public DKSequence Branch(DKSequence branch) { //create and edit branch tween when calculating arguments. SequenceMaster.CloseBranch(); return(SequenceMaster.instance); //TODO }
public DKSequence ShadowStrength(float time, float value, params TweenParams[] par) { SequenceMaster.ShadowStrength(time, value); SequenceMaster.ApplyParams(par); return(this); }
public DKSequence Delay(float time) { SequenceMaster.Delay(time); return(this); }
public DKSequence Do(TweenCallback action) { SequenceMaster.Do(action); return(this); }
public DKSequence Delay(float time, TweenCallback callback) { SequenceMaster.Delay(time, callback); return(this); }
public DKSequence Loop(LoopType type) { SequenceMaster.Loop(-1, type); return(this); }
public DKSequence Loop(int count, LoopType type) { SequenceMaster.Loop(count, type); return(this); }
public DKSequence RBMove(float time, Vector3 point, params TweenParams[] par) { SequenceMaster.RBMoveTo(time, point); SequenceMaster.ApplyParams(par); return(this); }
public DKSequence Scale(float time, float scale, params TweenParams[] par) { SequenceMaster.Scale(time, new Vector3(scale, scale, scale)); SequenceMaster.ApplyParams(par); return(this); }
public DKSequence RotateByZ(float time, float rotZ, params TweenParams[] par) { SequenceMaster.RotateBy(time, new Vector3(0, 0, rotZ)); SequenceMaster.ApplyParams(par); return(this); }
public static DKSequence Sync() { return(SequenceMaster.CreateBranch(SequenceMaster.BranchType.Sync)); }
public DKSequence Color(float time, Color color, params TweenParams[] par) { SequenceMaster.Color(time, color); SequenceMaster.ApplyParams(par); return(this); }
public DKSequence ImageFill(float time, float value, params TweenParams[] par) { SequenceMaster.ImageFill(time, value); SequenceMaster.ApplyParams(par); return(this); }
public DKSequence RBRotate(float time, Vector3 angle, params TweenParams[] par) { SequenceMaster.RBRotate(time, angle); SequenceMaster.ApplyParams(par); return(this); }
public DKSequence ScaleBy(float time, Vector3 scale, params TweenParams[] par) { SequenceMaster.ScaleBy(time, scale); SequenceMaster.ApplyParams(par); return(this); }
public DKSequence RBRotate(float time, float x, float y, float z, params TweenParams[] par) { SequenceMaster.RBRotate(time, new Vector3(x, y, z)); SequenceMaster.ApplyParams(par); return(this); }
public DKSequence ScaleByZ(float time, float scaleZ, params TweenParams[] par) { SequenceMaster.ScaleBy(time, new Vector3(0, 0, scaleZ)); SequenceMaster.ApplyParams(par); return(this); }
public DKSequence Volume(float time, float value, params TweenParams[] par) { SequenceMaster.Volume(time, value); SequenceMaster.ApplyParams(par); return(this); }
public DKSequence MoveToZ(float time, float targetZ, params TweenParams[] par) { SequenceMaster.MoveToZ(time, targetZ); SequenceMaster.ApplyParams(par); return(this); }
public DKSequence Loop(int count) { SequenceMaster.Loop(count, LoopType.Restart); return(this); }
public DKSequence MoveBy(float time, Vector3 direction, params TweenParams[] par) { SequenceMaster.MoveBy(time, direction); SequenceMaster.ApplyParams(par); return(this); }
public DKSequence Loop() { SequenceMaster.Loop(-1, LoopType.Restart); return(this); }
public DKSequence MoveByZ(float time, float shiftZ, params TweenParams[] par) { SequenceMaster.MoveBy(time, new Vector3(0, 0, shiftZ)); SequenceMaster.ApplyParams(par); return(this); }
public DKSequence Value10(float time, DOSetter <float> action, params TweenParams[] par) { SequenceMaster.Value(time, 1, 0, (v) => action(v)); SequenceMaster.ApplyParams(par); return(this); }
public DKSequence Rotate(float time, Quaternion rotaion, params TweenParams[] par) { SequenceMaster.Rotate(time, rotaion); SequenceMaster.ApplyParams(par); return(this); }
public void Compleate(System.Action action) { SequenceMaster.Complete(action); }
public DKSequence RBMoveZ(float time, float z, params TweenParams[] par) { SequenceMaster.RBMoveTo(time, new Vector3(0, 0, z)); SequenceMaster.ApplyParams(par); return(this); }
public DKSequence ShakePos(float time, float forse, int vibro, float random, params TweenParams[] par) { SequenceMaster.ShakePos(time, new Vector3(forse, forse, forse), vibro, random); SequenceMaster.ApplyParams(par); return(this); }
public DKSequence LightIntensity(float time, float value, params TweenParams[] par) { SequenceMaster.LightIntensity(time, value); SequenceMaster.ApplyParams(par); return(this); }