C# Class iTween, CrabBattle

Version: 2.0.5

Author: Bob Berkebile (http://pixelplacement.com)

Support: http://itween.pixelplacement.com

Inheritance: MonoBehaviour
ファイルを表示 Open project: tomoprime/CrabBattle Class Usage Examples

Public Properties

Property Type Description
_name string
easeType iTween.EaseType
id string
isRunning bool
loopType LoopType
time float
tweens ArrayList

Public Methods

Method Description
AudioFrom ( GameObject target, Hashtable args ) : void

Instantly changes an AudioSource's volume and pitch then returns it to it's starting volume and pitch over time with FULL customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied.

AudioFrom ( GameObject target, float volume, float pitch, float time ) : void

Instantly changes an AudioSource's volume and pitch then returns it to it's starting volume and pitch over time with MINIMUM customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied.

AudioTo ( GameObject target, Hashtable args ) : void

Fades volume and pitch of an AudioSource with FULL customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied.

AudioTo ( GameObject target, float volume, float pitch, float time ) : void

Fades volume and pitch of an AudioSource with MINIMUM customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied.

AudioUpdate ( GameObject target, Hashtable args ) : void

Similar to AudioTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.

AudioUpdate ( GameObject target, float volume, float pitch, float time ) : void

Similar to AudioTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.

CameraFadeAdd ( ) : GameObject

Creates a GameObject (if it doesn't exist) at the default depth filled with black that can be used to simulate a camera fade.

CameraFadeAdd ( Texture2D texture ) : GameObject

Creates a GameObject (if it doesn't exist) at the default depth that can be used to simulate a camera fade.

CameraFadeAdd ( Texture2D texture, int depth ) : GameObject

Creates a GameObject (if it doesn't exist) at the supplied depth that can be used to simulate a camera fade.

CameraFadeDepth ( int depth ) : void

Changes a camera fade's texture.

CameraFadeDestroy ( ) : void

Removes and destroyes a camera fade.

CameraFadeFrom ( Hashtable args ) : void

Instantly changes the amount(transparency) of a camera fade and then returns it back over time with FULL customization options.

CameraFadeFrom ( float amount, float time ) : void

Instantly changes the amount(transparency) of a camera fade and then returns it back over time with MINIMUM customization options.

CameraFadeSwap ( Texture2D texture ) : void

Changes a camera fade's texture.

CameraFadeTo ( Hashtable args ) : void

Changes the amount(transparency) of a camera fade over time with FULL customization options.

CameraFadeTo ( float amount, float time ) : void

Changes the amount(transparency) of a camera fade over time with MINIMUM customization options.

CameraTexture ( Color color ) : Texture2D

Creates and returns a full-screen Texture2D for use with CameraFade.

ColorFrom ( GameObject target, Color color, float time ) : void

Changes a GameObject's color values instantly then returns them to the provided properties over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation.

ColorFrom ( GameObject target, Hashtable args ) : void

Changes a GameObject's color values instantly then returns them to the provided properties over time with FULL customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation.

ColorTo ( GameObject target, Color color, float time ) : void

Changes a GameObject's color values over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, they will become the target of the animation.

ColorTo ( GameObject target, Hashtable args ) : void

Changes a GameObject's color values over time with FULL customization options. If a GUIText or GUITexture component is attached, they will become the target of the animation.

ColorUpdate ( GameObject target, Color color, float time ) : void

Similar to ColorTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.

ColorUpdate ( GameObject target, Hashtable args ) : void

Similar to ColorTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.

Count ( ) : int

Count all iTweens in current scene.

Count ( GameObject target ) : int

Count all iTweens on a GameObject.

Count ( GameObject target, string type ) : int

Count all iTweens on a GameObject of a particular type.

Count ( string type ) : int

Count all iTweens in current scene of a particular type.

DrawLine ( Transform line ) : void

When called from an OnDrawGizmos() function it will draw a line through the provided array of Transforms.

DrawLine ( Transform line, Color color ) : void

When called from an OnDrawGizmos() function it will draw a line through the provided array of Transforms.

DrawLine ( Vector3 line ) : void

When called from an OnDrawGizmos() function it will draw a line through the provided array of Vector3s.

DrawLine ( Vector3 line, Color color ) : void

When called from an OnDrawGizmos() function it will draw a line through the provided array of Vector3s.

DrawLineGizmos ( Transform line ) : void

Draws a line through the provided array of Transforms with Gizmos.DrawLine().

DrawLineGizmos ( Transform line, Color color ) : void

Draws a line through the provided array of Transforms with Gizmos.DrawLine().

DrawLineGizmos ( Vector3 line ) : void

Draws a line through the provided array of Vector3s with Gizmos.DrawLine().

DrawLineGizmos ( Vector3 line, Color color ) : void

Draws a line through the provided array of Vector3s with Gizmos.DrawLine().

DrawLineHandles ( Transform line ) : void

Draws a line through the provided array of Transforms with Handles.DrawLine().

DrawLineHandles ( Transform line, Color color ) : void

Draws a line through the provided array of Transforms with Handles.DrawLine().

DrawLineHandles ( Vector3 line ) : void

Draws a line through the provided array of Vector3s with Handles.DrawLine().

DrawLineHandles ( Vector3 line, Color color ) : void

Draws a line through the provided array of Vector3s with Handles.DrawLine().

DrawPath ( Transform path ) : void

When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Transforms.

DrawPath ( Transform path, Color color ) : void

When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Transforms.

DrawPath ( Vector3 path ) : void

When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Vector3s.

DrawPath ( Vector3 path, Color color ) : void

When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Vector3s.

DrawPathGizmos ( Transform path ) : void

Draws a curved path through the provided array of Transforms with Gizmos.DrawLine().

DrawPathGizmos ( Transform path, Color color ) : void

Draws a curved path through the provided array of Transforms with Gizmos.DrawLine().

DrawPathGizmos ( Vector3 path ) : void

Draws a curved path through the provided array of Vector3s with Gizmos.DrawLine().

DrawPathGizmos ( Vector3 path, Color color ) : void

Draws a curved path through the provided array of Vector3s with Gizmos.DrawLine().

DrawPathHandles ( Transform path ) : void

Draws a curved path through the provided array of Transforms with Handles.DrawLine().

DrawPathHandles ( Transform path, Color color ) : void

Draws a curved path through the provided array of Transforms with Handles.DrawLine().

DrawPathHandles ( Vector3 path ) : void

Draws a curved path through the provided array of Vector3s with Handles.DrawLine().

DrawPathHandles ( Vector3 path, Color color ) : void

Draws a curved path through the provided array of Vector3s with Handles.DrawLine().

FadeFrom ( GameObject target, Hashtable args ) : void

Changes a GameObject's alpha value instantly then returns it to the provided alpha over time with FULL customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorFrom and using the "a" parameter.

FadeFrom ( GameObject target, float alpha, float time ) : void

Changes a GameObject's alpha value instantly then returns it to the provided alpha over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorFrom and using the "a" parameter.

FadeTo ( GameObject target, Hashtable args ) : void

Changes a GameObject's alpha value over time with FULL customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorTo and using the "a" parameter.

FadeTo ( GameObject target, float alpha, float time ) : void

Changes a GameObject's alpha value over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorTo and using the "a" parameter.

FadeUpdate ( GameObject target, Hashtable args ) : void

Similar to FadeTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.

FadeUpdate ( GameObject target, float alpha, float time ) : void

Similar to FadeTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.

FloatUpdate ( float currentValue, float targetValue, float speed ) : float

Returns a float that is eased between a current and target value by the supplied speed.

Hash ( ) : Hashtable

Universal interface to help in the creation of Hashtables. Especially useful for C# users.

Init ( GameObject target ) : void

Sets up a GameObject to avoid hiccups when an initial iTween is added. It's advisable to run this on every object you intend to run iTween on in its Start or Awake.

LookFrom ( GameObject target, Hashtable args ) : void

Instantly rotates a GameObject to look at a supplied Transform or Vector3 then returns it to it's starting rotation over time with FULL customization options.

LookFrom ( GameObject target, Vector3 looktarget, float time ) : void

Instantly rotates a GameObject to look at the supplied Vector3 then returns it to it's starting rotation over time with MINIMUM customization options.

LookTo ( GameObject target, Hashtable args ) : void

Rotates a GameObject to look at a supplied Transform or Vector3 over time with FULL customization options.

LookTo ( GameObject target, Vector3 looktarget, float time ) : void

Rotates a GameObject to look at the supplied Vector3 over time with MINIMUM customization options.

LookUpdate ( GameObject target, Hashtable args ) : void

Similar to LookTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.

LookUpdate ( GameObject target, Vector3 looktarget, float time ) : void

Similar to LookTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.

MoveAdd ( GameObject target, Hashtable args ) : void

Translates a GameObject's position over time with FULL customization options.

MoveAdd ( GameObject target, Vector3 amount, float time ) : void

Translates a GameObject's position over time with MINIMUM customization options.

MoveBy ( GameObject target, Hashtable args ) : void

Adds the supplied coordinates to a GameObject's position with FULL customization options.

MoveBy ( GameObject target, Vector3 amount, float time ) : void

Adds the supplied coordinates to a GameObject's postion with MINIMUM customization options.

MoveFrom ( GameObject target, Hashtable args ) : void

Instantly changes a GameObject's position to a supplied destination then returns it to it's starting position over time with FULL customization options.

MoveFrom ( GameObject target, Vector3 position, float time ) : void

Instantly changes a GameObject's position to a supplied destination then returns it to it's starting position over time with MINIMUM customization options.

MoveTo ( GameObject target, Hashtable args ) : void

Changes a GameObject's position over time to a supplied destination with FULL customization options.

MoveTo ( GameObject target, Vector3 position, float time ) : void

Changes a GameObject's position over time to a supplied destination with MINIMUM customization options.

MoveUpdate ( GameObject target, Hashtable args ) : void

Similar to MoveTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.

MoveUpdate ( GameObject target, Vector3 position, float time ) : void

Similar to MoveTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.

PathLength ( Transform path ) : float

Returns the length of a curved path drawn through the provided array of Transforms.

PathLength ( Vector3 path ) : float

Returns the length of a curved path drawn through the provided array of Vector3s.

Pause ( ) : void

Pause all iTweens in scene.

Pause ( GameObject target ) : void

Pause all iTweens on a GameObject.

Pause ( GameObject target, bool includechildren ) : void

Pause all iTweens on a GameObject including its children.

Pause ( GameObject target, string type ) : void
Pause ( GameObject target, string type, bool includechildren ) : void
Pause ( string type ) : void

Pause all iTweens in scene of a particular type.

PointOnPath ( Transform path, float percent ) : Vector3

Returns a Vector3 position on a path at the provided percentage

PointOnPath ( Vector3 path, float percent ) : Vector3

Returns a Vector3 position on a path at the provided percentage

PunchPosition ( GameObject target, Hashtable args ) : void

Applies a jolt of force to a GameObject's position and wobbles it back to its initial position with FULL customization options.

PunchPosition ( GameObject target, Vector3 amount, float time ) : void

Applies a jolt of force to a GameObject's position and wobbles it back to its initial position with MINIMUM customization options.

PunchRotation ( GameObject target, Hashtable args ) : void

Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation with FULL customization options.

PunchRotation ( GameObject target, Vector3 amount, float time ) : void

Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation with MINIMUM customization options.

PunchScale ( GameObject target, Hashtable args ) : void

Applies a jolt of force to a GameObject's scale and wobbles it back to its initial scale with FULL customization options.

PunchScale ( GameObject target, Vector3 amount, float time ) : void

Applies a jolt of force to a GameObject's scale and wobbles it back to its initial scale with MINIMUM customization options.

PutOnPath ( GameObject target, Transform path, float percent ) : void

Puts a GameObject on a path at the provided percentage

PutOnPath ( GameObject target, Vector3 path, float percent ) : void

Puts a GameObject on a path at the provided percentage

PutOnPath ( Transform target, Transform path, float percent ) : void

Puts a GameObject on a path at the provided percentage

PutOnPath ( Transform target, Vector3 path, float percent ) : void

Puts a GameObject on a path at the provided percentage

RectUpdate ( Rect currentValue, Rect targetValue, float speed ) : Rect

Returns a Rect that is eased between a current and target value by the supplied speed.

Resume ( ) : void

Resume all iTweens in scene.

Resume ( GameObject target ) : void

Resume all iTweens on a GameObject.

Resume ( GameObject target, bool includechildren ) : void

Resume all iTweens on a GameObject including its children.

Resume ( GameObject target, string type ) : void
Resume ( GameObject target, string type, bool includechildren ) : void
Resume ( string type ) : void

Resume all iTweens in scene of a particular type.

RotateAdd ( GameObject target, Hashtable args ) : void

Adds supplied Euler angles in degrees to a GameObject's rotation over time with FULL customization options.

RotateAdd ( GameObject target, Vector3 amount, float time ) : void

Adds supplied Euler angles in degrees to a GameObject's rotation over time with MINIMUM customization options.

RotateBy ( GameObject target, Hashtable args ) : void

Multiplies supplied values by 360 and rotates a GameObject by calculated amount over time with FULL customization options.

RotateBy ( GameObject target, Vector3 amount, float time ) : void

Multiplies supplied values by 360 and rotates a GameObject by calculated amount over time with MINIMUM customization options.

RotateFrom ( GameObject target, Hashtable args ) : void

Instantly changes a GameObject's Euler angles in degrees then returns it to it's starting rotation over time (if allowed) with FULL customization options.

RotateFrom ( GameObject target, Vector3 rotation, float time ) : void

Instantly changes a GameObject's Euler angles in degrees then returns it to it's starting rotation over time (if allowed) with MINIMUM customization options.

RotateTo ( GameObject target, Hashtable args ) : void

Rotates a GameObject to the supplied Euler angles in degrees over time with FULL customization options.

RotateTo ( GameObject target, Vector3 rotation, float time ) : void

Rotates a GameObject to the supplied Euler angles in degrees over time with MINIMUM customization options.

RotateUpdate ( GameObject target, Hashtable args ) : void

Similar to RotateTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.

RotateUpdate ( GameObject target, Vector3 rotation, float time ) : void

Similar to RotateTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.

ScaleAdd ( GameObject target, Hashtable args ) : void

Adds to a GameObject's scale over time with FULL customization options.

ScaleAdd ( GameObject target, Vector3 amount, float time ) : void

Adds to a GameObject's scale over time with FULL customization options.

ScaleBy ( GameObject target, Hashtable args ) : void

Multiplies a GameObject's scale over time with FULL customization options.

ScaleBy ( GameObject target, Vector3 amount, float time ) : void

Multiplies a GameObject's scale over time with MINIMUM customization options.

ScaleFrom ( GameObject target, Hashtable args ) : void

Instantly changes a GameObject's scale then returns it to it's starting scale over time with FULL customization options.

ScaleFrom ( GameObject target, Vector3 scale, float time ) : void

Instantly changes a GameObject's scale then returns it to it's starting scale over time with MINIMUM customization options.

ScaleTo ( GameObject target, Hashtable args ) : void

Changes a GameObject's scale over time with FULL customization options.

ScaleTo ( GameObject target, Vector3 scale, float time ) : void

Changes a GameObject's scale over time with MINIMUM customization options.

ScaleUpdate ( GameObject target, Hashtable args ) : void

Similar to ScaleTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.

ScaleUpdate ( GameObject target, Vector3 scale, float time ) : void

Similar to ScaleTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.

ShakePosition ( GameObject target, Hashtable args ) : void

Randomly shakes a GameObject's position by a diminishing amount over time with FULL customization options.

ShakePosition ( GameObject target, Vector3 amount, float time ) : void

Randomly shakes a GameObject's position by a diminishing amount over time with MINIMUM customization options.

ShakeRotation ( GameObject target, Hashtable args ) : void

Randomly shakes a GameObject's rotation by a diminishing amount over time with FULL customization options.

ShakeRotation ( GameObject target, Vector3 amount, float time ) : void

Randomly shakes a GameObject's rotation by a diminishing amount over time with MINIMUM customization options.

ShakeScale ( GameObject target, Hashtable args ) : void

Randomly shakes a GameObject's scale by a diminishing amount over time with FULL customization options.

ShakeScale ( GameObject target, Vector3 amount, float time ) : void

Randomly shakes a GameObject's scale by a diminishing amount over time with MINIMUM customization options.

Stab ( GameObject target, AudioClip audioclip, float delay ) : void

Plays an AudioClip once based on supplied volume and pitch and following any delay with MINIMUM customization options. AudioSource is optional as iTween will provide one.

Stab ( GameObject target, Hashtable args ) : void

Plays an AudioClip once based on supplied volume and pitch and following any delay with FULL customization options. AudioSource is optional as iTween will provide one.

Stop ( ) : void

Stop and destroy all Tweens in current scene.

Stop ( GameObject target ) : void

Stop and destroy all iTweens on a GameObject.

Stop ( GameObject target, bool includechildren ) : void

Stop and destroy all iTweens on a GameObject including its children.

Stop ( GameObject target, string type ) : void
Stop ( GameObject target, string type, bool includechildren ) : void
Stop ( string type ) : void

Stop and destroy all iTweens in current scene of a particular type.

StopByName ( GameObject target, string name ) : void
StopByName ( GameObject target, string name, bool includechildren ) : void
StopByName ( string name ) : void

Stop and destroy all iTweens in current scene of a particular name.

ValueTo ( GameObject target, Hashtable args ) : void

Returns a value to an 'oncallback' method interpolated between the supplied 'from' and 'to' values for application as desired. Requires an 'onupdate' callback that accepts the same type as the supplied 'from' and 'to' properties.

Vector2Update ( Vector2 currentValue, Vector2 targetValue, float speed ) : Vector2

Returns a Vector2 that is eased between a current and target value by the supplied speed.

Vector3Update ( Vector3 currentValue, Vector3 targetValue, float speed ) : Vector3

Returns a Vector3 that is eased between a current and target value by the supplied speed.

Private Methods

Method Description
ApplyAudioToTargets ( ) : void
ApplyColorTargets ( ) : void
ApplyColorToTargets ( ) : void
ApplyFloatTargets ( ) : void
ApplyLookToTargets ( ) : void
ApplyMoveByTargets ( ) : void
ApplyMoveToPathTargets ( ) : void
ApplyMoveToTargets ( ) : void
ApplyPunchPositionTargets ( ) : void
ApplyPunchRotationTargets ( ) : void
ApplyPunchScaleTargets ( ) : void
ApplyRectTargets ( ) : void
ApplyRotateAddTargets ( ) : void
ApplyRotateToTargets ( ) : void
ApplyScaleToTargets ( ) : void
ApplyShakePositionTargets ( ) : void
ApplyShakeRotationTargets ( ) : void
ApplyShakeScaleTargets ( ) : void
ApplyStabTargets ( ) : void
ApplyVector2Targets ( ) : void
ApplyVector3Targets ( ) : void
Awake ( ) : void
CallBack ( string callbackType ) : void
CleanArgs ( Hashtable args ) : Hashtable
ConflictCheck ( ) : void
DisableKinematic ( ) : void
Dispose ( ) : void
DrawLineHelper ( Vector3 line, Color color, string method ) : void
DrawPathHelper ( Vector3 path, Color color, string method ) : void
EnableKinematic ( ) : void
FixedUpdate ( ) : void
GenerateAudioToTargets ( ) : void
GenerateColorTargets ( ) : void
GenerateColorToTargets ( ) : void
GenerateFloatTargets ( ) : void
GenerateID ( ) : string
GenerateLookToTargets ( ) : void
GenerateMoveByTargets ( ) : void
GenerateMoveToPathTargets ( ) : void
GenerateMoveToTargets ( ) : void
GeneratePunchPositionTargets ( ) : void
GeneratePunchRotationTargets ( ) : void
GeneratePunchScaleTargets ( ) : void
GenerateRectTargets ( ) : void
GenerateRotateAddTargets ( ) : void
GenerateRotateByTargets ( ) : void
GenerateRotateToTargets ( ) : void
GenerateScaleAddTargets ( ) : void
GenerateScaleByTargets ( ) : void
GenerateScaleToTargets ( ) : void
GenerateShakePositionTargets ( ) : void
GenerateShakeRotationTargets ( ) : void
GenerateShakeScaleTargets ( ) : void
GenerateStabTargets ( ) : void
GenerateTargets ( ) : void
GenerateVector2Targets ( ) : void
GenerateVector3Targets ( ) : void
GetEasingFunction ( ) : void
Interp ( Vector3 pts, float t ) : Vector3
LateUpdate ( ) : void
Launch ( GameObject target, Hashtable args ) : void
OnDisable ( ) : void
OnEnable ( ) : void
PathControlPointGenerator ( Vector3 path ) : Vector3[]
ResumeDelay ( ) : void
RetrieveArgs ( ) : void
Start ( ) : IEnumerator
TweenComplete ( ) : void
TweenDelay ( ) : IEnumerator
TweenLoop ( ) : void
TweenRestart ( ) : IEnumerator
TweenStart ( ) : void
TweenUpdate ( ) : void
Update ( ) : void
UpdatePercentage ( ) : void
clerp ( float start, float end, float value ) : float
easeInBack ( float start, float end, float value ) : float
easeInBounce ( float start, float end, float value ) : float
easeInCirc ( float start, float end, float value ) : float
easeInCubic ( float start, float end, float value ) : float
easeInElastic ( float start, float end, float value ) : float
easeInExpo ( float start, float end, float value ) : float
easeInOutBack ( float start, float end, float value ) : float
easeInOutBounce ( float start, float end, float value ) : float
easeInOutCirc ( float start, float end, float value ) : float
easeInOutCubic ( float start, float end, float value ) : float
easeInOutElastic ( float start, float end, float value ) : float
easeInOutExpo ( float start, float end, float value ) : float
easeInOutQuad ( float start, float end, float value ) : float
easeInOutQuart ( float start, float end, float value ) : float
easeInOutQuint ( float start, float end, float value ) : float
easeInOutSine ( float start, float end, float value ) : float
easeInQuad ( float start, float end, float value ) : float
easeInQuart ( float start, float end, float value ) : float
easeInQuint ( float start, float end, float value ) : float
easeInSine ( float start, float end, float value ) : float
easeOutBack ( float start, float end, float value ) : float
easeOutBounce ( float start, float end, float value ) : float
easeOutCirc ( float start, float end, float value ) : float
easeOutCubic ( float start, float end, float value ) : float
easeOutElastic ( float start, float end, float value ) : float
easeOutExpo ( float start, float end, float value ) : float
easeOutQuad ( float start, float end, float value ) : float
easeOutQuart ( float start, float end, float value ) : float
easeOutQuint ( float start, float end, float value ) : float
easeOutSine ( float start, float end, float value ) : float
linear ( float start, float end, float value ) : float
punch ( float amplitude, float value ) : float
spring ( float start, float end, float value ) : float

Method Details

AudioFrom() public static method

Instantly changes an AudioSource's volume and pitch then returns it to it's starting volume and pitch over time with FULL customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied.
public static AudioFrom ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

AudioFrom() public static method

Instantly changes an AudioSource's volume and pitch then returns it to it's starting volume and pitch over time with MINIMUM customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied.
public static AudioFrom ( GameObject target, float volume, float pitch, float time ) : void
target GameObject /// A to be the target of the animation which holds the AudioSource to be changed. ///
volume float for the target level of volume. /// A ///
pitch float for the target pitch. /// A ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

AudioTo() public static method

Fades volume and pitch of an AudioSource with FULL customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied.
public static AudioTo ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

AudioTo() public static method

Fades volume and pitch of an AudioSource with MINIMUM customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied.
public static AudioTo ( GameObject target, float volume, float pitch, float time ) : void
target GameObject /// A to be the target of the animation which holds the AudioSource to be changed. ///
volume float for the target level of volume. /// A ///
pitch float for the target pitch. /// A ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

AudioUpdate() public static method

Similar to AudioTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.
public static AudioUpdate ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

AudioUpdate() public static method

Similar to AudioTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.
public static AudioUpdate ( GameObject target, float volume, float pitch, float time ) : void
target GameObject /// A to be the target of the animation. ///
volume float /// A for the target level of volume. ///
pitch float /// A for the target pitch. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

CameraFadeAdd() public static method

Creates a GameObject (if it doesn't exist) at the default depth filled with black that can be used to simulate a camera fade.
public static CameraFadeAdd ( ) : GameObject
return GameObject

CameraFadeAdd() public static method

Creates a GameObject (if it doesn't exist) at the default depth that can be used to simulate a camera fade.
public static CameraFadeAdd ( Texture2D texture ) : GameObject
texture Texture2D /// A ///
return GameObject

CameraFadeAdd() public static method

Creates a GameObject (if it doesn't exist) at the supplied depth that can be used to simulate a camera fade.
public static CameraFadeAdd ( Texture2D texture, int depth ) : GameObject
texture Texture2D /// A ///
depth int /// A ///
return GameObject

CameraFadeDepth() public static method

Changes a camera fade's texture.
public static CameraFadeDepth ( int depth ) : void
depth int /// A ///
return void

CameraFadeDestroy() public static method

Removes and destroyes a camera fade.
public static CameraFadeDestroy ( ) : void
return void

CameraFadeFrom() public static method

Instantly changes the amount(transparency) of a camera fade and then returns it back over time with FULL customization options.
public static CameraFadeFrom ( Hashtable args ) : void
args Hashtable
return void

CameraFadeFrom() public static method

Instantly changes the amount(transparency) of a camera fade and then returns it back over time with MINIMUM customization options.
public static CameraFadeFrom ( float amount, float time ) : void
amount float /// A or for how transparent the Texture2D that the camera fade uses is. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

CameraFadeSwap() public static method

Changes a camera fade's texture.
public static CameraFadeSwap ( Texture2D texture ) : void
texture Texture2D /// A ///
return void

CameraFadeTo() public static method

Changes the amount(transparency) of a camera fade over time with FULL customization options.
public static CameraFadeTo ( Hashtable args ) : void
args Hashtable
return void

CameraFadeTo() public static method

Changes the amount(transparency) of a camera fade over time with MINIMUM customization options.
public static CameraFadeTo ( float amount, float time ) : void
amount float /// A or for how transparent the Texture2D that the camera fade uses is. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

CameraTexture() public static method

Creates and returns a full-screen Texture2D for use with CameraFade.
public static CameraTexture ( Color color ) : Texture2D
color Color /// Color ///
return Texture2D

ColorFrom() public static method

Changes a GameObject's color values instantly then returns them to the provided properties over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation.
public static ColorFrom ( GameObject target, Color color, float time ) : void
target GameObject /// A to be the target of the animation. ///
color Color /// A to change the GameObject's color to. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

ColorFrom() public static method

Changes a GameObject's color values instantly then returns them to the provided properties over time with FULL customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation.
public static ColorFrom ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

ColorTo() public static method

Changes a GameObject's color values over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, they will become the target of the animation.
public static ColorTo ( GameObject target, Color color, float time ) : void
target GameObject /// A to be the target of the animation. ///
color Color /// A to change the GameObject's color to. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

ColorTo() public static method

Changes a GameObject's color values over time with FULL customization options. If a GUIText or GUITexture component is attached, they will become the target of the animation.
public static ColorTo ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

ColorUpdate() public static method

Similar to ColorTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.
public static ColorUpdate ( GameObject target, Color color, float time ) : void
target GameObject /// A to be the target of the animation. ///
color Color /// A to change the GameObject's color to. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

ColorUpdate() public static method

Similar to ColorTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.
public static ColorUpdate ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

Count() public static method

Count all iTweens in current scene.
public static Count ( ) : int
return int

Count() public static method

Count all iTweens on a GameObject.
public static Count ( GameObject target ) : int
target GameObject
return int

Count() public static method

Count all iTweens on a GameObject of a particular type.
public static Count ( GameObject target, string type ) : int
target GameObject
type string /// A name of the type of iTween you would like to count. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. ///
return int

Count() public static method

Count all iTweens in current scene of a particular type.
public static Count ( string type ) : int
type string /// A name of the type of iTween you would like to stop. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. ///
return int

DrawLine() public static method

When called from an OnDrawGizmos() function it will draw a line through the provided array of Transforms.
public static DrawLine ( Transform line ) : void
line Transform /// A ///
return void

DrawLine() public static method

When called from an OnDrawGizmos() function it will draw a line through the provided array of Transforms.
public static DrawLine ( Transform line, Color color ) : void
line Transform /// A ///
color Color /// A ///
return void

DrawLine() public static method

When called from an OnDrawGizmos() function it will draw a line through the provided array of Vector3s.
public static DrawLine ( Vector3 line ) : void
line Vector3 /// A ///
return void

DrawLine() public static method

When called from an OnDrawGizmos() function it will draw a line through the provided array of Vector3s.
public static DrawLine ( Vector3 line, Color color ) : void
line Vector3 /// A ///
color Color /// A ///
return void

DrawLineGizmos() public static method

Draws a line through the provided array of Transforms with Gizmos.DrawLine().
public static DrawLineGizmos ( Transform line ) : void
line Transform /// A ///
return void

DrawLineGizmos() public static method

Draws a line through the provided array of Transforms with Gizmos.DrawLine().
public static DrawLineGizmos ( Transform line, Color color ) : void
line Transform /// A ///
color Color /// A ///
return void

DrawLineGizmos() public static method

Draws a line through the provided array of Vector3s with Gizmos.DrawLine().
public static DrawLineGizmos ( Vector3 line ) : void
line Vector3 /// A ///
return void

DrawLineGizmos() public static method

Draws a line through the provided array of Vector3s with Gizmos.DrawLine().
public static DrawLineGizmos ( Vector3 line, Color color ) : void
line Vector3 /// A ///
color Color /// A ///
return void

DrawLineHandles() public static method

Draws a line through the provided array of Transforms with Handles.DrawLine().
public static DrawLineHandles ( Transform line ) : void
line Transform /// A ///
return void

DrawLineHandles() public static method

Draws a line through the provided array of Transforms with Handles.DrawLine().
public static DrawLineHandles ( Transform line, Color color ) : void
line Transform /// A ///
color Color /// A ///
return void

DrawLineHandles() public static method

Draws a line through the provided array of Vector3s with Handles.DrawLine().
public static DrawLineHandles ( Vector3 line ) : void
line Vector3 /// A ///
return void

DrawLineHandles() public static method

Draws a line through the provided array of Vector3s with Handles.DrawLine().
public static DrawLineHandles ( Vector3 line, Color color ) : void
line Vector3 /// A ///
color Color /// A ///
return void

DrawPath() public static method

When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Transforms.
public static DrawPath ( Transform path ) : void
path Transform /// A ///
return void

DrawPath() public static method

When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Transforms.
public static DrawPath ( Transform path, Color color ) : void
path Transform /// A ///
color Color /// A ///
return void

DrawPath() public static method

When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Vector3s.
public static DrawPath ( Vector3 path ) : void
path Vector3 /// A ///
return void

DrawPath() public static method

When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Vector3s.
public static DrawPath ( Vector3 path, Color color ) : void
path Vector3 /// A ///
color Color /// A ///
return void

DrawPathGizmos() public static method

Draws a curved path through the provided array of Transforms with Gizmos.DrawLine().
public static DrawPathGizmos ( Transform path ) : void
path Transform /// A ///
return void

DrawPathGizmos() public static method

Draws a curved path through the provided array of Transforms with Gizmos.DrawLine().
public static DrawPathGizmos ( Transform path, Color color ) : void
path Transform /// A ///
color Color /// A ///
return void

DrawPathGizmos() public static method

Draws a curved path through the provided array of Vector3s with Gizmos.DrawLine().
public static DrawPathGizmos ( Vector3 path ) : void
path Vector3 /// A ///
return void

DrawPathGizmos() public static method

Draws a curved path through the provided array of Vector3s with Gizmos.DrawLine().
public static DrawPathGizmos ( Vector3 path, Color color ) : void
path Vector3 /// A ///
color Color /// A ///
return void

DrawPathHandles() public static method

Draws a curved path through the provided array of Transforms with Handles.DrawLine().
public static DrawPathHandles ( Transform path ) : void
path Transform /// A ///
return void

DrawPathHandles() public static method

Draws a curved path through the provided array of Transforms with Handles.DrawLine().
public static DrawPathHandles ( Transform path, Color color ) : void
path Transform /// A ///
color Color /// A ///
return void

DrawPathHandles() public static method

Draws a curved path through the provided array of Vector3s with Handles.DrawLine().
public static DrawPathHandles ( Vector3 path ) : void
path Vector3 /// A ///
return void

DrawPathHandles() public static method

Draws a curved path through the provided array of Vector3s with Handles.DrawLine().
public static DrawPathHandles ( Vector3 path, Color color ) : void
path Vector3 /// A ///
color Color /// A ///
return void

FadeFrom() public static method

Changes a GameObject's alpha value instantly then returns it to the provided alpha over time with FULL customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorFrom and using the "a" parameter.
public static FadeFrom ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

FadeFrom() public static method

Changes a GameObject's alpha value instantly then returns it to the provided alpha over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorFrom and using the "a" parameter.
public static FadeFrom ( GameObject target, float alpha, float time ) : void
target GameObject /// A to be the target of the animation. ///
alpha float /// A for the final alpha value of the animation. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

FadeTo() public static method

Changes a GameObject's alpha value over time with FULL customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorTo and using the "a" parameter.
public static FadeTo ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

FadeTo() public static method

Changes a GameObject's alpha value over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorTo and using the "a" parameter.
public static FadeTo ( GameObject target, float alpha, float time ) : void
target GameObject /// A to be the target of the animation. ///
alpha float /// A for the final alpha value of the animation. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

FadeUpdate() public static method

Similar to FadeTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.
public static FadeUpdate ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

FadeUpdate() public static method

Similar to FadeTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.
public static FadeUpdate ( GameObject target, float alpha, float time ) : void
target GameObject /// A to be the target of the animation. ///
alpha float /// A for the final alpha value of the animation. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

FloatUpdate() public static method

Returns a float that is eased between a current and target value by the supplied speed.
public static FloatUpdate ( float currentValue, float targetValue, float speed ) : float
currentValue float /// A the starting or initial value ///
targetValue float /// A the target value that the current value will be eased to. ///
speed float /// A to be used as rate of speed (larger number equals faster animation) ///
return float

Hash() public static method

Universal interface to help in the creation of Hashtables. Especially useful for C# users.
public static Hash ( ) : Hashtable
return Hashtable

Init() public static method

Sets up a GameObject to avoid hiccups when an initial iTween is added. It's advisable to run this on every object you intend to run iTween on in its Start or Awake.
public static Init ( GameObject target ) : void
target GameObject /// A to be the target to be initialized for iTween. ///
return void

LookFrom() public static method

Instantly rotates a GameObject to look at a supplied Transform or Vector3 then returns it to it's starting rotation over time with FULL customization options.
public static LookFrom ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

LookFrom() public static method

Instantly rotates a GameObject to look at the supplied Vector3 then returns it to it's starting rotation over time with MINIMUM customization options.
public static LookFrom ( GameObject target, Vector3 looktarget, float time ) : void
target GameObject /// A to be the target of the animation. ///
looktarget Vector3 /// A to be the Vector3 that the target will look towards. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

LookTo() public static method

Rotates a GameObject to look at a supplied Transform or Vector3 over time with FULL customization options.
public static LookTo ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

LookTo() public static method

Rotates a GameObject to look at the supplied Vector3 over time with MINIMUM customization options.
public static LookTo ( GameObject target, Vector3 looktarget, float time ) : void
target GameObject /// A to be the target of the animation. ///
looktarget Vector3 /// A to be the Vector3 that the target will look towards. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

LookUpdate() public static method

Similar to LookTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.
public static LookUpdate ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

LookUpdate() public static method

Similar to LookTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.
public static LookUpdate ( GameObject target, Vector3 looktarget, float time ) : void
target GameObject /// A to be the target of the animation. ///
looktarget Vector3 /// A for a target the GameObject will look at. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

MoveAdd() public static method

Translates a GameObject's position over time with FULL customization options.
public static MoveAdd ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

MoveAdd() public static method

Translates a GameObject's position over time with MINIMUM customization options.
public static MoveAdd ( GameObject target, Vector3 amount, float time ) : void
target GameObject /// A to be the target of the animation. ///
amount Vector3 /// A for the amount of change in position to move the GameObject. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

MoveBy() public static method

Adds the supplied coordinates to a GameObject's position with FULL customization options.
public static MoveBy ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

MoveBy() public static method

Adds the supplied coordinates to a GameObject's postion with MINIMUM customization options.
public static MoveBy ( GameObject target, Vector3 amount, float time ) : void
target GameObject /// A to be the target of the animation. ///
amount Vector3 /// A for the amount of change in position to move the GameObject. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

MoveFrom() public static method

Instantly changes a GameObject's position to a supplied destination then returns it to it's starting position over time with FULL customization options.
public static MoveFrom ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

MoveFrom() public static method

Instantly changes a GameObject's position to a supplied destination then returns it to it's starting position over time with MINIMUM customization options.
public static MoveFrom ( GameObject target, Vector3 position, float time ) : void
target GameObject /// A to be the target of the animation. ///
position Vector3 /// A for the destination Vector3. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

MoveTo() public static method

Changes a GameObject's position over time to a supplied destination with FULL customization options.
public static MoveTo ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

MoveTo() public static method

Changes a GameObject's position over time to a supplied destination with MINIMUM customization options.
public static MoveTo ( GameObject target, Vector3 position, float time ) : void
target GameObject /// A to be the target of the animation. ///
position Vector3 /// A for the destination Vector3. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

MoveUpdate() public static method

Similar to MoveTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.
public static MoveUpdate ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

MoveUpdate() public static method

Similar to MoveTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.
public static MoveUpdate ( GameObject target, Vector3 position, float time ) : void
target GameObject /// A to be the target of the animation. ///
position Vector3 /// A for a point in space the GameObject will animate to. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

PathLength() public static method

Returns the length of a curved path drawn through the provided array of Transforms.
public static PathLength ( Transform path ) : float
path Transform /// A ///
return float

PathLength() public static method

Returns the length of a curved path drawn through the provided array of Vector3s.
public static PathLength ( Vector3 path ) : float
path Vector3 /// A ///
return float

Pause() public static method

Pause all iTweens in scene.
public static Pause ( ) : void
return void

Pause() public static method

Pause all iTweens on a GameObject.
public static Pause ( GameObject target ) : void
target GameObject
return void

Pause() public static method

Pause all iTweens on a GameObject including its children.
public static Pause ( GameObject target, bool includechildren ) : void
target GameObject
includechildren bool
return void

Pause() public static method

public static Pause ( GameObject target, string type ) : void
target GameObject
type string /// A name of the type of iTween you would like to pause. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. ///
return void

Pause() public static method

public static Pause ( GameObject target, string type, bool includechildren ) : void
target GameObject
type string /// A name of the type of iTween you would like to pause. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. ///
includechildren bool
return void

Pause() public static method

Pause all iTweens in scene of a particular type.
public static Pause ( string type ) : void
type string /// A name of the type of iTween you would like to pause. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. ///
return void

PointOnPath() public static method

Returns a Vector3 position on a path at the provided percentage
public static PointOnPath ( Transform path, float percent ) : Vector3
path Transform /// A ///
percent float /// A ///
return Vector3

PointOnPath() public static method

Returns a Vector3 position on a path at the provided percentage
public static PointOnPath ( Vector3 path, float percent ) : Vector3
path Vector3 /// A ///
percent float /// A ///
return Vector3

PunchPosition() public static method

Applies a jolt of force to a GameObject's position and wobbles it back to its initial position with FULL customization options.
public static PunchPosition ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

PunchPosition() public static method

Applies a jolt of force to a GameObject's position and wobbles it back to its initial position with MINIMUM customization options.
public static PunchPosition ( GameObject target, Vector3 amount, float time ) : void
target GameObject /// A to be the target of the animation. ///
amount Vector3 /// A for the magnitude of the punch. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

PunchRotation() public static method

Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation with FULL customization options.
public static PunchRotation ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

PunchRotation() public static method

Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation with MINIMUM customization options.
public static PunchRotation ( GameObject target, Vector3 amount, float time ) : void
target GameObject /// A to be the target of the animation. ///
amount Vector3 /// A for the magnitude of the punch. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

PunchScale() public static method

Applies a jolt of force to a GameObject's scale and wobbles it back to its initial scale with FULL customization options.
public static PunchScale ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

PunchScale() public static method

Applies a jolt of force to a GameObject's scale and wobbles it back to its initial scale with MINIMUM customization options.
public static PunchScale ( GameObject target, Vector3 amount, float time ) : void
target GameObject /// A to be the target of the animation. ///
amount Vector3 /// A for the magnitude of the punch. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

PutOnPath() public static method

Puts a GameObject on a path at the provided percentage
public static PutOnPath ( GameObject target, Transform path, float percent ) : void
target GameObject /// A ///
path Transform /// A ///
percent float /// A ///
return void

PutOnPath() public static method

Puts a GameObject on a path at the provided percentage
public static PutOnPath ( GameObject target, Vector3 path, float percent ) : void
target GameObject /// A ///
path Vector3 /// A ///
percent float /// A ///
return void

PutOnPath() public static method

Puts a GameObject on a path at the provided percentage
public static PutOnPath ( Transform target, Transform path, float percent ) : void
target Transform /// A ///
path Transform /// A ///
percent float /// A ///
return void

PutOnPath() public static method

Puts a GameObject on a path at the provided percentage
public static PutOnPath ( Transform target, Vector3 path, float percent ) : void
target Transform /// A ///
path Vector3 /// A ///
percent float /// A ///
return void

RectUpdate() public static method

Returns a Rect that is eased between a current and target value by the supplied speed.
public static RectUpdate ( Rect currentValue, Rect targetValue, float speed ) : Rect
currentValue Rect /// A the starting or initial value ///
targetValue Rect /// A the target value that the current value will be eased to. ///
speed float /// A to be used as rate of speed (larger number equals faster animation) ///
return Rect

Resume() public static method

Resume all iTweens in scene.
public static Resume ( ) : void
return void

Resume() public static method

Resume all iTweens on a GameObject.
public static Resume ( GameObject target ) : void
target GameObject
return void

Resume() public static method

Resume all iTweens on a GameObject including its children.
public static Resume ( GameObject target, bool includechildren ) : void
target GameObject
includechildren bool
return void

Resume() public static method

public static Resume ( GameObject target, string type ) : void
target GameObject
type string /// A name of the type of iTween you would like to resume. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. ///
return void

Resume() public static method

public static Resume ( GameObject target, string type, bool includechildren ) : void
target GameObject
type string /// A name of the type of iTween you would like to resume. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. ///
includechildren bool
return void

Resume() public static method

Resume all iTweens in scene of a particular type.
public static Resume ( string type ) : void
type string /// A name of the type of iTween you would like to resume. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. ///
return void

RotateAdd() public static method

Adds supplied Euler angles in degrees to a GameObject's rotation over time with FULL customization options.
public static RotateAdd ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

RotateAdd() public static method

Adds supplied Euler angles in degrees to a GameObject's rotation over time with MINIMUM customization options.
public static RotateAdd ( GameObject target, Vector3 amount, float time ) : void
target GameObject /// A to be the target of the animation. ///
amount Vector3 /// A for the amount of Euler angles in degrees to add to the current rotation of the GameObject. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

RotateBy() public static method

Multiplies supplied values by 360 and rotates a GameObject by calculated amount over time with FULL customization options.
public static RotateBy ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

RotateBy() public static method

Multiplies supplied values by 360 and rotates a GameObject by calculated amount over time with MINIMUM customization options.
public static RotateBy ( GameObject target, Vector3 amount, float time ) : void
target GameObject /// A to be the target of the animation. ///
amount Vector3 /// A for the amount to be multiplied by 360 to rotate the GameObject. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

RotateFrom() public static method

Instantly changes a GameObject's Euler angles in degrees then returns it to it's starting rotation over time (if allowed) with FULL customization options.
public static RotateFrom ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

RotateFrom() public static method

Instantly changes a GameObject's Euler angles in degrees then returns it to it's starting rotation over time (if allowed) with MINIMUM customization options.
public static RotateFrom ( GameObject target, Vector3 rotation, float time ) : void
target GameObject /// A to be the target of the animation. ///
rotation Vector3 /// A for the target Euler angles in degrees to rotate from. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

RotateTo() public static method

Rotates a GameObject to the supplied Euler angles in degrees over time with FULL customization options.
public static RotateTo ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

RotateTo() public static method

Rotates a GameObject to the supplied Euler angles in degrees over time with MINIMUM customization options.
public static RotateTo ( GameObject target, Vector3 rotation, float time ) : void
target GameObject /// A to be the target of the animation. ///
rotation Vector3 /// A for the target Euler angles in degrees to rotate to. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

RotateUpdate() public static method

Similar to RotateTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.
public static RotateUpdate ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

RotateUpdate() public static method

Similar to RotateTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.
public static RotateUpdate ( GameObject target, Vector3 rotation, float time ) : void
target GameObject /// A to be the target of the animation. ///
rotation Vector3 /// A for the target Euler angles in degrees to rotate to. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

ScaleAdd() public static method

Adds to a GameObject's scale over time with FULL customization options.
public static ScaleAdd ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

ScaleAdd() public static method

Adds to a GameObject's scale over time with FULL customization options.
public static ScaleAdd ( GameObject target, Vector3 amount, float time ) : void
target GameObject /// A to be the target of the animation. ///
amount Vector3 /// A for the amount of scale to be added to the GameObject's current scale. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

ScaleBy() public static method

Multiplies a GameObject's scale over time with FULL customization options.
public static ScaleBy ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

ScaleBy() public static method

Multiplies a GameObject's scale over time with MINIMUM customization options.
public static ScaleBy ( GameObject target, Vector3 amount, float time ) : void
target GameObject /// A to be the target of the animation. ///
amount Vector3 /// A for the amount of scale to be multiplied by the GameObject's current scale. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

ScaleFrom() public static method

Instantly changes a GameObject's scale then returns it to it's starting scale over time with FULL customization options.
public static ScaleFrom ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

ScaleFrom() public static method

Instantly changes a GameObject's scale then returns it to it's starting scale over time with MINIMUM customization options.
public static ScaleFrom ( GameObject target, Vector3 scale, float time ) : void
target GameObject /// A to be the target of the animation. ///
scale Vector3 /// A for the final scale. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

ScaleTo() public static method

Changes a GameObject's scale over time with FULL customization options.
public static ScaleTo ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

ScaleTo() public static method

Changes a GameObject's scale over time with MINIMUM customization options.
public static ScaleTo ( GameObject target, Vector3 scale, float time ) : void
target GameObject /// A to be the target of the animation. ///
scale Vector3 /// A for the final scale. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

ScaleUpdate() public static method

Similar to ScaleTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.
public static ScaleUpdate ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

ScaleUpdate() public static method

Similar to ScaleTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.
public static ScaleUpdate ( GameObject target, Vector3 scale, float time ) : void
target GameObject /// A to be the target of the animation. ///
scale Vector3 /// A for the final scale. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

ShakePosition() public static method

Randomly shakes a GameObject's position by a diminishing amount over time with FULL customization options.
public static ShakePosition ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

ShakePosition() public static method

Randomly shakes a GameObject's position by a diminishing amount over time with MINIMUM customization options.
public static ShakePosition ( GameObject target, Vector3 amount, float time ) : void
target GameObject /// A to be the target of the animation. ///
amount Vector3 /// A for the magnitude of shake. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

ShakeRotation() public static method

Randomly shakes a GameObject's rotation by a diminishing amount over time with FULL customization options.
public static ShakeRotation ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

ShakeRotation() public static method

Randomly shakes a GameObject's rotation by a diminishing amount over time with MINIMUM customization options.
public static ShakeRotation ( GameObject target, Vector3 amount, float time ) : void
target GameObject /// A to be the target of the animation. ///
amount Vector3 /// A for the magnitude of shake. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

ShakeScale() public static method

Randomly shakes a GameObject's scale by a diminishing amount over time with FULL customization options.
public static ShakeScale ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

ShakeScale() public static method

Randomly shakes a GameObject's scale by a diminishing amount over time with MINIMUM customization options.
public static ShakeScale ( GameObject target, Vector3 amount, float time ) : void
target GameObject /// A to be the target of the animation. ///
amount Vector3 /// A for the magnitude of shake. ///
time float /// A for the time in seconds the animation will take to complete. ///
return void

Stab() public static method

Plays an AudioClip once based on supplied volume and pitch and following any delay with MINIMUM customization options. AudioSource is optional as iTween will provide one.
public static Stab ( GameObject target, AudioClip audioclip, float delay ) : void
target GameObject /// A to be the target of the animation which holds the AudioSource to be utilized. ///
audioclip AudioClip /// A for a reference to the AudioClip to be played. ///
delay float /// A for the time in seconds the action will wait before beginning. ///
return void

Stab() public static method

Plays an AudioClip once based on supplied volume and pitch and following any delay with FULL customization options. AudioSource is optional as iTween will provide one.
public static Stab ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

Stop() public static method

Stop and destroy all Tweens in current scene.
public static Stop ( ) : void
return void

Stop() public static method

Stop and destroy all iTweens on a GameObject.
public static Stop ( GameObject target ) : void
target GameObject
return void

Stop() public static method

Stop and destroy all iTweens on a GameObject including its children.
public static Stop ( GameObject target, bool includechildren ) : void
target GameObject
includechildren bool
return void

Stop() public static method

public static Stop ( GameObject target, string type ) : void
target GameObject
type string /// A name of the type of iTween you would like to stop. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. ///
return void

Stop() public static method

public static Stop ( GameObject target, string type, bool includechildren ) : void
target GameObject
type string /// A name of the type of iTween you would like to stop. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. ///
includechildren bool
return void

Stop() public static method

Stop and destroy all iTweens in current scene of a particular type.
public static Stop ( string type ) : void
type string /// A name of the type of iTween you would like to stop. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. ///
return void

StopByName() public static method

public static StopByName ( GameObject target, string name ) : void
target GameObject
name string /// The name of iTween you would like to stop. ///
return void

StopByName() public static method

public static StopByName ( GameObject target, string name, bool includechildren ) : void
target GameObject
name string /// The name of iTween you would like to stop. ///
includechildren bool
return void

StopByName() public static method

Stop and destroy all iTweens in current scene of a particular name.
public static StopByName ( string name ) : void
name string /// The name of iTween you would like to stop. ///
return void

ValueTo() public static method

Returns a value to an 'oncallback' method interpolated between the supplied 'from' and 'to' values for application as desired. Requires an 'onupdate' callback that accepts the same type as the supplied 'from' and 'to' properties.
public static ValueTo ( GameObject target, Hashtable args ) : void
target GameObject
args Hashtable
return void

Vector2Update() public static method

Returns a Vector2 that is eased between a current and target value by the supplied speed.
public static Vector2Update ( Vector2 currentValue, Vector2 targetValue, float speed ) : Vector2
currentValue Vector2 /// A the starting or initial value ///
targetValue Vector2 /// A the target value that the current value will be eased to. ///
speed float /// A to be used as rate of speed (larger number equals faster animation) ///
return Vector2

Vector3Update() public static method

Returns a Vector3 that is eased between a current and target value by the supplied speed.
public static Vector3Update ( Vector3 currentValue, Vector3 targetValue, float speed ) : Vector3
currentValue Vector3 /// A the starting or initial value ///
targetValue Vector3 /// A the target value that the current value will be eased to. ///
speed float /// A to be used as rate of speed (larger number equals faster animation) ///
return Vector3

Property Details

_name public_oe property

public string _name
return string

easeType public_oe property

public iTween.EaseType easeType
return iTween.EaseType

id public_oe property

public string id
return string

isRunning public_oe property

public bool isRunning
return bool

loopType public_oe property

public LoopType loopType
return LoopType

time public_oe property

public float time
return float

tweens public_oe static_oe property

public static ArrayList tweens
return ArrayList