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TweenCore - Documentation

Overview

System used to make animations on objects, for example to move an object from a point to another. You can choose to use Reflection, a Function, or get the value and change it yourself.

Include a TweenCoreComponent to make any tween from the editor without any code. They only use Reflection.

Examples of uses

Reflection : Example 1 :

TweenCore tween = TweenCore.CreateTween(); TweenCoreProperty property = tween.NewProperty(transform, "position", Vector3.zero, new Vector3(5, 2, 0), 2f); property.SetEase(TweenEase.Out); property.SetType(TweenType.Bounce);

tween.Play();

Example 2 :

TweenCore tween = TweenCore.CreateTween(); tween.NewProperty(transform, TweenTarget.Transform.GLOBAL_POSITION, new Vector3(5, 2, 0), 2f) .SetEase(TweenEase.Out).SetType(TweenType.Bounce);

tween.Play();

Function :

TweenCore tween = TweenCore.CreateTween();

tween.NewProperty(f => _target.transform.localScale = f, Vector3.zero, Vector3.one, _time * 2) .SetType(TweenType.Bounce).SetEase(TweenEase.Out);

tween.Play();

Manual :

TweenCore tween = TweenCore.CreateTween();

TweenCoreProperty property = tween.NewProperty(Vector3.zero, Vector3.one, _time * 2) .SetType(TweenType.Bounce).SetEase(TweenEase.Out);

tween.Play();

transform.localScale = property.CurrentValue;

Classes

TweenCoreManager

Need to be in the game, manage all tweens.

Methods :

  • "PauseAll()" // Do not set all tweens in pause mode, only the manager
  • "ResumeAll()" // Same as PauseAll()
  • "AddTween(TweenCore tween)"
  • "RemoveTween(TweenCore tween)"
  • "StopAll()"

TweenCore

Contain and manage one or multiple TweenProperty.

Static Methods :

  • "CreateTween()"

Instance Methods :

  • "Play()"

  • "Pause()"

  • "Resume()"

  • "Stop(bool setToFinalValue = true)"

  • "Update(float deltaTime)"

  • "NewProperty(...)" 4 overloads

  • "SetParallel(bool isParallel)"

  • "SetChain(bool isChain)"

  • "Parallel()"

  • "Chain()"

  • "SetLoop(bool isLoop, int numIteration = -1)" // Any negative value will be compute as infinite, 0 no iterration.

  • "SurviveOnSceneLoad()"

  • "KillOnSceneUnLoad()"

  • "SetSurviveOnUnload(bool survive)"

  • "DestroyWhenFinish()"

  • "DontDestroyWhenFinish()"

  • "SetDestroyWhenFinish(bool destroy)"

  • "DestroyTween()"

  • "AddProperty(TweenCorePropertyBase property)"

Events :

  • "OnStart"
  • "OnFinish"
  • "OnFinish"
  • "OnLoopFinish"

TweenCorePropertyBase

Abstract class, parent of TweenCoreProperty to manage multiple properties of different TweenValueTypes.

Methods :

  • "Update(float deltaTime)"

  • "Start()"

  • "Stop(bool setToFinalValue = true)"

  • "SetToFinalVals()"

  • "AddNextProperty(TweenCorePropertyBase property)"

Events :

  • "OnStart"
  • "OnUpdate"
  • "OnFinish"

TweenCoreProperty

Calculates the current value of type TweenValueType, and if wanted set the given property or field.

Methods :

  • "SetDelay(float tweenDelay)"
  • "SetType()" 5 overloads
  • "SetEase()" 5 overloads
  • "GetCurrentValue()"
  • "From(TweenValueType value)"
  • "FromCurrent()"
  • "Pause()"
  • "Resume()"
  • "Stop(bool setToFinalValue = true)"
  • "SetToFinalVals()"
  • "SetIsAdditive(bool isAdd)" // This need to also be fromCurrent, if isAdd is true, property will set fromCurrent to true, if false, it will not modify fromCurrent // Quaternion and Color32 is not supported in this unique case

Events :

  • "OnUpdate"

Supported types

C# :

  • float
  • double
  • int
  • uint
  • long
  • ulong
  • decimal

Unity :

  • Vector2
  • Vector3
  • Vector4
  • Quaternion
  • Color
  • Color32

About

System used to make animations on objects, for exemple to move an object from a point to another. You can choose to use Reflexion, a Function, or get the value and change it your self.

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