//namespace DentedPixel{
using System;
using UnityEngine;

/**
* Internal Representation of a Tween<br>
* <br>
* This class represents all of the optional parameters you can pass to a method (it also represents the internal representation of the tween).<br><br>
* <strong id='optional'>Optional Parameters</strong> are passed at the end of every method:<br> 
* <br>
* &nbsp;&nbsp;<i>Example:</i><br>
* &nbsp;&nbsp;LeanTween.moveX( gameObject, 1f, 1f).setEase( <a href="LeanTweenType.html">LeanTweenType</a>.easeInQuad ).setDelay(1f);<br>
* <br>
* You can pass the optional parameters in any order, and chain on as many as you wish.<br>
* You can also <strong>pass parameters at a later time</strong> by saving a reference to what is returned.<br>
* <br>
* Retrieve a <strong>unique id</strong> for the tween by using the "id" property. You can pass this to LeanTween.pause, LeanTween.resume, LeanTween.cancel, LeanTween.isTweening methods<br>
* <br>
* &nbsp;&nbsp;<h4>Example:</h4>
* &nbsp;&nbsp;int id = LeanTween.moveX(gameObject, 1f, 3f).id;<br>
* <div style="color:gray">&nbsp;&nbsp;// pause a specific tween</div>
* &nbsp;&nbsp;LeanTween.pause(id);<br>
* <div style="color:gray">&nbsp;&nbsp;// resume later</div>
* &nbsp;&nbsp;LeanTween.resume(id);<br>
* <div style="color:gray">&nbsp;&nbsp;// check if it is tweening before kicking of a new tween</div>
* &nbsp;&nbsp;if( LeanTween.isTweening( id ) ){<br>
* &nbsp;&nbsp; &nbsp;&nbsp;	LeanTween.cancel( id );<br>
* &nbsp;&nbsp; &nbsp;&nbsp;	LeanTween.moveZ(gameObject, 10f, 3f);<br>
* &nbsp;&nbsp;}<br>
* @class LTDescr
* @constructor
*/
public class LTDescr
{
	public bool toggle;
	public bool useEstimatedTime;
	public bool useFrames;
	public bool useManualTime;
	public bool usesNormalDt;
	public bool hasInitiliazed;
	public bool hasExtraOnCompletes;
	public bool hasPhysics;
	public bool onCompleteOnRepeat;
	public bool onCompleteOnStart;
	public bool useRecursion;
	public float ratioPassed;
	public float passed;
	public float delay;
	public float time;
	public float speed;
	public float lastVal;
	private uint _id;
	public int loopCount;
	public uint counter;
	public float direction;
	public float directionLast;
	public float overshoot;
	public float period;
    public float scale;
	public bool destroyOnComplete;
	public Transform trans;
	public LTRect ltRect;
	internal Vector3 fromInternal;
	public Vector3 from { get { return this.fromInternal; } set { this.fromInternal = value; } }
	internal Vector3 toInternal;
	public Vector3 to { get { return this.toInternal; } set { this.toInternal = value; } }
	internal Vector3 diff;
	internal Vector3 diffDiv2;
	public TweenAction type;
	private LeanTweenType easeType;
	public LeanTweenType loopType;

	public bool hasUpdateCallback;

	public EaseTypeDelegate easeMethod;
	public ActionMethodDelegate easeInternal {get; set; }
	public ActionMethodDelegate initInternal {get; set; }
	public delegate Vector3 EaseTypeDelegate();
	public delegate void ActionMethodDelegate();
	#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2
	public SpriteRenderer spriteRen;
	#endif

	#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5
	public RectTransform rectTransform;
	public UnityEngine.UI.Text uiText;
	public UnityEngine.UI.Image uiImage;
	public UnityEngine.UI.RawImage rawImage;
	public UnityEngine.Sprite[] sprites;
	#endif

	public LTDescrOptional _optional = new LTDescrOptional();

	private static uint global_counter = 0;

	public override string ToString(){
		return (trans!=null ? "name:"+trans.gameObject.name : "gameObject:null")+" toggle:"+toggle+" passed:"+passed+" time:"+time+" delay:"+delay+" direction:"+direction+" from:"+from+" to:"+to+" diff:"+diff+" type:"+type+" ease:"+easeType+" useEstimatedTime:"+useEstimatedTime+" id:"+id+" hasInitiliazed:"+hasInitiliazed;
	}

	public LTDescr(){

	}

	[System.Obsolete("Use 'LeanTween.cancel( id )' instead")]
	public LTDescr cancel( GameObject gameObject ){
		// Debug.Log("canceling id:"+this._id+" this.uniqueId:"+this.uniqueId+" go:"+this.trans.gameObject);
		if(gameObject==this.trans.gameObject)
			LeanTween.removeTween((int)this._id, this.uniqueId);
		return this;
	}

	public int uniqueId{
		get{ 
			uint toId = _id | counter << 16;

			/*uint backId = toId & 0xFFFF;
			uint backCounter = toId >> 16;
			if(_id!=backId || backCounter!=counter){
				Debug.LogError("BAD CONVERSION toId:"+_id);
			}*/

			return (int)toId;
		}
	}

	public int id{
		get{ 
			return uniqueId;
		}
	}

	public LTDescrOptional optional{
		get{ 
			return _optional;
		}
		set{
			this._optional = optional;
		}
	}

	public void reset(){
		this.toggle = this.useRecursion = this.usesNormalDt = true;
		this.trans = null;
		this.passed = this.delay = this.lastVal = 0.0f;
		this.hasUpdateCallback = this.useEstimatedTime = this.useFrames = this.hasInitiliazed = this.onCompleteOnRepeat = this.destroyOnComplete = this.onCompleteOnStart = this.useManualTime = this.hasExtraOnCompletes = false;
		this.easeType = LeanTweenType.linear;
		this.loopType = LeanTweenType.once;
		this.loopCount = 0;
        this.direction = this.directionLast = this.overshoot = this.scale = 1.0f;
		this.period = 0.3f;
		this.speed = -1f;
		this.easeMethod = this.easeLinear;
		this.from = this.to = Vector3.zero;
		this._optional.reset();

		global_counter++;
		if(global_counter>0x8000)
			global_counter = 0;
	}

	// Initialize and Internal Methods

	public LTDescr setMoveX(){
		this.type = TweenAction.MOVE_X;
		this.initInternal = ()=>{ this.fromInternal.x = trans.position.x; };
		this.easeInternal = ()=>{ trans.position=new Vector3( easeMethod().x,trans.position.y,trans.position.z); };
		return this;
	}

	public LTDescr setMoveY(){
		this.type = TweenAction.MOVE_Y;
		this.initInternal = ()=>{ this.fromInternal.x = trans.position.y; };
		this.easeInternal = ()=>{ trans.position=new Vector3( trans.position.x,easeMethod().x,trans.position.z); };
		return this;
	}

	public LTDescr setMoveZ(){
		this.type = TweenAction.MOVE_Z;
		this.initInternal = ()=>{ this.fromInternal.x = trans.position.z; };;
		this.easeInternal = ()=>{ trans.position=new Vector3( trans.position.x,trans.position.y,easeMethod().x);  };
		return this;
	}

	public LTDescr setMoveLocalX(){
		this.type = TweenAction.MOVE_LOCAL_X;
		this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.x; };
		this.easeInternal = ()=>{ trans.localPosition=new Vector3( easeMethod().x,trans.localPosition.y,trans.localPosition.z); };
		return this;
	}

	public LTDescr setMoveLocalY(){
		this.type = TweenAction.MOVE_LOCAL_Y;
		this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.y; };
		this.easeInternal = ()=>{ trans.localPosition=new Vector3( trans.localPosition.x,easeMethod().x,trans.localPosition.z); };
		return this;
	}

	public LTDescr setMoveLocalZ(){
		this.type = TweenAction.MOVE_LOCAL_Z;
		this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.z; };
		this.easeInternal = ()=>{ trans.localPosition=new Vector3( trans.localPosition.x,trans.localPosition.y,easeMethod().x);  };
		return this;
	}

	private void initFromInternal(){ this.fromInternal.x = 0; }

	public LTDescr setMoveCurved(){
		this.type = TweenAction.MOVE_CURVED;
		this.initInternal = this.initFromInternal;
		this.easeInternal = ()=>{
			newVect = easeMethod();
			val = newVect.x;
			if(this._optional.path.orientToPath){
				if(this._optional.path.orientToPath2d){
					this._optional.path.place2d( trans, val );
				}else{
					this._optional.path.place( trans, val );
				}
			}else{
				trans.position = this._optional.path.point( val );
			}
		};
		return this;
	}

	public LTDescr setMoveCurvedLocal(){
		this.type = TweenAction.MOVE_CURVED_LOCAL;
		this.initInternal = this.initFromInternal;
		this.easeInternal = ()=>{
			newVect = easeMethod();
			val = newVect.x;
			if(this._optional.path.orientToPath){
				if(this._optional.path.orientToPath2d){
					this._optional.path.placeLocal2d( trans, val );
				}else{
					this._optional.path.placeLocal( trans, val );
				}
			}else{
				trans.localPosition = this._optional.path.point( val );
			}
		};
		return this;
	}

	public LTDescr setMoveSpline(){
		this.type = TweenAction.MOVE_SPLINE;
		this.initInternal = this.initFromInternal;
		this.easeInternal = ()=>{
			newVect = easeMethod();
			val = newVect.x;
			if(this._optional.spline.orientToPath){
				if(this._optional.spline.orientToPath2d){
					this._optional.spline.place2d( trans, val );
				}else{
					this._optional.spline.place( trans, val );
				}
			}else{
				trans.position = this._optional.spline.point( val );
			}
		};
		return this;
	}

	public LTDescr setMoveSplineLocal(){
		this.type = TweenAction.MOVE_SPLINE_LOCAL;
		this.initInternal = this.initFromInternal;
		this.easeInternal = ()=>{
			newVect = easeMethod();
			val = newVect.x;
			if(this._optional.spline.orientToPath){
				if(this._optional.spline.orientToPath2d){
					this._optional.spline.placeLocal2d( trans, val );
				}else{
					this._optional.spline.placeLocal( trans, val );
				}
			}else{
				trans.localPosition = this._optional.spline.point( val );
			}
		};
		return this;
	}

	public LTDescr setScaleX(){
		this.type = TweenAction.SCALE_X;
		this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.x; };
		this.easeInternal = ()=>{ trans.localScale = new Vector3( easeMethod().x,trans.localScale.y,trans.localScale.z); };
		return this;
	}

	public LTDescr setScaleY(){
		this.type = TweenAction.SCALE_Y;
		this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.y; };
		this.easeInternal = ()=>{ trans.localScale=new Vector3( trans.localScale.x,easeMethod().x,trans.localScale.z); };
		return this;
	}

	public LTDescr setScaleZ(){
		this.type = TweenAction.SCALE_Z;
		this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.z; };
		this.easeInternal = ()=>{ trans.localScale=new Vector3( trans.localScale.x,trans.localScale.y,easeMethod().x); };
		return this;
	}

	public LTDescr setRotateX(){
		this.type = TweenAction.ROTATE_X;
		this.initInternal = ()=>{ this.fromInternal.x = trans.eulerAngles.x; this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x);};
		this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(easeMethod().x,trans.eulerAngles.y,trans.eulerAngles.z); };
		return this;
	}

	public LTDescr setRotateY(){
		this.type = TweenAction.ROTATE_Y;
		this.initInternal = ()=>{ this.fromInternal.x = trans.eulerAngles.y;  this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x);};
		this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(trans.eulerAngles.x,easeMethod().x,trans.eulerAngles.z); };
		return this;
	}

	public LTDescr setRotateZ(){
		this.type = TweenAction.ROTATE_Z;
		this.initInternal = ()=>{
			this.fromInternal.x = trans.eulerAngles.z; 
			this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x);
		};
		this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(trans.eulerAngles.x,trans.eulerAngles.y,easeMethod().x); };
		return this;
	}

	public LTDescr setRotateAround(){
		this.type = TweenAction.ROTATE_AROUND;
		this.initInternal = ()=>{
			this.fromInternal.x = 0f;
			this._optional.origRotation = trans.rotation;
		};
		this.easeInternal = ()=>{
			newVect = easeMethod();
			val = newVect.x;
			Vector3 origPos = trans.localPosition;
			Vector3 rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point );
			// Debug.Log("this._optional.point:"+this._optional.point);
            trans.RotateAround(rotateAroundPt, this._optional.axis, -this._optional.lastVal);
			Vector3 diff = origPos - trans.localPosition;

            trans.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position
			trans.rotation = this._optional.origRotation;

			rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point );
			trans.RotateAround(rotateAroundPt, this._optional.axis, val);

            this._optional.lastVal = val;
		};
		return this;
	}

	public LTDescr setRotateAroundLocal(){
		this.type = TweenAction.ROTATE_AROUND_LOCAL;
		this.initInternal = ()=>{
			this.fromInternal.x = 0f;
			this._optional.origRotation = trans.localRotation;
		};
		this.easeInternal = ()=>{
			newVect = easeMethod();
			val = newVect.x;
			Vector3 origPos = trans.localPosition;
            trans.RotateAround((Vector3)trans.TransformPoint( this._optional.point ), trans.TransformDirection(this._optional.axis), -this._optional.lastVal);
			Vector3 diff = origPos - trans.localPosition;

            trans.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position
			trans.localRotation = this._optional.origRotation;
			Vector3 rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point );
			trans.RotateAround(rotateAroundPt, trans.TransformDirection(this._optional.axis), val);

            this._optional.lastVal = val;
		};
		return this;
	}

	public LTDescr setAlpha(){
		this.type = TweenAction.ALPHA;
		this.initInternal = ()=>{
			#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2
			if(trans.gameObject.renderer){ this.fromInternal.x = trans.gameObject.renderer.material.color.a; }else if(trans.childCount>0){ foreach (Transform child in trans) { if(child.gameObject.renderer!=null){ Color col = child.gameObject.renderer.material.color; this.fromInternal.x = col.a; break; }}}
			this.easeInternal = this.alpha;
			break;	
			#else
			SpriteRenderer ren = trans.gameObject.GetComponent<SpriteRenderer>();
			if(ren!=null){
				this.fromInternal.x = ren.color.a;
			}else{
				if(trans.gameObject.GetComponent<Renderer>()!=null && trans.gameObject.GetComponent<Renderer>().material.HasProperty("_Color")){
					this.fromInternal.x = trans.gameObject.GetComponent<Renderer>().material.color.a;
				}else if(trans.gameObject.GetComponent<Renderer>()!=null && trans.gameObject.GetComponent<Renderer>().material.HasProperty("_TintColor")){
					Color col = trans.gameObject.GetComponent<Renderer>().material.GetColor("_TintColor");
					this.fromInternal.x = col.a;
				}else if(trans.childCount>0){
					foreach (Transform child in trans) {
						if(child.gameObject.GetComponent<Renderer>()!=null){
							Color col = child.gameObject.GetComponent<Renderer>().material.color;
							this.fromInternal.x = col.a;
							break;
						}
					}
				}
			}
			#endif

			this.easeInternal = ()=>{
				val = easeMethod().x;
				#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2
				alphaRecursive(this.trans, val, this.useRecursion);
				#else
				if(this.spriteRen!=null){
					this.spriteRen.color = new Color( this.spriteRen.color.r, this.spriteRen.color.g, this.spriteRen.color.b, val);
					alphaRecursiveSprite(this.trans, val);
				}else{
					alphaRecursive(this.trans, val, this.useRecursion);
				}
				#endif
			};

		};
		this.easeInternal = ()=>{
			newVect = easeMethod();
			val = newVect.x;
			#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2
			alphaRecursive(this.trans, val, this.useRecursion);
			#else
			if(this.spriteRen!=null){
				this.spriteRen.color = new Color( this.spriteRen.color.r, this.spriteRen.color.g, this.spriteRen.color.b, val);
				alphaRecursiveSprite(this.trans, val);
			}else{
				alphaRecursive(this.trans, val, this.useRecursion);
			}
			#endif
		};
		return this;
	}

	public LTDescr setTextAlpha(){
		this.type = TweenAction.TEXT_ALPHA;
		this.initInternal = ()=>{
			this.uiText = trans.gameObject.GetComponent<UnityEngine.UI.Text>();
			this.fromInternal.x = this.uiText != null ? this.uiText.color.a : 1f;
		};
		this.easeInternal = ()=>{ textAlphaRecursive( trans, easeMethod().x, this.useRecursion ); };
		return this;
	}

	public LTDescr setAlphaVertex(){
		this.type = TweenAction.ALPHA_VERTEX;
		this.initInternal = ()=>{ this.fromInternal.x = trans.GetComponent<MeshFilter>().mesh.colors32[0].a; };
		this.easeInternal = ()=>{
			newVect = easeMethod();
			val = newVect.x;
			Mesh mesh = trans.GetComponent<MeshFilter>().mesh;
			Vector3[] vertices = mesh.vertices;
			Color32[] colors = new Color32[vertices.Length];
			if (colors.Length == 0){ //MaxFW fix: add vertex colors if the mesh doesn't have any             
				Color32 transparentWhiteColor32 = new Color32(0xff, 0xff, 0xff, 0x00);
				colors = new Color32[mesh.vertices.Length];
				for (int k=0; k<colors.Length; k++)
					colors[k] = transparentWhiteColor32;
				mesh.colors32 = colors;
			}// fix end
			Color32 c = mesh.colors32[0];
			c = new Color( c.r, c.g, c.b, val);
			for (int k= 0; k < vertices.Length; k++)
				colors[k] = c;
			mesh.colors32 = colors;
		};
		return this;
	}

	public LTDescr setColor(){
		this.type = TweenAction.COLOR;
		this.initInternal = ()=>{
			#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2
			if(trans.gameObject.renderer){
			this.setFromColor( trans.gameObject.renderer.material.color );
			}else if(trans.childCount>0){
			foreach (Transform child in trans) {
			if(child.gameObject.renderer!=null){
			this.setFromColor( child.gameObject.renderer.material.color );
			break;
			}
			}
			}
			#else
			SpriteRenderer renColor = trans.gameObject.GetComponent<SpriteRenderer>();
			if(renColor!=null){
				this.setFromColor( renColor.color );
			}else{
				if(trans.gameObject.GetComponent<Renderer>()!=null && trans.gameObject.GetComponent<Renderer>().material.HasProperty("_Color")){
					Color col = trans.gameObject.GetComponent<Renderer>().material.color;
					this.setFromColor( col );
				}else if(trans.gameObject.GetComponent<Renderer>()!=null && trans.gameObject.GetComponent<Renderer>().material.HasProperty("_TintColor")){
					Color col = trans.gameObject.GetComponent<Renderer>().material.GetColor ("_TintColor");
					this.setFromColor( col );
				}else if(trans.childCount>0){
					foreach (Transform child in trans) {
						if(child.gameObject.GetComponent<Renderer>()!=null){
							Color col = child.gameObject.GetComponent<Renderer>().material.color;
							this.setFromColor( col );
							break;
						}
					}
				}
			}
			#endif
		};
		this.easeInternal = ()=>{
			newVect = easeMethod();
			val = newVect.x;
			Color toColor = tweenColor(this, val);

			#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2

			if(this.spriteRen!=null){
				this.spriteRen.color = toColor;
				colorRecursiveSprite( trans, toColor);
			}else{
			#endif
				// Debug.Log("val:"+val+" tween:"+tween+" tween.diff:"+tween.diff);
				if(this.type==TweenAction.COLOR)
					colorRecursive(trans, toColor, this.useRecursion);

				#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2
			}
				#endif
			if(dt!=0f && this._optional.onUpdateColor!=null){
				this._optional.onUpdateColor(toColor);
			}else if(dt!=0f && this._optional.onUpdateColorObject!=null){
				this._optional.onUpdateColorObject(toColor, this._optional.onUpdateParam);
			}
		};
		return this;
	}

	public LTDescr setCallbackColor(){
		this.type = TweenAction.CALLBACK_COLOR;
		this.initInternal = ()=>{ this.diff = new Vector3(1.0f,0.0f,0.0f); };
		this.easeInternal = ()=>{
			newVect = easeMethod();
			val = newVect.x;
			Color toColor = tweenColor(this, val);

			#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2
			if(this.spriteRen!=null){
				this.spriteRen.color = toColor;
				colorRecursiveSprite( trans, toColor);
			}else{
			#endif
				// Debug.Log("val:"+val+" tween:"+tween+" tween.diff:"+tween.diff);
				if(this.type==TweenAction.COLOR)
					colorRecursive(trans, toColor, this.useRecursion);

				#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2
			}
				#endif
			if(dt!=0f && this._optional.onUpdateColor!=null){
				this._optional.onUpdateColor(toColor);
			}else if(dt!=0f && this._optional.onUpdateColorObject!=null){
				this._optional.onUpdateColorObject(toColor, this._optional.onUpdateParam);
			}
		};
		return this;
	}


	#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5

	public LTDescr setTextColor(){
		this.type = TweenAction.TEXT_COLOR;
		this.initInternal = ()=>{
			this.uiText = trans.gameObject.GetComponent<UnityEngine.UI.Text>();
			this.setFromColor( this.uiText != null ? this.uiText.color : Color.white );
		};
		this.easeInternal = ()=>{
			newVect = easeMethod();
			val = newVect.x;
			Color toColor = tweenColor(this, val);
			this.uiText.color = toColor;
			if (dt!=0f && this._optional.onUpdateColor != null)
				this._optional.onUpdateColor(toColor);

			if(this.useRecursion && trans.childCount>0)
				textColorRecursive(this.trans, toColor);
		};
		return this;
	}

	public LTDescr setCanvasAlpha(){
		this.type = TweenAction.CANVAS_ALPHA;
		this.initInternal = ()=>{
			this.uiImage = trans.gameObject.GetComponent<UnityEngine.UI.Image>();
			if(this.uiImage!=null){
				this.fromInternal.x = this.uiImage.color.a;
			}else{
				this.rawImage = trans.gameObject.GetComponent<UnityEngine.UI.RawImage>();
				if(this.rawImage != null){
					this.fromInternal.x = this.rawImage.color.a;
				}else{
					this.fromInternal.x = 1f;
				}
			}

		};
		this.easeInternal = ()=>{
			newVect = easeMethod();
			val = newVect.x;
			if(this.uiImage!=null){
				Color c = this.uiImage.color; c.a = val; this.uiImage.color = c;
			}else if(this.rawImage!=null){
				Color c = this.rawImage.color; c.a = val; this.rawImage.color = c;
			}
			if(this.useRecursion){
				alphaRecursive( this.rectTransform, val, 0 );
				textAlphaRecursive( this.rectTransform, val);
			}
		};
		return this;
	}

	public LTDescr setCanvasGroupAlpha(){
		this.type = TweenAction.CANVASGROUP_ALPHA;
		this.initInternal = ()=>{this.fromInternal.x = trans.gameObject.GetComponent<CanvasGroup>().alpha;};
		this.easeInternal = ()=>{ this.trans.GetComponent<CanvasGroup>().alpha = easeMethod().x; };
		return this;
	}

	public LTDescr setCanvasColor(){
		this.type = TweenAction.CANVAS_COLOR;
		this.initInternal = ()=>{
			this.uiImage = trans.gameObject.GetComponent<UnityEngine.UI.Image>();
			if(this.uiImage==null){
				this.rawImage = trans.gameObject.GetComponent<UnityEngine.UI.RawImage>();
				this.setFromColor( this.rawImage!=null ? this.rawImage.color : Color.white );
			}else{
				this.setFromColor( this.uiImage.color );
			}

		};
		this.easeInternal = ()=>{
			newVect = easeMethod();
			val = newVect.x;
			Color toColor = tweenColor(this, val);
			if(this.uiImage!=null){
				this.uiImage.color = toColor;
			}else if(this.rawImage!=null){
				this.rawImage.color = toColor;
			}

			if (dt!=0f && this._optional.onUpdateColor != null)
				this._optional.onUpdateColor(toColor);

			if(this.useRecursion)
				colorRecursive(this.rectTransform, toColor);
		};
		return this;
	}

	public LTDescr setCanvasMoveX(){
		this.type = TweenAction.CANVAS_MOVE_X;
		this.initInternal = ()=>{ this.fromInternal.x = this.rectTransform.anchoredPosition3D.x; };
		this.easeInternal = ()=>{ Vector3 c = this.rectTransform.anchoredPosition3D; this.rectTransform.anchoredPosition3D = new Vector3(easeMethod().x, c.y, c.z); };
		return this;
	}

	public LTDescr setCanvasMoveY(){
		this.type = TweenAction.CANVAS_MOVE_Y;
		this.initInternal = ()=>{ this.fromInternal.x = this.rectTransform.anchoredPosition3D.y; };
		this.easeInternal = ()=>{ Vector3 c = this.rectTransform.anchoredPosition3D; this.rectTransform.anchoredPosition3D = new Vector3(c.x, easeMethod().x, c.z); };
		return this;
	}

	public LTDescr setCanvasMoveZ(){
		this.type = TweenAction.CANVAS_MOVE_Z;
		this.initInternal = ()=>{ this.fromInternal.x = this.rectTransform.anchoredPosition3D.z; };
		this.easeInternal = ()=>{ Vector3 c = this.rectTransform.anchoredPosition3D; this.rectTransform.anchoredPosition3D = new Vector3(c.x, c.y, easeMethod().x); };
		return this;
	}

	private void initCanvasRotateAround(){
		this.lastVal = 0.0f;
		this.fromInternal.x = 0.0f;
		this._optional.origRotation = this.rectTransform.rotation;
	}

	public LTDescr setCanvasRotateAround(){
		this.type = TweenAction.CANVAS_ROTATEAROUND;
		this.initInternal = this.initCanvasRotateAround;
		this.easeInternal = ()=>{
			newVect = easeMethod();
			val = newVect.x;
			RectTransform rect = this.rectTransform;
			Vector3 origPos = rect.localPosition;
			rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), this._optional.axis, -val);
			Vector3 diff = origPos - rect.localPosition;

			rect.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position
			rect.rotation = this._optional.origRotation;
			rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), this._optional.axis, val);
		};
		return this;
	}

	public LTDescr setCanvasRotateAroundLocal(){
		this.type = TweenAction.CANVAS_ROTATEAROUND_LOCAL;
		this.initInternal = this.initCanvasRotateAround;
		this.easeInternal = ()=>{
			newVect = easeMethod();
			val = newVect.x;
			RectTransform rect = this.rectTransform;
			Vector3 origPos = rect.localPosition;
			rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), rect.TransformDirection(this._optional.axis), -val);
			Vector3 diff = origPos - rect.localPosition;

			rect.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position
			rect.rotation = this._optional.origRotation;
			rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), rect.TransformDirection(this._optional.axis), val);
		};
		return this;
	}

	public LTDescr setCanvasPlaySprite(){
		this.type = TweenAction.CANVAS_PLAYSPRITE;
		this.initInternal = ()=>{
			this.uiImage = trans.gameObject.GetComponent<UnityEngine.UI.Image>();
			this.fromInternal.x = 0f;
		};
		this.easeInternal = ()=>{
			newVect = easeMethod();
			val = newVect.x;
			int frame = (int)Mathf.Round( val );
			this.uiImage.sprite = this.sprites[ frame ];
		};
		return this;
	}

	public LTDescr setCanvasMove(){
		this.type = TweenAction.CANVAS_MOVE;
		this.initInternal = ()=>{ this.fromInternal = this.rectTransform.anchoredPosition3D; };
		this.easeInternal = ()=>{ this.rectTransform.anchoredPosition3D = easeMethod(); };
		return this;
	}

	public LTDescr setCanvasScale(){
		this.type = TweenAction.CANVAS_SCALE;
		this.initInternal = ()=>{ this.from = this.rectTransform.localScale; };
		this.easeInternal = ()=>{ this.rectTransform.localScale = easeMethod(); };
		return this;
	}

	public LTDescr setCanvasSizeDelta(){
		this.type = TweenAction.CANVAS_SIZEDELTA;
		this.initInternal = ()=>{ this.from = this.rectTransform.sizeDelta; };
		this.easeInternal = ()=>{ this.rectTransform.sizeDelta = easeMethod(); };
		return this;
	}
	#endif

    private void callback(){ newVect = easeMethod(); val = newVect.x; }

	public LTDescr setCallback(){
		this.type = TweenAction.CALLBACK;
		this.initInternal = ()=>{};
		this.easeInternal = this.callback;
		return this;
	}
	public LTDescr setValue3(){
		this.type = TweenAction.VALUE3;
		this.initInternal = ()=>{};
		this.easeInternal = this.callback;
		return this;
	}

	public LTDescr setMove(){
		this.type = TweenAction.MOVE;
		this.initInternal = ()=>{ this.from = trans.position; };
		this.easeInternal = ()=>{ 
			newVect = easeMethod();
			trans.position = newVect; 
		};
		return this;
	}

	public LTDescr setMoveLocal(){
		this.type = TweenAction.MOVE_LOCAL;
		this.initInternal = ()=>{ this.from = trans.localPosition; };
		this.easeInternal = ()=>{ 
			newVect = easeMethod(); 
			trans.localPosition = newVect; 
		};
		return this;
	}

	public LTDescr setMoveToTransform(){
		this.type = TweenAction.MOVE_TO_TRANSFORM;
		this.initInternal = ()=>{ this.from = trans.position; };
		this.easeInternal = ()=>{
			this.to = this._optional.toTrans.position;
			this.diff = this.to - this.from;
			this.diffDiv2 = this.diff * 0.5f;

			newVect = easeMethod();
			this.trans.position = newVect;
		};
		return this;
	}

	public LTDescr setRotate(){
		this.type = TweenAction.ROTATE;
		this.initInternal = ()=>{ this.from = trans.eulerAngles;  this.to = new Vector3(LeanTween.closestRot( this.fromInternal.x, this.toInternal.x), LeanTween.closestRot( this.from.y, this.to.y), LeanTween.closestRot( this.from.z, this.to.z)); };
		this.easeInternal = ()=>{ 
			newVect = easeMethod();
			trans.eulerAngles = newVect; 
		};
		return this;
	}

	public LTDescr setRotateLocal(){
		this.type = TweenAction.ROTATE_LOCAL;
		this.initInternal = ()=>{ this.from = trans.localEulerAngles;  this.to = new Vector3(LeanTween.closestRot( this.fromInternal.x, this.toInternal.x), LeanTween.closestRot( this.from.y, this.to.y), LeanTween.closestRot( this.from.z, this.to.z)); };
		this.easeInternal = ()=>{ 
			newVect = easeMethod();
			trans.localEulerAngles = newVect; 
		};
		return this;
	}

	public LTDescr setScale(){
		this.type = TweenAction.SCALE;
		this.initInternal = ()=>{ this.from = trans.localScale; };
		this.easeInternal = ()=>{ 
			newVect = easeMethod();
			trans.localScale = newVect; 
		};
		return this;
	}

	public LTDescr setGUIMove(){
		this.type = TweenAction.GUI_MOVE;
		this.initInternal = ()=>{ this.from = new Vector3(this._optional.ltRect.rect.x, this._optional.ltRect.rect.y, 0); };
		this.easeInternal = ()=>{ Vector3 v = easeMethod(); this._optional.ltRect.rect = new Rect( v.x, v.y, this._optional.ltRect.rect.width, this._optional.ltRect.rect.height); };
		return this;
	}

	public LTDescr setGUIMoveMargin(){
		this.type = TweenAction.GUI_MOVE_MARGIN;
		this.initInternal = ()=>{ this.from = new Vector2(this._optional.ltRect.margin.x, this._optional.ltRect.margin.y); };
		this.easeInternal = ()=>{ Vector3 v = easeMethod(); this._optional.ltRect.margin = new Vector2(v.x, v.y); };
		return this;
	}

	public LTDescr setGUIScale(){
		this.type = TweenAction.GUI_SCALE;
		this.initInternal = ()=>{ this.from = new Vector3(this._optional.ltRect.rect.width, this._optional.ltRect.rect.height, 0); };
		this.easeInternal = ()=>{ Vector3 v = easeMethod(); this._optional.ltRect.rect = new Rect( this._optional.ltRect.rect.x, this._optional.ltRect.rect.y, v.x, v.y); };
		return this;
	}

	public LTDescr setGUIAlpha(){
		this.type = TweenAction.GUI_ALPHA;
		this.initInternal = ()=>{ this.fromInternal.x = this._optional.ltRect.alpha; };
		this.easeInternal = ()=>{ this._optional.ltRect.alpha = easeMethod().x; };
		return this;
	}

	public LTDescr setGUIRotate(){
		this.type = TweenAction.GUI_ROTATE;
		this.initInternal = ()=>{ if(this._optional.ltRect.rotateEnabled==false){
				this._optional.ltRect.rotateEnabled = true;
				this._optional.ltRect.resetForRotation();
			}

			this.fromInternal.x = this._optional.ltRect.rotation;
		};
		this.easeInternal = ()=>{ this._optional.ltRect.rotation = easeMethod().x; };
		return this;
	}

	public LTDescr setDelayedSound(){
		this.type = TweenAction.DELAYED_SOUND;
		this.initInternal = ()=>{ this.hasExtraOnCompletes = true; };
		this.easeInternal = this.callback;
		return this;
	}

	private void init(){
		this.hasInitiliazed = true;

		usesNormalDt = !(useEstimatedTime || useManualTime || useFrames); // only set this to true if it uses non of the other timing modes

		if (useFrames)
			this.optional.initFrameCount = Time.frameCount;

		if (this.time <= 0f) // avoid dividing by zero
			this.time = Mathf.Epsilon;

		this.initInternal();

		this.diff = this.to - this.from;
		this.diffDiv2 = this.diff * 0.5f;

		if (this._optional.onStart != null)
			this._optional.onStart();

		if(this.onCompleteOnStart)
			callOnCompletes();

		if(this.speed>=0){
			initSpeed();
		}
	}

	private void initSpeed(){
		if(this.type==TweenAction.MOVE_CURVED || this.type==TweenAction.MOVE_CURVED_LOCAL){
			this.time = this._optional.path.distance / this.speed;
		}else if(this.type==TweenAction.MOVE_SPLINE || this.type==TweenAction.MOVE_SPLINE_LOCAL){
			this.time = this._optional.spline.distance/ this.speed;
		}else{
			this.time = (this.to - this.from).magnitude / this.speed;
		}
	}

	public static float val;
	public static float dt;
	public static Vector3 newVect;

	/**
	* If you need a tween to happen immediately instead of waiting for the next Update call, you can force it with this method
	* 
	* @method updateNow
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 0f ).updateNow();
	*/
	public LTDescr updateNow(){
		updateInternal();
		return this;
	}

	public bool updateInternal(){

		float directionLocal = this.direction;
		if(this.usesNormalDt){
			dt = LeanTween.dtActual;
		}else if( this.useEstimatedTime ){
			dt = LeanTween.dtEstimated;
		}else if( this.useFrames ){
			dt = this.optional.initFrameCount==0 ? 0 : 1;
			this.optional.initFrameCount = Time.frameCount;
		}else if( this.useManualTime ){
			dt = LeanTween.dtManual;
		}

//		Debug.Log ("tween:" + this+ " dt:"+dt);
		if(this.delay<=0f && directionLocal!=0f){
			if(trans==null)
				return true;	

			// initialize if has not done so yet
			if(!this.hasInitiliazed)
				this.init();

			dt = dt*directionLocal;
			this.passed += dt;

			this.ratioPassed = Mathf.Clamp01(this.passed / this.time); // need to clamp when finished so it will finish at the exact spot and not overshoot

			this.easeInternal();

			if(this.hasUpdateCallback)
				this._optional.callOnUpdate(val, this.ratioPassed);

			bool isTweenFinished = directionLocal>0f ? this.passed>=this.time : this.passed<=0f;
			//			Debug.Log("lt "+this+" dt:"+dt+" fin:"+isTweenFinished);
			if(isTweenFinished){ // increment or flip tween
				this.loopCount--;
				if(this.loopType==LeanTweenType.pingPong){
					this.direction = 0.0f-directionLocal;
				}else{
					this.passed = Mathf.Epsilon;
				}

				isTweenFinished = this.loopCount == 0 || this.loopType == LeanTweenType.once; // only return true if it is fully complete

				if(isTweenFinished==false && this.onCompleteOnRepeat && this.hasExtraOnCompletes)
					callOnCompletes(); // this only gets called if onCompleteOnRepeat is set to true, otherwise LeanTween class takes care of calling it

				return isTweenFinished;
			}
		}else{
			this.delay -= dt;
		}

		return false;
	}

	public void callOnCompletes(){
		if(this.type==TweenAction.GUI_ROTATE)
			this._optional.ltRect.rotateFinished = true;

		if(this.type==TweenAction.DELAYED_SOUND){
			AudioSource.PlayClipAtPoint((AudioClip)this._optional.onCompleteParam, this.to, this.from.x);
		}
		if(this._optional.onComplete!=null){
			this._optional.onComplete();
		}else if(this._optional.onCompleteObject!=null){
			this._optional.onCompleteObject(this._optional.onCompleteParam);
		}
	}

	// Helper Methods

	public LTDescr setFromColor( Color col ){
		this.from = new Vector3(0.0f, col.a, 0.0f);
		this.diff = new Vector3(1.0f,0.0f,0.0f);
		this._optional.axis = new Vector3( col.r, col.g, col.b );
		return this;
	}

	private static void alphaRecursive( Transform transform, float val, bool useRecursion = true){
		Renderer renderer = transform.gameObject.GetComponent<Renderer>();
		if(renderer!=null){
			foreach(Material mat in renderer.materials){
				if(mat.HasProperty("_Color")){
					mat.color = new Color( mat.color.r, mat.color.g, mat.color.b, val);
				}else if(mat.HasProperty("_TintColor")){
					Color col = mat.GetColor ("_TintColor");
					mat.SetColor("_TintColor", new Color( col.r, col.g, col.b, val));
				}
			}
		}
		if(useRecursion && transform.childCount>0){
			foreach (Transform child in transform) {
				alphaRecursive(child, val);
			}
		}
	}

	private static void colorRecursive( Transform transform, Color toColor, bool useRecursion = true ){
		Renderer ren = transform.gameObject.GetComponent<Renderer>();
		if(ren!=null){
			foreach(Material mat in ren.materials){
				mat.color = toColor;
			}
		}
		if(useRecursion && transform.childCount>0){
			foreach (Transform child in transform) {
				colorRecursive(child, toColor);
			}
		}
	}

	#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5

	private static void alphaRecursive( RectTransform rectTransform, float val, int recursiveLevel = 0){
		if(rectTransform.childCount>0){
			foreach (RectTransform child in rectTransform) {
				UnityEngine.UI.MaskableGraphic uiImage = child.GetComponent<UnityEngine.UI.Image>();
				if (uiImage != null) {
					Color c = uiImage.color; c.a = val; uiImage.color = c;
				} else {
					uiImage = child.GetComponent<UnityEngine.UI.RawImage>();
					if (uiImage != null) {
						Color c = uiImage.color; c.a = val; uiImage.color = c;
					}
				}

				alphaRecursive(child, val, recursiveLevel + 1);
			}
		}
	}

	private static void alphaRecursiveSprite( Transform transform, float val ){
		if(transform.childCount>0){
			foreach (Transform child in transform) {
				SpriteRenderer ren = child.GetComponent<SpriteRenderer>();
				if(ren!=null)
					ren.color = new Color( ren.color.r, ren.color.g, ren.color.b, val);
				alphaRecursiveSprite(child, val);
			}
		}
	}

	private static void colorRecursiveSprite( Transform transform, Color toColor ){
		if(transform.childCount>0){
			foreach (Transform child in transform) {
				SpriteRenderer ren = transform.gameObject.GetComponent<SpriteRenderer>();
				if(ren!=null)
					ren.color = toColor;
				colorRecursiveSprite(child, toColor);
			}
		}
	}

	private static void colorRecursive( RectTransform rectTransform, Color toColor ){

		if(rectTransform.childCount>0){
			foreach (RectTransform child in rectTransform) {
				UnityEngine.UI.MaskableGraphic uiImage = child.GetComponent<UnityEngine.UI.Image>();
				if (uiImage != null) {
					uiImage.color = toColor;
				} else {
					uiImage = child.GetComponent<UnityEngine.UI.RawImage>();
					if (uiImage != null)
						uiImage.color = toColor;
				}
				colorRecursive(child, toColor);
			}
		}
	}

	private static void textAlphaRecursive( Transform trans, float val, bool useRecursion = true ){
		UnityEngine.UI.Text uiText = trans.gameObject.GetComponent<UnityEngine.UI.Text>();
		if(uiText!=null){
			Color c = uiText.color;
			c.a = val;
			uiText.color = c;
		}
		if(useRecursion && trans.childCount>0){
			foreach (Transform child in trans) {
				textAlphaRecursive(child, val);
			}
		}
	}

	private static void textColorRecursive(Transform trans, Color toColor ){
		if(trans.childCount>0){
			foreach (Transform child in trans) {
				UnityEngine.UI.Text uiText = child.gameObject.GetComponent<UnityEngine.UI.Text>();
				if(uiText!=null){
					uiText.color = toColor;
				}
				textColorRecursive(child, toColor);
			}
		}
	}
	#endif

	private static Color tweenColor( LTDescr tween, float val ){
		Vector3 diff3 = tween._optional.point - tween._optional.axis;
		float diffAlpha = tween.to.y - tween.from.y;
		return new Color(tween._optional.axis.x + diff3.x*val, tween._optional.axis.y + diff3.y*val, tween._optional.axis.z + diff3.z*val, tween.from.y + diffAlpha*val);
	}

	/**
	* Pause a tween
	* 
	* @method pause
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	*/
	public LTDescr pause(){
		if(this.direction != 0.0f){ // check if tween is already paused
			this.directionLast =  this.direction;
			this.direction = 0.0f;
		}

		return this;
	}

	/**
	* Resume a paused tween
	* 
	* @method resume
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	*/
	public LTDescr resume(){
		this.direction = this.directionLast;

		return this;
	}

	public LTDescr setAxis( Vector3 axis ){
		this._optional.axis = axis;
		return this;
	}

	/**
	* Delay the start of a tween
	* 
	* @method setDelay
	* @param {float} float time The time to complete the tween in
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setDelay( 1.5f );
	*/
	public LTDescr setDelay( float delay ){
		this.delay = delay;

		return this;
	}

	/**
	* Set the type of easing used for the tween. <br>
	* <ul><li><a href="LeanTweenType.html">List of all the ease types</a>.</li>
	* <li><a href="http://www.robertpenner.com/easing/easing_demo.html">This page helps visualize the different easing equations</a></li>
	* </ul>
	* 
	* @method setEase
	* @param {LeanTweenType} easeType:LeanTweenType the easing type to use
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce );
	*/
	public LTDescr setEase( LeanTweenType easeType ){

		switch( easeType ){
		case LeanTweenType.linear:
			setEaseLinear(); break;
		case LeanTweenType.easeOutQuad:
			setEaseOutQuad(); break;
		case LeanTweenType.easeInQuad:
			setEaseInQuad(); break;
		case LeanTweenType.easeInOutQuad:
			setEaseInOutQuad(); break;
		case LeanTweenType.easeInCubic:
			setEaseInCubic();break;
		case LeanTweenType.easeOutCubic:
			setEaseOutCubic(); break;
		case LeanTweenType.easeInOutCubic:
			setEaseInOutCubic(); break;
		case LeanTweenType.easeInQuart:
			setEaseInQuart(); break;
		case LeanTweenType.easeOutQuart:
			setEaseOutQuart(); break;
		case LeanTweenType.easeInOutQuart:
			setEaseInOutQuart(); break;
		case LeanTweenType.easeInQuint:
			setEaseInQuint(); break;
		case LeanTweenType.easeOutQuint:
			setEaseOutQuint(); break;
		case LeanTweenType.easeInOutQuint:
			setEaseInOutQuint(); break;
		case LeanTweenType.easeInSine:
			setEaseInSine(); break;
		case LeanTweenType.easeOutSine:
			setEaseOutSine(); break;
		case LeanTweenType.easeInOutSine:
			setEaseInOutSine(); break;
		case LeanTweenType.easeInExpo:
			setEaseInExpo(); break;
		case LeanTweenType.easeOutExpo:
			setEaseOutExpo(); break;
		case LeanTweenType.easeInOutExpo:
			setEaseInOutExpo(); break;
		case LeanTweenType.easeInCirc:
			setEaseInCirc(); break;
		case LeanTweenType.easeOutCirc:
			setEaseOutCirc(); break;
		case LeanTweenType.easeInOutCirc:
			setEaseInOutCirc(); break;
		case LeanTweenType.easeInBounce:
			setEaseInBounce(); break;
		case LeanTweenType.easeOutBounce:
			setEaseOutBounce(); break;
		case LeanTweenType.easeInOutBounce:
			setEaseInOutBounce(); break;
		case LeanTweenType.easeInBack:
			setEaseInBack(); break;
		case LeanTweenType.easeOutBack:
			setEaseOutBack(); break;
		case LeanTweenType.easeInOutBack:
			setEaseInOutBack();  break;
		case LeanTweenType.easeInElastic:
			setEaseInElastic();  break;
		case LeanTweenType.easeOutElastic:
			setEaseOutElastic(); break;
		case LeanTweenType.easeInOutElastic:
			setEaseInOutElastic(); break;
		case LeanTweenType.punch:
			setEasePunch(); break;
		case LeanTweenType.easeShake:
			setEaseShake(); break;
		case LeanTweenType.easeSpring:
			setEaseSpring(); break;
		default:
			setEaseLinear(); break;
		}

		return this;
	}

	public LTDescr setEaseLinear(){ this.easeType = LeanTweenType.linear; this.easeMethod = this.easeLinear; return this; }

	public LTDescr setEaseSpring(){ this.easeType = LeanTweenType.easeSpring; this.easeMethod = this.easeSpring; return this; }

	public LTDescr setEaseInQuad(){ this.easeType = LeanTweenType.easeInQuad; this.easeMethod = this.easeInQuad; return this; }

	public LTDescr setEaseOutQuad(){ this.easeType = LeanTweenType.easeOutQuad; this.easeMethod = this.easeOutQuad; return this; }

	public LTDescr setEaseInOutQuad(){ this.easeType = LeanTweenType.easeInOutQuad; this.easeMethod = this.easeInOutQuad; return this;}

	public LTDescr setEaseInCubic(){ this.easeType = LeanTweenType.easeInCubic; this.easeMethod = this.easeInCubic; return this; }

	public LTDescr setEaseOutCubic(){ this.easeType = LeanTweenType.easeOutCubic; this.easeMethod = this.easeOutCubic; return this; }

	public LTDescr setEaseInOutCubic(){ this.easeType = LeanTweenType.easeInOutCubic; this.easeMethod = this.easeInOutCubic; return this; }

	public LTDescr setEaseInQuart(){ this.easeType = LeanTweenType.easeInQuart; this.easeMethod = this.easeInQuart; return this; }

	public LTDescr setEaseOutQuart(){ this.easeType = LeanTweenType.easeOutQuart; this.easeMethod = this.easeOutQuart; return this; }

	public LTDescr setEaseInOutQuart(){ this.easeType = LeanTweenType.easeInOutQuart; this.easeMethod = this.easeInOutQuart; return this; }

	public LTDescr setEaseInQuint(){ this.easeType = LeanTweenType.easeInQuint; this.easeMethod = this.easeInQuint; return this; }

	public LTDescr setEaseOutQuint(){ this.easeType = LeanTweenType.easeOutQuint; this.easeMethod = this.easeOutQuint; return this; }

	public LTDescr setEaseInOutQuint(){ this.easeType = LeanTweenType.easeInOutQuint; this.easeMethod = this.easeInOutQuint; return this; }

	public LTDescr setEaseInSine(){ this.easeType = LeanTweenType.easeInSine; this.easeMethod = this.easeInSine; return this; }

	public LTDescr setEaseOutSine(){ this.easeType = LeanTweenType.easeOutSine; this.easeMethod = this.easeOutSine; return this; }

	public LTDescr setEaseInOutSine(){ this.easeType = LeanTweenType.easeInOutSine; this.easeMethod = this.easeInOutSine; return this; }

	public LTDescr setEaseInExpo(){ this.easeType = LeanTweenType.easeInExpo; this.easeMethod = this.easeInExpo; return this; }

	public LTDescr setEaseOutExpo(){ this.easeType = LeanTweenType.easeOutExpo; this.easeMethod = this.easeOutExpo; return this; }

	public LTDescr setEaseInOutExpo(){ this.easeType = LeanTweenType.easeInOutExpo; this.easeMethod = this.easeInOutExpo; return this; }

	public LTDescr setEaseInCirc(){ this.easeType = LeanTweenType.easeInCirc; this.easeMethod = this.easeInCirc; return this; }

	public LTDescr setEaseOutCirc(){ this.easeType = LeanTweenType.easeOutCirc; this.easeMethod = this.easeOutCirc; return this; }

	public LTDescr setEaseInOutCirc(){ this.easeType = LeanTweenType.easeInOutCirc; this.easeMethod = this.easeInOutCirc; return this; }

	public LTDescr setEaseInBounce(){ this.easeType = LeanTweenType.easeInBounce; this.easeMethod = this.easeInBounce; return this; }

	public LTDescr setEaseOutBounce(){ this.easeType = LeanTweenType.easeOutBounce; this.easeMethod = this.easeOutBounce; return this; }

	public LTDescr setEaseInOutBounce(){ this.easeType = LeanTweenType.easeInOutBounce; this.easeMethod = this.easeInOutBounce; return this; }

	public LTDescr setEaseInBack(){ this.easeType = LeanTweenType.easeInBack; this.easeMethod = this.easeInBack; return this; }

	public LTDescr setEaseOutBack(){ this.easeType = LeanTweenType.easeOutBack; this.easeMethod = this.easeOutBack; return this; }

	public LTDescr setEaseInOutBack(){ this.easeType = LeanTweenType.easeInOutBack; this.easeMethod = this.easeInOutBack; return this; }

	public LTDescr setEaseInElastic(){ this.easeType = LeanTweenType.easeInElastic; this.easeMethod = this.easeInElastic; return this; }

	public LTDescr setEaseOutElastic(){ this.easeType = LeanTweenType.easeOutElastic; this.easeMethod = this.easeOutElastic; return this; }

	public LTDescr setEaseInOutElastic(){ this.easeType = LeanTweenType.easeInOutElastic; this.easeMethod = this.easeInOutElastic; return this; }

	public LTDescr setEasePunch(){ this._optional.animationCurve = LeanTween.punch; this.toInternal.x = this.from.x + this.to.x; this.easeMethod = this.tweenOnCurve; return this; }

	public LTDescr setEaseShake(){ this._optional.animationCurve = LeanTween.shake; this.toInternal.x = this.from.x + this.to.x; this.easeMethod = this.tweenOnCurve; return this; }

	private Vector3 tweenOnCurve(){
		return	new Vector3(this.from.x + (this.diff.x) * this._optional.animationCurve.Evaluate(ratioPassed),
			this.from.y + (this.diff.y) * this._optional.animationCurve.Evaluate(ratioPassed),
			this.from.z + (this.diff.z) * this._optional.animationCurve.Evaluate(ratioPassed) );
	}

	// Vector3 Ease Methods

	private Vector3 easeInOutQuad(){
		val = this.ratioPassed * 2f;

		if (val < 1f) {
			val = val * val;
			return new Vector3( this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
		}
		val = (1f-val) * (val - 3f) + 1f;
		return new Vector3( this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
	} 

	private Vector3 easeInQuad(){
		val = ratioPassed * ratioPassed;
		return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z);
	}

	private Vector3 easeOutQuad(){
		val = this.ratioPassed;
		val = -val * (val - 2f);
		return (this.diff * val + this.from);
	}

	private Vector3 easeLinear(){
		val = this.ratioPassed;
		return new Vector3(this.from.x+this.diff.x*val, this.from.y+this.diff.y*val, this.from.z+this.diff.z*val);
	}

	private Vector3 easeSpring(){
		val = Mathf.Clamp01(this.ratioPassed);
		val = (Mathf.Sin(val * Mathf.PI * (0.2f + 2.5f * val * val * val)) * Mathf.Pow(1f - val, 2.2f ) + val) * (1f + (1.2f * (1f - val) ));
		return this.from + this.diff * val;
	}

	private Vector3 easeInCubic(){
		val = this.ratioPassed * this.ratioPassed * this.ratioPassed;
		return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z);
	}

	private Vector3 easeOutCubic(){
		val = this.ratioPassed - 1f;
		val = (val * val * val + 1);
		return new Vector3( this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z) ;
	}

	private Vector3 easeInOutCubic(){
		val = this.ratioPassed * 2f;
		if (val < 1f) {
			val = val * val * val;
			return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
		}
		val -= 2f;
		val = val * val * val + 2f;
		return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y,this.diffDiv2.z * val + this.from.z);
	}

	private Vector3 easeInQuart(){
		val = this.ratioPassed * this.ratioPassed * this.ratioPassed * this.ratioPassed;
		return diff * val + this.from;
	}

	private Vector3 easeOutQuart(){
		val = this.ratioPassed - 1f;
		val = -(val * val * val * val - 1);
		return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y,this.diff.z * val + this.from.z);
	}

	private Vector3 easeInOutQuart(){
		val = this.ratioPassed * 2f;
		if (val < 1f) {
			val = val * val * val * val;
			return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
		}
		val -= 2f;
//		val = (val * val * val * val - 2f);
		return -this.diffDiv2 * (val * val * val * val - 2f) + this.from;
	}

	private Vector3 easeInQuint(){
		val = this.ratioPassed;
		val = val * val * val * val * val;
		return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z);
	}

	private Vector3 easeOutQuint(){
		val = this.ratioPassed - 1f;
		val = (val * val * val * val * val + 1f);
		return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z);
	}

	private Vector3 easeInOutQuint(){
		val = this.ratioPassed * 2f;
		if (val < 1f){
			val = val * val * val * val * val;
			return new Vector3(this.diffDiv2.x * val + this.from.x,this.diffDiv2.y * val + this.from.y,this.diffDiv2.z * val + this.from.z);
		}
		val -= 2f;
		val = (val * val * val * val * val + 2f);
		return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
	}

	private Vector3 easeInSine(){
		val = - Mathf.Cos(this.ratioPassed * LeanTween.PI_DIV2);
		return new Vector3(this.diff.x * val + this.diff.x + this.from.x, this.diff.y * val + this.diff.y + this.from.y, this.diff.z * val + this.diff.z + this.from.z);
	}

	private Vector3 easeOutSine(){
		val = Mathf.Sin(this.ratioPassed * LeanTween.PI_DIV2);
		return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y,this.diff.z * val + this.from.z);
	}

	private Vector3 easeInOutSine(){
		val = -(Mathf.Cos(Mathf.PI * this.ratioPassed) - 1f);
		return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
	}

	private Vector3 easeInExpo(){
		val = Mathf.Pow(2f, 10f * (this.ratioPassed - 1f));
		return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z);
	}

	private Vector3 easeOutExpo(){
		val = (-Mathf.Pow(2f, -10f * this.ratioPassed) + 1f);
		return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z);
	}

	private Vector3 easeInOutExpo(){
		val = this.ratioPassed * 2f;
		val = Mathf.Pow(2f, 10f * (val - 1f));
		if (val < 1f)
			return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
		val--;
		val = (-Mathf.Pow(2f, -10f * val) + 2f);
		return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
	}

	private Vector3 easeInCirc(){
		val = -(Mathf.Sqrt(1f - this.ratioPassed * this.ratioPassed) - 1f);
		return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z);
	}

	private Vector3 easeOutCirc(){
		val = this.ratioPassed - 1f;
		val = Mathf.Sqrt(1f - val * val);

		return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z);
	}

	private Vector3 easeInOutCirc(){
		val = this.ratioPassed * 2f;
		if (val < 1f){
			val = -(Mathf.Sqrt(1f - val * val) - 1f);
			return new Vector3(this.diffDiv2.x * val  + this.from.x, this.diffDiv2.y * val  + this.from.y, this.diffDiv2.z * val  + this.from.z);
		}
		val -= 2f;
		val = (Mathf.Sqrt(1f - val * val) + 1f);
		return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z);
	}

	private Vector3 easeInBounce(){
		val = this.ratioPassed;
		val = 1f - val;
		return new Vector3(this.diff.x - LeanTween.easeOutBounce(0, this.diff.x, val) + this.from.x, 
			this.diff.y - LeanTween.easeOutBounce(0, this.diff.y, val) + this.from.y, 
			this.diff.z - LeanTween.easeOutBounce(0, this.diff.z, val) + this.from.z);
	}

	private Vector3 easeOutBounce(){
		val = ratioPassed;
		if (val < (1 / 2.75f)){
			val = (7.5625f * val * val);
			return this.diff * val + this.from;
		}else if (val < (2 / 2.75f)){
			val -= (1.5f / 2.75f);
			val = (7.5625f * (val) * val + .75f);
			return this.diff * val + this.from;
		}else if (val < (2.5 / 2.75)){
			val -= (2.25f / 2.75f);
			val = (7.5625f * (val) * val + .9375f);
			return this.diff * val + this.from;
		}else{
			val -= (2.625f / 2.75f);
			val = 7.5625f * (val) * val + .984375f;
			return this.diff * val + this.from;
		}
	}

	private Vector3 easeInOutBounce(){
		val = this.ratioPassed * 2f;
		if (val < 1f){
			return new Vector3(LeanTween.easeInBounce(0, this.diff.x, val) * 0.5f + this.from.x, 
				LeanTween.easeInBounce(0, this.diff.y, val) * 0.5f + this.from.y, 
				LeanTween.easeInBounce(0, this.diff.z, val) * 0.5f + this.from.z);
		}else {
			val = val - 1f;
			return new Vector3(LeanTween.easeOutBounce(0, this.diff.x, val) * 0.5f + this.diffDiv2.x + this.from.x,
				LeanTween.easeOutBounce(0, this.diff.y, val) * 0.5f + this.diffDiv2.y + this.from.y,
				LeanTween.easeOutBounce(0, this.diff.z, val) * 0.5f + this.diffDiv2.z + this.from.z);
		}
	}

	private Vector3 easeInBack(){
		val = this.ratioPassed;
		val /= 1;
		float s = 1.70158f * this.overshoot;
		return this.diff * (val) * val * ((s + 1) * val - s) + this.from;
	}

	private Vector3 easeOutBack(){
		float s = 1.70158f * this.overshoot;
		val = (this.ratioPassed / 1) - 1;
		val = ((val) * val * ((s + 1) * val + s) + 1);
		return this.diff * val + this.from;
	}

	private Vector3 easeInOutBack(){
		float s = 1.70158f * this.overshoot;
		val = this.ratioPassed * 2f;
		if ((val) < 1){
			s *= (1.525f) * overshoot;
			return this.diffDiv2 * (val * val * (((s) + 1) * val - s)) + this.from;
		}
		val -= 2;
		s *= (1.525f) * overshoot;
		val = ((val) * val * (((s) + 1) * val + s) + 2);
		return this.diffDiv2 * val + this.from;
	}

	private Vector3 easeInElastic(){
		return new Vector3(LeanTween.easeInElastic(this.from.x,this.to.x,this.ratioPassed,this.overshoot,this.period),
			LeanTween.easeInElastic(this.from.y,this.to.y,this.ratioPassed,this.overshoot,this.period),
			LeanTween.easeInElastic(this.from.z,this.to.z,this.ratioPassed,this.overshoot,this.period));
	}		

	private Vector3 easeOutElastic(){
		return new Vector3(LeanTween.easeOutElastic(this.from.x,this.to.x,this.ratioPassed,this.overshoot,this.period),
			LeanTween.easeOutElastic(this.from.y,this.to.y,this.ratioPassed,this.overshoot,this.period),
			LeanTween.easeOutElastic(this.from.z,this.to.z,this.ratioPassed,this.overshoot,this.period));
	}

	private Vector3 easeInOutElastic()
	{
		return new Vector3(LeanTween.easeInOutElastic(this.from.x,this.to.x,this.ratioPassed,this.overshoot,this.period),
			LeanTween.easeInOutElastic(this.from.y,this.to.y,this.ratioPassed,this.overshoot,this.period),
			LeanTween.easeInOutElastic(this.from.z,this.to.z,this.ratioPassed,this.overshoot,this.period));
	}

	/**
	* Set how far past a tween will overshoot  for certain ease types (compatible:  easeInBack, easeInOutBack, easeOutBack, easeOutElastic, easeInElastic, easeInOutElastic). <br>
	* @method setOvershoot
	* @param {float} overshoot:float how far past the destination it will go before settling in
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutBack ).setOvershoot(2f);
	*/
	public LTDescr setOvershoot( float overshoot ){
		this.overshoot = overshoot;
		return this;
	}

	/**
	* Set how short the iterations are for certain ease types (compatible: easeOutElastic, easeInElastic, easeInOutElastic). <br>
	* @method setPeriod
	* @param {float} period:float how short the iterations are that the tween will animate at (default 0.3f)
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutElastic ).setPeriod(0.3f);
	*/
	public LTDescr setPeriod( float period ){
		this.period = period;
		return this;
	}

    /**
    * Set how large the effect is for certain ease types (compatible: punch, shake, animation curves). <br>
    * @method setScale
    * @param {float} scale:float how much the ease will be multiplied by (default 1f)
    * @return {LTDescr} LTDescr an object that distinguishes the tween
    * @example
    * LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.punch ).setScale(2f);
    */
    public LTDescr setScale( float scale ){
        this.scale = scale;
        return this;
    }

	/**
	* Set the type of easing used for the tween with a custom curve. <br>
	* @method setEase (AnimationCurve)
	* @param {AnimationCurve} easeDefinition:AnimationCurve an <a href="http://docs.unity3d.com/Documentation/ScriptReference/AnimationCurve.html" target="_blank">AnimationCure</a> that describes the type of easing you want, this is great for when you want a unique type of movement
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce );
	*/
	public LTDescr setEase( AnimationCurve easeCurve ){
		this._optional.animationCurve = easeCurve;
		this.easeMethod = this.tweenOnCurve;
		this.easeType = LeanTweenType.animationCurve;
		return this;
	}

	/**
	* Set the end that the GameObject is tweening towards
	* @method setTo
	* @param {Vector3} to:Vector3 point at which you want the tween to reach
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LTDescr descr = LeanTween.move( cube, Vector3.up, new Vector3(1f,3f,0f), 1.0f ).setEase( LeanTweenType.easeInOutBounce );<br>
	* // Later your want to change your destination or your destiation is constantly moving<br>
	* descr.setTo( new Vector3(5f,10f,3f) );<br>
	*/
	public LTDescr setTo( Vector3 to ){
		if(this.hasInitiliazed){
			this.to = to;
			this.diff = to - this.from;
		}else{
			this.to = to;
		}

		return this;
	}

	public LTDescr setTo( Transform to ){
		this._optional.toTrans = to;
		return this;
	}

	/**
	* Set the beginning of the tween
	* @method setFrom
	* @param {Vector3} from:Vector3 the point you would like the tween to start at
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LTDescr descr = LeanTween.move( cube, Vector3.up, new Vector3(1f,3f,0f), 1.0f ).setFrom( new Vector3(5f,10f,3f) );<br>
	*/
	public LTDescr setFrom( Vector3 from ){
		if(this.trans){
			this.init();
		}
		this.from = from;
		// this.hasInitiliazed = true; // this is set, so that the "from" value isn't overwritten later on when the tween starts
		this.diff = this.to - this.from;
		return this;
	}

	public LTDescr setFrom( float from ){
		return setFrom( new Vector3(from, 0f, 0f) );
	}

	public LTDescr setDiff( Vector3 diff ){
		this.diff = diff;
		return this;
	}

	public LTDescr setHasInitialized( bool has ){
		this.hasInitiliazed = has;
		return this;
	}

	public LTDescr setId( uint id ){
		this._id = id;
		this.counter = global_counter;
		// Debug.Log("Global counter:"+global_counter);
		return this;
	}

	/**
	* Set the finish time of the tween
	* @method setTime
	* @param {float} finishTime:float the length of time in seconds you wish the tween to complete in
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* int tweenId = LeanTween.moveX(gameObject, 5f, 2.0f ).id;<br>
	* // Later<br>
	* LTDescr descr = description( tweenId );<br>
	* descr.setTime( 1f );<br>
	*/
	public LTDescr setTime( float time ){
		float passedTimeRatio = this.passed / this.time;
		this.passed = time * passedTimeRatio;
		this.time = time;
		return this;
	}

	/**
	* Set the finish time of the tween
	* @method setSpeed
	* @param {float} speed:float the speed in unity units per second you wish the object to travel (overrides the given time)
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveLocalZ( gameObject, 10f, 1f).setSpeed(0.2f) // the given time is ignored when speed is set<br>
	*/
	public LTDescr setSpeed( float speed ){
		this.speed = speed;
		if(this.hasInitiliazed)
			initSpeed();
		return this;
	}

	/**
	* Set the tween to repeat a number of times.
	* @method setRepeat
	* @param {int} repeatNum:int the number of times to repeat the tween. -1 to repeat infinite times
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 10 ).setLoopPingPong();
	*/
	public LTDescr setRepeat( int repeat ){
		this.loopCount = repeat;
		if((repeat>1 && this.loopType == LeanTweenType.once) || (repeat < 0 && this.loopType == LeanTweenType.once)){
			this.loopType = LeanTweenType.clamp;
		}
		if(this.type==TweenAction.CALLBACK || this.type==TweenAction.CALLBACK_COLOR){
			this.setOnCompleteOnRepeat(true);
		}
		return this;
	}

	public LTDescr setLoopType( LeanTweenType loopType ){
		this.loopType = loopType;
		return this;
	}

	public LTDescr setUseEstimatedTime( bool useEstimatedTime ){
		this.useEstimatedTime = useEstimatedTime;
		this.usesNormalDt = false;
		return this;
	}

	/**
	* Set ignore time scale when tweening an object when you want the animation to be time-scale independent (ignores the Time.timeScale value). Great for pause screens, when you want all other action to be stopped (or slowed down)
	* @method setIgnoreTimeScale
	* @param {bool} useUnScaledTime:bool whether to use the unscaled time or not
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setIgnoreTimeScale( true );
	*/
	public LTDescr setIgnoreTimeScale( bool useUnScaledTime ){
		this.useEstimatedTime = useUnScaledTime;
		this.usesNormalDt = false;
		return this;
	}

	/**
	* Use frames when tweening an object, when you don't want the animation to be time-frame independent...
	* @method setUseFrames
	* @param {bool} useFrames:bool whether to use estimated time or not
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setUseFrames( true );
	*/
	public LTDescr setUseFrames( bool useFrames ){
		this.useFrames = useFrames;
		this.usesNormalDt = false;
		return this;
	}

	public LTDescr setUseManualTime( bool useManualTime ){
		this.useManualTime = useManualTime;
		this.usesNormalDt = false;
		return this;
	}

	public LTDescr setLoopCount( int loopCount ){
		this.loopType = LeanTweenType.clamp;
		this.loopCount = loopCount;
		return this;
	}

	/**
	* No looping involved, just run once (the default)
	* @method setLoopOnce
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopOnce();
	*/
	public LTDescr setLoopOnce(){ this.loopType = LeanTweenType.once; return this; }

	/**
	* When the animation gets to the end it starts back at where it began
	* @method setLoopClamp
	* @param {int} loops:int (defaults to -1) how many times you want the loop to happen (-1 for an infinite number of times)
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopClamp( 2 );
	*/
	public LTDescr setLoopClamp(){ 
		this.loopType = LeanTweenType.clamp; 
		if(this.loopCount==0)
			this.loopCount = -1;
		return this;
	}
	public LTDescr setLoopClamp( int loops ){ 
		this.loopCount = loops;
		return this;
	}

	/**
	* When the animation gets to the end it then tweens back to where it started (and on, and on)
	* @method setLoopPingPong
	* @param {int} loops:int (defaults to -1) how many times you want the loop to happen in both directions (-1 for an infinite number of times). Passing a value of 1 will cause the object to go towards and back from it's destination once.
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopPingPong( 2 );
	*/
	public LTDescr setLoopPingPong(){
		this.loopType = LeanTweenType.pingPong;
		if(this.loopCount==0)
			this.loopCount = -1;
		return this; 
	}
	public LTDescr setLoopPingPong( int loops ) { 
		this.loopType = LeanTweenType.pingPong;
		this.loopCount = loops == -1 ? loops : loops * 2;
		return this; 
	}

	/**
	* Have a method called when the tween finishes
	* @method setOnComplete
	* @param {Action} onComplete:Action the method that should be called when the tween is finished ex: tweenFinished(){ }
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished );
	*/
	public LTDescr setOnComplete( Action onComplete ){
		this._optional.onComplete = onComplete;
		this.hasExtraOnCompletes = true;
		return this;
	}

	/**
	* Have a method called when the tween finishes
	* @method setOnComplete (object)
	* @param {Action<object>} onComplete:Action<object> the method that should be called when the tween is finished ex: tweenFinished( object myObj ){ }
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished );
	*/
	public LTDescr setOnComplete( Action<object> onComplete ){
		this._optional.onCompleteObject = onComplete;
		this.hasExtraOnCompletes = true;
		return this;
	}
	public LTDescr setOnComplete( Action<object> onComplete, object onCompleteParam ){
		this._optional.onCompleteObject = onComplete;
		this.hasExtraOnCompletes = true;
		if(onCompleteParam!=null)
			this._optional.onCompleteParam = onCompleteParam;
		return this;
	}

	/**
	* Pass an object to along with the onComplete Function
	* @method setOnCompleteParam
	* @param {object} onComplete:object an object that 
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.delayedCall(1.5f, enterMiniGameStart).setOnCompleteParam( new object[]{""+5} );<br><br>
	* void enterMiniGameStart( object val ){<br>
    * &nbsp;object[] arr = (object [])val;<br>
    * &nbsp;int lvl = int.Parse((string)arr[0]);<br>
    * }<br>
	*/
	public LTDescr setOnCompleteParam( object onCompleteParam ){
		this._optional.onCompleteParam = onCompleteParam;
		this.hasExtraOnCompletes = true;
		return this;
	}


	/**
	* Have a method called on each frame that the tween is being animated (passes a float value)
	* @method setOnUpdate
	* @param {Action<float>} onUpdate:Action<float> a method that will be called on every frame with the float value of the tweened object
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );<br>
	* <br>
	* void tweenMoved( float val ){ }<br>
	*/
	public LTDescr setOnUpdate( Action<float> onUpdate ){
		this._optional.onUpdateFloat = onUpdate;
		this.hasUpdateCallback = true;
		return this;
	}
	public LTDescr setOnUpdateRatio(Action<float,float> onUpdate)
	{
		this._optional.onUpdateFloatRatio = onUpdate;
		this.hasUpdateCallback = true;
		return this;
	}

	public LTDescr setOnUpdateObject( Action<float,object> onUpdate ){
		this._optional.onUpdateFloatObject = onUpdate;
		this.hasUpdateCallback = true;
		return this;
	}
	public LTDescr setOnUpdateVector2( Action<Vector2> onUpdate ){
		this._optional.onUpdateVector2 = onUpdate;
		this.hasUpdateCallback = true;
		return this;
	}
	public LTDescr setOnUpdateVector3( Action<Vector3> onUpdate ){
		this._optional.onUpdateVector3 = onUpdate;
		this.hasUpdateCallback = true;
		return this;
	}
	public LTDescr setOnUpdateColor( Action<Color> onUpdate ){
		this._optional.onUpdateColor = onUpdate;
		this.hasUpdateCallback = true;
		return this;
	}
	public LTDescr setOnUpdateColor( Action<Color,object> onUpdate ){
		this._optional.onUpdateColorObject = onUpdate;
		this.hasUpdateCallback = true;
		return this;
	}

	#if !UNITY_FLASH

	public LTDescr setOnUpdate( Action<Color> onUpdate ){
		this._optional.onUpdateColor = onUpdate;
		this.hasUpdateCallback = true;
		return this;
	}

	public LTDescr setOnUpdate( Action<Color,object> onUpdate ){
		this._optional.onUpdateColorObject = onUpdate;
		this.hasUpdateCallback = true;
		return this;
	}

	/**
	* Have a method called on each frame that the tween is being animated (passes a float value and a object)
	* @method setOnUpdate (object)
	* @param {Action<float,object>} onUpdate:Action<float,object> a method that will be called on every frame with the float value of the tweened object, and an object of the person's choosing
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );<br>
	* <br>
	* void tweenMoved( float val, object obj ){ }<br>
	*/
	public LTDescr setOnUpdate( Action<float,object> onUpdate, object onUpdateParam = null ){
		this._optional.onUpdateFloatObject = onUpdate;
		this.hasUpdateCallback = true;
		if(onUpdateParam!=null)
			this._optional.onUpdateParam = onUpdateParam;
		return this;
	}

	public LTDescr setOnUpdate( Action<Vector3,object> onUpdate, object onUpdateParam = null ){
		this._optional.onUpdateVector3Object = onUpdate;
		this.hasUpdateCallback = true;
		if(onUpdateParam!=null)
			this._optional.onUpdateParam = onUpdateParam;
		return this;
	}

	public LTDescr setOnUpdate( Action<Vector2> onUpdate, object onUpdateParam = null ){
		this._optional.onUpdateVector2 = onUpdate;
		this.hasUpdateCallback = true;
		if(onUpdateParam!=null)
			this._optional.onUpdateParam = onUpdateParam;
		return this;
	}

	/**
	* Have a method called on each frame that the tween is being animated (passes a float value)
	* @method setOnUpdate (Vector3)
	* @param {Action<Vector3>} onUpdate:Action<Vector3> a method that will be called on every frame with the float value of the tweened object
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );<br>
	* <br>
	* void tweenMoved( Vector3 val ){ }<br>
	*/
	public LTDescr setOnUpdate( Action<Vector3> onUpdate, object onUpdateParam = null ){
		this._optional.onUpdateVector3 = onUpdate;
		this.hasUpdateCallback = true;
		if(onUpdateParam!=null)
			this._optional.onUpdateParam = onUpdateParam;
		return this;
	}
	#endif


	/**
	* Have an object passed along with the onUpdate method
	* @method setOnUpdateParam
	* @param {object} onUpdateParam:object an object that will be passed along with the onUpdate method
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );<br>
	* <br>
	* void tweenMoved( float val, object obj ){ }<br>
	*/
	public LTDescr setOnUpdateParam( object onUpdateParam ){
		this._optional.onUpdateParam = onUpdateParam;
		return this;
	}

	/**
	* While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon
	* @method setOrientToPath
	* @param {bool} doesOrient:bool whether the gameobject will orient to the path it is animating along
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setAxis(Vector3.forward);<br>
	*/
	public LTDescr setOrientToPath( bool doesOrient ){
		if(this.type==TweenAction.MOVE_CURVED || this.type==TweenAction.MOVE_CURVED_LOCAL){
			if(this._optional.path==null)
				this._optional.path = new LTBezierPath();
			this._optional.path.orientToPath = doesOrient;
		}else{
			this._optional.spline.orientToPath = doesOrient;
		}
		return this;
	}

	/**
	* While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon
	* @method setOrientToPath2d
	* @param {bool} doesOrient:bool whether the gameobject will orient to the path it is animating along
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath2d(true).setAxis(Vector3.forward);<br>
	*/
	public LTDescr setOrientToPath2d( bool doesOrient2d ){
		setOrientToPath(doesOrient2d);
		if(this.type==TweenAction.MOVE_CURVED || this.type==TweenAction.MOVE_CURVED_LOCAL){
			this._optional.path.orientToPath2d = doesOrient2d;
		}else{
			this._optional.spline.orientToPath2d = doesOrient2d;
		}
		return this;
	}

	public LTDescr setRect( LTRect rect ){
		this._optional.ltRect = rect;
		return this;
	}

	public LTDescr setRect( Rect rect ){
		this._optional.ltRect = new LTRect(rect);
		return this;
	}

	public LTDescr setPath( LTBezierPath path ){
		this._optional.path = path;
		return this;
	}

	/**
	* Set the point at which the GameObject will be rotated around
	* @method setPoint
	* @param {Vector3} point:Vector3 point at which you want the object to rotate around (local space)
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.rotateAround( cube, Vector3.up, 360.0f, 1.0f ) .setPoint( new Vector3(1f,0f,0f) ) .setEase( LeanTweenType.easeInOutBounce );<br>
	*/
	public LTDescr setPoint( Vector3 point ){
		this._optional.point = point;
		return this;
	}

	public LTDescr setDestroyOnComplete( bool doesDestroy ){
		this.destroyOnComplete = doesDestroy;
		return this;
	}

	public LTDescr setAudio( object audio ){
		this._optional.onCompleteParam = audio;
		return this;
	}

	/**
	* Set the onComplete method to be called at the end of every loop cycle (also applies to the delayedCall method)
	* @method setOnCompleteOnRepeat
	* @param {bool} isOn:bool does call onComplete on every loop cycle
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.delayedCall(gameObject,0.3f, delayedMethod).setRepeat(4).setOnCompleteOnRepeat(true);
	*/
	public LTDescr setOnCompleteOnRepeat( bool isOn ){
		this.onCompleteOnRepeat = isOn;
		return this;
	}

	/**
	* Set the onComplete method to be called at the beginning of the tween (it will still be called when it is completed as well)
	* @method setOnCompleteOnStart
	* @param {bool} isOn:bool does call onComplete at the start of the tween
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* LeanTween.delayedCall(gameObject, 2f, ()=>{<br> // Flash an object 5 times
	* &nbsp;LeanTween.alpha(gameObject, 0f, 1f);<br>
	* &nbsp;LeanTween.alpha(gameObject, 1f, 0f).setDelay(1f);<br>
	* }).setOnCompleteOnStart(true).setRepeat(5);<br>
	*/
	public LTDescr setOnCompleteOnStart( bool isOn ){
		this.onCompleteOnStart = isOn;
		return this;
	}

	#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5
	public LTDescr setRect( RectTransform rect ){
		this.rectTransform = rect;
		return this;
	}

	public LTDescr setSprites( UnityEngine.Sprite[] sprites ){
		this.sprites = sprites;
		return this;
	}

	public LTDescr setFrameRate( float frameRate ){
		this.time = this.sprites.Length / frameRate;
		return this;
	}
	#endif

	/**
	* Have a method called when the tween starts
	* @method setOnStart
	* @param {Action<>} onStart:Action<> the method that should be called when the tween is starting ex: tweenStarted( ){ }
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
	* <i>C#:</i><br>
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( ()=>{ Debug.Log("I started!"); });
	* <i>Javascript:</i><br>
	* LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( function(){ Debug.Log("I started!"); } );
	*/
	public LTDescr setOnStart( Action onStart ){
		this._optional.onStart = onStart;
		return this;
	}

	/**
	* Set the direction of a tween -1f for backwards 1f for forwards (currently only bezier and spline paths are supported)
	* @method setDirection
	* @param {float} direction:float the direction that the tween should run, -1f for backwards 1f for forwards
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
    * LeanTween.moveSpline(gameObject, new Vector3[]{new Vector3(0f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,1f)}, 1.5f).setDirection(-1f);<br>
	*/

	public LTDescr setDirection( float direction ){
		if(this.direction!=-1f && this.direction!=1f){
			Debug.LogWarning("You have passed an incorrect direction of '"+direction+"', direction must be -1f or 1f");
			return this;
		}

		if(this.direction!=direction){
			// Debug.Log("reverse path:"+this.path+" spline:"+this._optional.spline+" hasInitiliazed:"+this.hasInitiliazed);
			if(this.hasInitiliazed){
				this.direction = direction;
			}else{
				if(this._optional.path!=null){
					this._optional.path = new LTBezierPath( LTUtility.reverse( this._optional.path.pts ) );
				}else if(this._optional.spline!=null){
					this._optional.spline = new LTSpline( LTUtility.reverse( this._optional.spline.pts ) );
				}
				// this.passed = this.time - this.passed;
			}
		}

		return this;
	}

	/**
	* Set whether or not the tween will recursively effect an objects children in the hierarchy
	* @method setRecursive
	* @param {bool} useRecursion:bool whether the tween will recursively effect an objects children in the hierarchy
	* @return {LTDescr} LTDescr an object that distinguishes the tween
	* @example
    * LeanTween.alpha(gameObject, 0f, 1f).setRecursive(true);<br>
	*/

	public LTDescr setRecursive( bool useRecursion ){
		this.useRecursion = useRecursion;

		return this;
	}
}

//}
