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<?xml version="1.0"?> <doc> <assembly> <name>DOTween</name> </assembly> <members> <member name="T:DG.Tweening.AutoPlay"> <summary> Types of autoPlay behaviours </summary> </member> <member name="F:DG.Tweening.AutoPlay.None"> <summary>No tween is automatically played</summary> </member> <member name="F:DG.Tweening.AutoPlay.AutoPlaySequences"> <summary>Only Sequences are automatically played</summary> </member> <member name="F:DG.Tweening.AutoPlay.AutoPlayTweeners"> <summary>Only Tweeners are automatically played</summary> </member> <member name="F:DG.Tweening.AutoPlay.All"> <summary>All tweens are automatically played</summary> </member> <member name="T:DG.Tweening.AxisConstraint"> <summary> What axis to constrain in case of Vector tweens </summary> </member> <member name="F:DG.Tweening.Core.ABSSequentiable.onStart"> <summary>Called the first time the tween is set in a playing state, after any eventual delay</summary> </member> <member name="T:DG.Tweening.Core.DOGetter`1"> <summary> Used in place of <c>System.Func</c>, which is not available in mscorlib. </summary> </member> <member name="T:DG.Tweening.Core.DOSetter`1"> <summary> Used in place of <c>System.Action</c>. </summary> </member> <member name="T:DG.Tweening.Core.Debugger"> <summary> Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation) </summary> </member> <member name="T:DG.Tweening.Core.DOTweenComponent"> <summary> Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween). Contains all instance-based methods </summary> </member> <member name="F:DG.Tweening.Core.DOTweenComponent.inspectorUpdater"> <summary>Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame</summary> </member> <member name="M:DG.Tweening.Core.DOTweenComponent.SetCapacity(System.Int32,System.Int32)"> <summary> Directly sets the current max capacity of Tweeners and Sequences (meaning how many Tweeners and Sequences can be running at the same time), so that DOTween doesn't need to automatically increase them in case the max is reached (which might lead to hiccups when that happens). Sequences capacity must be less or equal to Tweeners capacity (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). Beware: use this method only when there are no tweens running. </summary> <param name="tweenersCapacity">Max Tweeners capacity. Default: 200</param> <param name="sequencesCapacity">Max Sequences capacity. Default: 50</param> </member> <member name="T:DG.Tweening.Core.Easing.Bounce"> <summary> This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing). </summary> </member> <member name="M:DG.Tweening.Core.Easing.Bounce.EaseIn(System.Single,System.Single,System.Single,System.Single)"> <summary> Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity. </summary> <param name="time"> Current time (in frames or seconds). </param> <param name="duration"> Expected easing duration (in frames or seconds). </param> <param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param> <param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param> <returns> The eased value. </returns> </member> <member name="M:DG.Tweening.Core.Easing.Bounce.EaseOut(System.Single,System.Single,System.Single,System.Single)"> <summary> Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity. </summary> <param name="time"> Current time (in frames or seconds). </param> <param name="duration"> Expected easing duration (in frames or seconds). </param> <param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param> <param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param> <returns> The eased value. </returns> </member> <member name="M:DG.Tweening.Core.Easing.Bounce.EaseInOut(System.Single,System.Single,System.Single,System.Single)"> <summary> Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration. </summary> <param name="time"> Current time (in frames or seconds). </param> <param name="duration"> Expected easing duration (in frames or seconds). </param> <param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param> <param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param> <returns> The eased value. </returns> </member> <member name="M:DG.Tweening.Core.Easing.EaseManager.Evaluate(DG.Tweening.Tween,System.Single,System.Single,System.Single,System.Single)"> <summary> Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected </summary> </member> <member name="M:DG.Tweening.Core.Easing.EaseManager.Evaluate(DG.Tweening.Ease,DG.Tweening.EaseFunction,System.Single,System.Single,System.Single,System.Single)"> <summary> Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected </summary> </member> <member name="T:DG.Tweening.Core.Easing.EaseCurve"> <summary> Used to interpret AnimationCurves as eases. Public so it can be used by external ease factories </summary> </member> <member name="T:DG.Tweening.Core.Enums.UpdateNotice"> <summary> Additional notices passed to plugins when updating. Public so it can be used by custom plugins. Internally, only PathPlugin uses it </summary> </member> <member name="F:DG.Tweening.Core.Enums.UpdateNotice.None"> <summary> None </summary> </member> <member name="F:DG.Tweening.Core.Enums.UpdateNotice.RewindStep"> <summary> Lets the plugin know that we restarted or rewinded </summary> </member> <member name="T:DG.Tweening.Core.Enums.RewindCallbackMode"> <summary> OnRewind callback behaviour (can only be set via DOTween's Utility Panel) </summary> </member> <member name="F:DG.Tweening.Core.Enums.RewindCallbackMode.FireIfPositionChanged"> <summary> When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded </summary> </member> <member name="F:DG.Tweening.Core.Enums.RewindCallbackMode.FireAlwaysWithRewind"> <summary> When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded. When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded </summary> </member> <member name="F:DG.Tweening.Core.Enums.RewindCallbackMode.FireAlways"> <summary> When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded </summary> </member> <member name="T:DG.Tweening.Core.Extensions"> <summary> Public only so custom shortcuts can access some of these methods </summary> </member> <member name="M:DG.Tweening.Core.Extensions.SetSpecialStartupMode``1(``0,DG.Tweening.Core.Enums.SpecialStartupMode)"> <summary> INTERNAL: used by DO shortcuts and Modules to set special startup mode </summary> </member> <member name="M:DG.Tweening.Core.Extensions.Blendable``3(DG.Tweening.Core.TweenerCore{``0,``1,``2})"> <summary> INTERNAL: used by DO shortcuts and Modules to set the tween as blendable </summary> </member> <member name="M:DG.Tweening.Core.Extensions.NoFrom``3(DG.Tweening.Core.TweenerCore{``0,``1,``2})"> <summary> INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed </summary> </member> <member name="T:DG.Tweening.Core.DOTweenExternalCommand"> <summary> Used to dispatch commands that need to be captured externally, usually by Modules </summary> </member> <member name="M:DG.Tweening.Core.Utils.Vector3FromAngle(System.Single,System.Single)"> <summary> Returns a Vector3 with z = 0 </summary> </member> <member name="M:DG.Tweening.Core.Utils.Angle2D(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> Returns the 2D angle between two vectors </summary> </member> <member name="M:DG.Tweening.Core.Utils.Vector3AreApproximatelyEqual(UnityEngine.Vector3,UnityEngine.Vector3)"> <summary> Uses approximate equality on each axis instead of Unity's Vector3 equality, because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it. </summary> </member> <member name="M:DG.Tweening.Core.Utils.GetLooseScriptType(System.String)"> <summary> Looks for the type withing all possible project assembly names </summary> </member> <member name="T:DG.Tweening.Color2"> <summary> Struct that stores two colors (used for LineRenderer tweens) </summary> </member> <member name="T:DG.Tweening.TweenCallback"> <summary> Used for tween callbacks </summary> </member> <member name="T:DG.Tweening.TweenCallback`1"> <summary> Used for tween callbacks </summary> </member> <member name="T:DG.Tweening.EaseFunction"> <summary> Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1. </summary> </member> <member name="T:DG.Tweening.CustomPlugins.PureQuaternionPlugin"> <summary> Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly. <para>Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence).</para> <para>To use it, call DOTween.To with the plugin parameter overload, passing it <c>PureQuaternionPlugin.Plug()</c> as first parameter (do not use any of the other public PureQuaternionPlugin methods):</para> <code>DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);</code> </summary> </member> <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.Plug"> <summary> Plug this plugin inside a DOTween.To call. <para>Example:</para> <code>DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);</code> </summary> </member> <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.Reset(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions})"> <summary>INTERNAL: do not use</summary> </member> <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetFrom(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions},System.Boolean)"> <summary>INTERNAL: do not use</summary> </member> <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.ConvertToStartValue(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions},UnityEngine.Quaternion)"> <summary>INTERNAL: do not use</summary> </member> <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetRelativeEndValue(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions})"> <summary>INTERNAL: do not use</summary> </member> <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetChangeValue(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions})"> <summary>INTERNAL: do not use</summary> </member> <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.GetSpeedBasedDuration(DG.Tweening.Plugins.Options.NoOptions,System.Single,UnityEngine.Quaternion)"> <summary>INTERNAL: do not use</summary> </member> <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.EvaluateAndApply(DG.Tweening.Plugins.Options.NoOptions,DG.Tweening.Tween,System.Boolean,DG.Tweening.Core.DOGetter{UnityEngine.Quaternion},DG.Tweening.Core.DOSetter{UnityEngine.Quaternion},System.Single,UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single,System.Boolean,DG.Tweening.Core.Enums.UpdateNotice)"> <summary>INTERNAL: do not use</summary> </member> <member name="T:DG.Tweening.DOTween"> <summary> Main DOTween class. Contains static methods to create and control tweens in a generic way </summary> </member> <member name="F:DG.Tweening.DOTween.Version"> <summary>DOTween's version</summary> </member> <member name="F:DG.Tweening.DOTween.useSafeMode"> <summary>If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things (like targets becoming null while a tween is playing). <para>Default: TRUE</para></summary> </member> <member name="F:DG.Tweening.DOTween.showUnityEditorReport"> <summary>If TRUE you will get a DOTween report when exiting play mode (only in the Editor). Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly. Beware, this will slightly slow down your tweens while inside Unity Editor. <para>Default: FALSE</para></summary> </member> <member name="F:DG.Tweening.DOTween.timeScale"> <summary>Global DOTween timeScale. <para>Default: 1</para></summary> </member> <member name="F:DG.Tweening.DOTween.useSmoothDeltaTime"> <summary>If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens (unless they're set as timeScaleIndependent, in which case a value between the last timestep and <see cref="F:DG.Tweening.DOTween.maxSmoothUnscaledTime"/> will be used instead). Setting this to TRUE will lead to smoother animations. <para>Default: FALSE</para></summary> </member> <member name="F:DG.Tweening.DOTween.maxSmoothUnscaledTime"> <summary>If <see cref="F:DG.Tweening.DOTween.useSmoothDeltaTime"/> is TRUE, this indicates the max timeStep that an independent update call can last. Setting this to TRUE will lead to smoother animations. <para>Default: FALSE</para></summary> </member> <member name="P:DG.Tweening.DOTween.logBehaviour"> <summary>DOTween's log behaviour. <para>Default: LogBehaviour.ErrorsOnly</para></summary> </member> <member name="F:DG.Tweening.DOTween.drawGizmos"> <summary>If TRUE draws path gizmos in Unity Editor (if the gizmos button is active). Deactivate this if you want to avoid gizmos overhead while in Unity Editor</summary> </member> <member name="F:DG.Tweening.DOTween.defaultUpdateType"> <summary>Default updateType for new tweens. <para>Default: UpdateType.Normal</para></summary> </member> <member name="F:DG.Tweening.DOTween.defaultTimeScaleIndependent"> <summary>Sets whether Unity's timeScale should be taken into account by default or not. <para>Default: false</para></summary> </member> <member name="F:DG.Tweening.DOTween.defaultAutoPlay"> <summary>Default autoPlay behaviour for new tweens. <para>Default: AutoPlay.All</para></summary> </member> <member name="F:DG.Tweening.DOTween.defaultAutoKill"> <summary>Default autoKillOnComplete behaviour for new tweens. <para>Default: TRUE</para></summary> </member> <member name="F:DG.Tweening.DOTween.defaultLoopType"> <summary>Default loopType applied to all new tweens. <para>Default: LoopType.Restart</para></summary> </member> <member name="F:DG.Tweening.DOTween.defaultRecyclable"> <summary>If TRUE all newly created tweens are set as recyclable, otherwise not. <para>Default: FALSE</para></summary> </member> <member name="F:DG.Tweening.DOTween.defaultEaseType"> <summary>Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default). <para>Default: Ease.InOutQuad</para></summary> </member> <member name="F:DG.Tweening.DOTween.defaultEaseOvershootOrAmplitude"> <summary>Default overshoot/amplitude used for eases <para>Default: 1.70158f</para></summary> </member> <member name="F:DG.Tweening.DOTween.defaultEasePeriod"> <summary>Default period used for eases <para>Default: 0</para></summary> </member> <member name="F:DG.Tweening.DOTween.instance"> <summary>Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance</summary> </member> <member name="M:DG.Tweening.DOTween.Init(System.Nullable{System.Boolean},System.Nullable{System.Boolean},System.Nullable{DG.Tweening.LogBehaviour})"> <summary> Must be called once, before the first ever DOTween call/reference, otherwise it will be called automatically and will use default options. Calling it a second time won't have any effect. <para>You can chain <code>SetCapacity</code> to this method, to directly set the max starting size of Tweeners and Sequences:</para> <code>DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20);</code> </summary> <param name="recycleAllByDefault">If TRUE all new tweens will be set for recycling, meaning that when killed, instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active even if they were killed (since they might have been respawned and are now being used for other tweens). <para>If you want to automatically set your tween references to NULL when a tween is killed you can use the OnKill callback like this:</para> <code>.OnKill(()=> myTweenReference = null)</code> <para>You can change this setting at any time by changing the static <see cref="F:DG.Tweening.DOTween.defaultRecyclable"/> property, or you can set the recycling behaviour for each tween separately, using:</para> <para><code>SetRecyclable(bool recyclable)</code></para> <para>Default: FALSE</para></param> <param name="useSafeMode">If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things (like targets becoming null while a tween is playing). You can change this setting at any time by changing the static <see cref="F:DG.Tweening.DOTween.useSafeMode"/> property. <para>Default: FALSE</para></param> <param name="logBehaviour">Type of logging to use. You can change this setting at any time by changing the static <see cref="P:DG.Tweening.DOTween.logBehaviour"/> property. <para>Default: ErrorsOnly</para></param> </member> <member name="M:DG.Tweening.DOTween.SetTweensCapacity(System.Int32,System.Int32)"> <summary> Directly sets the current max capacity of Tweeners and Sequences (meaning how many Tweeners and Sequences can be running at the same time), so that DOTween doesn't need to automatically increase them in case the max is reached (which might lead to hiccups when that happens). Sequences capacity must be less or equal to Tweeners capacity (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). Beware: use this method only when there are no tweens running. </summary> <param name="tweenersCapacity">Max Tweeners capacity. Default: 200</param> <param name="sequencesCapacity">Max Sequences capacity. Default: 50</param> </member> <member name="M:DG.Tweening.DOTween.Clear(System.Boolean)"> <summary> Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values. </summary> <param name="destroy">If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else (so that next time you use it it will need to be re-initialized)</param> </member> <member name="M:DG.Tweening.DOTween.ClearCachedTweens"> <summary> Clears all cached tween pools. </summary> </member> <member name="M:DG.Tweening.DOTween.Validate"> <summary> Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL) and returns the total number of invalid tweens found and removed. IMPORTANT: this will cause an error on UWP platform, so don't use it there BEWARE: this is a slightly expensive operation so use it with care </summary> </member> <member name="M:DG.Tweening.DOTween.ManualUpdate(System.Single,System.Single)"> <summary> Updates all tweens that are set to <see cref="F:DG.Tweening.UpdateType.Manual"/>. </summary> <param name="deltaTime">Manual deltaTime</param> <param name="unscaledDeltaTime">Unscaled delta time (used with tweens set as timeScaleIndependent)</param> </member> <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Single},DG.Tweening.Core.DOSetter{System.Single},System.Single,System.Single)"> <summary>Tweens a property or field to the given value using default plugins</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> </member> <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Double},DG.Tweening.Core.DOSetter{System.Double},System.Double,System.Single)"> <summary>Tweens a property or field to the given value using default plugins</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> </member> <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Int32},DG.Tweening.Core.DOSetter{System.Int32},System.Int32,System.Single)"> <summary>Tweens a property or field to the given value using default plugins</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> </member> <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.UInt32},DG.Tweening.Core.DOSetter{System.UInt32},System.UInt32,System.Single)"> <summary>Tweens a property or field to the given value using default plugins</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> </member> <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Int64},DG.Tweening.Core.DOSetter{System.Int64},System.Int64,System.Single)"> <summary>Tweens a property or field to the given value using default plugins</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> </member> <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.UInt64},DG.Tweening.Core.DOSetter{System.UInt64},System.UInt64,System.Single)"> <summary>Tweens a property or field to the given value using default plugins</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> </member> <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.String},DG.Tweening.Core.DOSetter{System.String},System.String,System.Single)"> <summary>Tweens a property or field to the given value using default plugins</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> </member> <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector2},DG.Tweening.Core.DOSetter{UnityEngine.Vector2},UnityEngine.Vector2,System.Single)"> <summary>Tweens a property or field to the given value using default plugins</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> </member> <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3,System.Single)"> <summary>Tweens a property or field to the given value using default plugins</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> </member> <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector4},DG.Tweening.Core.DOSetter{UnityEngine.Vector4},UnityEngine.Vector4,System.Single)"> <summary>Tweens a property or field to the given value using default plugins</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> </member> <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Quaternion},DG.Tweening.Core.DOSetter{UnityEngine.Quaternion},UnityEngine.Vector3,System.Single)"> <summary>Tweens a property or field to the given value using default plugins</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> </member> <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},UnityEngine.Color,System.Single)"> <summary>Tweens a property or field to the given value using default plugins</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> </member> <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Rect},DG.Tweening.Core.DOSetter{UnityEngine.Rect},UnityEngine.Rect,System.Single)"> <summary>Tweens a property or field to the given value using default plugins</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> </member> <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.RectOffset},DG.Tweening.Core.DOSetter{UnityEngine.RectOffset},UnityEngine.RectOffset,System.Single)"> <summary>Tweens a property or field to the given value using default plugins</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> </member> <member name="M:DG.Tweening.DOTween.To``3(DG.Tweening.Plugins.Core.ABSTweenPlugin{``0,``1,``2},DG.Tweening.Core.DOGetter{``0},DG.Tweening.Core.DOSetter{``0},``1,System.Single)"> <summary>Tweens a property or field to the given value using a custom plugin</summary> <param name="plugin">The plugin to use. Each custom plugin implements a static <code>Get()</code> method you'll need to call to assign the correct plugin in the correct way, like this: <para><code>CustomPlugin.Get()</code></para></param> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> </member> <member name="M:DG.Tweening.DOTween.ToAxis(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,DG.Tweening.AxisConstraint)"> <summary>Tweens only one axis of a Vector3 to the given value using default plugins.</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> <param name="axisConstraint">The axis to tween</param> </member> <member name="M:DG.Tweening.DOTween.ToAlpha(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},System.Single,System.Single)"> <summary>Tweens only the alpha of a Color to the given value using default plugins</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> </member> <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOSetter{System.Single},System.Single,System.Single,System.Single)"> <summary>Tweens a virtual property from the given start to the given end value and implements a setter that allows to use that value with an external method or a lambda <para>Example:</para> <code>To(MyMethod, 0, 12, 0.5f);</code> <para>Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween)</para></summary> <param name="setter">The action to perform with the tweened value</param> <param name="startValue">The value to start from</param> <param name="endValue">The end value to reach</param> <param name="duration">The duration of the virtual tween </param> </member> <member name="M:DG.Tweening.DOTween.Punch(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3,System.Single,System.Int32,System.Single)"> <summary>Punches a Vector3 towards the given direction and then back to the starting one as if it was connected to the starting position via an elastic. <para>This tween type generates some GC allocations at startup</para></summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="direction">The direction and strength of the punch</param> <param name="duration">The duration of the tween</param> <param name="vibrato">Indicates how much will the punch vibrate</param> <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. 1 creates a full oscillation between the direction and the opposite decaying direction, while 0 oscillates only between the starting position and the decaying direction</param> </member> <member name="M:DG.Tweening.DOTween.Shake(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean)"> <summary>Shakes a Vector3 with the given values.</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="duration">The duration of the tween</param> <param name="strength">The shake strength</param> <param name="vibrato">Indicates how much will the shake vibrate</param> <param name="randomness">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 and behave like a random punch.</param> <param name="ignoreZAxis">If TRUE only shakes on the X Y axis (looks better with things like cameras).</param> <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> </member> <member name="M:DG.Tweening.DOTween.Shake(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <summary>Shakes a Vector3 with the given values.</summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="duration">The duration of the tween</param> <param name="strength">The shake strength on each axis</param> <param name="vibrato">Indicates how much will the shake vibrate</param> <param name="randomness">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 and behave like a random punch.</param> <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> </member> <member name="M:DG.Tweening.DOTween.ToArray(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3[],System.Single[])"> <summary>Tweens a property or field to the given values using default plugins. Ease is applied between each segment and not as a whole. <para>This tween type generates some GC allocations at startup</para></summary> <param name="getter">A getter for the field or property to tween. <para>Example usage with lambda:</para><code>()=> myProperty</code></param> <param name="setter">A setter for the field or property to tween <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <param name="endValues">The end values to reach for each segment. This array must have the same length as <code>durations</code></param> <param name="durations">The duration of each segment. This array must have the same length as <code>endValues</code></param> </member> <member name="M:DG.Tweening.DOTween.Sequence"> <summary> Returns a new <see cref="M:DG.Tweening.DOTween.Sequence"/> to be used for tween groups </summary> </member> <member name="M:DG.Tweening.DOTween.CompleteAll(System.Boolean)"> <summary>Completes all tweens and returns the number of actual tweens completed (meaning 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.DOTween.Complete(System.Object,System.Boolean)"> <summary>Completes all tweens with the given ID or target and returns the number of actual 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 internal Sequence callbacks will be fired, otherwise they will be ignored</param> </member> <member name="M:DG.Tweening.DOTween.FlipAll"> <summary>Flips all tweens (changing their direction to forward if it was backwards and viceversa), then returns the number of actual tweens flipped</summary> </member> <member name="M:DG.Tweening.DOTween.Flip(System.Object)"> <summary>Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa), then returns the number of actual tweens flipped</summary> </member> <member name="M:DG.Tweening.DOTween.GotoAll(System.Single,System.Boolean)"> <summary>Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved</summary> </member> <member name="M:DG.Tweening.DOTween.Goto(System.Object,System.Single,System.Boolean)"> <summary>Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles) and returns the actual tweens involved</summary> </member> <member name="M:DG.Tweening.DOTween.KillAll(System.Boolean)"> <summary>Kills all tweens and returns the number of actual tweens killed</summary> <param name="complete">If TRUE completes the tweens before killing them</param> </member> <member name="M:DG.Tweening.DOTween.KillAll(System.Boolean,System.Object[])"> <summary>Kills all tweens and returns the number of actual tweens killed</summary> <param name="complete">If TRUE completes the tweens before killing them</param> <param name="idsOrTargetsToExclude">Eventual IDs or targets to exclude from the killing</param> </member> <member name="M:DG.Tweening.DOTween.Kill(System.Object,System.Boolean)"> <summary>Kills all tweens with the given ID or target and returns the number of actual tweens killed</summary> <param name="complete">If TRUE completes the tweens before killing them</param> </member> <member name="M:DG.Tweening.DOTween.PauseAll"> <summary>Pauses all tweens and returns the number of actual tweens paused</summary> </member> <member name="M:DG.Tweening.DOTween.Pause(System.Object)"> <summary>Pauses all tweens with the given ID or target and returns the number of actual tweens paused (meaning the tweens that were actually playing and have been paused)</summary> </member> <member name="M:DG.Tweening.DOTween.PlayAll"> <summary>Plays all tweens and returns the number of actual tweens played (meaning tweens that were not already playing or complete)</summary> </member> <member name="M:DG.Tweening.DOTween.Play(System.Object)"> <summary>Plays all tweens with the given ID or target and returns the number of actual tweens played (meaning the tweens that were not already playing or complete)</summary> </member> <member name="M:DG.Tweening.DOTween.Play(System.Object,System.Object)"> <summary>Plays all tweens with the given target and the given ID, and returns the number of actual tweens played (meaning the tweens that were not already playing or complete)</summary> </member> <member name="M:DG.Tweening.DOTween.PlayBackwardsAll"> <summary>Plays backwards all tweens and returns the number of actual tweens played (meaning tweens that were not already started, playing backwards or rewinded)</summary> </member> <member name="M:DG.Tweening.DOTween.PlayBackwards(System.Object)"> <summary>Plays backwards all tweens with the given ID or target and returns the number of actual tweens played (meaning the tweens that were not already started, playing backwards or rewinded)</summary> </member> <member name="M:DG.Tweening.DOTween.PlayBackwards(System.Object,System.Object)"> <summary>Plays backwards all tweens with the given target and ID and returns the number of actual tweens played (meaning the tweens that were not already started, playing backwards or rewinded)</summary> </member> <member name="M:DG.Tweening.DOTween.PlayForwardAll"> <summary>Plays forward all tweens and returns the number of actual tweens played (meaning tweens that were not already playing forward or complete)</summary> </member> <member name="M:DG.Tweening.DOTween.PlayForward(System.Object)"> <summary>Plays forward all tweens with the given ID or target and returns the number of actual tweens played (meaning the tweens that were not already playing forward or complete)</summary> </member> <member name="M:DG.Tweening.DOTween.PlayForward(System.Object,System.Object)"> <summary>Plays forward all tweens with the given target and ID and returns the number of actual tweens played (meaning the tweens that were not already started, playing backwards or rewinded)</summary> </member> <member name="M:DG.Tweening.DOTween.RestartAll(System.Boolean)"> <summary>Restarts all tweens, then returns the number of actual tweens restarted</summary> </member> <member name="M:DG.Tweening.DOTween.Restart(System.Object,System.Boolean,System.Single)"> <summary>Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted</summary> <param name="includeDelay">If TRUE includes the eventual tweens delays, otherwise skips them</param> <param name="changeDelayTo">If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it</param> </member> <member name="M:DG.Tweening.DOTween.Restart(System.Object,System.Object,System.Boolean,System.Single)"> <summary>Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played (meaning the tweens that were not already playing or complete)</summary> <param name="includeDelay">If TRUE includes the eventual tweens delays, otherwise skips them</param> <param name="changeDelayTo">If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it</param> </member> <member name="M:DG.Tweening.DOTween.RewindAll(System.Boolean)"> <summary>Rewinds and pauses all tweens, then returns the number of actual tweens rewinded (meaning tweens that were not already rewinded)</summary> </member> <member name="M:DG.Tweening.DOTween.Rewind(System.Object,System.Boolean)"> <summary>Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded (meaning the tweens that were not already rewinded)</summary> </member> <member name="M:DG.Tweening.DOTween.SmoothRewindAll"> <summary>Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded (meaning tweens that were not already rewinded). A "smooth rewind" animates the tween to its start position, skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. <para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary> </member> <member name="M:DG.Tweening.DOTween.SmoothRewind(System.Object)"> <summary>Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded (meaning the tweens that were not already rewinded). A "smooth rewind" animates the tween to its start position, skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. <para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary> </member> <member name="M:DG.Tweening.DOTween.TogglePauseAll"> <summary>Toggles the play state of all tweens and returns the number of actual tweens toggled (meaning tweens that could be played or paused, depending on the toggle state)</summary> </member> <member name="M:DG.Tweening.DOTween.TogglePause(System.Object)"> <summary>Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled (meaning the tweens that could be played or paused, depending on the toggle state)</summary> </member> <member name="M:DG.Tweening.DOTween.IsTweening(System.Object,System.Boolean)"> <summary> Returns TRUE if a tween with the given ID or target is active. <para>You can also use this to know if a shortcut tween is active for a given target.</para> <para>Example:</para> <para><code>transform.DOMoveX(45, 1); // transform is automatically added as the tween target</code></para> <para><code>DOTween.IsTweening(transform); // Returns true</code></para> </summary> <param name="targetOrId">The target or ID to look for</param> <param name="alsoCheckIfIsPlaying">If FALSE (default) returns TRUE as long as a tween for the given target/ID is active, otherwise also requires it to be playing</param> </member> <member name="M:DG.Tweening.DOTween.TotalPlayingTweens"> <summary> Returns the total number of active and playing tweens. A tween is considered as playing even if its delay is actually playing </summary> </member> <member name="M:DG.Tweening.DOTween.PlayingTweens(System.Collections.Generic.List{DG.Tweening.Tween})"> <summary> Returns a list of all active tweens in a playing state. Returns NULL if there are no active playing tweens. <para>Beware: each time you call this method a new list is generated, so use it for debug only</para> </summary> <param name="fillableList">If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)</param> </member> <member name="M:DG.Tweening.DOTween.PausedTweens(System.Collections.Generic.List{DG.Tweening.Tween})"> <summary> Returns a list of all active tweens in a paused state. Returns NULL if there are no active paused tweens. <para>Beware: each time you call this method a new list is generated, so use it for debug only</para> </summary> <param name="fillableList">If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)</param> </member> <member name="M:DG.Tweening.DOTween.TweensById(System.Object,System.Boolean,System.Collections.Generic.List{DG.Tweening.Tween})"> <summary> Returns a list of all active tweens with the given id. Returns NULL if there are no active tweens with the given id. <para>Beware: each time you call this method a new list is generated</para> </summary> <param name="playingOnly">If TRUE returns only the tweens with the given ID that are currently playing</param> <param name="fillableList">If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)</param> </member> <member name="M:DG.Tweening.DOTween.TweensByTarget(System.Object,System.Boolean,System.Collections.Generic.List{DG.Tweening.Tween})"> <summary> Returns a list of all active tweens with the given target. Returns NULL if there are no active tweens with the given target. <para>Beware: each time you call this method a new list is generated</para> <param name="playingOnly">If TRUE returns only the tweens with the given target that are currently playing</param> <param name="fillableList">If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)</param> </summary> </member> <member name="T:DG.Tweening.DOVirtual"> <summary> Creates virtual tweens that can be used to change other elements via their OnUpdate calls </summary> </member> <member name="M:DG.Tweening.DOVirtual.Float(System.Single,System.Single,System.Single,DG.Tweening.TweenCallback{System.Single})"> <summary> Tweens a virtual float. You can add regular settings to the generated tween, but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter </summary> <param name="from">The value to start from</param> <param name="to">The value to tween to</param> <param name="duration">The duration of the tween</param> <param name="onVirtualUpdate">A callback which must accept a parameter of type float, called at each update</param> <returns></returns> </member> <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease)"> <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary> <param name="from">The value to start from when lifetimePercentage is 0</param> <param name="to">The value to reach when lifetimePercentage is 1</param> <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param> <param name="easeType">The type of ease</param> </member> <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease,System.Single)"> <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary> <param name="from">The value to start from when lifetimePercentage is 0</param> <param name="to">The value to reach when lifetimePercentage is 1</param> <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param> <param name="easeType">The type of ease</param> <param name="overshoot">Eventual overshoot to use with Back ease</param> </member> <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease,System.Single,System.Single)"> <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary> <param name="from">The value to start from when lifetimePercentage is 0</param> <param name="to">The value to reach when lifetimePercentage is 1</param> <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param> <param name="easeType">The type of ease</param> <param name="amplitude">Eventual amplitude to use with Elastic easeType</param> <param name="period">Eventual period to use with Elastic easeType</param> </member> <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,UnityEngine.AnimationCurve)"> <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary> <param name="from">The value to start from when lifetimePercentage is 0</param> <param name="to">The value to reach when lifetimePercentage is 1</param> <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param> <param name="easeCurve">The AnimationCurve to use for ease</param> </member> <member name="M:DG.Tweening.DOVirtual.DelayedCall(System.Single,DG.Tweening.TweenCallback,System.Boolean)"> <summary>Fires the given callback after the given time.</summary> <param name="delay">Callback delay</param> <param name="callback">Callback to fire when the delay has expired</param> <param name="ignoreTimeScale">If TRUE (default) ignores Unity's timeScale</param> </member> <member name="F:DG.Tweening.Ease.INTERNAL_Zero"> <summary> Don't assign this! It's assigned automatically when creating 0 duration tweens </summary> </member> <member name="F:DG.Tweening.Ease.INTERNAL_Custom"> <summary> Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function </summary> </member> <member name="T:DG.Tweening.EaseFactory"> <summary> Allows to wrap ease method in special ways, adding extra features </summary> </member> <member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,System.Nullable{DG.Tweening.Ease})"> <summary> Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS </summary> <param name="motionFps">FPS at which the tween should be played</param> <param name="ease">Ease type</param> </member> <member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,UnityEngine.AnimationCurve)"> <summary> Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS </summary> <param name="motionFps">FPS at which the tween should be played</param> <param name="animCurve">AnimationCurve to use for the ease</param> </member> <member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,DG.Tweening.EaseFunction)"> <summary> Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS </summary> <param name="motionFps">FPS at which the tween should be played</param> <param name="customEase">Custom ease function to use</param> </member> <member name="T:DG.Tweening.IDOTweenInit"> <summary> Used to allow method chaining with DOTween.Init </summary> </member> <member name="M:DG.Tweening.IDOTweenInit.SetCapacity(System.Int32,System.Int32)"> <summary> Directly sets the current max capacity of Tweeners and Sequences (meaning how many Tweeners and Sequences can be running at the same time), so that DOTween doesn't need to automatically increase them in case the max is reached (which might lead to hiccups when that happens). Sequences capacity must be less or equal to Tweeners capacity (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). Beware: use this method only when there are no tweens running. </summary> <param name="tweenersCapacity">Max Tweeners capacity. Default: 200</param> <param name="sequencesCapacity">Max Sequences capacity. Default: 50</param> </member> <member name="T:DG.Tweening.PathMode"> <summary> Path mode (used to determine correct LookAt orientation) </summary> </member> <member name="F:DG.Tweening.PathMode.Ignore"> <summary>Ignores the path mode (and thus LookAt behaviour)</summary> </member> <member name="F:DG.Tweening.PathMode.Full3D"> <summary>Regular 3D path</summary> </member> <member name="F:DG.Tweening.PathMode.TopDown2D"> <summary>2D top-down path</summary> </member> <member name="F:DG.Tweening.PathMode.Sidescroller2D"> <summary>2D side-scroller path</summary> </member> <member name="T:DG.Tweening.PathType"> <summary> Type of path to use with DOPath tweens </summary> </member> <member name="F:DG.Tweening.PathType.Linear"> <summary>Linear, composed of straight segments between each waypoint</summary> </member> <member name="F:DG.Tweening.PathType.CatmullRom"> <summary>Curved path (which uses Catmull-Rom curves)</summary> </member> <member name="T:DG.Tweening.Plugins.Core.PathCore.ControlPoint"> <summary> Path control point </summary> </member> <member name="M:DG.Tweening.Plugins.Core.PathCore.Path.GetPoint(System.Single,System.Boolean)"> <summary> Gets the point on the path at the given percentage (0 to 1) </summary> <param name="perc">The percentage (0 to 1) at which to get the point</param> <param name="convertToConstantPerc">If TRUE constant speed is taken into account, otherwise not</param> </member> <member name="T:DG.Tweening.Plugins.Options.IPlugOptions"> <summary> Base interface for all tween plugins options </summary> </member> <member name="M:DG.Tweening.Plugins.Options.IPlugOptions.Reset"> <summary>Resets the plugin</summary> </member> <member name="T:DG.Tweening.Plugins.Vector3ArrayPlugin"> <summary> This plugin generates some GC allocations at startup </summary> </member> <member name="T:DG.Tweening.Plugins.PathPlugin"> <summary> Path plugin works exclusively with Transforms </summary> </member> <member name="T:DG.Tweening.RotateMode"> <summary> Rotation mode used with DORotate methods </summary> </member> <member name="F:DG.Tweening.RotateMode.Fast"> <summary> Fastest way that never rotates beyond 360° </summary> </member> <member name="F:DG.Tweening.RotateMode.FastBeyond360"> <summary> Fastest way that rotates beyond 360° </summary> </member> <member name="F:DG.Tweening.RotateMode.WorldAxisAdd"> <summary> Adds the given rotation to the transform using world axis and an advanced precision mode (like when using transform.Rotate(Space.World)). <para>In this mode the end value is is always considered relative</para> </summary> </member> <member name="F:DG.Tweening.RotateMode.LocalAxisAdd"> <summary> Adds the given rotation to the transform's local axis (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)). <para>In this mode the end value is is always considered relative</para> </summary> </member> <member name="T:DG.Tweening.ScrambleMode"> <summary> Type of scramble to apply to string tweens </summary> </member> <member name="F:DG.Tweening.ScrambleMode.None"> <summary> No scrambling of characters </summary> </member> <member name="F:DG.Tweening.ScrambleMode.All"> <summary> A-Z + a-z + 0-9 characters </summary> </member> <member name="F:DG.Tweening.ScrambleMode.Uppercase"> <summary> A-Z characters </summary> </member> <member name="F:DG.Tweening.ScrambleMode.Lowercase"> <summary> a-z characters </summary> </member> <member name="F:DG.Tweening.ScrambleMode.Numerals"> <summary> 0-9 characters </summary> </member> <member name="F:DG.Tweening.ScrambleMode.Custom"> <summary> Custom characters </summary> </member> <member name="T:DG.Tweening.TweenExtensions"> <summary> Methods that extend Tween objects and allow to control or get data from them </summary> </member> <member name="M:DG.Tweening.TweenExtensions.Complete(DG.Tweening.Tween)"> <summary>Completes the tween</summary> </member> <member name="M:DG.Tweening.TweenExtensions.Complete(DG.Tweening.Tween,System.Boolean)"> <summary>Completes the tween</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.TweenExtensions.Flip(DG.Tweening.Tween)"> <summary>Flips the direction of this tween (backwards if it was going forward or viceversa)</summary> </member> <member name="M:DG.Tweening.TweenExtensions.ForceInit(DG.Tweening.Tween)"> <summary>Forces the tween to initialize its settings immediately</summary> </member> <member name="M:DG.Tweening.TweenExtensions.Goto(DG.Tweening.Tween,System.Single,System.Boolean)"> <summary>Send the tween to the given position in time</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.TweenExtensions.Kill(DG.Tweening.Tween,System.Boolean)"> <summary>Kills the tween</summary> <param name="complete">If TRUE completes the tween before killing it</param> </member> <member name="M:DG.Tweening.TweenExtensions.Pause``1(``0)"> <summary>Pauses the tween</summary> </member> <member name="M:DG.Tweening.TweenExtensions.Play``1(``0)"> <summary>Plays the tween</summary> </member> <member name="M:DG.Tweening.TweenExtensions.PlayBackwards(DG.Tweening.Tween)"> <summary>Sets the tween in a backwards direction and plays it</summary> </member> <member name="M:DG.Tweening.TweenExtensions.PlayForward(DG.Tweening.Tween)"> <summary>Sets the tween in a forward direction and plays it</summary> </member> <member name="M:DG.Tweening.TweenExtensions.Restart(DG.Tweening.Tween,System.Boolean,System.Single)"> <summary>Restarts the tween from the beginning</summary> <param name="includeDelay">If TRUE includes the eventual tween delay, otherwise skips it</param> <param name="changeDelayTo">If >= 0 changes the startup delay to this value, otherwise doesn't touch it</param> </member> <member name="M:DG.Tweening.TweenExtensions.Rewind(DG.Tweening.Tween,System.Boolean)"> <summary>Rewinds and pauses the tween</summary> <param name="includeDelay">If TRUE includes the eventual tween delay, otherwise skips it</param> </member> <member name="M:DG.Tweening.TweenExtensions.SmoothRewind(DG.Tweening.Tween)"> <summary>Smoothly rewinds the tween (delays excluded). A "smooth rewind" animates the tween to its start position, skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween. <para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary> </member> <member name="M:DG.Tweening.TweenExtensions.TogglePause(DG.Tweening.Tween)"> <summary>Plays the tween if it was paused, pauses it if it was playing</summary> </member> <member name="M:DG.Tweening.TweenExtensions.GotoWaypoint(DG.Tweening.Tween,System.Int32,System.Boolean)"> <summary>Send a path tween to the given waypoint. Has no effect if this is not a path tween. <para>BEWARE, this is a special utility method: it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes)</para></summary> <param name="waypointIndex">Waypoint index to reach (if higher than the max waypoint index the tween will simply go to the last one)</param> <param name="andPlay">If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it</param> </member> <member name="M:DG.Tweening.TweenExtensions.WaitForCompletion(DG.Tweening.Tween)"> <summary> Creates a yield instruction 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();</code> </summary> </member> <member name="M:DG.Tweening.TweenExtensions.WaitForRewind(DG.Tweening.Tween)"> <summary> Creates a yield instruction 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.TweenExtensions.WaitForKill(DG.Tweening.Tween)"> <summary> Creates a yield instruction 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.TweenExtensions.WaitForElapsedLoops(DG.Tweening.Tween,System.Int32)"> <summary> Creates a yield instruction 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.TweenExtensions.WaitForPosition(DG.Tweening.Tween,System.Single)"> <summary> Creates a yield instruction 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.TweenExtensions.WaitForStart(DG.Tweening.Tween)"> <summary> Creates a yield instruction 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> <member name="M:DG.Tweening.TweenExtensions.CompletedLoops(DG.Tweening.Tween)"> <summary>Returns the total number of loops completed by this tween</summary> </member> <member name="M:DG.Tweening.TweenExtensions.Delay(DG.Tweening.Tween)"> <summary>Returns the eventual delay set for this tween</summary> </member> <member name="M:DG.Tweening.TweenExtensions.Duration(DG.Tweening.Tween,System.Boolean)"> <summary>Returns the duration of this tween (delays excluded). <para>NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts</para></summary> <param name="includeLoops">If TRUE returns the full duration loops included, otherwise the duration of a single loop cycle</param> </member> <member name="M:DG.Tweening.TweenExtensions.Elapsed(DG.Tweening.Tween,System.Boolean)"> <summary>Returns the elapsed time for this tween (delays exluded)</summary> <param name="includeLoops">If TRUE returns the elapsed time since startup loops included, otherwise the elapsed time within the current loop cycle</param> </member> <member name="M:DG.Tweening.TweenExtensions.ElapsedPercentage(DG.Tweening.Tween,System.Boolean)"> <summary>Returns the elapsed percentage (0 to 1) of this tween (delays exluded)</summary> <param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included, otherwise the elapsed percentage within the current loop cycle</param> </member> <member name="M:DG.Tweening.TweenExtensions.ElapsedDirectionalPercentage(DG.Tweening.Tween)"> <summary>Returns the elapsed percentage (0 to 1) of this tween (delays exluded), based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1</summary> </member> <member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)"> <summary>Returns FALSE if this tween has been killed. <para>BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.</para> When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL. If you want to be sure your references are set to NULL when a tween is killed you can use the <code>OnKill</code> callback like this: <para><code>.OnKill(()=> myTweenReference = null)</code></para></summary> </member> <member name="M:DG.Tweening.TweenExtensions.IsBackwards(DG.Tweening.Tween)"> <summary>Returns TRUE if this tween was reversed and is set to go backwards</summary> </member> <member name="M:DG.Tweening.TweenExtensions.IsComplete(DG.Tweening.Tween)"> <summary>Returns TRUE if the tween is complete (silently fails and returns FALSE if the tween has been killed)</summary> </member> <member name="M:DG.Tweening.TweenExtensions.IsInitialized(DG.Tweening.Tween)"> <summary>Returns TRUE if this tween has been initialized</summary> </member> <member name="M:DG.Tweening.TweenExtensions.IsPlaying(DG.Tweening.Tween)"> <summary>Returns TRUE if this tween is playing</summary> </member> <member name="M:DG.Tweening.TweenExtensions.Loops(DG.Tweening.Tween)"> <summary>Returns the total number of loops set for this tween (returns -1 if the loops are infinite)</summary> </member> <member name="M:DG.Tweening.TweenExtensions.PathGetPoint(DG.Tweening.Tween,System.Single)"> <summary> Returns a point on a path based on the given path percentage. Returns <code>Vector3.zero</code> if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). You can force a path to be initialized by calling <code>myTween.ForceInit()</code>. </summary> <param name="pathPercentage">Percentage of the path (0 to 1) on which to get the point</param> </member> <member name="M:DG.Tweening.TweenExtensions.PathGetDrawPoints(DG.Tweening.Tween,System.Int32)"> <summary> Returns an array of points that can be used to draw the path. Note that this method generates allocations, because it creates a new array. Returns <code>NULL</code> if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). You can force a path to be initialized by calling <code>myTween.ForceInit()</code>. </summary> <param name="subdivisionsXSegment">How many points to create for each path segment (waypoint to waypoint). Only used in case of non-Linear paths</param> </member> <member name="M:DG.Tweening.TweenExtensions.PathLength(DG.Tweening.Tween)"> <summary> Returns the length of a path. Returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). You can force a path to be initialized by calling <code>myTween.ForceInit()</code>. </summary> </member> <member name="T:DG.Tweening.LoopType"> <summary> Types of loop </summary> </member> <member name="F:DG.Tweening.LoopType.Restart"> <summary>Each loop cycle restarts from the beginning</summary> </member> <member name="F:DG.Tweening.LoopType.Yoyo"> <summary>The tween moves forward and backwards at alternate cycles</summary> </member> <member name="F:DG.Tweening.LoopType.Incremental"> <summary>Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward". <para>In case of String tweens works only if the tween is set as relative</para></summary> </member> <member name="T:DG.Tweening.Sequence"> <summary> Controls other tweens as a group </summary> </member> <member name="T:DG.Tweening.ShortcutExtensions"> <summary> Methods that extend known Unity objects and allow to directly create and control tweens from their instances </summary> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOAspect(UnityEngine.Camera,System.Single,System.Single)"> <summary>Tweens a Camera's <code>aspect</code> to the given value. Also stores the camera as the tween's target so it can be used for filtered operations</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Camera,UnityEngine.Color,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOFarClipPlane(UnityEngine.Camera,System.Single,System.Single)"> <summary>Tweens a Camera's <code>farClipPlane</code> to the given value. Also stores the camera as the tween's target so it can be used for filtered operations</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOFieldOfView(UnityEngine.Camera,System.Single,System.Single)"> <summary>Tweens a Camera's <code>fieldOfView</code> to the given value. Also stores the camera as the tween's target so it can be used for filtered operations</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DONearClipPlane(UnityEngine.Camera,System.Single,System.Single)"> <summary>Tweens a Camera's <code>nearClipPlane</code> to the given value. Also stores the camera as the tween's target so it can be used for filtered operations</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOOrthoSize(UnityEngine.Camera,System.Single,System.Single)"> <summary>Tweens a Camera's <code>orthographicSize</code> to the given value. Also stores the camera as the tween's target so it can be used for filtered operations</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOPixelRect(UnityEngine.Camera,UnityEngine.Rect,System.Single)"> <summary>Tweens a Camera's <code>pixelRect</code> to the given value. Also stores the camera as the tween's target so it can be used for filtered operations</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DORect(UnityEngine.Camera,UnityEngine.Rect,System.Single)"> <summary>Tweens a Camera's <code>rect</code> to the given value. Also stores the camera as the tween's target so it can be used for filtered operations</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single,System.Boolean)"> <summary>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</summary> <param name="duration">The duration of the tween</param> <param name="strength">The shake strength</param> <param name="vibrato">Indicates how much will the shake vibrate</param> <param name="randomness">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.</param> <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <summary>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</summary> <param name="duration">The duration of the tween</param> <param name="strength">The shake strength on each axis</param> <param name="vibrato">Indicates how much will the shake vibrate</param> <param name="randomness">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.</param> <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single,System.Boolean)"> <summary>Shakes a Camera's localRotation. Also stores the camera as the tween's target so it can be used for filtered operations</summary> <param name="duration">The duration of the tween</param> <param name="strength">The shake strength</param> <param name="vibrato">Indicates how much will the shake vibrate</param> <param name="randomness">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.</param> <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <summary>Shakes a Camera's localRotation. Also stores the camera as the tween's target so it can be used for filtered operations</summary> <param name="duration">The duration of the tween</param> <param name="strength">The shake strength on each axis</param> <param name="vibrato">Indicates how much will the shake vibrate</param> <param name="randomness">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.</param> <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Light,UnityEngine.Color,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOIntensity(UnityEngine.Light,System.Single,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOShadowStrength(UnityEngine.Light,System.Single,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.LineRenderer,DG.Tweening.Color2,DG.Tweening.Color2,System.Single)"> <summary>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. <para>Note that this method requires to also insert the start colors for the tween, since LineRenderers have no way to get them.</para></summary> <param name="startValue">The start value to tween from</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.ShortcutExtensions.DOColor(UnityEngine.Material,UnityEngine.Color,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Material,UnityEngine.Color,System.String,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param> <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param> <param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOFade(UnityEngine.Material,System.Single,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOFade(UnityEngine.Material,System.Single,System.String,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param> <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param> <param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOFloat(UnityEngine.Material,System.Single,System.String,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param> <param name="property">The name of the material property to tween</param> <param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOOffset(UnityEngine.Material,UnityEngine.Vector2,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param> <param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOOffset(UnityEngine.Material,UnityEngine.Vector2,System.String,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param> <param name="property">The name of the material property to tween</param> <param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOTiling(UnityEngine.Material,UnityEngine.Vector2,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param> <param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOTiling(UnityEngine.Material,UnityEngine.Vector2,System.String,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param> <param name="property">The name of the material property to tween</param> <param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOVector(UnityEngine.Material,UnityEngine.Vector4,System.String,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param> <param name="property">The name of the material property to tween</param> <param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOResize(UnityEngine.TrailRenderer,System.Single,System.Single,System.Single)"> <summary>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</summary> <param name="toStartWidth">The end startWidth to reach</param><param name="toEndWidth">The end endWidth to reach</param> <param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOTime(UnityEngine.TrailRenderer,System.Single,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOMove(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOMoveX(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOMoveY(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOMoveZ(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMove(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMoveX(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMoveY(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMoveZ(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DORotate(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="mode">Rotation mode</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DORotateQuaternion(UnityEngine.Transform,UnityEngine.Quaternion,System.Single)"> <summary>Tweens a Transform's rotation to the given value using pure quaternion values. Also stores the transform as the tween's target so it can be used for filtered operations. <para>PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method. This method was implemented for very special cases, and doesn't support LoopType.Incremental loops (neither for itself nor if placed inside a LoopType.Incremental Sequence)</para> </summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOLocalRotate(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="mode">Rotation mode</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOLocalRotateQuaternion(UnityEngine.Transform,UnityEngine.Quaternion,System.Single)"> <summary>Tweens a Transform's rotation to the given value using pure quaternion values. Also stores the transform as the tween's target so it can be used for filtered operations. <para>PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method. This method was implemented for very special cases, and doesn't support LoopType.Incremental loops (neither for itself nor if placed inside a LoopType.Incremental Sequence)</para> </summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOScale(UnityEngine.Transform,UnityEngine.Vector3,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOScale(UnityEngine.Transform,System.Single,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOScaleX(UnityEngine.Transform,System.Single,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOScaleY(UnityEngine.Transform,System.Single,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOScaleZ(UnityEngine.Transform,System.Single,System.Single)"> <summary>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</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOLookAt(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.AxisConstraint,System.Nullable{UnityEngine.Vector3})"> <summary>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</summary> <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param> <param name="axisConstraint">Eventual axis constraint for the rotation</param> <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOPunchPosition(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)"> <summary>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.</summary> <param name="punch">The direction and strength of the punch (added to the Transform's current position)</param> <param name="duration">The duration of the tween</param> <param name="vibrato">Indicates how much will the punch vibrate</param> <param name="elasticity">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</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOPunchScale(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single)"> <summary>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.</summary> <param name="punch">The punch strength (added to the Transform's current scale)</param> <param name="duration">The duration of the tween</param> <param name="vibrato">Indicates how much will the punch vibrate</param> <param name="elasticity">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</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOPunchRotation(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single)"> <summary>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.</summary> <param name="punch">The punch strength (added to the Transform's current rotation)</param> <param name="duration">The duration of the tween</param> <param name="vibrato">Indicates how much will the punch vibrate</param> <param name="elasticity">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</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean)"> <summary>Shakes a Transform's localPosition with the given values.</summary> <param name="duration">The duration of the tween</param> <param name="strength">The shake strength</param> <param name="vibrato">Indicates how much will the shake vibrate</param> <param name="randomness">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.</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean,System.Boolean)"> <summary>Shakes a Transform's localPosition with the given values.</summary> <param name="duration">The duration of the tween</param> <param name="strength">The shake strength on each axis</param> <param name="vibrato">Indicates how much will the shake vibrate</param> <param name="randomness">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.</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)"> <summary>Shakes a Transform's localRotation.</summary> <param name="duration">The duration of the tween</param> <param name="strength">The shake strength</param> <param name="vibrato">Indicates how much will the shake vibrate</param> <param name="randomness">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.</param> <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <summary>Shakes a Transform's localRotation.</summary> <param name="duration">The duration of the tween</param> <param name="strength">The shake strength on each axis</param> <param name="vibrato">Indicates how much will the shake vibrate</param> <param name="randomness">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.</param> <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)"> <summary>Shakes a Transform's localScale.</summary> <param name="duration">The duration of the tween</param> <param name="strength">The shake strength</param> <param name="vibrato">Indicates how much will the shake vibrate</param> <param name="randomness">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.</param> <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> <summary>Shakes a Transform's localScale.</summary> <param name="duration">The duration of the tween</param> <param name="strength">The shake strength on each axis</param> <param name="vibrato">Indicates how much will the shake vibrate</param> <param name="randomness">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.</param> <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)"> <summary>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</summary> <param name="endValue">The end value to reach</param> <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param> <param name="numJumps">Total number of jumps</param> <param name="duration">The duration of the tween</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)"> <summary>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</summary> <param name="endValue">The end value to reach</param> <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param> <param name="numJumps">Total number of jumps</param> <param name="duration">The duration of the tween</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOPath(UnityEngine.Transform,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})"> <summary>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</summary> <param name="path">The waypoints to go through</param> <param name="duration">The duration of the tween</param> <param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param> <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param> <param name="resolution">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</param> <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOLocalPath(UnityEngine.Transform,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})"> <summary>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</summary> <param name="path">The waypoint to go through</param> <param name="duration">The duration of the tween</param> <param name="pathType">The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path)</param> <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param> <param name="resolution">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</param> <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOPath(UnityEngine.Transform,DG.Tweening.Plugins.Core.PathCore.Path,System.Single,DG.Tweening.PathMode)"> <summary>IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead.<para/> Tweens a Transform's position via the given path. Also stores the transform as the tween's target so it can be used for filtered operations</summary> <param name="path">The path to use</param> <param name="duration">The duration of the tween</param> <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOLocalPath(UnityEngine.Transform,DG.Tweening.Plugins.Core.PathCore.Path,System.Single,DG.Tweening.PathMode)"> <summary>IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead.<para/> Tweens a Transform's localPosition via the given path. Also stores the transform as the tween's target so it can be used for filtered operations</summary> <param name="path">The path to use</param> <param name="duration">The duration of the tween</param> <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOTimeScale(DG.Tweening.Tween,System.Single,System.Single)"> <summary>Tweens a Tween's timeScale to the given value. Also stores the Tween as the tween's target so it can be used for filtered operations</summary> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Light,UnityEngine.Color,System.Single)"> <summary>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</summary> <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.Single)"> <summary>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</summary> <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.String,System.Single)"> <summary>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</summary> <param name="endValue">The value to tween to</param> <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param> <param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)"> <summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>), 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</summary> <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableLocalMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)"> <summary>Tweens a Transform's localPosition BY the given value (as if you chained a <code>SetRelative</code>), 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</summary> <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableRotateBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)"> <summary>EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a <code>SetRelative</code>), 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</summary> <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param> <param name="mode">Rotation mode</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableLocalRotateBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)"> <summary>EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a <code>SetRelative</code>), 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</summary> <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param> <param name="mode">Rotation mode</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOBlendablePunchRotation(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single)"> <summary>Punches a Transform's localRotation BY the given value and then back to the starting one as if it was connected to the starting rotation via an elastic. Does it in a way that allows other DOBlendableRotate tweens to work together on the same target</summary> <param name="punch">The punch strength (added to the Transform's current rotation)</param> <param name="duration">The duration of the tween</param> <param name="vibrato">Indicates how much will the punch vibrate</param> <param name="elasticity">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</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableScaleBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single)"> <summary>Tweens a Transform's localScale BY the given value (as if you chained a <code>SetRelative</code>), 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</summary> <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param> </member> <member name="M:DG.Tweening.ShortcutExtensions.DOComplete(UnityEngine.Component,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.ShortcutExtensions.DOComplete(UnityEngine.Material,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.ShortcutExtensions.DOKill(UnityEngine.Component,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.ShortcutExtensions.DOKill(UnityEngine.Material,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.ShortcutExtensions.DOFlip(UnityEngine.Component)"> <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.ShortcutExtensions.DOFlip(UnityEngine.Material)"> <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.ShortcutExtensions.DOGoto(UnityEngine.Component,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.ShortcutExtensions.DOGoto(UnityEngine.Material,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.ShortcutExtensions.DOPause(UnityEngine.Component)"> <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.ShortcutExtensions.DOPause(UnityEngine.Material)"> <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.ShortcutExtensions.DOPlay(UnityEngine.Component)"> <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.ShortcutExtensions.DOPlay(UnityEngine.Material)"> <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.ShortcutExtensions.DOPlayBackwards(UnityEngine.Component)"> <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.ShortcutExtensions.DOPlayBackwards(UnityEngine.Material)"> <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.ShortcutExtensions.DOPlayForward(UnityEngine.Component)"> <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.ShortcutExtensions.DOPlayForward(UnityEngine.Material)"> <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.ShortcutExtensions.DORestart(UnityEngine.Component,System.Boolean)"> <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.ShortcutExtensions.DORestart(UnityEngine.Material,System.Boolean)"> <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.ShortcutExtensions.DORewind(UnityEngine.Component,System.Boolean)"> <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.ShortcutExtensions.DORewind(UnityEngine.Material,System.Boolean)"> <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.ShortcutExtensions.DOSmoothRewind(UnityEngine.Component)"> <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.ShortcutExtensions.DOSmoothRewind(UnityEngine.Material)"> <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.ShortcutExtensions.DOTogglePause(UnityEngine.Component)"> <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="M:DG.Tweening.ShortcutExtensions.DOTogglePause(UnityEngine.Material)"> <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.TweenParams"> <summary> This class serves only as a utility class to store tween settings to apply on multiple tweens. It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining </summary> </member> <member name="F:DG.Tweening.TweenParams.Params"> <summary>A variable you can eventually Clear and reuse when needed, to avoid instantiating TweenParams objects</summary> </member> <member name="M:DG.Tweening.TweenParams.#ctor"> <summary>Creates a new TweenParams object, which you can use to store tween settings to pass to multiple tweens via <code>myTween.SetAs(myTweenParms)</code></summary> </member> <member name="M:DG.Tweening.TweenParams.Clear"> <summary>Clears and resets this TweenParams instance using default values, so it can be reused without instantiating another one</summary> </member> <member name="M:DG.Tweening.TweenParams.SetAutoKill(System.Boolean)"> <summary>Sets the autoKill behaviour of the tween. Has no effect if the tween has already started</summary> <param name="autoKillOnCompletion">If TRUE the tween will be automatically killed when complete</param> </member> <member name="M:DG.Tweening.TweenParams.SetId(System.Object)"> <summary>Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.</summary> <param name="id">The ID to assign to this tween. Can be an int, a string, an object or anything else.</param> </member> <member name="M:DG.Tweening.TweenParams.SetTarget(System.Object)"> <summary>Sets the target for the tween, which can then be used as a filter with DOTween's static methods. <para>IMPORTANT: use it with caution. If you just want to set an ID for the tween use <code>SetId</code> instead.</para> When using shorcuts the shortcut target is already assigned as the tween's target, so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.</summary> <param name="target">The target to assign to this tween. Can be an int, a string, an object or anything else.</param> </member> <member name="M:DG.Tweening.TweenParams.SetLoops(System.Int32,System.Nullable{DG.Tweening.LoopType})"> <summary>Sets the looping options for the tween. Has no effect if the tween has already started</summary> <param name="loops">Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)</param> <param name="loopType">Loop behaviour type (default: LoopType.Restart)</param> </member> <member name="M:DG.Tweening.TweenParams.SetEase(DG.Tweening.Ease,System.Nullable{System.Single},System.Nullable{System.Single})"> <summary>Sets the ease of the tween. <para>If applied to Sequences eases the whole sequence animation</para></summary> <param name="overshootOrAmplitude">Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158)</param> <param name="period">Eventual period to use with Elastic easeType (default is 0)</param> </member> <member name="M:DG.Tweening.TweenParams.SetEase(UnityEngine.AnimationCurve)"> <summary>Sets the ease of the tween using an AnimationCurve. <para>If applied to Sequences eases the whole sequence animation</para></summary> </member> <member name="M:DG.Tweening.TweenParams.SetEase(DG.Tweening.EaseFunction)"> <summary>Sets the ease of the tween using a custom ease function. <para>If applied to Sequences eases the whole sequence animation</para></summary> </member> <member name="M:DG.Tweening.TweenParams.SetRecyclable(System.Boolean)"> <summary>Sets the recycling behaviour for the tween.</summary> <param name="recyclable">If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.</param> </member> <member name="M:DG.Tweening.TweenParams.SetUpdate(System.Boolean)"> <summary>Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed) and lets you choose if it should be independent from Unity's Time.timeScale</summary> <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param> </member> <member name="M:DG.Tweening.TweenParams.SetUpdate(DG.Tweening.UpdateType,System.Boolean)"> <summary>Sets the type of update (default or independent) for the tween</summary> <param name="updateType">The type of update (default: UpdateType.Normal)</param> <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param> </member> <member name="M:DG.Tweening.TweenParams.OnStart(DG.Tweening.TweenCallback)"> <summary>Sets the onStart callback for the tween. Called the first time the tween is set in a playing state, after any eventual delay</summary> </member> <member name="M:DG.Tweening.TweenParams.OnPlay(DG.Tweening.TweenCallback)"> <summary>Sets the onPlay callback for the tween. Called when the tween is set in a playing state, after any eventual delay. Also called each time the tween resumes playing from a paused state</summary> </member> <member name="M:DG.Tweening.TweenParams.OnRewind(DG.Tweening.TweenCallback)"> <summary>Sets the onRewind callback for the tween. Called when the tween is rewinded, either by calling <code>Rewind</code> or by reaching the start position while playing backwards. Rewinding a tween that is already rewinded will not fire this callback</summary> </member> <member name="M:DG.Tweening.TweenParams.OnUpdate(DG.Tweening.TweenCallback)"> <summary>Sets the onUpdate callback for the tween. Called each time the tween updates</summary> </member> <member name="M:DG.Tweening.TweenParams.OnStepComplete(DG.Tweening.TweenCallback)"> <summary>Sets the onStepComplete callback for the tween. Called the moment the tween completes one loop cycle, even when going backwards</summary> </member> <member name="M:DG.Tweening.TweenParams.OnComplete(DG.Tweening.TweenCallback)"> <summary>Sets the onComplete callback for the tween. Called the moment the tween reaches its final forward position, loops included</summary> </member> <member name="M:DG.Tweening.TweenParams.OnKill(DG.Tweening.TweenCallback)"> <summary>Sets the onKill callback for the tween. Called the moment the tween is killed</summary> </member> <member name="M:DG.Tweening.TweenParams.OnWaypointChange(DG.Tweening.TweenCallback{System.Int32})"> <summary>Sets the onWaypointChange callback for the tween. Called when a path tween reaches a new waypoint</summary> </member> <member name="M:DG.Tweening.TweenParams.SetDelay(System.Single)"> <summary>Sets a delayed startup for the tween. <para>Has no effect on Sequences or if the tween has already started</para></summary> </member> <member name="M:DG.Tweening.TweenParams.SetRelative(System.Boolean)"> <summary>If isRelative is TRUE sets the tween as relative (the endValue will be calculated as <code>startValue + endValue</code> instead than being used directly). <para>Has no effect on Sequences or if the tween has already started</para></summary> </member> <member name="M:DG.Tweening.TweenParams.SetSpeedBased(System.Boolean)"> <summary>If isSpeedBased is TRUE sets the tween as speed based (the duration will represent the number of units the tween moves x second). <para>Has no effect on Sequences, nested tweens, or if the tween has already started</para></summary> </member> <member name="T:DG.Tweening.TweenSettingsExtensions"> <summary> Methods that extend Tween objects and allow to set their parameters </summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetAutoKill``1(``0)"> <summary>Sets the autoKill behaviour of the tween. Has no effect if the tween has already started</summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetAutoKill``1(``0,System.Boolean)"> <summary>Sets the autoKill behaviour of the tween. Has no effect if the tween has already started</summary> <param name="autoKillOnCompletion">If TRUE the tween will be automatically killed when complete</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetId``1(``0,System.Object)"> <summary>Sets an ID for the tween (<see cref="F:DG.Tweening.Tween.id"/>), which can then be used as a filter with DOTween's static methods.</summary> <param name="objectId">The ID to assign to this tween. Can be an int, a string, an object or anything else.</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetId``1(``0,System.String)"> <summary>Sets a string ID for the tween (<see cref="F:DG.Tweening.Tween.stringId"/>), which can then be used as a filter with DOTween's static methods.<para/> Filtering via string is 2X faster than using an object as an ID (using the alternate obejct overload)</summary> <param name="stringId">The string ID to assign to this tween.</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetId``1(``0,System.Int32)"> <summary>Sets an int ID for the tween (<see cref="F:DG.Tweening.Tween.intId"/>), which can then be used as a filter with DOTween's static methods.<para/> Filtering via int is 4X faster than via object, 2X faster than via string (using the alternate object/string overloads)</summary> <param name="intId">The int ID to assign to this tween.</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetTarget``1(``0,System.Object)"> <summary>Sets the target for the tween, which can then be used as a filter with DOTween's static methods. <para>IMPORTANT: use it with caution. If you just want to set an ID for the tween use <code>SetId</code> instead.</para> When using shorcuts the shortcut target is already assigned as the tween's target, so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.</summary> <param name="target">The target to assign to this tween. Can be an int, a string, an object or anything else.</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetLoops``1(``0,System.Int32)"> <summary>Sets the looping options for the tween. Has no effect if the tween has already started</summary> <param name="loops">Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetLoops``1(``0,System.Int32,DG.Tweening.LoopType)"> <summary>Sets the looping options for the tween. Has no effect if the tween has already started</summary> <param name="loops">Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)</param> <param name="loopType">Loop behaviour type (default: LoopType.Restart)</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease)"> <summary>Sets the ease of the tween. <para>If applied to Sequences eases the whole sequence animation</para></summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease,System.Single)"> <summary>Sets the ease of the tween. <para>If applied to Sequences eases the whole sequence animation</para></summary> <param name="overshoot"> Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash). <para>In case of Flash ease it must be an intenger and sets the total number of flashes that will happen. Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.</para> </param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease,System.Single,System.Single)"> <summary>Sets the ease of the tween. <para>If applied to Sequences eases the whole sequence animation</para></summary> <param name="amplitude">Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash). <para>In case of Flash ease it must be an integer and sets the total number of flashes that will happen. Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.</para> </param> <param name="period">Eventual period to use with Elastic or Flash easeType (default is 0). <para>In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1. 0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end.</para> </param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,UnityEngine.AnimationCurve)"> <summary>Sets the ease of the tween using an AnimationCurve. <para>If applied to Sequences eases the whole sequence animation</para></summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.EaseFunction)"> <summary>Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1). <para>If applied to Sequences eases the whole sequence animation</para></summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetRecyclable``1(``0)"> <summary>Allows the tween to be recycled after being killed.</summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetRecyclable``1(``0,System.Boolean)"> <summary>Sets the recycling behaviour for the tween.</summary> <param name="recyclable">If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,System.Boolean)"> <summary>Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale</summary> <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,DG.Tweening.UpdateType)"> <summary>Sets the type of update for the tween</summary> <param name="updateType">The type of update (defalt: UpdateType.Normal)</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,DG.Tweening.UpdateType,System.Boolean)"> <summary>Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale</summary> <param name="updateType">The type of update</param> <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.OnStart``1(``0,DG.Tweening.TweenCallback)"> <summary>Sets the <code>onStart</code> callback for the tween, clearing any previous <code>onStart</code> callback that was set. Called the first time the tween is set in a playing state, after any eventual delay</summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.OnPlay``1(``0,DG.Tweening.TweenCallback)"> <summary>Sets the <code>onPlay</code> callback for the tween, clearing any previous <code>onPlay</code> callback that was set. Called when the tween is set in a playing state, after any eventual delay. Also called each time the tween resumes playing from a paused state</summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.OnPause``1(``0,DG.Tweening.TweenCallback)"> <summary>Sets the <code>onPause</code> callback for the tween, clearing any previous <code>onPause</code> callback that was set. Called when the tween state changes from playing to paused. If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.</summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.OnRewind``1(``0,DG.Tweening.TweenCallback)"> <summary>Sets the <code>onRewind</code> callback for the tween, clearing any previous <code>onRewind</code> callback that was set. Called when the tween is rewinded, either by calling <code>Rewind</code> or by reaching the start position while playing backwards. Rewinding a tween that is already rewinded will not fire this callback</summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.OnUpdate``1(``0,DG.Tweening.TweenCallback)"> <summary>Sets the <code>onUpdate</code> callback for the tween, clearing any previous <code>onUpdate</code> callback that was set. Called each time the tween updates</summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.OnStepComplete``1(``0,DG.Tweening.TweenCallback)"> <summary>Sets the <code>onStepComplete</code> callback for the tween, clearing any previous <code>onStepComplete</code> callback that was set. Called the moment the tween completes one loop cycle, even when going backwards</summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.OnComplete``1(``0,DG.Tweening.TweenCallback)"> <summary>Sets the <code>onComplete</code> callback for the tween, clearing any previous <code>onComplete</code> callback that was set. Called the moment the tween reaches its final forward position, loops included</summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.OnKill``1(``0,DG.Tweening.TweenCallback)"> <summary>Sets the <code>onKill</code> callback for the tween, clearing any previous <code>onKill</code> callback that was set. Called the moment the tween is killed</summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.OnWaypointChange``1(``0,DG.Tweening.TweenCallback{System.Int32})"> <summary>Sets the <code>onWaypointChange</code> callback for the tween, clearing any previous <code>onWaypointChange</code> callback that was set. Called when a path tween's current waypoint changes</summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetAs``1(``0,DG.Tweening.Tween)"> <summary>Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one. Doesn't copy specific SetOptions settings: those will need to be applied manually each time. <para>Has no effect if the tween has already started.</para> NOTE: the tween's <code>target</code> will not be changed</summary> <param name="asTween">Tween from which to copy the parameters</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetAs``1(``0,DG.Tweening.TweenParams)"> <summary>Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams. <para>Has no effect if the tween has already started.</para></summary> <param name="tweenParams">TweenParams from which to copy the parameters</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.Append(DG.Tweening.Sequence,DG.Tweening.Tween)"> <summary>Adds the given tween to the end of the Sequence. Has no effect if the Sequence has already started</summary> <param name="t">The tween to append</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.Prepend(DG.Tweening.Sequence,DG.Tweening.Tween)"> <summary>Adds the given tween to the beginning of the Sequence, pushing forward the other nested content. Has no effect if the Sequence has already started</summary> <param name="t">The tween to prepend</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.Join(DG.Tweening.Sequence,DG.Tweening.Tween)"> <summary>Inserts the given tween at the same time position of the last tween, callback or intervale added to the Sequence. Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. Has no effect if the Sequence has already started</summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.Insert(DG.Tweening.Sequence,System.Single,DG.Tweening.Tween)"> <summary>Inserts the given tween at the given time position in the Sequence, automatically adding an interval if needed. Has no effect if the Sequence has already started</summary> <param name="atPosition">The time position where the tween will be placed</param> <param name="t">The tween to insert</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.AppendInterval(DG.Tweening.Sequence,System.Single)"> <summary>Adds the given interval to the end of the Sequence. Has no effect if the Sequence has already started</summary> <param name="interval">The interval duration</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.PrependInterval(DG.Tweening.Sequence,System.Single)"> <summary>Adds the given interval to the beginning of the Sequence, pushing forward the other nested content. Has no effect if the Sequence has already started</summary> <param name="interval">The interval duration</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.AppendCallback(DG.Tweening.Sequence,DG.Tweening.TweenCallback)"> <summary>Adds the given callback to the end of the Sequence. Has no effect if the Sequence has already started</summary> <param name="callback">The callback to append</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.PrependCallback(DG.Tweening.Sequence,DG.Tweening.TweenCallback)"> <summary>Adds the given callback to the beginning of the Sequence, pushing forward the other nested content. Has no effect if the Sequence has already started</summary> <param name="callback">The callback to prepend</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.InsertCallback(DG.Tweening.Sequence,System.Single,DG.Tweening.TweenCallback)"> <summary>Inserts the given callback at the given time position in the Sequence, automatically adding an interval if needed. Has no effect if the Sequence has already started</summary> <param name="atPosition">The time position where the callback will be placed</param> <param name="callback">The callback to insert</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.From``1(``0)"> <summary>Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue then immediately sends the target to the previously set endValue.</summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.From``1(``0,System.Boolean)"> <summary>Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue then immediately sends the target to the previously set endValue.</summary> <param name="isRelative">If TRUE the FROM value will be calculated as relative to the current one</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetDelay``1(``0,System.Single)"> <summary>Sets a delayed startup for the tween. <para>Has no effect on Sequences or if the tween has already started</para></summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetRelative``1(``0)"> <summary>Sets the tween as relative (the endValue will be calculated as <code>startValue + endValue</code> instead than being used directly). <para>Has no effect on Sequences or if the tween has already started</para></summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetRelative``1(``0,System.Boolean)"> <summary>If isRelative is TRUE sets the tween as relative (the endValue will be calculated as <code>startValue + endValue</code> instead than being used directly). <para>Has no effect on Sequences or if the tween has already started</para></summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetSpeedBased``1(``0)"> <summary>If isSpeedBased is TRUE sets the tween as speed based (the duration will represent the number of units the tween moves x second). <para>Has no effect on Sequences, nested tweens, or if the tween has already started</para></summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetSpeedBased``1(``0,System.Boolean)"> <summary>If isSpeedBased is TRUE sets the tween as speed based (the duration will represent the number of units the tween moves x second). <para>Has no effect on Sequences, nested tweens, or if the tween has already started</para></summary> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{System.Single,System.Single,DG.Tweening.Plugins.Options.FloatOptions},System.Boolean)"> <summary>Options for float tweens</summary> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)"> <summary>Options for Vector2 tweens</summary> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)"> <summary>Options for Vector2 tweens</summary> <param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)"> <summary>Options for Vector3 tweens</summary> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)"> <summary>Options for Vector3 tweens</summary> <param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)"> <summary>Options for Vector4 tweens</summary> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)"> <summary>Options for Vector4 tweens</summary> <param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Vector3,DG.Tweening.Plugins.Options.QuaternionOptions},System.Boolean)"> <summary>Options for Quaternion tweens</summary> <param name="useShortest360Route">If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°. If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Color,UnityEngine.Color,DG.Tweening.Plugins.Options.ColorOptions},System.Boolean)"> <summary>Options for Color tweens</summary> <param name="alphaOnly">If TRUE only the alpha value of the color will be tweened</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Rect,UnityEngine.Rect,DG.Tweening.Plugins.Options.RectOptions},System.Boolean)"> <summary>Options for Vector4 tweens</summary> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{System.String,System.String,DG.Tweening.Plugins.Options.StringOptions},System.Boolean,DG.Tweening.ScrambleMode,System.String)"> <summary>Options for Vector4 tweens</summary> <param name="richTextEnabled">If TRUE, rich text will be interpreted correctly while animated, otherwise all tags will be considered as normal text</param> <param name="scrambleMode">The type of scramble to use, if any</param> <param name="scrambleChars">A string containing the characters to use for scrambling. Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. Leave it to NULL to use default ones</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3[],DG.Tweening.Plugins.Options.Vector3ArrayOptions},System.Boolean)"> <summary>Options for Vector3Array tweens</summary> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3[],DG.Tweening.Plugins.Options.Vector3ArrayOptions},DG.Tweening.AxisConstraint,System.Boolean)"> <summary>Options for Vector3Array tweens</summary> <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},DG.Tweening.AxisConstraint,DG.Tweening.AxisConstraint)"> <summary>Options for Path tweens (created via the <code>DOPath</code> shortcut)</summary> <param name="lockPosition">The eventual movement axis to lock. You can input multiple axis if you separate them like this: <para>AxisConstrain.X | AxisConstraint.Y</para></param> <param name="lockRotation">The eventual rotation axis to lock. You can input multiple axis if you separate them like this: <para>AxisConstrain.X | AxisConstraint.Y</para></param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},System.Boolean,DG.Tweening.AxisConstraint,DG.Tweening.AxisConstraint)"> <summary>Options for Path tweens (created via the <code>DOPath</code> shortcut)</summary> <param name="closePath">If TRUE the path will be automatically closed</param> <param name="lockPosition">The eventual movement axis to lock. You can input multiple axis if you separate them like this: <para>AxisConstrain.X | AxisConstraint.Y</para></param> <param name="lockRotation">The eventual rotation axis to lock. You can input multiple axis if you separate them like this: <para>AxisConstrain.X | AxisConstraint.Y</para></param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3})"> <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut). Orients the target towards the given position. Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary> <param name="lookAtPosition">The position to look at</param> <param name="forwardDirection">The eventual direction to consider as "forward". If left to NULL defaults to the regular forward side of the transform</param> <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},UnityEngine.Transform,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3})"> <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut). Orients the target towards another transform. Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary> <param name="lookAtTransform">The transform to look at</param> <param name="forwardDirection">The eventual direction to consider as "forward". If left to NULL defaults to the regular forward side of the transform</param> <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> </member> <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},System.Single,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3})"> <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut). Orients the target to the path, with the given lookAhead. Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary> <param name="lookAhead">The percentage of lookAhead to use (0 to 1)</param> <param name="forwardDirection">The eventual direction to consider as "forward". If left to NULL defaults to the regular forward side of the transform</param> <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> </member> <member name="T:DG.Tweening.LogBehaviour"> <summary> Types of log behaviours </summary> </member> <member name="F:DG.Tweening.LogBehaviour.Default"> <summary>Log only warnings and errors</summary> </member> <member name="F:DG.Tweening.LogBehaviour.Verbose"> <summary>Log warnings, errors and additional infos</summary> </member> <member name="F:DG.Tweening.LogBehaviour.ErrorsOnly"> <summary>Log only errors</summary> </member> <member name="T:DG.Tweening.Tween"> <summary> Indicates either a Tweener or a Sequence </summary> </member> <member name="F:DG.Tweening.Tween.timeScale"> <summary>TimeScale for the tween</summary> </member> <member name="F:DG.Tweening.Tween.isBackwards"> <summary>If TRUE the tween wil go backwards</summary> </member> <member name="F:DG.Tweening.Tween.id"> <summary>Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int (use <see cref="F:DG.Tweening.Tween.stringId"/> or <see cref="F:DG.Tweening.Tween.intId"/> for those)</summary> </member> <member name="F:DG.Tweening.Tween.stringId"> <summary>String ID (usable for filtering with DOTween static methods). 2X faster than using an object id</summary> </member> <member name="F:DG.Tweening.Tween.intId"> <summary>Int ID (usable for filtering with DOTween static methods). 4X faster than using an object id, 2X faster than using a string id. Default is -999 so avoid using an ID like that or it will capture all unset intIds</summary> </member> <member name="F:DG.Tweening.Tween.target"> <summary>Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shorcuts</summary> </member> <member name="F:DG.Tweening.Tween.onPlay"> <summary>Called when the tween is set in a playing state, after any eventual delay. Also called each time the tween resumes playing from a paused state</summary> </member> <member name="F:DG.Tweening.Tween.onPause"> <summary>Called when the tween state changes from playing to paused. If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.</summary> </member> <member name="F:DG.Tweening.Tween.onRewind"> <summary>Called when the tween is rewinded, either by calling <code>Rewind</code> or by reaching the start position while playing backwards. Rewinding a tween that is already rewinded will not fire this callback</summary> </member> <member name="F:DG.Tweening.Tween.onUpdate"> <summary>Called each time the tween updates</summary> </member> <member name="F:DG.Tweening.Tween.onStepComplete"> <summary>Called the moment the tween completes one loop cycle</summary> </member> <member name="F:DG.Tweening.Tween.onComplete"> <summary>Called the moment the tween reaches completion (loops included)</summary> </member> <member name="F:DG.Tweening.Tween.onKill"> <summary>Called the moment the tween is killed</summary> </member> <member name="F:DG.Tweening.Tween.onWaypointChange"> <summary>Called when a path tween's current waypoint changes</summary> </member> <member name="P:DG.Tweening.Tween.isRelative"> <summary>Tweeners-only (ignored by Sequences), returns TRUE if the tween was set as relative</summary> </member> <member name="P:DG.Tweening.Tween.active"> <summary>FALSE when tween is (or should be) despawned - set only by TweenManager</summary> </member> <member name="P:DG.Tweening.Tween.fullPosition"> <summary>Gets and sets the time position (loops included, delays excluded) of the tween</summary> </member> <member name="P:DG.Tweening.Tween.playedOnce"> <summary>TRUE after the tween was set in a play state at least once, AFTER any delay is elapsed</summary> </member> <member name="P:DG.Tweening.Tween.position"> <summary>Time position within a single loop cycle</summary> </member> <member name="T:DG.Tweening.Tweener"> <summary> Animates a single value </summary> </member> <member name="M:DG.Tweening.Tweener.ChangeStartValue(System.Object,System.Single)"> <summary>Changes the start value of a tween and rewinds it (without pausing it). Has no effect with tweens that are inside Sequences</summary> <param name="newStartValue">The new start value</param> <param name="newDuration">If bigger than 0 applies it as the new tween duration</param> </member> <member name="M:DG.Tweening.Tweener.ChangeEndValue(System.Object,System.Single,System.Boolean)"> <summary>Changes the end value of a tween and rewinds it (without pausing it). Has no effect with tweens that are inside Sequences</summary> <param name="newEndValue">The new end value</param> <param name="newDuration">If bigger than 0 applies it as the new tween duration</param> <param name="snapStartValue">If TRUE the start value will become the current target's value, otherwise it will stay the same</param> </member> <member name="M:DG.Tweening.Tweener.ChangeEndValue(System.Object,System.Boolean)"> <summary>Changes the end value of a tween and rewinds it (without pausing it). Has no effect with tweens that are inside Sequences</summary> <param name="newEndValue">The new end value</param> <param name="snapStartValue">If TRUE the start value will become the current target's value, otherwise it will stay the same</param> </member> <member name="M:DG.Tweening.Tweener.ChangeValues(System.Object,System.Object,System.Single)"> <summary>Changes the start and end value of a tween and rewinds it (without pausing it). Has no effect with tweens that are inside Sequences</summary> <param name="newStartValue">The new start value</param> <param name="newEndValue">The new end value</param> <param name="newDuration">If bigger than 0 applies it as the new tween duration</param> </member> <member name="T:DG.Tweening.TweenType"> <summary> Used internally </summary> </member> <member name="T:DG.Tweening.UpdateType"> <summary> Update type </summary> </member> <member name="F:DG.Tweening.UpdateType.Normal"> <summary>Updates every frame during Update calls</summary> </member> <member name="F:DG.Tweening.UpdateType.Late"> <summary>Updates every frame during LateUpdate calls</summary> </member> <member name="F:DG.Tweening.UpdateType.Fixed"> <summary>Updates using FixedUpdate calls</summary> </member> <member name="F:DG.Tweening.UpdateType.Manual"> <summary>Updates using manual update calls</summary> </member> </members> </doc>
jynew/jyx2/Assets/Plugins/DOTween/DOTween.XML/0
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using UnityEngine; using System.Collections; namespace ThreeEyedGames.DecaliciousExample { public class ShootDecal : MonoBehaviour { public GameObject DecalPrefab; public float RemoveAfterSeconds = 10.0f; public float RoundsPerMin = 10.0f; public int TotalAmmo = -1; public AudioClip Sound; protected float _timeSinceLastShot = 0.0f; // Update is called once per frame void Update() { _timeSinceLastShot += Time.deltaTime; if (TotalAmmo != 0 && _timeSinceLastShot > (60.0f / RoundsPerMin) && (Input.GetMouseButtonDown(0) || Input.GetMouseButton(1))) { TotalAmmo--; _timeSinceLastShot = 0.0f; RaycastHit hit; if (Physics.Raycast(GetComponent<Camera>().ViewportPointToRay(Vector3.one * 0.5f), out hit)) { Transform t = (Instantiate(DecalPrefab, hit.collider.transform, true) as GameObject).transform; t.position = hit.point; t.up = hit.normal; t.Rotate(Vector3.up, Random.Range(0, 360), Space.Self); Camera.main.transform.Rotate(Vector3.right, -1 * Random.Range(0.2f, 0.4f), Space.Self); Camera.main.transform.Rotate(Vector3.up, Random.Range(-0.2f, 0.2f), Space.World); Rigidbody rb = hit.collider.GetComponent<Rigidbody>(); if (rb != null) rb.AddForceAtPosition(Camera.main.transform.forward * 20.0f, hit.point, ForceMode.Impulse); AudioSource.PlayClipAtPoint(Sound, transform.position); StartCoroutine(RemoveDecal(t.gameObject)); } } } protected IEnumerator RemoveDecal(GameObject decal) { yield return new WaitForSeconds(RemoveAfterSeconds); Decal d = decal.GetComponent<Decal>(); while (d.Fade > 0) { d.Fade -= Time.deltaTime * 0.3f; yield return null; } d.Fade = 0; } } }
jynew/jyx2/Assets/Plugins/Decalicious/Example/Scripts/ShootDecal.cs/0
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using System.Collections; using UnityEngine; using UnityEditor; namespace ES3Editor { public class EditorStyle { private static EditorStyle style = null; public GUIStyle area; public GUIStyle areaPadded; public GUIStyle menuButton; public GUIStyle menuButtonSelected; public GUIStyle smallSquareButton; public GUIStyle heading; public GUIStyle subheading; public GUIStyle subheading2; public GUIStyle boldLabelNoStretch; public GUIStyle link; public GUIStyle toggle; public Texture2D saveIconSelected; public Texture2D saveIconUnselected; public static EditorStyle Get { get{ if(style == null) style = new EditorStyle(); return style; } } public EditorStyle() { // An area with padding. area = new GUIStyle(); area.padding = new RectOffset(10, 10, 10, 10); area.wordWrap = true; // An area with more padding. areaPadded = new GUIStyle(); areaPadded.padding = new RectOffset(20, 20, 20, 20); areaPadded.wordWrap = true; // Unselected menu button. menuButton = new GUIStyle(EditorStyles.toolbarButton); menuButton.fontStyle = FontStyle.Normal; menuButton.fontSize = 14; menuButton.fixedHeight = 24; // Selected menu button. menuButtonSelected = new GUIStyle(menuButton); menuButtonSelected.fontStyle = FontStyle.Bold; // Main Headings heading = new GUIStyle(EditorStyles.label); heading.fontStyle = FontStyle.Bold; heading.fontSize = 24; subheading = new GUIStyle(heading); subheading.fontSize = 18; subheading2 = new GUIStyle(heading); subheading2.fontSize = 14; boldLabelNoStretch = new GUIStyle(EditorStyles.label); boldLabelNoStretch.stretchWidth = false; boldLabelNoStretch.fontStyle = FontStyle.Bold; link = new GUIStyle(); link.fontSize = 16; if(EditorGUIUtility.isProSkin) link.normal.textColor = new Color (0.262f, 0.670f, 0.788f); else link.normal.textColor = new Color (0.129f, 0.129f, 0.8f); toggle = new GUIStyle(EditorStyles.toggle); toggle.stretchWidth = false; saveIconSelected = AssetDatabase.LoadAssetAtPath<Texture2D>(ES3Settings.PathToEasySaveFolder() + "Editor/es3Logo16x16.png"); saveIconUnselected = AssetDatabase.LoadAssetAtPath<Texture2D>(ES3Settings.PathToEasySaveFolder() + "Editor/es3Logo16x16-bw.png"); } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Editor/ES3EditorStyle.cs/0
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using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using ES3Internal; namespace ES3Editor { public class SettingsWindow : SubWindow { public ES3Defaults editorSettings = null; public ES3SerializableSettings settings = null; public SerializedObject so = null; public SerializedProperty assemblyNamesProperty = null; private Vector2 scrollPos = Vector2.zero; public SettingsWindow(EditorWindow window) : base("Settings", window){} public override void OnGUI() { if(settings == null || editorSettings == null || assemblyNamesProperty == null) Init(); var style = EditorStyle.Get; var labelWidth = EditorGUIUtility.labelWidth; EditorGUI.BeginChangeCheck(); using (var scrollView = new EditorGUILayout.ScrollViewScope(scrollPos, style.area)) { scrollPos = scrollView.scrollPosition; EditorGUIUtility.labelWidth = 160; GUILayout.Label("Runtime Settings", style.heading); using (new EditorGUILayout.VerticalScope(style.area)) { ES3SettingsEditor.Draw(settings); } GUILayout.Label("Debug Settings", style.heading); using (new EditorGUILayout.VerticalScope(style.area)) { EditorGUIUtility.labelWidth = 100; using (new EditorGUILayout.HorizontalScope()) { EditorGUILayout.PrefixLabel("Log Info"); editorSettings.logDebugInfo = EditorGUILayout.Toggle(editorSettings.logDebugInfo); } using (new EditorGUILayout.HorizontalScope()) { EditorGUILayout.PrefixLabel("Log Warnings"); editorSettings.logWarnings = EditorGUILayout.Toggle(editorSettings.logWarnings); } using (new EditorGUILayout.HorizontalScope()) { EditorGUILayout.PrefixLabel("Log Errors"); editorSettings.logErrors = EditorGUILayout.Toggle(editorSettings.logErrors); } EditorGUILayout.Space(); } GUILayout.Label("Editor Settings", style.heading); using (new EditorGUILayout.VerticalScope(style.area)) { EditorGUIUtility.labelWidth = 170; using (new EditorGUILayout.HorizontalScope()) { EditorGUILayout.PrefixLabel("Auto Update References"); editorSettings.autoUpdateReferences = EditorGUILayout.Toggle(editorSettings.autoUpdateReferences); } using (new EditorGUILayout.HorizontalScope()) { EditorGUILayout.PrefixLabel("Use Global References"); var symbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup); bool useGlobalReferences = !symbols.Contains("ES3GLOBAL_DISABLED"); if(EditorGUILayout.Toggle(useGlobalReferences) != useGlobalReferences) { // Remove the existing symbol even if we're disabling global references, just incase it's already in there. symbols = symbols.Replace("ES3GLOBAL_DISABLED;", ""); // With semicolon symbols = symbols.Replace("ES3GLOBAL_DISABLED", ""); // Without semicolon // Add the symbol if useGlobalReferences is currently true, meaning that we want to disable it. if (useGlobalReferences) symbols = "ES3GLOBAL_DISABLED;" + symbols; PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, symbols); if(useGlobalReferences) EditorUtility.DisplayDialog("Global references disabled for build platform", "This will only disable Global References for this build platform. To disable it for other build platforms, open that platform in the Build Settings and uncheck this box again.", "Ok"); } } using (new EditorGUILayout.HorizontalScope()) { EditorGUILayout.PrefixLabel("Add All Prefabs to Manager"); editorSettings.addAllPrefabsToManager = EditorGUILayout.Toggle(editorSettings.addAllPrefabsToManager); } EditorGUILayout.Space(); } } if (EditorGUI.EndChangeCheck()) EditorUtility.SetDirty(editorSettings); EditorGUIUtility.labelWidth = labelWidth; // Set the label width back to default } public void Init() { editorSettings = ES3Settings.defaultSettingsScriptableObject; settings = editorSettings.settings; /*so = new SerializedObject(editorSettings); var settingsProperty = so.FindProperty("settings"); assemblyNamesProperty = settingsProperty.FindPropertyRelative("assemblyNames");*/ } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Editor/SettingsWindow.cs/0
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using System; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("center", "size", "enabled", "isTrigger", "contactOffset", "sharedMaterial")] public class ES3Type_BoxCollider : ES3ComponentType { public static ES3Type Instance = null; public ES3Type_BoxCollider() : base(typeof(UnityEngine.BoxCollider)) { Instance = this; } protected override void WriteComponent(object obj, ES3Writer writer) { var instance = (UnityEngine.BoxCollider)obj; writer.WriteProperty("center", instance.center); writer.WriteProperty("size", instance.size); writer.WriteProperty("enabled", instance.enabled); writer.WriteProperty("isTrigger", instance.isTrigger); writer.WriteProperty("contactOffset", instance.contactOffset); writer.WritePropertyByRef("material", instance.sharedMaterial); } protected override void ReadComponent<T>(ES3Reader reader, object obj) { var instance = (UnityEngine.BoxCollider)obj; foreach(string propertyName in reader.Properties) { switch(propertyName) { case "center": instance.center = reader.Read<UnityEngine.Vector3>(); break; case "size": instance.size = reader.Read<UnityEngine.Vector3>(); break; case "enabled": instance.enabled = reader.Read<System.Boolean>(); break; case "isTrigger": instance.isTrigger = reader.Read<System.Boolean>(); break; case "contactOffset": instance.contactOffset = reader.Read<System.Single>(); break; case "material": instance.sharedMaterial = reader.Read<UnityEngine.PhysicMaterial>(); break; default: reader.Skip(); break; } } } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Types/Unity Types/Component Types/ES3Type_BoxCollider.cs/0
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using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("additionalVertexStreams", "enabled", "shadowCastingMode", "receiveShadows", "sharedMaterials", "lightmapIndex", "realtimeLightmapIndex", "lightmapScaleOffset", "motionVectorGenerationMode", "realtimeLightmapScaleOffset", "lightProbeUsage", "lightProbeProxyVolumeOverride", "probeAnchor", "reflectionProbeUsage", "sortingLayerName", "sortingLayerID", "sortingOrder")] public class ES3Type_MeshRenderer : ES3ComponentType { public static ES3Type Instance = null; public ES3Type_MeshRenderer() : base(typeof(UnityEngine.MeshRenderer)) { Instance = this; } protected override void WriteComponent(object obj, ES3Writer writer) { var instance = (UnityEngine.MeshRenderer)obj; writer.WriteProperty("additionalVertexStreams", instance.additionalVertexStreams, ES3Type_Mesh.Instance); writer.WriteProperty("enabled", instance.enabled, ES3Type_bool.Instance); writer.WriteProperty("shadowCastingMode", instance.shadowCastingMode); writer.WriteProperty("receiveShadows", instance.receiveShadows, ES3Type_bool.Instance); writer.WriteProperty("sharedMaterials", instance.sharedMaterials, ES3Type_MaterialArray.Instance); writer.WriteProperty("lightmapIndex", instance.lightmapIndex, ES3Type_int.Instance); writer.WriteProperty("realtimeLightmapIndex", instance.realtimeLightmapIndex, ES3Type_int.Instance); writer.WriteProperty("lightmapScaleOffset", instance.lightmapScaleOffset, ES3Type_Vector4.Instance); writer.WriteProperty("motionVectorGenerationMode", instance.motionVectorGenerationMode); writer.WriteProperty("realtimeLightmapScaleOffset", instance.realtimeLightmapScaleOffset, ES3Type_Vector4.Instance); writer.WriteProperty("lightProbeUsage", instance.lightProbeUsage); writer.WriteProperty("lightProbeProxyVolumeOverride", instance.lightProbeProxyVolumeOverride); writer.WriteProperty("probeAnchor", instance.probeAnchor, ES3Type_Transform.Instance); writer.WriteProperty("reflectionProbeUsage", instance.reflectionProbeUsage); writer.WriteProperty("sortingLayerName", instance.sortingLayerName, ES3Type_string.Instance); writer.WriteProperty("sortingLayerID", instance.sortingLayerID, ES3Type_int.Instance); writer.WriteProperty("sortingOrder", instance.sortingOrder, ES3Type_int.Instance); } protected override void ReadComponent<T>(ES3Reader reader, object obj) { var instance = (UnityEngine.MeshRenderer)obj; foreach(string propertyName in reader.Properties) { switch(propertyName) { case "additionalVertexStreams": instance.additionalVertexStreams = reader.Read<UnityEngine.Mesh>(ES3Type_Mesh.Instance); break; case "enabled": instance.enabled = reader.Read<System.Boolean>(ES3Type_bool.Instance); break; case "shadowCastingMode": instance.shadowCastingMode = reader.Read<UnityEngine.Rendering.ShadowCastingMode>(); break; case "receiveShadows": instance.receiveShadows = reader.Read<System.Boolean>(ES3Type_bool.Instance); break; case "sharedMaterials": instance.sharedMaterials = reader.Read<UnityEngine.Material[]>(); break; case "lightmapIndex": instance.lightmapIndex = reader.Read<System.Int32>(ES3Type_int.Instance); break; case "realtimeLightmapIndex": instance.realtimeLightmapIndex = reader.Read<System.Int32>(ES3Type_int.Instance); break; case "lightmapScaleOffset": instance.lightmapScaleOffset = reader.Read<UnityEngine.Vector4>(ES3Type_Vector4.Instance); break; case "motionVectorGenerationMode": instance.motionVectorGenerationMode = reader.Read<UnityEngine.MotionVectorGenerationMode>(); break; case "realtimeLightmapScaleOffset": instance.realtimeLightmapScaleOffset = reader.Read<UnityEngine.Vector4>(ES3Type_Vector4.Instance); break; case "lightProbeUsage": instance.lightProbeUsage = reader.Read<UnityEngine.Rendering.LightProbeUsage>(); break; case "lightProbeProxyVolumeOverride": instance.lightProbeProxyVolumeOverride = reader.Read<UnityEngine.GameObject>(ES3Type_GameObject.Instance); break; case "probeAnchor": instance.probeAnchor = reader.Read<UnityEngine.Transform>(ES3Type_Transform.Instance); break; case "reflectionProbeUsage": instance.reflectionProbeUsage = reader.Read<UnityEngine.Rendering.ReflectionProbeUsage>(); break; case "sortingLayerName": instance.sortingLayerName = reader.Read<System.String>(ES3Type_string.Instance); break; case "sortingLayerID": instance.sortingLayerID = reader.Read<System.Int32>(ES3Type_int.Instance); break; case "sortingOrder": instance.sortingOrder = reader.Read<System.Int32>(ES3Type_int.Instance); break; default: reader.Skip(); break; } } } } public class ES3Type_MeshRendererArray : ES3ArrayType { public static ES3Type Instance; public ES3Type_MeshRendererArray() : base(typeof(UnityEngine.MeshRenderer[]), ES3Type_MeshRenderer.Instance) { Instance = this; } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Types/Unity Types/Component Types/ES3Type_MeshRenderer.cs/0
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using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("keys", "preWrapMode", "postWrapMode")] public class ES3Type_AnimationCurve : ES3Type { public static ES3Type Instance = null; public ES3Type_AnimationCurve() : base(typeof(UnityEngine.AnimationCurve)) { Instance = this; } public override void Write(object obj, ES3Writer writer) { var instance = (UnityEngine.AnimationCurve)obj; writer.WriteProperty("keys", instance.keys, ES3Type_KeyframeArray.Instance); writer.WriteProperty("preWrapMode", instance.preWrapMode); writer.WriteProperty("postWrapMode", instance.postWrapMode); } public override object Read<T>(ES3Reader reader) { var instance = new UnityEngine.AnimationCurve(); ReadInto<T>(reader, instance); return instance; } public override void ReadInto<T>(ES3Reader reader, object obj) { var instance = (UnityEngine.AnimationCurve)obj; string propertyName; while((propertyName = reader.ReadPropertyName()) != null) { switch(propertyName) { case "keys": instance.keys = reader.Read<UnityEngine.Keyframe[]>(); break; case "preWrapMode": instance.preWrapMode = reader.Read<UnityEngine.WrapMode>(); break; case "postWrapMode": instance.postWrapMode = reader.Read<UnityEngine.WrapMode>(); break; default: reader.Skip(); break; } } } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Types/Unity Types/ES3Type_AnimationCurve.cs/0
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using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("enabled", "color")] public class ES3Type_ColorOverLifetimeModule : ES3Type { public static ES3Type Instance = null; public ES3Type_ColorOverLifetimeModule() : base(typeof(UnityEngine.ParticleSystem.ColorOverLifetimeModule)) { Instance = this; } public override void Write(object obj, ES3Writer writer) { var instance = (UnityEngine.ParticleSystem.ColorOverLifetimeModule)obj; writer.WriteProperty("enabled", instance.enabled, ES3Type_bool.Instance); writer.WriteProperty("color", instance.color, ES3Type_MinMaxGradient.Instance); } public override object Read<T>(ES3Reader reader) { var instance = new UnityEngine.ParticleSystem.ColorOverLifetimeModule(); ReadInto<T>(reader, instance); return instance; } public override void ReadInto<T>(ES3Reader reader, object obj) { var instance = (UnityEngine.ParticleSystem.ColorOverLifetimeModule)obj; string propertyName; while((propertyName = reader.ReadPropertyName()) != null) { switch(propertyName) { case "enabled": instance.enabled = reader.Read<System.Boolean>(ES3Type_bool.Instance); break; case "color": instance.color = reader.Read<UnityEngine.ParticleSystem.MinMaxGradient>(ES3Type_MinMaxGradient.Instance); break; default: reader.Skip(); break; } } } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Types/Unity Types/ES3Type_ColorOverLifetimeModule.cs/0
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using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("alpha", "time")] public class ES3Type_GradientAlphaKey : ES3Type { public static ES3Type Instance = null; public ES3Type_GradientAlphaKey() : base(typeof(UnityEngine.GradientAlphaKey)) { Instance = this; } public override void Write(object obj, ES3Writer writer) { var instance = (UnityEngine.GradientAlphaKey)obj; writer.WriteProperty("alpha", instance.alpha, ES3Type_float.Instance); writer.WriteProperty("time", instance.time, ES3Type_float.Instance); } public override object Read<T>(ES3Reader reader) { return new UnityEngine.GradientAlphaKey(reader.ReadProperty<float>(ES3Type_float.Instance), reader.ReadProperty<float>(ES3Type_float.Instance)); } } public class ES3Type_GradientAlphaKeyArray : ES3ArrayType { public static ES3Type Instance; public ES3Type_GradientAlphaKeyArray() : base(typeof(GradientAlphaKey[]), ES3Type_GradientAlphaKey.Instance) { Instance = this; } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Types/Unity Types/ES3Type_GradientAlphaKey.cs/0
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using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("duration", "loop", "prewarm", "startDelay", "startDelayMultiplier", "startLifetime", "startLifetimeMultiplier", "startSpeed", "startSpeedMultiplier", "startSize3D", "startSize", "startSizeMultiplier", "startSizeX", "startSizeXMultiplier", "startSizeY", "startSizeYMultiplier", "startSizeZ", "startSizeZMultiplier", "startRotation3D", "startRotation", "startRotationMultiplier", "startRotationX", "startRotationXMultiplier", "startRotationY", "startRotationYMultiplier", "startRotationZ", "startRotationZMultiplier", "randomizeRotationDirection", "startColor", "gravityModifier", "gravityModifierMultiplier", "simulationSpace", "customSimulationSpace", "simulationSpeed", "scalingMode", "playOnAwake", "maxParticles")] public class ES3Type_MainModule : ES3Type { public static ES3Type Instance = null; public ES3Type_MainModule() : base(typeof(UnityEngine.ParticleSystem.MainModule)) { Instance = this; } public override void Write(object obj, ES3Writer writer) { var instance = (UnityEngine.ParticleSystem.MainModule)obj; writer.WriteProperty("duration", instance.duration, ES3Type_float.Instance); writer.WriteProperty("loop", instance.loop, ES3Type_bool.Instance); writer.WriteProperty("prewarm", instance.prewarm, ES3Type_bool.Instance); writer.WriteProperty("startDelay", instance.startDelay, ES3Type_MinMaxCurve.Instance); writer.WriteProperty("startDelayMultiplier", instance.startDelayMultiplier, ES3Type_float.Instance); writer.WriteProperty("startLifetime", instance.startLifetime, ES3Type_MinMaxCurve.Instance); writer.WriteProperty("startLifetimeMultiplier", instance.startLifetimeMultiplier, ES3Type_float.Instance); writer.WriteProperty("startSpeed", instance.startSpeed, ES3Type_MinMaxCurve.Instance); writer.WriteProperty("startSpeedMultiplier", instance.startSpeedMultiplier, ES3Type_float.Instance); writer.WriteProperty("startSize3D", instance.startSize3D, ES3Type_bool.Instance); writer.WriteProperty("startSize", instance.startSize, ES3Type_MinMaxCurve.Instance); writer.WriteProperty("startSizeMultiplier", instance.startSizeMultiplier, ES3Type_float.Instance); writer.WriteProperty("startSizeX", instance.startSizeX, ES3Type_MinMaxCurve.Instance); writer.WriteProperty("startSizeXMultiplier", instance.startSizeXMultiplier, ES3Type_float.Instance); writer.WriteProperty("startSizeY", instance.startSizeY, ES3Type_MinMaxCurve.Instance); writer.WriteProperty("startSizeYMultiplier", instance.startSizeYMultiplier, ES3Type_float.Instance); writer.WriteProperty("startSizeZ", instance.startSizeZ, ES3Type_MinMaxCurve.Instance); writer.WriteProperty("startSizeZMultiplier", instance.startSizeZMultiplier, ES3Type_float.Instance); writer.WriteProperty("startRotation3D", instance.startRotation3D, ES3Type_bool.Instance); writer.WriteProperty("startRotation", instance.startRotation, ES3Type_MinMaxCurve.Instance); writer.WriteProperty("startRotationMultiplier", instance.startRotationMultiplier, ES3Type_float.Instance); writer.WriteProperty("startRotationX", instance.startRotationX, ES3Type_MinMaxCurve.Instance); writer.WriteProperty("startRotationXMultiplier", instance.startRotationXMultiplier, ES3Type_float.Instance); writer.WriteProperty("startRotationY", instance.startRotationY, ES3Type_MinMaxCurve.Instance); writer.WriteProperty("startRotationYMultiplier", instance.startRotationYMultiplier, ES3Type_float.Instance); writer.WriteProperty("startRotationZ", instance.startRotationZ, ES3Type_MinMaxCurve.Instance); writer.WriteProperty("startRotationZMultiplier", instance.startRotationZMultiplier, ES3Type_float.Instance); #if UNITY_2018_1_OR_NEWER writer.WriteProperty("flipRotation", instance.flipRotation, ES3Type_float.Instance); #else writer.WriteProperty("randomizeRotationDirection", instance.randomizeRotationDirection, ES3Type_float.Instance); #endif writer.WriteProperty("startColor", instance.startColor, ES3Type_MinMaxGradient.Instance); writer.WriteProperty("gravityModifier", instance.gravityModifier, ES3Type_MinMaxCurve.Instance); writer.WriteProperty("gravityModifierMultiplier", instance.gravityModifierMultiplier, ES3Type_float.Instance); writer.WriteProperty("simulationSpace", instance.simulationSpace); writer.WritePropertyByRef("customSimulationSpace", instance.customSimulationSpace); writer.WriteProperty("simulationSpeed", instance.simulationSpeed, ES3Type_float.Instance); writer.WriteProperty("scalingMode", instance.scalingMode); writer.WriteProperty("playOnAwake", instance.playOnAwake, ES3Type_bool.Instance); writer.WriteProperty("maxParticles", instance.maxParticles, ES3Type_int.Instance); } public override object Read<T>(ES3Reader reader) { var instance = new UnityEngine.ParticleSystem.MainModule(); ReadInto<T>(reader, instance); return instance; } public override void ReadInto<T>(ES3Reader reader, object obj) { var instance = (UnityEngine.ParticleSystem.MainModule)obj; string propertyName; while((propertyName = reader.ReadPropertyName()) != null) { switch(propertyName) { case "duration": instance.duration = reader.Read<System.Single>(ES3Type_float.Instance); break; case "loop": instance.loop = reader.Read<System.Boolean>(ES3Type_bool.Instance); break; case "prewarm": instance.prewarm = reader.Read<System.Boolean>(ES3Type_bool.Instance); break; case "startDelay": instance.startDelay = reader.Read<UnityEngine.ParticleSystem.MinMaxCurve>(ES3Type_MinMaxCurve.Instance); break; case "startDelayMultiplier": instance.startDelayMultiplier = reader.Read<System.Single>(ES3Type_float.Instance); break; case "startLifetime": instance.startLifetime = reader.Read<UnityEngine.ParticleSystem.MinMaxCurve>(ES3Type_MinMaxCurve.Instance); break; case "startLifetimeMultiplier": instance.startLifetimeMultiplier = reader.Read<System.Single>(ES3Type_float.Instance); break; case "startSpeed": instance.startSpeed = reader.Read<UnityEngine.ParticleSystem.MinMaxCurve>(ES3Type_MinMaxCurve.Instance); break; case "startSpeedMultiplier": instance.startSpeedMultiplier = reader.Read<System.Single>(ES3Type_float.Instance); break; case "startSize3D": instance.startSize3D = reader.Read<System.Boolean>(ES3Type_bool.Instance); break; case "startSize": instance.startSize = reader.Read<UnityEngine.ParticleSystem.MinMaxCurve>(ES3Type_MinMaxCurve.Instance); break; case "startSizeMultiplier": instance.startSizeMultiplier = reader.Read<System.Single>(ES3Type_float.Instance); break; case "startSizeX": instance.startSizeX = reader.Read<UnityEngine.ParticleSystem.MinMaxCurve>(ES3Type_MinMaxCurve.Instance); break; case "startSizeXMultiplier": instance.startSizeXMultiplier = reader.Read<System.Single>(ES3Type_float.Instance); break; case "startSizeY": instance.startSizeY = reader.Read<UnityEngine.ParticleSystem.MinMaxCurve>(ES3Type_MinMaxCurve.Instance); break; case "startSizeYMultiplier": instance.startSizeYMultiplier = reader.Read<System.Single>(ES3Type_float.Instance); break; case "startSizeZ": instance.startSizeZ = reader.Read<UnityEngine.ParticleSystem.MinMaxCurve>(ES3Type_MinMaxCurve.Instance); break; case "startSizeZMultiplier": instance.startSizeZMultiplier = reader.Read<System.Single>(ES3Type_float.Instance); break; case "startRotation3D": instance.startRotation3D = reader.Read<System.Boolean>(ES3Type_bool.Instance); break; case "startRotation": instance.startRotation = reader.Read<UnityEngine.ParticleSystem.MinMaxCurve>(ES3Type_MinMaxCurve.Instance); break; case "startRotationMultiplier": instance.startRotationMultiplier = reader.Read<System.Single>(ES3Type_float.Instance); break; case "startRotationX": instance.startRotationX = reader.Read<UnityEngine.ParticleSystem.MinMaxCurve>(ES3Type_MinMaxCurve.Instance); break; case "startRotationXMultiplier": instance.startRotationXMultiplier = reader.Read<System.Single>(ES3Type_float.Instance); break; case "startRotationY": instance.startRotationY = reader.Read<UnityEngine.ParticleSystem.MinMaxCurve>(ES3Type_MinMaxCurve.Instance); break; case "startRotationYMultiplier": instance.startRotationYMultiplier = reader.Read<System.Single>(ES3Type_float.Instance); break; case "startRotationZ": instance.startRotationZ = reader.Read<UnityEngine.ParticleSystem.MinMaxCurve>(ES3Type_MinMaxCurve.Instance); break; case "startRotationZMultiplier": instance.startRotationZMultiplier = reader.Read<System.Single>(ES3Type_float.Instance); break; #if UNITY_2018_1_OR_NEWER case "flipRotation": instance.flipRotation = reader.Read<System.Single>(ES3Type_float.Instance); break; case "randomizeRotationDirection": instance.flipRotation = reader.Read<System.Single>(ES3Type_float.Instance); break; #else case "randomizeRotationDirection": instance.randomizeRotationDirection = reader.Read<System.Single>(ES3Type_float.Instance); break; #endif case "startColor": instance.startColor = reader.Read<UnityEngine.ParticleSystem.MinMaxGradient>(ES3Type_MinMaxGradient.Instance); break; case "gravityModifier": instance.gravityModifier = reader.Read<UnityEngine.ParticleSystem.MinMaxCurve>(ES3Type_MinMaxCurve.Instance); break; case "gravityModifierMultiplier": instance.gravityModifierMultiplier = reader.Read<System.Single>(ES3Type_float.Instance); break; case "simulationSpace": instance.simulationSpace = reader.Read<UnityEngine.ParticleSystemSimulationSpace>(); break; case "customSimulationSpace": instance.customSimulationSpace = reader.Read<UnityEngine.Transform>(ES3Type_Transform.Instance); break; case "simulationSpeed": instance.simulationSpeed = reader.Read<System.Single>(ES3Type_float.Instance); break; case "scalingMode": instance.scalingMode = reader.Read<UnityEngine.ParticleSystemScalingMode>(); break; case "playOnAwake": instance.playOnAwake = reader.Read<System.Boolean>(ES3Type_bool.Instance); break; case "maxParticles": instance.maxParticles = reader.Read<System.Int32>(ES3Type_int.Instance); break; default: reader.Skip(); break; } } } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Types/Unity Types/ES3Type_MainModule.cs/0
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using System; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("bounciness", "friction")] public class ES3Type_PhysicsMaterial2D : ES3ObjectType { public static ES3Type Instance = null; public ES3Type_PhysicsMaterial2D() : base(typeof(UnityEngine.PhysicsMaterial2D)){ Instance = this; } protected override void WriteObject(object obj, ES3Writer writer) { var instance = (UnityEngine.PhysicsMaterial2D)obj; writer.WriteProperty("bounciness", instance.bounciness, ES3Type_float.Instance); writer.WriteProperty("friction", instance.friction, ES3Type_float.Instance); } protected override void ReadObject<T>(ES3Reader reader, object obj) { var instance = (UnityEngine.PhysicsMaterial2D)obj; foreach(string propertyName in reader.Properties) { switch(propertyName) { case "bounciness": instance.bounciness = reader.Read<System.Single>(ES3Type_float.Instance); break; case "friction": instance.friction = reader.Read<System.Single>(ES3Type_float.Instance); break; default: reader.Skip(); break; } } } protected override object ReadObject<T>(ES3Reader reader) { var instance = new UnityEngine.PhysicsMaterial2D(); ReadObject<T>(reader, instance); return instance; } } public class ES3Type_PhysicsMaterial2DArray : ES3ArrayType { public static ES3Type Instance; public ES3Type_PhysicsMaterial2DArray() : base(typeof(UnityEngine.PhysicsMaterial2D[]), ES3Type_PhysicsMaterial2D.Instance) { Instance = this; } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Types/Unity Types/ES3Type_PhysicsMaterial2D.cs/0
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using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("enabled", "shapeType", "randomDirectionAmount", "sphericalDirectionAmount", "alignToDirection", "radius", "angle", "length", "box", "meshShapeType", "mesh", "meshRenderer", "skinnedMeshRenderer", "useMeshMaterialIndex", "meshMaterialIndex", "useMeshColors", "normalOffset", "meshScale", "arc")] public class ES3Type_ShapeModule : ES3Type { public static ES3Type Instance = null; public ES3Type_ShapeModule() : base(typeof(UnityEngine.ParticleSystem.ShapeModule)) { Instance = this; } public override void Write(object obj, ES3Writer writer) { var instance = (UnityEngine.ParticleSystem.ShapeModule)obj; writer.WriteProperty("enabled", instance.enabled, ES3Type_bool.Instance); writer.WriteProperty("shapeType", instance.shapeType); writer.WriteProperty("randomDirectionAmount", instance.randomDirectionAmount, ES3Type_float.Instance); writer.WriteProperty("sphericalDirectionAmount", instance.sphericalDirectionAmount, ES3Type_float.Instance); writer.WriteProperty("alignToDirection", instance.alignToDirection, ES3Type_bool.Instance); writer.WriteProperty("radius", instance.radius, ES3Type_float.Instance); writer.WriteProperty("angle", instance.angle, ES3Type_float.Instance); writer.WriteProperty("length", instance.length, ES3Type_float.Instance); #if UNITY_5 writer.WriteProperty("box", instance.box, ES3Type_Vector3.Instance); writer.WriteProperty("meshScale", instance.meshScale, ES3Type_float.Instance); #else writer.WriteProperty("scale", instance.scale, ES3Type_Vector3.Instance); #endif writer.WriteProperty("meshShapeType", instance.meshShapeType); writer.WritePropertyByRef("mesh", instance.mesh); writer.WritePropertyByRef("meshRenderer", instance.meshRenderer); writer.WritePropertyByRef("skinnedMeshRenderer", instance.skinnedMeshRenderer); writer.WriteProperty("useMeshMaterialIndex", instance.useMeshMaterialIndex, ES3Type_bool.Instance); writer.WriteProperty("meshMaterialIndex", instance.meshMaterialIndex, ES3Type_int.Instance); writer.WriteProperty("useMeshColors", instance.useMeshColors, ES3Type_bool.Instance); writer.WriteProperty("normalOffset", instance.normalOffset, ES3Type_float.Instance); writer.WriteProperty("arc", instance.arc, ES3Type_float.Instance); } public override object Read<T>(ES3Reader reader) { var instance = new UnityEngine.ParticleSystem.ShapeModule(); ReadInto<T>(reader, instance); return instance; } public override void ReadInto<T>(ES3Reader reader, object obj) { var instance = (UnityEngine.ParticleSystem.ShapeModule)obj; string propertyName; while((propertyName = reader.ReadPropertyName()) != null) { switch(propertyName) { case "enabled": instance.enabled = reader.Read<System.Boolean>(ES3Type_bool.Instance); break; case "shapeType": instance.shapeType = reader.Read<UnityEngine.ParticleSystemShapeType>(); break; case "randomDirectionAmount": instance.randomDirectionAmount = reader.Read<System.Single>(ES3Type_float.Instance); break; case "sphericalDirectionAmount": instance.sphericalDirectionAmount = reader.Read<System.Single>(ES3Type_float.Instance); break; case "alignToDirection": instance.alignToDirection = reader.Read<System.Boolean>(ES3Type_bool.Instance); break; case "radius": instance.radius = reader.Read<System.Single>(ES3Type_float.Instance); break; case "angle": instance.angle = reader.Read<System.Single>(ES3Type_float.Instance); break; case "length": instance.length = reader.Read<System.Single>(ES3Type_float.Instance); break; #if UNITY_5 case "box": instance.box = reader.Read<UnityEngine.Vector3>(ES3Type_Vector3.Instance); break; case "meshScale": instance.meshScale = reader.Read<System.Single>(ES3Type_float.Instance); break; #else case "scale": instance.scale = reader.Read<UnityEngine.Vector3>(ES3Type_Vector3.Instance); break; #endif case "meshShapeType": instance.meshShapeType = reader.Read<UnityEngine.ParticleSystemMeshShapeType>(); break; case "mesh": instance.mesh = reader.Read<UnityEngine.Mesh>(); break; case "meshRenderer": instance.meshRenderer = reader.Read<UnityEngine.MeshRenderer>(); break; case "skinnedMeshRenderer": instance.skinnedMeshRenderer = reader.Read<UnityEngine.SkinnedMeshRenderer>(); break; case "useMeshMaterialIndex": instance.useMeshMaterialIndex = reader.Read<System.Boolean>(ES3Type_bool.Instance); break; case "meshMaterialIndex": instance.meshMaterialIndex = reader.Read<System.Int32>(ES3Type_int.Instance); break; case "useMeshColors": instance.useMeshColors = reader.Read<System.Boolean>(ES3Type_bool.Instance); break; case "normalOffset": instance.normalOffset = reader.Read<System.Single>(ES3Type_float.Instance); break; case "arc": instance.arc = reader.Read<System.Single>(ES3Type_float.Instance); break; default: reader.Skip(); break; } } } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Types/Unity Types/ES3Type_ShapeModule.cs/0
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using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("filterMode", "anisoLevel", "wrapMode", "mipMapBias", "rawTextureData")] public class ES3Type_Texture2D : ES3UnityObjectType { public static ES3Type Instance = null; public ES3Type_Texture2D() : base(typeof(Texture2D)){ Instance = this; } protected override void WriteUnityObject(object obj, ES3Writer writer) { var instance = (Texture2D)obj; if (!IsReadable(instance)) { ES3Internal.ES3Debug.LogWarning("Easy Save cannot save the pixels or properties of this Texture because it is not read/write enabled, so Easy Save will store it by reference instead. To save the pixel data, check the 'Read/Write Enabled' checkbox in the Texture's import settings. Clicking this warning will take you to the Texture, assuming it is not generated at runtime.", instance); return; } writer.WriteProperty("width", instance.width, ES3Type_int.Instance); writer.WriteProperty("height", instance.height, ES3Type_int.Instance); writer.WriteProperty("format", instance.format); writer.WriteProperty("mipmapCount", instance.mipmapCount, ES3Type_int.Instance); writer.WriteProperty("filterMode", instance.filterMode); writer.WriteProperty("anisoLevel", instance.anisoLevel, ES3Type_int.Instance); writer.WriteProperty("wrapMode", instance.wrapMode); writer.WriteProperty("mipMapBias", instance.mipMapBias, ES3Type_float.Instance); writer.WriteProperty("rawTextureData", instance.GetRawTextureData(), ES3Type_byteArray.Instance); } protected override void ReadUnityObject<T>(ES3Reader reader, object obj) { if (obj == null) return; if (obj.GetType() == typeof(RenderTexture)) { ES3Type_RenderTexture.Instance.ReadInto<T>(reader, obj); return; } var instance = (Texture2D)obj; if (!IsReadable(instance)) ES3Internal.ES3Debug.LogWarning("Easy Save cannot load the properties or pixels for this Texture because it is not read/write enabled, so it will be loaded by reference. To load the properties and pixels for this Texture, check the 'Read/Write Enabled' checkbox in its Import Settings.", instance); foreach (string propertyName in reader.Properties) { // If this Texture isn't readable, we should skip past all of its properties. if (!IsReadable(instance)) { reader.Skip(); continue; } switch (propertyName) { case "filterMode": instance.filterMode = reader.Read<UnityEngine.FilterMode>(); break; case "anisoLevel": instance.anisoLevel = reader.Read<System.Int32>(ES3Type_int.Instance); break; case "wrapMode": instance.wrapMode = reader.Read<UnityEngine.TextureWrapMode>(); break; case "mipMapBias": instance.mipMapBias = reader.Read<System.Single>(ES3Type_float.Instance); break; case "rawTextureData": // LoadRawTextureData requires that the correct width, height, TextureFormat and mipMaps are set before being called. // If an error occurs here, it's likely that we're using LoadInto to load into a Texture which differs in these values. // In this case, LoadInto should be avoided and Load should be used instead. if (!IsReadable(instance)) { ES3Internal.ES3Debug.LogWarning("Easy Save cannot load the pixels of this Texture because it is not read/write enabled, so Easy Save will ignore the pixel data. To load the pixel data, check the 'Read/Write Enabled' checkbox in the Texture's import settings. Clicking this warning will take you to the Texture, assuming it is not generated at runtime.", instance); reader.Skip(); } else { try { instance.LoadRawTextureData(reader.Read<byte[]>(ES3Type_byteArray.Instance)); instance.Apply(); } catch(Exception e) { ES3Internal.ES3Debug.LogError("Easy Save encountered an error when trying to load this Texture, please see the end of this messasge for the error. This is most likely because the Texture format of the instance we are loading into is different to the Texture we saved.\n"+e.ToString(), instance); } } break; default: reader.Skip(); break; } } } protected override object ReadUnityObject<T>(ES3Reader reader) { var instance = new Texture2D( reader.Read<int>(ES3Type_int.Instance), // Property name has already been read in ES3UnityObjectType, so we only need to read the value. reader.ReadProperty<int>(ES3Type_int.Instance), reader.ReadProperty<TextureFormat>(), (reader.ReadProperty<int>(ES3Type_int.Instance) > 1)); ReadObject<T>(reader, instance); return instance; } protected bool IsReadable(Texture2D instance) { #if UNITY_2018_3_OR_NEWER return instance != null && instance.isReadable; #else return true; #endif } } public class ES3Type_Texture2DArray : ES3ArrayType { public static ES3Type Instance; public ES3Type_Texture2DArray() : base(typeof(Texture2D[]), ES3Type_Texture2D.Instance) { Instance = this; } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Types/Unity Types/ES3Type_Texture2D.cs/0
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using System; using UnityEngine; using System.Collections.Generic; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("x", "y", "z", "w")] public class ES3Type_Vector4 : ES3Type { public static ES3Type Instance = null; public ES3Type_Vector4() : base(typeof(Vector4)) { Instance = this; } public override void Write(object obj, ES3Writer writer) { Vector4 casted = (Vector4)obj; writer.WriteProperty("x", casted.x, ES3Type_float.Instance); writer.WriteProperty("y", casted.y, ES3Type_float.Instance); writer.WriteProperty("z", casted.z, ES3Type_float.Instance); writer.WriteProperty("w", casted.w, ES3Type_float.Instance); } public override object Read<T>(ES3Reader reader) { return new Vector4( reader.ReadProperty<float>(ES3Type_float.Instance), reader.ReadProperty<float>(ES3Type_float.Instance), reader.ReadProperty<float>(ES3Type_float.Instance), reader.ReadProperty<float>(ES3Type_float.Instance)); } public static bool Equals(Vector4 a, Vector4 b) { return (Mathf.Approximately(a.x,b.x) && Mathf.Approximately(a.y,b.y) && Mathf.Approximately(a.z,b.z) && Mathf.Approximately(a.w,b.w)); } } public class ES3Type_Vector4Array : ES3ArrayType { public static ES3Type Instance; public ES3Type_Vector4Array() : base(typeof(Vector4[]), ES3Type_Vector4.Instance) { Instance = this; } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Types/Unity Types/ES3Type_Vector4.cs/0
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using System.Collections.Generic; using System.Collections; using System.IO; using System; using UnityEngine; using System.Text; using System.Globalization; namespace ES3Internal { internal class ES3JSONWriter : ES3Writer { internal StreamWriter baseWriter; private bool isFirstProperty = true; public ES3JSONWriter(Stream stream, ES3Settings settings) : this(stream, settings, true, true){} internal ES3JSONWriter(Stream stream, ES3Settings settings, bool writeHeaderAndFooter, bool mergeKeys) : base(settings, writeHeaderAndFooter, mergeKeys) { baseWriter = new StreamWriter(stream); StartWriteFile(); } #region WritePrimitive(value) methods. internal override void WritePrimitive(int value) { baseWriter.Write(value); } internal override void WritePrimitive(float value) { baseWriter.Write(value.ToString("R", CultureInfo.InvariantCulture)); } internal override void WritePrimitive(bool value) { baseWriter.Write(value ? "true" : "false"); } internal override void WritePrimitive(decimal value) { baseWriter.Write(value.ToString(CultureInfo.InvariantCulture)); } internal override void WritePrimitive(double value) { baseWriter.Write(value.ToString("R", CultureInfo.InvariantCulture)); } internal override void WritePrimitive(long value) { baseWriter.Write(value); } internal override void WritePrimitive(ulong value) { baseWriter.Write(value); } internal override void WritePrimitive(uint value) { baseWriter.Write(value); } internal override void WritePrimitive(byte value) { baseWriter.Write(System.Convert.ToInt32(value)); } internal override void WritePrimitive(sbyte value) { baseWriter.Write(System.Convert.ToInt32(value)); } internal override void WritePrimitive(short value) { baseWriter.Write(System.Convert.ToInt32(value)); } internal override void WritePrimitive(ushort value) { baseWriter.Write(System.Convert.ToInt32(value)); } internal override void WritePrimitive(char value) { WritePrimitive( value.ToString() ); } internal override void WritePrimitive(byte[] value) { WritePrimitive( System.Convert.ToBase64String(value) ); } internal override void WritePrimitive(string value) { baseWriter.Write("\""); // Escape any quotation marks within the string. for(int i = 0; i<value.Length; i++) { char c = value[i]; switch(c) { case '\"': case '“': case '”': case '\\': case '/': baseWriter.Write('\\'); baseWriter.Write(c); break; case '\b': baseWriter.Write("\\b"); break; case '\f': baseWriter.Write("\\f"); break; case '\n': baseWriter.Write("\\n"); break; case '\r': baseWriter.Write("\\r"); break; case '\t': baseWriter.Write("\\t"); break; default: baseWriter.Write(c); break; } } baseWriter.Write("\""); } internal override void WriteNull() { baseWriter.Write("null"); } #endregion #region Format-specific methods private static bool CharacterRequiresEscaping(char c) { return c == '\"' || c == '\\' || c == '“' || c == '”'; } private void WriteCommaIfRequired() { if (!isFirstProperty) baseWriter.Write(','); else isFirstProperty = false; WriteNewlineAndTabs(); } internal override void WriteRawProperty(string name, byte[] value) { StartWriteProperty(name); baseWriter.Write(settings.encoding.GetString(value, 0, value.Length)); EndWriteProperty(name); } internal override void StartWriteFile() { if (writeHeaderAndFooter) baseWriter.Write('{'); base.StartWriteFile(); } internal override void EndWriteFile() { base.EndWriteFile(); WriteNewlineAndTabs(); if(writeHeaderAndFooter) baseWriter.Write('}'); } internal override void StartWriteProperty(string name) { base.StartWriteProperty(name); WriteCommaIfRequired(); Write(name); if(settings.prettyPrint) baseWriter.Write(' '); baseWriter.Write(':'); if (settings.prettyPrint) baseWriter.Write(' '); } internal override void EndWriteProperty(string name) { // It's not necessary to perform any operations after writing the property in JSON. base.EndWriteProperty(name); } internal override void StartWriteObject(string name) { base.StartWriteObject(name); isFirstProperty = true; baseWriter.Write('{'); } internal override void EndWriteObject(string name) { base.EndWriteObject(name); // Set isFirstProperty to false incase we didn't write any properties, in which case // WriteCommaIfRequired() is never called. isFirstProperty = false; WriteNewlineAndTabs(); baseWriter.Write('}'); } internal override void StartWriteCollection() { base.StartWriteCollection(); baseWriter.Write('['); WriteNewlineAndTabs(); } internal override void EndWriteCollection() { base.EndWriteCollection(); WriteNewlineAndTabs(); baseWriter.Write(']'); } internal override void StartWriteCollectionItem(int index) { if(index != 0) baseWriter.Write(','); } internal override void EndWriteCollectionItem(int index) { } internal override void StartWriteDictionary() { StartWriteObject(null); } internal override void EndWriteDictionary() { EndWriteObject(null); } internal override void StartWriteDictionaryKey(int index) { if(index != 0) baseWriter.Write(','); } internal override void EndWriteDictionaryKey(int index) { baseWriter.Write(':'); } internal override void StartWriteDictionaryValue(int index) { } internal override void EndWriteDictionaryValue(int index) { } #endregion public override void Dispose() { baseWriter.Dispose(); } public void WriteNewlineAndTabs() { if (settings.prettyPrint) { baseWriter.Write(Environment.NewLine); for (int i = 0; i < serializationDepth; i++) baseWriter.Write('\t'); } } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Writers/ES3JSONWriter.cs/0
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//-------------------------------------------------------------------------------------------------------------------------------- // Port of the Legacy Unity "Edge Detect" image effect to Post Processing Stack v2 // Jean Moreno, 2017-2018 // Legacy Image Effect: https://docs.unity3d.com/550/Documentation/Manual/script-EdgeDetectEffectNormals.html // Post Processing Stack v2: https://github.com/Unity-Technologies/PostProcessing/tree/v2 //-------------------------------------------------------------------------------------------------------------------------------- using UnityEngine.Rendering.PostProcessing; //-------------------------------------------------------------------------------------------------------------------------------- [System.Serializable] [PostProcess(typeof(EdgeDetectPostProcessingRenderer_BeforeTransparent), PostProcessEvent.BeforeTransparent, "Unity Legacy/Edge Detection (Before Transparent)")] public sealed class EdgeDetect_BeforeTransparent : EdgeDetectPostProcessing { } //-------------------------------------------------------------------------------------------------------------------------------- public sealed class EdgeDetectPostProcessingRenderer_BeforeTransparent : EdgeDetectPostProcessingRenderer<EdgeDetect_BeforeTransparent> { }
jynew/jyx2/Assets/Plugins/EdgeDetect-PostProcessingUnity/EdgeDetect_BeforeTransparent.cs/0
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namespace UIWidgets { using UnityEditor; using UnityEngine; /// <summary> /// Menu options. /// </summary> public static class CursorsMenuOptions { /// <summary> /// Creates the style. /// </summary> [MenuItem("Assets/Create/New UI Widgets/Cursors", false)] public static void CreateStyle() { var folder = "Assets"; if (Selection.activeObject != null) { folder = AssetDatabase.GetAssetPath(Selection.activeObject); if (!System.IO.Directory.Exists(folder)) { folder = System.IO.Path.GetDirectoryName(folder); } } var path = folder + "/New UI Widgets Cursors.asset"; var file = AssetDatabase.GenerateUniqueAssetPath(path); var style = ScriptableObject.CreateInstance<Cursors>(); AssetDatabase.CreateAsset(style, file); EditorUtility.SetDirty(style); AssetDatabase.SaveAssets(); Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(file); } } }
jynew/jyx2/Assets/Plugins/New UI Widgets.Editor/Editor/CursorsMenuOptions.cs/0
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#if UNITY_EDITOR namespace UIWidgets { using UnityEditor; /// <summary> /// Conditional editor for the classes derived from UIBehaviourConditional. /// </summary> [CustomEditor(typeof(UIBehaviourConditional), true)] public class EditorConditionalUI : EditorConditional { } } #endif
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namespace UIWidgets.Styles { using System.Collections.Generic; using UnityEditor; using UnityEngine; /// <summary> /// Style editor. /// </summary> [CustomEditor(typeof(Style), true)] public class StyleEditor : Editor { /// <summary> /// Serialized events. /// </summary> protected Dictionary<string, SerializedProperty> SerializedProperties = new Dictionary<string, SerializedProperty>(); /// <summary> /// Style fast properties. /// </summary> protected List<string> Fast = new List<string>() { "Fast", }; /// <summary> /// Style detailed properties. /// </summary> protected List<string> Detailed = new List<string>(); /// <summary> /// Add property. /// </summary> /// <param name="property">Property.</param> protected void AddProperty(SerializedProperty property) { if (Fast.Contains(property.name)) { return; } Detailed.Add(property.name); } /// <summary> /// Add serialized property. /// </summary> /// <param name="name">Property name.</param> protected void AddSerializedPropery(string name) { var property = serializedObject.FindProperty(name); if (property != null) { SerializedProperties.Add(name, property); } } /// <summary> /// Init. /// </summary> protected virtual void OnEnable() { Detailed.Clear(); SerializedProperties.Clear(); var property = serializedObject.GetIterator(); property.NextVisible(true); while (property.NextVisible(false)) { AddProperty(property); } foreach (var f in Fast) { AddSerializedPropery(f); } foreach (var d in Detailed) { AddSerializedPropery(d); } } /// <summary> /// Draw inspector GUI. /// </summary> public override void OnInspectorGUI() { var header_style = new GUIStyle { alignment = TextAnchor.MiddleCenter, fontStyle = FontStyle.Bold, }; var menu = PrefabsMenu.Instance; var style = (Style)target; if (style == menu.DefaultStyle) { EditorGUILayout.LabelField("Default Style", header_style); if (GUILayout.Button("Undo default")) { menu.DefaultStyle = null; EditorUtility.SetDirty(menu); } } else { EditorGUILayout.LabelField("Not Default Style"); if (GUILayout.Button("Set as default")) { menu.DefaultStyle = style; EditorUtility.SetDirty(menu); } } serializedObject.Update(); EditorGUILayout.LabelField("Style: Fast Settings", header_style); for (int i = 0; i < Fast.Count; i++) { EditorGUILayout.PropertyField(SerializedProperties[Fast[i]], true); } if (GUILayout.Button("Apply Fast Settings")) { style.Fast.ChangeStyle(style); } if (GUILayout.Button("Apply Fast Font Settings")) { style.Fast.SetFonts(style); } EditorGUILayout.BeginVertical(); EditorGUILayout.LabelField("Style: Detailed Settings", header_style); for (int i = 0; i < Detailed.Count; i++) { EditorGUILayout.PropertyField(SerializedProperties[Detailed[i]], true); } EditorGUILayout.EndVertical(); serializedObject.ApplyModifiedProperties(); } } }
jynew/jyx2/Assets/Plugins/New UI Widgets.Editor/Editor/Styles/StyleEditor.cs/0
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#if UNITY_EDITOR namespace UIWidgets.WidgetGeneration { using System; using System.Collections.Generic; using System.IO; using System.Text; using UIWidgets.Extensions; using UnityEditor; using UnityEngine; /// <summary> /// Widget scripts generator. /// </summary> public class ScriptsGenerator : IFormattable { /// <summary> /// Script data. /// </summary> public class ScriptData { /// <summary> /// Type. /// </summary> public readonly string Type; /// <summary> /// Class name. /// </summary> public readonly string ClassName; /// <summary> /// Template. /// </summary> public readonly TextAsset Template; /// <summary> /// Can create. /// </summary> public readonly bool CanCreate; /// <summary> /// Path. /// </summary> public readonly string Path; /// <summary> /// Initializes a new instance of the <see cref="ScriptData"/> class. /// </summary> /// <param name="type">Type.</param> /// <param name="classname">Class name.</param> /// <param name="template">Template.</param> /// <param name="path">Path.</param> /// <param name="canCreate">Can script be created?</param> public ScriptData(string type, string classname, TextAsset template, string path, bool canCreate) { Type = type; ClassName = classname; Template = template; Path = path; CanCreate = canCreate; } } /// <summary> /// Class info. /// </summary> public ClassInfo Info; /// <summary> /// Path to save created files. /// </summary> protected string SavePath; /// <summary> /// Path to save created editor scripts. /// </summary> protected string EditorSavePath; /// <summary> /// Path to save created widgets scripts. /// </summary> protected string ScriptSavePath; /// <summary> /// Path to save created prefab. /// </summary> protected string PrefabSavePath; /// <summary> /// Scripts templates. /// </summary> public readonly Dictionary<string, ScriptData> Templates = new Dictionary<string, ScriptData>(); /// <summary> /// Script templates values. /// </summary> protected Dictionary<string, string> TemplateValues; /// <summary> /// Script editor templates. /// </summary> protected HashSet<string> EditorTemplates = new HashSet<string>() { "MenuOptions", "PrefabGenerator", "PrefabGeneratorAutocomplete", "PrefabGeneratorTable", "PrefabGeneratorScene", }; /// <summary> /// Prefabs. /// </summary> protected List<string> Prefabs = new List<string>() { "ListView", "DragInfo", "Combobox", "ComboboxMultiselect", "Table", "TileView", "TreeView", "TreeGraph", "PickerListView", "PickerTreeView", "Autocomplete", "AutoCombobox", "Tooltip", }; /// <summary> /// Allow autocomplete script and widget. /// </summary> protected bool AllowAutocomplete; /// <summary> /// Allow table widget. /// </summary> protected bool AllowTable; /// <summary> /// Allow test item generation. /// </summary> protected bool AllowItem; /// <summary> /// String builder. /// </summary> protected StringBuilder StrBuilder = new StringBuilder(); /// <summary> /// Add script data. /// </summary> /// <param name="type">Type.</param> /// <param name="template">Template.</param> /// <param name="canCreate">Can script be created?</param> protected void AddScriptData(string type, TextAsset template, bool canCreate = true) { var classname = type + Info.ShortTypeName; var dir = EditorTemplates.Contains(type) ? EditorSavePath : ScriptSavePath; var path = dir + Path.DirectorySeparatorChar + classname + ".cs"; var data = new ScriptData(type, classname, template, path, canCreate); Templates[type] = data; } /// <summary> /// Initializes a new instance of the <see cref="ScriptsGenerator"/> class. /// </summary> /// <param name="info">Class info.</param> /// <param name="path">Path to save created files.</param> public ScriptsGenerator(ClassInfo info, string path) { Info = info; SavePath = path + Path.DirectorySeparatorChar + "Widgets" + info.ShortTypeName; EditorSavePath = SavePath + Path.DirectorySeparatorChar + "Editor"; ScriptSavePath = SavePath + Path.DirectorySeparatorChar + "Scripts"; PrefabSavePath = SavePath + Path.DirectorySeparatorChar + "Prefabs"; var templates = ScriptsTemplates.Instance; AllowAutocomplete = !string.IsNullOrEmpty(Info.AutocompleteField); AllowTable = Info.TextFields.Count > 0; AllowItem = Info.ParameterlessConstructor; // collections AddScriptData("Autocomplete", templates.Autocomplete, AllowAutocomplete); AddScriptData("AutoCombobox", templates.AutoCombobox, AllowAutocomplete); AddScriptData("Combobox", templates.Combobox); AddScriptData("ListView", templates.ListView); AddScriptData("ListViewComponent", templates.ListViewComponent); AddScriptData("TreeGraph", templates.TreeGraph); AddScriptData("TreeGraphComponent", templates.TreeGraphComponent); AddScriptData("TreeView", templates.TreeView); AddScriptData("TreeViewComponent", templates.TreeViewComponent); // collections support AddScriptData("Comparers", templates.Comparers); AddScriptData("ListViewDragSupport", templates.ListViewDragSupport); AddScriptData("ListViewDropSupport", templates.ListViewDropSupport); AddScriptData("TreeViewDropSupport", templates.TreeViewDropSupport); AddScriptData("TreeViewNodeDragSupport", templates.TreeViewNodeDragSupport); AddScriptData("TreeViewNodeDropSupport", templates.TreeViewNodeDropSupport); AddScriptData("Tooltip", templates.Tooltip); AddScriptData("TooltipViewer", templates.TooltipViewer); // dialogs AddScriptData("PickerListView", templates.PickerListView); AddScriptData("PickerTreeView", templates.PickerTreeView); // test AddScriptData("Test", templates.Test); AddScriptData("TestItem", AllowItem ? templates.TestItem : templates.TestItemOff); // test AddScriptData("MenuOptions", templates.MenuOptions); // generators AddScriptData("PrefabGenerator", templates.PrefabGenerator); AddScriptData("PrefabGeneratorAutocomplete", AllowAutocomplete ? templates.PrefabGeneratorAutocomplete : templates.PrefabGeneratorAutocompleteOff); AddScriptData("PrefabGeneratorTable", AllowTable ? templates.PrefabGeneratorTable : templates.PrefabGeneratorTableOff); AddScriptData("PrefabGeneratorScene", templates.PrefabGeneratorScene); } void SetAvailableScripts() { foreach (var template in Templates) { if (template.Value.CanCreate) { Info.Scripts[template.Key] = !File.Exists(template.Value.Path); } } } void SetAvailablePrefabs() { foreach (var prefab in Prefabs) { if (CanCreateWidget(prefab)) { Info.Prefabs[prefab] = !File.Exists(Prefab2Filename(prefab)); } } } void SetAvailableScenes() { Info.Scenes["TestScene"] = !File.Exists(Scene2Filename(Info.ShortTypeName)); } void SetTemplateValues() { var label_listview = Info.ParameterlessConstructor ? "The left ListView and TileView display the same list.\\r\\nYou can Drag-and-Drop items between ListView, TileView and TreeView." : "Test data is not available because of a data type\\r\\ndoes not have a parameterless constructor."; TemplateValues = new Dictionary<string, string>() { { "WidgetsNamespace", Info.WidgetsNamespace }, { "SourceClassShortName", Info.ShortTypeName }, { "SourceClass", Info.FullTypeName }, { "AutocompleteField", Info.AutocompleteField }, { "ComparersEnum", "ComparersFields" + Info.ShortTypeName }, { "Info", UtilitiesEditor.Serialize(Info) }, { "Path", UtilitiesEditor.Serialize(SavePath) }, { "TextType", UtilitiesEditor.GetFriendlyTypeName(Info.TextFieldType) }, { "AutocompleteInput", UtilitiesEditor.GetFriendlyTypeName(Info.InputField) }, { "AutocompleteText", UtilitiesEditor.GetFriendlyTypeName(Info.InputText) }, { "PrefabsMenuGUID", Info.PrefabsMenuGUID }, { "LabelListView", label_listview }, }; } /// <summary> /// Generate files. /// </summary> [System.Diagnostics.CodeAnalysis.SuppressMessage("Performance", "HAA0603:Delegate allocation from a method group", Justification = "Required.")] public void Generate() { SetAvailableScripts(); SetAvailablePrefabs(); SetAvailableScenes(); OverwriteRequestWindow.Open(this, GenerateScripts); } void GenerateScripts() { Directory.CreateDirectory(EditorSavePath); Directory.CreateDirectory(ScriptSavePath); Directory.CreateDirectory(PrefabSavePath); if (Info.Scenes["TestScene"]) { if (!Compatibility.SceneSave()) { EditorUtility.DisplayDialog("Widget Generation", "Please save scene to continue.", "OK"); return; } Compatibility.SceneNew(); } var menu = ScriptableObject.CreateInstance<PrefabsMenuGenerated>(); StrBuilder.Append(PrefabSavePath); StrBuilder.Append(Path.DirectorySeparatorChar); StrBuilder.Append("PrefabsMenu"); StrBuilder.Append(Info.ShortTypeName); StrBuilder.Append(".asset"); var menu_path = StrBuilder.ToString(); #if CSHARP_7_3_OR_NEWER StrBuilder.Clear(); #else StrBuilder = new StringBuilder(); #endif AssetDatabase.CreateAsset(menu, menu_path); Info.PrefabsMenuGUID = AssetDatabase.AssetPathToGUID(menu_path); SetTemplateValues(); try { var progress = 0; ProgressbarUpdate(progress); foreach (var template in Templates) { CreateScript(template.Value); progress++; ProgressbarUpdate(progress); } } catch (Exception) { EditorUtility.ClearProgressBar(); throw; } AssetDatabase.Refresh(); } void ProgressbarUpdate(int progress) { if (progress < Templates.Count) { EditorUtility.DisplayProgressBar("Widget Generation", "Step 1. Creating scripts.", progress / (float)Templates.Count); } else { EditorUtility.ClearProgressBar(); } } /// <summary> /// Is widget can be created? /// </summary> /// <param name="name">Widget name.</param> /// <returns>True if widget can be created; otherwise false.</returns> protected virtual bool CanCreateWidget(string name) { if (name == "Autocomplete") { return AllowAutocomplete; } if (name == "AutoCombobox") { return AllowAutocomplete; } if (name == "Table") { return AllowTable; } return true; } /// <summary> /// Get prefab filename by widget name. /// </summary> /// <param name="type">Type.</param> /// <returns>Filename.</returns> public string Prefab2Filename(string type) { StrBuilder.Append(PrefabSavePath); StrBuilder.Append(Path.DirectorySeparatorChar); StrBuilder.Append(type); StrBuilder.Append(Info.ShortTypeName); StrBuilder.Append(".prefab"); var filename = StrBuilder.ToString(); #if CSHARP_7_3_OR_NEWER StrBuilder.Clear(); #else StrBuilder = new StringBuilder(); #endif return filename; } /// <summary> /// Get prefab filename by widget name. /// </summary> /// <param name="scene">Scene.</param> /// <returns>Filename.</returns> public string Scene2Filename(string scene) { return SavePath + Path.DirectorySeparatorChar + scene + ".unity"; } /// <summary> /// Create script by the specified template. /// </summary> /// <param name="data">Script data.</param> protected virtual void CreateScript(ScriptData data) { bool can_create; if (!Info.Scripts.TryGetValue(data.Type, out can_create)) { return; } if (!can_create) { return; } var code = string.Format(data.Template.text, this); File.WriteAllText(data.Path, code); } /// <summary> /// Formats the value of the current instance using the specified format. /// </summary> /// <param name="format">The format to use.</param> /// <param name="formatProvider">The provider to use to format the value.</param> /// <returns>The value of the current instance in the specified format.</returns> public string ToString(string format, IFormatProvider formatProvider) { if (TemplateValues.ContainsKey(format)) { return TemplateValues[format]; } var cls = "Class"; if (format.EndsWith(cls)) { var key = format.Substring(0, format.Length - cls.Length); if (Templates.ContainsKey(key)) { return Templates[key].ClassName; } } var pos = format.IndexOf("@"); if (pos != -1) { return ToStringList(format, formatProvider); } throw new ArgumentOutOfRangeException("Unsupported format: " + format); } readonly List<Type> TypesInt = new List<Type>() { typeof(decimal), typeof(int), typeof(uint), typeof(long), typeof(ulong), }; readonly List<Type> TypesFloat = new List<Type>() { typeof(float), typeof(double), }; List<ClassField> tempFilteredFields = new List<ClassField>(); /// <summary> /// Formats the value of the current instance using the specified format. /// </summary> /// <param name="format">The format to use.</param> /// <param name="formatProvider">The provider to use to format the value.</param> /// <returns>The value of the current instance in the specified format.</returns> [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Maintainability", "CA1502:AvoidExcessiveComplexity", Justification = "Reviewed.")] protected string ToStringList(string format, IFormatProvider formatProvider) { var template = format.Split(new[] { "@" }, 2, StringSplitOptions.None); template[1] = template[1].Replace("[", "{").Replace("]", "}"); switch (template[0]) { case "IfTMProText": return Info.IsTMProText ? string.Format(template[1], this) : string.Empty; case "!IfTMProText": return !Info.IsTMProText ? string.Format(template[1], this) : string.Empty; case "IfTMProInputField": return Info.IsTMProInputField ? string.Format(template[1], this) : string.Empty; case "!IfTMProInputField": return !Info.IsTMProInputField ? string.Format(template[1], this) : string.Empty; case "IfAutocomplete": return AllowAutocomplete ? string.Format(template[1], this) : string.Empty; case "!IfAutocomplete": return !AllowAutocomplete ? string.Format(template[1], this) : string.Empty; case "IfTable": return AllowTable ? string.Format(template[1], this) : string.Empty; case "!IfTable": return !AllowTable ? string.Format(template[1], this) : string.Empty; case "Fields": return Info.Fields.ToString(template[1], this, formatProvider); case "TextFields": return Info.TextFields.ToString(template[1], this, formatProvider); case "TextFieldsComparableGeneric": return Info.TextFieldsComparableGeneric.ToString(template[1], this, formatProvider); case "TextFieldsComparableNonGeneric": return Info.TextFieldsComparableNonGeneric.ToString(template[1], this, formatProvider); case "TextFieldFirst": return Info.TextFieldFirst.ToString(template[1], this, formatProvider); case "TableFieldFirst": return Info.TableFieldFirst.ToString(template[1], this, formatProvider); case "ImageFields": FilterFieldsImage(tempFilteredFields); return tempFilteredFields.ToString(template[1], this, formatProvider); case "ImageFieldsNullable": FilterFieldsImageNullable(tempFilteredFields); return tempFilteredFields.ToString(template[1], this, formatProvider); case "TreeViewFields": FilterFieldsTreeView(tempFilteredFields); return tempFilteredFields.ToString(template[1], this, formatProvider); case "FieldsString": FilterFieldsType<string>(tempFilteredFields); return tempFilteredFields.ToString(template[1], this, formatProvider); case "FieldsStringFirst": FilterFieldsType<string>(tempFilteredFields, true); return tempFilteredFields.ToString(template[1], this, formatProvider); case "FieldsInt": FilterFieldsInt(tempFilteredFields); return tempFilteredFields.ToString(template[1], this, formatProvider); case "FieldsFloat": FilterFieldsFloat(tempFilteredFields); return tempFilteredFields.ToString(template[1], this, formatProvider); case "FieldsSprite": FilterFieldsType<Sprite>(tempFilteredFields); return tempFilteredFields.ToString(template[1], this, formatProvider); case "FieldsTexture2D": FilterFieldsType<Texture2D>(tempFilteredFields); return tempFilteredFields.ToString(template[1], this, formatProvider); case "FieldsColor": FilterFieldsType<Color, Color32>(tempFilteredFields); return tempFilteredFields.ToString(template[1], this, formatProvider); default: throw new ArgumentOutOfRangeException("Unsupported format: " + format); } } /// <summary> /// Get fields with enabled IsImage field. /// </summary> /// <param name="filtered">Filtered fields.</param> protected void FilterFieldsImage(List<ClassField> filtered) { filtered.Clear(); foreach (var field in Info.Fields) { if (field.IsImage) { filtered.Add(field); } } } /// <summary> /// Get fields with both enabled IsImage and IsNullable fields. /// </summary> /// <param name="filtered">Filtered fields.</param> protected void FilterFieldsImageNullable(List<ClassField> filtered) { filtered.Clear(); foreach (var field in Info.Fields) { if (field.IsImage && field.IsNullable) { filtered.Add(field); } } } /// <summary> /// Get fields excluding existed TreeView fields. /// </summary> /// <param name="filtered">Filtered fields.</param> protected void FilterFieldsTreeView(List<ClassField> filtered) { filtered.Clear(); foreach (var field in Info.Fields) { if (field.WidgetFieldName != "TextAdapter" && field.WidgetFieldName != "Icon") { filtered.Add(field); } } } /// <summary> /// Get fields of the int types. /// </summary> /// <param name="filtered">Filtered fields.</param> protected void FilterFieldsInt(List<ClassField> filtered) { filtered.Clear(); foreach (var field in Info.Fields) { if (TypesInt.Contains(field.FieldType)) { filtered.Add(field); } } } /// <summary> /// Get fields of the float types. /// </summary> /// <param name="filtered">Filtered fields.</param> protected void FilterFieldsFloat(List<ClassField> filtered) { filtered.Clear(); foreach (var field in Info.Fields) { if (TypesFloat.Contains(field.FieldType)) { filtered.Add(field); } } } /// <summary> /// Get fields of the specified type. /// </summary> /// <typeparam name="T">Field type.</typeparam> /// <param name="filtered">Filtered fields.</param> /// <param name="onlyFirst">Return only first field.</param> protected void FilterFieldsType<T>(List<ClassField> filtered, bool onlyFirst = false) { filtered.Clear(); foreach (var field in Info.Fields) { if (field.FieldType == typeof(T)) { filtered.Add(field); if (onlyFirst) { break; } } } } /// <summary> /// Get fields of the specified types. /// </summary> /// <typeparam name="T1">The first type.</typeparam> /// <typeparam name="T2">The second type.</typeparam> /// <param name="filtered">Filtered fields.</param> /// <param name="onlyFirst">Return only first field.</param> protected void FilterFieldsType<T1, T2>(List<ClassField> filtered, bool onlyFirst = false) { filtered.Clear(); foreach (var field in Info.Fields) { if (field.FieldType == typeof(T1) || field.FieldType == typeof(T2)) { filtered.Add(field); if (onlyFirst) { break; } } } } } } #endif
jynew/jyx2/Assets/Plugins/New UI Widgets.Editor/Editor/WidgetsGeneration/ScriptsGenerator.cs/0
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namespace UIWidgets.Examples { using UIWidgets; using UnityEngine; using UnityEngine.UI; /// <summary> /// AutocompleteIconsHelper. /// How to use AutocompleteIcons to select one item. /// </summary> public class AutocompleteIconsHelper : MonoBehaviour, IUpgradeable { /// <summary> /// Autocomplete. /// </summary> [SerializeField] public AutocompleteIcons Autocomplete; /// <summary> /// InputField. /// </summary> [SerializeField] [HideInInspector] [System.Obsolete("Replaced with InputAdapter.")] public InputField Input; /// <summary> /// InputField. /// </summary> [SerializeField] public InputFieldAdapter InputAdapter; [SerializeField] ListViewIconsItemDescription item; /// <summary> /// Selected item. /// </summary> public ListViewIconsItemDescription Item { get { return item; } set { InputAdapter.text = item.Name; item = value; } } /// <summary> /// Adds listeners. /// </summary> [System.Diagnostics.CodeAnalysis.SuppressMessage("Performance", "HAA0603:Delegate allocation from a method group", Justification = "Required.")] protected virtual void Start() { InputAdapter.onEndEdit.AddListener(ResetItem); Autocomplete.OnOptionSelectedItem.AddListener(SetItem); } /// <summary> /// Remove listeners. /// </summary> [System.Diagnostics.CodeAnalysis.SuppressMessage("Performance", "HAA0603:Delegate allocation from a method group", Justification = "Required.")] protected virtual void OnDestroy() { InputAdapter.onEndEdit.RemoveListener(ResetItem); Autocomplete.OnOptionSelectedItem.RemoveListener(SetItem); } /// <summary> /// Reset item. /// </summary> /// <param name="str">Input string.</param> protected virtual void ResetItem(string str) { item = null; } /// <summary> /// Set item. /// </summary> /// <param name="it">Item.</param> protected virtual void SetItem(ListViewIconsItemDescription it) { item = Autocomplete.TargetListView.DataSource[0]; Autocomplete.TargetListView.DataSource.Clear(); } /// <summary> /// Upgrade this instance. /// </summary> public virtual void Upgrade() { #pragma warning disable 0612, 0618 Utilities.GetOrAddComponent(Input, ref InputAdapter); #pragma warning restore 0612, 0618 } #if UNITY_EDITOR /// <summary> /// Validate this instance. /// </summary> protected virtual void OnValidate() { Compatibility.Upgrade(this); } #endif } }
jynew/jyx2/Assets/Plugins/New UI Widgets.Editor/Examples/Autocomplete/AutocompleteIconsHelper.cs/0
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namespace UIWidgets.Examples { using UIWidgets; using UIWidgets.Extensions; using UnityEngine; /// <summary> /// Copy data from Combobox to Autocomplete. /// </summary> [RequireComponent(typeof(Autocomplete))] [RequireComponent(typeof(Combobox))] [System.Obsolete] public class ComboboxAutocompleteCopyData : MonoBehaviour, IUpdatable { /// <summary> /// Process the start event. /// </summary> protected void OnEnable() { Updater.Add(this); } /// <summary> /// Process the destroy event. /// </summary> protected void OnDisable() { Updater.Remove(this); } /// <summary> /// Copy data and destroy this component. /// </summary> public void RunUpdate() { GetComponent<Combobox>().ListView.DataSource = GetComponent<Autocomplete>().DataSource.ToObservableList(); Destroy(this); } } }
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namespace UIWidgets.Examples { using System.Collections.Generic; using UIWidgets; /// <summary> /// KeyValueCombobox. /// </summary> public class KeyValueCombobox : ComboboxCustom<KeyValueListView, KeyValueListViewItem, KeyValuePair<string, string>> { } }
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namespace UIWidgets.Examples.Inventory { /// <summary> /// Item drag data. /// </summary> public struct ItemDragData { /// <summary> /// Item. /// </summary> public readonly Item Item; /// <summary> /// Inventory index. /// </summary> public readonly int InventoryIndex; /// <summary> /// Slot index. /// </summary> public readonly int SlotIndex; /// <summary> /// Empty instance. /// </summary> public static ItemDragData Empty { get { return new ItemDragData(null, -1, -1); } } private ItemDragData(Item item, int inventoryIndex, int slotIndex) { Item = item; InventoryIndex = inventoryIndex; SlotIndex = slotIndex; } /// <summary> /// Create inventory item drag data instance. /// </summary> /// <param name="item">Item.</param> /// <param name="inventoryIndex">Inventory index.</param> /// <returns>Drag data.</returns> public static ItemDragData Inventory(Item item, int inventoryIndex) { return new ItemDragData(item, inventoryIndex, -1); } /// <summary> /// Create slot item drag data instance. /// </summary> /// <param name="item">Item.</param> /// <param name="slotIndex">Slot index.</param> /// <returns>Drag data.</returns> public static ItemDragData Slot(Item item, int slotIndex) { return new ItemDragData(item, -1, slotIndex); } /// <summary> /// Is instance and target have the same position. /// </summary> /// <param name="target">Target.</param> /// <returns>true if instance and target have the same position; otherwise false.</returns> public bool SamePosition(ItemDragData target) { if ((InventoryIndex > -1) && (target.InventoryIndex > -1)) { return InventoryIndex == target.InventoryIndex; } if ((SlotIndex > -1) && (target.SlotIndex > -1)) { return SlotIndex == target.SlotIndex; } return false; } } }
jynew/jyx2/Assets/Plugins/New UI Widgets.Editor/Examples/Inventory/ItemDragData.cs/0
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namespace UIWidgets.Examples { using System; using UIWidgets; using UnityEngine; using UnityEngine.UI; /// <summary> /// ChatView test script. /// </summary> public class ChatViewTest : MonoBehaviour, IUpgradeable { /// <summary> /// ChatView. /// </summary> [SerializeField] public ChatView Chat; /// <summary> /// The message. /// </summary> [SerializeField] [HideInInspector] [Obsolete("Replaced with MessageAdapter.")] public InputField Message; /// <summary> /// The name of the user. /// </summary> [SerializeField] [HideInInspector] [Obsolete("Replaced with MessageAdapter.")] public InputField UserName; /// <summary> /// The message. /// </summary> [SerializeField] public InputFieldAdapter MessageAdapter; /// <summary> /// The name of the user. /// </summary> [SerializeField] public InputFieldAdapter UserNameAdapter; /// <summary> /// The message type. /// </summary> [SerializeField] public Switch Type; /// <summary> /// Attach audio? /// </summary> [SerializeField] public Switch AttachAudio; /// <summary> /// Attach image? /// </summary> [SerializeField] public Switch AttachImage; /// <summary> /// Attached image. /// </summary> [SerializeField] public Sprite TestImage; /// <summary> /// Attached audio. /// </summary> [SerializeField] public AudioClip TestAudio; /// <summary> /// Sends the message. /// </summary> public void SendMessage() { if (string.IsNullOrEmpty(UserNameAdapter.text.Trim())) { return; } if (string.IsNullOrEmpty(MessageAdapter.text.Trim()) && !AttachImage.IsOn && !AttachAudio.IsOn) { return; } // add new message to chat var line = new ChatLine() { UserName = UserNameAdapter.text, Message = MessageAdapter.text, Time = DateTime.Now, Type = Type.IsOn ? ChatLineType.Outgoing : ChatLineType.Incoming, }; if (AttachImage.IsOn) { line.Image = TestImage; } if (AttachAudio.IsOn) { line.Audio = TestAudio; } Chat.DataSource.Add(line); MessageAdapter.text = string.Empty; // scroll to end Chat.ScrollRect.verticalNormalizedPosition = 0f; } /// <summary> /// Add messages to chat. /// </summary> public void Test() { var now = DateTime.Now; var lines = new ObservableList<ChatLine>() { new ChatLine() { UserName = "Test", Message = "line 1", Time = now, Type = ChatLineType.Incoming, Image = TestImage, }, new ChatLine() { UserName = "Test", Message = "line 1\nline2", Time = now, Type = ChatLineType.Incoming, Audio = TestAudio, }, new ChatLine() { UserName = "Test", Message = "line 1\nline2\nline3", Time = now, Type = ChatLineType.Incoming, }, new ChatLine() { UserName = "Test", Message = "line 1\nline2", Time = now, Type = ChatLineType.Incoming, }, new ChatLine() { UserName = "Test", Message = "line 1\nline2", Time = now, Type = ChatLineType.Outgoing, }, new ChatLine() { UserName = "Test", Message = "line 1\nline2", Time = now, Type = ChatLineType.Outgoing, Audio = TestAudio, }, new ChatLine() { UserName = "Test", Message = "line 1\nline2", Time = now, Type = ChatLineType.Incoming, }, new ChatLine() { UserName = "Test", Message = "line 1\nline2", Time = now, Type = ChatLineType.Outgoing, Image = TestImage, }, new ChatLine() { UserName = "Test", Message = "line 1\nline2\nline3", Time = now, Type = ChatLineType.Incoming, }, new ChatLine() { UserName = "Test", Message = "line 1\nline2\nline3\nline4", Time = now, Type = ChatLineType.Incoming, Image = TestImage, Audio = TestAudio, }, }; Chat.DataSource = lines; Chat.ScrollRect.verticalNormalizedPosition = 0f; } /// <summary> /// Upgrade this instance. /// </summary> public virtual void Upgrade() { #pragma warning disable 0612, 0618 Utilities.GetOrAddComponent(UserName, ref UserNameAdapter); Utilities.GetOrAddComponent(Message, ref MessageAdapter); #pragma warning restore 0612, 0618 } #if UNITY_EDITOR /// <summary> /// Validate this instance. /// </summary> protected virtual void OnValidate() { Compatibility.Upgrade(this); } #endif } }
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namespace UIWidgets.Examples { using UnityEngine; /// <summary> /// Horizontal selector. /// </summary> public class HorizontalSelector : MonoBehaviour { /// <summary> /// ListView. /// </summary> [SerializeField] public ListViewIcons ListView; /// <summary> /// Paginator. /// </summary> [SerializeField] public ListViewPaginator Paginator; /// <summary> /// Start this instance. /// </summary> [System.Diagnostics.CodeAnalysis.SuppressMessage("Performance", "HAA0603:Delegate allocation from a method group", Justification = "Required")] protected void Start() { ListView.MultipleSelect = false; ListView.Select(0); Paginator.OnPageSelect.AddListener(ListView.Select); } /// <summary> /// Process destroy event. /// </summary> [System.Diagnostics.CodeAnalysis.SuppressMessage("Performance", "HAA0603:Delegate allocation from a method group", Justification = "Required")] protected void OnDestroy() { Paginator.OnPageSelect.RemoveListener(ListView.Select); } } }
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namespace UIWidgets.Examples { using System; /// <summary> /// Test enum with obsolete values. /// </summary> public enum TestEnumObsolete { /// <summary> /// Value1. /// </summary> Value1 = 0, /// <summary> /// Value2. /// </summary> Value2 = 1, /// <summary> /// Value3. /// </summary> [Obsolete("Deprecated value.")] Value3 = 2, /// <summary> /// Value4. /// </summary> Value4 = 3, } }
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namespace UIWidgets.Examples { using System; using UnityEngine; /// <summary> /// ListViewImages item. /// </summary> [Serializable] public class ListViewImagesItem { /// <summary> /// URL. /// </summary> [SerializeField] public string Url; [SerializeField] Texture2D texture; /// <summary> /// Texture. /// </summary> public Texture2D Texture { get { return texture; } set { texture = value; sprite = null; } } [NonSerialized] Sprite sprite; /// <summary> /// Sprite. /// </summary> public Sprite Sprite { get { if ((sprite == null) && (Texture != null)) { sprite = Sprite.Create(Texture, new Rect(0, 0, Texture.width, Texture.height), new Vector2(0.5f, 0.5f)); } return sprite; } } } }
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namespace UIWidgets.Examples { using UIWidgets; using UIWidgets.Styles; using UnityEngine; /// <summary> /// Nested ListView component. /// </summary> public class NestedListViewComponent : ListViewItem, IViewData<NestedListViewItem> { GameObject[] objectsToResize; /// <summary> /// Gets the objects to resize. /// </summary> /// <value>The objects to resize.</value> public GameObject[] ObjectsToResize { get { if (objectsToResize == null) { objectsToResize = (TextAdapter == null) ? new GameObject[] { ListView.transform.parent.gameObject } : new GameObject[] { ListView.transform.parent.gameObject, TextAdapter.gameObject, }; } return objectsToResize; } } /// <summary> /// TextAdapter. /// </summary> [SerializeField] public TextAdapter TextAdapter; /// <summary> /// ListView. /// </summary> [SerializeField] public ListViewIcons ListView; /// <summary> /// Gets the current item. /// </summary> public NestedListViewItem Item { get; protected set; } /// <summary> /// Sets component data with specified item. /// </summary> /// <param name="item">Item.</param> public virtual void SetData(NestedListViewItem item) { Item = item; if (Item == null) { if (ListView != null) { ListView.DataSource = new ObservableList<ListViewIconsItemDescription>(); } if (TextAdapter != null) { TextAdapter.text = string.Empty; } } else { if (ListView != null) { ListView.DataSource = item.Items; } if (TextAdapter != null) { TextAdapter.text = Item.Name; } } } /// <inheritdoc/> public override void SetStyle(StyleImage styleBackground, StyleText styleText, Style style) { base.SetStyle(styleBackground, styleText, style); if (ListView != null) { ListView.SetStyle(style); } } } }
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namespace UIWidgets.Examples.Tasks { using UIWidgets; /// <summary> /// Task Autocomplete. /// </summary> public class TaskAutocomplete : AutocompleteCustom<Task, TaskComponent, TaskView> { /// <summary> /// Check if task name starts with input string. /// </summary> /// <param name="value">Task.</param> /// <returns>true if task name starts with input string; otherwise, false.</returns> public override bool Startswith(Task value) { return UtilitiesCompare.StartsWith(value.Name, Query, CaseSensitive); } /// <summary> /// Check if task name contains input string. /// </summary> /// <param name="value">Task.</param> /// <returns>true if task name contains input string; otherwise, false.</returns> public override bool Contains(Task value) { return UtilitiesCompare.Contains(value.Name, Query, CaseSensitive); } /// <summary> /// Convert task to string to display in InputField. /// </summary> /// <param name="value">Task.</param> /// <returns>String to display in InputField.</returns> protected override string GetStringValue(Task value) { return value.Name; } } }
jynew/jyx2/Assets/Plugins/New UI Widgets.Editor/Examples/ListView/TasksView/TaskAutocomplete.cs/0
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namespace UIWidgets.Examples { #if NETFX_CORE using System.Threading.Tasks; #else using System.Threading; #endif using UIWidgets; using UnityEngine; /// <summary> /// Test ListViewIcons with threads. /// </summary> public class TestListViewIconsThread : MonoBehaviour { /// <summary> /// ListViewIcons. /// </summary> [SerializeField] protected ListViewIcons ListView; /// <summary> /// Test adding items from other thread. /// </summary> public void TestAdd() { #if NETFX_CORE var t = Task.Run(() => AddInForeground()); #else var th = new Thread(AddInForeground); th.Start(); #endif } /// <summary> /// Test setting new items list from other thread. /// </summary> public void TestSet() { #if NETFX_CORE var t = Task.Run(() => SetInForeground()); #else var th = new Thread(SetInForeground); th.Start(); #endif } /// <summary> /// Select and scroll to specified index. /// </summary> /// <param name="i">Index.</param> public void Scroll(int i) { ListView.Select(i); ListView.ScrollTo(i); } void AddInForeground() { var items = ListView.DataSource; items.BeginUpdate(); items.Add(new ListViewIconsItemDescription() { Name = "Added from thread 1" }); items.Add(new ListViewIconsItemDescription() { Name = "Added from thread 2" }); items.Add(new ListViewIconsItemDescription() { Name = "Added from thread 3" }); items.EndUpdate(); } void SetInForeground() { var items = new ObservableList<ListViewIconsItemDescription> { new ListViewIconsItemDescription() { Name = "Added from thread 1" }, new ListViewIconsItemDescription() { Name = "Added from thread 2" }, new ListViewIconsItemDescription() { Name = "Added from thread 3" }, new ListViewIconsItemDescription() { Name = "Added from thread 4" }, new ListViewIconsItemDescription() { Name = "Added from thread 5" }, new ListViewIconsItemDescription() { Name = "Added from thread 6" }, }; ListView.DataSource = items; } } }
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namespace UIWidgets.Examples { using System; using UnityEngine.Events; /// <summary> /// TimeRangeSlider event. /// </summary> [Serializable] public class TimeRangeSliderEvent : UnityEvent<DateTime, DateTime> { } }
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