diff --git a/Runtime/Core/Tween.cs b/Runtime/Core/Tween.cs index e5d0f20..6eecbe5 100644 --- a/Runtime/Core/Tween.cs +++ b/Runtime/Core/Tween.cs @@ -5,23 +5,62 @@ namespace ElRaccoone.Tweens.Core { /// Types abstract class for all core Tween functionality. public abstract class Tween : MonoBehaviour, ITween { + + /// The value the driver should Tween from. internal DriverValueType valueFrom = default (DriverValueType); + + /// The value the driver should Tween to. internal DriverValueType valueTo = default (DriverValueType); + + /// The state value the driving is currently tweening at. internal DriverValueType valueCurrent = default (DriverValueType); + /// Defines whether the Tween is paused. private bool isPaused = false; + + /// The current play-time of the Tween. private float time = 0; + + /// The Eas type of the Tween defining the style of animation. private EaseType ease = 0; + /// Defines whether the Tween is decommissioned, when set to true the Tween + /// will be stopped and destroyed as soon as possible. All playback will stop. private bool isDecommissioned = false; + + /// Defines whether the Tween should play infinitly. private bool isInfinite = false; + + /// Defines whether the from value has been overwritten. If not, the initial + /// value will be used to free from. This is defined by the Driver. private bool didOverwriteFrom = false; + + /// Defines whether the Tween uses ping pong during it's animation. When set + /// to true, the twee will play back and forth. Going once forth and once + /// back counts as one cycle. private bool hasPingPong = false; + + /// Defines whether the Tween is playing forward, this is only used for the + /// ping pong mechanic. private bool isPlayingForward = true; + + /// Defines whether the Tween did reach the end time. If true, and no other + /// values such as ping pong or infinite will overwrite it, the Tween will + /// be decommissioned. private bool timeDidReachEnd = false; + + /// Defines whether the Tween should use the unscale time, if false, scaled + /// time will be used by default. private bool useUnscaledTime = false; + /// Defines whether the Tween has a loop count, if true the Tween will keep + /// re-playing until the loop count hits zero. When ping pong is enbaled, + /// a play forth and back counts as a single loop. private bool hasLoopCount = false; + + /// The value of the loop count. When the loop count is used the Tween will + /// keep re-playing until the loop count hits zero. When ping pong is enbaled, + /// a play forth and back counts as a single loop. private int loopCount = 0; private bool hasDuration = false;