Table of Contents

Class iTween

Namespace
VoxelPlayground.Utility
Assembly
GamePlay.dll

Version: 2.0.8

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

Support: http://itween.pixelplacement.com

public class iTween : MonoBehaviour
Inheritance
object
iTween
Extension Methods

Fields

_name

public string _name

Field Value

string

delay

public float delay

Field Value

float

easeType

public iTween.EaseType easeType

Field Value

iTween.EaseType

id

public string id

Field Value

string

isPaused

public bool isPaused

Field Value

bool

isRunning

public bool isRunning

Field Value

bool

loopType

public iTween.LoopType loopType

Field Value

iTween.LoopType

method

public string method

Field Value

string

time

public float time

Field Value

float

tweens

public static List<Hashtable> tweens

Field Value

List<Hashtable>

type

public string type

Field Value

string

Methods

AudioFrom(GameObject, Hashtable)

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 void AudioFrom(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

AudioFrom(GameObject, float, float, float)

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

Parameters

target GameObject

A GameObject to be the target of the animation which holds the AudioSource to be changed.

volume float

for the target level of volume. A float

pitch float

for the target pitch. A float

time float

A float for the time in seconds the animation will take to complete.

AudioTo(GameObject, Hashtable)

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 void AudioTo(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

AudioTo(GameObject, float, float, float)

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

Parameters

target GameObject

A GameObject to be the target of the animation which holds the AudioSource to be changed.

volume float

for the target level of volume. A float

pitch float

for the target pitch. A float

time float

A float for the time in seconds the animation will take to complete.

AudioUpdate(GameObject, Hashtable)

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 void AudioUpdate(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

AudioUpdate(GameObject, float, float, float)

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

Parameters

target GameObject

A GameObject to be the target of the animation.

volume float

A float for the target level of volume.

pitch float

A float for the target pitch.

time float

A float for the time in seconds the animation will take to complete.

ColorFrom(GameObject, Hashtable)

Changes a GameObject's color values instantly then returns them to the provided properties over time with FULL customization options.

public static void ColorFrom(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

ColorFrom(GameObject, Color, float)

Changes a GameObject's color values instantly then returns them to the provided properties over time with MINIMUM customization options.

public static void ColorFrom(GameObject target, Color color, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

color Color

A Color to change the GameObject's color to.

time float

A float for the time in seconds the animation will take to complete.

ColorTo(GameObject, Hashtable)

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

public static void ColorTo(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

ColorTo(GameObject, Color, float)

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

public static void ColorTo(GameObject target, Color color, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

color Color

A Color to change the GameObject's color to.

time float

A float for the time in seconds the animation will take to complete.

ColorUpdate(GameObject, Hashtable)

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 void ColorUpdate(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

ColorUpdate(GameObject, Color, float)

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

Parameters

target GameObject

A GameObject to be the target of the animation.

color Color

A Color to change the GameObject's color to.

time float

A float for the time in seconds the animation will take to complete.

Count()

Count all iTweens in current scene.

public static int Count()

Returns

int

Count(string)

Count all iTweens in current scene of a particular type.

public static int Count(string type)

Parameters

type string

A string 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.

Returns

int

Count(GameObject, string)

Count all iTweens on a GameObject of a particular type.

public static int Count(GameObject target, string type)

Parameters

target GameObject
type string

A string 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.

Returns

int

Count(GameObject)

Count all iTweens on a GameObject.

public static int Count(GameObject target)

Parameters

target GameObject

Returns

int

DrawLine(Transform[], Color)

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

public static void DrawLine(Transform[] line, Color color)

Parameters

line Transform[]

A Transform

color Color

A Color

DrawLine(Transform[])

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

public static void DrawLine(Transform[] line)

Parameters

line Transform[]

A Transform

DrawLine(Vector3[], Color)

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

public static void DrawLine(Vector3[] line, Color color)

Parameters

line Vector3[]

A

color Color

A Color

DrawLine(Vector3[])

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

public static void DrawLine(Vector3[] line)

Parameters

line Vector3[]

A

DrawLineGizmos(Transform[], Color)

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

public static void DrawLineGizmos(Transform[] line, Color color)

Parameters

line Transform[]

A Transform

color Color

A Color

DrawLineGizmos(Transform[])

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

public static void DrawLineGizmos(Transform[] line)

Parameters

line Transform[]

A Transform

DrawLineGizmos(Vector3[], Color)

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

public static void DrawLineGizmos(Vector3[] line, Color color)

Parameters

line Vector3[]

A

color Color

A Color

DrawLineGizmos(Vector3[])

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

public static void DrawLineGizmos(Vector3[] line)

Parameters

line Vector3[]

A

DrawLineHandles(Transform[], Color)

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

public static void DrawLineHandles(Transform[] line, Color color)

Parameters

line Transform[]

A Transform

color Color

A Color

DrawLineHandles(Transform[])

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

public static void DrawLineHandles(Transform[] line)

Parameters

line Transform[]

A Transform

DrawLineHandles(Vector3[], Color)

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

public static void DrawLineHandles(Vector3[] line, Color color)

Parameters

line Vector3[]

A

color Color

A Color

DrawLineHandles(Vector3[])

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

public static void DrawLineHandles(Vector3[] line)

Parameters

line Vector3[]

A

DrawPath(Transform[], Color)

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

public static void DrawPath(Transform[] path, Color color)

Parameters

path Transform[]

A Transform

color Color

A Color

DrawPath(Transform[])

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

public static void DrawPath(Transform[] path)

Parameters

path Transform[]

A Transform

DrawPath(Vector3[], Color)

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

public static void DrawPath(Vector3[] path, Color color)

Parameters

path Vector3[]

A

color Color

A Color

DrawPath(Vector3[])

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

public static void DrawPath(Vector3[] path)

Parameters

path Vector3[]

A

DrawPathGizmos(Transform[], Color)

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

public static void DrawPathGizmos(Transform[] path, Color color)

Parameters

path Transform[]

A Transform

color Color

A Color

DrawPathGizmos(Transform[])

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

public static void DrawPathGizmos(Transform[] path)

Parameters

path Transform[]

A Transform

DrawPathGizmos(Vector3[], Color)

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

public static void DrawPathGizmos(Vector3[] path, Color color)

Parameters

path Vector3[]

A

color Color

A Color

DrawPathGizmos(Vector3[])

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

public static void DrawPathGizmos(Vector3[] path)

Parameters

path Vector3[]

A

DrawPathHandles(Transform[], Color)

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

public static void DrawPathHandles(Transform[] path, Color color)

Parameters

path Transform[]

A Transform

color Color

A Color

DrawPathHandles(Transform[])

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

public static void DrawPathHandles(Transform[] path)

Parameters

path Transform[]

A Transform

DrawPathHandles(Vector3[], Color)

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

public static void DrawPathHandles(Vector3[] path, Color color)

Parameters

path Vector3[]

A

color Color

A Color

DrawPathHandles(Vector3[])

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

public static void DrawPathHandles(Vector3[] path)

Parameters

path Vector3[]

A

FadeFrom(GameObject, Hashtable)

Changes a GameObject's alpha value instantly then returns it to the provided alpha over time with FULL customization options. Identical to using ColorFrom and using the "a" parameter.

public static void FadeFrom(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

FadeFrom(GameObject, float, float)

Changes a GameObject's alpha value instantly then returns it to the provided alpha over time with MINIMUM customization options. Identical to using ColorFrom and using the "a" parameter.

public static void FadeFrom(GameObject target, float alpha, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

alpha float

A float for the final alpha value of the animation.

time float

A float for the time in seconds the animation will take to complete.

FadeTo(GameObject, Hashtable)

Changes a GameObject's alpha value over time with FULL customization options. Identical to using ColorTo and using the "a" parameter.

public static void FadeTo(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

FadeTo(GameObject, float, float)

Changes a GameObject's alpha value over time with MINIMUM customization options. Identical to using ColorTo and using the "a" parameter.

public static void FadeTo(GameObject target, float alpha, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

alpha float

A float for the final alpha value of the animation.

time float

A float for the time in seconds the animation will take to complete.

FadeUpdate(GameObject, Hashtable)

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 void FadeUpdate(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

FadeUpdate(GameObject, float, float)

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

Parameters

target GameObject

A GameObject to be the target of the animation.

alpha float

A float for the final alpha value of the animation.

time float

A float for the time in seconds the animation will take to complete.

FloatUpdate(float, float, float)

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

public static float FloatUpdate(float currentValue, float targetValue, float speed)

Parameters

currentValue float

A float the starting or initial value

targetValue float

A float the target value that the current value will be eased to.

speed float

A float to be used as rate of speed (larger number equals faster animation)

Returns

float

A float

Hash(params object[])

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

public static Hashtable Hash(params object[] args)

Parameters

args object[]

A object of alternating name value pairs. For example "time",1,"delay",2...

Returns

Hashtable

A System.Collections.Hashtable

Init(GameObject)

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 void Init(GameObject target)

Parameters

target GameObject

A GameObject to be the target to be initialized for iTween.

LookFrom(GameObject, Hashtable)

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 void LookFrom(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

LookFrom(GameObject, Vector3, float)

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

Parameters

target GameObject

A GameObject to be the target of the animation.

looktarget Vector3

A Vector3 to be the Vector3 that the target will look towards.

time float

A float for the time in seconds the animation will take to complete.

LookTo(GameObject, Hashtable)

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

public static void LookTo(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

LookTo(GameObject, Vector3, float)

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

public static void LookTo(GameObject target, Vector3 looktarget, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

looktarget Vector3

A Vector3 to be the Vector3 that the target will look towards.

time float

A float for the time in seconds the animation will take to complete.

LookUpdate(GameObject, Hashtable)

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 void LookUpdate(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

LookUpdate(GameObject, Vector3, float)

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

Parameters

target GameObject

A GameObject to be the target of the animation.

looktarget Vector3

A Vector3 for a target the GameObject will look at.

time float

A float for the time in seconds the animation will take to complete.

MoveAdd(GameObject, Hashtable)

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

public static void MoveAdd(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

MoveAdd(GameObject, Vector3, float)

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

public static void MoveAdd(GameObject target, Vector3 amount, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

amount Vector3

A Vector3 for the amount of change in position to move the GameObject.

time float

A float for the time in seconds the animation will take to complete.

MoveBy(GameObject, Hashtable)

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

public static void MoveBy(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

MoveBy(GameObject, Vector3, float)

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

public static void MoveBy(GameObject target, Vector3 amount, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

amount Vector3

A Vector3 for the amount of change in position to move the GameObject.

time float

A float for the time in seconds the animation will take to complete.

MoveFrom(GameObject, Hashtable)

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 void MoveFrom(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

MoveFrom(GameObject, Vector3, float)

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

Parameters

target GameObject

A GameObject to be the target of the animation.

position Vector3

A Vector3 for the destination Vector3.

time float

A float for the time in seconds the animation will take to complete.

MoveTo(GameObject, Hashtable)

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

public static void MoveTo(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

MoveTo(GameObject, Vector3, float)

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

public static void MoveTo(GameObject target, Vector3 position, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

position Vector3

A Vector3 for the destination Vector3.

time float

A float for the time in seconds the animation will take to complete.

MoveUpdate(GameObject, Hashtable)

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 void MoveUpdate(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

MoveUpdate(GameObject, Vector3, float)

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

Parameters

target GameObject

A GameObject to be the target of the animation.

position Vector3

A Vector3 for a point in space the GameObject will animate to.

time float

A float for the time in seconds the animation will take to complete.

PathLength(Transform[])

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

public static float PathLength(Transform[] path)

Parameters

path Transform[]

A Transform

Returns

float

A float

PathLength(Vector3[])

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

public static float PathLength(Vector3[] path)

Parameters

path Vector3[]

A Vector3

Returns

float

The length.

Pause()

Pause all iTweens in scene.

public static void Pause()

Pause(string)

Pause all iTweens in scene of a particular type.

public static void Pause(string type)

Parameters

type string

A string 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.

Pause(GameObject, bool)

Pause all iTweens on a GameObject including its children.

public static void Pause(GameObject target, bool includechildren)

Parameters

target GameObject
includechildren bool

Pause(GameObject, string, bool)

public static void Pause(GameObject target, string type, bool includechildren)

Parameters

target GameObject
type string
includechildren bool

Pause(GameObject, string)

public static void Pause(GameObject target, string type)

Parameters

target GameObject
type string

Pause(GameObject)

Pause all iTweens on a GameObject.

public static void Pause(GameObject target)

Parameters

target GameObject

PointOnPath(Transform[], float)

Returns a Vector3 position on a path at the provided percentage

public static Vector3 PointOnPath(Transform[] path, float percent)

Parameters

path Transform[]

A Transform

percent float

A float

Returns

Vector3

A Vector3

PointOnPath(Vector3[], float)

Returns a Vector3 position on a path at the provided percentage

public static Vector3 PointOnPath(Vector3[] path, float percent)

Parameters

path Vector3[]

A Vector3

percent float

A float

Returns

Vector3

A Vector3

PunchPosition(GameObject, Hashtable)

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

public static void PunchPosition(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

PunchPosition(GameObject, Vector3, float)

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

public static void PunchPosition(GameObject target, Vector3 amount, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

amount Vector3

A Vector3 for the magnitude of the punch.

time float

A float for the time in seconds the animation will take to complete.

PunchRotation(GameObject, Hashtable)

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

public static void PunchRotation(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

PunchRotation(GameObject, Vector3, float)

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

public static void PunchRotation(GameObject target, Vector3 amount, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

amount Vector3

A Vector3 for the magnitude of the punch.

time float

A float for the time in seconds the animation will take to complete.

PunchScale(GameObject, Hashtable)

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

public static void PunchScale(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

PunchScale(GameObject, Vector3, float)

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

public static void PunchScale(GameObject target, Vector3 amount, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

amount Vector3

A Vector3 for the magnitude of the punch.

time float

A float for the time in seconds the animation will take to complete.

PutOnPath(GameObject, Transform[], float)

Puts a GameObject on a path at the provided percentage

public static void PutOnPath(GameObject target, Transform[] path, float percent)

Parameters

target GameObject

A GameObject

path Transform[]

A Transform

percent float

A float

PutOnPath(GameObject, Vector3[], float)

Puts a GameObject on a path at the provided percentage

public static void PutOnPath(GameObject target, Vector3[] path, float percent)

Parameters

target GameObject

A GameObject

path Vector3[]

A Vector3

percent float

A float

PutOnPath(Transform, Transform[], float)

Puts a GameObject on a path at the provided percentage

public static void PutOnPath(Transform target, Transform[] path, float percent)

Parameters

target Transform

A Transform

path Transform[]

A Transform

percent float

A float

PutOnPath(Transform, Vector3[], float)

Puts a GameObject on a path at the provided percentage

public static void PutOnPath(Transform target, Vector3[] path, float percent)

Parameters

target Transform

A Transform

path Vector3[]

A Vector3

percent float

A float

RectUpdate(Rect, Rect, float)

public static Rect RectUpdate(Rect currentValue, Rect targetValue, float speed)

Parameters

currentValue Rect
targetValue Rect
speed float

Returns

Rect

Resume()

Resume all iTweens in scene.

public static void Resume()

Resume(string)

Resume all iTweens in scene of a particular type.

public static void Resume(string type)

Parameters

type string

A string 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.

Resume(GameObject, bool)

Resume all iTweens on a GameObject including its children.

public static void Resume(GameObject target, bool includechildren)

Parameters

target GameObject
includechildren bool

Resume(GameObject, string, bool)

public static void Resume(GameObject target, string type, bool includechildren)

Parameters

target GameObject
type string
includechildren bool

Resume(GameObject, string)

public static void Resume(GameObject target, string type)

Parameters

target GameObject
type string

Resume(GameObject)

Resume all iTweens on a GameObject.

public static void Resume(GameObject target)

Parameters

target GameObject

RotateAdd(GameObject, Hashtable)

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

public static void RotateAdd(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

RotateAdd(GameObject, Vector3, float)

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

public static void RotateAdd(GameObject target, Vector3 amount, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

amount Vector3

A Vector3 for the amount of Euler angles in degrees to add to the current rotation of the GameObject.

time float

A float for the time in seconds the animation will take to complete.

RotateBy(GameObject, Hashtable)

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

public static void RotateBy(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

RotateBy(GameObject, Vector3, float)

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

public static void RotateBy(GameObject target, Vector3 amount, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

amount Vector3

A Vector3 for the amount to be multiplied by 360 to rotate the GameObject.

time float

A float for the time in seconds the animation will take to complete.

RotateFrom(GameObject, Hashtable)

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 void RotateFrom(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

RotateFrom(GameObject, Vector3, float)

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

Parameters

target GameObject

A GameObject to be the target of the animation.

rotation Vector3

A Vector3 for the target Euler angles in degrees to rotate from.

time float

A float for the time in seconds the animation will take to complete.

RotateTo(GameObject, Hashtable)

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

public static void RotateTo(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

RotateTo(GameObject, Vector3, float)

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

public static void RotateTo(GameObject target, Vector3 rotation, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

rotation Vector3

A Vector3 for the target Euler angles in degrees to rotate to.

time float

A float for the time in seconds the animation will take to complete.

RotateUpdate(GameObject, Hashtable)

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 void RotateUpdate(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

RotateUpdate(GameObject, Vector3, float)

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

Parameters

target GameObject

A GameObject to be the target of the animation.

rotation Vector3

A Vector3 for the target Euler angles in degrees to rotate to.

time float

A float for the time in seconds the animation will take to complete.

ScaleAdd(GameObject, Hashtable)

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

public static void ScaleAdd(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

ScaleAdd(GameObject, Vector3, float)

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

public static void ScaleAdd(GameObject target, Vector3 amount, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

amount Vector3

A Vector3 for the amount of scale to be added to the GameObject's current scale.

time float

A float for the time in seconds the animation will take to complete.

ScaleBy(GameObject, Hashtable)

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

public static void ScaleBy(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

ScaleBy(GameObject, Vector3, float)

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

public static void ScaleBy(GameObject target, Vector3 amount, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

amount Vector3

A Vector3 for the amount of scale to be multiplied by the GameObject's current scale.

time float

A float for the time in seconds the animation will take to complete.

ScaleFrom(GameObject, Hashtable)

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

public static void ScaleFrom(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

ScaleFrom(GameObject, Vector3, float)

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

public static void ScaleFrom(GameObject target, Vector3 scale, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

scale Vector3

A Vector3 for the final scale.

time float

A float for the time in seconds the animation will take to complete.

ScaleTo(GameObject, Hashtable)

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

public static void ScaleTo(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

ScaleTo(GameObject, Vector3, float)

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

public static void ScaleTo(GameObject target, Vector3 scale, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

scale Vector3

A Vector3 for the final scale.

time float

A float for the time in seconds the animation will take to complete.

ScaleUpdate(GameObject, Hashtable)

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 void ScaleUpdate(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

ScaleUpdate(GameObject, Vector3, float)

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

Parameters

target GameObject

A GameObject to be the target of the animation.

scale Vector3

A Vector3 for the final scale.

time float

A float for the time in seconds the animation will take to complete.

ShakePosition(GameObject, Hashtable)

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

public static void ShakePosition(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

ShakePosition(GameObject, Vector3, float)

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

public static void ShakePosition(GameObject target, Vector3 amount, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

amount Vector3

A Vector3 for the magnitude of shake.

time float

A float for the time in seconds the animation will take to complete.

ShakeRotation(GameObject, Hashtable)

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

public static void ShakeRotation(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

ShakeRotation(GameObject, Vector3, float)

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

public static void ShakeRotation(GameObject target, Vector3 amount, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

amount Vector3

A Vector3 for the magnitude of shake.

time float

A float for the time in seconds the animation will take to complete.

ShakeScale(GameObject, Hashtable)

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

public static void ShakeScale(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

ShakeScale(GameObject, Vector3, float)

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

public static void ShakeScale(GameObject target, Vector3 amount, float time)

Parameters

target GameObject

A GameObject to be the target of the animation.

amount Vector3

A Vector3 for the magnitude of shake.

time float

A float for the time in seconds the animation will take to complete.

Stab(GameObject, Hashtable)

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 void Stab(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

Stab(GameObject, AudioClip, float)

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

Parameters

target GameObject

A GameObject to be the target of the animation which holds the AudioSource to be utilized.

audioclip AudioClip

A AudioClip for a reference to the AudioClip to be played.

delay float

A float for the time in seconds the action will wait before beginning.

Stop()

Stop and destroy all Tweens in current scene.

public static void Stop()

Stop(string)

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

public static void Stop(string type)

Parameters

type string

A string 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.

Stop(GameObject, bool)

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

public static void Stop(GameObject target, bool includechildren)

Parameters

target GameObject
includechildren bool

Stop(GameObject, string, bool)

public static void Stop(GameObject target, string type, bool includechildren)

Parameters

target GameObject
type string
includechildren bool

Stop(GameObject, string)

public static void Stop(GameObject target, string type)

Parameters

target GameObject
type string

Stop(GameObject)

Stop and destroy all iTweens on a GameObject.

public static void Stop(GameObject target)

Parameters

target GameObject

StopByName(string)

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

public static void StopByName(string name)

Parameters

name string

The string name of iTween you would like to stop.

StopByName(GameObject, string, bool)

public static void StopByName(GameObject target, string name, bool includechildren)

Parameters

target GameObject
name string
includechildren bool

StopByName(GameObject, string)

public static void StopByName(GameObject target, string name)

Parameters

target GameObject
name string

ValueTo(GameObject, Hashtable)

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 void ValueTo(GameObject target, Hashtable args)

Parameters

target GameObject
args Hashtable

Vector2Update(Vector2, Vector2, float)

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

public static Vector2 Vector2Update(Vector2 currentValue, Vector2 targetValue, float speed)

Parameters

currentValue Vector2

A Vector2 the starting or initial value

targetValue Vector2

A Vector2 the target value that the current value will be eased to.

speed float

A float to be used as rate of speed (larger number equals faster animation)

Returns

Vector2

A Vector2

Vector3Update(Vector3, Vector3, float)

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

public static Vector3 Vector3Update(Vector3 currentValue, Vector3 targetValue, float speed)

Parameters

currentValue Vector3

A Vector3 the starting or initial value

targetValue Vector3

A Vector3 the target value that the current value will be eased to.

speed float

A float to be used as rate of speed (larger number equals faster animation)

Returns

Vector3

A Vector3