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mirror of https://github.com/Cardidi/dotween-upm-fork.git synced 2025-12-20 01:06:02 +08:00
2020-01-17 00:11:15 +09:00

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<?xml version="1.0"?>
<doc>
<assembly>
<name>DOTween50</name>
</assembly>
<members>
<member name="T:DG.Tweening.ShortcutExtensions50">
<summary>
Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
These, as all DOTween50 methods, require Unity 5.0 or later.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOSetFloat(UnityEngine.Audio.AudioMixer,System.String,System.Single,System.Single)">
<summary>Tweens an AudioMixer's exposed float to the given value.
Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.</summary>
<param name="floatName">Name given to the exposed float to set</param>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOComplete(UnityEngine.Audio.AudioMixer,System.Boolean)">
<summary>
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)
</summary>
<param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
otherwise they will be ignored</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOKill(UnityEngine.Audio.AudioMixer,System.Boolean)">
<summary>
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.
</summary>
<param name="complete">If TRUE completes the tween before killing it</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOFlip(UnityEngine.Audio.AudioMixer)">
<summary>
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.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOGoto(UnityEngine.Audio.AudioMixer,System.Single,System.Boolean)">
<summary>
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.
</summary>
<param name="to">Time position to reach
(if higher than the whole tween duration the tween will simply reach its end)</param>
<param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOPause(UnityEngine.Audio.AudioMixer)">
<summary>
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.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOPlay(UnityEngine.Audio.AudioMixer)">
<summary>
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.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOPlayBackwards(UnityEngine.Audio.AudioMixer)">
<summary>
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.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOPlayForward(UnityEngine.Audio.AudioMixer)">
<summary>
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.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DORestart(UnityEngine.Audio.AudioMixer)">
<summary>
Restarts all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens restarted.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DORewind(UnityEngine.Audio.AudioMixer)">
<summary>
Rewinds all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOSmoothRewind(UnityEngine.Audio.AudioMixer)">
<summary>
Smoothly 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.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOTogglePause(UnityEngine.Audio.AudioMixer)">
<summary>
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.
</summary>
</member>
<member name="T:DG.Tweening.TweenExtensions53">
<summary>
Methods that extend Tween objects and allow to control or get data from them.
These require at least Unity 5.3
</summary>
</member>
<member name="M:DG.Tweening.TweenExtensions53.WaitForCompletion(DG.Tweening.Tween,System.Boolean)">
<summary>
Returns a <see cref="T:UnityEngine.CustomYieldInstruction"/> that waits until the tween is killed or complete.
It can be used inside a coroutine as a yield.
<para>Example usage:</para><code>yield return myTween.WaitForCompletion(true);</code>
</summary>
</member>
<member name="M:DG.Tweening.TweenExtensions53.WaitForRewind(DG.Tweening.Tween,System.Boolean)">
<summary>
Returns a <see cref="T:UnityEngine.CustomYieldInstruction"/> that waits until the tween is killed or rewinded.
It can be used inside a coroutine as a yield.
<para>Example usage:</para><code>yield return myTween.WaitForRewind();</code>
</summary>
</member>
<member name="M:DG.Tweening.TweenExtensions53.WaitForKill(DG.Tweening.Tween,System.Boolean)">
<summary>
Returns a <see cref="T:UnityEngine.CustomYieldInstruction"/> that waits until the tween is killed.
It can be used inside a coroutine as a yield.
<para>Example usage:</para><code>yield return myTween.WaitForKill();</code>
</summary>
</member>
<member name="M:DG.Tweening.TweenExtensions53.WaitForElapsedLoops(DG.Tweening.Tween,System.Int32,System.Boolean)">
<summary>
Returns a <see cref="T:UnityEngine.CustomYieldInstruction"/> that waits until the tween is killed or has gone through the given amount of loops.
It can be used inside a coroutine as a yield.
<para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code>
</summary>
<param name="elapsedLoops">Elapsed loops to wait for</param>
</member>
<member name="M:DG.Tweening.TweenExtensions53.WaitForPosition(DG.Tweening.Tween,System.Single,System.Boolean)">
<summary>
Returns a <see cref="T:UnityEngine.CustomYieldInstruction"/> that waits until the tween is killed or has reached the given position (loops included, delays excluded).
It can be used inside a coroutine as a yield.
<para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code>
</summary>
<param name="position">Position (loops included, delays excluded) to wait for</param>
</member>
<member name="M:DG.Tweening.TweenExtensions53.WaitForStart(DG.Tweening.Tween,System.Boolean)">
<summary>
Returns a <see cref="T:UnityEngine.CustomYieldInstruction"/> that waits until the tween is killed or started
(meaning when the tween is set in a playing state the first time, after any eventual delay).
It can be used inside a coroutine as a yield.
<para>Example usage:</para><code>yield return myTween.WaitForStart();</code>
</summary>
</member>
</members>
</doc>