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@startuml
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class DOTweenModuleAudio <<static>> {
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+ {static} DOFade(target:AudioSource, endValue:float, duration:float) : TweenerCore<float, float, FloatOptions>
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+ {static} DOPitch(target:AudioSource, endValue:float, duration:float) : TweenerCore<float, float, FloatOptions>
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+ {static} DOSetFloat(target:AudioMixer, floatName:string, endValue:float, duration:float) : TweenerCore<float, float, FloatOptions>
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+ {static} DOComplete(target:AudioMixer, withCallbacks:bool) : int
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+ {static} DOKill(target:AudioMixer, complete:bool) : int
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+ {static} DOFlip(target:AudioMixer) : int
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+ {static} DOGoto(target:AudioMixer, to:float, andPlay:bool) : int
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+ {static} DOPause(target:AudioMixer) : int
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+ {static} DOPlay(target:AudioMixer) : int
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+ {static} DOPlayBackwards(target:AudioMixer) : int
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+ {static} DOPlayForward(target:AudioMixer) : int
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+ {static} DORestart(target:AudioMixer) : int
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+ {static} DORewind(target:AudioMixer) : int
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+ {static} DOSmoothRewind(target:AudioMixer) : int
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+ {static} DOTogglePause(target:AudioMixer) : int
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}
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@enduml
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@startuml
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@enduml
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@@ -0,0 +1,13 @@
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@startuml
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class DOTweenModulePhysics <<static>> {
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+ {static} DOMove(target:Rigidbody, endValue:Vector3, duration:float, snapping:bool) : TweenerCore<Vector3, Vector3, VectorOptions>
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+ {static} DOMoveX(target:Rigidbody, endValue:float, duration:float, snapping:bool) : TweenerCore<Vector3, Vector3, VectorOptions>
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+ {static} DOMoveY(target:Rigidbody, endValue:float, duration:float, snapping:bool) : TweenerCore<Vector3, Vector3, VectorOptions>
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+ {static} DOMoveZ(target:Rigidbody, endValue:float, duration:float, snapping:bool) : TweenerCore<Vector3, Vector3, VectorOptions>
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+ {static} DORotate(target:Rigidbody, endValue:Vector3, duration:float, mode:RotateMode) : TweenerCore<Quaternion, Vector3, QuaternionOptions>
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+ {static} DOLookAt(target:Rigidbody, towards:Vector3, duration:float, axisConstraint:AxisConstraint, up:Vector3?) : TweenerCore<Quaternion, Vector3, QuaternionOptions>
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+ {static} DOJump(target:Rigidbody, endValue:Vector3, jumpPower:float, numJumps:int, duration:float, snapping:bool) : Sequence
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+ {static} DOPath(target:Rigidbody, path:Vector3[], duration:float, pathType:PathType, pathMode:PathMode, resolution:int, gizmoColor:Color?) : TweenerCore<Vector3, Path, PathOptions>
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+ {static} DOLocalPath(target:Rigidbody, path:Vector3[], duration:float, pathType:PathType, pathMode:PathMode, resolution:int, gizmoColor:Color?) : TweenerCore<Vector3, Path, PathOptions>
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}
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@enduml
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@startuml
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class DOTweenModulePhysics2D <<static>> {
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+ {static} DOMove(target:Rigidbody2D, endValue:Vector2, duration:float, snapping:bool) : TweenerCore<Vector2, Vector2, VectorOptions>
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+ {static} DOMoveX(target:Rigidbody2D, endValue:float, duration:float, snapping:bool) : TweenerCore<Vector2, Vector2, VectorOptions>
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+ {static} DOMoveY(target:Rigidbody2D, endValue:float, duration:float, snapping:bool) : TweenerCore<Vector2, Vector2, VectorOptions>
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+ {static} DORotate(target:Rigidbody2D, endValue:float, duration:float) : TweenerCore<float, float, FloatOptions>
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+ {static} DOJump(target:Rigidbody2D, endValue:Vector2, jumpPower:float, numJumps:int, duration:float, snapping:bool) : Sequence
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+ {static} DOPath(target:Rigidbody2D, path:Vector2[], duration:float, pathType:PathType, pathMode:PathMode, resolution:int, gizmoColor:Color?) : TweenerCore<Vector3, Path, PathOptions>
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+ {static} DOLocalPath(target:Rigidbody2D, path:Vector2[], duration:float, pathType:PathType, pathMode:PathMode, resolution:int, gizmoColor:Color?) : TweenerCore<Vector3, Path, PathOptions>
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}
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@enduml
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@startuml
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class DOTweenModuleSprite <<static>> {
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+ {static} DOColor(target:SpriteRenderer, endValue:Color, duration:float) : TweenerCore<Color, Color, ColorOptions>
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+ {static} DOFade(target:SpriteRenderer, endValue:float, duration:float) : TweenerCore<Color, Color, ColorOptions>
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+ {static} DOGradientColor(target:SpriteRenderer, gradient:Gradient, duration:float) : Sequence
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+ {static} DOBlendableColor(target:SpriteRenderer, endValue:Color, duration:float) : Tweener
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}
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@enduml
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@startuml
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class DOTweenModuleUI <<static>> {
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+ {static} DOFade(target:CanvasGroup, endValue:float, duration:float) : TweenerCore<float, float, FloatOptions>
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+ {static} DOColor(target:Graphic, endValue:Color, duration:float) : TweenerCore<Color, Color, ColorOptions>
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+ {static} DOFade(target:Graphic, endValue:float, duration:float) : TweenerCore<Color, Color, ColorOptions>
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+ {static} DOColor(target:Image, endValue:Color, duration:float) : TweenerCore<Color, Color, ColorOptions>
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+ {static} DOFade(target:Image, endValue:float, duration:float) : TweenerCore<Color, Color, ColorOptions>
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+ {static} DOFillAmount(target:Image, endValue:float, duration:float) : TweenerCore<float, float, FloatOptions>
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+ {static} DOGradientColor(target:Image, gradient:Gradient, duration:float) : Sequence
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+ {static} DOFlexibleSize(target:LayoutElement, endValue:Vector2, duration:float, snapping:bool) : TweenerCore<Vector2, Vector2, VectorOptions>
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+ {static} DOMinSize(target:LayoutElement, endValue:Vector2, duration:float, snapping:bool) : TweenerCore<Vector2, Vector2, VectorOptions>
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+ {static} DOPreferredSize(target:LayoutElement, endValue:Vector2, duration:float, snapping:bool) : TweenerCore<Vector2, Vector2, VectorOptions>
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+ {static} DOColor(target:Outline, endValue:Color, duration:float) : TweenerCore<Color, Color, ColorOptions>
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+ {static} DOFade(target:Outline, endValue:float, duration:float) : TweenerCore<Color, Color, ColorOptions>
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+ {static} DOScale(target:Outline, endValue:Vector2, duration:float) : TweenerCore<Vector2, Vector2, VectorOptions>
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+ {static} DOAnchorPos(target:RectTransform, endValue:Vector2, duration:float, snapping:bool) : TweenerCore<Vector2, Vector2, VectorOptions>
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+ {static} DOAnchorPosX(target:RectTransform, endValue:float, duration:float, snapping:bool) : TweenerCore<Vector2, Vector2, VectorOptions>
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+ {static} DOAnchorPosY(target:RectTransform, endValue:float, duration:float, snapping:bool) : TweenerCore<Vector2, Vector2, VectorOptions>
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+ {static} DOAnchorPos3D(target:RectTransform, endValue:Vector3, duration:float, snapping:bool) : TweenerCore<Vector3, Vector3, VectorOptions>
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+ {static} DOAnchorPos3DX(target:RectTransform, endValue:float, duration:float, snapping:bool) : TweenerCore<Vector3, Vector3, VectorOptions>
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+ {static} DOAnchorPos3DY(target:RectTransform, endValue:float, duration:float, snapping:bool) : TweenerCore<Vector3, Vector3, VectorOptions>
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+ {static} DOAnchorPos3DZ(target:RectTransform, endValue:float, duration:float, snapping:bool) : TweenerCore<Vector3, Vector3, VectorOptions>
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+ {static} DOAnchorMax(target:RectTransform, endValue:Vector2, duration:float, snapping:bool) : TweenerCore<Vector2, Vector2, VectorOptions>
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+ {static} DOAnchorMin(target:RectTransform, endValue:Vector2, duration:float, snapping:bool) : TweenerCore<Vector2, Vector2, VectorOptions>
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+ {static} DOPivot(target:RectTransform, endValue:Vector2, duration:float) : TweenerCore<Vector2, Vector2, VectorOptions>
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+ {static} DOPivotX(target:RectTransform, endValue:float, duration:float) : TweenerCore<Vector2, Vector2, VectorOptions>
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+ {static} DOPivotY(target:RectTransform, endValue:float, duration:float) : TweenerCore<Vector2, Vector2, VectorOptions>
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+ {static} DOSizeDelta(target:RectTransform, endValue:Vector2, duration:float, snapping:bool) : TweenerCore<Vector2, Vector2, VectorOptions>
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+ {static} DOPunchAnchorPos(target:RectTransform, punch:Vector2, duration:float, vibrato:int, elasticity:float, snapping:bool) : Tweener
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+ {static} DOShakeAnchorPos(target:RectTransform, duration:float, strength:float, vibrato:int, randomness:float, snapping:bool, fadeOut:bool, randomnessMode:ShakeRandomnessMode) : Tweener
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+ {static} DOShakeAnchorPos(target:RectTransform, duration:float, strength:Vector2, vibrato:int, randomness:float, snapping:bool, fadeOut:bool, randomnessMode:ShakeRandomnessMode) : Tweener
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+ {static} DOJumpAnchorPos(target:RectTransform, endValue:Vector2, jumpPower:float, numJumps:int, duration:float, snapping:bool) : Sequence
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+ {static} DONormalizedPos(target:ScrollRect, endValue:Vector2, duration:float, snapping:bool) : Tweener
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+ {static} DOHorizontalNormalizedPos(target:ScrollRect, endValue:float, duration:float, snapping:bool) : Tweener
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+ {static} DOVerticalNormalizedPos(target:ScrollRect, endValue:float, duration:float, snapping:bool) : Tweener
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+ {static} DOValue(target:Slider, endValue:float, duration:float, snapping:bool) : TweenerCore<float, float, FloatOptions>
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+ {static} DOColor(target:Text, endValue:Color, duration:float) : TweenerCore<Color, Color, ColorOptions>
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+ {static} DOCounter(target:Text, fromValue:int, endValue:int, duration:float, addThousandsSeparator:bool, culture:CultureInfo) : TweenerCore<int, int, NoOptions>
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+ {static} DOFade(target:Text, endValue:float, duration:float) : TweenerCore<Color, Color, ColorOptions>
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+ {static} DOText(target:Text, endValue:string, duration:float, richTextEnabled:bool, scrambleMode:ScrambleMode, scrambleChars:string) : TweenerCore<string, string, StringOptions>
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+ {static} DOBlendableColor(target:Graphic, endValue:Color, duration:float) : Tweener
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+ {static} DOBlendableColor(target:Image, endValue:Color, duration:float) : Tweener
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+ {static} DOBlendableColor(target:Text, endValue:Color, duration:float) : Tweener
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+ {static} DOShapeCircle(target:RectTransform, center:Vector2, endValueDegrees:float, duration:float, relativeCenter:bool, snapping:bool) : TweenerCore<Vector2, Vector2, CircleOptions>
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}
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class Utils <<static>> {
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+ {static} SwitchToRectTransform(from:RectTransform, to:RectTransform) : Vector2
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}
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DOTweenModuleUI +-- Utils
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@enduml
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@@ -0,0 +1,50 @@
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@startuml
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class DOTweenModuleUnityVersion <<static>> {
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+ {static} DOGradientColor(target:Material, gradient:Gradient, duration:float) : Sequence
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+ {static} DOGradientColor(target:Material, gradient:Gradient, property:string, duration:float) : Sequence
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+ {static} WaitForCompletion(t:Tween, returnCustomYieldInstruction:bool) : CustomYieldInstruction
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+ {static} WaitForRewind(t:Tween, returnCustomYieldInstruction:bool) : CustomYieldInstruction
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+ {static} WaitForKill(t:Tween, returnCustomYieldInstruction:bool) : CustomYieldInstruction
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+ {static} WaitForElapsedLoops(t:Tween, elapsedLoops:int, returnCustomYieldInstruction:bool) : CustomYieldInstruction
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+ {static} WaitForPosition(t:Tween, position:float, returnCustomYieldInstruction:bool) : CustomYieldInstruction
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+ {static} WaitForStart(t:Tween, returnCustomYieldInstruction:bool) : CustomYieldInstruction
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}
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class DOTweenCYInstruction <<static>> {
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}
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class WaitForCompletion {
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+ <<override>> keepWaiting : bool <<get>>
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+ WaitForCompletion(tween:Tween)
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}
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class WaitForRewind {
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+ <<override>> keepWaiting : bool <<get>>
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+ WaitForRewind(tween:Tween)
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}
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class WaitForKill {
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+ <<override>> keepWaiting : bool <<get>>
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+ WaitForKill(tween:Tween)
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}
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class WaitForElapsedLoops {
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+ <<override>> keepWaiting : bool <<get>>
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+ WaitForElapsedLoops(tween:Tween, elapsedLoops:int)
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}
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class WaitForPosition {
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+ <<override>> keepWaiting : bool <<get>>
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+ WaitForPosition(tween:Tween, position:float)
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}
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class WaitForStart {
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+ <<override>> keepWaiting : bool <<get>>
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+ WaitForStart(tween:Tween)
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}
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DOTweenCYInstruction +-- WaitForCompletion
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CustomYieldInstruction <|-- WaitForCompletion
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DOTweenCYInstruction +-- WaitForRewind
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CustomYieldInstruction <|-- WaitForRewind
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DOTweenCYInstruction +-- WaitForKill
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CustomYieldInstruction <|-- WaitForKill
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DOTweenCYInstruction +-- WaitForElapsedLoops
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CustomYieldInstruction <|-- WaitForElapsedLoops
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DOTweenCYInstruction +-- WaitForPosition
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CustomYieldInstruction <|-- WaitForPosition
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DOTweenCYInstruction +-- WaitForStart
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CustomYieldInstruction <|-- WaitForStart
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@enduml
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@@ -0,0 +1,12 @@
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@startuml
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class DOTweenModuleUtils <<static>> {
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+ {static} Init() : void
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}
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class Physics <<static>> {
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+ {static} SetOrientationOnPath(options:PathOptions, t:Tween, newRot:Quaternion, trans:Transform) : void
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+ {static} HasRigidbody2D(target:Component) : bool
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+ {static} HasRigidbody(target:Component) : bool
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+ {static} CreateDOTweenPathTween(target:MonoBehaviour, tweenRigidbody:bool, isLocal:bool, path:Path, duration:float, pathMode:PathMode) : TweenerCore<Vector3, Path, PathOptions>
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}
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DOTweenModuleUtils +-- Physics
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@enduml
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