publicstaticbooluseRealTime=false;// Added by PressPlay
//look direction:
publicstaticVector3up=Vector3.up;
}
#endregion
#region #1 Static Registers
/// <summary>
/// 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.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target to be initialized for iTween.
/// </param>
publicstaticvoidInit(GameObjecttarget){
MoveBy(target,Vector3.zero,0);
}
/// <summary>
/// Instantly changes the amount(transparency) of a camera fade and then returns it back over time with MINIMUM customization options.
/// </summary>
/// <param name="amount">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for how transparent the Texture2D that the camera fade uses is.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
Debug.LogError("iTween Error: You must first add a camera fade object with CameraFadeAdd() before atttempting to use camera fading.");
}
}
/// <summary>
/// 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.
/// </summary>
/// <param name="from">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> or <see cref="Vector3"/> or <see cref="Vector2"/> or <see cref="Color"/> or <see cref="Rect"/> for the starting value.
/// </param>
/// <param name="to">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> or <see cref="Vector3"/> or <see cref="Vector2"/> or <see cref="Color"/> or <see cref="Rect"/> for the ending value.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="speed">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> can be used instead of time to allow animation based on speed (only works with Vector2, Vector3, and Floats)
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="easetype">
/// A <see cref="EaseType"/> or <see cref="System.String"/> for the shape of the easing curve applied to the animation.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed.
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
Debug.LogError("iTween Error: ValueTo() requires an 'onupdate' callback function and a 'from' and 'to' property. The supplied 'onupdate' callback must accept a single argument that is the same type as the supplied 'from' and 'to' properties!");
return;
}else{
//establish iTween:
args["type"]="value";
if(args["from"].GetType()==typeof(Vector2)){
args["method"]="vector2";
}elseif(args["from"].GetType()==typeof(Vector3)){
args["method"]="vector3";
}elseif(args["from"].GetType()==typeof(Rect)){
args["method"]="rect";
}elseif(args["from"].GetType()==typeof(Single)){
args["method"]="float";
}elseif(args["from"].GetType()==typeof(Color)){
args["method"]="color";
}else{
Debug.LogError("iTween Error: ValueTo() only works with interpolating Vector3s, Vector2s, floats, ints, Rects and Colors!");
return;
}
//set a default easeType of linear if none is supplied since eased color interpolation is nearly unrecognizable:
if(!args.Contains("easetype")){
args.Add("easetype",EaseType.linear);
}
Launch(target,args);
}
}
/// <summary>
/// Changes a GameObject's alpha value instantly then returns it to the provided alpha over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorFrom and using the "a" parameter.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation.
/// </param>
/// <param name="alpha">
/// A <see cref="System.Single"/> for the final alpha value of the animation.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
/// Changes a GameObject's alpha value instantly then returns it to the provided alpha over time with FULL customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorFrom and using the "a" parameter.
/// </summary>
/// <param name="alpha">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the initial alpha value of the animation.
/// </param>
/// <param name="amount">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the initial alpha value of the animation.
/// </param>
/// <param name="includechildren">
/// A <see cref="System.Boolean"/> for whether or not to include children of this GameObject. True by default.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="easetype">
/// A <see cref="EaseType"/> or <see cref="System.String"/> for the shape of the easing curve applied to the animation.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed.
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// Changes a GameObject's alpha value over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorTo and using the "a" parameter.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation.
/// </param>
/// <param name="alpha">
/// A <see cref="System.Single"/> for the final alpha value of the animation.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
/// Changes a GameObject's alpha value over time with FULL customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorTo and using the "a" parameter.
/// </summary>
/// <param name="alpha">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the final alpha value of the animation.
/// </param>
/// <param name="amount">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the final alpha value of the animation.
/// </param>
/// <param name="includechildren">
/// A <see cref="System.Boolean"/> for whether or not to include children of this GameObject. True by default.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="easetype">
/// A <see cref="EaseType"/> or <see cref="System.String"/> for the shape of the easing curve applied to the animation.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed.
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// Changes a GameObject's color values instantly then returns them to the provided properties over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation.
/// </param>
/// <param name="color">
/// A <see cref="Color"/> to change the GameObject's color to.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
/// Changes a GameObject's color values instantly then returns them to the provided properties over time with FULL customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation.
/// </summary>
/// <param name="color">
/// A <see cref="Color"/> to change the GameObject's color to.
/// </param>
/// <param name="r">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the color red.
/// </param>
/// <param name="g">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the color green.
/// </param>
/// <param name="b">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the color green.
/// </param>
/// <param name="a">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the alpha.
/// </param>
/// <param name="namedcolorvalue">
/// A <see cref="NamedColorValue"/> or <see cref="System.String"/> for the individual setting of the alpha.
/// </param>
/// <param name="includechildren">
/// A <see cref="System.Boolean"/> for whether or not to include children of this GameObject. True by default.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="easetype">
/// A <see cref="EaseType"/> or <see cref="System.String"/> for the shape of the easing curve applied to the animation.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed.
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// Changes a GameObject's color values over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, they will become the target of the animation.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation.
/// </param>
/// <param name="color">
/// A <see cref="Color"/> to change the GameObject's color to.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
/// Changes a GameObject's color values over time with FULL customization options. If a GUIText or GUITexture component is attached, they will become the target of the animation.
/// </summary>
/// <param name="color">
/// A <see cref="Color"/> to change the GameObject's color to.
/// </param>
/// <param name="r">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the color red.
/// </param>
/// <param name="g">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the color green.
/// </param>
/// <param name="b">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the color green.
/// </param>
/// <param name="a">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the alpha.
/// </param>
/// <param name="namedcolorvalue">
/// A <see cref="NamedColorValue"/> or <see cref="System.String"/> for the individual setting of the alpha.
/// </param>
/// <param name="includechildren">
/// A <see cref="System.Boolean"/> for whether or not to include children of this GameObject. True by default.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="easetype">
/// A <see cref="EaseType"/> or <see cref="System.String"/> for the shape of the easing curve applied to the animation.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed.
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
//set a default easeType of linear if none is supplied since eased color interpolation is nearly unrecognizable:
if(!args.Contains("easetype")){
args.Add("easetype",EaseType.linear);
}
//establish iTween:
args["type"]="color";
args["method"]="to";
Launch(target,args);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation which holds the AudioSource to be changed.
/// </param>
/// <param name="volume"> for the target level of volume.
/// A <see cref="System.Single"/>
/// </param>
/// <param name="pitch"> for the target pitch.
/// A <see cref="System.Single"/>
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
/// 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.
/// </summary>
/// <param name="audiosource">
/// A <see cref="AudioSource"/> for which AudioSource to use.
/// </param>
/// <param name="volume">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the target level of volume.
/// </param>
/// <param name="pitch">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the target pitch.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="easetype">
/// A <see cref="EaseType"/> or <see cref="System.String"/> for the shape of the easing curve applied to the animation.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed.
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
//set a default easeType of linear if none is supplied since eased audio interpolation is nearly unrecognizable:
if(!args.Contains("easetype")){
args.Add("easetype",EaseType.linear);
}
//establish iTween:
args["type"]="audio";
args["method"]="to";
Launch(target,args);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation which holds the AudioSource to be changed.
/// </param>
/// <param name="volume"> for the target level of volume.
/// A <see cref="System.Single"/>
/// </param>
/// <param name="pitch"> for the target pitch.
/// A <see cref="System.Single"/>
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
/// 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.
/// </summary>
/// <param name="audiosource">
/// A <see cref="AudioSource"/> for which AudioSource to use.
/// </param>
/// <param name="volume">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the target level of volume.
/// </param>
/// <param name="pitch">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the target pitch.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="easetype">
/// A <see cref="EaseType"/> or <see cref="System.String"/> for the shape of the easing curve applied to the animation.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed.
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
//set a default easeType of linear if none is supplied since eased audio interpolation is nearly unrecognizable:
if(!args.Contains("easetype")){
args.Add("easetype",EaseType.linear);
}
//establish iTween:
args["type"]="audio";
args["method"]="to";
Launch(target,args);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation which holds the AudioSource to be utilized.
/// </param>
/// <param name="audioclip">
/// A <see cref="AudioClip"/> for a reference to the AudioClip to be played.
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> for the time in seconds the action will wait before beginning.
/// 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.
/// </summary>
/// <param name="audioclip">
/// A <see cref="AudioClip"/> for a reference to the AudioClip to be played.
/// </param>
/// <param name="audiosource">
/// A <see cref="AudioSource"/> for which AudioSource to use
/// </param>
/// <param name="volume">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the target level of volume.
/// </param>
/// <param name="pitch">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the target pitch.
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the action will wait before beginning.
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// Instantly rotates a GameObject to look at the supplied Vector3 then returns it to it's starting rotation over time with MINIMUM customization options.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation.
/// </param>
/// <param name="looktarget">
/// A <see cref="Vector3"/> to be the Vector3 that the target will look towards.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
/// 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.
/// </summary>
/// <param name="looktarget">
/// A <see cref="Transform"/> or <see cref="Vector3"/> for a target the GameObject will look at.
/// </param>
/// <param name="axis">
/// A <see cref="System.String"/>. Restricts rotation to the supplied axis only.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="speed">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> can be used instead of time to allow animation based on speed
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="easetype">
/// A <see cref="EaseType"/> or <see cref="System.String"/> for the shape of the easing curve applied to the animation.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed.
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// Changes a GameObject's position over time to a supplied destination with FULL customization options.
/// </summary>
/// <param name="position">
/// A <see cref="Transform"/> or <see cref="Vector3"/> for a point in space the GameObject will animate to.
/// </param>
/// <param name="path">
/// A <see cref="Transform[]"/> or <see cref="Vector3[]"/> for a list of points to draw a Catmull-Rom through for a curved animation path.
/// </param>
/// <param name="movetopath">
/// A <see cref="System.Boolean"/> for whether to automatically generate a curve from the GameObject's current position to the beginning of the path. True by default.
/// </param>
/// <param name="x">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the x axis.
/// </param>
/// <param name="y">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the y axis.
/// </param>
/// <param name="z">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the z axis.
/// </param>
/// <param name="orienttopath">
/// A <see cref="System.Boolean"/> for whether or not the GameObject will orient to its direction of travel. False by default.
/// </param>
/// <param name="looktarget">
/// A <see cref="Vector3"/> or A <see cref="Transform"/> for a target the GameObject will look at.
/// </param>
/// <param name="looktime">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the object will take to look at either the "looktarget" or "orienttopath".
/// </param>
/// <param name="lookahead">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for how much of a percentage to look ahead on a path to influence how strict "orientopath" is.
/// </param>
/// <param name="axis">
/// A <see cref="System.String"/>. Restricts rotation to the supplied axis only.
/// </param>
/// <param name="islocal">
/// A <see cref="System.Boolean"/> for whether to animate in world space or relative to the parent. False by default.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="speed">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> can be used instead of time to allow animation based on speed
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="easetype">
/// A <see cref="EaseType"/> or <see cref="System.String"/> for the shape of the easing curve applied to the animation.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed.
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// Instantly changes a GameObject's position to a supplied destination then returns it to it's starting position over time with MINIMUM customization options.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation.
/// </param>
/// <param name="position">
/// A <see cref="Vector3"/> for the destination Vector3.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
/// Instantly changes a GameObject's position to a supplied destination then returns it to it's starting position over time with FULL customization options.
/// </summary>
/// <param name="position">
/// A <see cref="Transform"/> or <see cref="Vector3"/> for a point in space the GameObject will animate to.
/// </param>
/// <param name="path">
/// A <see cref="Transform[]"/> or <see cref="Vector3[]"/> for a list of points to draw a Catmull-Rom through for a curved animation path.
/// </param>
/// <param name="movetopath">
/// A <see cref="System.Boolean"/> for whether to automatically generate a curve from the GameObject's current position to the beginning of the path. True by default.
/// </param>
/// <param name="x">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the x axis.
/// </param>
/// <param name="y">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the y axis.
/// </param>
/// <param name="z">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the z axis.
/// </param>
/// <param name="orienttopath">
/// A <see cref="System.Boolean"/> for whether or not the GameObject will orient to its direction of travel. False by default.
/// </param>
/// <param name="looktarget">
/// A <see cref="Vector3"/> or A <see cref="Transform"/> for a target the GameObject will look at.
/// </param>
/// <param name="looktime">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the object will take to look at either the "looktarget" or "orienttopath".
/// </param>
/// <param name="lookahead">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for how much of a percentage to look ahead on a path to influence how strict "orientopath" is.
/// </param>
/// <param name="islocal">
/// A <see cref="System.Boolean"/> for whether to animate in world space or relative to the parent. False by default.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="speed">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> can be used instead of time to allow animation based on speed
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="easetype">
/// A <see cref="EaseType"/> or <see cref="System.String"/> for the shape of the easing curve applied to the animation.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed.
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// Translates a GameObject's position over time with FULL customization options.
/// </summary>
/// <param name="amount">
/// A <see cref="Vector3"/> for the amount of change in position to move the GameObject.
/// </param>
/// <param name="x">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the x axis.
/// </param>
/// <param name="y">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the y axis.
/// </param>
/// <param name="z">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the z axis.
/// </param>
/// <param name="orienttopath">
/// A <see cref="System.Boolean"/> for whether or not the GameObject will orient to its direction of travel. False by default.
/// </param>
/// <param name="looktarget">
/// A <see cref="Vector3"/> or A <see cref="Transform"/> for a target the GameObject will look at.
/// </param>
/// <param name="looktime">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the object will take to look at either the "looktarget" or "orienttopath".
/// </param>
/// <param name="axis">
/// A <see cref="System.String"/>. Restricts rotation to the supplied axis only.
/// </param>
/// <param name="space">
/// A <see cref="Space"/> or <see cref="System.String"/> for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="speed">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> can be used instead of time to allow animation based on speed
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="easetype">
/// A <see cref="EaseType"/> or <see cref="System.String"/> for the shape of the easing curve applied to the animation.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed.
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// Adds the supplied coordinates to a GameObject's position with FULL customization options.
/// </summary>
/// <param name="amount">
/// A <see cref="Vector3"/> for the amount of change in position to move the GameObject.
/// </param>
/// <param name="x">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the x axis.
/// </param>
/// <param name="y">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the y axis.
/// </param>
/// <param name="z">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the z axis.
/// </param>
/// <param name="orienttopath">
/// A <see cref="System.Boolean"/> for whether or not the GameObject will orient to its direction of travel. False by default.
/// </param>
/// <param name="looktarget">
/// A <see cref="Vector3"/> or A <see cref="Transform"/> for a target the GameObject will look at.
/// </param>
/// <param name="looktime">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the object will take to look at either the "looktarget" or "orienttopath".
/// </param>
/// <param name="axis">
/// A <see cref="System.String"/>. Restricts rotation to the supplied axis only.
/// </param>
/// <param name="space">
/// A <see cref="Space"/> or <see cref="System.String"/> for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="speed">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> can be used instead of time to allow animation based on speed
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="easetype">
/// A <see cref="EaseType"/> or <see cref="System.String"/> for the shape of the easing curve applied to the animation.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed.
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// 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.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation.
/// </param>
/// <param name="rotation">
/// A <see cref="Vector3"/> for the target Euler angles in degrees to rotate from.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
/// 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.
/// </summary>
/// <param name="rotation">
/// A <see cref="Transform"/> or <see cref="Vector3"/> for the target Euler angles in degrees to rotate to.
/// </param>
/// <param name="x">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the x axis.
/// </param>
/// <param name="y">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the y axis.
/// </param>
/// <param name="z">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the z axis.
/// </param>
/// <param name="islocal">
/// A <see cref="System.Boolean"/> for whether to animate in world space or relative to the parent. False by default.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="speed">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> can be used instead of time to allow animation based on speed
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="easetype">
/// A <see cref="EaseType"/> or <see cref="System.String"/> for the shape of the easing curve applied to the animation.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed.
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// Adds supplied Euler angles in degrees to a GameObject's rotation over time with FULL customization options.
/// </summary>
/// <param name="amount">
/// A <see cref="Vector3"/> for the amount of Euler angles in degrees to add to the current rotation of the GameObject.
/// </param>
/// <param name="x">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the x axis.
/// </param>
/// <param name="y">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the y axis.
/// </param>
/// <param name="z">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the z axis.
/// </param>
/// <param name="space">
/// A <see cref="Space"/> or <see cref="System.String"/> for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="speed">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> can be used instead of time to allow animation based on speed
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="easetype">
/// A <see cref="EaseType"/> or <see cref="System.String"/> for the shape of the easing curve applied to the animation.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed.
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// Multiplies supplied values by 360 and rotates a GameObject by calculated amount over time with FULL customization options.
/// </summary>
/// <param name="amount">
/// A <see cref="Vector3"/> for the amount to be multiplied by 360 to rotate the GameObject.
/// </param>
/// <param name="x">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the x axis.
/// </param>
/// <param name="y">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the y axis.
/// </param>
/// <param name="z">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the z axis.
/// </param>
/// <param name="space">
/// A <see cref="Space"/> or <see cref="System.String"/> for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space.
/// </param>
/// <param name="islocal">
/// A <see cref="System.Boolean"/> for whether to animate in world space or relative to the parent. False by default.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="speed">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> can be used instead of time to allow animation based on speed
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="easetype">
/// A <see cref="EaseType"/> or <see cref="System.String"/> for the shape of the easing curve applied to the animation.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed.
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// Randomly shakes a GameObject's position by a diminishing amount over time with FULL customization options.
/// </summary>
/// <param name="amount">
/// A <see cref="Vector3"/> for the magnitude of shake.
/// </param>
/// <param name="x">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the x magnitude.
/// </param>
/// <param name="y">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the y magnitude.
/// </param>
/// <param name="z">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the z magnitude.
/// </param>
/// <param name="islocal">
/// A <see cref="System.Boolean"/> for whether to animate in world space or relative to the parent. False by default.
/// </param>
/// <param name="orienttopath">
/// A <see cref="System.Boolean"/> for whether or not the GameObject will orient to its direction of travel. False by default.
/// </param>
/// <param name="looktarget">
/// A <see cref="Vector3"/> or A <see cref="Transform"/> for a target the GameObject will look at.
/// </param>
/// <param name="looktime">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the object will take to look at either the "looktarget" or "orienttopath".
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed. (only "loop" is allowed with shakes)
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// Randomly shakes a GameObject's scale by a diminishing amount over time with FULL customization options.
/// </summary>
/// <param name="amount">
/// A <see cref="Vector3"/> for the magnitude of shake.
/// </param>
/// <param name="x">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the x magnitude.
/// </param>
/// <param name="y">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the y magnitude.
/// </param>
/// <param name="z">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the z magnitude.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed. (only "loop" is allowed with shakes)
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// Randomly shakes a GameObject's rotation by a diminishing amount over time with FULL customization options.
/// </summary>
/// <param name="amount">
/// A <see cref="Vector3"/> for the magnitude of shake.
/// </param>
/// <param name="x">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the x magnitude.
/// </param>
/// <param name="y">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the y magnitude.
/// </param>
/// <param name="z">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the z magnitude.
/// </param>
/// <param name="space">
/// A <see cref="Space"/> for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed. (only "loop" is allowed with shakes)
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// Applies a jolt of force to a GameObject's position and wobbles it back to its initial position with FULL customization options.
/// </summary>
/// <param name="amount">
/// A <see cref="Vector3"/> for the magnitude of shake.
/// </param>
/// <param name="x">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the x magnitude.
/// </param>
/// <param name="y">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the y magnitude.
/// </param>
/// <param name="z">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the z magnitude.
/// </param>
/// <param name="space">
/// A <see cref="Space"/> for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space.
/// </param>
/// <param name="looktarget">
/// A <see cref="Vector3"/> or A <see cref="Transform"/> for a target the GameObject will look at.
/// </param>
/// <param name="looktime">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the object will take to look at either the "looktarget".
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed. (only "loop" is allowed with punches)
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation with FULL customization options.
/// </summary>
/// <param name="amount">
/// A <see cref="Vector3"/> for the magnitude of shake.
/// </param>
/// <param name="x">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the x magnitude.
/// </param>
/// <param name="y">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the y magnitude.
/// </param>
/// <param name="z">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the z magnitude.
/// </param>
/// <param name="space">
/// A <see cref="Space"/> for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed. (only "loop" is allowed with punches)
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
/// Applies a jolt of force to a GameObject's scale and wobbles it back to its initial scale with FULL customization options.
/// </summary>
/// <param name="amount">
/// A <see cref="Vector3"/> for the magnitude of shake.
/// </param>
/// <param name="x">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the x magnitude.
/// </param>
/// <param name="y">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the y magnitude.
/// </param>
/// <param name="z">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the z magnitude.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="delay">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will wait before beginning.
/// </param>
/// <param name="looptype">
/// A <see cref="LoopType"/> or <see cref="System.String"/> for the type of loop to apply once the animation has completed. (only "loop" is allowed with punches)
/// </param>
/// <param name="onstart">
/// A <see cref="System.String"/> for the name of a function to launch at the beginning of the animation.
/// </param>
/// <param name="onstarttarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onstart" method.
/// </param>
/// <param name="onstartparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onstart" method.
/// </param>
/// <param name="onupdate">
/// A <see cref="System.String"/> for the name of a function to launch on every step of the animation.
/// </param>
/// <param name="onupdatetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "onupdate" method.
/// </param>
/// <param name="onupdateparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "onupdate" method.
/// </param>
/// <param name="oncomplete">
/// A <see cref="System.String"/> for the name of a function to launch at the end of the animation.
/// </param>
/// <param name="oncompletetarget">
/// A <see cref="GameObject"/> for a reference to the GameObject that holds the "oncomplete" method.
/// </param>
/// <param name="oncompleteparams">
/// A <see cref="System.Object"/> for arguments to be sent to the "oncomplete" method.
//values holder [0] from, [1] to, [2] calculated value from ease equation, [3] previous value for Translate usage to allow Space utilization, [4] original rotation to make sure look requests don't interfere with the direction object should move in, [5] for dial in location:
//values holder [0] from, [1] to, [2] calculated value from ease equation, [3] original rotation to make sure look requests don't interfere with the direction object should move in:
//values holder [0] from, [1] to, [2] calculated value from ease equation, [3] previous value for Translate usage to allow Space utilization, [4] original rotation to make sure look requests don't interfere with the direction object should move in:
vector3s=newVector3[5];
//grab starting rotation:
vector3s[4]=thisTransform.eulerAngles;
//from values:
vector3s[0]=thisTransform.position;
vector3s[1]=vector3s[3]=Vector3.zero;
//to values:
if(tweenArguments.Contains("amount")){
vector3s[1]=(Vector3)tweenArguments["amount"];
}else{
if(tweenArguments.Contains("x")){
vector3s[1].x=(float)tweenArguments["x"];
}
if(tweenArguments.Contains("y")){
vector3s[1].y=(float)tweenArguments["y"];
}
if(tweenArguments.Contains("z")){
vector3s[1].z=(float)tweenArguments["z"];
}
}
}
voidGeneratePunchRotationTargets(){
//values holder [0] from, [1] to, [2] calculated value from ease equation, [3] previous value for Translate usage to allow Space utilization:
vector3s=newVector3[4];
//from values:
vector3s[0]=thisTransform.eulerAngles;
vector3s[1]=vector3s[3]=Vector3.zero;
//to values:
if(tweenArguments.Contains("amount")){
vector3s[1]=(Vector3)tweenArguments["amount"];
}else{
if(tweenArguments.Contains("x")){
vector3s[1].x=(float)tweenArguments["x"];
}
if(tweenArguments.Contains("y")){
vector3s[1].y=(float)tweenArguments["y"];
}
if(tweenArguments.Contains("z")){
vector3s[1].z=(float)tweenArguments["z"];
}
}
}
voidGeneratePunchScaleTargets(){
//values holder [0] from, [1] to, [2] calculated value from ease equation:
/// 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.
/// </summary>
/// <param name="alpha">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the final alpha value of the animation.
/// </param>
/// <param name="includechildren">
/// A <see cref="System.Boolean"/> for whether or not to include children of this GameObject. True by default.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// 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.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation.
/// </param>
/// <param name="alpha">
/// A <see cref="System.Single"/> for the final alpha value of the animation.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
/// 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.
/// </summary>
/// <param name="color">
/// A <see cref="Color"/> to change the GameObject's color to.
/// </param>
/// <param name="r">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the color red.
/// </param>
/// <param name="g">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the color green.
/// </param>
/// <param name="b">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the color green.
/// </param>
/// <param name="a">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the alpha.
/// </param>
/// <param name="namedcolorvalue">
/// A <see cref="NamedColorValue"/> or <see cref="System.String"/> for the individual setting of the alpha.
/// </param>
/// <param name="includechildren">
/// A <see cref="System.Boolean"/> for whether or not to include children of this GameObject. True by default.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// 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.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation.
/// </param>
/// <param name="color">
/// A <see cref="Color"/> to change the GameObject's color to.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
/// 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.
/// </summary>
/// <param name="audiosource">
/// A <see cref="AudioSource"/> for which AudioSource to use.
/// </param>
/// <param name="volume">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the target level of volume.
/// </param>
/// <param name="pitch">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the target pitch.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// 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.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation.
/// </param>
/// <param name="volume">
/// A <see cref="System.Single"/> for the target level of volume.
/// </param>
/// <param name="pitch">
/// A <see cref="System.Single"/> for the target pitch.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
/// 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.
/// </summary>
/// <param name="rotation">
/// A <see cref="Transform"/> or <see cref="Vector3"/> for the target Euler angles in degrees to rotate to.
/// </param>
/// <param name="x">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the x axis.
/// </param>
/// <param name="y">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the y axis.
/// </param>
/// <param name="z">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the z axis.
/// </param>
/// <param name="islocal">
/// A <see cref="System.Boolean"/> for whether to animate in world space or relative to the parent. False by default.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// 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.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation.
/// </param>
/// <param name="rotation">
/// A <see cref="Vector3"/> for the target Euler angles in degrees to rotate to.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
/// 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.
/// </summary>
/// <param name="scale">
/// A <see cref="Transform"/> or <see cref="Vector3"/> for the final scale.
/// </param>
/// <param name="x">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the x axis.
/// </param>
/// <param name="y">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the y axis.
/// </param>
/// <param name="z">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the z axis.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// 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.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation.
/// </param>
/// <param name="scale">
/// A <see cref="Vector3"/> for the final scale.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
/// 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.
/// </summary>
/// <param name="position">
/// A <see cref="Transform"/> or <see cref="Vector3"/> for a point in space the GameObject will animate to.
/// </param>
/// <param name="x">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the x axis.
/// </param>
/// <param name="y">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the y axis.
/// </param>
/// <param name="z">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the individual setting of the z axis.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// </param>
/// <param name="islocal">
/// A <see cref="System.Boolean"/> for whether to animate in world space or relative to the parent. False by default.
/// </param>
/// <param name="orienttopath">
/// A <see cref="System.Boolean"/> for whether or not the GameObject will orient to its direction of travel. False by default.
/// </param>
/// <param name="looktarget">
/// A <see cref="Vector3"/> or A <see cref="Transform"/> for a target the GameObject will look at.
/// </param>
/// <param name="looktime">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the object will take to look at either the "looktarget" or "orienttopath".
/// </param>
/// <param name="axis">
/// A <see cref="System.String"/>. Restricts rotation to the supplied axis only.
/// 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.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation.
/// </param>
/// <param name="position">
/// A <see cref="Vector3"/> for a point in space the GameObject will animate to.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
/// 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.
/// </summary>
/// <param name="looktarget">
/// A <see cref="Transform"/> or <see cref="Vector3"/> for a target the GameObject will look at.
/// </param>
/// <param name="axis">
/// A <see cref="System.String"/>. Restricts rotation to the supplied axis only.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> or <see cref="System.Double"/> for the time in seconds the animation will take to complete.
/// 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.
/// </summary>
/// <param name="target">
/// A <see cref="GameObject"/> to be the target of the animation.
/// </param>
/// <param name="looktarget">
/// A <see cref="Vector3"/> for a target the GameObject will look at.
/// </param>
/// <param name="time">
/// A <see cref="System.Single"/> for the time in seconds the animation will take to complete.
/// Resume all iTweens on a GameObject of a particular type.
/// </summar
/// <param name="type">
/// A <see cref="System.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 all iTweens on a GameObject of a particular type including its children.
/// </summar
/// <param name="type">
/// A <see cref="System.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 all iTweens in scene of a particular type.
/// </summary>
/// <param name="type">
/// A <see cref="System.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.
/// Pause all iTweens on a GameObject of a particular type.
/// </summar
/// <param name="type">
/// A <see cref="System.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 all iTweens on a GameObject of a particular type including its children.
/// </summar
/// <param name="type">
/// A <see cref="System.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 all iTweens in scene of a particular type.
/// </summary>
/// <param name="type">
/// A <see cref="System.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.
/// Count all iTweens in current scene of a particular type.
/// </summary>
/// <param name="type">
/// A <see cref="System.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.
/// Count all iTweens on a GameObject of a particular type.
/// </summary>
/// <param name="type">
/// A <see cref="System.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.
/// Stop and destroy all iTweens in current scene of a particular type.
/// </summary>
/// <param name="type">
/// A <see cref="System.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 and destroy all iTweens on a GameObject of a particular type.
/// </summar
/// <param name="type">
/// A <see cref="System.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 and destroy all iTweens on a GameObject of a particular type including its children.
/// </summar
/// <param name="type">
/// A <see cref="System.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.
//allows namedcolorvalue to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability:
Debug.LogError("iTween Error: Callback method references must be passed as a String!");
Destroy(this);
}
}
}
voidDispose(){
for(inti=0;i<tweens.Count;i++){
HashtabletweenEntry=tweens[i];
if((string)tweenEntry["id"]==id){
tweens.RemoveAt(i);
break;
}
}
Destroy(this);
}
voidConflictCheck(){//if a new iTween is about to run and is of the same type as an in progress iTween this will destroy the previous if the new one is NOT identical in every way or it will destroy the new iTween if they are:
Component[]tweens=GetComponents<iTween>();
foreach(iTweenitemintweens){
if(item.type=="value"){
return;
}elseif(item.isRunning&&item.type==type){
//cancel out if this is a shake or punch variant:
if(item.method!=method){
return;
}
//step 1: check for length first since it's the fastest:
if(!item.tweenArguments[currentProp.Key].Equals(tweenArguments[currentProp.Key])&&(string)currentProp.Key!="id"){//if we aren't comparing ids and something isn't exactly the same replace the running iTween:
item.Dispose();
return;
}
}
}
//step 3: prevent a new iTween addition if it is identical to the currently running iTween
publicstaticvoidaudioFrom(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: audioFrom() has been renamed to AudioFrom().");}
publicstaticvoidaudioTo(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: audioTo() has been renamed to AudioTo().");}
publicstaticvoidcolorFrom(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: colorFrom() has been renamed to ColorFrom().");}
publicstaticvoidcolorTo(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: colorTo() has been renamed to ColorTo().");}
publicstaticvoidfadeFrom(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: fadeFrom() has been renamed to FadeFrom().");}
publicstaticvoidfadeTo(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: fadeTo() has been renamed to FadeTo().");}
publicstaticvoidlookFrom(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: lookFrom() has been renamed to LookFrom().");}
publicstaticvoidlookFromWorld(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: lookFromWorld() has been deprecated. Please investigate LookFrom().");}
publicstaticvoidlookTo(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: lookTo() has been renamed to LookTo().");}
publicstaticvoidlookToUpdate(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: lookToUpdate() has been renamed to LookUpdate().");}
publicstaticvoidlookToUpdateWorld(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: lookToUpdateWorld() has been deprecated. Please investigate LookUpdate().");}
publicstaticvoidmoveAdd(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: moveAdd() has been renamed to MoveAdd().");}
publicstaticvoidmoveAddWorld(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: moveAddWorld() has been deprecated. Please investigate MoveAdd().");}
publicstaticvoidmoveBy(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: moveBy() has been renamed to MoveBy().");}
publicstaticvoidmoveByWorld(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: moveAddWorld() has been deprecated. Please investigate MoveAdd().");}
publicstaticvoidmoveFrom(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: moveFrom() has been renamed to MoveFrom().");}
publicstaticvoidmoveFromWorld(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: moveFromWorld() has been deprecated. Please investigate MoveFrom().");}
publicstaticvoidmoveTo(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: moveTo() has been renamed to MoveTo().");}
publicstaticvoidmoveToBezier(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: moveToBezier() has been deprecated. Please investigate MoveTo() and the "path" property.");}
publicstaticvoidmoveToBezierWorld(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: moveToBezierWorld() has been deprecated. Please investigate MoveTo() and the "path" property.");}
publicstaticvoidmoveToUpdate(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: moveToUpdate() has been renamed to MoveUpdate().");}
publicstaticvoidmoveToUpdateWorld(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: moveToUpdateWorld() has been deprecated. Please investigate MoveUpdate().");}
publicstaticvoidmoveToWorld(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: moveToWorld() has been deprecated. Please investigate MoveTo().");}
publicstaticvoidpunchPosition(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: punchPosition() has been renamed to PunchPosition().");}
publicstaticvoidpunchPositionWorld(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: punchPositionWorld() has been deprecated. Please investigate PunchPosition().");}
publicstaticvoidpunchRotation(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: punchPosition() has been renamed to PunchRotation().");}
publicstaticvoidpunchRotationWorld(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: punchRotationWorld() has been deprecated. Please investigate PunchRotation().");}
publicstaticvoidpunchScale(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: punchScale() has been renamed to PunchScale().");}
publicstaticvoidrotateAdd(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: rotateAdd() has been renamed to RotateAdd().");}
publicstaticvoidrotateBy(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: rotateBy() has been renamed to RotateBy().");}
publicstaticvoidrotateByWorld(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: rotateByWorld() has been deprecated. Please investigate RotateBy().");}
publicstaticvoidrotateFrom(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: rotateFrom() has been renamed to RotateFrom().");}
publicstaticvoidrotateTo(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: rotateTo() has been renamed to RotateTo().");}
publicstaticvoidscaleAdd(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: scaleAdd() has been renamed to ScaleAdd().");}
publicstaticvoidscaleBy(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: scaleBy() has been renamed to ScaleBy().");}
publicstaticvoidscaleFrom(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: scaleFrom() has been renamed to ScaleFrom().");}
publicstaticvoidscaleTo(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: scaleTo() has been renamed to ScaleTo().");}
publicstaticvoidshake(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: scale() has been deprecated. Please investigate ShakePosition(), ShakeRotation() and ShakeScale().");}
publicstaticvoidshakeWorld(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: shakeWorld() has been deprecated. Please investigate ShakePosition(), ShakeRotation() and ShakeScale().");}
publicstaticvoidstab(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: stab() has been renamed to Stab().");}
publicstaticvoidstop(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: stop() has been renamed to Stop().");}
publicstaticvoidstopType(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: stopType() has been deprecated. Please investigate Stop().");}
publicstaticvoidtweenCount(GameObjecttarget,Hashtableargs){Debug.LogError("iTween Error: tweenCount() has been deprecated. Please investigate Count().");}