using DG.Tweening; using UnityEngine; public class Ids : BrainBase { public GameObject prefab; Transform[] ts; void Start() { ts = new Transform[3]; float startX = -3; for (int i = 0; i < 3; ++i) { Transform t = ((GameObject)Instantiate(prefab)).transform; ts[i] = t; t.position = new Vector3(startX + 3 * i, 0, 0); Tween tween = t.DOMoveY(4, 1).SetLoops(-1, LoopType.Yoyo); switch (i) { case 0: tween.SetId(0); break; case 1: tween.SetId("string"); break; case 2: tween.SetId(this); break; } } } void OnGUI() { DGUtils.BeginGUI(); GUILayout.Space(50); GUILayout.BeginHorizontal(); if (GUILayout.Button("TogglePause by Int Id")) DOTween.TogglePause(0); if (GUILayout.Button("TogglePause by String Id")) DOTween.TogglePause("string"); if (GUILayout.Button("TogglePause by Object Id")) DOTween.TogglePause(this); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (GUILayout.Button("TogglePause by Transform (0)")) DOTween.TogglePause(ts[0]); if (GUILayout.Button("TogglePause by Transform (1)")) DOTween.TogglePause(ts[1]); // This won't work because target was changed by applying a different objId if (GUILayout.Button("TogglePause by Transform (2)")) DOTween.TogglePause(ts[2]); GUILayout.EndHorizontal(); DGUtils.EndGUI(); } }