,
+ and any use of animation methods (Play/Pause/Rewind/etc) will be ignored
+ (both if called directly via this instance, than if using HOTween.Play/Pause/Rewind/etc.).
+
+
+
+
+ Time scale that will be used by this Tweener/Sequence.
+
+
+
+
+ Number of times the Tweener/Sequence will run (-1 means the tween has infinite loops, 1 means the tween will run only once).
+
+
+
+
+ Type of loop for this Tweener/Sequence, in case is greater than 1 (or infinite).
+
+
+
+
+ Gets and sets the time position of the Tweener/Sequence (loops are included when not infinite, delay is not).
+
+
+
+
+ Duration of this Tweener/Sequence, loops and tween delay excluded.
+
+
+
+
+ Full duration of this Tweener/Sequence, loops included (when not infinite) but tween delay excluded.
+
+
+
+
+ Elapsed time within the current loop (tween delay excluded).
+ Note that elapsed will be equal to duration only when all the loops are completed,
+ otherwise each time a loop is completed, completedLoops is augmented by 1 and elapsed is reset to 0.
+
+
+
+
+ Full elapsed time including loops (but without considering tween delay).
+
+
+
+
+ The update type for this Tweener/Sequence.
+
+
+
+
+ Number of loops that have been executed.
+
+
+
+
+ Returns a value of true if this Tweener/Sequence contains no tweens
+ (if this is a Tweener, it means that no valid property to tween was set;
+ if this is a Sequence, it means no valid was added).
+
+
+
+
+ Returns a value of true if this Tweener/Sequence is set to go backwards (because of a call to Reverse.
+
+
+
+
+ Returns a value of true when this Tweener/Sequence is in the "going backwards" part of a Yoyo loop.
+
+
+
+
+ Returns a value of true if this Tweener/Sequence is paused.
+
+
+
+
+ Returns a value of true after this Tweener/Sequence was started the first time,
+ or if a call to GoTo or GoToAndPlay was executed.
+
+
+
+
+ Returns a value of true when this Tweener/Sequence is complete.
+
+
+
+
+ Returns a value of true if this Tweener/Sequence was added to a Sequence.
+
+
+
+
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+
+
+
+
+ Easing equation function for an exponential (2^t) easing in: accelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for an exponential (2^t) easing out: decelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for an exponential (2^t) easing in/out: acceleration until halfway, then deceleration.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Base class for all HOTween members
+ ( and ).
+
+
+
+
+ Always set to TRUE by Update(), if isStartupIteration is true,
+ and reset to FALSE in the last line of Update().
+ Can also be set to TRUE by Sequence.TweenStartupIteration,
+ and then immediately reset to FALSE.
+
+
+
+
+ Used by main Sequences to set an ignoreCallbacks value to all its items/subitems,
+ which the items/subitmes themselves won't be able to reset.
+ Necessary during TweenStartupIteration.
+
+
+
+
+ Completed loops.
+
+
+
+
+ Duration.
+
+
+
+
+ Memorized when a partial tween is applied.
+
+
+
+
+ Memorized when applying speedBased duration.
+
+
+
+
+ Full duration.
+
+
+
+
+ Elapsed.
+
+
+
+
+ Full elapsed.
+
+
+
+
+ Destroyed.
+
+
+
+
+ Is empty.
+
+
+
+
+ Running backwards.
+
+
+
+
+ Yoyo looping back.
+
+
+
+
+ Has started.
+
+
+
+
+ Is complete.
+
+
+
+
+ Used to determine if OnUpdate callbacks should be called.
+ Refreshed at the end of each update.
+
+
+
+
+ Previously completed loops.
+ Refrehsed at the end of each update.
+
+
+
+
+ True if there are behaviours to manage
+
+
+
+
+ True if there are gameObject to manage
+
+
+
+
+ Behaviours to activate
+
+
+
+
+ Behaviours to deactivate
+
+
+
+
+ GameObjects to activate
+
+
+
+
+ GameObejcts to deactivate
+
+
+
+
+ True = enabled, False = disabled
+
+
+
+
+ True = active, False = inactive
+
+
+
+
+ Kills this Tweener/Sequence, removes it from HOTween, and cleans it.
+
+
+
+
+ Kills this Tweener/Sequence and cleans it.
+
+
+ If true also calls HOTween.Kill(this) to remove it from HOTween.
+ Set internally to false when I already know that HOTween is going to remove it.
+
+
+
+
+ Resumes this Tweener/Sequence (tween delay included).
+
+
+
+
+ Resumes this Tweener/Sequence (tween delay included) and plays it forward.
+
+
+
+
+ Resumes this Tweener/Sequence and plays it backwards.
+
+
+
+
+ Pauses this Tweener/Sequence.
+
+
+
+
+ Rewinds this Tweener/Sequence (loops and tween delay included), and pauses it.
+
+
+
+
+ Restarts this Tweener/Sequence from the beginning (loops and tween delay included).
+
+
+
+
+ Reverses this Tweener/Sequence,
+ animating it backwards from its curren position.
+
+
+ If TRUE, the tween will also start playing in case it was paused,
+ otherwise it will maintain its current play/pause state (default).
+
+
+
+
+ Completes this Tweener/Sequence.
+ Where a loop was involved, the Tweener/Sequence completes at the position where it would actually be after the set number of loops.
+ If there were infinite loops, this method will have no effect.
+
+
+
+
+ Sends the Tweener/Sequence to the given time (taking also loops into account).
+ If the time is bigger than the total Tweener/Sequence duration, it goes to the end.
+
+
+ The time where the Tweener/Sequence should be sent.
+
+
+ Returns true if the Tweener/Sequence reached its end and was completed.
+
+
+
+
+ Sends the Tweener/Sequence to the given time (taking also loops into account).
+ If the time is bigger than the total Tweener/Sequence duration, it goes to the end.
+
+
+ The time where the Tweener/Sequence should be sent.
+
+
+ By default, if a Tweener/Sequence is already at the exact given time, it will not be refreshed.
+ Setting this to true will force it to refresh
+ (useful only if you want to be sure that any changes you made to the tweened property,
+ outside of HOTween, are reset).
+
+
+ Returns true if the Tweener/Sequence reached its end and was completed.
+
+
+
+
+ Sends the Tweener/Sequence to the given time (taking also loops into account) and plays it.
+ If the time is bigger than the total Tweener/Sequence duration, it goes to the end.
+
+
+ The time where the Tweener/Sequence should be sent.
+
+
+ Returns true if the Tweener/Sequence reached its end and was completed.
+
+
+
+
+ Sends the Tweener/Sequence to the given time (taking also loops into account) and plays it.
+ If the time is bigger than the total Tweener/Sequence duration, it goes to the end.
+
+
+ The time where the Tweener/Sequence should be sent.
+
+
+ By default, if a Tweener/Sequence is already at the exact given time, it will not be refreshed.
+ Setting this to true will force it to refresh
+ (useful only if you want to be sure that any changes you made to the tweened property,
+ outside of HOTween, are reset).
+
+
+ Returns true if the Tweener/Sequence reached its end and was completed.
+
+
+
+
+ A coroutine that waits until the Tweener/Sequence is complete (delays and loops included).
+ You can use it inside a coroutine as a yield. Ex:
+ yield return StartCoroutine( myTweenComponent.WaitForCompletion() );
+
+
+
+
+ A coroutine that waits until the Tweener/Sequence is rewinded (loops included).
+ You can use it inside a coroutine as a yield. Ex:
+ yield return StartCoroutine( myTweenComponent.WaitForRewind() );
+
+
+
+
+ Completely resets this tween, except its target (in case of Tweeners).
+
+
+
+
+ Assigns the given callback to this Tweener/Sequence,
+ overwriting any existing callbacks of the same type.
+
+ The type of callback to apply
+ The function to call, who must return void and accept no parameters
+
+
+
+ Assigns the given callback to this Tweener/Sequence,
+ overwriting any existing callbacks of the same type.
+
+ The type of callback to apply
+ The function to call.
+ It must return void and has to accept a single parameter of type
+ Additional comma separated parameters to pass to the function
+
+
+
+ Assigns the given callback to this Tweener/Sequence,
+ overwriting any existing callbacks of the same type.
+ This overload will use sendMessage to call the method named p_methodName
+ on every MonoBehaviour in the p_sendMessageTarget GameObject.
+
+ The type of callback to apply
+ GameObject to target for sendMessage
+ Name of the method to call
+ Eventual additional parameter
+ SendMessageOptions
+
+
+
+ Assigns the given callback to this Tweener/Sequence,
+ overwriting any existing callbacks of the same type.
+
+
+
+
+ Returns true if the given target is currently involved in a running tween or sequence.
+ Returns false both if the given target is not inside a tween, than if the relative tween is paused.
+ To simply check if the target is attached to a tween or sequence, use IsLinkedTo( target ) instead.
+
+
+ The target to check.
+
+
+ A value of true if the given target is currently involved in a running tween or sequence.
+
+
+
+
+ Returns true if the tween with the given string id is currently involved in a running tween or sequence.
+
+
+ The id to check for.
+
+
+
+
+ Returns true if the tween with the given int id is currently involved in a running tween or sequence.
+
+
+ The id to check for.
+
+
+
+
+ Returns true if the given target is linked to a tween or sequence (running or not).
+
+
+ The target to check.
+
+
+ A value of true if the given target is linked to a tween or sequence (running or not).
+
+
+
+
+ Returns a list of all the targets of this tween, or NULL if there are none.
+
+ A list of all the targets of this tween, or NULL if there are none.
+
+
+
+ Returns a list of the eventual existing tweens with the given Id within this ABSTweenComponent,
+ nested tweens included (or an empty list if no tweens were found).
+
+
+
+
+ Returns a list of the eventual existing tweens with the given intId within this ABSTweenComponent,
+ nested tweens included (or an empty list if no tweens were found).
+
+
+
+
+ Used internally by HOTween, to avoid having the tween calling a kill while HOTween will already be killing it.
+
+
+
+
+ Updates the Tweener/Sequence by the given elapsed time,
+ and returns a value of true if the Tweener/Sequence is complete.
+
+
+ The elapsed time since the last update.
+
+
+ A value of true if the tween is not reversed and is complete (or the tween target doesn't exist anymore), otherwise false.
+
+
+
+
+ Updates the Tweener/Sequence by the given elapsed time,
+ and returns a value of true if the Tweener/Sequence is complete.
+
+
+ The elapsed time since the last update.
+
+
+ If true forces the update even if the Tweener/Sequence is complete or paused,
+ but ignores onUpdate, and sends onComplete and onStepComplete calls only if the Tweener/Sequence wasn't complete before this call.
+
+
+ A value of true if the tween is not reversed and complete (or the tween target doesn't exist anymore), otherwise false.
+
+
+
+
+ Updates the Tweener/Sequence by the given elapsed time,
+ and returns a value of true if the Tweener/Sequence is complete.
+
+
+ The elapsed time since the last update.
+
+
+ If true forces the update even if the Tweener/Sequence is complete or paused,
+ but ignores onUpdate, and sends onComplete and onStepComplete calls only if the Tweener/Sequence wasn't complete before this call.
+
+
+ If true means the update is due to a startup iteration (managed by Sequence Startup),
+ and all callbacks will be ignored.
+
+
+ A value of true if the tween is not reversed and complete (or the tween target doesn't exist anymore), otherwise false.
+
+
+
+
+ Updates the Tweener/Sequence by the given elapsed time,
+ and returns a value of true if the Tweener/Sequence is complete.
+
+
+ The elapsed time since the last update.
+
+
+ If true forces the update even if the Tweener/Sequence is complete or paused,
+ but ignores onUpdate, and sends onComplete and onStepComplete calls only if the Tweener/Sequence wasn't complete before this call.
+
+
+ If true means the update is due to a startup iteration (managed by Sequence Startup),
+ and all callbacks will be ignored.
+
+
+ If true doesn't call any callback method.
+
+
+ A value of true if the tween is not reversed and complete (or the tween target doesn't exist anymore), otherwise false.
+
+
+
+
+ Applies the correct Incremental Sequence loop value.
+ Called by Sequences when they need to change the increment value of nested Sequences/Tweeners.
+
+
+ The difference from the previous main Sequence loop increment.
+
+
+
+
+ Sends the Tweener/Sequence to the given time (taking also loops into account) and plays it.
+ If the time is bigger than the total Tweener/Sequence duration, it goes to the end.
+
+
+
+
+ Startup this tween
+ (might or might not call OnStart, depending if the tween is in a Sequence or not).
+ Can be executed only once per tween.
+
+
+
+
+ Manages on first start behaviour.
+
+
+
+
+ Manages on update behaviour.
+
+
+
+
+ Manages on plugin results behaviour.
+
+
+
+
+ Manages on pause behaviour.
+
+
+
+
+ Manages on resume behaviour (also called when the tween starts).
+
+
+
+
+ Manages on rewinded behaviour.
+
+
+
+
+ Manages step on complete behaviour.
+
+
+
+
+ Manages on complete behaviour.
+
+
+
+
+ Called by HOTween if this tween was placed inside its onCompletes list during this.OnComplete().
+
+
+
+
+ Sets the current fullDuration, based on the current duration and loops values.
+ Remember to call this method each time you change the duration or loops of a tween.
+
+
+
+
+ Sets the current elapsed time, based on the current fullElapsed and completedLoops values.
+ Remember to call this method each time you set fullElapsed (after changing the eventual loops count where needed).
+
+
+
+
+ Sets completedLoops and isLoopingBack, based on the current fullElapsed value.
+
+
+
+
+ Manages the components/gameObjects that should be activated/deactivated.
+
+
+
+
+ Fills the given list with all the plugins inside this sequence tween,
+ while also looking for them recursively through inner sequences.
+ Used by HOTween.GetPlugins.
+
+
+
+
+ Eventual string ID of this Tweener/Sequence
+ (more than one Tweener/Sequence can share the same ID, thus allowing for grouped operations).
+ You can also use intId instead of id for faster operations.
+
+
+
+
+ Eventual int ID of this Tweener/Sequence
+ (more than one Tweener/Sequence can share the same intId, thus allowing for grouped operations).
+ The main difference from id is that while id is more legible, intId allows for faster operations.
+
+
+
+
+ Default is true, which means this Tweener/Sequence will be killed and removed from HOTween as soon as it's completed.
+ If false doesn't remove this Tweener/Sequence from HOTween when it is completed,
+ and you will need to call an HOTween.Kill to remove this Tweener/Sequence.
+
+
+
+
+ Default is true.
+ If set to false, this Tweener/Sequence will not be updated,
+ and any use of animation methods (Play/Pause/Rewind/etc) will be ignored
+ (both if called directly via this instance, than if using HOTween.Play/Pause/Rewind/etc.).
+
+
+
+
+ Time scale that will be used by this Tweener/Sequence.
+
+
+
+
+ Number of times the Tweener/Sequence will run (-1 means the tween has infinite loops).
+
+
+
+
+ Type of loop for this Tweener/Sequence, in case is greater than 1 (or infinite).
+
+
+
+
+ Gets and sets the time position of the Tweener/Sequence (loops are included when not infinite, delay is not).
+
+
+
+
+ Duration of this Tweener/Sequence, loops and tween delay excluded.
+
+
+
+
+ Full duration of this Tweener/Sequence, loops included (when not infinite) but tween delay excluded.
+
+
+
+
+ Elapsed time within the current loop (tween delay excluded).
+
+
+
+
+ Full elapsed time including loops (but without considering tween delay).
+
+
+
+
+ The update type for this Tweener/Sequence.
+
+
+
+
+ Number of loops that have been executed.
+
+
+
+
+ Returns a value of true if this Tweener/Sequence was destroyed
+ (either because it was manually destroyed, because it was completed, or because its target was destroyed).
+
+
+
+
+ Returns a value of true if this Tweener/Sequence contains no tweens
+ (if this is a tween, it means that no valid property to tween was set;
+ if this is a sequence, it means no valid was yet added).
+
+
+
+
+ Returns a value of true if this Tweener/Sequence is set to go backwards (because of a call to Reverse.
+
+
+
+
+ Returns a value of true when this Tweener/Sequence is in the "going backwards" part of a Yoyo loop.
+
+
+
+
+ Returns a value of true if this Tweener/Sequence is paused.
+
+
+
+
+ Returns a value of true after this Tweener/Sequence was started the first time,
+ or if a call to GoTo or GoToAndPlay was executed.
+
+
+
+
+ Returns a value of true when this Tweener/Sequence is complete.
+
+
+
+
+ Returns a value of true if this Tweener/Sequence was added to a Sequence.
+
+
+
+
+ Default plugin for the tweening of Vector2 objects.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Returns the speed-based duration based on the given speed x second.
+
+
+
+
+ Sets the typed changeVal based on the current startVal and endVal.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sets the correct values in case of RestartIncremental.
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ Tween type
+
+
+
+
+ Tween to value
+
+
+
+
+ Tween from value
+
+
+
+
+ Sequence component. Manager for sequence of Tweeners or other nested Sequences.
+ Author: Daniele Giardini (http://www.holoville.com)
+
+
+
+
+ Creates a new Sequence without any parameter.
+
+
+
+
+ Creates a new Sequence.
+
+
+ A representing the Sequence parameters.
+ You can pass an existing one, or create a new one inline via method chaining,
+ like new SequenceParms().Id("sequence1").Loops(2).OnComplete(myFunction)
+
+
+
+ Appends the given callback to this Sequence.
+ The function to call, who must return void and accept no parameters
+
+
+ Appends the given callback to this Sequence.
+ The function to call.
+ It must return void and has to accept a single parameter of type
+ Additional comma separated parameters to pass to the function
+
+
+ Appends the given SendMessage callback to this Sequence.
+ GameObject to target for sendMessage
+ Name of the method to call
+ Eventual additional parameter
+ SendMessageOptions
+
+
+ Inserts the given callback at the given time position.
+ Time position where this callback will be placed
+ (if longer than the whole sequence duration, the callback will never be called)
+ The function to call, who must return void and accept no parameters
+
+
+ Inserts the given callback at the given time position.
+ Time position where this callback will be placed
+ (if longer than the whole sequence duration, the callback will never be called)
+ The function to call.
+ It must return void and has to accept a single parameter of type
+ Additional comma separated parameters to pass to the function
+
+
+ Inserts the given SendMessage callback at the given time position.
+ Time position where this callback will be placed
+ (if longer than the whole sequence duration, the callback will never be called)
+ GameObject to target for sendMessage
+ Name of the method to call
+ Eventual additional parameter
+ SendMessageOptions
+
+
+
+ Appends an interval to the right of the sequence,
+ and returns the new Sequence total time length (loops excluded).
+
+
+ The duration of the interval.
+
+
+ The new Sequence total time length (loops excluded).
+
+
+
+
+ Adds the given to the right of the sequence,
+ and returns the new Sequence total time length (loops excluded).
+
+
+ The to append.
+
+
+ The new Sequence total time length (loops excluded).
+
+
+
+
+ Prepends an interval to the left of the sequence,
+ and returns the new Sequence total time length (loops excluded).
+
+
+ The duration of the interval.
+
+
+ The new Sequence total time length (loops excluded).
+
+
+
+
+ Adds the given to the left of the sequence,
+ moving all the existing sequence elements to the right,
+ and returns the new Sequence total time length (loops excluded).
+
+
+ The to prepend.
+
+
+ The new Sequence total time length (loops excluded).
+
+
+
+
+ Inserts the given at the given time,
+ and returns the new Sequence total time length (loops excluded).
+
+
+ The time at which the element must be placed.
+
+
+ The to insert.
+
+
+ The new Sequence total time length (loops excluded).
+
+
+
+
+ Clears this sequence and resets its parameters, so it can be re-used.
+ You can check if a Sequence is clean by querying its isEmpty property.
+
+
+ New parameters for the Sequence
+ (if NULL, note that the dafult ones will be used, and not the previous ones)
+
+
+
+
+ Kills this Sequence and cleans it.
+
+
+ If true also calls HOTween.Kill(this) to remove it from HOTween.
+ Set internally to false when I already know that HOTween is going to remove it.
+
+
+
+
+ Rewinds this Sequence (loops included), and pauses it.
+
+
+
+
+ Restarts this Sequence from the beginning (loops included).
+
+
+
+
+ Returns true if the given target is currently involved in a running tween of this Sequence (taking into account also nested tweens).
+ Returns false both if the given target is not inside any of this Sequence tweens, than if the relative tween is paused.
+ To simply check if the target is attached to a tween of this Sequence, use IsLinkedTo( target ) instead.
+
+
+ The target to check.
+
+
+
+
+ Returns true if the tween with the given string id is currently involved in a running tween or sequence.
+
+
+ The id to check for.
+
+
+
+
+ Returns true if the tween with the given int id is currently involved in a running tween or sequence.
+
+
+ The id to check for.
+
+
+
+
+ Returns true if the given target is linked to a tween of this Sequence (running or not, taking into account also nested tweens).
+
+
+ The target to check.
+
+
+ A value of true if the given target is linked to a tween of this Sequence (running or not, taking into account also nested tweens).
+
+
+
+
+ Returns a list of all the targets of this Sequence, or NULL if there are none.
+
+ A list of all the targets of this Sequence, or NULL if there are none.
+
+
+
+ Returns a list of the eventual nested objects whose target is the given one,
+ or an empty list if none was found.
+
+
+
+
+ Returns a list of the eventual existing tweens with the given Id within this Sequence,
+ nested tweens included (or an empty list if no tweens were found).
+
+
+
+
+ Returns a list of the eventual existing tweens with the given Id within this Sequence,
+ nested tweens included (or an empty list if no tweens were found).
+
+
+
+
+ Removes the given tween from this Sequence,
+ and eventually kills the Sequence if all items have been removed.
+ Used by to remove overwritten tweens.
+
+
+
+
+ Completes this Sequence.
+ Where a loop was involved, the Sequence completes at the position where it would actually be after the set number of loops.
+ If there were infinite loops, this method will have no effect.
+
+
+
+
+ Updates the Sequence by the given elapsed time,
+ and returns a value of true if the Sequence is complete.
+
+
+ The elapsed time since the last update.
+
+
+ If true forces the update even if the Sequence is complete or paused,
+ but ignores onUpdate, and sends onComplete and onStepComplete calls only if the Sequence wasn't complete before this call.
+
+
+ If true means the update is due to a startup iteration (managed by Sequence Startup),
+ and all callbacks will be ignored.
+
+
+ If true doesn't call any callback method.
+
+
+ A value of true if the Sequence is not reversed and is complete (or all the Sequence tween targets don't exist anymore), otherwise false.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+ Also called by Tweener.ApplySequenceIncrement (used by Sequences during Incremental loops).
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sends the sequence to the given time (taking also loops into account) and eventually plays it.
+ If the time is bigger than the total sequence duration, it goes to the end.
+
+
+ Returns true if the sequence reached its end and was completed.
+
+
+
+
+ Iterates through all the elements in order, to startup the plugins correctly.
+ Called at OnStart and during Append/Insert/Prepend for speedBased tweens (to calculate correct duration).
+
+
+
+
+ If the given is a speedBased ,
+ forces it to calculate the correct duration.
+
+
+
+
+ Startup this tween
+ (might or might not call OnStart, depending if the tween is in a Sequence or not).
+ Can be executed only once per tween.
+
+
+
+
+ Fills the given list with all the plugins inside this sequence tween,
+ while also looking for them recursively through inner sequences.
+ Used by HOTween.GetPlugins.
+
+
+
+
+ Single sequencer item.
+ Tween value can be null (in case this is simply used as a spacer).
+
+
+
+
+ Default plugin for the tweening of number values.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Returns the speed-based duration based on the given speed x second.
+
+
+
+
+ Sets the typed changeVal based on the current startVal and endVal.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sets the correct values in case of RestartIncremental.
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ Enumeration of ease types.
+
+
+
+
+ Linear.
+
+
+
+
+ Ease in sine.
+
+
+
+
+ Ease out sine.
+
+
+
+
+ Ease in out sine.
+
+
+
+
+ Ease in quad.
+
+
+
+
+ Ease out quad.
+
+
+
+
+ Ease in out quad.
+
+
+
+
+ Ease in cubic.
+
+
+
+
+ Ease out cubic.
+
+
+
+
+ Ease in out cubic.
+
+
+
+
+ Ease in quart.
+
+
+
+
+ Ease out quart.
+
+
+
+
+ Ease in out quart.
+
+
+
+
+ Ease in quint.
+
+
+
+
+ Ease out quint.
+
+
+
+
+ Ease in out quint.
+
+
+
+
+ Ease in expo.
+
+
+
+
+ Ease out expo.
+
+
+
+
+ Ease in out expo.
+
+
+
+
+ Ease in circ.
+
+
+
+
+ Ease out circ.
+
+
+
+
+ Ease in out circ.
+
+
+
+
+ Ease in elastic.
+
+
+
+
+ Ease out elastic.
+
+
+
+
+ Ease in out elastic.
+
+
+
+
+ Ease in back.
+
+
+
+
+ Ease out back.
+
+
+
+
+ Ease in out back.
+
+
+
+
+ Ease in bounce.
+
+
+
+
+ Ease out bounce.
+
+
+
+
+ Ease in out bounce.
+
+
+
+
+ Don't assign this! It's assigned internally when setting the ease to an AnimationCurve
+
+
+
+
+ Ease in strong.
+ OBSOLETE: use EaseInQuint instead.
+
+
+
+
+ OBSOLETE: use EaseOutQuint instead.
+ Ease out strong.
+
+
+
+
+ OBSOLETE: use EaseInOutQuint instead.
+ Ease in out strong.
+
+
+
+
+ Enumeration of ease types.
+
+
+
+
+ Ease function.
+
+
+
+
+ Inverse ease function.
+
+
+
+
+ Creates a new instance.
+
+
+ The ease function.
+
+
+ Inverse ease function.
+
+
+
+
+ Returns an instance based on the given .
+
+
+ An .
+
+
+
+
+ Plugin for the tweening of only the Z value of Vector3 objects.
+
+
+
+
+ Plugin for the tweening of only the X value of Vector3 objects.
+
+
+
+
+ Start val.
+
+
+
+
+ End val.
+
+
+
+
+ Change val.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Returns the speed-based duration based on the given speed x second.
+
+
+
+
+ Rewinds the tween.
+ Should be overriden by tweens that control only part of the property (like HOTPluginVector3X).
+
+
+
+
+ Completes the tween.
+ Should be overriden by tweens that control only part of the property (like HOTPluginVector3X).
+
+
+
+
+ Sets the typed changeVal based on the current startVal and endVal.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sets the correct values in case of RestartIncremental.
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Rewinds the tween.
+ Should be overriden by tweens that control only part of the property (like HOTPluginVector3X).
+
+
+
+
+ Completes the tween.
+ Should be overriden by tweens that control only part of the property (like HOTPluginVector3X).
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ Various utils used by HOTween.
+
+
+
+
+ Converts the given Matrix4x4 to a Quaternion and returns it.
+
+
+ The matrix to convert.
+
+
+ The resulting .
+
+
+
+
+ Returns a string representing the given Type without the packages
+ (like Single instead than System.Single).
+
+
+
+
+ Returns the 2D angle between two vectors
+
+
+
+
+ Used by and HOTweenInspector,
+ to store info about tweens that can be displayed.
+
+
+
+
+ Tween.
+
+
+
+
+ Is sequence.
+
+
+
+
+ Targets.
+
+
+
+
+ Creates a new TweenInfo object.
+
+
+
+
+ Is paused.
+
+
+
+
+ Is complete.
+
+
+
+
+ Is enabled.
+
+
+
+
+ PropertyAccessorException class.
+
+
+
+
+ The IMemberAccessor interface defines a member
+ accessor.
+
+
+
+
+ Gets the value stored in the member for
+ the specified target.
+
+ Object to retrieve
+ the member from.
+ Member value.
+
+
+
+ Sets the value for the member of
+ the specified target.
+
+ Object to set the
+ member on.
+ Member value.
+
+
+
+ Creates a new member accessor.
+
+ Member
+
+
+
+ Added by Daniele Giardini for HOTween,
+ because if a Make is called we already know that a PropertyInfo or FieldInfo exist,
+ and we can directly pass them as parameters.
+
+
+
+
+ Thanks to Ben Ratzlaff for this snippet of code
+ http://www.codeproject.com/cs/miscctrl/CustomPropGrid.asp
+
+ "Initialize a private hashtable with type-opCode pairs
+ so i dont have to write a long if/else statement when outputting msil"
+
+
+
+
+ Gets the member value from the specified target.
+
+ Target object.
+ Member value.
+
+
+
+ Sets the member for the specified target.
+
+ Target object.
+ Value to set.
+
+
+
+ This method generates creates a new assembly containing
+ the Type that will provide dynamic access.
+
+
+
+
+ Create an assembly that will provide the get and set methods.
+
+
+
+
+ Whether or not the Member supports read access.
+
+
+
+
+ Whether or not the Member supports write access.
+
+
+
+
+ The Type of object this member accessor was
+ created for.
+
+
+
+
+ The Type of the Member being accessed.
+
+
+
+
+ Used to interpret AnimationCurves as eases.
+
+
+
+
+ Plugin for the tweening of only the Y value of Vector3 objects.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Rewinds the tween.
+ Should be overriden by tweens that control only part of the property (like HOTPluginVector3X).
+
+
+
+
+ Completes the tween.
+ Should be overriden by tweens that control only part of the property (like HOTPluginVector3X).
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+
+
+
+
+ Easing equation function for a quartic (t^4) easing in: accelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a quartic (t^4) easing out: decelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a quartic (t^4) easing in/out: acceleration until halfway, then deceleration.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+
+
+
+
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Default plugin for the tweening of Color objects.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Returns the speed-based duration based on the given speed x second.
+
+
+
+
+ Sets the typed changeVal based on the current startVal and endVal.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sets the correct values in case of RestartIncremental.
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+
+
+
+
+ Easing equation function for an elastic (exponentially decaying sine wave) easing in: accelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+
+ The eased value.
+
+
+
+
+ Easing equation function for an elastic (exponentially decaying sine wave) easing in: accelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+
+ Amplitude.
+
+
+ Period.
+
+
+ The eased value.
+
+
+
+
+ Easing equation function for an elastic (exponentially decaying sine wave) easing out: decelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+
+ The eased value.
+
+
+
+
+ Easing equation function for an elastic (exponentially decaying sine wave) easing out: decelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+
+ Amplitude.
+
+
+ Period.
+
+
+ The eased value.
+
+
+
+
+ Easing equation function for an elastic (exponentially decaying sine wave) easing in/out: acceleration until halfway, then deceleration.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+
+ The eased value.
+
+
+
+
+ Easing equation function for an elastic (exponentially decaying sine wave) easing in/out: acceleration until halfway, then deceleration.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+
+ Amplitude.
+
+
+ Period.
+
+
+ The eased value.
+
+
+
+
+ Enumeration of the levels of warning that should be used to output messages in case of auto-resolved errors.
+
+
+
+
+ No messages will be logged.
+
+
+
+
+ Only important messages will be logged
+ (this will exclude warnings when a tween is overwritten).
+
+
+
+
+ All messages will be logged.
+
+
+
+
+ Enumeration of types of update that can be applied to a tween.
+
+
+
+
+ Normal update.
+
+
+
+
+ Late update.
+
+
+
+
+ Fixed update (useful for rigidBodies).
+
+
+
+
+ Timescale independent update.
+ Contrary to the other types, this one is not subject to changes in Time.timeScale,
+ thus it's the best way for tweens that happen inside GUI methods
+ (so that even if the game is paused, the GUI will still have animated tweens).
+
+
+
+
+ This object is passed as the only parameter of all HOTween's callbacks.
+
+
+
+
+ A reference to the IHOTweenComponent that invoked the callback method.
+
+
+
+
+ An array of eventual parameters that were passed to the callback.
+
+
+
+
+ The plugin (if any) that triggered the callback.
+
+
+
+
+ Plugin for the tweening of strings.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type,
+ substituting any existing string with the given one over time.
+
+
+ The value to tween to.
+
+
+
+
+ Creates a new instance of this plugin,
+ substituting any existing string with the given one over time.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+ If true, the given value will be added to any existing string,
+ if false the existing string will be completely overwritten.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given value will be added to any existing string,
+ if false the existing string will be completely overwritten.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Returns the speed-based duration based on the given speed x second.
+
+
+
+
+ Sets the typed changeVal based on the current startVal and endVal.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sets the correct values in case of RestartIncremental.
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ HOTweenException class.
+ A new HOTweenException is thrown each time HOTween encounters an error.
+
+
+
+
+ Creates a new HOTweenException with the given message.
+
+
+ The exception message.
+
+
+
+
+ The PropertyAccessor class provides fast dynamic access
+ to a property of a specified target class.
+
+
+
+
+ Creates a new property accessor.
+
+
+
+
+ The Type of the Property being accessed.
+
+
+
+
+ Whether or not the Property supports read access.
+
+
+
+
+ Whether or not the Property supports write access.
+
+
+
+
+ Tween component, created by HOTween for each separate tween.
+ Author: Daniele Giardini (http://www.holoville.com)
+
+
+
+
+ Called by HOTween each time a new tween is generated via To or similar methods.
+
+
+
+
+ Kills this Tweener and cleans it.
+
+
+ If true also calls HOTween.Kill(this) to remove it from HOTween.
+ Set internally to false when I already know that HOTween is going to remove it.
+
+
+
+
+ Resumes this Tweener.
+
+
+ If true skips any initial delay.
+
+
+
+
+ Resumes this Tweener and plays it forward.
+
+
+ If true skips any initial delay.
+
+
+
+
+ Rewinds this Tweener (loops and tween delay included), and pauses it.
+
+
+
+
+ Rewinds this Tweener (loops included), and pauses it.
+
+
+ If true skips any initial delay.
+
+
+
+
+ Restarts this Tweener from the beginning (loops and tween delay included).
+
+
+
+
+ Restarts this Tweener from the beginning (loops and tween delay included).
+
+
+ If true skips any initial delay.
+
+
+
+
+ Restarts the tween from position 0, but takes the current target value as start value,
+ and diffs to find the change value (as if it was a relative tween).
+
+
+
+
+ Completes this Tweener.
+ Where a loop was involved, the Tweener completes at the position where it would actually be after the set number of loops.
+ If there were infinite loops, this method will have no effect.
+
+
+
+
+ Completely resets the Tweener except its target,
+ and applies a new , duration, and .
+
+ New tween type (to/from)
+ New duration
+ New parameters
+
+
+
+ Completely resets this Tweener, except its target
+
+
+
+
+ Assigns the given callback to this Tweener/Sequence,
+ overwriting any existing callbacks of the same type.
+
+
+
+
+ Returns true if the given target and this Tweener target are the same, and the Tweener is running.
+ Returns false both if the given target is not the same as this Tweener's, than if this Tweener is paused.
+ This method is here to uniform with .
+
+
+ The target to check.
+
+
+
+
+ Returns true if the tween with the given string id is currently involved in a running tween or sequence.
+ This method is here to uniform with .
+
+
+ The id to check for.
+
+
+
+
+ Returns true if the tween with the given int id is currently involved in a running tween or sequence.
+ This method is here to uniform with .
+
+
+ The id to check for.
+
+
+
+
+ Returns true if the given target and this Tweener target are the same.
+ This method is here to uniform with .
+
+
+ The target to check.
+
+
+ A value of true if the given target and this Tweener target are the same.
+
+
+
+
+ Returns a list containing the target of this tween.
+
+ A list containing the target of this tween.
+
+
+
+ Returns a list containing this tween if the id is the same as the given one
+ (or and empty list if no tweens were found).
+
+
+
+
+ Returns a list containing this tween if the id is the same as the given one
+ (or and empty list if no tweens were found).
+
+
+
+
+ If this Tweener contains a tween,
+ returns a point on the path at the given percentage (0 to 1).
+ Returns a zero Vector if there's no path tween associated with this tween.
+ Note that, if the tween wasn't started, the OnStart callback will be called
+ the first time you call this method, because the tween needs to be initialized.
+
+ The percentage (0 to 1) at which to get the point
+
+
+
+ If this Tweener contains a tween returns the length of the path,
+ otherwise returns -1
+
+
+
+ If this Tweener contains a tween,
+ defines a portion of that path to use and re-adapt to (easing included),
+ also re-adapting the duration to the correct partial,
+ and rewinds/restarts the tween in its partial form (depending if it was paused or not).
+
+
+ Id of the new starting waypoint on the current path.
+ If you want to be sure you're targeting the first point in the path, pass -1
+ (this is because the first waypoint of the path might be different from the first waypoint you passed,
+ in case the target Transform was not already on the starting position, and thus needed to reach it).
+
+ Id of the new ending waypoint on the current path
+
+
+
+ If this Tweener contains a tween,
+ defines a portion of that path to use and re-adapt to (easing included),
+ and rewinds/restarts the tween in its partial form (depending if it was paused or not).
+
+
+ Id of the new starting waypoint on the current path.
+ If you want to be sure you're targeting the first point in the path, pass -1
+ (this is because the first waypoint of the path might be different from the first waypoint you passed,
+ in case the target Transform was not already on the starting position, and thus needed to reach it).
+
+ Id of the new ending waypoint on the current path
+
+ Tween duration of the partial path (if -1 auto-calculates the correct partial based on the original duration)
+
+
+
+
+ If this Tweener contains a tween,
+ defines a portion of that path to use and re-adapt to (easing included),
+ and rewinds/restarts the tween in its partial form (depending if it was paused or not).
+
+
+ Id of the new starting waypoint on the current path.
+ If you want to be sure you're targeting the first point in the path, pass -1
+ (this is because the first waypoint of the path might be different from the first waypoint you passed,
+ in case the target Transform was not already on the starting position, and thus needed to reach it).
+
+ Id of the new ending waypoint on the current path
+ New EaseType to apply
+
+
+
+ If this Tweener contains a tween,
+ defines a portion of that path to use and re-adapt to,
+ and rewinds/restarts the tween in its partial form (depending if it was paused or not).
+
+
+ Id of the new starting waypoint on the current path.
+ If you want to be sure you're targeting the first point in the path, pass -1
+ (this is because the first waypoint of the path might be different from the first waypoint you passed,
+ in case the target Transform was not already on the starting position, and thus needed to reach it).
+
+
+ Id of the new ending waypoint on the current path
+ (-1 in case you want to target the ending waypoint of a closed path)
+
+
+ Tween duration of the partial path (if -1 auto-calculates the correct partial based on the original duration)
+
+ New EaseType to apply
+
+
+
+ If this Tweener contains a tween
+ that had been partialized, returns it to its original size, easing, and duration,
+ and rewinds/restarts the tween in its partial form (depending if it was paused or not).
+
+
+
+
+ If this Tweener contains a , returns it.
+ Otherwise returns null.
+
+
+
+
+
+ Updates the Tweener by the given elapsed time,
+ and returns a value of true if the Tweener is complete.
+
+
+ The elapsed time since the last update.
+
+
+ If true forces the update even if the Tweener is complete or paused,
+ but ignores onUpdate, and sends onComplete and onStepComplete calls only if the Tweener wasn't complete before this call.
+
+
+ If true means the update is due to a startup iteration (managed by Sequence Startup or HOTween.From),
+ and all callbacks will be ignored.
+
+
+ If true doesn't call any callback method.
+
+
+ If true uses p_shortElapsed fully ignoring the delay
+ (useful when setting the initial FROM state).
+
+
+ A value of true if the Tweener is not reversed and is complete (or the tween target doesn't exist anymore), otherwise false.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+ Also called by Tweener.ApplySequenceIncrement (used by Sequences during Incremental loops).
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ If speed based duration was not already set (meaning OnStart has not yet been called),
+ calculates the duration and then resets the tween so that OnStart can be called from scratch.
+ Used by Sequences when Appending/Prepending/Inserting speed based tweens.
+
+
+
+
+ Sends the tween to the given time (taking also loops into account) and eventually plays it.
+ If the time is bigger than the total tween duration, it goes to the end.
+
+
+ Returns true if the tween reached its end and was completed.
+
+
+
+
+ Startup this tween
+ (might or might not call OnStart, depending if the tween is in a Sequence or not).
+ Can be executed only once per tween.
+
+
+
+
+ Startup this tween
+ (might or might not call OnStart, depending if the tween is in a Sequence or not).
+ Can be executed only once per tween.
+
+ If TRUE forces startup even if it had already been executed
+
+
+
+ Manages on first start behaviour.
+
+
+
+
+ Manages on play behaviour
+
+
+
+
+ Fills the given list with all the plugins inside this tween.
+ Used by HOTween.GetPlugins.
+
+
+
+
+ Returns the correct id of the given waypoint, converted to path id.
+
+ Vector3 path plugin to use
+ Waypoint to convert
+ If TRUE indicates that the given waypoint is the starting one,
+ otherwise it's the ending one
+
+
+
+
+ Indicates whether this is a FROM or a TO tween.
+
+
+
+
+ Ease type of this tweener
+ (consider that the plugins you have set might have different ease types).
+ Setting it will change the ease of all the plugins used by this tweener.
+
+
+
+
+ Ease type of this tweener
+ (consider that the plugins you have set might have different ease types).
+ Setting it will change the ease of all the plugins used by this tweener.
+
+
+
+
+ Eventual overshoot to use with Back easeTypes.
+
+
+
+
+ Eventual period to use with Elastic easeTypes.
+
+
+
+
+ Target of this tween.
+
+
+
+
+ true if this tween is animated via integers values only.
+
+
+
+
+ true if this tween is animated by speed instead than by duration.
+
+
+
+
+ The delay that was set for this tween.
+
+
+
+
+ The currently elapsed delay time.
+
+
+
+
+ Default plugin for the tweening of Rect objects.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Returns the speed-based duration based on the given speed x second.
+
+
+
+
+ Sets the typed changeVal based on the current startVal and endVal.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sets the correct values in case of RestartIncremental.
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ Type of path (used with )
+
+
+
+
+ Straight path
+
+
+
+
+ Curved (Catmull-Rom) path
+
+
+
+
+ Main tween manager.
+ Controls all tween types ( and ),
+ and is used to directly create Tweeners (to create Sequences, directly create a new instead).
+ Author: Daniele Giardini (http://www.holoville.com)
+
+
+
+
+ HOTween author - me! :P
+
+
+
+
+ HOTween version.
+
+
+
+
+ Default that will be used by any new Tweener/Sequence that doesn't implement a specific ease
+ (default = EaseType.easeOutQuad)
+
+
+
+
+ Default time scale that will be used by any new Tweener/Sequence that doesn't implement a specific timeScale
+ (default = 1).
+
+
+
+
+ Default that will be used by any new Tweener/Sequence that doesn't implement a specific ease
+ (default = EaseType.easeOutQuad).
+
+
+
+
+ Default overshoot to use with Back easeTypes.
+
+
+
+
+ Default period to use with Elastic easeTypes.
+
+
+
+
+ Default that will be used by any Tweener/Sequence that doesn't implement a specific loopType
+ (default = LoopType.Restart).
+
+
+
+
+ If true, shows the eventual paths in use by
+ while playing inside Unity's Editor (and if the Editor's Gizmos button is on).
+
+
+
+
+ Level of message output in case an error is encountered.
+ Warnings are logged when HOTween encounters an error, and automatically resolves it without throwing any exception
+ (like if you try to tween an unexisting property, in which case the tween simply won't be generated,
+ and an eventual warning will appear in the output window).
+
+
+
+
+ true if the current player is iOS (iPhone).
+ Used so simple Reflection instead than unsupported MemberAccessorCacher will be applyed
+ (iOS doesn't support Reflection.Emit).
+
+
+
+
+ true if the current player is running in the Editor.
+
+
+
+
+ Filled by tweens that are completed, so that their onCompleteDispatch method can be called AFTER HOTween has eventually removed them
+ (otherwise a Kill + To on the same target won't work).
+ This field is emptied as soon as all onCompletes are called.
+
+
+
+
+ Reference to overwrite manager (if in use).
+
+
+
+
+ Initializes and sets it as non-permanent
+ (meaning HOTween instance will be destroyed when all tweens are killed,
+ and re-created when needed).
+ Call this method once when your application starts up,
+ to avoid auto-initialization when the first tween is started or created,
+ and to set options.
+
+
+
+
+ Initializes .
+ Call this method once when your application starts up,
+ to avoid auto-initialization when the first tween is started or created,
+ and to set options.
+
+
+ If set to true, doesn't destroy HOTween manager when no tween is present,
+ otherwise the manager is destroyed when all tweens have been killed,
+ and re-created when needed.
+
+
+
+
+ Initializes .
+ Call this method once when your application starts up,
+ to avoid auto-initialization when the first tween is started or created,
+ and to set options.
+
+
+ If set to true, doesn't destroy HOTween manager when no tween is present,
+ otherwise the manager is destroyed when all tweens have been killed,
+ and re-created when needed.
+
+
+ If true, renames HOTween's instance to show
+ the current number of running tweens (only while in the Editor).
+
+
+ If true, allows HOTween's instance to enable or disable
+ the OverwriteManager to improve performance if it is never needed.
+
+
+
+
+ Called internally each time a new is created.
+ Adds the given Sequence to the tween list.
+
+
+ The to add.
+
+
+
+
+ Creates a new absolute tween with default values, and returns the representing it,
+ or null if the tween was invalid (no valid property to tween was given).
+
+
+ The tweening target (must be the object containing the properties or fields to tween).
+
+
+ The duration in seconds of the tween.
+
+
+ The name of the property or field to tween.
+
+
+ The end value the property should reach with the tween.
+
+
+ The newly created ,
+ or null if the parameters were invalid.
+
+
+
+
+ Creates a new tween with default values, and returns the representing it,
+ or null if the tween was invalid (no valid property to tween was given).
+
+
+ The tweening target (must be the object containing the properties or fields to tween).
+
+
+ The duration in seconds of the tween.
+
+
+ The name of the property or field to tween.
+
+
+ The end value the property should reach with the tween.
+
+
+ If true treats the end value as relative (tween BY instead than tween TO), otherwise as absolute.
+
+
+ The newly created ,
+ or null if the parameters were invalid.
+
+
+
+
+ Creates a new tween with default values, and returns the representing it,
+ or null if the tween was invalid (no valid property to tween was given).
+
+
+ The tweening target (must be the object containing the properties or fields to tween).
+
+
+ The duration in seconds of the tween.
+
+
+ The name of the property or field to tween.
+
+
+ The end value the property should reach with the tween.
+
+
+ If true treats the end value as relative (tween BY instead than tween TO), otherwise as absolute.
+
+
+ The ease to use.
+
+
+ The eventual delay to apply.
+
+
+ The newly created ,
+ or null if the parameters were invalid.
+
+
+
+
+ Creates a new tween and returns the representing it,
+ or null if the tween was invalid (no valid property to tween was given).
+
+
+ The tweening target (must be the object containing the properties or fields to tween).
+
+
+ The duration in seconds of the tween.
+
+
+ A representing the tween parameters.
+ You can pass an existing one, or create a new one inline via method chaining,
+ like new TweenParms().Prop("x",10).Loops(2).OnComplete(myFunction)
+
+
+ The newly created ,
+ or null if the parameters were invalid.
+
+
+
+
+ Creates a new absolute FROM tween with default values, and returns the representing it,
+ or null if the tween was invalid (no valid property to tween was given).
+
+
+ The tweening target (must be the object containing the properties or fields to tween).
+
+
+ The duration in seconds of the tween.
+
+
+ The name of the property or field to tween.
+
+
+ The end value the property should reach with the tween.
+
+
+ The newly created ,
+ or null if the parameters were invalid.
+
+
+
+
+ Creates a new FROM tween with default values, and returns the representing it,
+ or null if the tween was invalid (no valid property to tween was given).
+
+
+ The tweening target (must be the object containing the properties or fields to tween).
+
+
+ The duration in seconds of the tween.
+
+
+ The name of the property or field to tween.
+
+
+ The end value the property should reach with the tween.
+
+
+ If true treats the end value as relative (tween BY instead than tween TO), otherwise as absolute.
+
+
+ The newly created ,
+ or null if the parameters were invalid.
+
+
+
+
+ Creates a new FROM tween with default values, and returns the representing it,
+ or null if the tween was invalid (no valid property to tween was given).
+
+
+ The tweening target (must be the object containing the properties or fields to tween).
+
+
+ The duration in seconds of the tween.
+
+
+ The name of the property or field to tween.
+
+
+ The end value the property should reach with the tween.
+
+
+ If true treats the end value as relative (tween BY instead than tween TO), otherwise as absolute.
+
+
+ The ease to use.
+
+
+ The eventual delay to apply.
+
+
+ The newly created ,
+ or null if the parameters were invalid.
+
+
+
+
+ Creates a new FROM tween and returns the representing it,
+ or null if the tween was invalid (no valid property to tween was given).
+
+
+ The tweening target (must be the object containing the properties or fields to tween).
+
+
+ The duration in seconds of the tween.
+
+
+ A representing the tween parameters.
+ You can pass an existing one, or create a new one inline via method chaining,
+ like new TweenParms().Prop("x",10).Loops(2).OnComplete(myFunction)
+
+
+ The newly created ,
+ or null if the parameters were invalid.
+
+
+
+
+ Creates a new absolute PUNCH tween, and returns the representing it,
+ or null if the tween was invalid (no valid property to tween was given).
+
+
+ The tweening target (must be the object containing the properties or fields to tween).
+
+ The duration in seconds of the tween.
+ The name of the property or field to tween.
+ The end value the property should reach with the tween.
+ Default: 0.5f - amplitude of the punch effect
+ Default: 0.1f - oscillation period of punch effect
+
+ The newly created ,
+ or null if the parameters were invalid.
+
+
+
+
+ Creates a new PUNCH tween, and returns the representing it,
+ or null if the tween was invalid (no valid property to tween was given).
+
+
+ The tweening target (must be the object containing the properties or fields to tween).
+
+ The duration in seconds of the tween.
+ The name of the property or field to tween.
+ The end value the property should reach with the tween.
+
+ If true treats the end value as relative (tween BY instead than tween TO), otherwise as absolute.
+
+ Default: 0.5f - amplitude of the punch effect
+ Default: 0.1f - oscillation period of punch effect
+
+ The newly created ,
+ or null if the parameters were invalid.
+
+
+
+
+ Creates a new PUNCH tween and returns the representing it,
+ or null if the tween was invalid (no valid property to tween was given).
+ Any ease type passed won't be considered, since punch uses its own one.
+
+
+ The tweening target (must be the object containing the properties or fields to tween).
+
+ The duration in seconds of the tween.
+
+ A representing the tween parameters.
+ You can pass an existing one, or create a new one inline via method chaining,
+ like new TweenParms().Prop("x",10).Loops(2).OnComplete(myFunction)
+
+ Default: 0.5f - amplitude of the punch effect
+ Default: 0.1f - oscillation period of punch effect
+
+ The newly created ,
+ or null if the parameters were invalid.
+
+
+
+
+ Creates a new absolute SHAKE tween, and returns the representing it,
+ or null if the tween was invalid (no valid property to tween was given).
+
+
+ The tweening target (must be the object containing the properties or fields to tween).
+
+ The duration in seconds of the tween.
+ The name of the property or field to tween.
+ The amount of shaking to apply.
+ Default: 0.1f - amplitude of the shake effect
+ Default: 0.12f - oscillation period of shake effect
+
+ The newly created ,
+ or null if the parameters were invalid.
+
+
+
+
+ Creates a new SHAKE tween, and returns the representing it,
+ or null if the tween was invalid (no valid property to tween was given).
+
+
+ The tweening target (must be the object containing the properties or fields to tween).
+
+ The duration in seconds of the tween.
+ The name of the property or field to tween.
+ The amount of shaking to apply.
+
+ If true treats the end value as relative (tween BY instead than tween TO), otherwise as absolute.
+
+ Default: 0.1f - amplitude of the shake effect
+ Default: 0.12f - oscillation period of shake effect
+
+ The newly created ,
+ or null if the parameters were invalid.
+
+
+
+
+ Creates a new SHAKE tween and returns the representing it,
+ or null if the tween was invalid (no valid property to tween was given).
+ Any ease type passed won't be considered, since shake uses its own one.
+
+
+ The tweening target (must be the object containing the properties or fields to tween).
+
+ The duration in seconds of the tween.
+
+ A representing the tween parameters.
+ You can pass an existing one, or create a new one inline via method chaining,
+ like new TweenParms().Prop("x",10).Loops(2).OnComplete(myFunction)
+
+ Default: 0.1f - amplitude of the shake effect
+ Default: 0.12f - oscillation period of shake effect
+
+ The newly created ,
+ or null if the parameters were invalid.
+
+
+
+
+ Updates normal tweens.
+
+
+
+
+ Updates lateUpdate tweens.
+
+
+
+
+ Updates fixedUpdate tweens.
+
+
+
+
+ Updates timeScaleIndependent tweens.
+
+
+
+
+ Enables the overwrite manager (disabled by default).
+
+ If TRUE, the overwriteManager will log a warning each time a tween is overwritten
+
+
+
+ Disables the overwrite manager (disabled by default).
+
+
+
+
+ Pauses all the tweens for the given target, and returns the total number of paused Tweeners.
+
+
+ The target whose tweens to pause.
+
+
+ The total number of paused Tweeners.
+
+
+
+
+ Pauses all the Tweeners/Sequences with the given ID, and returns the total number of paused Tweeners/Sequences.
+
+
+ The ID of the Tweeners/Sequences to pause.
+
+
+ The total number of paused Tweeners/Sequences.
+
+
+
+
+ Pauses all the Tweeners/Sequences with the given intId, and returns the total number of paused Tweeners/Sequences.
+
+
+ The intId of the Tweeners/Sequences to pause.
+
+
+ The total number of paused Tweeners/Sequences.
+
+
+
+
+ Pauses the given Tweener, and returns the total number of paused ones (1 if the Tweener existed, otherwise 0).
+
+
+ The Tweener to pause.
+
+
+ The total number of paused Tweener (1 if the Tweener existed, otherwise 0).
+
+
+
+
+ Pauses the given Sequence, and returns the total number of paused ones (1 if the Sequence existed, otherwise 0).
+
+
+ The Sequence to pause.
+
+
+ The total number of paused Sequence (1 if the sequence existed, otherwise 0).
+
+
+
+
+ Pauses all Tweeners/Sequences, and returns the total number of paused Tweeners/Sequences.
+
+
+ The total number of paused Tweeners/Sequences.
+
+
+
+
+ Resumes all the tweens (delays included) for the given target, and returns the total number of resumed Tweeners.
+
+
+ The target whose tweens to resume.
+
+
+ The total number of resumed Tweeners.
+
+
+
+
+ Resumes all the tweens for the given target, and returns the total number of resumed Tweeners.
+
+
+ The target whose tweens to resume.
+
+
+ If true skips any initial delay.
+
+
+ The total number of resumed Tweeners.
+
+
+
+
+ Resumes all the Tweeners (delays included) and Sequences with the given ID, and returns the total number of resumed Tweeners/Sequences.
+
+
+ The ID of the Tweeners/Sequences to resume.
+
+
+ The total number of resumed Tweeners/Sequences.
+
+
+
+
+ Resumes all the Tweeners/Sequences with the given ID, and returns the total number of resumed Tweeners/Sequences.
+
+
+ The ID of the Tweeners/Sequences to resume.
+
+
+ If true skips any initial tween delay.
+
+
+ The total number of resumed Tweeners/Sequences.
+
+
+
+
+ Resumes all the Tweeners (delays included) and Sequences with the given intId, and returns the total number of resumed Tweeners/Sequences.
+
+
+ The intId of the Tweeners/Sequences to resume.
+
+
+ The total number of resumed Tweeners/Sequences.
+
+
+
+
+ Resumes all the Tweeners/Sequences with the given intId, and returns the total number of resumed Tweeners/Sequences.
+
+
+ The intId of the Tweeners/Sequences to resume.
+
+
+ If true skips any initial tween delay.
+
+
+ The total number of resumed Tweeners/Sequences.
+
+
+
+
+ Resumes the given Tweener (delays included), and returns the total number of resumed ones (1 if the Tweener existed, otherwise 0).
+
+
+ The Tweener to resume.
+
+
+ The total number of resumed Tweeners (1 if the Tweener existed, otherwise 0).
+
+
+
+
+ Resumes the given Tweener, and returns the total number of resumed ones (1 if the Tweener existed, otherwise 0).
+
+
+ The Tweener to resume.
+
+
+ If true skips any initial delay.
+
+
+ The total number of resumed Tweeners (1 if the Tweener existed, otherwise 0).
+
+
+
+
+ Resumes the given Sequence, and returns the total number of resumed ones (1 if the Sequence existed, otherwise 0).
+
+
+ The Sequence to resume.
+
+
+ The total number of resumed Sequences (1 if the Sequence existed, otherwise 0).
+
+
+
+
+ Resumes all Tweeners (delays included) and Sequences, and returns the total number of resumed Tweeners/Sequences.
+
+
+ The total number of resumed Tweeners/Sequences.
+
+
+
+
+ Resumes all Tweeners/Sequences, and returns the total number of resumed Tweeners/Sequences.
+
+
+ If true skips any initial tween delay.
+
+
+ The total number of resumed Tweeners/Sequences.
+
+
+
+
+ Resumes all the tweens (delays included) for the given target,
+ sets the tweens so that they move forward and not backwards,
+ and returns the total number of resumed Tweeners.
+
+
+ The target whose tweens to resume.
+
+
+ The total number of resumed Tweeners.
+
+
+
+
+ Resumes all the tweens for the given target,
+ sets the tweens so that they move forward and not backwards,
+ and returns the total number of resumed Tweeners.
+
+
+ The target whose tweens to resume.
+
+
+ If true skips any initial delay.
+
+
+ The total number of resumed Tweeners.
+
+
+
+
+ Resumes all the Tweeners (delays included) and Sequences with the given ID,
+ sets the tweens so that they move forward and not backwards,
+ and returns the total number of resumed Tweeners/Sequences.
+
+
+ The ID of the Tweeners/Sequences to resume.
+
+
+ The total number of resumed Tweeners/Sequences.
+
+
+
+
+ Resumes all the Tweeners/Sequences with the given ID,
+ sets the tweens so that they move forward and not backwards,
+ and returns the total number of resumed Tweeners/Sequences.
+
+
+ The ID of the Tweeners/Sequences to resume.
+
+
+ If true skips any initial tween delay.
+
+
+ The total number of resumed Tweeners/Sequences.
+
+
+
+
+ Resumes all the Tweeners (delays included) and Sequences with the given intId,
+ sets the tweens so that they move forward and not backwards,
+ and returns the total number of resumed Tweeners/Sequences.
+
+
+ The intId of the Tweeners/Sequences to resume.
+
+
+ The total number of resumed Tweeners/Sequences.
+
+
+
+
+ Resumes all the Tweeners/Sequences with the given intId,
+ sets the tweens so that they move forward and not backwards,
+ and returns the total number of resumed Tweeners/Sequences.
+
+
+ The intId of the Tweeners/Sequences to resume.
+
+
+ If true skips any initial tween delay.
+
+
+ The total number of resumed Tweeners/Sequences.
+
+
+
+
+ Resumes the given Tweener (delays included),
+ sets it so that it moves forward and not backwards,
+ and returns the total number of resumed ones (1 if the Tweener existed, otherwise 0).
+
+
+ The Tweener to resume.
+
+
+ The total number of resumed Tweeners (1 if the Tweener existed, otherwise 0).
+
+
+
+
+ Resumes the given Tweener,
+ sets it so that it moves forward and not backwards,
+ and returns the total number of resumed ones (1 if the Tweener existed, otherwise 0).
+
+
+ The Tweener to resume.
+
+
+ If true skips any initial delay.
+
+
+ The total number of resumed Tweeners (1 if the Tweener existed, otherwise 0).
+
+
+
+
+ Resumes the given Sequence,
+ sets it so that it moves forward and not backwards,
+ and returns the total number of resumed ones (1 if the Sequence existed, otherwise 0).
+
+
+ The Sequence to resume.
+
+
+ The total number of resumed Sequences (1 if the Sequence existed, otherwise 0).
+
+
+
+
+ Resumes all Tweeners (delays included) and Sequences,
+ sets the tweens so that they move forward and not backwards,
+ and returns the total number of resumed Tweeners/Sequences.
+
+
+ The total number of resumed Tweeners/Sequences.
+
+
+
+
+ Resumes all Tweeners/Sequences,
+ sets the tweens so that they move forward and not backwards,
+ and returns the total number of resumed Tweeners/Sequences.
+
+
+ If true skips any initial tween delay.
+
+
+ The total number of resumed Tweeners/Sequences.
+
+
+
+
+ Resumes all the tweens for the given target,
+ sets the tweens so that they move backwards instead than forward,
+ and returns the total number of resumed Tweeners.
+
+
+ The target whose tweens to resume.
+
+
+ The total number of resumed Tweeners.
+
+
+
+
+ Resumes all the Tweeners/Sequences with the given ID,
+ sets the tweens so that they move backwards instead than forward,
+ and returns the total number of resumed Tweeners/Sequences.
+
+
+ The ID of the Tweeners/Sequences to resume.
+
+
+ The total number of resumed Tweeners/Sequences.
+
+
+
+
+ Resumes all the Tweeners/Sequences with the given intId,
+ sets the tweens so that they move backwards instead than forward,
+ and returns the total number of resumed Tweeners/Sequences.
+
+
+ The intId of the Tweeners/Sequences to resume.
+
+
+ The total number of resumed Tweeners/Sequences.
+
+
+
+
+ Resumes the given Tweener,
+ sets it so that it moves backwards instead than forward,
+ and returns the total number of resumed ones (1 if the Tweener existed, otherwise 0).
+
+
+ The Tweener to resume.
+
+
+ The total number of resumed Tweeners (1 if the Tweener existed, otherwise 0).
+
+
+
+
+ Resumes the given Sequence,
+ sets it so that it moves backwards instead than forward,
+ and returns the total number of resumed ones (1 if the Sequence existed, otherwise 0).
+
+
+ The Sequence to resume.
+
+
+ The total number of resumed Sequences (1 if the Sequence existed, otherwise 0).
+
+
+
+
+ Resumes all Tweeners/Sequences,
+ sets the tweens so that they move backwards instead than forward,
+ and returns the total number of resumed Tweeners/Sequences.
+
+
+ The total number of resumed Tweeners/Sequences.
+
+
+
+
+ Rewinds all the tweens (delays included) for the given target, and returns the total number of rewinded Tweeners.
+
+
+ The target whose tweens to rewind.
+
+
+ The total number of rewinded Tweeners.
+
+
+
+
+ Rewinds all the tweens for the given target, and returns the total number of rewinded Tweeners.
+
+
+ The target whose tweens to rewind.
+
+
+ If true skips any initial delay.
+
+
+ The total number of rewinded Tweeners.
+
+
+
+
+ Rewinds all the Tweeners (delays included) and Sequences with the given ID, and returns the total number of rewinded Tweeners/Sequences.
+
+
+ The ID of the Tweeners/Sequences to rewind.
+
+
+ The total number of rewinded Tweeners/Sequences.
+
+
+
+
+ Rewinds all the Tweeners/Sequences with the given ID, and returns the total number of rewinded Tweeners/Sequences.
+
+
+ The ID of the Tweeners/Sequences to rewind.
+
+
+ If true skips any initial tween delay.
+
+
+ The total number of rewinded Tweeners/Sequences.
+
+
+
+
+ Rewinds all the Tweeners (delays included) and Sequences with the given intId, and returns the total number of rewinded Tweeners/Sequences.
+
+
+ The intId of the Tweeners/Sequences to rewind.
+
+
+ The total number of rewinded Tweeners/Sequences.
+
+
+
+
+ Rewinds all the Tweeners/Sequences with the given intId, and returns the total number of rewinded Tweeners/Sequences.
+
+
+ The intId of the Tweeners/Sequences to rewind.
+
+
+ If true skips any initial tween delay.
+
+
+ The total number of rewinded Tweeners/Sequences.
+
+
+
+
+ Rewinds the given Tweener (delays included), and returns the total number of rewinded ones (1 if the Tweener existed, otherwise 0).
+
+
+ The Tweener to rewind.
+
+
+ The total number of rewinded Tweeners (1 if the Tweener existed, otherwise 0).
+
+
+
+
+ Rewinds the given Tweener, and returns the total number of rewinded ones (1 if the Tweener existed, otherwise 0).
+
+
+ The Tweener to rewind.
+
+
+ If true skips any initial delay.
+
+
+ The total number of rewinded Tweeners (1 if the Tweener existed, otherwise 0).
+
+
+
+
+ Rewinds the given Sequence, and returns the total number of rewinded ones (1 if the Sequence existed, otherwise 0).
+
+
+ The Sequence to rewind.
+
+
+ The total number of rewinded Sequences (1 if the Sequence existed, otherwise 0).
+
+
+
+
+ Rewinds all Tweeners (delay included) and Sequences, and returns the total number of rewinded Tweeners/Sequences.
+
+
+ The total number of rewinded Tweeners/Sequences.
+
+
+
+
+ Rewinds all Tweeners/Sequences, and returns the total number of rewinded Tweeners/Sequences.
+
+
+ If true skips any initial tween delay.
+
+
+ The total number of rewinded Tweeners/Sequences.
+
+
+
+
+ Restarts all the tweens (delays included) for the given target, and returns the total number of restarted Tweeners.
+
+
+ The target whose tweens to restart.
+
+
+ The total number of restarted Tweeners.
+
+
+
+
+ Restarts all the tweens for the given target, and returns the total number of restarted Tweeners.
+
+
+ The target whose tweens to restart.
+
+
+ If true skips any initial delay.
+
+
+ The total number of restarted Tweeners.
+
+
+
+
+ Restarts all the Tweeners (delays included) and Sequences with the given ID, and returns the total number of restarted Tweeners/Sequences.
+
+
+ The ID of the Tweeners/Sequences to restart.
+
+
+ The total number of restarted Tweeners/Sequences.
+
+
+
+
+ Restarts all the Tweeners/Sequences with the given ID, and returns the total number of restarted Tweeners/Sequences.
+
+
+ The ID of the Tweeners/Sequences to restart.
+
+
+ If true skips any initial tween delay.
+
+
+ The total number of restarted Tweeners/Sequences.
+
+
+
+
+ Restarts all the Tweeners (delays included) and Sequences with the given intId, and returns the total number of restarted Tweeners/Sequences.
+
+
+ The intId of the Tweeners/Sequences to restart.
+
+
+ The total number of restarted Tweeners/Sequences.
+
+
+
+
+ Restarts all the Tweeners/Sequences with the given intId, and returns the total number of restarted Tweeners/Sequences.
+
+
+ The intId of the Tweeners/Sequences to restart.
+
+
+ If true skips any initial tween delay.
+
+
+ The total number of restarted Tweeners/Sequences.
+
+
+
+
+ Restarts the given Tweener (delays included), and returns the total number of restarted ones (1 if the Tweener existed, otherwise 0).
+
+
+ The Tweener to restart.
+
+
+ The total number of restarted Tweeners (1 if the Tweener existed, otherwise 0).
+
+
+
+
+ Restarts the given Tweener, and returns the total number of restarted ones (1 if the Tweener existed, otherwise 0).
+
+
+ The Tweener to restart.
+
+
+ If true skips any initial delay.
+
+
+ The total number of restarted Tweeners (1 if the Tweener existed, otherwise 0).
+
+
+
+
+ Restarts the given Sequence, and returns the total number of restarted ones (1 if the Sequence existed, otherwise 0).
+
+
+ The Sequence to restart.
+
+
+ The total number of restarted Sequences (1 if the Sequence existed, otherwise 0).
+
+
+
+
+ Restarts all Tweeners/Sequences (delay included) and Sequences, and returns the total number of restarted Tweeners/Sequences.
+
+
+ The total number of restarted Tweeners/Sequences.
+
+
+
+
+ Restarts all Tweeners/Sequences and returns the total number of restarted Tweeners/Sequences.
+
+
+ If true skips any initial tween delay.
+
+
+ The total number of restarted Tweeners/Sequences.
+
+
+
+
+ Restarts all tweens from position 0, but recalculating them by taking their current targets values as start values,
+ and the currently changed value to determine the end values.
+
+
+ The target whose tweens to restart.
+
+
+ The total number of restarted Tweeners.
+
+
+
+
+ Restarts all the Tweeners from position 0, but recalculating them by taking their current targets values as start values,
+ and the currently changed value to determine the end values.
+
+
+ The ID of the Tweeners/Sequences to restart.
+
+
+ The total number of restarted Tweeners/Sequences.
+
+
+
+
+ Restarts all the Tweeners from position 0, but recalculating them by taking their current targets values as start values,
+ and the currently changed value to determine the end values.
+
+
+ The intId of the Tweeners/Sequences to restart.
+
+
+ The total number of restarted Tweeners/Sequences.
+
+
+
+
+ Restarts the given Tweener from position 0, but recalculating them by taking their current targets values as start values,
+ and the currently changed value to determine the end values.
+
+
+ The Tweener to restart.
+
+
+ The total number of restarted Tweeners (1 if the Tweener existed, otherwise 0).
+
+
+
+
+ Restarts all Tweeners/Sequences from position 0, but recalculating them by taking their current targets values as start values,
+ and the currently changed value to determine the end values.
+
+
+ The total number of restarted Tweeners/Sequences.
+
+
+
+
+ Reverses all the tweens for the given target,
+ animating them from their current value back to the starting one,
+ and returns the total number of reversed Tweeners.
+
+
+ The target whose tweens to reverse.
+
+
+ If TRUE, the tween will also start playing in case it was paused,
+ otherwise it will maintain its current play/pause state (default).
+
+
+ The total number of reversed Tweeners.
+
+
+
+
+ Reverses all the Tweeners/Sequences with the given ID,
+ animating them from their current value back to the starting one,
+ and returns the total number of reversed Tweeners/Sequences.
+
+
+ The ID of the Tweeners/Sequences to reverse.
+
+
+ If TRUE, the tween will also start playing in case it was paused,
+ otherwise it will maintain its current play/pause state (default).
+
+
+ The total number of reversed Tweeners/Sequences.
+
+
+
+
+ Reverses all the Tweeners/Sequences with the given intId,
+ animating them from their current value back to the starting one,
+ and returns the total number of reversed Tweeners/Sequences.
+
+
+ The intId of the Tweeners/Sequences to reverse.
+
+
+ If TRUE, the tween will also start playing in case it was paused,
+ otherwise it will maintain its current play/pause state (default).
+
+
+ The total number of reversed Tweeners/Sequences.
+
+
+
+
+ Reverses the given Tweener,
+ animating it from its current value back to the starting one,
+ and returns the total number of reversed Tweeners (1 if the Tweener existed, otherwise 0).
+
+
+ The Tweener to reverse.
+
+
+ If TRUE, the tween will also start playing in case it was paused,
+ otherwise it will maintain its current play/pause state (default).
+
+
+ The total number of reversed Tweeners (1 if the Tweener existed, otherwise 0).
+
+
+
+
+ Reverses the given Sequence, and returns the total number of reversed ones (1 if the Sequence existed, otherwise 0).
+
+
+ The Sequence to reverse.
+
+
+ If TRUE, the tween will also start playing in case it was paused,
+ otherwise it will maintain its current play/pause state (default).
+
+
+ The total number of reversed Sequences (1 if the Sequence existed, otherwise 0).
+
+
+
+
+ Reverses all Tweeners/Sequences,
+ animating them from their current value back to the starting one,
+ and returns the total number of reversed Tweeners/Sequences.
+
+
+ If TRUE, the tween will also start playing in case it was paused,
+ otherwise it will maintain its current play/pause state (default).
+
+
+ The total number of reversed Tweeners/Sequences.
+
+
+
+
+ Completes all the tweens for the given target, and returns the total number of completed Tweeners.
+ Where a loop was involved and not infinite, the relative tween completes at the position where it would actually be after the set number of loops.
+ If there were infinite loops, this method will have no effect.
+
+
+ The target whose tweens to complete.
+
+
+ The total number of completed Tweeners.
+
+
+
+
+ Completes all the Tweeners/Sequences with the given ID, and returns the total number of completed Tweeners/Sequences.
+ Where a loop was involved and not infinite, the relative Tweener/Sequence completes at the position where it would actually be after the set number of loops.
+ If there were infinite loops, this method will have no effect.
+
+
+ The ID of the Tweeners/Sequences to complete.
+
+
+ The total number of completed Tweeners/Sequences.
+
+
+
+
+ Completes all the Tweeners/Sequences with the given intId, and returns the total number of completed Tweeners/Sequences.
+ Where a loop was involved and not infinite, the relative Tweener/Sequence completes at the position where it would actually be after the set number of loops.
+ If there were infinite loops, this method will have no effect.
+
+
+ The intId of the Tweeners/Sequences to complete.
+
+
+ The total number of completed Tweeners/Sequences.
+
+
+
+
+ Completes the given Tweener, and returns the total number of completed ones (1 if the Tweener existed, otherwise 0).
+ Where a loop was involved and not infinite, the relative Tweener completes at the position where it would actually be after the set number of loops.
+ If there were infinite loops, this method will have no effect.
+
+
+ The Tweener to complete.
+
+
+ The total number of completed Tweeners (1 if the Tweener existed, otherwise 0).
+
+
+
+
+ Completes the given Sequence, and returns the total number of completed ones (1 if the Sequence existed, otherwise 0).
+ Where a loop was involved and not infinite, the relative Sequence completes at the position where it would actually be after the set number of loops.
+ If there were infinite loops, this method will have no effect.
+
+
+ The Sequence to complete.
+
+
+ The total number of completed Sequences (1 if the Sequence existed, otherwise 0).
+
+
+
+
+ Completes all Tweeners/Sequences, and returns the total number of completed Tweeners/Sequences.
+ Where a loop was involved and not infinite, the relative Tweener/Sequence completes at the position where it would actually be after the set number of loops.
+ If there were infinite loops, this method will have no effect.
+
+
+ The total number of completed Tweeners/Sequences.
+
+
+
+
+ Kills all the tweens for the given target (unless they're were created inside a ),
+ and returns the total number of killed Tweeners.
+
+
+ The target whose Tweeners to kill.
+
+
+ The total number of killed Tweeners.
+
+
+
+
+ Kills all the Tweeners/Sequences with the given ID, and returns the total number of killed Tweeners/Sequences.
+
+
+ The ID of the Tweeners/Sequences to kill.
+
+
+ The total number of killed Tweeners/Sequences.
+
+
+
+
+ Kills all the Tweeners/Sequences with the given intId, and returns the total number of killed Tweeners/Sequences.
+
+
+ The intId of the Tweeners/Sequences to kill.
+
+
+ The total number of killed Tweeners/Sequences.
+
+
+
+
+ Kills the given Tweener, and returns the total number of killed ones (1 if the Tweener existed, otherwise 0).
+
+
+ The Tweener to kill.
+
+
+ The total number of killed Tweeners (1 if the Tweener existed, otherwise 0).
+
+
+
+
+ Kills the given Sequence, and returns the total number of killed ones (1 if the Sequence existed, otherwise 0).
+
+
+ The Sequence to kill.
+
+
+ The total number of killed Sequences (1 if the Sequence existed, otherwise 0).
+
+
+
+
+ Kills all Tweeners/Sequences, and returns the total number of killed Tweeners/Sequences.
+
+
+ The total number of killed Tweeners/Sequences.
+
+
+
+
+ Used by Sequences to remove added tweens from main tweens list.
+
+
+
+
+
+ Returns all existing Tweeners (excluding nested ones) and Sequences, paused or not.
+
+
+
+
+ Returns all existing Tweeners (excluding nested ones) and Sequences that are currently playing.
+
+
+
+
+ Returns all existing Tweeners (excluding nested ones) and Sequences that are currently paused.
+
+
+
+
+ Returns a list of the eventual existing tweens with the given Id,
+ (empty if no Tweener/Sequence was found).
+
+ Id to look for
+ If TRUE also searches inside nested tweens
+
+
+
+
+ Returns a list of the eventual existing tweens with the given intId,
+ (empty if no Tweener/Sequence was found).
+
+ IntId to look for
+ If TRUE also searches inside nested tweens
+
+
+
+
+ Returns a list with all the existing objects whose target is the given one,
+ or an empty list if none was found.
+
+ Target to look for
+ If TRUE also searches inside nested Tweeners
+
+
+
+
+ Returns true if the given target is currently involved in any running Tweener or Sequence (taking into account also nested tweens).
+ Returns false both if the given target is not inside a Tweener, than if the relative Tweener is paused.
+ To simply check if the target is attached to a Tweener or Sequence use instead.
+
+
+ The target to check.
+
+
+ A value of true if the given target is currently involved in any running Tweener or Sequence (taking into account also nested tweens).
+
+
+
+
+ Returns true if the given id is involved in any running Tweener or Sequence (taking into account also nested tweens).
+
+
+ The target to check.
+
+
+
+
+ Returns true if the given id is involved in any running Tweener or Sequence (taking into account also nested tweens).
+
+
+ The target to check.
+
+
+
+
+ Returns true if the given target is linked to any Tweener or Sequence (running or not, taking into account also nested tweens).
+
+
+ The target to check.
+
+
+ A value of true if the given target is linked to any Tweener or Sequence (running or not, taking into account also nested tweens).
+
+
+
+
+ Returns a list of the current tweens (paused and delayed included),
+ or null if there are no tweens.
+
+
+
+
+
+ Used by callbacks that are wired to sendMessage.
+
+
+
+
+ Filter filters for:
+ - ID if
+ - Tweener if
+ - Sequence if
+ - Tweener target if (doesn't look inside sequence tweens)
+ - Everything if null
+
+
+
+
+ Returns all the currently existing plugins involved in any tween, even if nested or paused,
+ or null if there are none.
+
+
+
+
+ TRUE while inside the update loop
+
+
+
+
+ Total number of tweeners/sequences (paused and delayed ones are included).
+ Tweeners and sequences contained into other sequences don't count:
+ for example, if there's only one sequence that contains 2 tweeners, totTweens will be 1.
+
+
+
+
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+
+
+
+
+ Easing equation function for a quadratic (t^2) easing in: accelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a quadratic (t^2) easing out: decelerating to zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a quadratic (t^2) easing in/out: acceleration until halfway, then deceleration.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+
+
+
+
+ Easing equation function for a simple linear tweening, with no easing.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Base class for all HOTParms.
+
+
+
+
+ ID.
+
+
+
+
+ Int ID.
+
+
+
+
+ Auto kill on complete.
+
+
+
+
+ Update type.
+
+
+
+
+ Time scale.
+
+
+
+
+ Loops
+
+
+
+
+ Loop type.
+
+
+
+
+ Paused.
+
+
+
+
+ On start.
+
+
+
+
+ On start with parms.
+
+
+
+
+ On start parameters.
+
+
+
+
+ On update.
+
+
+
+
+ On update with parms.
+
+
+
+
+ On update parameters.
+
+
+
+
+ On plugin results.
+
+
+
+
+ On plugin results with parms.
+
+
+
+
+ On plugin results parameters.
+
+
+
+
+ On pause.
+
+
+
+
+ On pause with parms.
+
+
+
+
+ On pause parameters.
+
+
+
+
+ On play.
+
+
+
+
+ On play with parms.
+
+
+
+
+ On play parameters.
+
+
+
+
+ On rewinded.
+
+
+
+
+ On rewinded with parms.
+
+
+
+
+ On rewinded parameters.
+
+
+
+
+ On step complete.
+
+
+
+
+ On step complete with parms.
+
+
+
+
+ On step complete parameters.
+
+
+
+
+ On complete.
+
+
+
+
+ On complete with parms.
+
+
+
+
+ On complete parameters.
+
+
+
+
+ True if there are behaviours to manage
+
+
+
+
+ True if there are gameObject to manage
+
+
+
+
+ Behaviours to activate
+
+
+
+
+ Behaviours to deactivate
+
+
+
+
+ GameObjects to activate
+
+
+
+
+ GameObejcts to deactivate
+
+
+
+
+ Initializes the given owner with the stored parameters.
+
+
+ The to initialize.
+
+
+
+
+ Only used with ApplyCallback method.
+
+
+
+
+ Called when the tween is starting
+
+
+
+
+ Called each time the tween is updated
+
+
+
+
+ Called each time a single loop is completed
+
+
+
+
+ Called when the whole tween (loops included) is complete
+
+
+
+
+ Called when the tween is paused
+
+
+
+
+ Called when the tween is played
+
+
+
+
+ Called when the tween is rewinded
+
+
+
+
+ Works only with Tweeners, and not with Sequences.
+ Called when a plugin of the Tweens is overwritten by the OverwriteManager.
+
+
+
+
+ Cache manager for James Nies' MemberAccessor classes
+
+
+
+
+ Returns the cached memberAccessor if it alread exists,
+ or calls MemberAccessor.Make and caches and returns the newly created MemberAccessor.
+
+
+
+
+ Clears the cache.
+
+
+
+
+ The PropertyAccessor class provides fast dynamic access
+ to a property of a specified target class.
+
+
+
+
+ Creates a new property accessor.
+
+
+
+
+ The Type of the Property being accessed.
+
+
+
+
+ Whether or not the Property supports read access.
+
+
+
+
+ Whether or not the Property supports write access.
+
+
+
+
+ Enumeration of axis.
+
+
+
+
+ No axis.
+
+
+
+
+ X axis.
+
+
+
+
+ Y axis.
+
+
+
+
+ Z axis.
+
+
+
+
+ W axis.
+
+
+
+
+ Plugin for the tweening of Vector3 objects along a Vector3 path.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type and an absolute path.
+
+
+ The path to tween through.
+
+ Type of path
+
+
+
+ Creates a new instance of this plugin using an absolute path.
+
+
+ The path to tween through.
+
+
+ The to use.
+
+ Type of path
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The path to tween through.
+
+
+ If true, the path is considered relative to the starting value of the property, instead than absolute.
+ Not compatible with HOTween.From.
+
+ Type of path
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The path to tween through.
+
+
+ The to use.
+
+
+ If true, the path is considered relative to the starting value of the property, instead than absolute.
+ Not compatible with HOTween.From.
+
+ Type of path
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The path to tween through.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+ Type of path
+
+
+
+ Init override.
+ Used to check that isRelative is FALSE,
+ and otherwise use the given parameters to send a decent warning message.
+
+
+
+
+ Parameter > Smoothly closes the path, so that it can be used for cycling loops.
+
+
+ A
+
+
+
+
+ Parameter > Choose whether to smoothly close the path, so that it can be used for cycling loops.
+
+
+ Set to true to close the path.
+
+
+
+
+ Parameter > If the tween target is a , orients the tween target to the path.
+
+
+ A
+
+
+
+
+ Parameter > Choose whether to orient the tween target to the path (only if it's a ).
+
+
+ Set to true to orient the tween target to the path.
+
+
+
+
+ Parameter > If the tween target is a , orients the tween target to the path,
+ using the given lookAhead percentage.
+
+
+ The look ahead percentage (0 to 1).
+
+
+
+
+ Parameter > If the tween target is a , orients the tween target to the path,
+ locking its rotation on the given axis.
+
+
+ Sets one or more axis to lock while rotating.
+ To lock more than one axis, use the bitwise OR operator (ex: Axis.X | Axis.Y).
+
+
+
+
+ Parameter > If the tween target is a , orients the tween target to the path,
+ using the given lookAhead percentage and locking its rotation on the given axis.
+
+ The look ahead percentage (0 to 1)
+
+ Sets one or more axis to lock while rotating.
+ To lock more than one axis, use the bitwise OR operator (ex: Axis.X | Axis.Y).
+
+
+
+
+ Parameter > Choose whether to orient the tween target to the path (only if it's a ),
+ and which lookAhead percentage ad lockRotation to use.
+
+
+ Set to true to orient the tween target to the path.
+
+
+ The look ahead percentage (0 to 1).
+
+
+ Sets one or more axis to lock while rotating.
+ To lock more than one axis, use the bitwise OR operator (ex: Axis.X | Axis.Y).
+
+
+
+
+ Parameter > If the tween target is a , sets the tween so that the target will always look at the given transform.
+
+
+ The to look at.
+
+
+
+
+ Parameter > If the tween target is a , sets the tween so that the target will always look at the given position.
+
+
+ The to look at.
+
+
+
+
+ Parameter > locks the given position axis.
+
+ Sets one or more axis to lock.
+ To lock more than one axis, use the bitwise OR operator (ex: Axis.X | Axis.Y)
+
+
+
+
+ Indicates that the path works must be calculated in 2D
+
+ If TRUE the target will be considered as moving from a side-scrolling perspective,
+ if FALSE (default) the target will be considered as moving from a top-down perspective
+
+
+
+
+ Returns the speed-based duration based on the given speed x second.
+
+
+
+
+ Adds the correct starting and ending point so the path can be reached from the property's actual position.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sets the correct values in case of RestartIncremental.
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Returns the point at the given percentage (0 to 1),
+ considering the path at constant speed.
+ Used by DoUpdate and by Tweener.GetPointOnPath.
+
+
+ The percentage (0 to 1) at which to get the point.
+
+
+
+
+ Returns the point at the given percentage (0 to 1),
+ considering the path at constant speed.
+ Used by DoUpdate and by Tweener.GetPointOnPath.
+
+
+ The percentage (0 to 1) at which to get the point.
+
+
+ IF true updates also value
+ (necessary if this method is called for an update).
+
+
+ IF not NULL uses the given path instead than the default one.
+
+
+ Index of waypoint we're moving to (or where we are). Only used for Linear paths.
+
+
+
+
+ Returns the percentage of the path length occupied by the given path waypoints interval.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ Manager used for automatic control of eventual overwriting of tweens.
+ It is disabled by default, you need to call to enable it.
+
+
+
+
+ List of currently running Tweeners
+ (meaning all Tweeners whose OnStart has been called, paused or not).
+
+
+
+
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+
+
+
+
+ Easing equation function for a quintic (t^5) easing in: accelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a quintic (t^5) easing out: decelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a quintic (t^5) easing in/out: acceleration until halfway, then deceleration.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Default plugin for the tweening of Color32 objects.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Returns the speed-based duration based on the given speed x second.
+
+
+
+
+ Sets the typed changeVal based on the current startVal and endVal.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sets the correct values in case of RestartIncremental.
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ Used internally to generate warnings that are managed without throwing exceptions.
+
+
+
+
+ Used to manage movement on a Cardinal spline (of Catmull-Rom type).
+ Contains code from Andeeee's CRSpline (http://forum.unity3d.com/threads/32954-Waypoints-and-constant-variable-speed-problems).
+
+
+
+
+ Creates a new based on the given array of points.
+
+ Type of path
+
+ The array used to create the path.
+
+
+
+
+ Gets the point on the path at the given percentage (0 to 1).
+
+
+ The percentage (0 to 1) at which to get the point.
+
+
+
+
+ Gets the point on the path at the given percentage (0 to 1).
+
+
+ The percentage (0 to 1) at which to get the point.
+
+
+ Index of waypoint we're moving to (or where we are). Only used for Linear paths.
+
+
+
+
+ Gets the velocity at the given time position.
+ OBSOLETE since path now uses constant velocity.
+
+
+
+
+ Draws the full path.
+
+
+
+
+ Draws the full path, and if t is not -1 also draws the velocity at t.
+
+
+ The point where to calculate velocity and eventual additional trigonometry.
+
+
+ If true also draws the normal, tangent, and binormal of t.
+
+
+
+
+ Returns the point at the given time percentage (0 to 1),
+ considering the path at constant speed.
+
+ The time percentage (0 to 1) at which to get the point
+
+
+
+ Returns the point at the given time percentage (0 to 1),
+ considering the path at constant speed.
+
+ The time percentage (0 to 1) at which to get the point
+ Outputs the calculated path percentage value
+
+ Index of waypoint we're moving to (or where we are). Only used for Linear paths.
+
+
+
+
+ Gets the constant path percentage for the given time percentage
+ that can be used with GetConstPoint.
+
+ The time percentage (0 to 1) to use
+
+
+
+
+ Method chaining parameters for a .
+
+
+
+
+ Initializes the given with the stored parameters.
+
+
+ The to initialize.
+
+
+ The target.
+
+
+
+
+ Sets this tween so that it works with pixel perfect values.
+ Only works with , , ,
+ , ,
+ plugins.
+
+
+
+
+
+ Sets this tween to work by speed instead than time.
+ When a tween is based on speed instead than time,
+ duration is considered as the amount that the property will change every second,
+ and ease is automatically set to Linear.
+ In case of Vectors, the amount represents the vector length x second;
+ in case of Quaternions, the amount represents the full rotation (360°) speed x second;
+ in case of strings, the amount represents the amount of changed letters x second.
+
+
+
+
+ Sets whether to tween by speed or not.
+ When a tween is based on speed instead than time,
+ duration is considered as the amount that the property will change every second,
+ and ease is automatically set to Linear.
+ In case of Vectors, the amount represents the vector length x second;
+ in case of strings, the amount represents the amount of changed letters x second.
+
+
+ If true this tween will work by speed instead than by time.
+
+
+
+
+ Sets the ease type to use (default = EaseType.easeOutQuad).
+ If you set this tween to use speed instead than time,
+ this parameter becomes useless, because it will be managed internally.
+
+
+ The to use.
+
+
+
+
+ Sets the ease type to use (default = EaseType.easeOutQuad).
+ If you set this tween to use speed instead than time,
+ this parameter becomes useless, because it will be managed internally.
+
+
+ The to use.
+
+
+ Eventual overshoot to use with Back easeType (default is 1.70158).
+
+
+
+
+ Sets the ease type to use (default = EaseType.easeOutQuad).
+ If you set this tween to use speed instead than time,
+ this parameter becomes useless, because it will be managed internally.
+
+
+ The to use.
+
+
+ Eventual amplitude to use with Elastic easeType (default is 0).
+
+
+ Eventual period to use with Elastic easeType (default is 0).
+
+
+
+
+ Sets the ease to use the given AnimationCurve.
+ If you set this tween to use speed instead than time,
+ this parameter becomes useless, because it will be managed internally.
+
+
+ The to use.
+
+
+
+
+ Sets the seconds of delay before the tween should start (default = 0).
+
+
+ The seconds of delay.
+
+
+
+
+ Sets the Tweener in a paused state.
+
+
+
+
+ Choose whether to set the Tweener in a paused state.
+
+
+
+
+ Sets a property or field to tween,
+ directly assigning the given TweenPlugin to it.
+ Behaves as Prop(), but removes any other property tween previously set in this
+ (useful if you want to reuse the same parameters with a new set of property tweens).
+
+
+ The name of the property.
+
+
+ The to use.
+
+
+
+
+ Sets a property or field to tween.
+ Behaves as Prop(), but removes any other property tween previously set in this
+ (useful if you want to reuse the same parameters with a new set of property tweens).
+
+
+ The name of the property.
+
+
+ The absolute end value the object should reach with the tween.
+
+
+
+
+ Sets a property or field to tween.
+ Behaves as Prop(), but removes any other property tween previously set in this
+ (useful if you want to reuse the same parameters with a new set of property tweens).
+
+
+ The name of the property.
+
+
+ The end value the object should reach with the tween.
+
+
+ If true treats the end value as relative, otherwise as absolute.
+
+
+
+
+ Sets a property or field to tween,
+ directly assigning the given TweenPlugin to it.
+ Behaves as NewProp(), but without removing the other property tweens that were set in this .
+
+
+ The name of the property.
+
+
+ The to use.
+
+
+
+
+ Sets a property or field to tween.
+ Behaves as NewProp(), but without removing the other property tweens that were set in this .
+
+
+ The name of the property.
+
+
+ The absolute end value the object should reach with the tween.
+
+
+
+
+ Sets a property or field to tween.
+ Behaves as NewProp(), but without removing the other property tweens that were set in this .
+
+
+ The name of the property.
+
+
+ The end value the object should reach with the tween.
+
+
+ If true treats the end value as relative, otherwise as absolute.
+
+
+
+
+ Sets the ID of this Tweener (default = "").
+ The same ID can be applied to multiple Tweeners, thus allowing for group operations.
+ You can also use IntId instead of Id for faster operations.
+
+
+ The ID for this Tweener.
+
+
+
+
+ Sets the int ID of this Tweener (default = 0).
+ The same intId can be applied to multiple Tweeners, thus allowing for group operations.
+ The main difference from Id is that while Id is more legible, IntId allows for faster operations.
+
+
+ The int ID for this Tweener.
+
+
+
+
+ Sets auto-kill behaviour for when the Tweener reaches its end (default = false).
+
+
+ If true the Tweener is killed and removed from HOTween as soon as it's completed.
+ If false doesn't remove this Tweener from HOTween when it is completed,
+ and you will need to call an HOTween.Kill to remove this Tweener.
+
+
+
+
+ Sets the type of update to use for this Tweener (default = .Update).
+
+
+ The type of update to use.
+
+
+
+
+ Sets the time scale that will be used by this Tweener.
+
+
+ The time scale to use.
+
+
+
+
+ Sets the number of times the Tweener will run (default = 1, meaning only one go and no other loops).
+
+
+ Number of loops (set it to -1 or to apply infinite loops).
+
+
+
+
+ Sets the number of times the Tweener will run,
+ and the type of loop behaviour to apply
+ (default = 1, LoopType.Restart).
+
+
+ Number of loops (set it to -1 or to apply infinite loops).
+
+
+ The behaviour to use.
+
+
+
+
+ Function to call when the Tweener is started for the very first time.
+
+
+ The function to call, who must return void and accept no parameters.
+
+
+
+
+ Function to call when the Tweener is started for the very first time.
+
+
+ The function to call.
+ It must return void and has to accept a single parameter of type .
+
+
+ Additional comma separated parameters to pass to the function.
+
+
+
+
+ Function to call each time the Tweener is updated.
+
+
+ The function to call, who must return void and accept no parameters.
+
+
+
+
+ Function to call each time the Tweener is updated.
+
+
+ The function to call.
+ It must return void and has to accept a single parameter of type .
+
+
+ Additional comma separated parameters to pass to the function.
+
+
+
+
+ Function to call each time a plugin is updated.
+
+
+ The function to call.
+ It must return void and has to accept a single parameter of type .
+
+
+ Additional comma separated parameters to pass to the function.
+
+
+
+
+ Function to call when the Tweener switches from a playing state to a paused state.
+
+
+ The function to call, who must return void and accept no parameters.
+
+
+
+
+ Function to call when the Tweener switches from a playing state to a paused state.
+
+
+ The function to call.
+ It must return void and has to accept a single parameter of type .
+
+
+ Additional comma separated parameters to pass to the function.
+
+
+
+
+ Function to call when the Tweener switches from a paused state to a playing state.
+
+
+ The function to call, who must return void and accept no parameters.
+
+
+
+
+ Function to call when the Tweener switches from a paused state to a playing state.
+
+
+ The function to call.
+ It must return void and has to accept a single parameter of type .
+
+
+ Additional comma separated parameters to pass to the function.
+
+
+
+
+ Function to call each time the Tweener is rewinded from a non-rewinded state
+ (either because of a direct call to Rewind,
+ or because the tween's virtual playehead reached the start due to a playing backwards behaviour).
+
+
+ The function to call, who must return void and accept no parameters.
+
+
+
+
+ Function to call each time the Tweener is rewinded from a non-rewinded state
+ (either because of a direct call to Rewind,
+ or because the tween's virtual playehead reached the start due to a playing backwards behaviour).
+
+
+ The function to call.
+ It must return void and has to accept a single parameter of type .
+
+
+ Additional comma separated parameters to pass to the function.
+
+
+
+
+ Function to call each time a single loop of the Tweener is completed.
+
+
+ The function to call, who must return void and accept no parameters.
+
+
+
+
+ Function to call each time a single loop of the Tweener is completed.
+
+
+ The function to call.
+ It must return void and has to accept a single parameter of type .
+
+
+ Additional comma separated parameters to pass to the function.
+
+
+
+
+ Uses sendMessage to call the method named p_methodName
+ on every MonoBehaviour in the p_sendMessageTarget GameObject.
+
+ GameObject to target for sendMessage
+ Name of the method to call
+ Eventual additional parameter
+ SendMessageOptions
+
+
+
+ Function to call when the full Tweener, loops included, is completed.
+
+
+ The function to call, who must return void and accept no parameters.
+
+
+
+
+ Function to call when the full Tweener, loops included, is completed.
+
+
+ The function to call.
+ It must return void and has to accept a single parameter of type .
+
+
+ Additional comma separated parameters to pass to the function.
+
+
+
+
+ Uses sendMessage to call the method named p_methodName
+ on every MonoBehaviour in the p_sendMessageTarget GameObject.
+
+ GameObject to target for sendMessage
+ Name of the method to call
+ Eventual additional parameter
+ SendMessageOptions
+
+
+
+ Function to call when one of the plugins used in the tween gets overwritten
+ (available only if OverwriteManager is active).
+
+
+ The function to call, who must return void and accept no parameters.
+
+
+
+
+ Function to call when one of the plugins used in the tween gets overwritten
+ (available only if OverwriteManager is active).
+
+
+ The function to call.
+ It must return void and has to accept a single parameter of type .
+
+
+ Additional comma separated parameters to pass to the function.
+
+
+
+
+ Keeps the given component enabled while the tween is playing
+
+
+
+
+ Keeps the given gameObject activated while the tween is playing
+
+
+
+
+ Keeps the given components enabled while the tween is playing
+
+
+
+
+ Keeps the given GameObject activated while the tween is playing
+
+
+
+
+ Keeps the given component disabled while the tween is playing
+
+
+
+
+ Keeps the given GameObject disabled while the tween is playing
+
+
+
+
+ Keeps the given components disabled while the tween is playing
+
+
+
+
+ Keeps the given GameObject disabled while the tween is playing
+
+
+
+
+ Used by HOTween.From to set isFrom property.
+
+
+ A
+
+
+
+
+ Returns true if at least one property tween was added to these parameters,
+ either via Prop() or NewProp().
+
+
+
+
+ Enumeration of types of loops to apply.
+
+
+
+
+ When a tween completes, rewinds the animation and restarts (X to Y, repeat).
+
+
+
+
+ Tweens to the end values then back to the original ones and so on (X to Y, Y to X, repeat).
+
+
+
+
+ Like , but also inverts the easing (meaning if it was easeInSomething, it will become easeOutSomething, and viceversa).
+
+
+
+
+ Continuously increments the tween (X to Y, Y to Y+(Y-X), and so on),
+ thus always moving "onward".
+
+
+
+
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+
+
+
+
+ Easing equation function for a cubic (t^3) easing in: accelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a cubic (t^3) easing out: decelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a cubic (t^3) easing in/out: acceleration until halfway, then deceleration.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+
+
+
+
+ Easing equation function for a circular (sqrt(1-t^2)) easing in: accelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a circular (sqrt(1-t^2)) easing out: decelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a circular (sqrt(1-t^2)) easing in/out: acceleration until halfway, then deceleration.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+
+
+
+
+ Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in: accelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+
+ Overshoot ammount: higher means greater overshoot (0 produces cubic easing with no overshoot, and the default value of 1.70158 produces an overshoot of 10 percent).
+
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out: decelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+
+ Overshoot ammount: higher means greater overshoot (0 produces cubic easing with no overshoot, and the default value of 1.70158 produces an overshoot of 10 percent).
+
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in/out: acceleration until halfway, then deceleration.
+
+
+ Current time (in frames or seconds).
+
+
+ Starting value.
+
+
+ Change needed in value.
+
+
+ Expected easing duration (in frames or seconds).
+
+
+ Overshoot ammount: higher means greater overshoot (0 produces cubic easing with no overshoot, and the default value of 1.70158 produces an overshoot of 10 percent).
+
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Plugin for the tweening of the float of your choice.
+ Used for changing material floats.
+ Target for this tween must be of type .
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Selects the color property to change.
+
+
+ The propertyName/floatName to change (see Unity's if you don't know how it works).
+
+
+
+
+ Overridden by plugins that need a specific type of target, to check it and validate it.
+ Returns true if the tween target is valid.
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Returns the speed-based duration based on the given speed x second.
+
+
+
+
+ Sets the typed changeVal based on the current startVal and endVal.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sets the correct values in case of RestartIncremental.
+
+
+
+
+ Sets the value of the controlled property.
+ Some plugins (like PlugSetColor) might override this to get values from different properties.
+
+
+ The new value.
+
+
+
+
+ Gets the current value of the controlled property.
+ Some plugins (like PlugSetColor) might override this to set values on different properties.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ Default plugin for the tweening of Quaternion objects.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The euler angles to tween to.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The euler angles to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The euler angles to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The euler angles to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Parameter > Sets rotations to be calculated fully,
+ and the end value will be reached using the full degrees of the given rotation, even if beyond 360 degrees.
+
+
+
+
+ Parameter > Choose whether you want to calculate angles bigger than 360 degrees or not.
+ In the first case, the end value will be reached using the full degrees of the given rotation.
+ In the second case, the end value will be reached from the shortest direction.
+ If the endValue is set as relative, this option will have no effect, and full beyond 360 rotations will always be used.
+
+
+ Set to true to use angles bigger than 360 degrees.
+
+
+
+
+ Returns the speed-based duration based on the given speed x second.
+
+
+
+
+ Sets the typed changeVal based on the current startVal and endVal.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sets the correct values in case of RestartIncremental.
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
+ Enum of delegates used by HOTween.
+
+
+
+
+ Delegate used to store OnEvent (OnStart, OnComplete, etc) functions that will accept a parameter.
+
+
+
+
+ Delegate used to store OnEvent (OnStart, OnComplete, etc) functions without parameters.
+
+
+
+
+ Delegate used internally for ease functions.
+
+
+
+
+ Used in place of System.Func, which is not available in mscorlib.
+
+
+
+
+ Used in place of System.Action.
+
+
+
+
+ A special class used to setup a "virtual" tween,
+ which will not actually be tweened nor updated,
+ but will just set and return a value when you call Update.
+
+
+
+
+ Virtual duration
+ (you could also set it to 1 or 100 to treat it as a percentage).
+
+
+
+
+ Creates a new TweenVar instance using Linear ease.
+
+
+ Start value (FROM).
+
+
+ End value (TO).
+
+
+ Virtual duration.
+ (you could also set it to 1 or 100 to treat it as a percentage).
+
+
+
+
+ Creates a new TweenVar instance.
+
+
+ Start value (FROM).
+
+
+ End value (TO).
+
+
+ Virtual duration.
+ (you could also set it to 1 or 100 to treat it as a percentage).
+
+
+ Ease type.
+
+
+
+
+ Creates a new TweenVar instance.
+
+
+ Start value (FROM).
+
+
+ End value (TO).
+
+
+ Virtual duration.
+ (you could also set it to 1 or 100 to treat it as a percentage).
+
+
+ AnimationCurve used for ease.
+
+
+
+
+ Sets and returns the value at which this
+ would be after the given absolute time.
+
+
+ The elapsed time to calculate.
+
+
+
+
+ Sets and returns the value at which this
+ would be after the given time.
+
+
+ The elapsed time to calculate.
+
+
+ If true consideres p_elapsed as relative,
+ meaning it will be added to the previous elapsed time,
+ otherwise it is considered absolute.
+
+
+
+
+ Start value (FROM).
+
+
+
+
+ End value (TO).
+
+
+
+
+ Ease type.
+
+
+
+
+ Ease type as AnimationCurve.
+
+
+
+
+ The current value of this
+
+
+
+
+ The current elapsed time.
+
+
+
+
+ Method chaining parameters for a .
+
+
+
+
+ Initializes the given with the stored parameters.
+
+
+ The to initialize.
+
+
+
+
+ Sets the ID of this Sequence (default = "").
+ The same ID can be applied to multiple Sequences, thus allowing for group operations.
+ You can also use IntId instead of Id for faster operations.
+
+
+ The ID for this Sequence.
+
+
+
+
+ Sets the int ID of this Tweener (default = 0).
+ The same intId can be applied to multiple Tweeners, thus allowing for group operations.
+ The main difference from Id is that while Id is more legible, IntId allows for faster operations.
+
+
+ The int ID for this Tweener.
+
+
+
+
+ Sets auto-kill behaviour for when the Sequence reaches its end (default = false).
+
+
+ If true the Sequence is killed and removed from HOTween as soon as it's completed.
+ If false doesn't remove this Sequence from HOTween when it is completed,
+ and you will need to call an HOTween.Kill to remove this Sequence.
+
+
+
+
+ Sets the type of update to use for this Sequence (default = .Update).
+
+
+ The type of update to use.
+
+
+
+
+ Sets the time scale that will be used by this Sequence.
+
+
+ The time scale to use.
+
+
+
+
+ Sets the number of times the Sequence will run (default = 1, meaning only one go and no other loops).
+
+
+ Number of loops (set it to -1 or to apply infinite loops).
+
+
+
+
+ Sets the number of times the Sequence will run,
+ and the type of loop behaviour to apply
+ (default = 1, LoopType.Restart).
+
+
+ Number of loops (set it to -1 or to apply infinite loops).
+
+
+ The behaviour to use.
+ Note the is available, but as an experimental feature.
+ It works with simple Sequences, but you should check that your animation
+ works as intended with more complex Sequences.
+
+
+
+
+ Function to call when the Sequence is started for the very first time.
+
+
+ The function to call, who must return void and accept no parameters.
+
+
+
+
+ Function to call when the Sequence is started for the very first time.
+
+
+ The function to call.
+ It must return void and has to accept a single parameter of type .
+
+
+ Additional comma separated parameters to pass to the function.
+
+
+
+
+ Function to call each time the Sequence is updated.
+
+
+ The function to call, who must return void and accept no parameters.
+
+
+
+
+ Function to call each time the Sequence is updated.
+
+
+ The function to call.
+ It must return void and has to accept a single parameter of type .
+
+
+ Additional comma separated parameters to pass to the function.
+
+
+
+
+ Function to call when the Sequence switches from a playing state to a paused state.
+
+
+ The function to call, who must return void and accept no parameters.
+
+
+
+
+ Function to call when the Sequence switches from a playing state to a paused state.
+
+
+ The function to call.
+ It must return void and has to accept a single parameter of type .
+
+
+ Additional comma separated parameters to pass to the function.
+
+
+
+
+ Function to call when the Sequence switches from a paused state to a playing state.
+
+
+ The function to call, who must return void and accept no parameters.
+
+
+
+
+ Function to call when the Sequence switches from a paused state to a playing state.
+
+
+ The function to call.
+ It must return void and has to accept a single parameter of type .
+
+
+ Additional comma separated parameters to pass to the function.
+
+
+
+
+ Function to call each time the sequence is rewinded from a non-rewinded state
+ (either because of a direct call to Rewind,
+ or because the tween's virtual playehead reached the start due to a playing backwards behaviour).
+
+
+ The function to call, who must return void and accept no parameters.
+
+
+
+
+ Function to call each time the sequence is rewinded from a non-rewinded state
+ (either because of a direct call to Rewind,
+ or because the tween's virtual playehead reached the start due to a playing backwards behaviour).
+
+
+ The function to call.
+ It must return void and has to accept a single parameter of type .
+
+
+ Additional comma separated parameters to pass to the function.
+
+
+
+
+ Function to call each time a single loop of the Sequence is completed.
+
+
+ The function to call, who must return void and accept no parameters.
+
+
+
+
+ Function to call each time a single loop of the Sequence is completed.
+
+
+ The function to call.
+ It must return void and has to accept a single parameter of type .
+
+
+ Additional comma separated parameters to pass to the function.
+
+
+
+
+ Uses sendMessage to call the method named p_methodName
+ on every MonoBehaviour in the p_sendMessageTarget GameObject.
+
+ GameObject to target for sendMessage
+ Name of the method to call
+ Eventual additional parameter
+ SendMessageOptions
+
+
+
+ Function to call when the full Sequence, loops included, is completed.
+
+
+ The function to call, who must return void and accept no parameters.
+
+
+
+
+ Function to call when the full Sequence, loops included, is completed.
+
+
+ The function to call.
+ It must return void and has to accept a single parameter of type .
+
+
+ Additional comma separated parameters to pass to the function.
+
+
+
+
+ Uses sendMessage to call the method named p_methodName
+ on every MonoBehaviour in the p_sendMessageTarget GameObject.
+
+ GameObject to target for sendMessage
+ Name of the method to call
+ Eventual additional parameter
+ SendMessageOptions
+
+
+
+ Keeps the given component enabled while the tween is playing
+
+
+
+
+ Keeps the given gameObject activated while the tween is playing
+
+
+
+
+ Keeps the given components enabled while the tween is playing
+
+
+
+
+ Keeps the given GameObject activated while the tween is playing
+
+
+
+
+ Keeps the given component disabled while the tween is playing
+
+
+
+
+ Keeps the given GameObject disabled while the tween is playing
+
+
+
+
+ Keeps the given components disabled while the tween is playing
+
+
+
+
+ Keeps the given GameObject disabled while the tween is playing
+
+
+
+
+ Plugin for the tweening of number values only through integers.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+
+
+ Creates a new instance of this plugin using the main ease type.
+
+
+ The value to tween to.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Creates a new instance of this plugin.
+
+
+ The value to tween to.
+
+
+ The to use for easing.
+
+
+ If true, the given end value is considered relative instead than absolute.
+
+
+
+
+ Returns the speed-based duration based on the given speed x second.
+
+
+
+
+ Sets the typed changeVal based on the current startVal and endVal.
+
+
+
+
+ Sets the correct values in case of Incremental loop type.
+
+
+ The difference from the previous loop increment.
+
+
+
+
+ Sets the correct values in case of RestartIncremental.
+
+
+
+
+ Updates the tween.
+
+
+ The total elapsed time since startup.
+
+
+
+
+ Gets the untyped start value,
+ sets both the untyped and the typed start value.
+
+
+
+
+ Gets the untyped end value,
+ sets both the untyped and the typed end value.
+
+
+
+
diff --git a/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.XML.meta b/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.XML.meta
new file mode 100644
index 0000000..1f987b1
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.XML.meta
@@ -0,0 +1,4 @@
+fileFormatVersion: 2
+guid: 4112ba0757d9aa94f9f4ff3a1f079fbc
+TextScriptImporter:
+ userData:
diff --git a/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.dll b/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.dll
new file mode 100644
index 0000000..448df80
Binary files /dev/null and b/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.dll differ
diff --git a/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.dll.mdb b/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.dll.mdb
new file mode 100644
index 0000000..f47cbe6
Binary files /dev/null and b/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.dll.mdb differ
diff --git a/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.dll.mdb.meta b/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.dll.mdb.meta
new file mode 100644
index 0000000..ce141ba
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.dll.mdb.meta
@@ -0,0 +1,4 @@
+fileFormatVersion: 2
+guid: e11b7548cea2849468e735d5cf8684ec
+DefaultImporter:
+ userData:
diff --git a/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.dll.meta b/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.dll.meta
new file mode 100644
index 0000000..120e495
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween.dll.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 219563a788c6c504f8aedb4eae97878e
+MonoAssemblyImporter:
+ serializedVersion: 1
+ iconMap: {}
+ executionOrder: {}
+ userData:
diff --git a/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween_License.txt b/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween_License.txt
new file mode 100644
index 0000000..42e55f7
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween_License.txt
@@ -0,0 +1,7 @@
+Copyright (c) 2012 Daniele Giardini
+
+Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
\ No newline at end of file
diff --git a/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween_License.txt.meta b/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween_License.txt.meta
new file mode 100644
index 0000000..562c282
--- /dev/null
+++ b/UnityTests.Unity4/Assets/Holoville/HOTween/HOTween_License.txt.meta
@@ -0,0 +1,4 @@
+fileFormatVersion: 2
+guid: bb5422ae1d7e10944baa3e4201d73647
+TextScriptImporter:
+ userData:
diff --git a/UnityTests.Unity4/Assets/LeanTween.meta b/UnityTests.Unity4/Assets/LeanTween.meta
new file mode 100644
index 0000000..3bfcb5d
--- /dev/null
+++ b/UnityTests.Unity4/Assets/LeanTween.meta
@@ -0,0 +1,5 @@
+fileFormatVersion: 2
+guid: 9e5ab3de744409e40807ac0f286b66e8
+folderAsset: yes
+DefaultImporter:
+ userData:
diff --git a/UnityTests.Unity4/Assets/LeanTween/Plugins.meta b/UnityTests.Unity4/Assets/LeanTween/Plugins.meta
new file mode 100644
index 0000000..f3cbad4
--- /dev/null
+++ b/UnityTests.Unity4/Assets/LeanTween/Plugins.meta
@@ -0,0 +1,5 @@
+fileFormatVersion: 2
+guid: 1839327a1a81c4d979f53b07027ab4b9
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+DefaultImporter:
+ userData:
diff --git a/UnityTests.Unity4/Assets/LeanTween/Plugins/LeanTween.cs b/UnityTests.Unity4/Assets/LeanTween/Plugins/LeanTween.cs
new file mode 100644
index 0000000..b286cf0
--- /dev/null
+++ b/UnityTests.Unity4/Assets/LeanTween/Plugins/LeanTween.cs
@@ -0,0 +1,4031 @@
+// Copyright (c) 2013 Russell Savage - Dented Pixel
+//
+// LeanTween version 2.14 - http://dentedpixel.com/developer-diary/
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+
+/*
+TERMS OF USE - EASING EQUATIONS#
+Open source under the BSD License.
+Copyright (c)2001 Robert Penner
+All rights reserved.
+Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
+Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
+Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
+Neither the name of the author nor the names of contributors may be used to endorse or promote products derived from this software without specific prior written permission.
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+/**
+* Pass this to the "ease" parameter in the optional hashtable, to get a different easing behavior
+* Optional Parameters are passed at the end of every method:
+*
+* Example:
+* LeanTween.moveX( gameObject, 1f, 1f).setEase( LeanTweenType.easeInQuad ).setDelay(1f);
+*
+* You can pass the optional parameters in any order, and chain on as many as you wish.
+* You can also pass parameters at a later time by saving a reference to what is returned.
+*
+* Example:
+* LTDescr d = LeanTween.moveX(gameObject, 1f, 1f);
+* ...later set some parameters
+* d.setOnComplete( onCompleteFunc ).setEase( LeanTweenType.easeInOutBack );
+*
+* Retrieve a unique id for the tween by using the "id" property. You can pass this to LeanTween.pause, LeanTween.resume, LeanTween.cancel methods
+*
+* Example:
+* int id = LeanTween.moveX(gameObject, 1f, 3f).id;
+* LeanTween.pause( id );
+* @class LTDescr
+* @constructor
+*/
+public class LTDescr{
+ public bool toggle;
+ public bool useEstimatedTime;
+ public bool useFrames;
+ public bool hasInitiliazed;
+ public bool hasPhysics;
+ public float passed;
+ public float delay;
+ public float time;
+ public float lastVal;
+ private uint _id;
+ public int loopCount;
+ public uint counter;
+ public float direction;
+ public bool destroyOnComplete;
+ public Transform trans;
+ public LTRect ltRect;
+ public Vector3 from;
+ public Vector3 to;
+ public Vector3 diff;
+ public Vector3 point;
+ public Vector3 axis;
+ public Vector3 origRotation;
+ public LTBezierPath path;
+ public LTSpline spline;
+ public TweenAction type;
+ public LeanTweenType tweenType;
+ public AnimationCurve animationCurve;
+ public LeanTweenType loopType;
+ public Action onUpdateFloat;
+ public Action onUpdateFloatObject;
+ public Action onUpdateVector3;
+ public Action onUpdateVector3Object;
+ public Action onComplete;
+ public Action