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Tween.IsActive now doesn't care if the tween reference is NULL and ju…
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…st returns FALSE
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Demigiant committed Apr 16, 2020
1 parent dba6264 commit e0e3cd8
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Showing 17 changed files with 5 additions and 5 deletions.
2 changes: 1 addition & 1 deletion UnityTests.Unity5/Assets/Demigiant/DOTween/DOTween.XML

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2 changes: 1 addition & 1 deletion _DOTween.Assembly/DOTween/DOTween.cs
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Expand Up @@ -34,7 +34,7 @@ namespace DG.Tweening
public class DOTween
{
/// <summary>DOTween's version</summary>
public static readonly string Version = "1.2.375"; // Last version before modules: 1.1.755
public static readonly string Version = "1.2.380"; // Last version before modules: 1.1.755

///////////////////////////////////////////////
// Options ////////////////////////////////////
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4 changes: 2 additions & 2 deletions _DOTween.Assembly/DOTween/TweenExtensions.cs
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Expand Up @@ -494,14 +494,14 @@ public static float ElapsedDirectionalPercentage(this Tween t)
return isInverse ? 1 - perc : perc;
}

/// <summary>Returns FALSE if this tween has been killed.
/// <summary>Returns FALSE if this tween has been killed or is NULL, TRUE otherwise.
/// <para>BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.</para>
/// When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL.
/// If you want to be sure your references are set to NULL when a tween is killed you can use the <code>OnKill</code> callback like this:
/// <para><code>.OnKill(()=> myTweenReference = null)</code></para></summary>
public static bool IsActive(this Tween t)
{
return t.active;
return t != null && t.active;
}

/// <summary>Returns TRUE if this tween was reversed and is set to go backwards</summary>
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2 changes: 1 addition & 1 deletion _DOTween.Assembly/bin/DOTween.XML

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