/// /// iTweenHinting (iT) - An iTween(http://itween.pixelplacement.com) helper class that store all parameters of all tweening function to allow for code hinting/discovery. /// Tested compatibility with iTween Version: 2.0.37 /// // // released under MIT License // http://www.opensource.org/licenses/mit-license.php // //@author Devin Reimer //@website http://blog.almostlogical.com /* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ public static class iT { /// Instantly changes the amount(transparency) of a camera fade and then returns it back over time with FULL customization options. public static class CameraFadeFrom { /// A or for how transparent the Texture2D that the camera fade uses is. public const string amount = "amount"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Changes the amount(transparency) of a camera fade over time with FULL customization options. public static class CameraFadeTo { /// A or for how transparent the Texture2D that the camera fade uses is. public const string amount = "amount"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// 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. public static class ValueTo { /// A or or or or or for the starting value. public const string from = "from"; /// A or or or or or for the ending value. public const string to = "to"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or can be used instead of time to allow animation based on speed (only works with Vector2, Vector3, and Floats) public const string speed = "speed"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// 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. public static class FadeFrom { /// A or for the initial alpha value of the animation. public const string alpha = "alpha"; /// A or for the initial alpha value of the animation. public const string amount = "amount"; /// A for whether or not to include children of this GameObject. True by default. public const string includechildren = "includechildren"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// 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. public static class FadeTo { /// A or for the final alpha value of the animation. public const string alpha = "alpha"; /// A or for the final alpha value of the animation. public const string amount = "amount"; /// A for whether or not to include children of this GameObject. True by default. public const string includechildren = "includechildren"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// 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. public static class ColorFrom { /// A to change the GameObject's color to. public const string color = "color"; /// A or for the individual setting of the color red. public const string r = "r"; /// A or for the individual setting of the color green. public const string g = "g"; /// A or for the individual setting of the color green. public const string b = "b"; /// A or for the individual setting of the alpha. public const string a = "a"; /// A or for the individual setting of the alpha. public const string namedcolorvalue = "namedcolorvalue"; /// A for whether or not to include children of this GameObject. True by default. public const string includechildren = "includechildren"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// 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. public static class ColorTo { /// A to change the GameObject's color to. public const string color = "color"; /// A or for the individual setting of the color red. public const string r = "r"; /// A or for the individual setting of the color green. public const string g = "g"; /// A or for the individual setting of the color green. public const string b = "b"; /// A or for the individual setting of the alpha. public const string a = "a"; /// A or for the individual setting of the alpha. public const string namedcolorvalue = "namedcolorvalue"; /// A for whether or not to include children of this GameObject. True by default. public const string includechildren = "includechildren"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// 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. public static class AudioFrom { /// A for which AudioSource to use. public const string audiosource = "audiosource"; /// A or for the target level of volume. public const string volume = "volume"; /// A or for the target pitch. public const string pitch = "pitch"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// 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. public static class AudioTo { /// A for which AudioSource to use. public const string audiosource = "audiosource"; /// A or for the target level of volume. public const string volume = "volume"; /// A or for the target pitch. public const string pitch = "pitch"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// 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. public static class Stab { /// A for a reference to the AudioClip to be played. public const string audioclip = "audioclip"; /// A for which AudioSource to use public const string audiosource = "audiosource"; /// A or for the target level of volume. public const string volume = "volume"; /// A or for the target pitch. public const string pitch = "pitch"; /// A or for the time in seconds the action will wait before beginning. public const string delay = "delay"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// 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. public static class LookFrom { /// A or for a target the GameObject will look at. public const string looktarget = "looktarget"; /// A . Restricts rotation to the supplied axis only. public const string axis = "axis"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or can be used instead of time to allow animation based on speed public const string speed = "speed"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Rotates a GameObject to look at a supplied Transform or Vector3 over time with FULL customization options. public static class LookTo { /// A or for a target the GameObject will look at. public const string looktarget = "looktarget"; /// A . Restricts rotation to the supplied axis only. public const string axis = "axis"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or can be used instead of time to allow animation based on speed public const string speed = "speed"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Changes a GameObject's position over time to a supplied destination with FULL customization options. public static class MoveTo { /// A or for a point in space the GameObject will animate to. public const string position = "position"; /// A or for a list of points to draw a Catmull-Rom through for a curved animation path. public const string path = "path"; /// A for whether to automatically generate a curve from the GameObject's current position to the beginning of the path. True by default. public const string movetopath = "movetopath"; /// A or for the individual setting of the x axis. public const string x = "x"; /// A or for the individual setting of the y axis. public const string y = "y"; /// A or for the individual setting of the z axis. public const string z = "z"; /// A for whether or not the GameObject will orient to its direction of travel. False by default. public const string orienttopath = "orienttopath"; /// A or A for a target the GameObject will look at. public const string looktarget = "looktarget"; /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". public const string looktime = "looktime"; /// A or for how much of a percentage to look ahead on a path to influence how strict "orientopath" is. public const string lookahead = "lookahead"; /// A . Restricts rotation to the supplied axis only. public const string axis = "axis"; /// A for whether to animate in world space or relative to the parent. False by default. public const string islocal = "islocal"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or can be used instead of time to allow animation based on speed public const string speed = "speed"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Instantly changes a GameObject's position to a supplied destination then returns it to it's starting position over time with FULL customization options. public static class MoveFrom { /// A or for a point in space the GameObject will animate to. public const string position = "position"; /// A or for a list of points to draw a Catmull-Rom through for a curved animation path. public const string path = "path"; /// A for whether to automatically generate a curve from the GameObject's current position to the beginning of the path. True by default. public const string movetopath = "movetopath"; /// A or for the individual setting of the x axis. public const string x = "x"; /// A or for the individual setting of the y axis. public const string y = "y"; /// A or for the individual setting of the z axis. public const string z = "z"; /// A for whether or not the GameObject will orient to its direction of travel. False by default. public const string orienttopath = "orienttopath"; /// A or A for a target the GameObject will look at. public const string looktarget = "looktarget"; /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". public const string looktime = "looktime"; /// A or for how much of a percentage to look ahead on a path to influence how strict "orientopath" is. public const string lookahead = "lookahead"; /// A for whether to animate in world space or relative to the parent. False by default. public const string islocal = "islocal"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or can be used instead of time to allow animation based on speed public const string speed = "speed"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Translates a GameObject's position over time with FULL customization options. public static class MoveAdd { /// A for the amount of change in position to move the GameObject. public const string amount = "amount"; /// A or for the individual setting of the x axis. public const string x = "x"; /// A or for the individual setting of the y axis. public const string y = "y"; /// A or for the individual setting of the z axis. public const string z = "z"; /// A for whether or not the GameObject will orient to its direction of travel. False by default. public const string orienttopath = "orienttopath"; /// A or A for a target the GameObject will look at. public const string looktarget = "looktarget"; /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". public const string looktime = "looktime"; /// A . Restricts rotation to the supplied axis only. public const string axis = "axis"; /// A or for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. public const string space = "space"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or can be used instead of time to allow animation based on speed public const string speed = "speed"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Adds the supplied coordinates to a GameObject's position with FULL customization options. public static class MoveBy { /// A for the amount of change in position to move the GameObject. public const string amount = "amount"; /// A or for the individual setting of the x axis. public const string x = "x"; /// A or for the individual setting of the y axis. public const string y = "y"; /// A or for the individual setting of the z axis. public const string z = "z"; /// A for whether or not the GameObject will orient to its direction of travel. False by default. public const string orienttopath = "orienttopath"; /// A or A for a target the GameObject will look at. public const string looktarget = "looktarget"; /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". public const string looktime = "looktime"; /// A . Restricts rotation to the supplied axis only. public const string axis = "axis"; /// A or for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. public const string space = "space"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or can be used instead of time to allow animation based on speed public const string speed = "speed"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Changes a GameObject's scale over time with FULL customization options. public static class ScaleTo { /// A or for the final scale. public const string scale = "scale"; /// A or for the individual setting of the x axis. public const string x = "x"; /// A or for the individual setting of the y axis. public const string y = "y"; /// A or for the individual setting of the z axis. public const string z = "z"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or can be used instead of time to allow animation based on speed public const string speed = "speed"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Instantly changes a GameObject's scale then returns it to it's starting scale over time with FULL customization options. public static class ScaleFrom { /// A or for the final scale. public const string scale = "scale"; /// A or for the individual setting of the x axis. public const string x = "x"; /// A or for the individual setting of the y axis. public const string y = "y"; /// A or for the individual setting of the z axis. public const string z = "z"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or can be used instead of time to allow animation based on speed public const string speed = "speed"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Adds to a GameObject's scale over time with FULL customization options. public static class ScaleAdd { /// A for the amount to be added to the GameObject's current scale. public const string amount = "amount"; /// A or for the individual setting of the x axis. public const string x = "x"; /// A or for the individual setting of the y axis. public const string y = "y"; /// A or for the individual setting of the z axis. public const string z = "z"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or can be used instead of time to allow animation based on speed public const string speed = "speed"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Multiplies a GameObject's scale over time with FULL customization options. public static class ScaleBy { /// A for the amount to be multiplied to the GameObject's current scale. public const string amount = "amount"; /// A or for the individual setting of the x axis. public const string x = "x"; /// A or for the individual setting of the y axis. public const string y = "y"; /// A or for the individual setting of the z axis. public const string z = "z"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or can be used instead of time to allow animation based on speed public const string speed = "speed"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Rotates a GameObject to the supplied Euler angles in degrees over time with FULL customization options. public static class RotateTo { /// A or for the target Euler angles in degrees to rotate to. public const string rotation = "rotation"; /// A or for the individual setting of the x axis. public const string x = "x"; /// A or for the individual setting of the y axis. public const string y = "y"; /// A or for the individual setting of the z axis. public const string z = "z"; /// A for whether to animate in world space or relative to the parent. False by default. public const string islocal = "islocal"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or can be used instead of time to allow animation based on speed public const string speed = "speed"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// 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. public static class RotateFrom { /// A or for the target Euler angles in degrees to rotate to. public const string rotation = "rotation"; /// A or for the individual setting of the x axis. public const string x = "x"; /// A or for the individual setting of the y axis. public const string y = "y"; /// A or for the individual setting of the z axis. public const string z = "z"; /// A for whether to animate in world space or relative to the parent. False by default. public const string islocal = "islocal"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or can be used instead of time to allow animation based on speed public const string speed = "speed"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Adds supplied Euler angles in degrees to a GameObject's rotation over time with FULL customization options. public static class RotateAdd { /// A for the amount of Euler angles in degrees to add to the current rotation of the GameObject. public const string amount = "amount"; /// A or for the individual setting of the x axis. public const string x = "x"; /// A or for the individual setting of the y axis. public const string y = "y"; /// A or for the individual setting of the z axis. public const string z = "z"; /// A or for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. public const string space = "space"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or can be used instead of time to allow animation based on speed public const string speed = "speed"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Multiplies supplied values by 360 and rotates a GameObject by calculated amount over time with FULL customization options. public static class RotateBy { /// A for the amount to be multiplied by 360 to rotate the GameObject. public const string amount = "amount"; /// A or for the individual setting of the x axis. public const string x = "x"; /// A or for the individual setting of the y axis. public const string y = "y"; /// A or for the individual setting of the z axis. public const string z = "z"; /// A or for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. public const string space = "space"; /// A for whether to animate in world space or relative to the parent. False by default. public const string islocal = "islocal"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or can be used instead of time to allow animation based on speed public const string speed = "speed"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the shape of the easing curve applied to the animation. public const string easetype = "easetype"; /// A or for the type of loop to apply once the animation has completed. public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Randomly shakes a GameObject's position by a diminishing amount over time with FULL customization options. public static class ShakePosition { /// A for the magnitude of shake. public const string amount = "amount"; /// A or for the individual setting of the x magnitude. public const string x = "x"; /// A or for the individual setting of the y magnitude. public const string y = "y"; /// A or for the individual setting of the z magnitude. public const string z = "z"; /// A for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. public const string space = "space"; /// A for whether or not the GameObject will orient to its direction of travel. False by default. public const string orienttopath = "orienttopath"; /// A or A for a target the GameObject will look at. public const string looktarget = "looktarget"; /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". public const string looktime = "looktime"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with shakes) public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Randomly shakes a GameObject's scale by a diminishing amount over time with FULL customization options. public static class ShakeScale { /// A for the magnitude of shake. public const string amount = "amount"; /// A or for the individual setting of the x magnitude. public const string x = "x"; /// A or for the individual setting of the y magnitude. public const string y = "y"; /// A or for the individual setting of the z magnitude. public const string z = "z"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with shakes) public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Randomly shakes a GameObject's rotation by a diminishing amount over time with FULL customization options. public static class ShakeRotation { /// A for the magnitude of shake. public const string amount = "amount"; /// A or for the individual setting of the x magnitude. public const string x = "x"; /// A or for the individual setting of the y magnitude. public const string y = "y"; /// A or for the individual setting of the z magnitude. public const string z = "z"; /// A for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. public const string space = "space"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with shakes) public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Applies a jolt of force to a GameObject's position and wobbles it back to its initial position with FULL customization options. public static class PunchPosition { /// A for the magnitude of shake. public const string amount = "amount"; /// A or for the individual setting of the x magnitude. public const string x = "x"; /// A or for the individual setting of the y magnitude. public const string y = "y"; /// A or for the individual setting of the z magnitude. public const string z = "z"; /// A for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. public const string space = "space"; /// A or A for a target the GameObject will look at. public const string looktarget = "looktarget"; /// A or for the time in seconds the object will take to look at either the "looktarget". public const string looktime = "looktime"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with punches) public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation with FULL customization options. public static class PunchRotation { /// A for the magnitude of shake. public const string amount = "amount"; /// A or for the individual setting of the x magnitude. public const string x = "x"; /// A or for the individual setting of the y magnitude. public const string y = "y"; /// A or for the individual setting of the z magnitude. public const string z = "z"; /// A for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. public const string space = "space"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with punches) public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// Applies a jolt of force to a GameObject's scale and wobbles it back to its initial scale with FULL customization options. public static class PunchScale { /// A for the magnitude of shake. public const string amount = "amount"; /// A or for the individual setting of the x magnitude. public const string x = "x"; /// A or for the individual setting of the y magnitude. public const string y = "y"; /// A or for the individual setting of the z magnitude. public const string z = "z"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A or for the time in seconds the animation will wait before beginning. public const string delay = "delay"; /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with punches) public const string looptype = "looptype"; /// A for the name of a function to launch at the beginning of the animation. public const string onstart = "onstart"; /// A for a reference to the GameObject that holds the "onstart" method. public const string onstarttarget = "onstarttarget"; /// A for arguments to be sent to the "onstart" method. public const string onstartparams = "onstartparams"; /// A for the name of a function to launch on every step of the animation. public const string onupdate = "onupdate"; /// A for a reference to the GameObject that holds the "onupdate" method. public const string onupdatetarget = "onupdatetarget"; /// A for arguments to be sent to the "onupdate" method. public const string onupdateparams = "onupdateparams"; /// A for the name of a function to launch at the end of the animation. public const string oncomplete = "oncomplete"; /// A for a reference to the GameObject that holds the "oncomplete" method. public const string oncompletetarget = "oncompletetarget"; /// A for arguments to be sent to the "oncomplete" method. public const string oncompleteparams = "oncompleteparams"; } /// 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. public static class FadeUpdate { /// A or for the final alpha value of the animation. public const string alpha = "alpha"; /// A for whether or not to include children of this GameObject. True by default. public const string includechildren = "includechildren"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; } /// 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. public static class ColorUpdate { /// A to change the GameObject's color to. public const string color = "color"; /// A or for the individual setting of the color red. public const string r = "r"; /// A or for the individual setting of the color green. public const string g = "g"; /// A or for the individual setting of the color green. public const string b = "b"; /// A or for the individual setting of the alpha. public const string a = "a"; /// A or for the individual setting of the alpha. public const string namedcolorvalue = "namedcolorvalue"; /// A for whether or not to include children of this GameObject. True by default. public const string includechildren = "includechildren"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; } /// 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. public static class AudioUpdate { /// A for which AudioSource to use. public const string audiosource = "audiosource"; /// A or for the target level of volume. public const string volume = "volume"; /// A or for the target pitch. public const string pitch = "pitch"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; } /// 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. public static class RotateUpdate { /// A or for the target Euler angles in degrees to rotate to. public const string rotation = "rotation"; /// A or for the individual setting of the x axis. public const string x = "x"; /// A or for the individual setting of the y axis. public const string y = "y"; /// A or for the individual setting of the z axis. public const string z = "z"; /// A for whether to animate in world space or relative to the parent. False by default. public const string islocal = "islocal"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; } /// 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. public static class ScaleUpdate { /// A or for the final scale. public const string scale = "scale"; /// A or for the individual setting of the x axis. public const string x = "x"; /// A or for the individual setting of the y axis. public const string y = "y"; /// A or for the individual setting of the z axis. public const string z = "z"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; } /// 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. public static class MoveUpdate { /// A or for a point in space the GameObject will animate to. public const string position = "position"; /// A or for the individual setting of the x axis. public const string x = "x"; /// A or for the individual setting of the y axis. public const string y = "y"; /// A or for the individual setting of the z axis. public const string z = "z"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; /// A for whether to animate in world space or relative to the parent. False be default. public const string islocal = "islocal"; /// A for whether or not the GameObject will orient to its direction of travel. False by default. public const string orienttopath = "orienttopath"; /// A or A for a target the GameObject will look at. public const string looktarget = "looktarget"; /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". public const string looktime = "looktime"; /// A . Restricts rotation to the supplied axis only. public const string axis = "axis"; } /// 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. public static class LookUpdate { /// A or for a target the GameObject will look at. public const string looktarget = "looktarget"; /// A . Restricts rotation to the supplied axis only. public const string axis = "axis"; /// A or for the time in seconds the animation will take to complete. public const string time = "time"; } }