I have lists of data and I am trying to tween them by sequence. If I put a delay for each of the tween it will not work. What I try to achieve is inserting the delay before the next sequence.
private IEnumerator<float> _CameraTransition()
{
var camSequence = DOTween.Sequence();
for (int i = 0; i < CamerasData.Count; i++)
camSequence.Append(cam.DOFieldOfView(CamerasData[i].fov, CamerasData[i].duration).SetDelay(CamerasData[i].triggerDelay));
camSequence.Play();
yield return 0;
}
If I remove the SetDelay
it works, but of course no delay
(NOTE: I'm the developer of the library the OP is talking about)
The correct way to add delays inside a Sequence is to use AppendInterval on the Sequence itself.
for (int i = 0; i < CamerasData.Count; i++) {
camSequence
.AppendInterval(CamerasData[i].triggerDelay)
.Append(cam.DOFieldOfView(CamerasData[i].fov, CamerasData[i].duration));
}
That said, SetDelay should also work in theory, even if it's not recommended. I will add it to my to-check list.