Commit 0bf8d7f0 authored by wanqing's avatar wanqing

dotweenpro插件

parent 336ea79a
......@@ -83,8 +83,11 @@
<Compile Include="Assets\#E1_Plugins\RayFire\Scripts\Editor\RayfireUnyieldingEditor.cs" />
<Compile Include="Assets\#E1_Plugins\RayFire\Scripts\Editor\RayfireVortexEditor.cs" />
<Compile Include="Assets\#E1_Plugins\RayFire\Scripts\Editor\RayfireWindEditor.cs" />
<Compile Include="Assets\Demigiant\DOTweenPro\Editor\DOTweenAnimationInspector.cs" />
<Compile Include="Assets\Demigiant\DOTweenPro\Editor\DOTweenPreviewManager.cs" />
<Compile Include="Assets\Ultimate Game Tools\AutomaticLOD\Editor\AutomaticLODEditor.cs" />
<Compile Include="Assets\Ultimate Game Tools\MeshSimplify\Editor\MeshSimplifyEditor.cs" />
<None Include="Assets\Demigiant\DemiLib\Core\Editor\DemiEditor.xml" />
<Reference Include="UnityEngine">
<HintPath>D:/wan/unity2019.3.14path/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.dll</HintPath>
</Reference>
......@@ -289,14 +292,26 @@
<Reference Include="RFLib_DotNet_2018">
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Assets/#E1_Plugins/RayFire/Plugins/Windows/x86_x64/RFLib_DotNet_2018.dll</HintPath>
</Reference>
<Reference Include="DemiLib">
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Assets/Demigiant/DemiLib/Core/DemiLib.dll</HintPath>
</Reference>
<Reference Include="DemiEditor">
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Assets/Demigiant/DemiLib/Core/Editor/DemiEditor.dll</HintPath>
</Reference>
<Reference Include="DOTween">
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Assets/Plugins/Demigiant/DOTween/DOTween.dll</HintPath>
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Assets/Demigiant/DOTween/DOTween.dll</HintPath>
</Reference>
<Reference Include="DOTweenEditor">
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll</HintPath>
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Assets/Demigiant/DOTween/Editor/DOTweenEditor.dll</HintPath>
</Reference>
<Reference Include="DOTweenUpgradeManager">
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.dll</HintPath>
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Assets/Demigiant/DOTween/Editor/DOTweenUpgradeManager.dll</HintPath>
</Reference>
<Reference Include="DOTweenPro">
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Assets/Demigiant/DOTweenPro/DOTweenPro.dll</HintPath>
</Reference>
<Reference Include="DOTweenProEditor">
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Assets/Demigiant/DOTweenPro/Editor/DOTweenProEditor.dll</HintPath>
</Reference>
<Reference Include="nunit.framework">
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Library/PackageCache/com.unity.ext.nunit@1.0.0/net35/unity-custom/nunit.framework.dll</HintPath>
......@@ -690,10 +705,6 @@
</Reference>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="Assembly-CSharp-firstpass.csproj">
<Project>{72DAC43B-098B-5EAA-A2C6-CD4E0B6C4EBD}</Project>
<Name>Assembly-CSharp-firstpass</Name>
</ProjectReference>
<ProjectReference Include="Assembly-CSharp.csproj">
<Project>{CD77B65F-9B50-E97E-0390-620E4E44A88A}</Project>
<Name>Assembly-CSharp</Name>
......
......@@ -66,11 +66,13 @@
<Compile Include="Assets\#A2_Scripts\Battle\BattleCtrl.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\Collision\GroundCollision.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\Collision\SecondLevelCollison.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\Collision\TargetCollision.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\Collision\ThirdLevelBoxCollision.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\Collision\ThirdLevelBoxTarget.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\Empty4Raycast.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\Trigger\FifthLevelTrigger.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\Trigger\FirstLevelTrigger.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\Trigger\FirstLevelTurnEndTrigger.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\Trigger\FourthLevelTrigger.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\Trigger\LeftClawTrigger.cs" />
<Compile Include="Assets\#A2_Scripts\Battle\Trigger\LevelLimitTrigger.cs" />
......@@ -185,6 +187,17 @@
<Compile Include="Assets\Arcade_Car_Physics\Scripts\Trails\Trail.cs" />
<Compile Include="Assets\Arcade_Car_Physics\Scripts\Trails\TrailEmitter.cs" />
<Compile Include="Assets\Arcade_Car_Physics\Scripts\WheelVehicle.cs" />
<Compile Include="Assets\Demigiant\DOTween\Modules\DOTweenModuleAudio.cs" />
<Compile Include="Assets\Demigiant\DOTween\Modules\DOTweenModulePhysics.cs" />
<Compile Include="Assets\Demigiant\DOTween\Modules\DOTweenModulePhysics2D.cs" />
<Compile Include="Assets\Demigiant\DOTween\Modules\DOTweenModuleSprite.cs" />
<Compile Include="Assets\Demigiant\DOTween\Modules\DOTweenModuleUI.cs" />
<Compile Include="Assets\Demigiant\DOTween\Modules\DOTweenModuleUnityVersion.cs" />
<Compile Include="Assets\Demigiant\DOTween\Modules\DOTweenModuleUtils.cs" />
<Compile Include="Assets\Demigiant\DOTweenPro\DOTweenAnimation.cs" />
<Compile Include="Assets\Demigiant\DOTweenPro\DOTweenProShortcuts.cs" />
<Compile Include="Assets\Demigiant\DOTweenPro\DOTweenTextMeshPro.cs" />
<Compile Include="Assets\Demigiant\DOTweenPro\DOTweenTk2d.cs" />
<Compile Include="Assets\Ultimate Game Tools\AutomaticLOD\Scripts\AutomaticLOD.cs" />
<Compile Include="Assets\Ultimate Game Tools\MeshSimplify\Scripts\MeshSimplify.cs" />
<Compile Include="Assets\Ultimate Game Tools\MeshSimplify\Scripts\MeshUniqueVertices.cs" />
......@@ -193,14 +206,19 @@
<None Include="Assets\#D2_Shaders\CustomLightingToon.shader" />
<None Include="Assets\#D2_Shaders\RimShader.shader" />
<None Include="Assets\#D2_Shaders\Water.shader" />
<None Include="Assets\Demigiant\readme_DOTweenPro.txt" />
<None Include="Assets\#A2_Scripts\项目文件说明文档.txt" />
<None Include="Assets\#D2_Shaders\BlockTextrue.shader" />
<None Include="Assets\#D2_Shaders\LiquidBottle.shader" />
<None Include="Assets\#D2_Shaders\Glass.shader" />
<None Include="Assets\#E1_Plugins\RayFire\Info\FAQ.txt" />
<None Include="Assets\Demigiant\DOTweenPro\readme.txt" />
<None Include="Assets\Demigiant\DemiLib\Core\DemiLib.xml" />
<None Include="Assets\#D2_Shaders\moveLight 1.shader" />
<None Include="Assets\#E1_Plugins\RayFire\Info\CHANGELOG.txt" />
<None Include="Assets\Demigiant\DOTween\readme.txt" />
<None Include="Assets\#E1_Plugins\RayFire\Info\README.txt" />
<None Include="Assets\unity3d.txt" />
<None Include="Assets\#E1_Plugins\RayFire\Info\License.txt" />
<None Include="Assets\#D2_Shaders\CustomCartoons.shader" />
<Reference Include="UnityEngine">
......@@ -383,8 +401,14 @@
<Reference Include="RFLib_DotNet_2018">
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Assets/#E1_Plugins/RayFire/Plugins/Windows/x86_x64/RFLib_DotNet_2018.dll</HintPath>
</Reference>
<Reference Include="DemiLib">
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Assets/Demigiant/DemiLib/Core/DemiLib.dll</HintPath>
</Reference>
<Reference Include="DOTween">
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Assets/Plugins/Demigiant/DOTween/DOTween.dll</HintPath>
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Assets/Demigiant/DOTween/DOTween.dll</HintPath>
</Reference>
<Reference Include="DOTweenPro">
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Assets/Demigiant/DOTweenPro/DOTweenPro.dll</HintPath>
</Reference>
<Reference Include="mscorlib">
<HintPath>D:/wan/unity2019.3.14path/Unity/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/mscorlib.dll</HintPath>
......@@ -768,12 +792,7 @@
<HintPath>D:/wan/dyspaceGame/TruckJourney/TruckJourney/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="Assembly-CSharp-firstpass.csproj">
<Project>{72DAC43B-098B-5EAA-A2C6-CD4E0B6C4EBD}</Project>
<Name>Assembly-CSharp-firstpass</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup></ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Target Name="GenerateTargetFrameworkMonikerAttribute" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
......
......@@ -389,6 +389,11 @@ PrefabInstance:
propertyPath: m_Name
value: BattleUI
objectReference: {fileID: 0}
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type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
- target: {fileID: 6064464677632144690, guid: 919382978f5e2684ba83e6daf6491458,
type: 3}
propertyPath: m_LocalPosition.x
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TargetCollision : MonoBehaviour
{
private bool m_bControl = true;
private void OnCollisionEnter(Collision other)
{
if (other.collider.gameObject.CompareTag("Target") && m_bControl)
{
m_bControl = false;
BattleCtrl.instance.levelManager.curLevel.carView.SetTargetCollison(transform, true);
}
}
private void OnCollisionExit(Collision other)
{
if (other.collider.gameObject.CompareTag("Target") && !m_bControl)
{
m_bControl = true;
MeshCollider varBox = other.collider.gameObject.GetComponent<MeshCollider>();
BattleCtrl.instance.levelManager.curLevel.carView.SetTargetCollison(transform, false);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
//using DG.Tweening;
public class FirstLevelTrigger : MonoBehaviour
{
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FirstLevelTurnEndTrigger : MonoBehaviour
{
public CarView m_carView;
private bool m_bControl = true;
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player") && m_bControl)
{
m_bControl = false;
m_carView.SetTurnEnd();
}
}
}
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......@@ -121,6 +121,7 @@ public class BattleJoinPadEvent2 : MonoBehaviour, IPointerDownHandler, IDragHand
// this.joinPad.OnFinger2TouchUp();
//}
this.joinPad.OnFingerTouchUp();
this.joinPad.ResetPosition(true);
}
......
using DG.Tweening;
//using DG.Tweening;
using UnityEngine;
public class PassLevelChecker : MonoBehaviour
......@@ -28,9 +28,9 @@ public class PassLevelChecker : MonoBehaviour
void PassLevelAnimation()
{
carTrans.DOLocalMoveZ(9, 2).SetEase(Ease.Linear).OnComplete(() => {
//结算
//GameObject.Find("EventSystem").SetActive(true);
});
//carTrans.DOLocalMoveZ(9, 2).SetEase(Ease.Linear).OnComplete(() => {
// //结算
// //GameObject.Find("EventSystem").SetActive(true);
//});
}
}
......@@ -64,6 +64,7 @@ namespace VehicleBehaviour.Utils {
{
vehicle.IsPlayer = true;
vehicle.Handbrake = false;
Debug.LogError("BBBBB");
}
}
......
......@@ -245,7 +245,6 @@ namespace VehicleBehaviour {
// Jump
jumping = GetInput(jumpInput) != 0;
}
// Direction
foreach (WheelCollider wheel in turnWheel)
{
......@@ -266,6 +265,7 @@ namespace VehicleBehaviour {
wheel.motorTorque = 0.0001f;
wheel.brakeTorque = brakeForce;
}
Debug.LogError("aaaaa");
}
else if (Mathf.Abs(speed) < 4 || Mathf.Sign(speed) == Mathf.Sign(throttle))
{
......@@ -273,6 +273,8 @@ namespace VehicleBehaviour {
{
wheel.motorTorque = throttle * motorTorque.Evaluate(speed) * diffGearing / driveWheel.Length;
}
Debug.LogError("bbbb");
}
else
{
......@@ -280,6 +282,8 @@ namespace VehicleBehaviour {
{
wheel.brakeTorque = Mathf.Abs(throttle) * brakeForce;
}
Debug.LogError("cccc");
}
// Jump
......
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......@@ -25,15 +25,6 @@
<param name="preventAutoKill">If TRUE prevents the tween from being auto-killed at completion</param>
<param name="andPlay">If TRUE starts playing the tween immediately</param>
</member>
<member name="F:DG.DOTweenEditor.EditorVersion.Version">
<summary>Full major version + first minor version (ex: 2018.1f)</summary>
</member>
<member name="F:DG.DOTweenEditor.EditorVersion.MajorVersion">
<summary>Major version</summary>
</member>
<member name="F:DG.DOTweenEditor.EditorVersion.MinorVersion">
<summary>First minor version (ex: in 2018.1 it would be 1)</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
<summary>
Checks that the given editor texture use the correct import settings,
......
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......@@ -35,13 +44,49 @@ TextureImporter:
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......@@ -8,7 +8,7 @@ TextureImporter:
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......@@ -23,13 +23,12 @@ TextureImporter:
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......@@ -58,7 +57,6 @@ TextureImporter:
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......@@ -135,7 +135,7 @@ namespace DG.Tweening
/// If you plan to publish there you should use a regular transform.DOPath.</para></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), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</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>
......@@ -160,7 +160,7 @@ namespace DG.Tweening
/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></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), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</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>
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......@@ -4,8 +4,6 @@
#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Plugins;
using DG.Tweening.Plugins.Core.PathCore;
using DG.Tweening.Plugins.Options;
using UnityEngine;
......@@ -99,65 +97,6 @@ namespace DG.Tweening
return s;
}
/// <summary>Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
/// If you plan to publish there you should use a regular transform.DOPath.</para></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), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</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>
public static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
int len = path.Length;
Vector3[] path3D = new Vector3[len];
for (int i = 0; i < len; ++i) path3D[i] = path[i];
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
return t;
}
/// <summary>Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></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), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</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>
public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
int len = path.Length;
Vector3[] path3D = new Vector3[len];
for (int i = 0; i < len; ++i) path3D[i] = path[i];
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
#endregion
#endregion
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......@@ -2,9 +2,7 @@
// Created: 2018/07/13
#if true && (UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
using System;
using System.Globalization;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening.Core;
......@@ -483,29 +481,6 @@ namespace DG.Tweening
return t;
}
/// <summary>
/// Tweens a Text's text from one integer to another, with options for thousands separators
/// </summary>
/// <param name="fromValue">The value to start from</param>
/// <param name="endValue">The end value to reach</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="addThousandsSeparator">If TRUE (default) also adds thousands separators</param>
/// <param name="culture">The <see cref="CultureInfo"/> to use (InvariantCulture if NULL)</param>
public static TweenerCore<int, int, NoOptions> DOCounter(
this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null
){
int v = fromValue;
CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;
TweenerCore<int, int, NoOptions> t = DOTween.To(() => v, x => {
v = x;
target.text = addThousandsSeparator
? v.ToString("N0", cInfo)
: v.ToString();
}, endValue, duration);
t.SetTarget(target);
return t;
}
/// <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>
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......@@ -5,9 +5,6 @@ using System;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
using System.Threading.Tasks;
#endif
#pragma warning disable 1591
namespace DG.Tweening
......@@ -140,8 +137,7 @@ namespace DG.Tweening
}
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed
/// or has reached the given time position (loops included, delays excluded).
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or has reached the given position (loops included, delays excluded).
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code>
/// </summary>
......@@ -214,104 +210,6 @@ namespace DG.Tweening
#endregion
#region .NET 4.6 or Newer
#if (NET_4_6 || NET_STANDARD_2_0)
#region Async Instructions
/// <summary>
/// Returns an async <see cref="Task"/> that waits until the tween is killed or complete.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code>
/// </summary>
public static async Task AsyncWaitForCompletion(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && !t.IsComplete()) await Task.Yield();
}
/// <summary>
/// Returns an async <see cref="Task"/> that waits until the tween is killed or rewinded.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code>
/// </summary>
public static async Task AsyncWaitForRewind(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await Task.Yield();
}
/// <summary>
/// Returns an async <see cref="Task"/> that waits until the tween is killed.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
/// </summary>
public static async Task AsyncWaitForKill(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active) await Task.Yield();
}
/// <summary>
/// Returns an async <see cref="Task"/> that waits until the tween is killed or has gone through the given amount of loops.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code>
/// </summary>
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
public static async Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && t.CompletedLoops() < elapsedLoops) await Task.Yield();
}
/// <summary>
/// Returns an async <see cref="Task"/> 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 an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code>
/// </summary>
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
public static async Task AsyncWaitForPosition(this Tween t, float position)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && t.position * (t.CompletedLoops() + 1) < position) await Task.Yield();
}
/// <summary>
/// Returns an async <see cref="Task"/> that waits until the tween is killed.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
/// </summary>
public static async Task AsyncWaitForStart(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && !t.playedOnce) await Task.Yield();
}
#endregion
#endif
#endregion
#endregion
#endif
}
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<?xml version="1.0"?>
<doc>
<assembly>
<name>DOTweenPro</name>
</assembly>
<members>
<member name="M:DG.Tweening.Core.ABSAnimationComponent.DORestart">
<summary>
Restarts the tween
</summary>
</member>
<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="E:DG.Tweening.DOTweenPath.OnReset">
<summary>Used internally by the editor</summary>
</member>
<member name="M:DG.Tweening.DOTweenPath.DORestart">
<summary>
Restarts the tween
</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.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: 2018/07/13
using System;
using DG.Tweening.Core;
using DG.Tweening.Plugins;
using UnityEngine;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenProShortcuts
{
static DOTweenProShortcuts()
{
// Create stub instances of custom plugins, in order to allow IL2CPP to understand they must be included in the build
#pragma warning disable 219
SpiralPlugin stub = new SpiralPlugin();
#pragma warning restore 219
}
#region Shortcuts
#region Transform
/// <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>
public static Tweener DOSpiral(
this Transform target, float duration, Vector3? axis = null, SpiralMode mode = SpiralMode.Expand,
float speed = 1, float frequency = 10, float depth = 0, bool snapping = false
) {
if (Mathf.Approximately(speed, 0)) speed = 1;
if (axis == null || axis == Vector3.zero) axis = Vector3.forward;
TweenerCore<Vector3, Vector3, SpiralOptions> t = DOTween.To(SpiralPlugin.Get(), () => target.localPosition, x => target.localPosition = x, (Vector3)axis, duration)
.SetTarget(target);
t.plugOptions.mode = mode;
t.plugOptions.speed = speed;
t.plugOptions.frequency = frequency;
t.plugOptions.depth = depth;
t.plugOptions.snapping = snapping;
return t;
}
#endregion
#if true // PHYSICS_MARKER
#region Rigidbody
/// <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>
public static Tweener DOSpiral(
this Rigidbody target, float duration, Vector3? axis = null, SpiralMode mode = SpiralMode.Expand,
float speed = 1, float frequency = 10, float depth = 0, bool snapping = false
) {
if (Mathf.Approximately(speed, 0)) speed = 1;
if (axis == null || axis == Vector3.zero) axis = Vector3.forward;
TweenerCore<Vector3, Vector3, SpiralOptions> t = DOTween.To(SpiralPlugin.Get(), () => target.position, target.MovePosition, (Vector3)axis, duration)
.SetTarget(target);
t.plugOptions.mode = mode;
t.plugOptions.speed = speed;
t.plugOptions.frequency = frequency;
t.plugOptions.depth = depth;
t.plugOptions.snapping = snapping;
return t;
}
#endregion
#endif
#endregion
}
}
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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2015/03/27 19:02
//
// License Copyright (c) Daniele Giardini.
// This work is subject to the terms at http://dotween.demigiant.com/license.php
#if false // MODULE_MARKER
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
using TMPro;
namespace DG.Tweening
{
/// <summary>
/// Methods that extend TMP_Text objects and allow to directly create and control tweens from their instances.
/// </summary>
public static class ShortcutExtensionsTMPText
{
#region Colors
/// <summary>Tweens a TextMeshPro's color to the given value.
/// Also stores the TextMeshPro 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>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this TMP_Text target, Color endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's faceColor to the given value.
/// Also stores the TextMeshPro 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>
public static TweenerCore<Color, Color, ColorOptions> DOFaceColor(this TMP_Text target, Color32 endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.faceColor, x => target.faceColor = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's outlineColor to the given value.
/// Also stores the TextMeshPro 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>
public static TweenerCore<Color, Color, ColorOptions> DOOutlineColor(this TMP_Text target, Color32 endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.outlineColor, x => target.outlineColor = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's glow color to the given value.
/// Also stores the TextMeshPro 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="useSharedMaterial">If TRUE will use the fontSharedMaterial instead than the fontMaterial</param>
public static TweenerCore<Color, Color, ColorOptions> DOGlowColor(this TMP_Text target, Color endValue, float duration, bool useSharedMaterial = false)
{
TweenerCore<Color, Color, ColorOptions> t = useSharedMaterial
? target.fontSharedMaterial.DOColor(endValue, "_GlowColor", duration)
: target.fontMaterial.DOColor(endValue, "_GlowColor", duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's alpha color to the given value.
/// Also stores the TextMeshPro 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>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this TMP_Text target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro faceColor's alpha to the given value.
/// Also stores the TextMeshPro 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>
public static TweenerCore<Color, Color, ColorOptions> DOFaceFade(this TMP_Text target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.faceColor, x => target.faceColor = x, endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region Other
/// <summary>Tweens a TextMeshPro's scale to the given value (using correct uniform scale as TMP requires).
/// Also stores the TextMeshPro 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>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOScale(this TMP_Text target, float endValue, float duration)
{
Transform trans = target.transform;
Vector3 endValueV3 = new Vector3(endValue, endValue, endValue);
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => trans.localScale, x => trans.localScale = x, endValueV3, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's fontSize to the given value.
/// Also stores the TextMeshPro 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>
public static TweenerCore<float, float, FloatOptions> DOFontSize(this TMP_Text target, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.fontSize, x => target.fontSize = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's maxVisibleCharacters to the given value.
/// Also stores the TextMeshPro 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>
public static TweenerCore<int, int, NoOptions> DOMaxVisibleCharacters(this TMP_Text target, int endValue, float duration)
{
TweenerCore<int, int, NoOptions> t = DOTween.To(() => target.maxVisibleCharacters, x => target.maxVisibleCharacters = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's text to the given value.
/// Also stores the TextMeshPro 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>
public static TweenerCore<string, string, StringOptions> DOText(this TMP_Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
{
TweenerCore<string, string, StringOptions> t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
.SetTarget(target);
return t;
}
#endregion
}
}
#endif
// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2015/03/27 19:02
//
// License Copyright (c) Daniele Giardini.
// This work is subject to the terms at http://dotween.demigiant.com/license.php
#if false // MODULE_MARKER
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
using TMPro;
namespace DG.Tweening
{
/// <summary>
/// Methods that extend TMP_Text objects and allow to directly create and control tweens from their instances.
/// </summary>
public static class ShortcutExtensionsTMPText
{
#region Colors
/// <summary>Tweens a TextMeshPro's color to the given value.
/// Also stores the TextMeshPro 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>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this TMP_Text target, Color endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's faceColor to the given value.
/// Also stores the TextMeshPro 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>
public static TweenerCore<Color, Color, ColorOptions> DOFaceColor(this TMP_Text target, Color32 endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.faceColor, x => target.faceColor = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's outlineColor to the given value.
/// Also stores the TextMeshPro 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>
public static TweenerCore<Color, Color, ColorOptions> DOOutlineColor(this TMP_Text target, Color32 endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.outlineColor, x => target.outlineColor = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's glow color to the given value.
/// Also stores the TextMeshPro 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="useSharedMaterial">If TRUE will use the fontSharedMaterial instead than the fontMaterial</param>
public static TweenerCore<Color, Color, ColorOptions> DOGlowColor(this TMP_Text target, Color endValue, float duration, bool useSharedMaterial = false)
{
TweenerCore<Color, Color, ColorOptions> t = useSharedMaterial
? target.fontSharedMaterial.DOColor(endValue, "_GlowColor", duration)
: target.fontMaterial.DOColor(endValue, "_GlowColor", duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's alpha color to the given value.
/// Also stores the TextMeshPro 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>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this TMP_Text target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro faceColor's alpha to the given value.
/// Also stores the TextMeshPro 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>
public static TweenerCore<Color, Color, ColorOptions> DOFaceFade(this TMP_Text target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.faceColor, x => target.faceColor = x, endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region Other
/// <summary>Tweens a TextMeshPro's scale to the given value (using correct uniform scale as TMP requires).
/// Also stores the TextMeshPro 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>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOScale(this TMP_Text target, float endValue, float duration)
{
Transform trans = target.transform;
Vector3 endValueV3 = new Vector3(endValue, endValue, endValue);
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => trans.localScale, x => trans.localScale = x, endValueV3, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's fontSize to the given value.
/// Also stores the TextMeshPro 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>
public static TweenerCore<float, float, FloatOptions> DOFontSize(this TMP_Text target, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.fontSize, x => target.fontSize = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's maxVisibleCharacters to the given value.
/// Also stores the TextMeshPro 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>
public static TweenerCore<int, int, NoOptions> DOMaxVisibleCharacters(this TMP_Text target, int endValue, float duration)
{
TweenerCore<int, int, NoOptions> t = DOTween.To(() => target.maxVisibleCharacters, x => target.maxVisibleCharacters = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's text to the given value.
/// Also stores the TextMeshPro 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>
public static TweenerCore<string, string, StringOptions> DOText(this TMP_Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
{
TweenerCore<string, string, StringOptions> t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
.SetTarget(target);
return t;
}
#endregion
}
}
#endif
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<doc>
<assembly>
<name>DOTweenProEditor</name>
</assembly>
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<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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