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