This commit is contained in:
yzx 2024-01-22 15:02:37 +08:00
parent e73a345901
commit d197b8baab
241 changed files with 21787 additions and 468 deletions

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<?xml version="1.0"?>
<doc>
<assembly>
<name>DOTween46</name>
</assembly>
<members>
<member name="T:DG.Tweening.DOTweenUtils46">
<summary>
Various utils that require Unity 4.6 or later
</summary>
</member>
<member name="M:DG.Tweening.DOTweenUtils46.SwitchToRectTransform(UnityEngine.RectTransform,UnityEngine.RectTransform)">
<summary>
Converts the anchoredPosition of the first RectTransform to the second RectTransform,
taking into consideration offset, anchors and pivot, and returns the new anchoredPosition
</summary>
</member>
<member name="T:DG.Tweening.ShortcutExtensions46">
<summary>
Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
These, as all DOTween46 methods, require Unity 4.6 or later.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions46.DOFade(UnityEngine.CanvasGroup,System.Single,System.Single)">
<summary>Tweens a CanvasGroup's alpha color to the given value.
Also stores the canvasGroup 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.ShortcutExtensions46.DOColor(UnityEngine.UI.Graphic,UnityEngine.Color,System.Single)">
<summary>Tweens an Graphic's color to the given value.
Also stores the image 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.ShortcutExtensions46.DOFade(UnityEngine.UI.Graphic,System.Single,System.Single)">
<summary>Tweens an Graphic's alpha color to the given value.
Also stores the image 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.ShortcutExtensions46.DOColor(UnityEngine.UI.Image,UnityEngine.Color,System.Single)">
<summary>Tweens an Image's color to the given value.
Also stores the image 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.ShortcutExtensions46.DOFade(UnityEngine.UI.Image,System.Single,System.Single)">
<summary>Tweens an Image's alpha color to the given value.
Also stores the image 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.ShortcutExtensions46.DOFillAmount(UnityEngine.UI.Image,System.Single,System.Single)">
<summary>Tweens an Image's fillAmount to the given value.
Also stores the image as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions46.DOGradientColor(UnityEngine.UI.Image,UnityEngine.Gradient,System.Single)">
<summary>Tweens an Image's colors using the given gradient
(NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
Also stores the image as the tween's target so it can be used for filtered operations</summary>
<param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions46.DOFlexibleSize(UnityEngine.UI.LayoutElement,UnityEngine.Vector2,System.Single,System.Boolean)">
<summary>Tweens an LayoutElement's flexibleWidth/Height to the given value.
Also stores the LayoutElement 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.ShortcutExtensions46.DOMinSize(UnityEngine.UI.LayoutElement,UnityEngine.Vector2,System.Single,System.Boolean)">
<summary>Tweens an LayoutElement's minWidth/Height to the given value.
Also stores the LayoutElement 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.ShortcutExtensions46.DOPreferredSize(UnityEngine.UI.LayoutElement,UnityEngine.Vector2,System.Single,System.Boolean)">
<summary>Tweens an LayoutElement's preferredWidth/Height to the given value.
Also stores the LayoutElement 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.ShortcutExtensions46.DOColor(UnityEngine.UI.Outline,UnityEngine.Color,System.Single)">
<summary>Tweens a Outline's effectColor to the given value.
Also stores the Outline 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.ShortcutExtensions46.DOFade(UnityEngine.UI.Outline,System.Single,System.Single)">
<summary>Tweens a Outline's effectColor alpha to the given value.
Also stores the Outline 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.ShortcutExtensions46.DOScale(UnityEngine.UI.Outline,UnityEngine.Vector2,System.Single)">
<summary>Tweens a Outline's effectDistance to the given value.
Also stores the Outline 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.ShortcutExtensions46.DOAnchorPos(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Boolean)">
<summary>Tweens a RectTransform's anchoredPosition to the given value.
Also stores the RectTransform 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.ShortcutExtensions46.DOAnchorPosX(UnityEngine.RectTransform,System.Single,System.Single,System.Boolean)">
<summary>Tweens a RectTransform's anchoredPosition X to the given value.
Also stores the RectTransform 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.ShortcutExtensions46.DOAnchorPosY(UnityEngine.RectTransform,System.Single,System.Single,System.Boolean)">
<summary>Tweens a RectTransform's anchoredPosition Y to the given value.
Also stores the RectTransform 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.ShortcutExtensions46.DOAnchorPos3D(UnityEngine.RectTransform,UnityEngine.Vector3,System.Single,System.Boolean)">
<summary>Tweens a RectTransform's anchoredPosition3D to the given value.
Also stores the RectTransform 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.ShortcutExtensions46.DOAnchorMax(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Boolean)">
<summary>Tweens a RectTransform's anchorMax to the given value.
Also stores the RectTransform 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.ShortcutExtensions46.DOAnchorMin(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Boolean)">
<summary>Tweens a RectTransform's anchorMin to the given value.
Also stores the RectTransform 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.ShortcutExtensions46.DOPivot(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single)">
<summary>Tweens a RectTransform's pivot to the given value.
Also stores the RectTransform 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.ShortcutExtensions46.DOPivotX(UnityEngine.RectTransform,System.Single,System.Single)">
<summary>Tweens a RectTransform's pivot X to the given value.
Also stores the RectTransform 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.ShortcutExtensions46.DOPivotY(UnityEngine.RectTransform,System.Single,System.Single)">
<summary>Tweens a RectTransform's pivot Y to the given value.
Also stores the RectTransform 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.ShortcutExtensions46.DOSizeDelta(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Boolean)">
<summary>Tweens a RectTransform's sizeDelta to the given value.
Also stores the RectTransform 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.ShortcutExtensions46.DOPunchAnchorPos(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one
as if it was connected to the starting position via an elastic.
Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
<param name="punch">The direction and strength of the punch (added to the RectTransform'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.ShortcutExtensions46.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean)">
<summary>Shakes a RectTransform's anchoredPosition with the given values.
Also stores the RectTransform 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="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.ShortcutExtensions46.DOShakeAnchorPos(UnityEngine.RectTransform,System.Single,UnityEngine.Vector2,System.Int32,System.Single,System.Boolean,System.Boolean)">
<summary>Shakes a RectTransform's anchoredPosition with the given values.
Also stores the RectTransform 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="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.ShortcutExtensions46.DOJumpAnchorPos(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.
Returns a Sequence instead of a Tweener.
Also stores the RectTransform 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.ShortcutExtensions46.DONormalizedPos(UnityEngine.UI.ScrollRect,UnityEngine.Vector2,System.Single,System.Boolean)">
<summary>Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value.
Also stores the ScrollRect 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.ShortcutExtensions46.DOHorizontalNormalizedPos(UnityEngine.UI.ScrollRect,System.Single,System.Single,System.Boolean)">
<summary>Tweens a ScrollRect's horizontalNormalizedPosition to the given value.
Also stores the ScrollRect 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.ShortcutExtensions46.DOVerticalNormalizedPos(UnityEngine.UI.ScrollRect,System.Single,System.Single,System.Boolean)">
<summary>Tweens a ScrollRect's verticalNormalizedPosition to the given value.
Also stores the ScrollRect 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.ShortcutExtensions46.DOValue(UnityEngine.UI.Slider,System.Single,System.Single,System.Boolean)">
<summary>Tweens a Slider's value to the given value.
Also stores the Slider 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.ShortcutExtensions46.DOColor(UnityEngine.UI.Text,UnityEngine.Color,System.Single)">
<summary>Tweens a Text's color to the given value.
Also stores the Text 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.ShortcutExtensions46.DOFade(UnityEngine.UI.Text,System.Single,System.Single)">
<summary>Tweens a Text's alpha color to the given value.
Also stores the Text 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.ShortcutExtensions46.DOText(UnityEngine.UI.Text,System.String,System.Single,System.Boolean,DG.Tweening.ScrambleMode,System.String)">
<summary>Tweens a Text's text to the given value.
Also stores the Text as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>
<param name="richTextEnabled">If TRUE (default), 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 mode 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 (default) to use default ones</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions46.DOBlendableColor(UnityEngine.UI.Graphic,UnityEngine.Color,System.Single)">
<summary>Tweens a Graphic'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 Graphic 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.ShortcutExtensions46.DOBlendableColor(UnityEngine.UI.Image,UnityEngine.Color,System.Single)">
<summary>Tweens a Image'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 Image 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.ShortcutExtensions46.DOBlendableColor(UnityEngine.UI.Text,UnityEngine.Color,System.Single)">
<summary>Tweens a Text's color BY 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 Text 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>
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<assembly>
<name>DOTween50</name>
</assembly>
<members>
<member name="T:DG.Tweening.ShortcutExtensions50">
<summary>
Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
These, as all DOTween50 methods, require Unity 5.0 or later.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOSetFloat(UnityEngine.Audio.AudioMixer,System.String,System.Single,System.Single)">
<summary>Tweens an AudioMixer's exposed float to the given value.
Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.</summary>
<param name="floatName">Name given to the exposed float to set</param>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOComplete(UnityEngine.Audio.AudioMixer,System.Boolean)">
<summary>
Completes all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens completed
(meaning the tweens that don't have infinite loops and were not already complete)
</summary>
<param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
otherwise they will be ignored</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOKill(UnityEngine.Audio.AudioMixer,System.Boolean)">
<summary>
Kills all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens killed.
</summary>
<param name="complete">If TRUE completes the tween before killing it</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOFlip(UnityEngine.Audio.AudioMixer)">
<summary>
Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens flipped.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOGoto(UnityEngine.Audio.AudioMixer,System.Single,System.Boolean)">
<summary>
Sends to the given position all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens involved.
</summary>
<param name="to">Time position to reach
(if higher than the whole tween duration the tween will simply reach its end)</param>
<param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOPause(UnityEngine.Audio.AudioMixer)">
<summary>
Pauses all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens paused.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOPlay(UnityEngine.Audio.AudioMixer)">
<summary>
Plays all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens played.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOPlayBackwards(UnityEngine.Audio.AudioMixer)">
<summary>
Plays backwards all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens played.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOPlayForward(UnityEngine.Audio.AudioMixer)">
<summary>
Plays forward all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens played.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DORestart(UnityEngine.Audio.AudioMixer)">
<summary>
Restarts all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens restarted.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DORewind(UnityEngine.Audio.AudioMixer)">
<summary>
Rewinds all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOSmoothRewind(UnityEngine.Audio.AudioMixer)">
<summary>
Smoothly rewinds all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens rewinded.
</summary>
</member>
<member name="M:DG.Tweening.ShortcutExtensions50.DOTogglePause(UnityEngine.Audio.AudioMixer)">
<summary>
Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
(meaning tweens that were started from this target, or that had this target added as an Id)
and returns the total number of tweens involved.
</summary>
</member>
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<doc>
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<name>DOTweenEditor</name>
</assembly>
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<summary>
Checks that the given editor texture use the correct import settings,
and applies them if they're incorrect.
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<member name="M:DG.DOTweenEditor.Core.EditorUtils.DOTweenSetupRequired">
<summary>
Returns TRUE if addons setup is required.
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<summary>
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<summary>
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<member name="M:DG.DOTweenEditor.Core.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
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Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
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Otherwise, either returns NULL or automatically creates it before loading and returning it
(depending on the given parameters).
</summary>
<typeparam name="T">Asset type</typeparam>
<param name="adbFilePath">File path (relative to Unity's project folder)</param>
<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
</member>
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<summary>
Full path for the given loaded assembly, assembly file included
</summary>
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<member name="T:DG.DOTweenEditor.DOTweenSetupMenuItem">
<summary>
Not used as menu item anymore, but as a utiity function
</summary>
</member>
<member name="M:DG.DOTweenEditor.DOTweenSetupMenuItem.Setup(System.Boolean)">
<summary>
Setups DOTween
</summary>
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</member>
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DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant
// GET STARTED //////////////////////////////////////////////
- After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version.
- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
- You're ready to tween. Check out the links below for full documentation and license info.
// LINKS ///////////////////////////////////////////////////////
DOTween website (documentation, examples, etc): http://dotween.demigiant.com
DOTween license: http://dotween.demigiant.com/license.php
DOTween repository (Google Code): https://code.google.com/p/dotween/
// NOTES //////////////////////////////////////////////////////
- DOTween's Utility Panel can be found under "Tools > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2015/03/12 15:55
using System;
using System.Collections.Generic;
using DG.Tweening.Core;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
#if DOTWEEN_TMP
using TMPro;
#endif
#pragma warning disable 1591
namespace DG.Tweening
{
/// <summary>
/// Attach this to a GameObject to create a tween
/// </summary>
[AddComponentMenu("DOTween/DOTween Animation")]
public class DOTweenAnimation : ABSAnimationComponent
{
public float delay;
public float duration = 1;
public Ease easeType = Ease.OutQuad;
public AnimationCurve easeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1));
public LoopType loopType = LoopType.Restart;
public int loops = 1;
public string id = "";
public bool isRelative;
public bool isFrom;
public bool isIndependentUpdate = false;
public bool autoKill = true;
public bool isActive = true;
public bool isValid;
public Component target;
public DOTweenAnimationType animationType;
public TargetType targetType;
public TargetType forcedTargetType; // Used when choosing between multiple targets
public bool autoPlay = true;
public bool useTargetAsV3;
public float endValueFloat;
public Vector3 endValueV3;
public Vector2 endValueV2;
public Color endValueColor = new Color(1, 1, 1, 1);
public string endValueString = "";
public Rect endValueRect = new Rect(0, 0, 0, 0);
public Transform endValueTransform;
public bool optionalBool0;
public float optionalFloat0;
public int optionalInt0;
public RotateMode optionalRotationMode = RotateMode.Fast;
public ScrambleMode optionalScrambleMode = ScrambleMode.None;
public string optionalString;
bool _tweenCreated; // TRUE after the tweens have been created
int _playCount = -1; // Used when calling DOPlayNext
#region Unity Methods
void Awake()
{
if (!isActive || !isValid) return;
if (animationType != DOTweenAnimationType.Move || !useTargetAsV3) {
// Don't create tweens if we're using a RectTransform as a Move target,
// because that will work only inside Start
CreateTween();
_tweenCreated = true;
}
}
void Start()
{
if (_tweenCreated || !isActive || !isValid) return;
CreateTween();
_tweenCreated = true;
}
void OnDestroy()
{
if (tween != null && tween.IsActive()) tween.Kill();
tween = null;
}
// Used also by DOTweenAnimationInspector when applying runtime changes and restarting
public void CreateTween()
{
if (target == null) {
Debug.LogWarning(string.Format("{0} :: This tween's target is NULL, because the animation was created with a DOTween Pro version older than 0.9.255. To fix this, exit Play mode then simply select this object, and it will update automatically", this.gameObject.name), this.gameObject);
return;
}
if (forcedTargetType != TargetType.Unset) targetType = forcedTargetType;
if (targetType == TargetType.Unset) {
// Legacy DOTweenAnimation (made with a version older than 0.9.450) without stored targetType > assign it now
targetType = TypeToDOTargetType(target.GetType());
}
switch (animationType) {
case DOTweenAnimationType.None:
break;
case DOTweenAnimationType.Move:
if (useTargetAsV3) {
isRelative = false;
if (endValueTransform == null) {
Debug.LogWarning(string.Format("{0} :: This tween's TO target is NULL, a Vector3 of (0,0,0) will be used instead", this.gameObject.name), this.gameObject);
endValueV3 = Vector3.zero;
} else {
if (targetType == TargetType.RectTransform) {
RectTransform endValueT = endValueTransform as RectTransform;
if (endValueT == null) {
Debug.LogWarning(string.Format("{0} :: This tween's TO target should be a RectTransform, a Vector3 of (0,0,0) will be used instead", this.gameObject.name), this.gameObject);
endValueV3 = Vector3.zero;
} else {
RectTransform rTarget = target as RectTransform;
if (rTarget == null) {
Debug.LogWarning(string.Format("{0} :: This tween's target and TO target are not of the same type. Please reassign the values", this.gameObject.name), this.gameObject);
} else {
// Problem: doesn't work inside Awake (ararargh!)
endValueV3 = DOTweenUtils46.SwitchToRectTransform(endValueT, rTarget);
}
}
} else endValueV3 = endValueTransform.position;
}
}
switch (targetType) {
case TargetType.RectTransform:
tween = ((RectTransform)target).DOAnchorPos3D(endValueV3, duration, optionalBool0);
break;
case TargetType.Transform:
tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0);
break;
case TargetType.Rigidbody2D:
tween = ((Rigidbody2D)target).DOMove(endValueV3, duration, optionalBool0);
break;
case TargetType.Rigidbody:
tween = ((Rigidbody)target).DOMove(endValueV3, duration, optionalBool0);
break;
}
break;
case DOTweenAnimationType.LocalMove:
tween = transform.DOLocalMove(endValueV3, duration, optionalBool0);
break;
case DOTweenAnimationType.Rotate:
switch (targetType) {
case TargetType.Transform:
tween = ((Transform)target).DORotate(endValueV3, duration, optionalRotationMode);
break;
case TargetType.Rigidbody2D:
tween = ((Rigidbody2D)target).DORotate(endValueFloat, duration);
break;
case TargetType.Rigidbody:
tween = ((Rigidbody)target).DORotate(endValueV3, duration, optionalRotationMode);
break;
}
break;
case DOTweenAnimationType.LocalRotate:
tween = transform.DOLocalRotate(endValueV3, duration, optionalRotationMode);
break;
case DOTweenAnimationType.Scale:
switch (targetType) {
#if DOTWEEN_TK2D
case TargetType.tk2dTextMesh:
tween = ((tk2dTextMesh)target).DOScale(optionalBool0 ? new Vector3(endValueFloat, endValueFloat, endValueFloat) : endValueV3, duration);
break;
case TargetType.tk2dBaseSprite:
tween = ((tk2dBaseSprite)target).DOScale(optionalBool0 ? new Vector3(endValueFloat, endValueFloat, endValueFloat) : endValueV3, duration);
break;
#endif
default:
tween = transform.DOScale(optionalBool0 ? new Vector3(endValueFloat, endValueFloat, endValueFloat) : endValueV3, duration);
break;
}
break;
case DOTweenAnimationType.UIWidthHeight:
tween = ((RectTransform)target).DOSizeDelta(optionalBool0 ? new Vector2(endValueFloat, endValueFloat) : endValueV2, duration);
break;
case DOTweenAnimationType.Color:
isRelative = false;
switch (targetType) {
case TargetType.SpriteRenderer:
tween = ((SpriteRenderer)target).DOColor(endValueColor, duration);
break;
case TargetType.Renderer:
tween = ((Renderer)target).material.DOColor(endValueColor, duration);
break;
case TargetType.Image:
tween = ((Image)target).DOColor(endValueColor, duration);
break;
case TargetType.Text:
tween = ((Text)target).DOColor(endValueColor, duration);
break;
case TargetType.Light:
tween = ((Light)target).DOColor(endValueColor, duration);
break;
#if DOTWEEN_TK2D
case TargetType.tk2dTextMesh:
tween = ((tk2dTextMesh)target).DOColor(endValueColor, duration);
break;
case TargetType.tk2dBaseSprite:
tween = ((tk2dBaseSprite)target).DOColor(endValueColor, duration);
break;
#endif
#if DOTWEEN_TMP
case TargetType.TextMeshProUGUI:
tween = ((TextMeshProUGUI)target).DOColor(endValueColor, duration);
break;
case TargetType.TextMeshPro:
tween = ((TextMeshPro)target).DOColor(endValueColor, duration);
break;
#endif
}
break;
case DOTweenAnimationType.Fade:
isRelative = false;
switch (targetType) {
case TargetType.SpriteRenderer:
tween = ((SpriteRenderer)target).DOFade(endValueFloat, duration);
break;
case TargetType.Renderer:
tween = ((Renderer)target).material.DOFade(endValueFloat, duration);
break;
case TargetType.Image:
tween = ((Image)target).DOFade(endValueFloat, duration);
break;
case TargetType.Text:
tween = ((Text)target).DOFade(endValueFloat, duration);
break;
case TargetType.Light:
tween = ((Light)target).DOIntensity(endValueFloat, duration);
break;
case TargetType.CanvasGroup:
tween = ((CanvasGroup)target).DOFade(endValueFloat, duration);
break;
#if DOTWEEN_TK2D
case TargetType.tk2dTextMesh:
tween = ((tk2dTextMesh)target).DOFade(endValueFloat, duration);
break;
case TargetType.tk2dBaseSprite:
tween = ((tk2dBaseSprite)target).DOFade(endValueFloat, duration);
break;
#endif
#if DOTWEEN_TMP
case TargetType.TextMeshProUGUI:
tween = ((TextMeshProUGUI)target).DOFade(endValueFloat, duration);
break;
case TargetType.TextMeshPro:
tween = ((TextMeshPro)target).DOFade(endValueFloat, duration);
break;
#endif
}
break;
case DOTweenAnimationType.Text:
switch (targetType) {
case TargetType.Text:
tween = ((Text)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
break;
#if DOTWEEN_TK2D
case TargetType.tk2dTextMesh:
tween = ((tk2dTextMesh)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
break;
#endif
#if DOTWEEN_TMP
case TargetType.TextMeshProUGUI:
tween = ((TextMeshProUGUI)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
break;
case TargetType.TextMeshPro:
tween = ((TextMeshPro)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
break;
#endif
}
break;
case DOTweenAnimationType.PunchPosition:
switch (targetType) {
case TargetType.RectTransform:
tween = ((RectTransform)target).DOPunchAnchorPos(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0);
break;
case TargetType.Transform:
tween = ((Transform)target).DOPunchPosition(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0);
break;
}
break;
case DOTweenAnimationType.PunchScale:
tween = transform.DOPunchScale(endValueV3, duration, optionalInt0, optionalFloat0);
break;
case DOTweenAnimationType.PunchRotation:
tween = transform.DOPunchRotation(endValueV3, duration, optionalInt0, optionalFloat0);
break;
case DOTweenAnimationType.ShakePosition:
switch (targetType) {
case TargetType.RectTransform:
tween = ((RectTransform)target).DOShakeAnchorPos(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0);
break;
case TargetType.Transform:
tween = ((Transform)target).DOShakePosition(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0);
break;
}
break;
case DOTweenAnimationType.ShakeScale:
tween = transform.DOShakeScale(duration, endValueV3, optionalInt0, optionalFloat0);
break;
case DOTweenAnimationType.ShakeRotation:
tween = transform.DOShakeRotation(duration, endValueV3, optionalInt0, optionalFloat0);
break;
case DOTweenAnimationType.CameraAspect:
tween = ((Camera)target).DOAspect(endValueFloat, duration);
break;
case DOTweenAnimationType.CameraBackgroundColor:
tween = ((Camera)target).DOColor(endValueColor, duration);
break;
case DOTweenAnimationType.CameraFieldOfView:
tween = ((Camera)target).DOFieldOfView(endValueFloat, duration);
break;
case DOTweenAnimationType.CameraOrthoSize:
tween = ((Camera)target).DOOrthoSize(endValueFloat, duration);
break;
case DOTweenAnimationType.CameraPixelRect:
tween = ((Camera)target).DOPixelRect(endValueRect, duration);
break;
case DOTweenAnimationType.CameraRect:
tween = ((Camera)target).DORect(endValueRect, duration);
break;
}
if (tween == null) return;
if (isFrom) {
((Tweener)tween).From(isRelative);
} else {
tween.SetRelative(isRelative);
}
tween.SetTarget(this.gameObject).SetDelay(delay).SetLoops(loops, loopType).SetAutoKill(autoKill)
.OnKill(()=> tween = null);
if (isSpeedBased) tween.SetSpeedBased();
if (easeType == Ease.INTERNAL_Custom) tween.SetEase(easeCurve);
else tween.SetEase(easeType);
if (!string.IsNullOrEmpty(id)) tween.SetId(id);
tween.SetUpdate(isIndependentUpdate);
if (hasOnStart) {
if (onStart != null) tween.OnStart(onStart.Invoke);
} else onStart = null;
if (hasOnPlay) {
if (onPlay != null) tween.OnPlay(onPlay.Invoke);
} else onPlay = null;
if (hasOnUpdate) {
if (onUpdate != null) tween.OnUpdate(onUpdate.Invoke);
} else onUpdate = null;
if (hasOnStepComplete) {
if (onStepComplete != null) tween.OnStepComplete(onStepComplete.Invoke);
} else onStepComplete = null;
if (hasOnComplete) {
if (onComplete != null) tween.OnComplete(onComplete.Invoke);
} else onComplete = null;
if (hasOnRewind) {
if (onRewind != null) tween.OnRewind(onRewind.Invoke);
} else onRewind = null;
if (autoPlay) tween.Play();
else tween.Pause();
if (hasOnTweenCreated && onTweenCreated != null) onTweenCreated.Invoke();
}
#endregion
#region Public Methods
// These methods are here so they can be called directly via Unity's UGUI event system
public override void DOPlay()
{
DOTween.Play(this.gameObject);
}
public override void DOPlayBackwards()
{
DOTween.PlayBackwards(this.gameObject);
}
public override void DOPlayForward()
{
DOTween.PlayForward(this.gameObject);
}
public override void DOPause()
{
DOTween.Pause(this.gameObject);
}
public override void DOTogglePause()
{
DOTween.TogglePause(this.gameObject);
}
public override void DORewind()
{
_playCount = -1;
// Rewind using Components order (in case there are multiple animations on the same property)
DOTweenAnimation[] anims = this.gameObject.GetComponents<DOTweenAnimation>();
for (int i = anims.Length - 1; i > -1; --i) {
Tween t = anims[i].tween;
if (t != null && t.IsInitialized()) anims[i].tween.Rewind();
}
// DOTween.Rewind(this.gameObject);
}
/// <summary>
/// Restarts the tween
/// </summary>
/// <param name="fromHere">If TRUE, re-evaluates the tween's start and end values from its current position.
/// Set it to TRUE when spawning the same DOTweenAnimation in different positions (like when using a pooling system)</param>
public override void DORestart(bool fromHere = false)
{
_playCount = -1;
if (tween == null) {
if (Debugger.logPriority > 1) Debugger.LogNullTween(tween); return;
}
if (fromHere && isRelative) ReEvaluateRelativeTween();
DOTween.Restart(this.gameObject);
}
public override void DOComplete()
{
DOTween.Complete(this.gameObject);
}
public override void DOKill()
{
DOTween.Kill(this.gameObject);
tween = null;
}
#region Specifics
public void DOPlayById(string id)
{
DOTween.Play(this.gameObject, id);
}
public void DOPlayAllById(string id)
{
DOTween.Play(id);
}
public void DOPauseAllById(string id)
{
DOTween.Pause(id);
}
public void DOPlayBackwardsById(string id)
{
DOTween.PlayBackwards(this.gameObject, id);
}
public void DOPlayBackwardsAllById(string id)
{
DOTween.PlayBackwards(id);
}
public void DOPlayForwardById(string id)
{
DOTween.PlayForward(this.gameObject, id);
}
public void DOPlayForwardAllById(string id)
{
DOTween.PlayForward(id);
}
public void DOPlayNext()
{
DOTweenAnimation[] anims = this.GetComponents<DOTweenAnimation>();
while (_playCount < anims.Length - 1) {
_playCount++;
DOTweenAnimation anim = anims[_playCount];
if (anim != null && anim.tween != null && !anim.tween.IsPlaying() && !anim.tween.IsComplete()) {
anim.tween.Play();
break;
}
}
}
public void DORewindAndPlayNext()
{
_playCount = -1;
DOTween.Rewind(this.gameObject);
DOPlayNext();
}
public void DORestartById(string id)
{
_playCount = -1;
DOTween.Restart(this.gameObject, id);
}
public void DORestartAllById(string id)
{
_playCount = -1;
DOTween.Restart(id);
}
/// <summary>
/// Returns the tweens created by this DOTweenAnimation, in the same order as they appear in the Inspector (top to bottom)
/// </summary>
public List<Tween> GetTweens()
{
// return DOTween.TweensByTarget(this.gameObject);
List<Tween> result = new List<Tween>();
DOTweenAnimation[] anims = this.GetComponents<DOTweenAnimation>();
foreach (DOTweenAnimation anim in anims) result.Add(anim.tween);
return result;
}
#endregion
#region Internal Static Helpers (also used by Inspector)
public static TargetType TypeToDOTargetType(Type t)
{
string str = t.ToString();
int dotIndex = str.LastIndexOf(".");
if (dotIndex != -1) str = str.Substring(dotIndex + 1);
if (str.IndexOf("Renderer") != -1 && (str != "SpriteRenderer")) str = "Renderer";
return (TargetType)Enum.Parse(typeof(TargetType), str);
}
#endregion
#endregion
#region Private
// Re-evaluate relative position of path
void ReEvaluateRelativeTween()
{
if (animationType == DOTweenAnimationType.Move) {
((Tweener)tween).ChangeEndValue(transform.position + endValueV3, true);
} else if (animationType == DOTweenAnimationType.LocalMove) {
((Tweener)tween).ChangeEndValue(transform.localPosition + endValueV3, true);
}
}
#endregion
}
public static class DOTweenAnimationExtensions
{
// // Doesn't work on Win 8.1
// public static bool IsSameOrSubclassOf(this Type t, Type tBase)
// {
// return t.IsSubclassOf(tBase) || t == tBase;
// }
public static bool IsSameOrSubclassOf<T>(this Component t)
{
return t is T;
}
}
}

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<?xml version="1.0"?>
<doc>
<assembly>
<name>DOTweenPro</name>
</assembly>
<members>
<member name="M:DG.Tweening.Core.ABSAnimationComponent.DORestart(System.Boolean)">
<summary>
Restarts the tween
</summary>
<param name="fromHere">If TRUE, re-evaluates the tween's start and end values from its current position.
Set it to TRUE when spawning the same DOTweenPath in different positions (like when using a pooling system)</param>
</member>
<member name="T:DG.Tweening.DOTweenPath">
<summary>
Attach this to a GameObject to create and assign a path to it
</summary>
</member>
<member name="M:DG.Tweening.DOTweenPath.DORestart(System.Boolean)">
<summary>
Restarts the tween
</summary>
<param name="fromHere">If TRUE, re-evaluates the tween's start and end values from its current position.
Set it to TRUE when spawning the same DOTweenPath in different positions (like when using a pooling system)</param>
</member>
<member name="M:DG.Tweening.DOTweenPath.GetDrawPoints">
<summary>
Returns a list of points that are used to draw the path inside the editor.
</summary>
</member>
<member name="T:DG.Tweening.Plugins.SpiralPlugin">
<summary>
Tweens a Vector3 along a spiral.
EndValue represents the direction of the spiral
</summary>
</member>
<member name="T:DG.Tweening.ShortcutExtensionsPro">
<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.ShortcutExtensionsPro.DOSpiral(UnityEngine.Transform,System.Single,System.Nullable{UnityEngine.Vector3},DG.Tweening.SpiralMode,System.Single,System.Single,System.Single,System.Boolean)">
<summary>Tweens a Transform's localPosition in a spiral shape.
Also stores the transform 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="axis">The axis around which the spiral will rotate</param>
<param name="mode">The type of spiral movement</param>
<param name="speed">Speed of the rotations</param>
<param name="frequency">Frequency of the rotation. Lower values lead to wider spirals</param>
<param name="depth">Indicates how much the tween should move along the spiral's axis</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensionsPro.DOSpiral(UnityEngine.Rigidbody,System.Single,System.Nullable{UnityEngine.Vector3},DG.Tweening.SpiralMode,System.Single,System.Single,System.Single,System.Boolean)">
<summary>Tweens a Rigidbody's position in a spiral shape.
Also stores the transform 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="axis">The axis around which the spiral will rotate</param>
<param name="mode">The type of spiral movement</param>
<param name="speed">Speed of the rotations</param>
<param name="frequency">Frequency of the rotation. Lower values lead to wider spirals</param>
<param name="depth">Indicates how much the tween should move along the spiral's axis</param>
<param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
</member>
<member name="T:DG.Tweening.SpiralMode">
<summary>
Spiral tween mode
</summary>
</member>
<member name="F:DG.Tweening.SpiralMode.Expand">
<summary>The spiral motion will expand outwards for the whole the tween</summary>
</member>
<member name="F:DG.Tweening.SpiralMode.ExpandThenContract">
<summary>The spiral motion will expand outwards for half the tween and then will spiral back to the starting position</summary>
</member>
</members>
</doc>

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2015/03/12 16:03
using System;
using System.Collections.Generic;
using System.IO;
using DG.DemiEditor;
using DG.DOTweenEditor.Core;
using DG.Tweening;
using DG.Tweening.Core;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
#if DOTWEEN_TMP
using TMPro;
#endif
namespace DG.DOTweenEditor
{
[CustomEditor(typeof(DOTweenAnimation))]
public class DOTweenAnimationInspector : ABSAnimationInspector
{
enum FadeTargetType
{
CanvasGroup,
Image
}
enum ChooseTargetMode
{
None,
BetweenCanvasGroupAndImage
}
static readonly Dictionary<DOTweenAnimationType, Type[]> _AnimationTypeToComponent = new Dictionary<DOTweenAnimationType, Type[]>() {
{ DOTweenAnimationType.Move, new[] { typeof(Rigidbody), typeof(Rigidbody2D), typeof(RectTransform), typeof(Transform) } },
{ DOTweenAnimationType.LocalMove, new[] { typeof(Transform) } },
{ DOTweenAnimationType.Rotate, new[] { typeof(Rigidbody), typeof(Rigidbody2D), typeof(Transform) } },
{ DOTweenAnimationType.LocalRotate, new[] { typeof(Transform) } },
{ DOTweenAnimationType.Scale, new[] { typeof(Transform) } },
{ DOTweenAnimationType.Color, new[] { typeof(SpriteRenderer), typeof(Renderer), typeof(Image), typeof(Text), typeof(Light) } },
{ DOTweenAnimationType.Fade, new[] { typeof(SpriteRenderer), typeof(Renderer), typeof(Image), typeof(Text), typeof(CanvasGroup), typeof(Light) } },
{ DOTweenAnimationType.Text, new[] { typeof(Text) } },
{ DOTweenAnimationType.PunchPosition, new[] { typeof(RectTransform), typeof(Transform) } },
{ DOTweenAnimationType.PunchRotation, new[] { typeof(Transform) } },
{ DOTweenAnimationType.PunchScale, new[] { typeof(Transform) } },
{ DOTweenAnimationType.ShakePosition, new[] { typeof(RectTransform), typeof(Transform) } },
{ DOTweenAnimationType.ShakeRotation, new[] { typeof(Transform) } },
{ DOTweenAnimationType.ShakeScale, new[] { typeof(Transform) } },
{ DOTweenAnimationType.CameraAspect, new[] { typeof(Camera) } },
{ DOTweenAnimationType.CameraBackgroundColor, new[] { typeof(Camera) } },
{ DOTweenAnimationType.CameraFieldOfView, new[] { typeof(Camera) } },
{ DOTweenAnimationType.CameraOrthoSize, new[] { typeof(Camera) } },
{ DOTweenAnimationType.CameraPixelRect, new[] { typeof(Camera) } },
{ DOTweenAnimationType.CameraRect, new[] { typeof(Camera) } },
{ DOTweenAnimationType.UIWidthHeight, new[] { typeof(RectTransform) } },
};
#if DOTWEEN_TK2D
static readonly Dictionary<DOTweenAnimationType, Type[]> _Tk2dAnimationTypeToComponent = new Dictionary<DOTweenAnimationType, Type[]>() {
{ DOTweenAnimationType.Scale, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } },
{ DOTweenAnimationType.Color, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } },
{ DOTweenAnimationType.Fade, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } },
{ DOTweenAnimationType.Text, new[] { typeof(tk2dTextMesh) } }
};
#endif
#if DOTWEEN_TMP
static readonly Dictionary<DOTweenAnimationType, Type[]> _TMPAnimationTypeToComponent = new Dictionary<DOTweenAnimationType, Type[]>() {
{ DOTweenAnimationType.Color, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } },
{ DOTweenAnimationType.Fade, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } },
{ DOTweenAnimationType.Text, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } }
};
#endif
static readonly string[] _AnimationType = new[] {
"None",
"Move", "LocalMove",
"Rotate", "LocalRotate",
"Scale",
"Color", "Fade",
"Text",
"UIWidthHeight",
"Punch/Position", "Punch/Rotation", "Punch/Scale",
"Shake/Position", "Shake/Rotation", "Shake/Scale",
"Camera/Aspect", "Camera/BackgroundColor", "Camera/FieldOfView", "Camera/OrthoSize", "Camera/PixelRect", "Camera/Rect"
};
static string[] _animationTypeNoSlashes; // _AnimationType list without slashes in values
static string[] _datString; // String representation of DOTweenAnimation enum (here for caching reasons)
DOTweenAnimation _src;
bool _runtimeEditMode; // If TRUE allows to change and save stuff at runtime
int _totComponentsOnSrc; // Used to determine if a Component is added or removed from the source
bool _isLightSrc; // Used to determine if we're tweening a Light, to set the max Fade value to more than 1
ChooseTargetMode _chooseTargetMode = ChooseTargetMode.None;
#region MonoBehaviour Methods
void OnEnable()
{
_src = target as DOTweenAnimation;
onStartProperty = base.serializedObject.FindProperty("onStart");
onPlayProperty = base.serializedObject.FindProperty("onPlay");
onUpdateProperty = base.serializedObject.FindProperty("onUpdate");
onStepCompleteProperty = base.serializedObject.FindProperty("onStepComplete");
onCompleteProperty = base.serializedObject.FindProperty("onComplete");
onRewindProperty = base.serializedObject.FindProperty("onRewind");
onTweenCreatedProperty = base.serializedObject.FindProperty("onTweenCreated");
// Convert _AnimationType to _animationTypeNoSlashes
int len = _AnimationType.Length;
_animationTypeNoSlashes = new string[len];
for (int i = 0; i < len; ++i) {
string a = _AnimationType[i];
a = a.Replace("/", "");
_animationTypeNoSlashes[i] = a;
}
}
override public void OnInspectorGUI()
{
base.OnInspectorGUI();
GUILayout.Space(3);
EditorGUIUtils.SetGUIStyles();
bool playMode = Application.isPlaying;
_runtimeEditMode = _runtimeEditMode && playMode;
GUILayout.BeginHorizontal();
EditorGUIUtils.InspectorLogo();
GUILayout.Label(_src.animationType.ToString() + (string.IsNullOrEmpty(_src.id) ? "" : " [" + _src.id + "]"), EditorGUIUtils.sideLogoIconBoldLabelStyle);
// Up-down buttons
GUILayout.FlexibleSpace();
if (GUILayout.Button("▲", DeGUI.styles.button.toolIco)) UnityEditorInternal.ComponentUtility.MoveComponentUp(_src);
if (GUILayout.Button("▼", DeGUI.styles.button.toolIco)) UnityEditorInternal.ComponentUtility.MoveComponentDown(_src);
GUILayout.EndHorizontal();
if (playMode) {
if (_runtimeEditMode) {
} else {
GUILayout.Space(8);
GUILayout.Label("Animation Editor disabled while in play mode", EditorGUIUtils.wordWrapLabelStyle);
if (!_src.isActive) {
GUILayout.Label("This animation has been toggled as inactive and won't be generated", EditorGUIUtils.wordWrapLabelStyle);
GUI.enabled = false;
}
if (GUILayout.Button(new GUIContent("Activate Edit Mode", "Switches to Runtime Edit Mode, where you can change animations values and restart them"))) {
_runtimeEditMode = true;
}
GUILayout.Label("NOTE: when using DOPlayNext, the sequence is determined by the DOTweenAnimation Components order in the target GameObject's Inspector", EditorGUIUtils.wordWrapLabelStyle);
GUILayout.Space(10);
if (!_runtimeEditMode) return;
}
}
Undo.RecordObject(_src, "DOTween Animation");
// _src.isValid = Validate(); // Moved down
EditorGUIUtility.labelWidth = 110;
if (playMode) {
GUILayout.Space(4);
DeGUILayout.Toolbar("Edit Mode Commands");
DeGUILayout.BeginVBox(DeGUI.styles.box.stickyTop);
GUILayout.BeginHorizontal();
if (GUILayout.Button("TogglePause")) _src.tween.TogglePause();
if (GUILayout.Button("Rewind")) _src.tween.Rewind();
if (GUILayout.Button("Restart")) _src.tween.Restart();
GUILayout.EndHorizontal();
if (GUILayout.Button("Commit changes and restart")) {
_src.tween.Rewind();
_src.tween.Kill();
if (_src.isValid) {
_src.CreateTween();
_src.tween.Play();
}
}
GUILayout.Label("To apply your changes when exiting Play mode, use the Component's upper right menu and choose \"Copy Component\", then \"Paste Component Values\" after exiting Play mode", DeGUI.styles.label.wordwrap);
DeGUILayout.EndVBox();
} else {
bool hasManager = _src.GetComponent<DOTweenVisualManager>() != null;
if (!hasManager) {
if (GUILayout.Button(new GUIContent("Add Manager", "Adds a manager component which allows you to choose additional options for this gameObject"))) {
_src.gameObject.AddComponent<DOTweenVisualManager>();
}
}
}
GUILayout.BeginHorizontal();
DOTweenAnimationType prevAnimType = _src.animationType;
// _src.animationType = (DOTweenAnimationType)EditorGUILayout.EnumPopup(_src.animationType, EditorGUIUtils.popupButton);
_src.isActive = EditorGUILayout.Toggle(new GUIContent("", "If unchecked, this animation will not be created"), _src.isActive, GUILayout.Width(16));
GUI.enabled = _src.isActive;
_src.animationType = AnimationToDOTweenAnimationType(_AnimationType[EditorGUILayout.Popup(DOTweenAnimationTypeToPopupId(_src.animationType), _AnimationType)]);
_src.autoPlay = DeGUILayout.ToggleButton(_src.autoPlay, new GUIContent("AutoPlay", "If selected, the tween will play automatically"));
_src.autoKill = DeGUILayout.ToggleButton(_src.autoKill, new GUIContent("AutoKill", "If selected, the tween will be killed when it completes, and won't be reusable"));
GUILayout.EndHorizontal();
if (prevAnimType != _src.animationType) {
// Set default optional values based on animation type
_src.endValueTransform = null;
_src.useTargetAsV3 = false;
switch (_src.animationType) {
case DOTweenAnimationType.Move:
case DOTweenAnimationType.LocalMove:
case DOTweenAnimationType.Rotate:
case DOTweenAnimationType.LocalRotate:
case DOTweenAnimationType.Scale:
_src.endValueV3 = Vector3.zero;
_src.endValueFloat = 0;
_src.optionalBool0 = _src.animationType == DOTweenAnimationType.Scale;
break;
case DOTweenAnimationType.UIWidthHeight:
_src.endValueV3 = Vector3.zero;
_src.endValueFloat = 0;
_src.optionalBool0 = _src.animationType == DOTweenAnimationType.UIWidthHeight;
break;
case DOTweenAnimationType.Color:
case DOTweenAnimationType.Fade:
_isLightSrc = _src.GetComponent<Light>() != null;
_src.endValueFloat = 0;
break;
case DOTweenAnimationType.Text:
_src.optionalBool0 = true;
break;
case DOTweenAnimationType.PunchPosition:
case DOTweenAnimationType.PunchRotation:
case DOTweenAnimationType.PunchScale:
_src.endValueV3 = _src.animationType == DOTweenAnimationType.PunchRotation ? new Vector3(0,180,0) : Vector3.one;
_src.optionalFloat0 = 1;
_src.optionalInt0 = 10;
_src.optionalBool0 = false;
break;
case DOTweenAnimationType.ShakePosition:
case DOTweenAnimationType.ShakeRotation:
case DOTweenAnimationType.ShakeScale:
_src.endValueV3 = _src.animationType == DOTweenAnimationType.ShakeRotation ? new Vector3(90,90,90) : Vector3.one;
_src.optionalInt0 = 10;
_src.optionalFloat0 = 90;
_src.optionalBool0 = false;
break;
case DOTweenAnimationType.CameraAspect:
case DOTweenAnimationType.CameraFieldOfView:
case DOTweenAnimationType.CameraOrthoSize:
_src.endValueFloat = 0;
break;
case DOTweenAnimationType.CameraPixelRect:
case DOTweenAnimationType.CameraRect:
_src.endValueRect = new Rect(0, 0, 0, 0);
break;
}
}
if (_src.animationType == DOTweenAnimationType.None) {
_src.isValid = false;
if (GUI.changed) EditorUtility.SetDirty(_src);
return;
}
if (prevAnimType != _src.animationType || ComponentsChanged()) {
_src.isValid = Validate();
// See if we need to choose between multiple targets
if (_src.animationType == DOTweenAnimationType.Fade && _src.GetComponent<CanvasGroup>() != null && _src.GetComponent<Image>() != null) {
_chooseTargetMode = ChooseTargetMode.BetweenCanvasGroupAndImage;
// Reassign target and forcedTargetType if lost
if (_src.forcedTargetType == TargetType.Unset) _src.forcedTargetType = _src.targetType;
switch (_src.forcedTargetType) {
case TargetType.CanvasGroup:
_src.target = _src.GetComponent<CanvasGroup>();
break;
case TargetType.Image:
_src.target = _src.GetComponent<Image>();
break;
}
} else {
_chooseTargetMode = ChooseTargetMode.None;
_src.forcedTargetType = TargetType.Unset;
}
}
if (!_src.isValid) {
GUI.color = Color.red;
GUILayout.BeginVertical(GUI.skin.box);
GUILayout.Label("No valid Component was found for the selected animation", EditorGUIUtils.wordWrapLabelStyle);
GUILayout.EndVertical();
GUI.color = Color.white;
if (GUI.changed) EditorUtility.SetDirty(_src);
return;
}
// Special cases in which multiple target types could be used (set after validation)
if (_chooseTargetMode == ChooseTargetMode.BetweenCanvasGroupAndImage && _src.forcedTargetType != TargetType.Unset) {
FadeTargetType fadeTargetType = (FadeTargetType)Enum.Parse(typeof(FadeTargetType), _src.forcedTargetType.ToString());
TargetType prevTargetType = _src.forcedTargetType;
_src.forcedTargetType = (TargetType)Enum.Parse(typeof(TargetType), EditorGUILayout.EnumPopup(_src.animationType + " Target", fadeTargetType).ToString());
if (_src.forcedTargetType != prevTargetType) {
// Target type change > assign correct target
switch (_src.forcedTargetType) {
case TargetType.CanvasGroup:
_src.target = _src.GetComponent<CanvasGroup>();
break;
case TargetType.Image:
_src.target = _src.GetComponent<Image>();
break;
}
}
}
GUILayout.BeginHorizontal();
_src.duration = EditorGUILayout.FloatField("Duration", _src.duration);
if (_src.duration < 0) _src.duration = 0;
_src.isSpeedBased = DeGUILayout.ToggleButton(_src.isSpeedBased, new GUIContent("SpeedBased", "If selected, the duration will count as units/degree x second"), DeGUI.styles.button.tool, GUILayout.Width(75));
GUILayout.EndHorizontal();
_src.delay = EditorGUILayout.FloatField("Delay", _src.delay);
if (_src.delay < 0) _src.delay = 0;
_src.isIndependentUpdate = EditorGUILayout.Toggle("Ignore TimeScale", _src.isIndependentUpdate);
_src.easeType = EditorGUIUtils.FilteredEasePopup(_src.easeType);
if (_src.easeType == Ease.INTERNAL_Custom) {
_src.easeCurve = EditorGUILayout.CurveField(" Ease Curve", _src.easeCurve);
}
_src.loops = EditorGUILayout.IntField(new GUIContent("Loops", "Set to -1 for infinite loops"), _src.loops);
if (_src.loops < -1) _src.loops = -1;
if (_src.loops > 1 || _src.loops == -1)
_src.loopType = (LoopType)EditorGUILayout.EnumPopup(" Loop Type", _src.loopType);
_src.id = EditorGUILayout.TextField("ID", _src.id);
bool canBeRelative = true;
// End value and eventual specific options
switch (_src.animationType) {
case DOTweenAnimationType.Move:
case DOTweenAnimationType.LocalMove:
GUIEndValueV3(_src.animationType == DOTweenAnimationType.Move);
_src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0);
canBeRelative = !_src.useTargetAsV3;
break;
case DOTweenAnimationType.Rotate:
case DOTweenAnimationType.LocalRotate:
if (_src.GetComponent<Rigidbody2D>()) GUIEndValueFloat();
else {
GUIEndValueV3();
_src.optionalRotationMode = (RotateMode)EditorGUILayout.EnumPopup(" Rotation Mode", _src.optionalRotationMode);
}
break;
case DOTweenAnimationType.Scale:
if (_src.optionalBool0) GUIEndValueFloat();
else GUIEndValueV3();
_src.optionalBool0 = EditorGUILayout.Toggle("Uniform Scale", _src.optionalBool0);
break;
case DOTweenAnimationType.UIWidthHeight:
if (_src.optionalBool0) GUIEndValueFloat();
else GUIEndValueV2();
_src.optionalBool0 = EditorGUILayout.Toggle("Uniform Scale", _src.optionalBool0);
break;
case DOTweenAnimationType.Color:
GUIEndValueColor();
canBeRelative = false;
break;
case DOTweenAnimationType.Fade:
GUIEndValueFloat();
if (_src.endValueFloat < 0) _src.endValueFloat = 0;
if (!_isLightSrc && _src.endValueFloat > 1) _src.endValueFloat = 1;
canBeRelative = false;
break;
case DOTweenAnimationType.Text:
GUIEndValueString();
_src.optionalBool0 = EditorGUILayout.Toggle("Rich Text Enabled", _src.optionalBool0);
_src.optionalScrambleMode = (ScrambleMode)EditorGUILayout.EnumPopup("Scramble Mode", _src.optionalScrambleMode);
_src.optionalString = EditorGUILayout.TextField(new GUIContent("Custom Scramble", "Custom characters to use in case of ScrambleMode.Custom"), _src.optionalString);
break;
case DOTweenAnimationType.PunchPosition:
case DOTweenAnimationType.PunchRotation:
case DOTweenAnimationType.PunchScale:
GUIEndValueV3();
canBeRelative = false;
_src.optionalInt0 = EditorGUILayout.IntSlider(new GUIContent(" Vibrato", "How much will the punch vibrate"), _src.optionalInt0, 1, 50);
_src.optionalFloat0 = EditorGUILayout.Slider(new GUIContent(" Elasticity", "How much the vector will go beyond the starting position when bouncing backwards"), _src.optionalFloat0, 0, 1);
if (_src.animationType == DOTweenAnimationType.PunchPosition) _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0);
break;
case DOTweenAnimationType.ShakePosition:
case DOTweenAnimationType.ShakeRotation:
case DOTweenAnimationType.ShakeScale:
GUIEndValueV3();
canBeRelative = false;
_src.optionalInt0 = EditorGUILayout.IntSlider(new GUIContent(" Vibrato", "How much will the shake vibrate"), _src.optionalInt0, 1, 50);
_src.optionalFloat0 = EditorGUILayout.Slider(new GUIContent(" Randomness", "The shake randomness"), _src.optionalFloat0, 0, 90);
if (_src.animationType == DOTweenAnimationType.ShakePosition) _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0);
break;
case DOTweenAnimationType.CameraAspect:
case DOTweenAnimationType.CameraFieldOfView:
case DOTweenAnimationType.CameraOrthoSize:
GUIEndValueFloat();
canBeRelative = false;
break;
case DOTweenAnimationType.CameraBackgroundColor:
GUIEndValueColor();
canBeRelative = false;
break;
case DOTweenAnimationType.CameraPixelRect:
case DOTweenAnimationType.CameraRect:
GUIEndValueRect();
canBeRelative = false;
break;
}
// Final settings
if (canBeRelative) _src.isRelative = EditorGUILayout.Toggle(" Relative", _src.isRelative);
// Events
AnimationInspectorGUI.AnimationEvents(this, _src);
if (GUI.changed) EditorUtility.SetDirty(_src);
}
#endregion
#region Methods
// Returns TRUE if the Component layout on the src gameObject changed (a Component was added or removed)
bool ComponentsChanged()
{
int prevTotComponentsOnSrc = _totComponentsOnSrc;
_totComponentsOnSrc = _src.gameObject.GetComponents<Component>().Length;
return prevTotComponentsOnSrc != _totComponentsOnSrc;
}
// Checks if a Component that can be animated with the given animationType is attached to the src
bool Validate()
{
if (_src.animationType == DOTweenAnimationType.None) return false;
Component srcTarget;
// First check for external plugins
#if DOTWEEN_TK2D
if (_Tk2dAnimationTypeToComponent.ContainsKey(_src.animationType)) {
foreach (Type t in _Tk2dAnimationTypeToComponent[_src.animationType]) {
srcTarget = _src.GetComponent(t);
if (srcTarget != null) {
_src.target = srcTarget;
_src.targetType = DOTweenAnimation.TypeToDOTargetType(t);
return true;
}
}
}
#endif
#if DOTWEEN_TMP
if (_TMPAnimationTypeToComponent.ContainsKey(_src.animationType)) {
foreach (Type t in _TMPAnimationTypeToComponent[_src.animationType]) {
srcTarget = _src.GetComponent(t);
if (srcTarget != null) {
_src.target = srcTarget;
_src.targetType = DOTweenAnimation.TypeToDOTargetType(t);
return true;
}
}
}
#endif
// Then check for regular stuff
if (_AnimationTypeToComponent.ContainsKey(_src.animationType)) {
foreach (Type t in _AnimationTypeToComponent[_src.animationType]) {
srcTarget = _src.GetComponent(t);
if (srcTarget != null) {
_src.target = srcTarget;
_src.targetType = DOTweenAnimation.TypeToDOTargetType(t);
return true;
}
}
}
return false;
}
DOTweenAnimationType AnimationToDOTweenAnimationType(string animation)
{
if (_datString == null) _datString = Enum.GetNames(typeof(DOTweenAnimationType));
animation = animation.Replace("/", "");
return (DOTweenAnimationType)(Array.IndexOf(_datString, animation));
}
int DOTweenAnimationTypeToPopupId(DOTweenAnimationType animation)
{
return Array.IndexOf(_animationTypeNoSlashes, animation.ToString());
}
#endregion
#region GUI Draw Methods
void GUIEndValueFloat()
{
GUILayout.BeginHorizontal();
GUIToFromButton();
_src.endValueFloat = EditorGUILayout.FloatField(_src.endValueFloat);
GUILayout.EndHorizontal();
}
void GUIEndValueColor()
{
GUILayout.BeginHorizontal();
GUIToFromButton();
_src.endValueColor = EditorGUILayout.ColorField(_src.endValueColor);
GUILayout.EndHorizontal();
}
void GUIEndValueV3(bool optionalTransform = false)
{
GUILayout.BeginHorizontal();
GUIToFromButton();
if (_src.useTargetAsV3) {
Transform prevT = _src.endValueTransform;
_src.endValueTransform = EditorGUILayout.ObjectField(_src.endValueTransform, typeof(Transform), true) as Transform;
if (_src.endValueTransform != prevT && _src.endValueTransform != null) {
// Check that it's a Transform for a Transform or a RectTransform for a RectTransform
if (_src.GetComponent<RectTransform>() != null) {
if (_src.endValueTransform.GetComponent<RectTransform>() == null) {
EditorUtility.DisplayDialog("DOTween Pro", "For Unity UI elements, the target must also be a UI element", "Ok");
_src.endValueTransform = null;
}
} else if (_src.endValueTransform.GetComponent<RectTransform>() != null) {
EditorUtility.DisplayDialog("DOTween Pro", "You can't use a UI target for a non UI object", "Ok");
_src.endValueTransform = null;
}
}
} else {
_src.endValueV3 = EditorGUILayout.Vector3Field("", _src.endValueV3, GUILayout.Height(16));
}
if (optionalTransform) {
if (GUILayout.Button(_src.useTargetAsV3 ? "target" : "value", EditorGUIUtils.sideBtStyle, GUILayout.Width(44))) _src.useTargetAsV3 = !_src.useTargetAsV3;
}
GUILayout.EndHorizontal();
if (_src.useTargetAsV3 && _src.endValueTransform != null && _src.target is RectTransform) {
EditorGUILayout.HelpBox("NOTE: when using a UI target, the tween will be created during Start instead of Awake", MessageType.Info);
}
}
void GUIEndValueV2()
{
GUILayout.BeginHorizontal();
GUIToFromButton();
_src.endValueV2 = EditorGUILayout.Vector2Field("", _src.endValueV2, GUILayout.Height(16));
GUILayout.EndHorizontal();
}
void GUIEndValueString()
{
GUILayout.BeginHorizontal();
GUIToFromButton();
_src.endValueString = EditorGUILayout.TextArea(_src.endValueString, EditorGUIUtils.wordWrapTextArea);
GUILayout.EndHorizontal();
}
void GUIEndValueRect()
{
GUILayout.BeginHorizontal();
GUIToFromButton();
_src.endValueRect = EditorGUILayout.RectField(_src.endValueRect);
GUILayout.EndHorizontal();
}
void GUIToFromButton()
{
if (GUILayout.Button(_src.isFrom ? "FROM" : "TO", EditorGUIUtils.sideBtStyle, GUILayout.Width(90))) _src.isFrom = !_src.isFrom;
GUILayout.Space(16);
}
#endregion
}
}

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<?xml version="1.0"?>
<doc>
<assembly>
<name>DOTweenProEditor</name>
</assembly>
<members>
<member name="T:DG.DOTweenEditor.Core.ColorPalette.Custom">
<summary>
Custom colors
</summary>
</member>
<member name="M:DG.DOTweenEditor.Core.StylePalette.Custom.Init">
<summary>
Needs to be overridden in order to initialize new styles added from inherited classes
</summary>
</member>
</members>
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DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant
// GET STARTED //////////////////////////////////////////////
- After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version.
Do this AFTER you have imported other plugins, so they will be recognized and if DOTween has additional features for those plugins they will be imported.
// VISUAL SCRIPTING (PRO ONLY)
- To animate a gameObject, select it and choose "Add Component > DOTween > DOTween Animation"
- To animate a gameObject along a path, select it and choose "Add Component > DOTween > DOTween Path"
// SCRIPTING
- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
- You're ready to tween. Check out the links below for full documentation and license info.
// LINKS ///////////////////////////////////////////////////////
DOTween website (documentation, examples, etc): http://dotween.demigiant.com
DOTween license: http://dotween.demigiant.com/license.php
DOTween repository (Google Code): https://code.google.com/p/dotween/
// NOTES //////////////////////////////////////////////////////
- DOTween's Utility Panel can be found under "Tools > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences

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<?xml version="1.0"?>
<doc>
<assembly>
<name>DemiLib</name>
</assembly>
<members>
<member name="F:DG.DemiLib.Core.GUIUtils.isProSkin">
<summary>
Set when calling <code>DeGUI.BeginGUI</code>
</summary>
</member>
<member name="T:DG.DemiLib.DeColorPalette">
<summary>
Stores a color palette, which can be passed to default DeGUI layouts when calling <code>DeGUI.BeginGUI</code>,
and changed at any time by calling <code>DeGUI.ChangePalette</code>.
You can inherit from this class to create custom color palettes with more hColor options.
</summary>
</member>
<member name="M:DG.DemiLib.DeColorPalette.HexToColor(System.String)">
<summary>
Converts a HEX color to a Unity Color and returns it
</summary>
<param name="hex">The HEX color, either with or without the initial # (accepts both regular and short format)</param>
</member>
<member name="T:DG.DemiLib.DeColorGlobal">
<summary>
Global colors
</summary>
</member>
<member name="T:DG.DemiLib.DeColorBG">
<summary>
Background colors
</summary>
</member>
<member name="T:DG.DemiLib.DeColorContent">
<summary>
Content colors
</summary>
</member>
<member name="T:DG.DemiLib.DeScope">
<summary>
Extend this to replicate Unity's Scope system with any Unity version.
Thanks to Dmitriy Yukhanov for pointing this out and creating an initial version.
Expand this class to create scopes.<para/>
Example:
<code>public class VBoxScope : DeScope
{
public VBoxScope(GUIStyle style)
{
BeginVBox(style);
}
protected override void CloseScope()
{
EndVBox();
}
}</code>
Usage:
<code>using (new VBoxScope(myStyle) {
// Do something
}</code>
</summary>
</member>
<member name="T:DG.DemiLib.DeSkinColor">
<summary>
Contains both free and pro skins color variations,
and automatically returns the correct one when converted to Color
</summary>
</member>
<member name="T:DG.DemiLib.External.DeHierarchyComponent">
<summary>
Used by DeHierarchy
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.MissingItemsIndexes">
<summary>
Returns a list of all items whose gameObject is NULL, or NULL if there's no missing gameObjects.
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemColor(UnityEngine.GameObject,DG.DemiLib.External.DeHierarchyComponent.HColor)">
<summary>
If the item exists sets it, otherwise first creates it and then sets it
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemIcon(UnityEngine.GameObject,DG.DemiLib.External.DeHierarchyComponent.IcoType)">
<summary>
If the item exists sets it, otherwise first creates it and then sets it
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.RemoveItemData(UnityEngine.GameObject)">
<summary>
Returns TRUE if the item existed and was removed.
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.GetItem(UnityEngine.GameObject)">
<summary>
Returns the customizedItem for the given gameObject, or NULL if none was found
</summary>
</member>
<member name="P:DG.DemiLib.IEditorGUINode.id">
<summary>Must be univocal</summary>
</member>
<member name="P:DG.DemiLib.IEditorGUINode.guiPosition">
<summary>Node position in editor GUI</summary>
</member>
<member name="P:DG.DemiLib.IEditorGUINode.connectedNodesIds">
<summary>Ids of all forward connected nodes. Length indicates how many forward connections are allowed.
Min length represents available connections from node.</summary>
</member>
<member name="T:DG.DemiLib.Range">
<summary>
A serializable struct including a min and a max float value
</summary>
</member>
<member name="F:DG.DemiLib.Range.min">
<summary>Min value</summary>
</member>
<member name="F:DG.DemiLib.Range.max">
<summary>Max value</summary>
</member>
<member name="M:DG.DemiLib.Range.#ctor(System.Single,System.Single)">
<summary>
Creates a new Range
</summary>
</member>
<member name="M:DG.DemiLib.Range.RandomWithin">
<summary>
Returns a random value within this range
</summary>
</member>
</members>
</doc>

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