Browse Source

Added tooltips for all Fungus command properties

master
chrisgregan 10 years ago
parent
commit
e7938219a4
  1. 4
      Assets/Examples/JumpingPrax/JumpingPrax.unity
  2. 5
      Assets/Fungus/Animation/Commands/SetAnimBool.cs
  3. 5
      Assets/Fungus/Animation/Commands/SetAnimFloat.cs
  4. 5
      Assets/Fungus/Animation/Commands/SetAnimInteger.cs
  5. 3
      Assets/Fungus/Animation/Commands/SetAnimTrigger.cs
  6. 1
      Assets/Fungus/Audio/Commands/PlayMusic.cs
  7. 2
      Assets/Fungus/Audio/Commands/PlaySound.cs
  8. 2
      Assets/Fungus/Audio/Commands/SetAudioVolume.cs
  9. 9
      Assets/Fungus/Camera/Commands/FadeScreen.cs
  10. 9
      Assets/Fungus/Camera/Commands/FadeToView.cs
  11. 5
      Assets/Fungus/Camera/Commands/MoveToView.cs
  12. 5
      Assets/Fungus/Camera/Commands/ShakeCamera.cs
  13. 5
      Assets/Fungus/Camera/Commands/StartSwipe.cs
  14. 5
      Assets/Fungus/Dialog/Commands/AddOption.cs
  15. 8
      Assets/Fungus/Dialog/Commands/Choose.cs
  16. 10
      Assets/Fungus/Dialog/Commands/Say.cs
  17. 1
      Assets/Fungus/FungusScript/Commands/Call.cs
  18. 1
      Assets/Fungus/FungusScript/Commands/Comment.cs
  19. 6
      Assets/Fungus/FungusScript/Commands/If.cs
  20. 1
      Assets/Fungus/FungusScript/Commands/LoadGlobals.cs
  21. 2
      Assets/Fungus/FungusScript/Commands/LoadScene.cs
  22. 5
      Assets/Fungus/FungusScript/Commands/Reset.cs
  23. 2
      Assets/Fungus/FungusScript/Commands/RunScript.cs
  24. 1
      Assets/Fungus/FungusScript/Commands/SaveGlobals.cs
  25. 2
      Assets/Fungus/FungusScript/Commands/SetActive.cs
  26. 6
      Assets/Fungus/FungusScript/Commands/SetVariable.cs
  27. 1
      Assets/Fungus/FungusScript/Commands/Wait.cs
  28. 5
      Assets/Fungus/iTween/Commands/LookFrom.cs
  29. 5
      Assets/Fungus/iTween/Commands/LookTo.cs
  30. 3
      Assets/Fungus/iTween/Commands/MoveAdd.cs
  31. 5
      Assets/Fungus/iTween/Commands/MoveFrom.cs
  32. 5
      Assets/Fungus/iTween/Commands/MoveTo.cs
  33. 3
      Assets/Fungus/iTween/Commands/PunchPosition.cs
  34. 3
      Assets/Fungus/iTween/Commands/PunchRotation.cs
  35. 1
      Assets/Fungus/iTween/Commands/PunchScale.cs
  36. 3
      Assets/Fungus/iTween/Commands/RotateAdd.cs
  37. 5
      Assets/Fungus/iTween/Commands/RotateFrom.cs
  38. 5
      Assets/Fungus/iTween/Commands/RotateTo.cs
  39. 1
      Assets/Fungus/iTween/Commands/ScaleAdd.cs
  40. 3
      Assets/Fungus/iTween/Commands/ScaleFrom.cs
  41. 3
      Assets/Fungus/iTween/Commands/ScaleTo.cs
  42. 5
      Assets/Fungus/iTween/Commands/ShakePosition.cs
  43. 3
      Assets/Fungus/iTween/Commands/ShakeRotation.cs
  44. 1
      Assets/Fungus/iTween/Commands/ShakeScale.cs
  45. 1
      Assets/Fungus/iTween/Commands/StopTween.cs
  46. 11
      Assets/Fungus/iTween/Commands/iTweenCommand.cs

4
Assets/Examples/JumpingPrax/JumpingPrax.unity

@ -232,7 +232,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 7a334fe2ffb574b3583ff3b18b4792d3, type: 3}
m_Name:
m_EditorClassIdentifier:
scrollPos: {x: 678.026611, y: 27.0280762}
scrollPos: {x: 659.026611, y: 230.028076}
zoom: 1
scrollViewRect:
serializedVersion: 2
@ -242,7 +242,7 @@ MonoBehaviour:
height: 1416
selectedSequence: {fileID: 1947290628}
selectedCommands:
- {fileID: 1947290641}
- {fileID: 1947290640}
variables:
- {fileID: 16019625}
startSequence: {fileID: 1947290628}

5
Assets/Fungus/Animation/Commands/SetAnimBool.cs

@ -9,8 +9,13 @@ namespace Fungus
"Sets a boolean parameter on an Animator component to control a Unity animation")]
public class SetAnimBool : Command
{
[Tooltip("Reference to an Animator component in a game object")]
public Animator animator;
[Tooltip("Name of the boolean Animator parameter that will have its value changed")]
public string parameterName;
[Tooltip("The boolean value to set the parameter to")]
public BooleanData value;
public override void OnEnter()

5
Assets/Fungus/Animation/Commands/SetAnimFloat.cs

@ -9,8 +9,13 @@ namespace Fungus
"Sets a float parameter on an Animator component to control a Unity animation")]
public class SetAnimFloat : Command
{
[Tooltip("Reference to an Animator component in a game object")]
public Animator animator;
[Tooltip("Name of the float Animator parameter that will have its value changed")]
public string parameterName;
[Tooltip("The float value to set the parameter to")]
public FloatData value;
public override void OnEnter()

5
Assets/Fungus/Animation/Commands/SetAnimInteger.cs

@ -9,8 +9,13 @@ namespace Fungus
"Sets an integer parameter on an Animator component to control a Unity animation")]
public class SetAnimInteger : Command
{
[Tooltip("Reference to an Animator component in a game object")]
public Animator animator;
[Tooltip("Name of the integer Animator parameter that will have its value changed")]
public string parameterName;
[Tooltip("The integer value to set the parameter to")]
public IntegerData value;
public override void OnEnter()

3
Assets/Fungus/Animation/Commands/SetAnimTrigger.cs

@ -9,7 +9,10 @@ namespace Fungus
"Sets a trigger parameter on an Animator component to control a Unity animation")]
public class SetAnimTrigger : Command
{
[Tooltip("Reference to an Animator component in a game object")]
public Animator animator;
[Tooltip("Name of the trigger Animator parameter that will have its value changed")]
public string parameterName;
public override void OnEnter()

1
Assets/Fungus/Audio/Commands/PlayMusic.cs

@ -8,6 +8,7 @@ namespace Fungus
"Plays looping game music. If any game music is already playing, it is stopped. Game music will continue playing across scene loads.")]
public class PlayMusic : Command
{
[Tooltip("Music sound clip to play")]
public AudioClip musicClip;
[Tooltip("Time to begin playing in seconds. If the audio file is compressed, the time index may be inaccurate.")]

2
Assets/Fungus/Audio/Commands/PlaySound.cs

@ -8,9 +8,11 @@ namespace Fungus
"Plays a once-off sound effect. Multiple sound effects can be played at the same time.")]
public class PlaySound : Command
{
[Tooltip("Sound effect clip to play")]
public AudioClip soundClip;
[Range(0,1)]
[Tooltip("Volume level of the sound effect")]
public float volume = 1;
public override void OnEnter()

2
Assets/Fungus/Audio/Commands/SetAudioVolume.cs

@ -9,9 +9,11 @@ namespace Fungus
public class SetAudioVolume : Command
{
[Range(0,1)]
[Tooltip("Global volume level for audio played using Play Music and Play Sound")]
public float volume = 1;
[Range(0,30)]
[Tooltip("Time to fade between current volume level and target volume level.")]
public float fadeDuration;
public override void OnEnter()

9
Assets/Fungus/Camera/Commands/FadeScreen.cs

@ -10,10 +10,19 @@ namespace Fungus
"If no Fade Texture is provided then a default flat color texture is used.")]
public class FadeScreen : Command
{
[Tooltip("Time for fade effect to complete")]
public float duration = 1f;
[Tooltip("Current target alpha transparency value. The fade gradually adjusts the alpha to approach this target value.")]
public float targetAlpha = 1f;
[Tooltip("Wait until the fade has finished before executing next command")]
public bool waitUntilFinished = true;
[Tooltip("Color to render fullscreen fade texture with when screen is obscured.")]
public Color fadeColor = Color.black;
[Tooltip("Optional texture to use when rendering the fullscreen fade effect.")]
public Texture2D fadeTexture;
public override void OnEnter()

9
Assets/Fungus/Camera/Commands/FadeToView.cs

@ -9,10 +9,19 @@ namespace Fungus
"Fades the camera out and in again at a position specified by a View object. Select [Game Object > Fungus > Camera > View] to create a View object.")]
public class FadeToView : Command
{
[Tooltip("Time for fade effect to complete")]
public float duration = 1f;
[Tooltip("View to transition to when Fade is complete")]
public Fungus.View targetView;
[Tooltip("Wait until the fade has finished before executing next command")]
public bool waitUntilFinished = true;
[Tooltip("Color to render fullscreen fade texture with when screen is obscured.")]
public Color fadeColor = Color.black;
[Tooltip("Optional texture to use when rendering the fullscreen fade effect.")]
public Texture2D fadeTexture;
public override void OnEnter()

5
Assets/Fungus/Camera/Commands/MoveToView.cs

@ -9,8 +9,13 @@ namespace Fungus
"Moves the camera to a location specified by a View object. Select [Game Object > Fungus > Camera > View] to create a View object.")]
public class MoveToView : Command
{
[Tooltip("Time for move effect to complete")]
public float duration = 1;
[Tooltip("View to transition to when move is complete")]
public Fungus.View targetView;
[Tooltip("Wait until the fade has finished before executing next command")]
public bool waitUntilFinished = true;
public override void OnEnter()

5
Assets/Fungus/Camera/Commands/ShakeCamera.cs

@ -9,8 +9,13 @@ namespace Fungus
"Applies a camera shake effect to the main camera.")]
public class ShakeCamera : Command
{
[Tooltip("Time for camera shake effect to complete")]
public float duration = 0.5f;
[Tooltip("Magnitude of shake effect in x & y axes")]
public Vector2 amount = new Vector2(1, 1);
[Tooltip("Wait until the shake effect has finished before executing next command")]
public bool waitUntilFinished;
public override void OnEnter()

5
Assets/Fungus/Camera/Commands/StartSwipe.cs

@ -9,8 +9,13 @@ namespace Fungus
"Activates swipe panning mode where the player can pan the camera within the area between viewA & viewB.")]
public class StartSwipe : Command
{
[Tooltip("Defines one extreme of the scrollable area that the player can pan around")]
public View viewA;
[Tooltip("Defines one extreme of the scrollable area that the player can pan around")]
public View viewB;
[Tooltip("Time to move the camera to a valid starting position between the two views")]
public float duration = 0.5f;
public override void OnEnter()

5
Assets/Fungus/Dialog/Commands/AddOption.cs

@ -11,10 +11,15 @@ namespace Fungus
"You can specify another sequence to call and/or a variable to set when the options is selected.")]
public class AddOption : SetVariable
{
[Tooltip("Option text to display when presenting the option to the player")]
public string optionText;
[Tooltip("Sequence to execute when the player selects this option")]
public Sequence targetSequence;
[Tooltip("Hide this option once it has been selected so that it won't appear again even if executed again")]
public bool hideOnSelected;
protected bool wasSelected;
public override void OnEnter()

8
Assets/Fungus/Dialog/Commands/Choose.cs

@ -21,12 +21,20 @@ namespace Fungus
static public List<Option> options = new List<Option>();
[Tooltip("Story text to display to prompt player to choose an option")]
[TextArea(5,10)]
public string chooseText;
[Tooltip("Speaking character to use when prompting the player to choose an option")]
public Character character;
[Tooltip("Choose Dialog object to use to display the player options")]
public ChooseDialog chooseDialog;
[Tooltip("Voiceover audio to play when prompting the player to choose an option")]
public AudioClip voiceOverClip;
[Tooltip("Time limit for player to choose an option. Set to 0 for no time limit.")]
public float timeoutDuration;
protected bool showBasicGUI;

10
Assets/Fungus/Dialog/Commands/Say.cs

@ -12,14 +12,24 @@ namespace Fungus
"Select [Game Object > Fungus > Dialog > Character] to create a new selectable speaking character.")]
public class Say : Command
{
[Tooltip("Story text to display to the player")]
[TextArea(5,10)]
public string storyText;
[Tooltip("Speaking character to use when writing the story text")]
public Character character;
[Tooltip("Say Dialog to use when writing the story text.")]
public SayDialog sayDialog;
[Tooltip("Voiceover audio to play when writing the story text")]
public AudioClip voiceOverClip;
[Tooltip("Only show this text once, even if the command is executed again")]
public bool showOnce;
protected int executionCount;
protected bool showBasicGUI;
public override void OnEnter()

1
Assets/Fungus/FungusScript/Commands/Call.cs

@ -9,6 +9,7 @@ namespace Fungus
"Execute another sequence in the same Fungus Script.")]
public class Call : Command
{
[Tooltip("Sequence to execute")]
public Sequence targetSequence;
public override void OnEnter()

1
Assets/Fungus/FungusScript/Commands/Comment.cs

@ -9,6 +9,7 @@ namespace Fungus
"Use comments to record design notes and reminders about your game.")]
public class Comment : Command
{
[Tooltip("Text to display for this comment")]
[TextArea(2,4)]
public string commentText = "";

6
Assets/Fungus/FungusScript/Commands/If.cs

@ -19,16 +19,22 @@ namespace Fungus
"If the test expression is true, execute the following block of commands.")]
public class If : Command
{
[Tooltip("The variable whos value will be checked")]
public Variable variable;
[Tooltip("The type of comparison to be performed")]
public CompareOperator compareOperator;
[Tooltip("Boolean value to compare against")]
public BooleanData booleanData;
[Tooltip("Integer value to compare against")]
public IntegerData integerData;
[Tooltip("Float value to compare against")]
public FloatData floatData;
[Tooltip("String value to compare against")]
public StringData stringData;
public override void OnEnter()

1
Assets/Fungus/FungusScript/Commands/LoadGlobals.cs

@ -9,6 +9,7 @@ namespace Fungus
"Loads a set of global variables previously saved using the Save Globals command.")]
public class LoadGlobals : Command
{
[Tooltip("Save Name of saved global variable values")]
public string saveName = "";
public override void OnEnter()

2
Assets/Fungus/FungusScript/Commands/LoadScene.cs

@ -12,8 +12,10 @@ namespace Fungus
"The scene to be loaded must be added to the scene list in Build Settings.")]
public class LoadScene : Command
{
[Tooltip("Name of the scene to load. The scene must also be added to the build settings.")]
public string sceneName = "";
[Tooltip("Image to display while loading the scene")]
public Texture2D loadingImage;
public override void OnEnter()

5
Assets/Fungus/FungusScript/Commands/Reset.cs

@ -9,8 +9,13 @@ namespace Fungus
"Resets the state of all commands and local and global variables in the Fungus Script.")]
public class Reset : Command
{
[Tooltip("Reset state of all commands in the script")]
public bool resetCommands = true;
[Tooltip("Reset local variables back to their default values")]
public bool resetLocalVariables = true;
[Tooltip("Reset global variables back to their default values")]
public bool resetGlobalVariables = true;
public override void OnEnter()

2
Assets/Fungus/FungusScript/Commands/RunScript.cs

@ -9,8 +9,10 @@ namespace Fungus
"Start executing another Fungus Script.")]
public class RunScript : Command
{
[Tooltip("Reference to another Fungus Script to execute")]
public FungusScript targetFungusScript;
[Tooltip("Stop executing current script before executing the new Fungus Script")]
public bool stopCurrentScript = true;
public override void OnEnter()

1
Assets/Fungus/FungusScript/Commands/SaveGlobals.cs

@ -9,6 +9,7 @@ namespace Fungus
"Saves all current global variables to persistent storage. These can be loaded back in again in future using the LoadGlobals command. This provides a basic save game system.")]
public class SaveGlobals : Command
{
[Tooltip("Save Name of saved global variable values")]
public string saveName = "";
public override void OnEnter()

2
Assets/Fungus/FungusScript/Commands/SetActive.cs

@ -9,8 +9,10 @@ namespace Fungus
"Sets a game object in the scene to be active / inactive.")]
public class SetActive : Command
{
[Tooltip("Reference to game object to enable / disable")]
public GameObject targetGameObject;
[Tooltip("Set to true to enable the game object")]
public BooleanData activeState;
public override void OnEnter()

6
Assets/Fungus/FungusScript/Commands/SetVariable.cs

@ -18,16 +18,22 @@ namespace Fungus
Divide // /=
}
[Tooltip("The variable whos value will be set")]
public Variable variable;
[Tooltip("The type of math operation to be performed")]
public SetOperator setOperator;
[Tooltip("Boolean value to set with")]
public BooleanData booleanData;
[Tooltip("Integer value to set with")]
public IntegerData integerData;
[Tooltip("Float value to set with")]
public FloatData floatData;
[Tooltip("String value to set with")]
public StringData stringData;
public override void OnEnter()

1
Assets/Fungus/FungusScript/Commands/Wait.cs

@ -9,6 +9,7 @@ namespace Fungus
"Waits for period of time before executing the next command in the sequence.")]
public class Wait : Command
{
[Tooltip("Duration to wait for")]
public float duration = 1;
public override void OnEnter()

5
Assets/Fungus/iTween/Commands/LookFrom.cs

@ -8,8 +8,13 @@ namespace Fungus
"Instantly rotates a GameObject to look at the supplied Vector3 then returns it to it's starting rotation over time.")]
public class LookFrom : iTweenCommand
{
[Tooltip("Target transform that the GameObject will look at")]
public Transform fromTransform;
[Tooltip("Target world position that the GameObject will look at, if no From Transform is set")]
public Vector3 fromPosition;
[Tooltip("Restricts rotation to the supplied axis only")]
public iTweenAxis axis;
public override void DoTween()

5
Assets/Fungus/iTween/Commands/LookTo.cs

@ -8,8 +8,13 @@ namespace Fungus
"Rotates a GameObject to look at a supplied Transform or Vector3 over time.")]
public class LookTo : iTweenCommand
{
[Tooltip("Target transform that the GameObject will look at")]
public Transform toTransform;
[Tooltip("Target world position that the GameObject will look at, if no From Transform is set")]
public Vector3 toPosition;
[Tooltip("Restricts rotation to the supplied axis only")]
public iTweenAxis axis;
public override void DoTween()

3
Assets/Fungus/iTween/Commands/MoveAdd.cs

@ -8,7 +8,10 @@ namespace Fungus
"Moves a game object by a specified offset over time.")]
public class MoveAdd : iTweenCommand
{
[Tooltip("A translation offset in space the GameObject will animate to")]
public Vector3 offset;
[Tooltip("Apply the transformation in either the world coordinate or local cordinate system")]
public Space space = Space.Self;
public override void DoTween()

5
Assets/Fungus/iTween/Commands/MoveFrom.cs

@ -8,8 +8,13 @@ namespace Fungus
"Moves a game object from a specified position back to its starting position over time. The position can be defined by a transform in another object (using To Transform) or by setting an absolute position (using To Position, if To Transform is set to None).")]
public class MoveFrom : iTweenCommand
{
[Tooltip("Target transform that the GameObject will move from")]
public Transform fromTransform;
[Tooltip("Target world position that the GameObject will move from, if no From Transform is set")]
public Vector3 fromPosition;
[Tooltip("Whether to animate in world space or relative to the parent. False by default.")]
public bool isLocal;
public override void DoTween()

5
Assets/Fungus/iTween/Commands/MoveTo.cs

@ -8,8 +8,13 @@ namespace Fungus
"Moves a game object to a specified position over time. The position can be defined by a transform in another object (using To Transform) or by setting an absolute position (using To Position, if To Transform is set to None).")]
public class MoveTo : iTweenCommand
{
[Tooltip("Target transform that the GameObject will move to")]
public Transform toTransform;
[Tooltip("Target world position that the GameObject will move to, if no From Transform is set")]
public Vector3 toPosition;
[Tooltip("Whether to animate in world space or relative to the parent. False by default.")]
public bool isLocal;
public override void DoTween()

3
Assets/Fungus/iTween/Commands/PunchPosition.cs

@ -8,7 +8,10 @@ namespace Fungus
"Applies a jolt of force to a GameObject's position and wobbles it back to its initial position.")]
public class PunchPosition : iTweenCommand
{
[Tooltip("A translation offset in space the GameObject will animate to")]
public Vector3 amount;
[Tooltip("Apply the transformation in either the world coordinate or local cordinate system")]
public Space space = Space.Self;
public override void DoTween()

3
Assets/Fungus/iTween/Commands/PunchRotation.cs

@ -8,7 +8,10 @@ namespace Fungus
"Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation.")]
public class PunchRotation : iTweenCommand
{
[Tooltip("A rotation offset in space the GameObject will animate to")]
public Vector3 amount;
[Tooltip("Apply the transformation in either the world coordinate or local cordinate system")]
public Space space = Space.Self;
public override void DoTween()

1
Assets/Fungus/iTween/Commands/PunchScale.cs

@ -8,6 +8,7 @@ namespace Fungus
"Applies a jolt of force to a GameObject's scale and wobbles it back to its initial scale.")]
public class PunchScale : iTweenCommand
{
[Tooltip("A scale offset in space the GameObject will animate to")]
public Vector3 amount;
public override void DoTween()

3
Assets/Fungus/iTween/Commands/RotateAdd.cs

@ -8,7 +8,10 @@ namespace Fungus
"Rotates a game object by the specified angles over time.")]
public class RotateAdd : iTweenCommand
{
[Tooltip("A rotation offset in space the GameObject will animate to")]
public Vector3 offset;
[Tooltip("Apply the transformation in either the world coordinate or local cordinate system")]
public Space space = Space.Self;
public override void DoTween()

5
Assets/Fungus/iTween/Commands/RotateFrom.cs

@ -8,8 +8,13 @@ namespace Fungus
"Rotates a game object from the specified angles back to its starting orientation over time.")]
public class RotateFrom : iTweenCommand
{
[Tooltip("Target transform that the GameObject will rotate from")]
public Transform fromTransform;
[Tooltip("Target rotation that the GameObject will rotate from, if no From Transform is set")]
public Vector3 fromRotation;
[Tooltip("Whether to animate in world space or relative to the parent. False by default.")]
public bool isLocal;
public override void DoTween()

5
Assets/Fungus/iTween/Commands/RotateTo.cs

@ -8,8 +8,13 @@ namespace Fungus
"Rotates a game object to the specified angles over time.")]
public class RotateTo : iTweenCommand
{
[Tooltip("Target transform that the GameObject will rotate to")]
public Transform toTransform;
[Tooltip("Target rotation that the GameObject will rotate to, if no To Transform is set")]
public Vector3 toRotation;
[Tooltip("Whether to animate in world space or relative to the parent. False by default.")]
public bool isLocal;
public override void DoTween()

1
Assets/Fungus/iTween/Commands/ScaleAdd.cs

@ -8,6 +8,7 @@ namespace Fungus
"Changes a game object's scale by a specified offset over time.")]
public class ScaleAdd : iTweenCommand
{
[Tooltip("A scale offset in space the GameObject will animate to")]
public Vector3 offset;
public override void DoTween()

3
Assets/Fungus/iTween/Commands/ScaleFrom.cs

@ -8,7 +8,10 @@ namespace Fungus
"Changes a game object's scale to the specified value and back to its original scale over time.")]
public class ScaleFrom : iTweenCommand
{
[Tooltip("Target transform that the GameObject will scale from")]
public Transform fromTransform;
[Tooltip("Target scale that the GameObject will scale from, if no From Transform is set")]
public Vector3 fromScale;
public override void DoTween()

3
Assets/Fungus/iTween/Commands/ScaleTo.cs

@ -8,7 +8,10 @@ namespace Fungus
"Changes a game object's scale to a specified value over time.")]
public class ScaleTo : iTweenCommand
{
[Tooltip("Target transform that the GameObject will scale to")]
public Transform toTransform;
[Tooltip("Target scale that the GameObject will scale to, if no To Transform is set")]
public Vector3 toScale;
public override void DoTween()

5
Assets/Fungus/iTween/Commands/ShakePosition.cs

@ -8,8 +8,13 @@ namespace Fungus
"Randomly shakes a GameObject's position by a diminishing amount over time.")]
public class ShakePosition : iTweenCommand
{
[Tooltip("A translation offset in space the GameObject will animate to")]
public Vector3 amount;
[Tooltip("Whether to animate in world space or relative to the parent. False by default.")]
public bool isLocal;
[Tooltip("Restricts rotation to the supplied axis only")]
public iTweenAxis axis;
public override void DoTween()

3
Assets/Fungus/iTween/Commands/ShakeRotation.cs

@ -8,7 +8,10 @@ namespace Fungus
"Randomly shakes a GameObject's rotation by a diminishing amount over time.")]
public class ShakeRotation : iTweenCommand
{
[Tooltip("A rotation offset in space the GameObject will animate to")]
public Vector3 amount;
[Tooltip("Apply the transformation in either the world coordinate or local cordinate system")]
public Space space = Space.Self;
public override void DoTween()

1
Assets/Fungus/iTween/Commands/ShakeScale.cs

@ -8,6 +8,7 @@ namespace Fungus
"Randomly shakes a GameObject's rotation by a diminishing amount over time.")]
public class ShakeScale : iTweenCommand
{
[Tooltip("A scale offset in space the GameObject will animate to")]
public Vector3 amount;
public override void DoTween()

1
Assets/Fungus/iTween/Commands/StopTween.cs

@ -8,6 +8,7 @@ namespace Fungus
"Stops an active iTween by name.")]
public class StopTween : Command
{
[Tooltip("Stop and destroy any Tweens in current scene with the supplied name")]
public string tweenName;
public override void OnEnter()

11
Assets/Fungus/iTween/Commands/iTweenCommand.cs

@ -13,11 +13,22 @@ namespace Fungus
public abstract class iTweenCommand : Command
{
[Tooltip("Target game object to apply the Tween to")]
public GameObject target;
[Tooltip("An individual name useful for stopping iTweens by name")]
public string tweenName;
[Tooltip("The time in seconds the animation will take to complete")]
public float duration = 1f;
[Tooltip("The shape of the easing curve applied to the animation")]
public iTween.EaseType easeType = iTween.EaseType.easeInOutQuad;
[Tooltip("The type of loop to apply once the animation has completed")]
public iTween.LoopType loopType = iTween.LoopType.none;
[Tooltip("Wait until the tween has finished before executing the next command")]
public bool waitUntilFinished = true;
public override void OnEnter()

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