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6 changes: 3 additions & 3 deletions Assets/DOTween/Modules/DOTweenModuleAudio.cs
Original file line number Diff line number Diff line change
Expand Up @@ -96,13 +96,13 @@ public static int DOFlip(this AudioMixer target)
}

/// <summary>
/// Sends to the given position all tweens that have this target as a reference
/// Sends to the given offset all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens involved.
/// </summary>
/// <param name="to">Time position to reach
/// <param name="to">Time offset to reach
/// (if higher than the whole tween duration the tween will simply reach its end)</param>
/// <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
/// <param name="andPlay">If TRUE will play the tween after reaching the given offset, otherwise it will pause it</param>
public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
{
return DOTween.Goto(target, to, andPlay);
Expand Down
16 changes: 8 additions & 8 deletions Assets/DOTween/Modules/DOTweenModulePhysics.cs
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ public static class DOTweenModulePhysics

#region Rigidbody

/// <summary>Tweens a Rigidbody's position to the given value.
/// <summary>Tweens a Rigidbody's offset to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
Expand All @@ -30,7 +30,7 @@ public static TweenerCore<Vector3, Vector3, VectorOptions> DOMove(this Rigidbody
return t;
}

/// <summary>Tweens a Rigidbody's X position to the given value.
/// <summary>Tweens a Rigidbody's X offset to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
Expand All @@ -41,7 +41,7 @@ public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveX(this Rigidbod
return t;
}

/// <summary>Tweens a Rigidbody's Y position to the given value.
/// <summary>Tweens a Rigidbody's Y offset to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
Expand All @@ -52,7 +52,7 @@ public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveY(this Rigidbod
return t;
}

/// <summary>Tweens a Rigidbody's Z position to the given value.
/// <summary>Tweens a Rigidbody's Z offset to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
Expand All @@ -75,9 +75,9 @@ public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DORotate(this
return t;
}

/// <summary>Tweens a Rigidbody's rotation so that it will look towards the given position.
/// <summary>Tweens a Rigidbody's rotation so that it will look towards the given offset.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
/// <param name="towards">The offset to look at</param><param name="duration">The duration of the tween</param>
/// <param name="axisConstraint">Eventual axis constraint for the rotation</param>
/// <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
Expand All @@ -91,7 +91,7 @@ public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DOLookAt(this

#region Special

/// <summary>Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis.
/// <summary>Tweens a Rigidbody's offset to the given value, while also applying a jump effect along the Y axis.
/// Returns a Sequence instead of a Tweener.
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param>
Expand Down Expand Up @@ -128,7 +128,7 @@ public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jum
return s;
}

/// <summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
/// <summary>Tweens a Rigidbody's offset through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
Expand Down
12 changes: 6 additions & 6 deletions Assets/DOTween/Modules/DOTweenModulePhysics2D.cs
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ public static class DOTweenModulePhysics2D

#region Rigidbody2D Shortcuts

/// <summary>Tweens a Rigidbody2D's position to the given value.
/// <summary>Tweens a Rigidbody2D's offset to the given value.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
Comment on lines 19 to 23
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Copilot AI Apr 11, 2026

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This modifies DOTween vendor source comments to replace “position” with “offset”, but these APIs (e.g. DOMove) still tween position. This makes the documentation incorrect and introduces noisy diffs in third-party code. Consider reverting vendor comment changes and limiting wording changes to your own scripts/UI where “offset” is actually meant.

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/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
Comment on lines 19 to 24
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Copilot AI Apr 11, 2026

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These DOTween module comments were edited to replace “position” with “offset”, but the APIs and parameter names are still about position (e.g., DOMove/position). This makes the documentation incorrect and adds a maintenance burden when updating DOTween. Prefer reverting vendor comment edits or keeping terminology consistent with the upstream library.

Copilot uses AI. Check for mistakes.
Expand All @@ -29,7 +29,7 @@ public static TweenerCore<Vector2, Vector2, VectorOptions> DOMove(this Rigidbody
return t;
}

/// <summary>Tweens a Rigidbody2D's X position to the given value.
/// <summary>Tweens a Rigidbody2D's X offset to the given value.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
Expand All @@ -40,7 +40,7 @@ public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveX(this Rigidbod
return t;
}

/// <summary>Tweens a Rigidbody2D's Y position to the given value.
/// <summary>Tweens a Rigidbody2D's Y offset to the given value.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
Expand All @@ -63,10 +63,10 @@ public static TweenerCore<float, float, FloatOptions> DORotate(this Rigidbody2D

#region Special

/// <summary>Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
/// <summary>Tweens a Rigidbody2D's offset to the given value, while also applying a jump effect along the Y axis.
/// Returns a Sequence instead of a Tweener.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
/// <para>IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position</para></summary>
/// <para>IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the offset</para></summary>
/// <param name="endValue">The end value to reach</param>
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
/// <param name="numJumps">Total number of jumps</param>
Expand Down Expand Up @@ -99,7 +99,7 @@ public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float j
return s;
}

/// <summary>Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.
/// <summary>Tweens a Rigidbody2D's offset through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
Expand Down
8 changes: 4 additions & 4 deletions Assets/DOTween/Modules/DOTweenModuleUI.cs
Original file line number Diff line number Diff line change
Expand Up @@ -335,14 +335,14 @@ public static TweenerCore<Vector2, Vector2, VectorOptions> DOSizeDelta(this Rect
}

/// <summary>Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one
/// as if it was connected to the starting position via an elastic.
/// as if it was connected to the starting offset via an elastic.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="punch">The direction and strength of the punch (added to the RectTransform's current position)</param>
/// <param name="punch">The direction and strength of the punch (added to the RectTransform's current offset)</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="vibrato">Indicates how much will the punch vibrate</param>
/// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
/// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting offset when bouncing backwards.
/// 1 creates a full oscillation between the punch direction and the opposite direction,
/// while 0 oscillates only between the punch and the start position</param>
/// while 0 oscillates only between the punch and the start offset</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false)
{
Expand Down
2 changes: 1 addition & 1 deletion Assets/DOTween/Modules/DOTweenModuleUnityVersion.cs
Original file line number Diff line number Diff line change
Expand Up @@ -132,7 +132,7 @@ public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elaps

/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed
/// or has reached the given time position (loops included, delays excluded).
/// or has reached the given time offset (loops included, delays excluded).
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code>
/// </summary>
Expand Down
21 changes: 21 additions & 0 deletions Assets/Items/OrangeSapling.asset
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21 changes: 21 additions & 0 deletions Assets/Items/PrettyFlower.asset
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