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.