Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation. NOTE: Due to the way iTween utilizes the Transform.Rotate method, PunchRotation works best with single axis usage rather than punching with a Vector3.
Game Object
The GameObject to tween.
Vector
A vector punch range.
Time
The time in seconds the animation will take to complete.
Delay
The time in seconds the animation will wait before beginning.
Loop Type
The type of loop to apply once the animation has completed.
Space
The coordinate space in which to operate.
Start Event
Event to send when the iTween starts.
Finish Event
Event to send when the iTween finishes.
Real Time
Setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0.
Stop On Exit
Stop the iTween if the current state is exited.
Loop Dont Finish
Sets whether a looping iTween should send the finish event.