// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2014/07/28 10:40
//
// License Copyright (c) Daniele Giardini.
// This work is subject to the terms at http://dotween.demigiant.com/license.php
#if COMPATIBLE
using DG.Tweening.Core.Surrogates;
using DOVector3 = DG.Tweening.Core.Surrogates.Vector3Wrapper;
using DOQuaternion = DG.Tweening.Core.Surrogates.QuaternionWrapper;
#else
using DOVector3 = UnityEngine.Vector3;
using DOQuaternion = UnityEngine.Quaternion;
#endif
using DG.Tweening.Core;
using DG.Tweening.Core.Enums;
using DG.Tweening.Plugins;
using DG.Tweening.Plugins.Core.PathCore;
using DG.Tweening.Plugins.Options;
using UnityEngine;
#pragma warning disable 1573
namespace DG.Tweening
{
///
/// Methods that extend known Unity objects and allow to directly create and control tweens from their instances
///
public static class ShortcutExtensions
{
// ===================================================================================
// CREATION SHORTCUTS ----------------------------------------------------------------
#region Audio Shortcuts
/// Tweens an AudioSource's volume to the given value.
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations
/// The end value to reach (0 to 1)The duration of the tween
public static Tweener DOFade(this AudioSource target, float endValue, float duration)
{
if (endValue < 0) endValue = 0;
else if (endValue > 1) endValue = 1;
return DOTween.To(() => target.volume, x => target.volume = x, endValue, duration).SetTarget(target);
}
/// Tweens an AudioSource's pitch to the given value.
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOPitch(this AudioSource target, float endValue, float duration)
{
return DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration).SetTarget(target);
}
#endregion
#region Camera Shortcuts
/// Tweens a Camera's aspect to the given value.
/// Also stores the camera as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOAspect(this Camera target, float endValue, float duration)
{
return DOTween.To(() => target.aspect, x => target.aspect = x, endValue, duration).SetTarget(target);
}
/// Tweens a Camera's backgroundColor to the given value.
/// Also stores the camera as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOColor(this Camera target, Color endValue, float duration)
{
return DOTween.To(() => target.backgroundColor, x => target.backgroundColor = x, endValue, duration).SetTarget(target);
}
/// Tweens a Camera's farClipPlane to the given value.
/// Also stores the camera as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOFarClipPlane(this Camera target, float endValue, float duration)
{
return DOTween.To(() => target.farClipPlane, x => target.farClipPlane = x, endValue, duration).SetTarget(target);
}
/// Tweens a Camera's fieldOfView to the given value.
/// Also stores the camera as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOFieldOfView(this Camera target, float endValue, float duration)
{
return DOTween.To(() => target.fieldOfView, x => target.fieldOfView = x, endValue, duration).SetTarget(target);
}
/// Tweens a Camera's nearClipPlane to the given value.
/// Also stores the camera as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DONearClipPlane(this Camera target, float endValue, float duration)
{
return DOTween.To(() => target.nearClipPlane, x => target.nearClipPlane = x, endValue, duration).SetTarget(target);
}
/// Tweens a Camera's orthographicSize to the given value.
/// Also stores the camera as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOOrthoSize(this Camera target, float endValue, float duration)
{
return DOTween.To(() => target.orthographicSize, x => target.orthographicSize = x, endValue, duration).SetTarget(target);
}
/// Tweens a Camera's pixelRect to the given value.
/// Also stores the camera as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOPixelRect(this Camera target, Rect endValue, float duration)
{
return DOTween.To(() => target.pixelRect, x => target.pixelRect = x, endValue, duration).SetTarget(target);
}
/// Tweens a Camera's rect to the given value.
/// Also stores the camera as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DORect(this Camera target, Rect endValue, float duration)
{
return DOTween.To(() => target.rect, x => target.rect = x, endValue, duration).SetTarget(target);
}
/// Shakes a Camera's localPosition along its relative X Y axes with the given values.
/// Also stores the camera as the tween's target so it can be used for filtered operations
/// The duration of the tween
/// The shake strength
/// Indicates how much will the shake vibrate
/// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
/// Setting it to 0 will shake along a single direction.
public static Tweener DOShakePosition(this Camera target, float duration, float strength = 3, int vibrato = 10, float randomness = 90)
{
return DOTween.Shake(() => target.transform.localPosition, x => target.transform.localPosition = x, duration, strength, vibrato, randomness)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetCameraShakePosition);
}
/// Shakes a Camera's localPosition along its relative X Y axes with the given values.
/// Also stores the camera as the tween's target so it can be used for filtered operations
/// The duration of the tween
/// The shake strength on each axis
/// Indicates how much will the shake vibrate
/// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
/// Setting it to 0 will shake along a single direction.
public static Tweener DOShakePosition(this Camera target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90)
{
return DOTween.Shake(() => target.transform.localPosition, x => target.transform.localPosition = x, duration, strength, vibrato, randomness)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetCameraShakePosition);
}
/// Shakes a Camera's localRotation.
/// Also stores the camera as the tween's target so it can be used for filtered operations
/// The duration of the tween
/// The shake strength
/// Indicates how much will the shake vibrate
/// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
/// Setting it to 0 will shake along a single direction.
public static Tweener DOShakeRotation(this Camera target, float duration, float strength = 90, int vibrato = 10, float randomness = 90)
{
return DOTween.Shake(() => target.transform.localEulerAngles, x => target.transform.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness, false)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
}
/// Shakes a Camera's localRotation.
/// Also stores the camera as the tween's target so it can be used for filtered operations
/// The duration of the tween
/// The shake strength on each axis
/// Indicates how much will the shake vibrate
/// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
/// Setting it to 0 will shake along a single direction.
public static Tweener DOShakeRotation(this Camera target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90)
{
return DOTween.Shake(() => target.transform.localEulerAngles, x => target.transform.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
}
#endregion
#region Light Shortcuts
/// Tweens a Light's color to the given value.
/// Also stores the light as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOColor(this Light target, Color endValue, float duration)
{
return DOTween.To(() => target.color, x => target.color = x, endValue, duration).SetTarget(target);
}
/// Tweens a Light's intensity to the given value.
/// Also stores the light as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOIntensity(this Light target, float endValue, float duration)
{
return DOTween.To(() => target.intensity, x => target.intensity = x, endValue, duration).SetTarget(target);
}
/// Tweens a Light's shadowStrength to the given value.
/// Also stores the light as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOShadowStrength(this Light target, float endValue, float duration)
{
return DOTween.To(() => target.shadowStrength, x => target.shadowStrength = x, endValue, duration).SetTarget(target);
}
#endregion
#region LineRenderer
/// Tweens a LineRenderer's color to the given value.
/// Also stores the LineRenderer as the tween's target so it can be used for filtered operations.
/// Note that this method requires to also insert the start colors for the tween,
/// since LineRenderers have no way to get them.
/// The start value to tween from
/// The end value to reachThe duration of the tween
public static Tweener DOColor(this LineRenderer target, Color2 startValue, Color2 endValue, float duration)
{
return DOTween.To(() => startValue, x => target.SetColors(x.ca, x.cb), endValue, duration).SetTarget(target);
}
#endregion
#region Material Shortcuts
/// Tweens a Material's color to the given value.
/// Also stores the material as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOColor(this Material target, Color endValue, float duration)
{
return DOTween.To(() => target.color, x => target.color = x, endValue, duration).SetTarget(target);
}
/// Tweens a Material's named color property to the given value.
/// Also stores the material as the tween's target so it can be used for filtered operations
/// The end value to reach
/// The name of the material property to tween (like _Tint or _SpecColor)
/// The duration of the tween
public static Tweener DOColor(this Material target, Color endValue, string property, float duration)
{
if (!target.HasProperty(property)) {
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
return null;
}
return DOTween.To(() => target.GetColor(property), x => target.SetColor(property, x), endValue, duration).SetTarget(target);
}
/// Tweens a Material's alpha color to the given value
/// (will have no effect unless your material supports transparency).
/// Also stores the material as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOFade(this Material target, float endValue, float duration)
{
return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration)
.SetTarget(target);
}
/// Tweens a Material's alpha color to the given value
/// (will have no effect unless your material supports transparency).
/// Also stores the material as the tween's target so it can be used for filtered operations
/// The end value to reach
/// The name of the material property to tween (like _Tint or _SpecColor)
/// The duration of the tween
public static Tweener DOFade(this Material target, float endValue, string property, float duration)
{
if (!target.HasProperty(property)) {
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
return null;
}
return DOTween.ToAlpha(() => target.GetColor(property), x => target.SetColor(property, x), endValue, duration).SetTarget(target);
}
/// Tweens a Material's named float property to the given value.
/// Also stores the material as the tween's target so it can be used for filtered operations
/// The end value to reach
/// The name of the material property to tween
/// The duration of the tween
public static Tweener DOFloat(this Material target, float endValue, string property, float duration)
{
if (!target.HasProperty(property)) {
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
return null;
}
return DOTween.To(() => target.GetFloat(property), x => target.SetFloat(property, x), endValue, duration).SetTarget(target);
}
/// Tweens a Material's texture offset to the given value.
/// Also stores the material as the tween's target so it can be used for filtered operations
/// The end value to reach
/// The duration of the tween
public static Tweener DOOffset(this Material target, Vector2 endValue, float duration)
{
return DOTween.To(() => target.mainTextureOffset, x => target.mainTextureOffset = x, endValue, duration).SetTarget(target);
}
/// Tweens a Material's named texture offset property to the given value.
/// Also stores the material as the tween's target so it can be used for filtered operations
/// The end value to reach
/// The name of the material property to tween
/// The duration of the tween
public static Tweener DOOffset(this Material target, Vector2 endValue, string property, float duration)
{
if (!target.HasProperty(property)) {
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
return null;
}
return DOTween.To(() => target.GetTextureOffset(property), x => target.SetTextureOffset(property, x), endValue, duration).SetTarget(target);
}
/// Tweens a Material's texture scale to the given value.
/// Also stores the material as the tween's target so it can be used for filtered operations
/// The end value to reach
/// The duration of the tween
public static Tweener DOTiling(this Material target, Vector2 endValue, float duration)
{
return DOTween.To(() => target.mainTextureScale, x => target.mainTextureScale = x, endValue, duration).SetTarget(target);
}
/// Tweens a Material's named texture scale property to the given value.
/// Also stores the material as the tween's target so it can be used for filtered operations
/// The end value to reach
/// The name of the material property to tween
/// The duration of the tween
public static Tweener DOTiling(this Material target, Vector2 endValue, string property, float duration)
{
if (!target.HasProperty(property)) {
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
return null;
}
return DOTween.To(() => target.GetTextureScale(property), x => target.SetTextureScale(property, x), endValue, duration).SetTarget(target);
}
/// Tweens a Material's named Vector property to the given value.
/// Also stores the material as the tween's target so it can be used for filtered operations
/// The end value to reach
/// The name of the material property to tween
/// The duration of the tween
public static Tweener DOVector(this Material target, Vector4 endValue, string property, float duration)
{
if (!target.HasProperty(property)) {
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
return null;
}
return DOTween.To(() => target.GetVector(property), x => target.SetVector(property, x), endValue, duration).SetTarget(target);
}
#endregion
#region Rigidbody Shortcuts
/// Tweens a Rigidbody's position to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)
{
#if COMPATIBLE
return DOTween.To(() => target.position, x=> target.MovePosition(x.value), endValue, duration)
#else
return DOTween.To(() => target.position, target.MovePosition, endValue, duration)
#endif
.SetOptions(snapping).SetTarget(target);
}
/// Tweens a Rigidbody's X position to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
#if COMPATIBLE
return DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector3(endValue, 0, 0), duration)
#else
return DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration)
#endif
.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
}
/// Tweens a Rigidbody's Y position to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
#if COMPATIBLE
return DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector3(0, endValue, 0), duration)
#else
return DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration)
#endif
.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
}
/// Tweens a Rigidbody's Z position to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
#if COMPATIBLE
return DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector3(0, 0, endValue), duration)
#else
return DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration)
#endif
.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
}
/// Tweens a Rigidbody's rotation to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
/// Rotation mode
public static Tweener DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
{
#if COMPATIBLE
TweenerCore t = DOTween.To(() => target.rotation, x => target.MoveRotation(x), endValue, duration);
#else
TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
#endif
t.SetTarget(target);
t.plugOptions.rotateMode = mode;
return t;
}
/// Tweens a Rigidbody's rotation so that it will look towards the given position.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations
/// The position to look atThe duration of the tween
/// Eventual axis constraint for the rotation
/// The vector that defines in which direction up is (default: Vector3.up)
public static Tweener DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
{
#if COMPATIBLE
TweenerCore t = DOTween.To(() => target.rotation, x => target.MoveRotation(x), towards, duration)
#else
TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration)
#endif
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt);
t.plugOptions.axisConstraint = axisConstraint;
t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up;
return t;
}
#region Special
/// Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis.
/// Returns a Sequence instead of a Tweener.
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations
/// The end value to reach
/// Power of the jump (the max height of the jump is represented by this plus the final Y offset)
/// Total number of jumps
/// The duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
{
if (numJumps < 1) numJumps = 1;
float offsetY = endValue.y - target.position.y;
Sequence s = DOTween.Sequence()
#if COMPATIBLE
.Append(DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector3(endValue.x, 0, 0), duration)
#else
.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration)
#endif
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
#if COMPATIBLE
).Join(DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector3(0, 0, endValue.z), duration)
#else
).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration)
#endif
.SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
#if COMPATIBLE
).Join(DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
#else
).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
#endif
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad)
.SetLoops(numJumps * 2, LoopType.Yoyo)
).SetTarget(target).SetEase(DOTween.defaultEaseType);
s.OnUpdate(() => {
Vector3 pos = target.position;
pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
target.MovePosition(pos);
});
return s;
}
#endregion
#endregion
#region TrailRenderer Shortcuts
/// Tweens a TrailRenderer's startWidth/endWidth to the given value.
/// Also stores the TrailRenderer as the tween's target so it can be used for filtered operations
/// The end startWidth to reachThe end endWidth to reach
/// The duration of the tween
public static Tweener DOResize(this TrailRenderer target, float toStartWidth, float toEndWidth, float duration)
{
return DOTween.To(() => new Vector2(target.startWidth, target.endWidth), x => {
#if COMPATIBLE
target.startWidth = x.value.x;
target.endWidth = x.value.y;
#else
target.startWidth = x.x;
target.endWidth = x.y;
#endif
}, new Vector2(toStartWidth, toEndWidth), duration)
.SetTarget(target);
}
/// Tweens a TrailRenderer's time to the given value.
/// Also stores the TrailRenderer as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOTime(this TrailRenderer target, float endValue, float duration)
{
return DOTween.To(() => target.time, x => target.time = x, endValue, duration)
.SetTarget(target);
}
#endregion
#region Transform Shortcuts
/// Tweens a Transform's position to the given value.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOMove(this Transform target, Vector3 endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.position, x => target.position = x, endValue, duration)
.SetOptions(snapping).SetTarget(target);
}
/// Tweens a Transform's X position to the given value.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOMoveX(this Transform target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.position, x => target.position = x, new Vector3(endValue, 0, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
}
/// Tweens a Transform's Y position to the given value.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOMoveY(this Transform target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.position, x => target.position = x, new Vector3(0, endValue, 0), duration)
.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
}
/// Tweens a Transform's Z position to the given value.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOMoveZ(this Transform target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.position, x => target.position = x, new Vector3(0, 0, endValue), duration)
.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
}
/// Tweens a Transform's localPosition to the given value.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOLocalMove(this Transform target, Vector3 endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.localPosition, x => target.localPosition = x, endValue, duration)
.SetOptions(snapping).SetTarget(target);
}
/// Tweens a Transform's X localPosition to the given value.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOLocalMoveX(this Transform target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(endValue, 0, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
}
/// Tweens a Transform's Y localPosition to the given value.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOLocalMoveY(this Transform target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(0, endValue, 0), duration)
.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
}
/// Tweens a Transform's Z localPosition to the given value.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOLocalMoveZ(this Transform target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(0, 0, endValue), duration)
.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
}
/// Tweens a Transform's rotation to the given value.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
/// Rotation mode
public static Tweener DORotate(this Transform target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
{
TweenerCore t = DOTween.To(() => target.rotation, x => target.rotation = x, endValue, duration);
t.SetTarget(target);
t.plugOptions.rotateMode = mode;
return t;
}
/// Tweens a Transform's localRotation to the given value.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
/// Rotation mode
public static Tweener DOLocalRotate(this Transform target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
{
TweenerCore t = DOTween.To(() => target.localRotation, x => target.localRotation = x, endValue, duration);
t.SetTarget(target);
t.plugOptions.rotateMode = mode;
return t;
}
/// Tweens a Transform's localScale to the given value.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOScale(this Transform target, Vector3 endValue, float duration)
{
return DOTween.To(() => target.localScale, x => target.localScale = x, endValue, duration).SetTarget(target);
}
/// Tweens a Transform's localScale uniformly to the given value.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOScale(this Transform target, float endValue, float duration)
{
Vector3 endValueV3 = new Vector3(endValue, endValue, endValue);
return DOTween.To(() => target.localScale, x => target.localScale = x, endValueV3, duration).SetTarget(target);
}
/// Tweens a Transform's X localScale to the given value.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOScaleX(this Transform target, float endValue, float duration)
{
return DOTween.To(() => target.localScale, x => target.localScale = x, new Vector3(endValue, 0, 0), duration)
.SetOptions(AxisConstraint.X)
.SetTarget(target);
}
/// Tweens a Transform's Y localScale to the given value.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOScaleY(this Transform target, float endValue, float duration)
{
return DOTween.To(() => target.localScale, x => target.localScale = x, new Vector3(0, endValue, 0), duration)
.SetOptions(AxisConstraint.Y)
.SetTarget(target);
}
/// Tweens a Transform's Z localScale to the given value.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reachThe duration of the tween
public static Tweener DOScaleZ(this Transform target, float endValue, float duration)
{
return DOTween.To(() => target.localScale, x => target.localScale = x, new Vector3(0, 0, endValue), duration)
.SetOptions(AxisConstraint.Z)
.SetTarget(target);
}
/// Tweens a Transform's rotation so that it will look towards the given position.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The position to look atThe duration of the tween
/// Eventual axis constraint for the rotation
/// The vector that defines in which direction up is (default: Vector3.up)
public static Tweener DOLookAt(this Transform target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
{
TweenerCore t = DOTween.To(() => target.rotation, x => target.rotation = x, towards, duration)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt);
t.plugOptions.axisConstraint = axisConstraint;
t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up;
return t;
}
/// Punches a Transform's localPosition towards the given direction and then back to the starting one
/// as if it was connected to the starting position via an elastic.
/// The direction and strength of the punch (added to the Transform's current position)
/// The duration of the tween
/// Indicates how much will the punch vibrate
/// Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
/// 1 creates a full oscillation between the punch direction and the opposite direction,
/// while 0 oscillates only between the punch and the start position
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOPunchPosition(this Transform target, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false)
{
return DOTween.Punch(() => target.localPosition, x => target.localPosition = x, punch, duration, vibrato, elasticity)
.SetTarget(target).SetOptions(snapping);
}
/// Punches a Transform's localScale towards the given size and then back to the starting one
/// as if it was connected to the starting scale via an elastic.
/// The punch strength (added to the Transform's current scale)
/// The duration of the tween
/// Indicates how much will the punch vibrate
/// Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.
/// 1 creates a full oscillation between the punch scale and the opposite scale,
/// while 0 oscillates only between the punch scale and the start scale
public static Tweener DOPunchScale(this Transform target, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1)
{
return DOTween.Punch(() => target.localScale, x => target.localScale = x, punch, duration, vibrato, elasticity)
.SetTarget(target);
}
/// Punches a Transform's localRotation towards the given size and then back to the starting one
/// as if it was connected to the starting rotation via an elastic.
/// The punch strength (added to the Transform's current rotation)
/// The duration of the tween
/// Indicates how much will the punch vibrate
/// Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards.
/// 1 creates a full oscillation between the punch rotation and the opposite rotation,
/// while 0 oscillates only between the punch and the start rotation
public static Tweener DOPunchRotation(this Transform target, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1)
{
return DOTween.Punch(() => target.localEulerAngles, x => target.localRotation = Quaternion.Euler(x), punch, duration, vibrato, elasticity)
.SetTarget(target);
}
/// Shakes a Transform's localPosition with the given values.
/// The duration of the tween
/// The shake strength
/// Indicates how much will the shake vibrate
/// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
/// Setting it to 0 will shake along a single direction.
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOShakePosition(this Transform target, float duration, float strength = 1, int vibrato = 10, float randomness = 90, bool snapping = false)
{
return DOTween.Shake(() => target.localPosition, x => target.localPosition = x, duration, strength, vibrato, randomness, false)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
}
/// Shakes a Transform's localPosition with the given values.
/// The duration of the tween
/// The shake strength on each axis
/// Indicates how much will the shake vibrate
/// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
/// Setting it to 0 will shake along a single direction.
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOShakePosition(this Transform target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool snapping = false)
{
return DOTween.Shake(() => target.localPosition, x => target.localPosition = x, duration, strength, vibrato, randomness)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
}
/// Shakes a Transform's localRotation.
/// The duration of the tween
/// The shake strength
/// Indicates how much will the shake vibrate
/// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
/// Setting it to 0 will shake along a single direction.
public static Tweener DOShakeRotation(this Transform target, float duration, float strength = 90, int vibrato = 10, float randomness = 90)
{
return DOTween.Shake(() => target.localEulerAngles, x => target.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness, false)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
}
/// Shakes a Transform's localRotation.
/// The duration of the tween
/// The shake strength on each axis
/// Indicates how much will the shake vibrate
/// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
/// Setting it to 0 will shake along a single direction.
public static Tweener DOShakeRotation(this Transform target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90)
{
return DOTween.Shake(() => target.localEulerAngles, x => target.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
}
/// Shakes a Transform's localScale.
/// The duration of the tween
/// The shake strength
/// Indicates how much will the shake vibrate
/// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
/// Setting it to 0 will shake along a single direction.
public static Tweener DOShakeScale(this Transform target, float duration, float strength = 1, int vibrato = 10, float randomness = 90)
{
return DOTween.Shake(() => target.localScale, x => target.localScale = x, duration, strength, vibrato, randomness, false)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
}
/// Shakes a Transform's localScale.
/// The duration of the tween
/// The shake strength on each axis
/// Indicates how much will the shake vibrate
/// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
/// Setting it to 0 will shake along a single direction.
public static Tweener DOShakeScale(this Transform target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90)
{
return DOTween.Shake(() => target.localScale, x => target.localScale = x, duration, strength, vibrato, randomness)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
}
#region Special
/// Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis.
/// Returns a Sequence instead of a Tweener.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reach
/// Power of the jump (the max height of the jump is represented by this plus the final Y offset)
/// Total number of jumps
/// The duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Sequence DOJump(this Transform target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
{
if (numJumps < 1) numJumps = 1;
float offsetY = endValue.y - target.position.y;
Sequence s = DOTween.Sequence()
.Append(DOTween.To(() => target.position, x => target.position = x, new Vector3(endValue.x, 0, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
).Join(DOTween.To(() => target.position, x => target.position = x, new Vector3(0, 0, endValue.z), duration)
.SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
).Join(DOTween.To(() => target.position, x => target.position = x, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad)
.SetLoops(numJumps * 2, LoopType.Yoyo)
).SetTarget(target).SetEase(DOTween.defaultEaseType);
s.OnUpdate(() => {
Vector3 pos = target.position;
pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
target.position = pos;
});
return s;
}
/// Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis.
/// Returns a Sequence instead of a Tweener.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The end value to reach
/// Power of the jump (the max height of the jump is represented by this plus the final Y offset)
/// Total number of jumps
/// The duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Sequence DOLocalJump(this Transform target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
{
if (numJumps < 1) numJumps = 1;
float offsetY = endValue.y - target.localPosition.y;
Sequence s = DOTween.Sequence()
.Append(DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(endValue.x, 0, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
).Join(DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(0, 0, endValue.z), duration)
.SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
).Join(DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad)
.SetLoops(numJumps * 2, LoopType.Yoyo)
).SetTarget(target).SetEase(DOTween.defaultEaseType);
s.OnUpdate(() => {
Vector3 pos = target.localPosition;
pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
target.localPosition = pos;
});
return s;
}
/// Tweens a Transform's position through the given path waypoints, using the chosen path algorithm.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The waypoints to go through
/// The duration of the tween
/// The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)
/// The path mode: 3D, side-scroller 2D, top-down 2D
/// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
/// The color of the path (shown when gizmos are active in the Play panel and the tween is running)
public static TweenerCore DOPath(
this Transform target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.position = x, new Path(pathType, path, resolution, gizmoColor), duration)
.SetTarget(target);
t.plugOptions.mode = pathMode;
return t;
}
/// Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The waypoint to go through
/// The duration of the tween
/// The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)
/// The path mode: 3D, side-scroller 2D, top-down 2D
/// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
/// The color of the path (shown when gizmos are active in the Play panel and the tween is running)
public static TweenerCore DOLocalPath(
this Transform target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.localPosition, x => target.localPosition = x, new Path(pathType, path, resolution, gizmoColor), duration)
.SetTarget(target);
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
// Used by path editor when creating the actual tween, so it can pass a pre-compiled path
internal static TweenerCore DOPath(
this Transform target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.position = x, path, duration)
.SetTarget(target);
t.plugOptions.mode = pathMode;
return t;
}
internal static TweenerCore DOLocalPath(
this Transform target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.localPosition, x => target.localPosition = x, path, duration)
.SetTarget(target);
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
#endregion
#endregion
#region Blendables
#region Light
/// Tweens a Light's color to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the Light as the tween's target so it can be used for filtered operations
/// The value to tween toThe duration of the tween
public static Tweener DOBlendableColor(this Light target, Color endValue, float duration)
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
#if COMPATIBLE
Color diff = x.value - to;
#else
Color diff = x - to;
#endif
to = x;
target.color += diff;
}, endValue, duration)
.Blendable().SetTarget(target);
}
#endregion
#region Material
/// Tweens a Material's color to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the Material as the tween's target so it can be used for filtered operations
/// The value to tween toThe duration of the tween
public static Tweener DOBlendableColor(this Material target, Color endValue, float duration)
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
#if COMPATIBLE
Color diff = x.value - to;
#else
Color diff = x - to;
#endif
to = x;
target.color += diff;
}, endValue, duration)
.Blendable().SetTarget(target);
}
/// Tweens a Material's named color property to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the Material as the tween's target so it can be used for filtered operations
/// The value to tween to
/// The name of the material property to tween (like _Tint or _SpecColor)
/// The duration of the tween
public static Tweener DOBlendableColor(this Material target, Color endValue, string property, float duration)
{
if (!target.HasProperty(property)) {
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
return null;
}
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
#if COMPATIBLE
Color diff = x.value - to;
#else
Color diff = x - to;
#endif
to = x;
target.SetColor(property, target.GetColor(property) + diff);
}, endValue, duration)
.Blendable().SetTarget(target);
}
#endregion
#region Transform
/// Tweens a Transform's position BY the given value (as if you chained a SetRelative),
/// in a way that allows other DOBlendableMove tweens to work together on the same target,
/// instead than fight each other as multiple DOMove would do.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The value to tween byThe duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOBlendableMoveBy(this Transform target, Vector3 byValue, float duration, bool snapping = false)
{
Vector3 to = Vector3.zero;
return DOTween.To(() => to, x => {
#if COMPATIBLE
Vector3 diff = x.value - to;
#else
Vector3 diff = x - to;
#endif
to = x;
target.position += diff;
}, byValue, duration)
.Blendable().SetOptions(snapping).SetTarget(target);
}
/// Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative),
/// in a way that allows other DOBlendableMove tweens to work together on the same target,
/// instead than fight each other as multiple DOMove would do.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The value to tween byThe duration of the tween
/// If TRUE the tween will smoothly snap all values to integers
public static Tweener DOBlendableLocalMoveBy(this Transform target, Vector3 byValue, float duration, bool snapping = false)
{
Vector3 to = Vector3.zero;
return DOTween.To(() => to, x => {
#if COMPATIBLE
Vector3 diff = x.value - to;
#else
Vector3 diff = x - to;
#endif
to = x;
target.localPosition += diff;
}, byValue, duration)
.Blendable().SetOptions(snapping).SetTarget(target);
}
/// EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative),
/// in a way that allows other DOBlendableRotate tweens to work together on the same target,
/// instead than fight each other as multiple DORotate would do.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The value to tween byThe duration of the tween
/// Rotation mode
public static Tweener DOBlendableRotateBy(this Transform target, Vector3 byValue, float duration, RotateMode mode = RotateMode.Fast)
{
Quaternion to = target.rotation;
TweenerCore t = DOTween.To(() => to, x => {
#if COMPATIBLE
Quaternion diff = x.value * Quaternion.Inverse(to);
#else
Quaternion diff = x * Quaternion.Inverse(to);
#endif
to = x;
target.rotation = target.rotation * Quaternion.Inverse(target.rotation) * diff * target.rotation;
}, byValue, duration)
.Blendable().SetTarget(target);
t.plugOptions.rotateMode = mode;
return t;
}
/// EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative),
/// in a way that allows other DOBlendableRotate tweens to work together on the same target,
/// instead than fight each other as multiple DORotate would do.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The value to tween byThe duration of the tween
/// Rotation mode
public static Tweener DOBlendableLocalRotateBy(this Transform target, Vector3 byValue, float duration, RotateMode mode = RotateMode.Fast)
{
Quaternion to = target.localRotation;
TweenerCore t = DOTween.To(() => to, x => {
#if COMPATIBLE
Quaternion diff = x.value * Quaternion.Inverse(to);
#else
Quaternion diff = x * Quaternion.Inverse(to);
#endif
to = x;
target.localRotation = target.localRotation * Quaternion.Inverse(target.localRotation) * diff * target.localRotation;
}, byValue, duration)
.Blendable().SetTarget(target);
t.plugOptions.rotateMode = mode;
return t;
}
/// Tweens a Transform's localScale BY the given value (as if you chained a SetRelative),
/// in a way that allows other DOBlendableScale tweens to work together on the same target,
/// instead than fight each other as multiple DOScale would do.
/// Also stores the transform as the tween's target so it can be used for filtered operations
/// The value to tween byThe duration of the tween
public static Tweener DOBlendableScaleBy(this Transform target, Vector3 byValue, float duration)
{
Vector3 to = Vector3.zero;
return DOTween.To(() => to, x => {
#if COMPATIBLE
Vector3 diff = x.value - to;
#else
Vector3 diff = x - to;
#endif
to = x;
target.localScale += diff;
}, byValue, duration)
.Blendable().SetTarget(target);
}
#endregion
#endregion
// ===================================================================================
// OPERATION SHORTCUTS ---------------------------------------------------------------
#region Operation Shortcuts
///
/// Completes all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens completed
/// (meaning the tweens that don't have infinite loops and were not already complete)
///
public static int DOComplete(this Component target)
{
return DOTween.Complete(target);
}
///
/// Kills all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens killed.
///
/// If TRUE completes the tween before killing it
public static int DOKill(this Component target, bool complete = false)
{
// int tot = complete ? DOTween.CompleteAndReturnKilledTot(target) : 0;
// return tot + DOTween.Kill(target);
return DOTween.Kill(target, complete);
}
///
/// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens flipped.
///
public static int DOFlip(this Component target)
{
return DOTween.Flip(target);
}
///
/// Sends to the given position all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens involved.
///
/// Time position to reach
/// (if higher than the whole tween duration the tween will simply reach its end)
/// If TRUE will play the tween after reaching the given position, otherwise it will pause it
public static int DOGoto(this Component target, float to, bool andPlay = false)
{
return DOTween.Goto(target, to, andPlay);
}
///
/// Pauses all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens paused.
///
public static int DOPause(this Component target)
{
return DOTween.Pause(target);
}
///
/// Plays all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
///
public static int DOPlay(this Component target)
{
return DOTween.Play(target);
}
///
/// Plays backwards all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
///
public static int DOPlayBackwards(this Component target)
{
return DOTween.PlayBackwards(target);
}
///
/// Plays forward all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
///
public static int DOPlayForward(this Component target)
{
return DOTween.PlayForward(target);
}
///
/// Restarts all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens restarted.
///
public static int DORestart(this Component target, bool includeDelay = true)
{
return DOTween.Restart(target, includeDelay);
}
///
/// Rewinds all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens rewinded.
///
public static int DORewind(this Component target, bool includeDelay = true)
{
return DOTween.Rewind(target, includeDelay);
}
///
/// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens involved.
///
public static int DOTogglePause(this Component target)
{
return DOTween.TogglePause(target);
}
#endregion
}
}