功能列表
对对象的透明度(Alpha)进行动画处理。
对 Transform 的位置进行动画处理。
对 Transform 的缩放进行动画处理。
对 Transform 的旋转进行动画处理。
对颜色(Color)进行动画处理。
实现打字机风格的文字动画。
支持富文本、打字效果动画、旋转动画以及字体大小缩放动画。(需要注意的是,它的 GC 开销较高,可能会影响性能。)
对 Unity Light 组件的属性进行动画处理。
用于为 Image 组件的 fillAmount 值制作动画的功能。 可用于血条、冷却时间、圆形加载等 UI 表现。
用于在 Text / TextMeshPro 中对数值进行插值动画的功能。 适用于数字增长、伤害数字、分数动画等效果。
直接操作 TextMeshPro 顶点数据,使每个字符单独爆炸的动画。 可细致控制速度、方向、扩散度、随机性等,非常适合华丽的特效。
直接操作 TextMeshPro 顶点,实现以下复杂的文字动画效果: 透明度(Fade)、字符缩放(Scale)、旋转(Rotate)、移动(Move)、波形变形(Wave)、弹跳变形(Bounce)。 从打字机效果到动态复杂的文字动画都能实现。
沿由多个点组成的曲线(路径)移动目标对象。
API 参考文档
ITweenPlayer DoCanvasFade(this GameObject target, float forwardValue = 0, bool blocksraycasts = false, float duration = 1);
ITweenPlayer DoCanvasFade(this GameObject target, AnimationCurve curve, float forwardValue = 0, bool blocksraycasts = false);
ITweenPlayer DoCanvasFade(this MonoBehaviour target, float forwardValue = 0, bool blocksraycasts = false, float duration = 1);
ITweenPlayer DoCanvasFade(this MonoBehaviour target, AnimationCurve curve, float forwardValue = 0, bool blocksraycasts = false);
ITweenPlayer DoCanvasFade(this CanvasGroup target, float forwardValue = 0, bool blocksraycasts = false, float duration = 1);
ITweenPlayer DoCanvasFade(this CanvasGroup target, AnimationCurve curve, float forwardValue = 0, bool blocksraycasts = false);
ITweenPlayer DoFade(this Material target, float forwardValue = 0, float duration = 1);
ITweenPlayer DoFade(this Renderer target, float forwardValue = 0, float duration = 1);
ITweenPlayer DoFade(this Graphic target, float forwardValue = 0, float duration = 1);
ITweenPlayer DoFade(this Renderer target, AnimationCurve curve, float forwardValue = 0);
ITweenPlayer DoFade(this Graphic target, AnimationCurve curve, float forwardValue = 0);
ITweenPlayer DoFade(this Material target, AnimationCurve curve, float forwardValue = 0);
ITweenPlayer DoColor(this Graphic target, Color forwardValue, float duration = 1);
ITweenPlayer DoColor(this Graphic target, Color forwardValue, AnimationCurve curve);
ITweenPlayer DoColor(this Renderer target, Color forwardValue, float duration = 1);
ITweenPlayer DoColor(this Renderer target, Color forwardValue, AnimationCurve curve);
ITweenPlayer DoColor(this Material target, Color forwardValue, float duration = 1);
ITweenPlayer DoColor(this Material target, Color forwardValue, AnimationCurve curve);
ITweenPlayer DoFillAmount(this Image target, float forwardValue = 0, float duration = 1);
ITweenPlayer DoFillAmount(this Image target, AnimationCurve curve, float forwardValue = 0);
ITweenPlayer DoColor(this Light target, Color color, float duration = 1);
ITweenPlayer DoColor(this Light target, Color color, AnimationCurve curve);
ITweenPlayer DoIntensity(this Light target, float intensity, float duration = 1);
ITweenPlayer DoIntensity(this Light target, float intensity, AnimationCurve curve);
ITweenPlayer DoRange(this Light target, float range, float duration = 1);
ITweenPlayer DoRange(this Light target, float range, AnimationCurve curve);
ITweenPlayer DoLight(this Light target, bool colortween = false, Color color = default, bool intensitytween = false, float intensity = 0, bool rangetween = false, float range = 0, float duration = 1);
ITweenPlayer DoLight(this Light target, AnimationCurve curve, bool colortween = false, Color color = default, bool intensitytween = false, float intensity = 0, bool rangetween = false, float range = 0);
ITweenPlayer DoInterpolate(this Text target, int forwardValue, float duration = 1);
ITweenPlayer DoInterpolate(this Text target, int forwardValue, AnimationCurve curve);
ITweenPlayer DoInterpolate(this Text target, float forwardValue, float duration = 1);
ITweenPlayer DoInterpolate(this Text target, float forwardValue, AnimationCurve curve);
ITweenPlayer DoInterpolate(this TMP_Text target, float forwardValue, float duration = 1);
ITweenPlayer DoInterpolate(this TMP_Text target, float forwardValue, AnimationCurve curve);
ITweenPlayer DoInterpolate(this TMP_Text target, int forwardValue, float duration = 1);
ITweenPlayer DoInterpolate(this TMP_Text target, int forwardValue, AnimationCurve curve);
ITweenPlayer DoMoveX(this GameObject target, float x, float duration = 1);
ITweenPlayer DoMoveX(this GameObject target, float x, AnimationCurve curve);
ITweenPlayer DoMoveY(this GameObject target, float y, float duration = 1);
ITweenPlayer DoMoveY(this GameObject target, float y, AnimationCurve curve);
ITweenPlayer DoMoveZ(this GameObject target, float z, float duration = 1);
ITweenPlayer DoMoveZ(this GameObject target, float z, AnimationCurve curve);
ITweenPlayer DoMove(this GameObject target, Vector3 forwardValue, float duration = 1, bool relative = false);
ITweenPlayer DoMove(this GameObject target, Vector3 forwardValue, AnimationCurve curve, bool relative = false);
ITweenPlayer DoMoveX<T>(this T target, float x, float duration = 1) where T : Component;
ITweenPlayer DoMoveX<T>(this T target, float x, AnimationCurve curve) where T : Component;
ITweenPlayer DoMoveY<T>(this T target, float y, float duration = 1) where T : Component;
ITweenPlayer DoMoveY<T>(this T target, float y, AnimationCurve curve) where T : Component;
ITweenPlayer DoMoveZ<T>(this T target, float z, float duration = 1) where T : Component;
ITweenPlayer DoMoveZ<T>(this T target, float z, AnimationCurve curve) where T : Component;
ITweenPlayer DoMove<T>(this T target, Vector3 forwardValue, float duration = 1, bool relative = false) where T : Component;
ITweenPlayer DoMove<T>(this T target, Vector3 forwardValue, AnimationCurve curve, bool relative = false) where T : Component;
ITweenPlayer DoRotationX(this GameObject target, float x, float duration = 1);
ITweenPlayer DoRotationX(this GameObject target, float x, AnimationCurve curve);
ITweenPlayer DoRotationY(this GameObject target, float y, float duration = 1);
ITweenPlayer DoRotationY(this GameObject target, float y, AnimationCurve curve);
ITweenPlayer DoRotationZ(this GameObject target, float z, float duration = 1);
ITweenPlayer DoRotationZ(this GameObject target, float z, AnimationCurve curve);
ITweenPlayer DoRotation(this GameObject target, Vector3 forwardValue, float duration = 1, bool relative = false);
ITweenPlayer DoRotation(this GameObject target, Vector3 forwardValue, AnimationCurve curve, bool relative = false);
ITweenPlayer DoRotationX<T>(this T target, float x, float duration = 1) where T : Component;
ITweenPlayer DoRotationX<T>(this T target, float x, AnimationCurve curve) where T : Component;
ITweenPlayer DoRotationY<T>(this T target, float y, float duration = 1) where T : Component;
ITweenPlayer DoRotationY<T>(this T target, float y, AnimationCurve curve) where T : Component;
ITweenPlayer DoRotationZ<T>(this T target, float z, float duration = 1) where T : Component;
ITweenPlayer DoRotationZ<T>(this T target, float z, AnimationCurve curve) where T : Component;
ITweenPlayer DoRotation<T>(this T target, Vector3 forwardValue, float duration = 1, bool relative = false) where T : Component;
ITweenPlayer DoRotation<T>(this T target, Vector3 forwardValue, AnimationCurve curve, bool relative = false) where T : Component;
ITweenPlayer DoScaleX(this GameObject target, float x, float duration = 1);
ITweenPlayer DoScaleX(this GameObject target, float x, AnimationCurve curve);
ITweenPlayer DoScaleY(this GameObject target, float y, float duration = 1);
ITweenPlayer DoScaleY(this GameObject target, float y, AnimationCurve curve);
ITweenPlayer DoScaleZ(this GameObject target, float z, float duration = 1);
ITweenPlayer DoScaleZ(this GameObject target, float z, AnimationCurve curve);
ITweenPlayer DoScale(this GameObject target, Vector3 forwardValue, float duration = 1, bool relative = false);
ITweenPlayer DoScale(this GameObject target, Vector3 forwardValue, AnimationCurve curve, bool relative = false);
ITweenPlayer DoScaleX<T>(this T target, float x, float duration = 1) where T : Component;
ITweenPlayer DoScaleX<T>(this T target, float x, AnimationCurve curve) where T : Component;
ITweenPlayer DoScaleY<T>(this T target, float y, float duration = 1) where T : Component;
ITweenPlayer DoScaleY<T>(this T target, float y, AnimationCurve curve) where T : Component;
ITweenPlayer DoScaleZ<T>(this T target, float z, float duration = 1) where T : Component;
ITweenPlayer DoScaleZ<T>(this T target, float z, AnimationCurve curve) where T : Component;
ITweenPlayer DoScale<T>(this T target, Vector3 forwardValue, float duration = 1, bool relative = false) where T : Component;
ITweenPlayer DoScale<T>(this T target, Vector3 forwardValue, AnimationCurve curve, bool relative = false) where T : Component;
ITweenPlayer DoReveal(this Text target, string text = null, float duration = 1);
ITweenPlayer DoReveal(this Text target, AnimationCurve curve, string text = null);
ITweenPlayer DoReveal(this TMP_Text target, string text = null, float duration = 1);
ITweenPlayer DoReveal(this TMP_Text target, AnimationCurve curve, string text = null);
IRichTextPlayer DoRichTextReveal(this TMP_Text target, string text = null, float duration = 1);
IRichTextPlayer DoRichTextReveal(this TMP_Text target, AnimationCurve curve, string text = null);
IRichTextPlayer DoRichTextRotateTween(this TMP_Text target, float rotate, string text = null, float duration = 1);
IRichTextPlayer DoRichTextRotateTween(this TMP_Text target, AnimationCurve curve, float rotate, string text = null);
IRichTextPlayer DoRichTextSizeTween(this TMP_Text target, float fontsize, string text = null, float duration = 1);
IRichTextPlayer DoRichTextSizeTween(this TMP_Text target, AnimationCurve curve, float fontsize, string text = null);
IRichTextPlayer DoRichTextTween(this TMP_Text target, bool reveal = true, string text = null, bool sizetween = false, float fontsize = 0, bool rotatetween = false, float rotate = 0, float duration = 1);
IRichTextPlayer DoRichTextTween(this TMP_Text target, AnimationCurve curve, bool reveal = true, string text = null, bool sizetween = false, float fontsize = 0, bool rotatetween = false, float rotate = 0);
IExplodeInPlayer DoMeshExplodeIn(this TMP_Text target, string text = null, float explosionPower = 200, bool fadeOut = true, float fadedelay = 0, bool rotate = true, float rotateMin = 50, float rotateMax = 500, bool useFloatiness = true, float factorMin = 0.02F, float factorMax = 0.15F, float duration = 1);
IExplodeInPlayer DoMeshExplodeIn(this TMP_Text target, AnimationCurve curve, string text = null, float explosionPower = 200, bool fadeOut = true, float fadedelay = 0, bool rotate = true, float rotateMin = 50, float rotateMax = 500, bool useFloatiness = true, float factorMin = 0.02F, float factorMax = 0.15F);
IExplodeInPlayer DoMeshExplodeInFadeOut(this TMP_Text target, string text = null, float explosionPower = 200, float delay = 0, float duration = 1);
IExplodeInPlayer DoMeshExplodeInFadeOut(this TMP_Text target, AnimationCurve curve, string text = null, float explosionPower = 200, float delay = 0);
IExplodeInPlayer DoMeshExplodeInFloatinessFadeOut(this TMP_Text target, string text = null, float explosionPower = 200, float fadedelay = 0, float factorMin = 0.02F, float factorMax = 0.15F, float duration = 1);
IExplodeInPlayer DoMeshExplodeInFloatinessFadeOut(this TMP_Text target, AnimationCurve curve, string text = null, float explosionPower = 200, float fadedelay = 0, float factorMin = 0.02F, float factorMax = 0.15F);
IExplodeInPlayer DoMeshExplodeInRotateFadeOut(this TMP_Text target, string text = null, float explosionPower = 200, float fadedelay = 0, float rotateMin = 50, float rotateMax = 500, float duration = 1);
IExplodeInPlayer DoMeshExplodeInRotateFadeOut(this TMP_Text target, AnimationCurve curve, string text = null, float explosionPower = 200, float fadedelay = 0, float rotateMin = 50, float rotateMax = 500);
IRevealPlayer DoMeshReveal(this TMP_Text target, bool reveal = true, string text = null, bool fadetween = false, float alpha = 1, bool postween = false, Vector3 distance = default, bool scaletween = false, float scale = 1, bool rotatetween = false, Vector3 rotate = default, WaveType wavetype = WaveType.None, float frequency = 0, float duration = 1);
IRevealPlayer DoMeshReveal(this TMP_Text target, AnimationCurve curve, bool reveal = true, string text = null, bool fadetween = false, float alpha = 1, bool postween = false, Vector3 distance = default, bool scaletween = false, float scale = 1, bool rotatetween = false, Vector3 rotate = default, WaveType wavetype = WaveType.None, float frequency = 0);
IRevealPlayer DoMeshFadeReveal(this TMP_Text target, float alpha = 0, bool reveal = true, string text = null, float duration = 1);
IRevealPlayer DoMeshFadeReveal(this TMP_Text target, AnimationCurve curve, float alpha = 0, bool reveal = true, string text = null);
IRevealPlayer DoMeshMoveReveal(this TMP_Text target, Vector3 distance, WaveType wavetype = WaveType.None, float frequency = 0, bool reveal = true, string text = null, float duration = 1);
IRevealPlayer DoMeshMoveReveal(this TMP_Text target, Vector3 distance, AnimationCurve curve, WaveType wavetype = WaveType.None, float frequency = 0, bool reveal = true, string text = null);
IRevealPlayer DoMeshMoveXReveal(this TMP_Text target, float x, WaveType wavetype = WaveType.None, float frequency = 0, bool reveal = true, string text = null, float duration = 1);
IRevealPlayer DoMeshMoveXReveal(this TMP_Text target, float x, AnimationCurve curve, WaveType wavetype = WaveType.None, float frequency = 0, bool reveal = true, string text = null);
IRevealPlayer DoMeshMoveYReveal(this TMP_Text target, float y, WaveType wavetype = WaveType.None, float frequency = 0, bool reveal = true, string text = null, float duration = 1);
IRevealPlayer DoMeshMoveYReveal(this TMP_Text target, float y, AnimationCurve curve, WaveType wavetype = WaveType.None, float frequency = 0, bool reveal = true, string text = null);
IRevealPlayer DoMeshMoveZReveal(this TMP_Text target, float z, WaveType wavetype = WaveType.None, float frequency = 0, bool reveal = true, string text = null, float duration = 1);
IRevealPlayer DoMeshMoveZReveal(this TMP_Text target, float z, AnimationCurve curve, WaveType wavetype = WaveType.None, float frequency = 0, bool reveal = true, string text = null);
IRevealPlayer DoMeshRotateReveal(this TMP_Text target, Vector3 rotate, bool reveal = true, string text = null, float duration = 1);
IRevealPlayer DoMeshRotateReveal(this TMP_Text target, Vector3 rotate, AnimationCurve curve, bool reveal = true, string text = null);
IRevealPlayer DoMeshRotateXReveal(this TMP_Text target, float x, bool reveal = true, string text = null, float duration = 1);
IRevealPlayer DoMeshRotateXReveal(this TMP_Text target, float x, AnimationCurve curve, bool reveal = true, string text = null);
IRevealPlayer DoMeshRotateYReveal(this TMP_Text target, float y, AnimationCurve curve, bool reveal = true, string text = null);
IRevealPlayer DoMeshRotateYReveal(this TMP_Text target, float y, bool reveal = true, string text = null, float duration = 1);
IRevealPlayer DoMeshRotateZReveal(this TMP_Text target, float z, bool reveal = true, string text = null, float duration = 1);
IRevealPlayer DoMeshRotateZReveal(this TMP_Text target, float z, AnimationCurve curve, bool reveal = true, string text = null);
IRevealPlayer DoMeshScaleReveal(this TMP_Text target, AnimationCurve curve, float scale = 0, bool reveal = true, string text = null);
IRevealPlayer DoMeshScaleReveal(this TMP_Text target, float scale = 0, bool reveal = true, string text = null, float duration = 1);
IPathPlayer SetClosed(bool closed);
IPathPlayer SetLookMode(PathLookMode lookmode);
IPathPlayer SetPoints(List
IPathPlayer SetTarget(Transform target);
IPathPlayer SetUseLocalPosition(bool uselocal);
IPathPlayer SnapTargetToFirstPoint();
iTweenPlayer SetDelay(float delay);
iTweenPlayer SetDuration(float duration);
iTweenPlayer SetEase(EaseType easeType);
iTweenPlayer SetLoop(bool loop);
iTweenPlayer SetLoopCount(int loopCount);
ITweenPlayerSetLoopDelay(bool loopDelay);
iTweenPlayer SetLoopType(LoopType loopType);
iTweenPlayer SetScaledTime(bool scaledtime);
iTweenPlayer SetYoYoDelay(float yoYoDelay);
iTweenPlayer SetValue(object value);
void Play();
void Play(bool reversePlay);
void PlayOnce();
void PlayReverseOnce();
void Stop();
void ForceEnd(bool invokeCallback);
void StopAndReset();
iTweenPlayer AddOnStartListener(UnityAction call);
iTweenPlayer AddOnYoYoListener(UnityAction call);
iTweenPlayer AddOnCompleteListener(UnityAction call);
Keyframe[] CurveTweenUtility.GetAnimationCurve(EaseType easeType);