Hi again Jos!
I'm afraid that would be rather complicated. I had built something like that for HOTween, but having both a target-less Sequencer and a DOTweenAnimation engine on the same project would require a lot of work. I'm adding it to my todo list though, but on the "maybe" section
In the meantime, you can use a trick. You know that, if you use DOTween via script, you have
Sequences, which do exactly what you mean to (and please mind, the tweens added to a Sequence don't need to be in a sequence: they can overlap each other—I know, bad naming choice)? So you could either script those animations or, if you want to use the visual DOTweenAnimation editor, do something like this:
- Create all DOTweenAnimations as usual, but uncheck autoPlay (otherwise you won't be able to add them to a Sequence)
- Create a script which accepts a public array of DOTweenAnimations, and drag all gameObjects with DOTweenAnimations there
- Via script, get all the tweens created by those DOTweenAnimations (using myDOTweenAnimation.GetTweens(), which returns an array of all DOTweenAnimations on a single gameObject)
- Now you can append those tweens to a Sequence and control them as a single tween