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

Reverted back from using decimals when calculating Goto completed loops, since it could cause division by zero in rare cases

This commit is contained in:
Daniele Giardini 2015-05-09 12:55:10 +02:00
parent 8aab0658be
commit f9f8b96b01
68 changed files with 345 additions and 29 deletions

View File

@ -201,6 +201,11 @@
<param name="sequencesCapacity">Max Sequences capacity.
Default: 50</param>
</member>
<member name="T:DG.Tweening.Core.Debugger">
<summary>
Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation)
</summary>
</member>
<member name="T:DG.Tweening.Sequence">
<summary>
Controls other tweens as a group
@ -385,9 +390,13 @@
<summary>Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale</summary>
<param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,DG.Tweening.UpdateType,System.Boolean)">
<summary>Sets the type of update (default or independent) for the tween</summary>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,DG.Tweening.UpdateType)">
<summary>Sets the type of update for the tween</summary>
<param name="updateType">The type of update (defalt: UpdateType.Normal)</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,DG.Tweening.UpdateType,System.Boolean)">
<summary>Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale</summary>
<param name="updateType">The type of update</param>
<param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.OnStart``1(``0,DG.Tweening.TweenCallback)">
@ -567,9 +576,11 @@
<summary>Options for Vector4 tweens</summary>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{System.String,System.String,DG.Tweening.Plugins.Options.StringOptions},System.Boolean,System.String)">
<member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{System.String,System.String,DG.Tweening.Plugins.Options.StringOptions},System.Boolean,DG.Tweening.ScrambleMode,System.String)">
<summary>Options for Vector4 tweens</summary>
<param name="scramble">If TRUE the string will appear from a random animation of characters</param>
<param name="richTextEnabled">If TRUE, rich text will be interpreted correctly while animated,
otherwise all tags will be considered as normal text</param>
<param name="scrambleMode">The type of scramble to use, if any</param>
<param name="scrambleChars">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</param>
@ -675,7 +686,7 @@
<summary>Send a path tween to the given waypoint.
Has no effect if this is not a path tween.
<para>BEWARE, this is a special utility method:
the lookAt direction might be wrong after calling this and might need to be set manually
it works only with Linear eases. Also, 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)</para></summary>
<param name="waypointIndex">Waypoint index to reach
(if higher than the max waypoint index the tween will simply go to the last one)</param>
@ -762,9 +773,21 @@
<summary>Returns TRUE if the tween is complete
(silently fails and returns FALSE if the tween has been killed)</summary>
</member>
<member name="M:DG.Tweening.TweenExtensions.IsInitialized(DG.Tweening.Tween)">
<summary>Returns TRUE if this tween has been initialized</summary>
</member>
<member name="M:DG.Tweening.TweenExtensions.IsPlaying(DG.Tweening.Tween)">
<summary>Returns TRUE if this tween is playing</summary>
</member>
<member name="M:DG.Tweening.TweenExtensions.PathGetPoint(DG.Tweening.Tween,System.Single)">
<summary>
Returns a point on a path based on the given path percentage
(returns <code>Vector3.zero</code> 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 <code>myTween.ForceInit()</code>.
</summary>
<param name="pathPercentage">Percentage of the path (0 to 1) on which to get the point</param>
</member>
<member name="M:DG.Tweening.TweenExtensions.PathLength(DG.Tweening.Tween)">
<summary>
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).
@ -911,6 +934,14 @@
Also stores the material as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOFade(UnityEngine.Material,System.Single,System.String,System.Single)">
<summary>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</summary>
<param name="endValue">The end value to reach</param>
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOFloat(UnityEngine.Material,System.Single,System.String,System.Single)">
<summary>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</summary>
@ -918,6 +949,32 @@
<param name="property">The name of the material property to tween</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOOffset(UnityEngine.Material,UnityEngine.Vector2,System.Single)">
<summary>Tweens a Material's texture offset to the given value.
Also stores the material as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOOffset(UnityEngine.Material,UnityEngine.Vector2,System.String,System.Single)">
<summary>Tweens a Material's named texture offset property to the given value.
Also stores the material as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param>
<param name="property">The name of the material property to tween</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOTiling(UnityEngine.Material,UnityEngine.Vector2,System.Single)">
<summary>Tweens a Material's texture scale to the given value.
Also stores the material as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOTiling(UnityEngine.Material,UnityEngine.Vector2,System.String,System.Single)">
<summary>Tweens a Material's named texture scale property to the given value.
Also stores the material as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param>
<param name="property">The name of the material property to tween</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOVector(UnityEngine.Material,UnityEngine.Vector4,System.String,System.Single)">
<summary>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</summary>
@ -1038,6 +1095,11 @@
Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOScale(UnityEngine.Transform,System.Single,System.Single)">
<summary>Tweens a Transform's localScale uniformly to the given value.
Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOScaleX(UnityEngine.Transform,System.Single,System.Single)">
<summary>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</summary>
@ -1163,6 +1225,68 @@
Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
<param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Light,UnityEngine.Color,System.Single)">
<summary>Tweens a Light's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Light as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.Single)">
<summary>Tweens a Material's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.String,System.Single)">
<summary>Tweens a Material's named color property to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Material as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param>
<param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
<param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
<summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableMove tweens to work together on the same target,
instead than fight each other as multiple DOMove would do.
Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableLocalMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
<summary>Tweens a Transform's localPosition BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableMove tweens to work together on the same target,
instead than fight each other as multiple DOMove would do.
Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableRotateBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)">
<summary>EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableRotate tweens to work together on the same target,
instead than fight each other as multiple DORotate would do.
Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
<param name="mode">Rotation mode</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableLocalRotateBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)">
<summary>EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableRotate tweens to work together on the same target,
instead than fight each other as multiple DORotate would do.
Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
<param name="mode">Rotation mode</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableScaleBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single)">
<summary>Tweens a Transform's localScale BY the given value (as if you chained a <code>SetRelative</code>),
in a way that allows other DOBlendableScale tweens to work together on the same target,
instead than fight each other as multiple DOScale would do.
Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOComplete(UnityEngine.Component)">
<summary>
Completes all tweens that have this target as a reference
@ -1224,14 +1348,14 @@
and returns the total number of tweens played.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DORestart(UnityEngine.Component)">
<member name="M:DG.Tweening.ShortcutExtensions.DORestart(UnityEngine.Component,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DORewind(UnityEngine.Component)">
<member name="M:DG.Tweening.ShortcutExtensions.DORewind(UnityEngine.Component,System.Boolean)">
<summary>
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)
@ -1401,6 +1525,22 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Int64},DG.Tweening.Core.DOSetter{System.Int64},System.Int64,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.UInt64},DG.Tweening.Core.DOSetter{System.UInt64},System.UInt64,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.String},DG.Tweening.Core.DOSetter{System.String},System.String,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
@ -1607,6 +1747,10 @@
<summary>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)</summary>
</member>
<member name="M:DG.Tweening.DOTween.Play(System.Object,System.Object)">
<summary>Plays all tweens with the given target and the given ID, and returns the number of actual tweens played
(meaning the tweens that were not already playing or complete)</summary>
</member>
<member name="M:DG.Tweening.DOTween.PlayBackwardsAll">
<summary>Plays backwards all tweens and returns the number of actual tweens played
(meaning tweens that were not already started, playing backwards or rewinded)</summary>
@ -1629,6 +1773,10 @@
<member name="M:DG.Tweening.DOTween.Restart(System.Object,System.Boolean)">
<summary>Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted</summary>
</member>
<member name="M:DG.Tweening.DOTween.Restart(System.Object,System.Object,System.Boolean)">
<summary>Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played
(meaning the tweens that were not already playing or complete)</summary>
</member>
<member name="M:DG.Tweening.DOTween.RewindAll(System.Boolean)">
<summary>Rewinds and pauses all tweens, then returns the number of actual tweens rewinded
(meaning tweens that were not already rewinded)</summary>
@ -1674,18 +1822,20 @@
<para>Beware: each time you call this method a new list is generated, so use it for debug only</para>
</summary>
</member>
<member name="M:DG.Tweening.DOTween.TweensById(System.Object)">
<member name="M:DG.Tweening.DOTween.TweensById(System.Object,System.Boolean)">
<summary>
Returns a list of all active tweens with the given id.
Returns NULL if there are no active tweens with the given id.
<para>Beware: each time you call this method a new list is generated</para>
<param name="playingOnly">If TRUE returns only the tweens with the given ID that are currently playing</param>
</summary>
</member>
<member name="M:DG.Tweening.DOTween.TweensByTarget(System.Object)">
<member name="M:DG.Tweening.DOTween.TweensByTarget(System.Object,System.Boolean)">
<summary>
Returns a list of all active tweens with the given target.
Returns NULL if there are no active tweens with the given target.
<para>Beware: each time you call this method a new list is generated</para>
<param name="playingOnly">If TRUE returns only the tweens with the given target that are currently playing</param>
</summary>
</member>
<member name="P:DG.Tweening.DOTween.logBehaviour">
@ -1697,6 +1847,32 @@
Path plugin works exclusively with Transforms
</summary>
</member>
<member name="T:DG.Tweening.EaseFactory">
<summary>
Allows to wrap ease method in special ways, adding extra features
</summary>
</member>
<member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,System.Nullable{DG.Tweening.Ease})">
<summary>
Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
</summary>
<param name="motionFps">FPS at which the tween should be played</param>
<param name="ease">Ease type</param>
</member>
<member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,UnityEngine.AnimationCurve)">
<summary>
Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
</summary>
<param name="motionFps">FPS at which the tween should be played</param>
<param name="animCurve">AnimationCurve to use for the ease</param>
</member>
<member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,DG.Tweening.EaseFunction)">
<summary>
Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
</summary>
<param name="motionFps">FPS at which the tween should be played</param>
<param name="customEase">Custom ease function to use</param>
</member>
<member name="T:DG.Tweening.LoopType">
<summary>
Types of loop
@ -1800,6 +1976,7 @@
<member name="T:DG.Tweening.Core.Easing.EaseCurve">
<summary>
Used to interpret AnimationCurves as eases.
Public so it can be used by external ease factories
</summary>
</member>
<member name="T:DG.Tweening.Core.Easing.Bounce">
@ -1865,6 +2042,41 @@
What axis to constrain in case of Vector tweens
</summary>
</member>
<member name="T:DG.Tweening.ScrambleMode">
<summary>
Type of scramble to apply to string tweens
</summary>
</member>
<member name="F:DG.Tweening.ScrambleMode.None">
<summary>
No scrambling of characters
</summary>
</member>
<member name="F:DG.Tweening.ScrambleMode.All">
<summary>
A-Z + a-z + 0-9 characters
</summary>
</member>
<member name="F:DG.Tweening.ScrambleMode.Uppercase">
<summary>
A-Z characters
</summary>
</member>
<member name="F:DG.Tweening.ScrambleMode.Lowercase">
<summary>
a-z characters
</summary>
</member>
<member name="F:DG.Tweening.ScrambleMode.Numerals">
<summary>
0-9 characters
</summary>
</member>
<member name="F:DG.Tweening.ScrambleMode.Custom">
<summary>
Custom characters
</summary>
</member>
<member name="T:DG.Tweening.Plugins.Core.PathCore.ControlPoint">
<summary>
Path control point

View File

@ -43,5 +43,12 @@
Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.SpriteRenderer,UnityEngine.Color,System.Single)">
<summary>Tweens a SpriteRenderer's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

View File

@ -91,6 +91,26 @@
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Shakes a RectTransform's anchoredPosition with the given values.
Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
<param name="duration">The duration of the tween</param>
<param name="strength">The shake strength</param>
<param name="vibrato">Indicates how much will the shake vibrate</param>
<param name="randomness">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.</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,UnityEngine.Vector2,System.Int32,System.Single,System.Boolean)">
<summary>Shakes a RectTransform's anchoredPosition with the given values.
Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
<param name="duration">The duration of the tween</param>
<param name="strength">The shake strength on each axis</param>
<param name="vibrato">Indicates how much will the shake vibrate</param>
<param name="randomness">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.</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOValue(UnityEngine.UI.Slider,System.Single,System.Single,System.Boolean)">
<summary>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</summary>
@ -107,14 +127,37 @@
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOText(UnityEngine.UI.Text,System.String,System.Single,System.Boolean,System.String)">
<member name="M:DG.Tweening.ShortcutExtensions.DOText(UnityEngine.UI.Text,System.String,System.Single,System.Boolean,DG.Tweening.ScrambleMode,System.String)">
<summary>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</summary>
<param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>
<param name="scramble">If TRUE the string will appear from a random animation of characters</param>
<param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated,
otherwise all tags will be considered as normal text</param>
<param name="scrambleMode">The type of scramble mode to use, if any</param>
<param name="scrambleChars">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</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Graphic,UnityEngine.Color,System.Single)">
<summary>Tweens a Graphic's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Image,UnityEngine.Color,System.Single)">
<summary>Tweens a Image's color to the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Image as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.UI.Text,UnityEngine.Color,System.Single)">
<summary>Tweens a Text's color BY the given value,
in a way that allows other DOBlendableColor tweens to work together on the same target,
instead than fight each other as multiple DOColor would do.
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
</member>
</members>
</doc>

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@ -56,5 +56,10 @@
<param name="adbFilePath">File path (relative to Unity's project folder)</param>
<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
</member>
<member name="M:DG.DOTweenEditor.Core.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
<summary>
Full path for the given loaded assembly, assembly file included
</summary>
</member>
</members>
</doc>

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@ -1,14 +1,14 @@
fileFormatVersion: 2
guid: 60fadf5ced9d98e4ba59c9215cc3523a
timeCreated: 1427036864
licenseType: Pro
timeCreated: 1431101102
licenseType: Free
TextureImporter:
fileIDToRecycleName: {}
serializedVersion: 2
mipmaps:
mipMapMode: 0
enableMipMap: 1
linearTexture: 0
enableMipMap: 0
linearTexture: 1
correctGamma: 0
fadeOut: 0
borderMipMap: 0
@ -26,14 +26,14 @@ TextureImporter:
cubemapConvolutionSteps: 8
cubemapConvolutionExponent: 1.5
seamlessCubemap: 0
textureFormat: -1
maxTextureSize: 2048
textureFormat: -3
maxTextureSize: 256
textureSettings:
filterMode: -1
aniso: -1
filterMode: 1
aniso: 1
mipBias: -1
wrapMode: -1
nPOTScale: 1
wrapMode: 1
nPOTScale: 0
lightmap: 0
rGBM: 0
compressionQuality: 50
@ -44,8 +44,8 @@ TextureImporter:
spritePivot: {x: .5, y: .5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100
alphaIsTransparency: 0
textureType: -1
alphaIsTransparency: 1
textureType: 2
buildTargetSettings: []
spriteSheet:
sprites: []

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@ -0,0 +1,28 @@
using UnityEngine;
using System.Collections;
using DG.Tweening;
public class Paths : MonoBehaviour
{
public Transform target;
public PathType pathType = PathType.CatmullRom;
public Vector3[] waypoints = new[] {
new Vector3(4, 2, 6),
new Vector3(8, 6, 14),
new Vector3(4, 6, 14),
new Vector3(0, 6, 6),
new Vector3(-3, 0, 0)
};
void Start()
{
// Create a path tween using the given pathType, Linear or CatmullRom (curved).
// Use SetOptions to close the path
// and SetLookAt to make the target orient to the path itself
Tween t = target.DOPath(waypoints, 4, pathType)
.SetOptions(true)
.SetLookAt(0.001f);
// Then set the ease to Linear and use infinite loops
t.SetEase(Ease.Linear).SetLoops(-1);
}
}

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@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: b5ad31007eb0d6449bbfbcdd279b8060
timeCreated: 1431101384
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 41fea1dee796bf845b168c3e37cee920
timeCreated: 1431101378
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,2 +1,2 @@
m_EditorVersion: 5.0.0f4
m_EditorVersion: 5.0.1f1
m_StandardAssetsVersion: 0

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@ -4,10 +4,11 @@ using DG.Tweening;
public class TempPro : MonoBehaviour
{
public DOTweenPath tweenP;
public Transform target;
public Vector3[] path;
void Start()
{
Debug.Log(tweenP.GetTween().PathGetPoint(0.5f));
target.DOPath(path, 4);
}
}

View File

@ -538,8 +538,8 @@ namespace DG.Tweening.Core
t.delayComplete = true;
t.elapsedDelay = t.delay;
// int toCompletedLoops = (int)(to / t.duration); // With very small floats creates floating points imprecisions
// int toCompletedLoops = Mathf.FloorToInt(to / t.duration); // Still generates imprecision with some values (like 0.4)
int toCompletedLoops = (int)((decimal)to / (decimal)t.duration); // Takes care of floating points imprecision
int toCompletedLoops = Mathf.FloorToInt(to / t.duration); // Still generates imprecision with some values (like 0.4)
// int toCompletedLoops = (int)((decimal)to / (decimal)t.duration); // Takes care of floating points imprecision (nahh doesn't work correctly either)
float toPosition = to % t.duration;
if (t.loops != -1 && toCompletedLoops >= t.loops) {
toCompletedLoops = t.loops;

View File

@ -32,7 +32,7 @@ namespace DG.Tweening
public class DOTween
{
/// <summary>DOTween's version</summary>
public static readonly string Version = "1.0.690";
public static readonly string Version = "1.0.695";
///////////////////////////////////////////////
// Options ////////////////////////////////////

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