C#Beta
Groups
A Group treats several tweens as one step: it pauses, cancels, and completes them together. Sequences introduces groups.
var step = Group.Of(sprite.TweenPositionX(300, 0.6), label.TweenModulateAlpha(0, 0.6));await step.End;Create
Section titled “Create”| Member | Type | Meaning |
|---|---|---|
Group.Of(tweens) |
Group |
Group running handles, on any targets |
node.Tween(first, second) |
Group |
Start several definitions on one node as a group; see starting playback |
Control
Section titled “Control”| Member | Type | Meaning |
|---|---|---|
Pause() |
void |
Pause every member |
Resume() |
void |
Resume every member |
IsPaused |
bool |
True while every active member is paused |
Cancel() |
void |
Cancel every member still playing |
Status
Section titled “Status”| Member | Type | Meaning |
|---|---|---|
Members |
IReadOnlyList<TweenInstance> |
The grouped handles |
IsTerminal |
bool |
True once the group has ended |
CompletionReason |
Reason? |
Completed, or the reason of the first member that stopped early; null until the group ends |
Error |
Exception? |
The exception that faulted a member, if one did |
Awaiting
Section titled “Awaiting”| Member | Type | Meaning |
|---|---|---|
End |
Task<Reason> |
Completes when every member has ended; faults when a member faults |
- If one member stops early or faults, the group cancels the others and reports that member’s reason or exception.
- A group has no
StateorProgress; read its members for those. - A group doesn’t link timing: each member keeps its own start and delay. A Chain plays definitions in order.
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