public MoveFrom(GameObject target) : base(target, iTween.MoveFrom) { name = new Name(this); position = new Position(this); path = new Path(this); movetopath = new Property <bool> ("movetopath", this); x = new X(this); y = new Y(this); z = new Z(this); orienttopath = new Property <bool> ("orienttopath", this); time = new Time(this); delay = new Delay(this); speed = new Speed(this); looktarget = new Property <Transform, Vector3> ("looktarget", this); looktime = new Property <float, double> ("looktime", this); lookahead = new Property <float, double> ("lookahead", this); axis = new Property <string> ("axis", this); islocal = new Property <bool> ("islocal", this); easetype = new EaseType(this); looptype = new LoopType(this); onstarttarget = new Property <GameObject> ("onstarttarget", this); onstartparams = new Property <object> ("onstartparams", this); onstart = new Property <string, UnityAction, UnityAction <object> > ("onstart", this); onupdatetarget = new Property <GameObject> ("onupdatetarget", this); onupdateparams = new Property <object> ("onupdateparams", this); onupdate = new Property <string, UnityAction, UnityAction <object> > ("onupdate", this); oncompletetarget = new Property <GameObject> ("oncompletetarget", this); oncompleteparams = new Property <object> ("oncompleteparams", this); oncomplete = new Property <string, UnityAction, UnityAction <object> > ("oncomplete", this); ignoretimescale = new IgnoreTimeScale(this); }
public ShakeScale(GameObject target) : base(target, iTween.ShakeScale) { name = new Name(this); amount = new Property <Vector3> ("amount", this); x = new X(this); y = new Y(this); z = new Z(this); time = new Time(this); delay = new Delay(this); looptype = new LoopType(this); onstarttarget = new Property <GameObject> ("onstarttarget", this); onstartparams = new Property <object> ("onstartparams", this); onstart = new Property <string, UnityAction, UnityAction <object> > ("onstart", this); onupdatetarget = new Property <GameObject> ("onupdatetarget", this); onupdateparams = new Property <object> ("onupdateparams", this); onupdate = new Property <string, UnityAction, UnityAction <object> > ("onupdate", this); oncompletetarget = new Property <GameObject> ("oncompletetarget", this); oncompleteparams = new Property <object> ("oncompleteparams", this); oncomplete = new Property <string, UnityAction, UnityAction <object> > ("oncomplete", this); ignoretimescale = new IgnoreTimeScale(this); }
protected float UpdateRealTimeDelta() { if (!this.mTimeStarted) { this.mTimeStarted = true; this.mTimeStart = Time.realtimeSinceStartup; this.mTimeDelta = 0f; } else { float single = Time.realtimeSinceStartup; float single1 = single - this.mTimeStart; IgnoreTimeScale ignoreTimeScale = this; ignoreTimeScale.mActual = ignoreTimeScale.mActual + Mathf.Max(0f, single1); this.mTimeDelta = 0.001f * Mathf.Round(this.mActual * 1000f); IgnoreTimeScale ignoreTimeScale1 = this; ignoreTimeScale1.mActual = ignoreTimeScale1.mActual - this.mTimeDelta; this.mTimeStart = single; } return(this.mTimeDelta); }
public ValueTo(GameObject target) : base(target, iTween.ValueTo) { name = new Name(this); from = new From(this); to = new To(this); time = new Time(this); delay = new Delay(this); speed = new Speed(this); onstarttarget = new OnStartTarget(this); onstartparams = new OnStartParams(this); onstart = new OnStart(this); onupdatetarget = new OnUpdateTarget(this); onupdateparams = new OnUpdateParams(this); onupdate = new OnUpdate(this); oncompletetarget = new OnCompleteTarget(this); oncompleteparams = new OnCompleteParams(this); oncomplete = new OnComplete(this); easetype = new EaseType(this); looptype = new LoopType(this); ignoretimescale = new IgnoreTimeScale(this); }
public ColorTo(GameObject target) : base(target, iTween.ColorTo) { name = new Name(this); color = new Property <Color> ("color", this); r = new Property <float, double> ("r", this); g = new Property <float, double> ("g", this); b = new Property <float, double> ("b", this); includechildren = new Property <bool> ("includechildren", this); time = new Time(this); delay = new Delay(this); easetype = new EaseType(this); looptype = new LoopType(this); onstarttarget = new Property <GameObject> ("onstarttarget", this); onstartparams = new Property <object> ("onstartparams", this); onstart = new Property <string, UnityAction, UnityAction <object>, UnityAction <Color> > ("onstart", this); onupdatetarget = new Property <GameObject> ("onupdatetarget", this); onupdateparams = new Property <object> ("onupdateparams", this); onupdate = new Property <string, UnityAction, UnityAction <object>, UnityAction <Color> > ("onupdate", this); oncompletetarget = new Property <GameObject> ("oncompletetarget", this); oncompleteparams = new Property <object> ("oncompleteparams", this); oncomplete = new Property <string, UnityAction, UnityAction <object>, UnityAction <Color> > ("oncomplete", this); ignoretimescale = new IgnoreTimeScale(this); }
public ScaleFrom(GameObject target) : base(target, iTween.ScaleFrom) { name = new Name(this); scale = new Property <Transform, Vector3> ("scale", this); x = new X(this); y = new Y(this); z = new Z(this); time = new Time(this); delay = new Delay(this); speed = new Speed(this); easetype = new EaseType(this); looptype = new LoopType(this); onstarttarget = new Property <GameObject> ("onstarttarget", this); onstartparams = new Property <object> ("onstartparams", this); onstart = new Property <string, UnityAction, UnityAction <object> > ("onstart", this); onupdatetarget = new Property <GameObject> ("onupdatetarget", this); onupdateparams = new Property <object> ("onupdateparams", this); onupdate = new Property <string, UnityAction, UnityAction <object> > ("onupdate", this); oncompletetarget = new Property <GameObject> ("oncompletetarget", this); oncompleteparams = new Property <object> ("oncompleteparams", this); oncomplete = new Property <string, UnityAction, UnityAction <object> > ("oncomplete", this); ignoretimescale = new IgnoreTimeScale(this); }