Holoville.HOTween  1.2.010
SequenceParms Class Reference

Method chaining parameters for a Sequence. More...

Inheritance diagram for SequenceParms:
ABSTweenComponentParms

List of all members.

Public Member Functions

SequenceParms Id (string p_id)
 Sets the ID of this Sequence (default = ""). The same ID can be applied to multiple Sequences, thus allowing for group operations. You can also use IntId instead of Id for faster operations.
SequenceParms IntId (int p_intId)
 Sets the int ID of this Tweener (default = 0). The same intId can be applied to multiple Tweeners, thus allowing for group operations. The main difference from Id is that while Id is more legible, IntId allows for faster operations.
SequenceParms AutoKill (bool p_active)
 Sets auto-kill behaviour for when the Sequence reaches its end (default = false).
SequenceParms UpdateType (UpdateType p_updateType)
 Sets the type of update to use for this Sequence (default = UpdateType.Update).
SequenceParms TimeScale (float p_timeScale)
 Sets the time scale that will be used by this Sequence.
SequenceParms Loops (int p_loops)
 Sets the number of times the Sequence will run (default = 1, meaning only one go and no other loops).
SequenceParms Loops (int p_loops, LoopType p_loopType)
 Sets the number of times the Sequence will run, and the type of loop behaviour to apply (default = 1, LoopType.Restart).
SequenceParms OnStart (TweenDelegate.TweenCallback p_function)
 Function to call when the Sequence is started for the very first time.
SequenceParms OnStart (TweenDelegate.TweenCallbackWParms p_function, params object[] p_funcParms)
 Function to call when the Sequence is started for the very first time.
SequenceParms OnUpdate (TweenDelegate.TweenCallback p_function)
 Function to call each time the Sequence is updated.
SequenceParms OnUpdate (TweenDelegate.TweenCallbackWParms p_function, params object[] p_funcParms)
 Function to call each time the Sequence is updated.
SequenceParms OnPause (TweenDelegate.TweenCallback p_function)
 Function to call when the Sequence switches from a playing state to a paused state.
SequenceParms OnPause (TweenDelegate.TweenCallbackWParms p_function, params object[] p_funcParms)
 Function to call when the Sequence switches from a playing state to a paused state.
SequenceParms OnPlay (TweenDelegate.TweenCallback p_function)
 Function to call when the Sequence switches from a paused state to a playing state.
SequenceParms OnPlay (TweenDelegate.TweenCallbackWParms p_function, params object[] p_funcParms)
 Function to call when the Sequence switches from a paused state to a playing state.
SequenceParms OnRewinded (TweenDelegate.TweenCallback p_function)
 Function to call each time the sequence is rewinded from a non-rewinded state (either because of a direct call to Rewind, or because the tween's virtual playehead reached the start due to a playing backwards behaviour).
SequenceParms OnRewinded (TweenDelegate.TweenCallbackWParms p_function, params object[] p_funcParms)
 Function to call each time the sequence is rewinded from a non-rewinded state (either because of a direct call to Rewind, or because the tween's virtual playehead reached the start due to a playing backwards behaviour).
SequenceParms OnStepComplete (TweenDelegate.TweenCallback p_function)
 Function to call each time a single loop of the Sequence is completed.
SequenceParms OnStepComplete (TweenDelegate.TweenCallbackWParms p_function, params object[] p_funcParms)
 Function to call each time a single loop of the Sequence is completed.
SequenceParms OnStepComplete (GameObject p_sendMessageTarget, string p_methodName, object p_value=null, SendMessageOptions p_options=SendMessageOptions.RequireReceiver)
 Uses sendMessage to call the method named p_methodName on every MonoBehaviour in the p_sendMessageTarget GameObject.
SequenceParms OnComplete (TweenDelegate.TweenCallback p_function)
 Function to call when the full Sequence, loops included, is completed.
SequenceParms OnComplete (TweenDelegate.TweenCallbackWParms p_function, params object[] p_funcParms)
 Function to call when the full Sequence, loops included, is completed.
SequenceParms OnComplete (GameObject p_sendMessageTarget, string p_methodName, object p_value=null, SendMessageOptions p_options=SendMessageOptions.RequireReceiver)
 Uses sendMessage to call the method named p_methodName on every MonoBehaviour in the p_sendMessageTarget GameObject.
SequenceParms KeepEnabled (Behaviour p_target)
 Keeps the given component enabled while the tween is playing.
SequenceParms KeepEnabled (GameObject p_target)
 Keeps the given gameObject activated while the tween is playing.
SequenceParms KeepEnabled (Behaviour[] p_targets)
 Keeps the given components enabled while the tween is playing.
SequenceParms KeepEnabled (GameObject[] p_targets)
 Keeps the given GameObject activated while the tween is playing.
SequenceParms KeepDisabled (Behaviour p_target)
 Keeps the given component disabled while the tween is playing.
SequenceParms KeepDisabled (GameObject p_target)
 Keeps the given GameObject disabled while the tween is playing.
SequenceParms KeepDisabled (Behaviour[] p_targets)
 Keeps the given components disabled while the tween is playing.
SequenceParms KeepDisabled (GameObject[] p_targets)
 Keeps the given GameObject disabled while the tween is playing.

Detailed Description

Method chaining parameters for a Sequence.


Member Function Documentation

SequenceParms AutoKill ( bool  p_active)

Sets auto-kill behaviour for when the Sequence reaches its end (default = false).

Parameters:
p_activeIf true the Sequence is killed and removed from HOTween as soon as it's completed. If false doesn't remove this Sequence from HOTween when it is completed, and you will need to call an HOTween.Kill to remove this Sequence.
SequenceParms Id ( string  p_id)

Sets the ID of this Sequence (default = ""). The same ID can be applied to multiple Sequences, thus allowing for group operations. You can also use IntId instead of Id for faster operations.

Parameters:
p_idThe ID for this Sequence.
SequenceParms IntId ( int  p_intId)

Sets the int ID of this Tweener (default = 0). The same intId can be applied to multiple Tweeners, thus allowing for group operations. The main difference from Id is that while Id is more legible, IntId allows for faster operations.

Parameters:
p_intIdThe int ID for this Tweener.
SequenceParms KeepDisabled ( Behaviour  p_target)

Keeps the given component disabled while the tween is playing.

SequenceParms KeepDisabled ( GameObject  p_target)

Keeps the given GameObject disabled while the tween is playing.

SequenceParms KeepDisabled ( Behaviour[]  p_targets)

Keeps the given components disabled while the tween is playing.

SequenceParms KeepDisabled ( GameObject[]  p_targets)

Keeps the given GameObject disabled while the tween is playing.

SequenceParms KeepEnabled ( Behaviour  p_target)

Keeps the given component enabled while the tween is playing.

SequenceParms KeepEnabled ( GameObject  p_target)

Keeps the given gameObject activated while the tween is playing.

SequenceParms KeepEnabled ( Behaviour[]  p_targets)

Keeps the given components enabled while the tween is playing.

SequenceParms KeepEnabled ( GameObject[]  p_targets)

Keeps the given GameObject activated while the tween is playing.

SequenceParms Loops ( int  p_loops)

Sets the number of times the Sequence will run (default = 1, meaning only one go and no other loops).

Parameters:
p_loopsNumber of loops (set it to -1 or float.PositiveInfinity to apply infinite loops).
SequenceParms Loops ( int  p_loops,
LoopType  p_loopType 
)

Sets the number of times the Sequence will run, and the type of loop behaviour to apply (default = 1, LoopType.Restart).

Parameters:
p_loopsNumber of loops (set it to -1 or float.PositiveInfinity to apply infinite loops).
p_loopTypeThe LoopType behaviour to use. Note the LoopType.Incremental is available, but as an experimental feature. It works with simple Sequences, but you should check that your animation works as intended with more complex Sequences.
SequenceParms OnComplete ( TweenDelegate.TweenCallback  p_function)

Function to call when the full Sequence, loops included, is completed.

Parameters:
p_functionThe function to call, who must return void and accept no parameters.
SequenceParms OnComplete ( TweenDelegate.TweenCallbackWParms  p_function,
params object[]  p_funcParms 
)

Function to call when the full Sequence, loops included, is completed.

Parameters:
p_functionThe function to call. It must return void and has to accept a single parameter of type TweenEvent.
p_funcParmsAdditional comma separated parameters to pass to the function.
SequenceParms OnComplete ( GameObject  p_sendMessageTarget,
string  p_methodName,
object  p_value = null,
SendMessageOptions  p_options = SendMessageOptions.RequireReceiver 
)

Uses sendMessage to call the method named p_methodName on every MonoBehaviour in the p_sendMessageTarget GameObject.

Parameters:
p_sendMessageTargetGameObject to target for sendMessage
p_methodNameName of the method to call
p_valueEventual additional parameter
p_optionsSendMessageOptions
SequenceParms OnPause ( TweenDelegate.TweenCallback  p_function)

Function to call when the Sequence switches from a playing state to a paused state.

Parameters:
p_functionThe function to call, who must return void and accept no parameters.
SequenceParms OnPause ( TweenDelegate.TweenCallbackWParms  p_function,
params object[]  p_funcParms 
)

Function to call when the Sequence switches from a playing state to a paused state.

Parameters:
p_functionThe function to call. It must return void and has to accept a single parameter of type TweenEvent.
p_funcParmsAdditional comma separated parameters to pass to the function.
SequenceParms OnPlay ( TweenDelegate.TweenCallback  p_function)

Function to call when the Sequence switches from a paused state to a playing state.

Parameters:
p_functionThe function to call, who must return void and accept no parameters.
SequenceParms OnPlay ( TweenDelegate.TweenCallbackWParms  p_function,
params object[]  p_funcParms 
)

Function to call when the Sequence switches from a paused state to a playing state.

Parameters:
p_functionThe function to call. It must return void and has to accept a single parameter of type TweenEvent.
p_funcParmsAdditional comma separated parameters to pass to the function.
SequenceParms OnRewinded ( TweenDelegate.TweenCallback  p_function)

Function to call each time the sequence is rewinded from a non-rewinded state (either because of a direct call to Rewind, or because the tween's virtual playehead reached the start due to a playing backwards behaviour).

Parameters:
p_functionThe function to call, who must return void and accept no parameters.
SequenceParms OnRewinded ( TweenDelegate.TweenCallbackWParms  p_function,
params object[]  p_funcParms 
)

Function to call each time the sequence is rewinded from a non-rewinded state (either because of a direct call to Rewind, or because the tween's virtual playehead reached the start due to a playing backwards behaviour).

Parameters:
p_functionThe function to call. It must return void and has to accept a single parameter of type TweenEvent.
p_funcParmsAdditional comma separated parameters to pass to the function.
SequenceParms OnStart ( TweenDelegate.TweenCallback  p_function)

Function to call when the Sequence is started for the very first time.

Parameters:
p_functionThe function to call, who must return void and accept no parameters.
SequenceParms OnStart ( TweenDelegate.TweenCallbackWParms  p_function,
params object[]  p_funcParms 
)

Function to call when the Sequence is started for the very first time.

Parameters:
p_functionThe function to call. It must return void and has to accept a single parameter of type TweenEvent.
p_funcParmsAdditional comma separated parameters to pass to the function.
SequenceParms OnStepComplete ( TweenDelegate.TweenCallback  p_function)

Function to call each time a single loop of the Sequence is completed.

Parameters:
p_functionThe function to call, who must return void and accept no parameters.
SequenceParms OnStepComplete ( TweenDelegate.TweenCallbackWParms  p_function,
params object[]  p_funcParms 
)

Function to call each time a single loop of the Sequence is completed.

Parameters:
p_functionThe function to call. It must return void and has to accept a single parameter of type TweenEvent.
p_funcParmsAdditional comma separated parameters to pass to the function.
SequenceParms OnStepComplete ( GameObject  p_sendMessageTarget,
string  p_methodName,
object  p_value = null,
SendMessageOptions  p_options = SendMessageOptions.RequireReceiver 
)

Uses sendMessage to call the method named p_methodName on every MonoBehaviour in the p_sendMessageTarget GameObject.

Parameters:
p_sendMessageTargetGameObject to target for sendMessage
p_methodNameName of the method to call
p_valueEventual additional parameter
p_optionsSendMessageOptions
SequenceParms OnUpdate ( TweenDelegate.TweenCallback  p_function)

Function to call each time the Sequence is updated.

Parameters:
p_functionThe function to call, who must return void and accept no parameters.
SequenceParms OnUpdate ( TweenDelegate.TweenCallbackWParms  p_function,
params object[]  p_funcParms 
)

Function to call each time the Sequence is updated.

Parameters:
p_functionThe function to call. It must return void and has to accept a single parameter of type TweenEvent.
p_funcParmsAdditional comma separated parameters to pass to the function.
SequenceParms TimeScale ( float  p_timeScale)

Sets the time scale that will be used by this Sequence.

Parameters:
p_timeScaleThe time scale to use.
SequenceParms UpdateType ( UpdateType  p_updateType)

Sets the type of update to use for this Sequence (default = UpdateType.Update).

Parameters:
p_updateTypeThe type of update to use.
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