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DOTween.XML
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DOTween.XML
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<?xml version="1.0"?>
<doc>
<assembly>
<name>DOTween</name>
</assembly>
<members>
<member name="T:DG.Tweening.AutoPlay">
<summary>
Types of autoPlay behaviours
</summary>
</member>
<member name="F:DG.Tweening.AutoPlay.None">
<summary>No tween is automatically played</summary>
</member>
<member name="F:DG.Tweening.AutoPlay.AutoPlaySequences">
<summary>Only Sequences are automatically played</summary>
</member>
<member name="F:DG.Tweening.AutoPlay.AutoPlayTweeners">
<summary>Only Tweeners are automatically played</summary>
</member>
<member name="F:DG.Tweening.AutoPlay.All">
<summary>All tweens are automatically played</summary>
</member>
<member name="T:DG.Tweening.AxisConstraint">
<summary>
What axis to constrain in case of Vector tweens
</summary>
</member>
<member name="F:DG.Tweening.Core.ABSSequentiable.onStart">
<summary>Called the first time the tween is set in a playing state, after any eventual delay</summary>
</member>
<member name="T:DG.Tweening.Core.DOGetter`1">
<summary>
Used in place of <c>System.Func</c>, which is not available in mscorlib.
</summary>
</member>
<member name="T:DG.Tweening.Core.DOSetter`1">
<summary>
Used in place of <c>System.Action</c>.
</summary>
</member>
<member name="T:DG.Tweening.Core.Debugger">
<summary>
Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation)
</summary>
</member>
<member name="T:DG.Tweening.Core.DOTweenComponent">
<summary>
Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween).
Contains all instance-based methods
</summary>
</member>
<member name="F:DG.Tweening.Core.DOTweenComponent.inspectorUpdater">
<summary>Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame</summary>
</member>
<member name="M:DG.Tweening.Core.DOTweenComponent.SetCapacity(System.Int32,System.Int32)">
<summary>
Directly sets the current max capacity of Tweeners and Sequences
(meaning how many Tweeners and Sequences can be running at the same time),
so that DOTween doesn't need to automatically increase them in case the max is reached
(which might lead to hiccups when that happens).
Sequences capacity must be less or equal to Tweeners capacity
(if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
Beware: use this method only when there are no tweens running.
</summary>
<param name="tweenersCapacity">Max Tweeners capacity.
Default: 200</param>
<param name="sequencesCapacity">Max Sequences capacity.
Default: 50</param>
</member>
<member name="T:DG.Tweening.Core.Easing.Bounce">
<summary>
This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
</summary>
</member>
<member name="M:DG.Tweening.Core.Easing.Bounce.EaseIn(System.Single,System.Single,System.Single,System.Single)">
<summary>
Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity.
</summary>
<param name="time">
Current time (in frames or seconds).
</param>
<param name="duration">
Expected easing duration (in frames or seconds).
</param>
<param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param>
<param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param>
<returns>
The eased value.
</returns>
</member>
<member name="M:DG.Tweening.Core.Easing.Bounce.EaseOut(System.Single,System.Single,System.Single,System.Single)">
<summary>
Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity.
</summary>
<param name="time">
Current time (in frames or seconds).
</param>
<param name="duration">
Expected easing duration (in frames or seconds).
</param>
<param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param>
<param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param>
<returns>
The eased value.
</returns>
</member>
<member name="M:DG.Tweening.Core.Easing.Bounce.EaseInOut(System.Single,System.Single,System.Single,System.Single)">
<summary>
Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration.
</summary>
<param name="time">
Current time (in frames or seconds).
</param>
<param name="duration">
Expected easing duration (in frames or seconds).
</param>
<param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param>
<param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param>
<returns>
The eased value.
</returns>
</member>
<member name="M:DG.Tweening.Core.Easing.EaseManager.Evaluate(DG.Tweening.Tween,System.Single,System.Single,System.Single,System.Single)">
<summary>
Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
</summary>
</member>
<member name="M:DG.Tweening.Core.Easing.EaseManager.Evaluate(DG.Tweening.Ease,DG.Tweening.EaseFunction,System.Single,System.Single,System.Single,System.Single)">
<summary>
Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
</summary>
</member>
<member name="T:DG.Tweening.Core.Easing.EaseCurve">
<summary>
Used to interpret AnimationCurves as eases.
Public so it can be used by external ease factories
</summary>
</member>
<member name="T:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour">
<summary>
Behaviour in case a tween nested inside a Sequence fails
</summary>
</member>
<member name="F:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour.TryToPreserveSequence">
<summary>If the Sequence contains other elements, kill the failed tween but preserve the rest</summary>
</member>
<member name="F:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour.KillWholeSequence">
<summary>Kill the whole Sequence</summary>
</member>
<member name="T:DG.Tweening.Core.Enums.UpdateNotice">
<summary>
Additional notices passed to plugins when updating.
Public so it can be used by custom plugins. Internally, only PathPlugin uses it
</summary>
</member>
<member name="F:DG.Tweening.Core.Enums.UpdateNotice.None">
<summary>
None
</summary>
</member>
<member name="F:DG.Tweening.Core.Enums.UpdateNotice.RewindStep">
<summary>
Lets the plugin know that we restarted or rewinded
</summary>
</member>
<member name="T:DG.Tweening.Core.Enums.RewindCallbackMode">
<summary>
OnRewind callback behaviour (can only be set via DOTween's Utility Panel)
</summary>
</member>
<member name="F:DG.Tweening.Core.Enums.RewindCallbackMode.FireIfPositionChanged">
<summary>
When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded
</summary>
</member>
<member name="F:DG.Tweening.Core.Enums.RewindCallbackMode.FireAlwaysWithRewind">
<summary>
When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded.
When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded
</summary>
</member>
<member name="F:DG.Tweening.Core.Enums.RewindCallbackMode.FireAlways">
<summary>
When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded
</summary>
</member>
<member name="T:DG.Tweening.Core.Extensions">
<summary>
Public only so custom shortcuts can access some of these methods
</summary>
</member>
<member name="M:DG.Tweening.Core.Extensions.SetSpecialStartupMode``1(``0,DG.Tweening.Core.Enums.SpecialStartupMode)">
<summary>
INTERNAL: used by DO shortcuts and Modules to set special startup mode
</summary>
</member>
<member name="M:DG.Tweening.Core.Extensions.Blendable``3(DG.Tweening.Core.TweenerCore{``0,``1,``2})">
<summary>
INTERNAL: used by DO shortcuts and Modules to set the tween as blendable
</summary>
</member>
<member name="M:DG.Tweening.Core.Extensions.NoFrom``3(DG.Tweening.Core.TweenerCore{``0,``1,``2})">
<summary>
INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed
</summary>
</member>
<member name="T:DG.Tweening.Core.DOTweenExternalCommand">
<summary>
Used to dispatch commands that need to be captured externally, usually by Modules
</summary>
</member>
<member name="M:DG.Tweening.Core.Utils.Vector3FromAngle(System.Single,System.Single)">
<summary>
Returns a Vector3 with z = 0
</summary>
</member>
<member name="M:DG.Tweening.Core.Utils.Angle2D(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
Returns the 2D angle between two vectors
</summary>
</member>
<member name="M:DG.Tweening.Core.Utils.Vector3AreApproximatelyEqual(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
Uses approximate equality on each axis instead of Unity's Vector3 equality,
because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it.
</summary>
</member>
<member name="M:DG.Tweening.Core.Utils.GetLooseScriptType(System.String)">
<summary>
Looks for the type within all possible project assembly names
</summary>
</member>
<member name="M:DG.Tweening.Core.TweenerCore`3.ChangeStartValue(`1,System.Single)">
<summary>NO-GC METHOD: changes the start value of a tween and rewinds it (without pausing it).
Has no effect with tweens that are inside Sequences</summary>
<param name="newStartValue">The new start value</param>
<param name="newDuration">If bigger than 0 applies it as the new tween duration</param>
</member>
<member name="M:DG.Tweening.Core.TweenerCore`3.ChangeEndValue(`1,System.Boolean)">
<summary>NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it).
Has no effect with tweens that are inside Sequences</summary>
<param name="newEndValue">The new end value</param>
<param name="snapStartValue">If TRUE the start value will become the current target's value, otherwise it will stay the same</param>
</member>
<member name="M:DG.Tweening.Core.TweenerCore`3.ChangeEndValue(`1,System.Single,System.Boolean)">
<summary>NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it).
Has no effect with tweens that are inside Sequences</summary>
<param name="newEndValue">The new end value</param>
<param name="newDuration">If bigger than 0 applies it as the new tween duration</param>
<param name="snapStartValue">If TRUE the start value will become the current target's value, otherwise it will stay the same</param>
</member>
<member name="M:DG.Tweening.Core.TweenerCore`3.ChangeValues(`1,`1,System.Single)">
<summary>NO-GC METHOD: changes the start and end value of a tween and rewinds it (without pausing it).
Has no effect with tweens that are inside Sequences</summary>
<param name="newStartValue">The new start value</param>
<param name="newEndValue">The new end value</param>
<param name="newDuration">If bigger than 0 applies it as the new tween duration</param>
</member>
<member name="T:DG.Tweening.Color2">
<summary>
Struct that stores two colors (used for LineRenderer tweens)
</summary>
</member>
<member name="T:DG.Tweening.TweenCallback">
<summary>
Used for tween callbacks
</summary>
</member>
<member name="T:DG.Tweening.TweenCallback`1">
<summary>
Used for tween callbacks
</summary>
</member>
<member name="T:DG.Tweening.EaseFunction">
<summary>
Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1.
</summary>
</member>
<member name="T:DG.Tweening.CustomPlugins.PureQuaternionPlugin">
<summary>
Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly.
<para>Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence).</para>
<para>To use it, call DOTween.To with the plugin parameter overload, passing it <c>PureQuaternionPlugin.Plug()</c> as first parameter
(do not use any of the other public PureQuaternionPlugin methods):</para>
<code>DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);</code>
</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.Plug">
<summary>
Plug this plugin inside a DOTween.To call.
<para>Example:</para>
<code>DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);</code>
</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.Reset(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions})">
<summary>INTERNAL: do not use</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetFrom(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions},System.Boolean)">
<summary>INTERNAL: do not use</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetFrom(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions},UnityEngine.Quaternion,System.Boolean,System.Boolean)">
<summary>INTERNAL: do not use</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.ConvertToStartValue(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions},UnityEngine.Quaternion)">
<summary>INTERNAL: do not use</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetRelativeEndValue(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions})">
<summary>INTERNAL: do not use</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetChangeValue(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions})">
<summary>INTERNAL: do not use</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.GetSpeedBasedDuration(DG.Tweening.Plugins.Options.NoOptions,System.Single,UnityEngine.Quaternion)">
<summary>INTERNAL: do not use</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.EvaluateAndApply(DG.Tweening.Plugins.Options.NoOptions,DG.Tweening.Tween,System.Boolean,DG.Tweening.Core.DOGetter{UnityEngine.Quaternion},DG.Tweening.Core.DOSetter{UnityEngine.Quaternion},System.Single,UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single,System.Boolean,DG.Tweening.Core.Enums.UpdateNotice)">
<summary>INTERNAL: do not use</summary>
</member>
<member name="T:DG.Tweening.DOTween">
<summary>
Main DOTween class. Contains static methods to create and control tweens in a generic way
</summary>
</member>
<member name="F:DG.Tweening.DOTween.Version">
<summary>DOTween's version</summary>
</member>
<member name="F:DG.Tweening.DOTween.useSafeMode">
<summary>If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things
(like targets becoming null while a tween is playing).
<para>Default: TRUE</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.nestedTweenFailureBehaviour">
<summary>Behaviour in case a tween nested inside a Sequence fails (caught by safe mode).
<para>Default: NestedTweenFailureBehaviour.TryToPreserveSequence</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.showUnityEditorReport">
<summary>If TRUE you will get a DOTween report when exiting play mode (only in the Editor).
Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly.
Beware, this will slightly slow down your tweens while inside Unity Editor.
<para>Default: FALSE</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.timeScale">
<summary>Global DOTween timeScale.
<para>Default: 1</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.useSmoothDeltaTime">
<summary>If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens
(unless they're set as timeScaleIndependent, in which case a value between the last timestep
and <see cref="F:DG.Tweening.DOTween.maxSmoothUnscaledTime"/> will be used instead).
Setting this to TRUE will lead to smoother animations.
<para>Default: FALSE</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.maxSmoothUnscaledTime">
<summary>If <see cref="F:DG.Tweening.DOTween.useSmoothDeltaTime"/> is TRUE, this indicates the max timeStep that an independent update call can last.
Setting this to TRUE will lead to smoother animations.
<para>Default: FALSE</para></summary>
</member>
<member name="P:DG.Tweening.DOTween.logBehaviour">
<summary>DOTween's log behaviour.
<para>Default: LogBehaviour.ErrorsOnly</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.onWillLog">
<summary>Used to intercept DOTween's logs. If this method isn't NULL, DOTween will call it before writing a log via Unity's own Debug log methods.<para/>
Return TRUE if you want DOTween to proceed with the log, FALSE otherwise.<para/>
This method must return a <code>bool</code> and accept two parameters:<para/>
- <code>LogType</code>: the type of Unity log that DOTween is trying to log<para/>
- <code>object</code>: the log message that DOTween wants to log</summary>
</member>
<member name="F:DG.Tweening.DOTween.drawGizmos">
<summary>If TRUE draws path gizmos in Unity Editor (if the gizmos button is active).
Deactivate this if you want to avoid gizmos overhead while in Unity Editor</summary>
</member>
<member name="F:DG.Tweening.DOTween.debugMode">
<summary>If TRUE activates various debug options</summary>
</member>
<member name="P:DG.Tweening.DOTween.debugStoreTargetId">
<summary>Stores the target id so it can be used to give more info in case of safeMode error capturing.
Only active if both <code>debugMode</code> and <code>useSafeMode</code> are TRUE</summary>
</member>
<member name="F:DG.Tweening.DOTween.defaultUpdateType">
<summary>Default updateType for new tweens.
<para>Default: UpdateType.Normal</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.defaultTimeScaleIndependent">
<summary>Sets whether Unity's timeScale should be taken into account by default or not.
<para>Default: false</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.defaultAutoPlay">
<summary>Default autoPlay behaviour for new tweens.
<para>Default: AutoPlay.All</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.defaultAutoKill">
<summary>Default autoKillOnComplete behaviour for new tweens.
<para>Default: TRUE</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.defaultLoopType">
<summary>Default loopType applied to all new tweens.
<para>Default: LoopType.Restart</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.defaultRecyclable">
<summary>If TRUE all newly created tweens are set as recyclable, otherwise not.
<para>Default: FALSE</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.defaultEaseType">
<summary>Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default).
<para>Default: Ease.InOutQuad</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.defaultEaseOvershootOrAmplitude">
<summary>Default overshoot/amplitude used for eases
<para>Default: 1.70158f</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.defaultEasePeriod">
<summary>Default period used for eases
<para>Default: 0</para></summary>
</member>
<member name="F:DG.Tweening.DOTween.instance">
<summary>Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance</summary>
</member>
<member name="M:DG.Tweening.DOTween.Init(System.Nullable{System.Boolean},System.Nullable{System.Boolean},System.Nullable{DG.Tweening.LogBehaviour})">
<summary>
Must be called once, before the first ever DOTween call/reference,
otherwise it will be called automatically and will use default options.
Calling it a second time won't have any effect.
<para>You can chain <code>SetCapacity</code> to this method, to directly set the max starting size of Tweeners and Sequences:</para>
<code>DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20);</code>
</summary>
<param name="recycleAllByDefault">If TRUE all new tweens will be set for recycling, meaning that when killed,
instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid
GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active
even if they were killed (since they might have been respawned and are now being used for other tweens).
<para>If you want to automatically set your tween references to NULL when a tween is killed
you can use the OnKill callback like this:</para>
<code>.OnKill(()=> myTweenReference = null)</code>
<para>You can change this setting at any time by changing the static <see cref="F:DG.Tweening.DOTween.defaultRecyclable"/> property,
or you can set the recycling behaviour for each tween separately, using:</para>
<para><code>SetRecyclable(bool recyclable)</code></para>
<para>Default: FALSE</para></param>
<param name="useSafeMode">If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things
(like targets becoming null while a tween is playing).
You can change this setting at any time by changing the static <see cref="F:DG.Tweening.DOTween.useSafeMode"/> property.
<para>Default: FALSE</para></param>
<param name="logBehaviour">Type of logging to use.
You can change this setting at any time by changing the static <see cref="P:DG.Tweening.DOTween.logBehaviour"/> property.
<para>Default: ErrorsOnly</para></param>
</member>
<member name="M:DG.Tweening.DOTween.SetTweensCapacity(System.Int32,System.Int32)">
<summary>
Directly sets the current max capacity of Tweeners and Sequences
(meaning how many Tweeners and Sequences can be running at the same time),
so that DOTween doesn't need to automatically increase them in case the max is reached
(which might lead to hiccups when that happens).
Sequences capacity must be less or equal to Tweeners capacity
(if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
Beware: use this method only when there are no tweens running.
</summary>
<param name="tweenersCapacity">Max Tweeners capacity.
Default: 200</param>
<param name="sequencesCapacity">Max Sequences capacity.
Default: 50</param>
</member>
<member name="M:DG.Tweening.DOTween.Clear(System.Boolean)">
<summary>
Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values.
</summary>
<param name="destroy">If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else
(so that next time you use it it will need to be re-initialized)</param>
</member>
<member name="M:DG.Tweening.DOTween.ClearCachedTweens">
<summary>
Clears all cached tween pools.
</summary>
</member>
<member name="M:DG.Tweening.DOTween.Validate">
<summary>
Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL)
and returns the total number of invalid tweens found and removed.
IMPORTANT: this will cause an error on UWP platform, so don't use it there
BEWARE: this is a slightly expensive operation so use it with care
</summary>
</member>
<member name="M:DG.Tweening.DOTween.ManualUpdate(System.Single,System.Single)">
<summary>
Updates all tweens that are set to <see cref="F:DG.Tweening.UpdateType.Manual"/>.
</summary>
<param name="deltaTime">Manual deltaTime</param>
<param name="unscaledDeltaTime">Unscaled delta time (used with tweens set as timeScaleIndependent)</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Single},DG.Tweening.Core.DOSetter{System.Single},System.Single,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Double},DG.Tweening.Core.DOSetter{System.Double},System.Double,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Int32},DG.Tweening.Core.DOSetter{System.Int32},System.Int32,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.UInt32},DG.Tweening.Core.DOSetter{System.UInt32},System.UInt32,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Int64},DG.Tweening.Core.DOSetter{System.Int64},System.Int64,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.UInt64},DG.Tweening.Core.DOSetter{System.UInt64},System.UInt64,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.String},DG.Tweening.Core.DOSetter{System.String},System.String,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector2},DG.Tweening.Core.DOSetter{UnityEngine.Vector2},UnityEngine.Vector2,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector4},DG.Tweening.Core.DOSetter{UnityEngine.Vector4},UnityEngine.Vector4,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Quaternion},DG.Tweening.Core.DOSetter{UnityEngine.Quaternion},UnityEngine.Vector3,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},UnityEngine.Color,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Rect},DG.Tweening.Core.DOSetter{UnityEngine.Rect},UnityEngine.Rect,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.RectOffset},DG.Tweening.Core.DOSetter{UnityEngine.RectOffset},UnityEngine.RectOffset,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To``3(DG.Tweening.Plugins.Core.ABSTweenPlugin{``0,``1,``2},DG.Tweening.Core.DOGetter{``0},DG.Tweening.Core.DOSetter{``0},``1,System.Single)">
<summary>Tweens a property or field to the given value using a custom plugin</summary>
<param name="plugin">The plugin to use. Each custom plugin implements a static <code>Get()</code> method
you'll need to call to assign the correct plugin in the correct way, like this:
<para><code>CustomPlugin.Get()</code></para></param>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.ToAxis(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,DG.Tweening.AxisConstraint)">
<summary>Tweens only one axis of a Vector3 to the given value using default plugins.</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
<param name="axisConstraint">The axis to tween</param>
</member>
<member name="M:DG.Tweening.DOTween.ToAlpha(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},System.Single,System.Single)">
<summary>Tweens only the alpha of a Color to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOSetter{System.Single},System.Single,System.Single,System.Single)">
<summary>Tweens a virtual property from the given start to the given end value
and implements a setter that allows to use that value with an external method or a lambda
<para>Example:</para>
<code>To(MyMethod, 0, 12, 0.5f);</code>
<para>Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween)</para></summary>
<param name="setter">The action to perform with the tweened value</param>
<param name="startValue">The value to start from</param>
<param name="endValue">The end value to reach</param>
<param name="duration">The duration of the virtual tween
</param>
</member>
<member name="M:DG.Tweening.DOTween.Punch(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3,System.Single,System.Int32,System.Single)">
<summary>Punches a Vector3 towards the given direction and then back to the starting one
as if it was connected to the starting position via an elastic.
<para>This tween type generates some GC allocations at startup</para></summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="direction">The direction and strength of the punch</param>
<param name="duration">The duration of the tween</param>
<param name="vibrato">Indicates how much will the punch vibrate</param>
<param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
1 creates a full oscillation between the direction and the opposite decaying direction,
while 0 oscillates only between the starting position and the decaying direction</param>
</member>
<member name="M:DG.Tweening.DOTween.Shake(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean)">
<summary>Shakes a Vector3 with the given values.</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="duration">The duration of the tween</param>
<param name="strength">The shake strength</param>
<param name="vibrato">Indicates how much will the shake vibrate</param>
<param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
Setting it to 0 will shake along a single direction and behave like a random punch.</param>
<param name="ignoreZAxis">If TRUE only shakes on the X Y axis (looks better with things like cameras).</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.DOTween.Shake(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
<summary>Shakes a Vector3 with the given values.</summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="duration">The duration of the tween</param>
<param name="strength">The shake strength on each axis</param>
<param name="vibrato">Indicates how much will the shake vibrate</param>
<param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
Setting it to 0 will shake along a single direction and behave like a random punch.</param>
<param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
</member>
<member name="M:DG.Tweening.DOTween.ToArray(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3[],System.Single[])">
<summary>Tweens a property or field to the given values using default plugins.
Ease is applied between each segment and not as a whole.
<para>This tween type generates some GC allocations at startup</para></summary>
<param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param>
<param name="setter">A setter for the field or property to tween
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValues">The end values to reach for each segment. This array must have the same length as <code>durations</code></param>
<param name="durations">The duration of each segment. This array must have the same length as <code>endValues</code></param>
</member>
<member name="M:DG.Tweening.DOTween.Sequence">
<summary>
Returns a new <see cref="M:DG.Tweening.DOTween.Sequence"/> to be used for tween groups
</summary>
</member>
<member name="M:DG.Tweening.DOTween.CompleteAll(System.Boolean)">
<summary>Completes all tweens and returns the number of actual tweens completed
(meaning tweens that don't have infinite loops and were not already complete)</summary>
<param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
otherwise they will be ignored</param>
</member>
<member name="M:DG.Tweening.DOTween.Complete(System.Object,System.Boolean)">
<summary>Completes all tweens with the given ID or target and returns the number of actual tweens completed
(meaning the tweens that don't have infinite loops and were not already complete)</summary>
<param name="withCallbacks">For Sequences only: if TRUE internal Sequence callbacks will be fired,
otherwise they will be ignored</param>
</member>
<member name="M:DG.Tweening.DOTween.FlipAll">
<summary>Flips all tweens (changing their direction to forward if it was backwards and viceversa),
then returns the number of actual tweens flipped</summary>
</member>
<member name="M:DG.Tweening.DOTween.Flip(System.Object)">
<summary>Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa),
then returns the number of actual tweens flipped</summary>
</member>
<member name="M:DG.Tweening.DOTween.GotoAll(System.Single,System.Boolean)">
<summary>Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved</summary>
</member>
<member name="M:DG.Tweening.DOTween.Goto(System.Object,System.Single,System.Boolean)">
<summary>Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles)
and returns the actual tweens involved</summary>
</member>
<member name="M:DG.Tweening.DOTween.KillAll(System.Boolean)">
<summary>Kills all tweens and returns the number of actual tweens killed</summary>
<param name="complete">If TRUE completes the tweens before killing them</param>
</member>
<member name="M:DG.Tweening.DOTween.KillAll(System.Boolean,System.Object[])">
<summary>Kills all tweens and returns the number of actual tweens killed</summary>
<param name="complete">If TRUE completes the tweens before killing them</param>
<param name="idsOrTargetsToExclude">Eventual IDs or targets to exclude from the killing</param>
</member>
<member name="M:DG.Tweening.DOTween.Kill(System.Object,System.Boolean)">
<summary>Kills all tweens with the given ID or target and returns the number of actual tweens killed</summary>
<param name="complete">If TRUE completes the tweens before killing them</param>
</member>
<member name="M:DG.Tweening.DOTween.PauseAll">
<summary>Pauses all tweens and returns the number of actual tweens paused</summary>
</member>
<member name="M:DG.Tweening.DOTween.Pause(System.Object)">
<summary>Pauses all tweens with the given ID or target and returns the number of actual tweens paused
(meaning the tweens that were actually playing and have been paused)</summary>
</member>
<member name="M:DG.Tweening.DOTween.PlayAll">
<summary>Plays all tweens and returns the number of actual tweens played
(meaning tweens that were not already playing or complete)</summary>
</member>
<member name="M:DG.Tweening.DOTween.Play(System.Object)">
<summary>Plays all tweens with the given ID or target and returns the number of actual tweens played
(meaning the tweens that were not already playing or complete)</summary>
</member>
<member name="M:DG.Tweening.DOTween.Play(System.Object,System.Object)">
<summary>Plays all tweens with the given target and the given ID, and returns the number of actual tweens played
(meaning the tweens that were not already playing or complete)</summary>
</member>
<member name="M:DG.Tweening.DOTween.PlayBackwardsAll">
<summary>Plays backwards all tweens and returns the number of actual tweens played
(meaning tweens that were not already started, playing backwards or rewinded)</summary>
</member>
<member name="M:DG.Tweening.DOTween.PlayBackwards(System.Object)">
<summary>Plays backwards all tweens with the given ID or target and returns the number of actual tweens played
(meaning the tweens that were not already started, playing backwards or rewinded)</summary>
</member>
<member name="M:DG.Tweening.DOTween.PlayBackwards(System.Object,System.Object)">
<summary>Plays backwards all tweens with the given target and ID and returns the number of actual tweens played
(meaning the tweens that were not already started, playing backwards or rewinded)</summary>
</member>
<member name="M:DG.Tweening.DOTween.PlayForwardAll">
<summary>Plays forward all tweens and returns the number of actual tweens played
(meaning tweens that were not already playing forward or complete)</summary>
</member>
<member name="M:DG.Tweening.DOTween.PlayForward(System.Object)">
<summary>Plays forward all tweens with the given ID or target and returns the number of actual tweens played
(meaning the tweens that were not already playing forward or complete)</summary>
</member>
<member name="M:DG.Tweening.DOTween.PlayForward(System.Object,System.Object)">
<summary>Plays forward all tweens with the given target and ID and returns the number of actual tweens played
(meaning the tweens that were not already started, playing backwards or rewinded)</summary>
</member>
<member name="M:DG.Tweening.DOTween.RestartAll(System.Boolean)">
<summary>Restarts all tweens, then returns the number of actual tweens restarted</summary>
</member>
<member name="M:DG.Tweening.DOTween.Restart(System.Object,System.Boolean,System.Single)">
<summary>Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted</summary>
<param name="includeDelay">If TRUE includes the eventual tweens delays, otherwise skips them</param>
<param name="changeDelayTo">If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it</param>
</member>
<member name="M:DG.Tweening.DOTween.Restart(System.Object,System.Object,System.Boolean,System.Single)">
<summary>Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played
(meaning the tweens that were not already playing or complete)</summary>
<param name="includeDelay">If TRUE includes the eventual tweens delays, otherwise skips them</param>
<param name="changeDelayTo">If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it</param>
</member>
<member name="M:DG.Tweening.DOTween.RewindAll(System.Boolean)">
<summary>Rewinds and pauses all tweens, then returns the number of actual tweens rewinded
(meaning tweens that were not already rewinded)</summary>
</member>
<member name="M:DG.Tweening.DOTween.Rewind(System.Object,System.Boolean)">
<summary>Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded
(meaning the tweens that were not already rewinded)</summary>
</member>
<member name="M:DG.Tweening.DOTween.SmoothRewindAll">
<summary>Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded
(meaning tweens that were not already rewinded).
A "smooth rewind" animates the tween to its start position,
skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
<para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
</member>
<member name="M:DG.Tweening.DOTween.SmoothRewind(System.Object)">
<summary>Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded
(meaning the tweens that were not already rewinded).
A "smooth rewind" animates the tween to its start position,
skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
<para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
</member>
<member name="M:DG.Tweening.DOTween.TogglePauseAll">
<summary>Toggles the play state of all tweens and returns the number of actual tweens toggled
(meaning tweens that could be played or paused, depending on the toggle state)</summary>
</member>
<member name="M:DG.Tweening.DOTween.TogglePause(System.Object)">
<summary>Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled
(meaning the tweens that could be played or paused, depending on the toggle state)</summary>
</member>
<member name="M:DG.Tweening.DOTween.IsTweening(System.Object,System.Boolean)">
<summary>
Returns TRUE if a tween with the given ID or target is active.
<para>You can also use this to know if a shortcut tween is active for a given target.</para>
<para>Example:</para>
<para><code>transform.DOMoveX(45, 1); // transform is automatically added as the tween target</code></para>
<para><code>DOTween.IsTweening(transform); // Returns true</code></para>
</summary>
<param name="targetOrId">The target or ID to look for</param>
<param name="alsoCheckIfIsPlaying">If FALSE (default) returns TRUE as long as a tween for the given target/ID is active,
otherwise also requires it to be playing</param>
</member>
<member name="M:DG.Tweening.DOTween.TotalPlayingTweens">
<summary>
Returns the total number of active and playing tweens.
A tween is considered as playing even if its delay is actually playing
</summary>
</member>
<member name="M:DG.Tweening.DOTween.PlayingTweens(System.Collections.Generic.List{DG.Tweening.Tween})">
<summary>
Returns a list of all active tweens in a playing state.
Returns NULL if there are no active playing tweens.
<para>Beware: each time you call this method a new list is generated, so use it for debug only</para>
</summary>
<param name="fillableList">If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)</param>
</member>
<member name="M:DG.Tweening.DOTween.PausedTweens(System.Collections.Generic.List{DG.Tweening.Tween})">
<summary>
Returns a list of all active tweens in a paused state.
Returns NULL if there are no active paused tweens.
<para>Beware: each time you call this method a new list is generated, so use it for debug only</para>
</summary>
<param name="fillableList">If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)</param>
</member>
<member name="M:DG.Tweening.DOTween.TweensById(System.Object,System.Boolean,System.Collections.Generic.List{DG.Tweening.Tween})">
<summary>
Returns a list of all active tweens with the given id.
Returns NULL if there are no active tweens with the given id.
<para>Beware: each time you call this method a new list is generated</para>
</summary>
<param name="playingOnly">If TRUE returns only the tweens with the given ID that are currently playing</param>
<param name="fillableList">If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)</param>
</member>
<member name="M:DG.Tweening.DOTween.TweensByTarget(System.Object,System.Boolean,System.Collections.Generic.List{DG.Tweening.Tween})">
<summary>
Returns a list of all active tweens with the given target.
Returns NULL if there are no active tweens with the given target.
<para>Beware: each time you call this method a new list is generated</para>
<param name="playingOnly">If TRUE returns only the tweens with the given target that are currently playing</param>
<param name="fillableList">If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)</param>
</summary>
</member>
<member name="T:DG.Tweening.DOVirtual">
<summary>
Creates virtual tweens that can be used to change other elements via their OnUpdate calls
</summary>
</member>
<member name="M:DG.Tweening.DOVirtual.Float(System.Single,System.Single,System.Single,DG.Tweening.TweenCallback{System.Single})">
<summary>
Tweens a virtual float.
You can add regular settings to the generated tween,
but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter
</summary>
<param name="from">The value to start from</param>
<param name="to">The value to tween to</param>
<param name="duration">The duration of the tween</param>
<param name="onVirtualUpdate">A callback which must accept a parameter of type float, called at each update</param>
<returns></returns>
</member>
<member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease)">
<summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary>
<param name="from">The value to start from when lifetimePercentage is 0</param>
<param name="to">The value to reach when lifetimePercentage is 1</param>
<param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param>
<param name="easeType">The type of ease</param>
</member>
<member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease,System.Single)">
<summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary>
<param name="from">The value to start from when lifetimePercentage is 0</param>
<param name="to">The value to reach when lifetimePercentage is 1</param>
<param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param>
<param name="easeType">The type of ease</param>
<param name="overshoot">Eventual overshoot to use with Back ease</param>
</member>
<member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease,System.Single,System.Single)">
<summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary>
<param name="from">The value to start from when lifetimePercentage is 0</param>
<param name="to">The value to reach when lifetimePercentage is 1</param>
<param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param>
<param name="easeType">The type of ease</param>
<param name="amplitude">Eventual amplitude to use with Elastic easeType</param>
<param name="period">Eventual period to use with Elastic easeType</param>
</member>
<member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,UnityEngine.AnimationCurve)">
<summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary>
<param name="from">The value to start from when lifetimePercentage is 0</param>
<param name="to">The value to reach when lifetimePercentage is 1</param>
<param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param>
<param name="easeCurve">The AnimationCurve to use for ease</param>
</member>
<member name="M:DG.Tweening.DOVirtual.DelayedCall(System.Single,DG.Tweening.TweenCallback,System.Boolean)">
<summary>Fires the given callback after the given time.</summary>
<param name="delay">Callback delay</param>
<param name="callback">Callback to fire when the delay has expired</param>
<param name="ignoreTimeScale">If TRUE (default) ignores Unity's timeScale</param>
</member>
<member name="F:DG.Tweening.Ease.INTERNAL_Zero">
<summary>
Don't assign this! It's assigned automatically when creating 0 duration tweens
</summary>
</member>
<member name="F:DG.Tweening.Ease.INTERNAL_Custom">
<summary>
Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function
</summary>
</member>
<member name="T:DG.Tweening.EaseFactory">
<summary>
Allows to wrap ease method in special ways, adding extra features
</summary>
</member>
<member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,System.Nullable{DG.Tweening.Ease})">
<summary>
Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
</summary>
<param name="motionFps">FPS at which the tween should be played</param>
<param name="ease">Ease type</param>
</member>
<member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,UnityEngine.AnimationCurve)">
<summary>
Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
</summary>
<param name="motionFps">FPS at which the tween should be played</param>
<param name="animCurve">AnimationCurve to use for the ease</param>
</member>
<member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,DG.Tweening.EaseFunction)">
<summary>
Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
</summary>
<param name="motionFps">FPS at which the tween should be played</param>
<param name="customEase">Custom ease function to use</param>
</member>
<member name="T:DG.Tweening.IDOTweenInit">
<summary>
Used to allow method chaining with DOTween.Init
</summary>
</member>
<member name="M:DG.Tweening.IDOTweenInit.SetCapacity(System.Int32,System.Int32)">
<summary>
Directly sets the current max capacity of Tweeners and Sequences
(meaning how many Tweeners and Sequences can be running at the same time),
so that DOTween doesn't need to automatically increase them in case the max is reached
(which might lead to hiccups when that happens).
Sequences capacity must be less or equal to Tweeners capacity
(if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
Beware: use this method only when there are no tweens running.
</summary>
<param name="tweenersCapacity">Max Tweeners capacity.
Default: 200</param>
<param name="sequencesCapacity">Max Sequences capacity.
Default: 50</param>
</member>
<member name="T:DG.Tweening.LinkBehaviour">
<summary>
Behaviour that can be assigned when chaining a SetLink to a tween
</summary>
</member>
<member name="F:DG.Tweening.LinkBehaviour.PauseOnDisable">
<summary>Pauses the tween when the link target is disabled</summary>
</member>
<member name="F:DG.Tweening.LinkBehaviour.PauseOnDisablePlayOnEnable">
<summary>Pauses the tween when the link target is disabled, plays it when it's enabled</summary>
</member>
<member name="F:DG.Tweening.LinkBehaviour.PauseOnDisableRestartOnEnable">
<summary>Pauses the tween when the link target is disabled, restarts it when it's enabled</summary>