using System; using UnityEngine; namespace TEngine { /// /// 循环模式。 /// public enum CycleMode { /// /// Restarts the tween from the beginning. /// Restart, /// /// Animates forth and back, like a yoyo. Easing is the same on the backward cycle. /// Yoyo, /// /// At the end of a cycle increments the `endValue` by the difference between `startValue` and `endValue`.\n\nFor example, if a tween moves position.x from 0 to 1, then after the first cycle, the tween will move the position.x from 1 to 2, and so on. /// Incremental, /// /// Rewinds the tween as if time was reversed. Easing is reversed on the backward cycle. /// Rewind, } /// /// 动画曲线类型。 /// public enum Ease { Custom = -1, Default = 0, Linear = 1, InSine = 2, OutSine = 3, InOutSine = 4, InQuad = 5, OutQuad = 6, InOutQuad = 7, InCubic = 8, OutCubic = 9, InOutCubic = 10, InQuart = 11, OutQuart = 12, InOutQuart = 13, InQuint = 14, OutQuint = 15, InOutQuint = 16, InExpo = 17, OutExpo = 18, InOutExpo = 19, InCirc = 20, OutCirc = 21, InOutCirc = 22, InElastic = 23, OutElastic = 24, InOutElastic = 25, InBack = 26, OutBack = 27, InOutBack = 28, InBounce = 29, OutBounce = 30, InOutBounce = 31, } public static partial class Utility { public static partial class Tween { /// /// 动画辅助器接口。 /// public interface ITweenHelper { public bool IsTweening(object onTarget); public int GetTweenCount(object onTarget); public bool IsAlive(long tweenId); public void Stop(long tweenId); public void Complete(long tweenId); public int StopAll(object onTarget = null); public int CompleteAll(object onTarget = null); public void OnComplete(long tweenId, Action onComplete); public long Delay(float duration, Action onComplete = null, bool useUnscaledTime = false, bool warnIfTargetDestroyed = true); public long Delay(object target, float duration, Action onComplete = null, bool useUnscaledTime = false, bool warnIfTargetDestroyed = true); public long LocalRotation(UnityEngine.Transform target, UnityEngine.Vector3 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long LocalRotation(UnityEngine.Transform target, UnityEngine.Vector3 startValue, UnityEngine.Vector3 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Scale(UnityEngine.Transform target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Scale(UnityEngine.Transform target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Rotation(UnityEngine.Transform target, UnityEngine.Vector3 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Rotation(UnityEngine.Transform target, UnityEngine.Vector3 startValue, UnityEngine.Vector3 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Position(UnityEngine.Transform target, UnityEngine.Vector3 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Position(UnityEngine.Transform target, UnityEngine.Vector3 startValue, UnityEngine.Vector3 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long PositionX(UnityEngine.Transform target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long PositionX(UnityEngine.Transform target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long PositionY(UnityEngine.Transform target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long PositionY(UnityEngine.Transform target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long PositionZ(UnityEngine.Transform target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long PositionZ(UnityEngine.Transform target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long LocalPosition(UnityEngine.Transform target, UnityEngine.Vector3 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long LocalPosition(UnityEngine.Transform target, UnityEngine.Vector3 startValue, UnityEngine.Vector3 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long LocalPositionX(UnityEngine.Transform target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long LocalPositionX(UnityEngine.Transform target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long LocalPositionY(UnityEngine.Transform target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long LocalPositionY(UnityEngine.Transform target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long LocalPositionZ(UnityEngine.Transform target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long LocalPositionZ(UnityEngine.Transform target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Rotation(UnityEngine.Transform target, UnityEngine.Quaternion endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Rotation(UnityEngine.Transform target, UnityEngine.Quaternion startValue, UnityEngine.Quaternion endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long LocalRotation(UnityEngine.Transform target, UnityEngine.Quaternion endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long LocalRotation(UnityEngine.Transform target, UnityEngine.Quaternion startValue, UnityEngine.Quaternion endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Scale(UnityEngine.Transform target, UnityEngine.Vector3 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Scale(UnityEngine.Transform target, UnityEngine.Vector3 startValue, UnityEngine.Vector3 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long ScaleX(UnityEngine.Transform target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long ScaleX(UnityEngine.Transform target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long ScaleY(UnityEngine.Transform target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long ScaleY(UnityEngine.Transform target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long ScaleZ(UnityEngine.Transform target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long ScaleZ(UnityEngine.Transform target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Color(UnityEngine.SpriteRenderer target, UnityEngine.Color endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Color(UnityEngine.SpriteRenderer target, UnityEngine.Color startValue, UnityEngine.Color endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Alpha(UnityEngine.SpriteRenderer target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Alpha(UnityEngine.SpriteRenderer target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UISliderValue(UnityEngine.UI.Slider target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UISliderValue(UnityEngine.UI.Slider target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UINormalizedPosition(UnityEngine.UI.ScrollRect target, UnityEngine.Vector2 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UINormalizedPosition(UnityEngine.UI.ScrollRect target, UnityEngine.Vector2 startValue, UnityEngine.Vector2 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UIHorizontalNormalizedPosition(UnityEngine.UI.ScrollRect target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UIHorizontalNormalizedPosition(UnityEngine.UI.ScrollRect target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UIAnchoredPosition(UnityEngine.RectTransform target, UnityEngine.Vector2 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UIAnchoredPosition(UnityEngine.RectTransform target, UnityEngine.Vector2 startValue, UnityEngine.Vector2 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UIAnchoredPositionX(UnityEngine.RectTransform target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UIAnchoredPositionX(UnityEngine.RectTransform target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UIAnchoredPositionY(UnityEngine.RectTransform target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UIAnchoredPositionY(UnityEngine.RectTransform target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UIVerticalNormalizedPosition(UnityEngine.UI.ScrollRect target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UIVerticalNormalizedPosition(UnityEngine.UI.ScrollRect target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UIAnchoredPosition3D(UnityEngine.RectTransform target, UnityEngine.Vector3 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UIAnchoredPosition3D(UnityEngine.RectTransform target, UnityEngine.Vector3 startValue, UnityEngine.Vector3 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UISizeDelta(UnityEngine.RectTransform target, UnityEngine.Vector2 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UISizeDelta(UnityEngine.RectTransform target, UnityEngine.Vector2 startValue, UnityEngine.Vector2 endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Color(UnityEngine.UI.Graphic target, UnityEngine.Color endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Color(UnityEngine.UI.Graphic target, UnityEngine.Color startValue, UnityEngine.Color endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Alpha(UnityEngine.CanvasGroup target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Alpha(UnityEngine.CanvasGroup target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Alpha(UnityEngine.UI.Graphic target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Alpha(UnityEngine.UI.Graphic target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UIFillAmount(UnityEngine.UI.Image target, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long UIFillAmount(UnityEngine.UI.Image target, Single startValue, Single endValue, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long MoveBezierPath(UnityEngine.Transform target, UnityEngine.Vector3[] path, float duration, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false); public long Custom(T target, UnityEngine.Vector3 startValue, UnityEngine.Vector3 endValue, float duration, Action onValueChange, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false) where T : class; public long Custom(T target, long startValue, long endValue, float duration, Action onValueChange, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false) where T : class; public long Custom(T target, float startValue, float endValue, float duration, Action onValueChange, Ease ease = Ease.Default, int cycles = 1, CycleMode cycleMode = CycleMode.Restart, float startDelay = 0, float endDelay = 0, bool useUnscaledTime = false) where T : class; } } } }