Astra Child

Control Methods

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CONTROL METHODS

DOTWEEN CONTROL METHODS COMPLETE ALL

Sends all tweens to their end position (has no effect with tweens that have infinite loops).

WithCallbacks – For Sequences only: if TRUE internal Sequence callbacks will be
fired, otherwise they will be ignored.


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action.

DOTWEEN CONTROL METHODS COMPLETE BY ID

Sends all tweens with the given ID to their end position (has no effect with tweens that have infinite loops).

TweenId – Tween Id
WithCallbacks – For Sequences only: if TRUE internal Sequence callbacks will be
fired, otherwise they will be ignored.


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action

DOTWEEN CONTROL METHODS FLIP ALL

Flips the direction of all the tweens (backwards if it was going forward or viceversa).

DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action

DOTWEEN CONTROL METHODS FLIP BY ID

Flips the direction of all tweens with the given ID (backwards if it was going forward or viceversa).

TweenId – Tween Id


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action

DOTWEEN CONTROL METHODS GO TO ALL

Sends all tweens to the given position (calculating also eventual loop cycles)

To – Time position to reach (if higher than the whole tween duration the tween will
simply reach its end).
AndPlay – If TRUE the tween will play after reaching the given position, otherwise it
will be paused.


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action

DOTWEEN CONTROL METHODS GO TO BY ID

Sends all tweens with the given ID to the given position (calculating also eventual loop cycles)

TweenId – Tween Id
To – Time position to reach (if higher than the whole tween duration the tween will
simply reach its end).
AndPlay – If TRUE the tween will play after reaching the given position, otherwise it
will be paused.


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action

DOTWEEN CONTROL METHODS KILL ALL

Kills all tweens. A tween is killed automatically when it reaches completion (unless you prevent it using SetAutoKill(false)), but
you can use this method to kill it sooner if you don’t need it anymore.

Complete – If TRUE instantly completes the tween before killing it.
IdsToExclude – KillAll only > Eventual ids to exclude from the operation.


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action

DOTWEEN CONTROL METHODS KILL BY ID

Kills all tweens with the given ID. A tween is killed automatically when it reaches completion (unless you prevent it using
SetAutoKill(false)), but you can use this method to kill it sooner if you don’t need it anymore.

TweenId – Tween Id
Complete – If TRUE instantly completes the tween before killing it.


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action.

DOTWEEN CONTROL METHODS PAUSE ALL

Pauses all tweens

DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action.

DOTWEEN CONTROL METHODS PAUSE BY ID

Pauses all tweens with the given ID

TweenId – Tween Id


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action.

DOTWEEN CONTROL METHODS PLAY ALL

Plays all tweens (meaning the tweens that were not already playing or complete)

DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action.

DOTWEEN CONTROL METHODS PLAY BACKWARDS ALL

Plays backwards all tweens (meaning the tweens that were not already started, playing backwards or rewinded)

DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action.

DOTWEEN CONTROL METHODS PLAY BACKWARDS BY ID

Plays backwards all tweens with the given ID (meaning the tweens that were not already started, playing backwards or
rewinded)

TweenId – Tween Id


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action.

DOTWEEN CONTROL METHODS PLAY BY ID

Plays all tweens with the given ID (meaning the tweens that were not already playing or complete)

TweenId – Tween Id


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action.

DOTWEEN CONTROL METHODS PLAY FORWARD ALL

Plays forward all tweens (meaning tweens that were not already playing forward or complete)

DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action.

DOTWEEN CONTROL METHODS PLAY FORWARD BY ID

Plays forward all tweens with the given ID (meaning tweens that were not already playing forward or complete)

TweenId – Tween Id


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action.

DOTWEEN CONTROL METHODS RESTART ALL

Restarts all tweens.

IncludeDelay – If TRUE includes the eventual tween delay, otherwise skips it.


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action.

DOTWEEN CONTROL METHODS PLAY RESTART BY ID

Plays forward all tweens with the given ID (meaning tweens that were not already playing forward or complete)

TweenId – Tween Id
IncludeDelay – If TRUE includes the eventual tween delay, otherwise skips it.


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action.

DOTWEEN CONTROL METHODS REWIND ALL

Rewinds and pauses all tweens (meaning tweens that were not already rewinded)

IncludeDelay – If TRUE includes the eventual tween delay, otherwise skips it.


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action.

DOTWEEN CONTROL METHODS REWIND BY ID

Rewinds and pauses all tweens with the given ID (meaning tweens that were not already rewinded)

TweenId – Tween Id
IncludeDelay – If TRUE includes the eventual tween delay, otherwise skips it.


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action.

DOTWEEN CONTROL METHODS SMOO TH REWIND ALL

Smoothly rewinds all tweens (delays excluded) (meaning tweens that were not already rewinded). A ‘smooth rewind’ animates
the tween to its start position, skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation
fluent. Note that a tween that was smoothly rewinded will have its play direction flipped

DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action.

DOTWEEN CONTROL METHODS SMOO TH REWIND BY ID

Smoothly rewinds all tweens with the given ID (delays excluded) (meaning tweens that were not already rewinded). A ‘smooth
rewind’ animates the tween to its start position, skipping all elapsed loops (except in case of LoopType.Incremental) while
keeping the animation fluent. Note that a tween that was smoothly rewinded will have its play direction flipped

TweenId – Tween Id


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action

DOTWEEN CONTROL METHODS TOGGLE PAUSE ALL

Toggles the play state of all tweens (meaning tweens that could be played or paused, depending on the toggle state)

DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action.

DOTWEEN CONTROL METHODS TOGGLE PAUSE BY ID

Toggles the play state of all tweens with the given ID (meaning tweens that could be played or paused, depending on the toggle
state)

TweenId – Tween Id


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is attached
to, the FSM name and the State name that issued this action

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