스크린샷 촬영 시 캐릭터 애니메이션 추가 및 촬영 사운드 추가

This commit is contained in:
Mingu Kim
2026-01-15 21:58:11 +09:00
parent 051a71ac15
commit 2e38203221
26 changed files with 5796 additions and 5511 deletions

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
using UnityEngine.Audio; // Required for AudioMixer
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleAudio
{
#region Shortcuts
#region Audio
/// <summary>Tweens an AudioSource's volume to the given value.
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOFade(this AudioSource target, float endValue, float duration)
{
if (endValue < 0) endValue = 0;
else if (endValue > 1) endValue = 1;
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens an AudioSource's pitch to the given value.
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOPitch(this AudioSource target, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region AudioMixer
/// <summary>Tweens an AudioMixer's exposed float to the given value.
/// Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
/// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.</summary>
/// <param name="floatName">Name given to the exposed float to set</param>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(()=> {
float currVal;
target.GetFloat(floatName, out currVal);
return currVal;
}, x=> target.SetFloat(floatName, x), endValue, duration);
t.SetTarget(target);
return t;
}
#region Operation Shortcuts
/// <summary>
/// Completes all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens completed
/// (meaning the tweens that don't have infinite loops and were not already complete)
/// </summary>
/// <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
/// otherwise they will be ignored</param>
public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
{
return DOTween.Complete(target, withCallbacks);
}
/// <summary>
/// Kills all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens killed.
/// </summary>
/// <param name="complete">If TRUE completes the tween before killing it</param>
public static int DOKill(this AudioMixer target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
/// <summary>
/// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens flipped.
/// </summary>
public static int DOFlip(this AudioMixer target)
{
return DOTween.Flip(target);
}
/// <summary>
/// Sends to the given position all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens involved.
/// </summary>
/// <param name="to">Time position to reach
/// (if higher than the whole tween duration the tween will simply reach its end)</param>
/// <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
{
return DOTween.Goto(target, to, andPlay);
}
/// <summary>
/// Pauses all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens paused.
/// </summary>
public static int DOPause(this AudioMixer target)
{
return DOTween.Pause(target);
}
/// <summary>
/// Plays all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
/// </summary>
public static int DOPlay(this AudioMixer target)
{
return DOTween.Play(target);
}
/// <summary>
/// Plays backwards all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
/// </summary>
public static int DOPlayBackwards(this AudioMixer target)
{
return DOTween.PlayBackwards(target);
}
/// <summary>
/// Plays forward all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
/// </summary>
public static int DOPlayForward(this AudioMixer target)
{
return DOTween.PlayForward(target);
}
/// <summary>
/// Restarts all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens restarted.
/// </summary>
public static int DORestart(this AudioMixer target)
{
return DOTween.Restart(target);
}
/// <summary>
/// Rewinds all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens rewinded.
/// </summary>
public static int DORewind(this AudioMixer target)
{
return DOTween.Rewind(target);
}
/// <summary>
/// Smoothly rewinds all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens rewinded.
/// </summary>
public static int DOSmoothRewind(this AudioMixer target)
{
return DOTween.SmoothRewind(target);
}
/// <summary>
/// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens involved.
/// </summary>
public static int DOTogglePause(this AudioMixer target)
{
return DOTween.TogglePause(target);
}
#endregion
#endregion
#endregion
}
}
#endif
// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
using UnityEngine.Audio; // Required for AudioMixer
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleAudio
{
#region Shortcuts
#region Audio
/// <summary>Tweens an AudioSource's volume to the given value.
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOFade(this AudioSource target, float endValue, float duration)
{
if (endValue < 0) endValue = 0;
else if (endValue > 1) endValue = 1;
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens an AudioSource's pitch to the given value.
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOPitch(this AudioSource target, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region AudioMixer
/// <summary>Tweens an AudioMixer's exposed float to the given value.
/// Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
/// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.</summary>
/// <param name="floatName">Name given to the exposed float to set</param>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(()=> {
float currVal;
target.GetFloat(floatName, out currVal);
return currVal;
}, x=> target.SetFloat(floatName, x), endValue, duration);
t.SetTarget(target);
return t;
}
#region Operation Shortcuts
/// <summary>
/// Completes all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens completed
/// (meaning the tweens that don't have infinite loops and were not already complete)
/// </summary>
/// <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
/// otherwise they will be ignored</param>
public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
{
return DOTween.Complete(target, withCallbacks);
}
/// <summary>
/// Kills all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens killed.
/// </summary>
/// <param name="complete">If TRUE completes the tween before killing it</param>
public static int DOKill(this AudioMixer target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
/// <summary>
/// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens flipped.
/// </summary>
public static int DOFlip(this AudioMixer target)
{
return DOTween.Flip(target);
}
/// <summary>
/// Sends to the given position all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens involved.
/// </summary>
/// <param name="to">Time position to reach
/// (if higher than the whole tween duration the tween will simply reach its end)</param>
/// <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
{
return DOTween.Goto(target, to, andPlay);
}
/// <summary>
/// Pauses all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens paused.
/// </summary>
public static int DOPause(this AudioMixer target)
{
return DOTween.Pause(target);
}
/// <summary>
/// Plays all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
/// </summary>
public static int DOPlay(this AudioMixer target)
{
return DOTween.Play(target);
}
/// <summary>
/// Plays backwards all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
/// </summary>
public static int DOPlayBackwards(this AudioMixer target)
{
return DOTween.PlayBackwards(target);
}
/// <summary>
/// Plays forward all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
/// </summary>
public static int DOPlayForward(this AudioMixer target)
{
return DOTween.PlayForward(target);
}
/// <summary>
/// Restarts all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens restarted.
/// </summary>
public static int DORestart(this AudioMixer target)
{
return DOTween.Restart(target);
}
/// <summary>
/// Rewinds all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens rewinded.
/// </summary>
public static int DORewind(this AudioMixer target)
{
return DOTween.Rewind(target);
}
/// <summary>
/// Smoothly rewinds all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens rewinded.
/// </summary>
public static int DOSmoothRewind(this AudioMixer target)
{
return DOTween.SmoothRewind(target);
}
/// <summary>
/// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens involved.
/// </summary>
public static int DOTogglePause(this AudioMixer target)
{
return DOTween.TogglePause(target);
}
#endregion
#endregion
#endregion
}
}
#endif

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using UnityEngine;
#if false || EPO_DOTWEEN // MODULE_MARKER
using EPOOutline;
using DG.Tweening.Plugins.Options;
using DG.Tweening;
using DG.Tweening.Core;
namespace DG.Tweening
{
public static class DOTweenModuleEPOOutline
{
public static int DOKill(this SerializedPass target, bool complete)
{
return DOTween.Kill(target, complete);
}
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
{
var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, string propertyName, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)
{
var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)
{
var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)
{
var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
public static int DOKill(this Outliner target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
/// <summary>
/// Controls the alpha (transparency) of the outline
/// </summary>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the color of the outline
/// </summary>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of blur applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of blur applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of dilation applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of dilation applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
}
}
#endif
using UnityEngine;
#if false || EPO_DOTWEEN // MODULE_MARKER
using EPOOutline;
using DG.Tweening.Plugins.Options;
using DG.Tweening;
using DG.Tweening.Core;
namespace DG.Tweening
{
public static class DOTweenModuleEPOOutline
{
public static int DOKill(this SerializedPass target, bool complete)
{
return DOTween.Kill(target, complete);
}
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
{
var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, string propertyName, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)
{
var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)
{
var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)
{
var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
public static int DOKill(this Outliner target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
/// <summary>
/// Controls the alpha (transparency) of the outline
/// </summary>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the color of the outline
/// </summary>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of blur applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of blur applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of dilation applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of dilation applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
}
}
#endif

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@@ -1,216 +1,216 @@
// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Core.Enums;
using DG.Tweening.Plugins;
using DG.Tweening.Plugins.Core.PathCore;
using DG.Tweening.Plugins.Options;
using UnityEngine;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModulePhysics
{
#region Shortcuts
#region Rigidbody
/// <summary>Tweens a Rigidbody's position to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody's X position to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration);
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody's Y position to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration);
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody's Z position to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration);
t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody's rotation to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="mode">Rotation mode</param>
public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
{
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
t.SetTarget(target);
t.plugOptions.rotateMode = mode;
return t;
}
/// <summary>Tweens a Rigidbody's rotation so that it will look towards the given position.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
/// <param name="axisConstraint">Eventual axis constraint for the rotation</param>
/// <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
{
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt);
t.plugOptions.axisConstraint = axisConstraint;
t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up;
return t;
}
#region Special
/// <summary>Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis.
/// Returns a Sequence instead of a Tweener.
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param>
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
/// <param name="numJumps">Total number of jumps</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
{
if (numJumps < 1) numJumps = 1;
float startPosY = 0;
float offsetY = -1;
bool offsetYSet = false;
Sequence s = DOTween.Sequence();
Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
.SetLoops(numJumps * 2, LoopType.Yoyo)
.OnStart(() => startPosY = target.position.y);
s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration)
.SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
).Join(yTween)
.SetTarget(target).SetEase(DOTween.defaultEaseType);
yTween.OnUpdate(() => {
if (!offsetYSet) {
offsetYSet = true;
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
}
Vector3 pos = target.position;
pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
target.MovePosition(pos);
});
return s;
}
/// <summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
/// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
/// <param name="path">The waypoints to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
return t;
}
/// <summary>Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
/// <param name="path">The waypoint to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
// Used by path editor when creating the actual tween, so it can pass a pre-compiled path
internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
return t;
}
internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
#endregion
#endregion
#endregion
}
}
#endif
// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Core.Enums;
using DG.Tweening.Plugins;
using DG.Tweening.Plugins.Core.PathCore;
using DG.Tweening.Plugins.Options;
using UnityEngine;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModulePhysics
{
#region Shortcuts
#region Rigidbody
/// <summary>Tweens a Rigidbody's position to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody's X position to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration);
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody's Y position to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration);
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody's Z position to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration);
t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody's rotation to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="mode">Rotation mode</param>
public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
{
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
t.SetTarget(target);
t.plugOptions.rotateMode = mode;
return t;
}
/// <summary>Tweens a Rigidbody's rotation so that it will look towards the given position.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
/// <param name="axisConstraint">Eventual axis constraint for the rotation</param>
/// <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
{
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt);
t.plugOptions.axisConstraint = axisConstraint;
t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up;
return t;
}
#region Special
/// <summary>Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis.
/// Returns a Sequence instead of a Tweener.
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param>
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
/// <param name="numJumps">Total number of jumps</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
{
if (numJumps < 1) numJumps = 1;
float startPosY = 0;
float offsetY = -1;
bool offsetYSet = false;
Sequence s = DOTween.Sequence();
Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
.SetLoops(numJumps * 2, LoopType.Yoyo)
.OnStart(() => startPosY = target.position.y);
s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration)
.SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
).Join(yTween)
.SetTarget(target).SetEase(DOTween.defaultEaseType);
yTween.OnUpdate(() => {
if (!offsetYSet) {
offsetYSet = true;
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
}
Vector3 pos = target.position;
pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
target.MovePosition(pos);
});
return s;
}
/// <summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
/// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
/// <param name="path">The waypoints to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
return t;
}
/// <summary>Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
/// <param name="path">The waypoint to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
// Used by path editor when creating the actual tween, so it can pass a pre-compiled path
internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
return t;
}
internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
#endregion
#endregion
#endregion
}
}
#endif

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@@ -1,193 +1,193 @@
// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Plugins;
using DG.Tweening.Plugins.Core.PathCore;
using DG.Tweening.Plugins.Options;
using UnityEngine;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModulePhysics2D
{
#region Shortcuts
#region Rigidbody2D Shortcuts
/// <summary>Tweens a Rigidbody2D's position to the given value.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody2D's X position to the given value.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration);
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody2D's Y position to the given value.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration);
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody2D's rotation to the given value.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DORotate(this Rigidbody2D target, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
t.SetTarget(target);
return t;
}
#region Special
/// <summary>Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
/// Returns a Sequence instead of a Tweener.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
/// <para>IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position</para></summary>
/// <param name="endValue">The end value to reach</param>
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
/// <param name="numJumps">Total number of jumps</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
{
if (numJumps < 1) numJumps = 1;
float startPosY = 0;
float offsetY = -1;
bool offsetYSet = false;
Sequence s = DOTween.Sequence();
Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
.SetLoops(numJumps * 2, LoopType.Yoyo)
.OnStart(() => startPosY = target.position.y);
s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
).Join(yTween)
.SetTarget(target).SetEase(DOTween.defaultEaseType);
yTween.OnUpdate(() => {
if (!offsetYSet) {
offsetYSet = true;
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
}
Vector3 pos = target.position;
pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
target.MovePosition(pos);
});
return s;
}
/// <summary>Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
/// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
/// <param name="path">The waypoints to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
int len = path.Length;
Vector3[] path3D = new Vector3[len];
for (int i = 0; i < len; ++i) path3D[i] = path[i];
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
return t;
}
/// <summary>Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
/// <param name="path">The waypoint to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
int len = path.Length;
Vector3[] path3D = new Vector3[len];
for (int i = 0; i < len; ++i) path3D[i] = path[i];
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
// Used by path editor when creating the actual tween, so it can pass a pre-compiled path
internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
return t;
}
internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
#endregion
#endregion
#endregion
}
}
#endif
// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Plugins;
using DG.Tweening.Plugins.Core.PathCore;
using DG.Tweening.Plugins.Options;
using UnityEngine;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModulePhysics2D
{
#region Shortcuts
#region Rigidbody2D Shortcuts
/// <summary>Tweens a Rigidbody2D's position to the given value.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody2D's X position to the given value.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration);
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody2D's Y position to the given value.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration);
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody2D's rotation to the given value.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DORotate(this Rigidbody2D target, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
t.SetTarget(target);
return t;
}
#region Special
/// <summary>Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
/// Returns a Sequence instead of a Tweener.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
/// <para>IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position</para></summary>
/// <param name="endValue">The end value to reach</param>
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
/// <param name="numJumps">Total number of jumps</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
{
if (numJumps < 1) numJumps = 1;
float startPosY = 0;
float offsetY = -1;
bool offsetYSet = false;
Sequence s = DOTween.Sequence();
Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
.SetLoops(numJumps * 2, LoopType.Yoyo)
.OnStart(() => startPosY = target.position.y);
s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
).Join(yTween)
.SetTarget(target).SetEase(DOTween.defaultEaseType);
yTween.OnUpdate(() => {
if (!offsetYSet) {
offsetYSet = true;
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
}
Vector3 pos = target.position;
pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
target.MovePosition(pos);
});
return s;
}
/// <summary>Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
/// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
/// <param name="path">The waypoints to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
int len = path.Length;
Vector3[] path3D = new Vector3[len];
for (int i = 0; i < len; ++i) path3D[i] = path[i];
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
return t;
}
/// <summary>Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
/// <param name="path">The waypoint to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
int len = path.Length;
Vector3[] path3D = new Vector3[len];
for (int i = 0; i < len; ++i) path3D[i] = path[i];
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
// Used by path editor when creating the actual tween, so it can pass a pre-compiled path
internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
return t;
}
internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
#endregion
#endregion
#endregion
}
}
#endif

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@@ -1,93 +1,93 @@
// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleSprite
{
#region Shortcuts
#region SpriteRenderer
/// <summary>Tweens a SpriteRenderer's color to the given value.
/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SpriteRenderer target, Color endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a Material's alpha color to the given value.
/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SpriteRenderer target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a SpriteRenderer's color using the given gradient
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration)
{
Sequence s = DOTween.Sequence();
GradientColorKey[] colors = gradient.colorKeys;
int len = colors.Length;
for (int i = 0; i < len; ++i) {
GradientColorKey c = colors[i];
if (i == 0 && c.time <= 0) {
target.color = c.color;
continue;
}
float colorDuration = i == len - 1
? duration - s.Duration(false) // Verifies that total duration is correct
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
}
s.SetTarget(target);
return s;
}
#endregion
#region Blendables
#region SpriteRenderer
/// <summary>Tweens a SpriteRenderer's color to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to = x;
target.color += diff;
}, endValue, duration)
.Blendable().SetTarget(target);
}
#endregion
#endregion
#endregion
}
}
#endif
// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleSprite
{
#region Shortcuts
#region SpriteRenderer
/// <summary>Tweens a SpriteRenderer's color to the given value.
/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SpriteRenderer target, Color endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a Material's alpha color to the given value.
/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SpriteRenderer target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a SpriteRenderer's color using the given gradient
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration)
{
Sequence s = DOTween.Sequence();
GradientColorKey[] colors = gradient.colorKeys;
int len = colors.Length;
for (int i = 0; i < len; ++i) {
GradientColorKey c = colors[i];
if (i == 0 && c.time <= 0) {
target.color = c.color;
continue;
}
float colorDuration = i == len - 1
? duration - s.Duration(false) // Verifies that total duration is correct
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
}
s.SetTarget(target);
return s;
}
#endregion
#region Blendables
#region SpriteRenderer
/// <summary>Tweens a SpriteRenderer's color to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to = x;
target.color += diff;
}, endValue, duration)
.Blendable().SetTarget(target);
}
#endregion
#endregion
#endregion
}
}
#endif

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@@ -1,389 +1,389 @@
// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
using System;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
//using Task = System.Threading.Tasks.Task;
//#endif
#pragma warning disable 1591
namespace DG.Tweening
{
/// <summary>
/// Shortcuts/functions that are not strictly related to specific Modules
/// but are available only on some Unity versions
/// </summary>
public static class DOTweenModuleUnityVersion
{
#region Material
/// <summary>Tweens a Material's color using the given gradient
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration)
{
Sequence s = DOTween.Sequence();
GradientColorKey[] colors = gradient.colorKeys;
int len = colors.Length;
for (int i = 0; i < len; ++i) {
GradientColorKey c = colors[i];
if (i == 0 && c.time <= 0) {
target.color = c.color;
continue;
}
float colorDuration = i == len - 1
? duration - s.Duration(false) // Verifies that total duration is correct
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
}
s.SetTarget(target);
return s;
}
/// <summary>Tweens a Material's named color property using the given gradient
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
/// <param name="gradient">The gradient to use</param>
/// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
/// <param name="duration">The duration of the tween</param>
public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration)
{
Sequence s = DOTween.Sequence();
GradientColorKey[] colors = gradient.colorKeys;
int len = colors.Length;
for (int i = 0; i < len; ++i) {
GradientColorKey c = colors[i];
if (i == 0 && c.time <= 0) {
target.SetColor(property, c.color);
continue;
}
float colorDuration = i == len - 1
? duration - s.Duration(false) // Verifies that total duration is correct
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear));
}
s.SetTarget(target);
return s;
}
#endregion
#region CustomYieldInstructions
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or complete.
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForCompletion(true);</code>
/// </summary>
public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForCompletion(t);
}
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or rewinded.
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code>
/// </summary>
public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForRewind(t);
}
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed.
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForKill();</code>
/// </summary>
public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForKill(t);
}
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or has gone through the given amount of loops.
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code>
/// </summary>
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops);
}
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed
/// or has reached the given time position (loops included, delays excluded).
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code>
/// </summary>
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForPosition(t, position);
}
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or started
/// (meaning when the tween is set in a playing state the first time, after any eventual delay).
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForStart();</code>
/// </summary>
public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForStart(t);
}
#endregion
#if UNITY_2018_1_OR_NEWER
#region Unity 2018.1 or Newer
#region Material
/// <summary>Tweens a Material's named texture offset property with the given ID to the given value.
/// Also stores the material as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param>
/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
/// <param name="duration">The duration of the tween</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)
{
if (!target.HasProperty(propertyID)) {
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
return null;
}
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a Material's named texture scale property with the given ID to the given value.
/// Also stores the material as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param>
/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
/// <param name="duration">The duration of the tween</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)
{
if (!target.HasProperty(propertyID)) {
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
return null;
}
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region .NET 4.6 or Newer
#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
#region Async Instructions
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or complete.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code>
/// </summary>
public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or rewinded.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code>
/// </summary>
public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
/// </summary>
public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or has gone through the given amount of loops.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code>
/// </summary>
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or started
/// (meaning when the tween is set in a playing state the first time, after any eventual delay).
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code>
/// </summary>
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
/// </summary>
public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();
}
#endregion
#endif
#endregion
#endregion
#endif
}
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
// ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
public static class DOTweenCYInstruction
{
public class WaitForCompletion : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && !t.IsComplete();
}}
readonly Tween t;
public WaitForCompletion(Tween tween)
{
t = tween;
}
}
public class WaitForRewind : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);
}}
readonly Tween t;
public WaitForRewind(Tween tween)
{
t = tween;
}
}
public class WaitForKill : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active;
}}
readonly Tween t;
public WaitForKill(Tween tween)
{
t = tween;
}
}
public class WaitForElapsedLoops : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && t.CompletedLoops() < elapsedLoops;
}}
readonly Tween t;
readonly int elapsedLoops;
public WaitForElapsedLoops(Tween tween, int elapsedLoops)
{
t = tween;
this.elapsedLoops = elapsedLoops;
}
}
public class WaitForPosition : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && t.position * (t.CompletedLoops() + 1) < position;
}}
readonly Tween t;
readonly float position;
public WaitForPosition(Tween tween, float position)
{
t = tween;
this.position = position;
}
}
public class WaitForStart : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && !t.playedOnce;
}}
readonly Tween t;
public WaitForStart(Tween tween)
{
t = tween;
}
}
}
}
// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
using System;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
//using Task = System.Threading.Tasks.Task;
//#endif
#pragma warning disable 1591
namespace DG.Tweening
{
/// <summary>
/// Shortcuts/functions that are not strictly related to specific Modules
/// but are available only on some Unity versions
/// </summary>
public static class DOTweenModuleUnityVersion
{
#region Material
/// <summary>Tweens a Material's color using the given gradient
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration)
{
Sequence s = DOTween.Sequence();
GradientColorKey[] colors = gradient.colorKeys;
int len = colors.Length;
for (int i = 0; i < len; ++i) {
GradientColorKey c = colors[i];
if (i == 0 && c.time <= 0) {
target.color = c.color;
continue;
}
float colorDuration = i == len - 1
? duration - s.Duration(false) // Verifies that total duration is correct
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
}
s.SetTarget(target);
return s;
}
/// <summary>Tweens a Material's named color property using the given gradient
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
/// <param name="gradient">The gradient to use</param>
/// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
/// <param name="duration">The duration of the tween</param>
public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration)
{
Sequence s = DOTween.Sequence();
GradientColorKey[] colors = gradient.colorKeys;
int len = colors.Length;
for (int i = 0; i < len; ++i) {
GradientColorKey c = colors[i];
if (i == 0 && c.time <= 0) {
target.SetColor(property, c.color);
continue;
}
float colorDuration = i == len - 1
? duration - s.Duration(false) // Verifies that total duration is correct
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear));
}
s.SetTarget(target);
return s;
}
#endregion
#region CustomYieldInstructions
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or complete.
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForCompletion(true);</code>
/// </summary>
public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForCompletion(t);
}
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or rewinded.
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code>
/// </summary>
public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForRewind(t);
}
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed.
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForKill();</code>
/// </summary>
public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForKill(t);
}
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or has gone through the given amount of loops.
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code>
/// </summary>
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops);
}
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed
/// or has reached the given time position (loops included, delays excluded).
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code>
/// </summary>
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForPosition(t, position);
}
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or started
/// (meaning when the tween is set in a playing state the first time, after any eventual delay).
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForStart();</code>
/// </summary>
public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForStart(t);
}
#endregion
#if UNITY_2018_1_OR_NEWER
#region Unity 2018.1 or Newer
#region Material
/// <summary>Tweens a Material's named texture offset property with the given ID to the given value.
/// Also stores the material as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param>
/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
/// <param name="duration">The duration of the tween</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)
{
if (!target.HasProperty(propertyID)) {
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
return null;
}
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a Material's named texture scale property with the given ID to the given value.
/// Also stores the material as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param>
/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
/// <param name="duration">The duration of the tween</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)
{
if (!target.HasProperty(propertyID)) {
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
return null;
}
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region .NET 4.6 or Newer
#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
#region Async Instructions
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or complete.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code>
/// </summary>
public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or rewinded.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code>
/// </summary>
public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
/// </summary>
public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or has gone through the given amount of loops.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code>
/// </summary>
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or started
/// (meaning when the tween is set in a playing state the first time, after any eventual delay).
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code>
/// </summary>
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
/// </summary>
public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();
}
#endregion
#endif
#endregion
#endregion
#endif
}
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
// ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
public static class DOTweenCYInstruction
{
public class WaitForCompletion : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && !t.IsComplete();
}}
readonly Tween t;
public WaitForCompletion(Tween tween)
{
t = tween;
}
}
public class WaitForRewind : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);
}}
readonly Tween t;
public WaitForRewind(Tween tween)
{
t = tween;
}
}
public class WaitForKill : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active;
}}
readonly Tween t;
public WaitForKill(Tween tween)
{
t = tween;
}
}
public class WaitForElapsedLoops : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && t.CompletedLoops() < elapsedLoops;
}}
readonly Tween t;
readonly int elapsedLoops;
public WaitForElapsedLoops(Tween tween, int elapsedLoops)
{
t = tween;
this.elapsedLoops = elapsedLoops;
}
}
public class WaitForPosition : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && t.position * (t.CompletedLoops() + 1) < position;
}}
readonly Tween t;
readonly float position;
public WaitForPosition(Tween tween, float position)
{
t = tween;
this.position = position;
}
}
public class WaitForStart : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && !t.playedOnce;
}}
readonly Tween t;
public WaitForStart(Tween tween)
{
t = tween;
}
}
}
}

View File

@@ -1,167 +1,167 @@
// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
using System;
using System.Reflection;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Core.PathCore;
using DG.Tweening.Plugins.Options;
#pragma warning disable 1591
namespace DG.Tweening
{
/// <summary>
/// Utility functions that deal with available Modules.
/// Modules defines:
/// - DOTAUDIO
/// - DOTPHYSICS
/// - DOTPHYSICS2D
/// - DOTSPRITE
/// - DOTUI
/// Extra defines set and used for implementation of external assets:
/// - DOTWEEN_TMP ► TextMesh Pro
/// - DOTWEEN_TK2D ► 2D Toolkit
/// </summary>
public static class DOTweenModuleUtils
{
static bool _initialized;
#region Reflection
/// <summary>
/// Called via Reflection by DOTweenComponent on Awake
/// </summary>
#if UNITY_2018_1_OR_NEWER
[UnityEngine.Scripting.Preserve]
#endif
public static void Init()
{
if (_initialized) return;
_initialized = true;
DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;
#if UNITY_EDITOR
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
#else
UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;
#endif
#endif
}
#if UNITY_2018_1_OR_NEWER
#pragma warning disable
[UnityEngine.Scripting.Preserve]
// Just used to preserve methods when building, never called
static void Preserver()
{
Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub");
}
#pragma warning restore
#endif
#endregion
#if UNITY_EDITOR
// Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
static void PlaymodeStateChanged()
#else
static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
#endif
{
if (DOTween.instance == null) return;
DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);
}
#endif
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
public static class Physics
{
// Called via DOTweenExternalCommand callback
public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)
{
#if true // PHYSICS_MARKER
if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;
else trans.rotation = newRot;
#else
trans.rotation = newRot;
#endif
}
// Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached
public static bool HasRigidbody2D(Component target)
{
#if true // PHYSICS2D_MARKER
return target.GetComponent<Rigidbody2D>() != null;
#else
return false;
#endif
}
#region Called via Reflection
// Called via Reflection by DOTweenPathInspector
// Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached
#if UNITY_2018_1_OR_NEWER
[UnityEngine.Scripting.Preserve]
#endif
public static bool HasRigidbody(Component target)
{
#if true // PHYSICS_MARKER
return target.GetComponent<Rigidbody>() != null;
#else
return false;
#endif
}
// Called via Reflection by DOTweenPath
#if UNITY_2018_1_OR_NEWER
[UnityEngine.Scripting.Preserve]
#endif
public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween(
MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
){
TweenerCore<Vector3, Path, PathOptions> t = null;
bool rBodyFoundAndTweened = false;
#if true // PHYSICS_MARKER
if (tweenRigidbody) {
Rigidbody rBody = target.GetComponent<Rigidbody>();
if (rBody != null) {
rBodyFoundAndTweened = true;
t = isLocal
? rBody.DOLocalPath(path, duration, pathMode)
: rBody.DOPath(path, duration, pathMode);
}
}
#endif
#if true // PHYSICS2D_MARKER
if (!rBodyFoundAndTweened && tweenRigidbody) {
Rigidbody2D rBody2D = target.GetComponent<Rigidbody2D>();
if (rBody2D != null) {
rBodyFoundAndTweened = true;
t = isLocal
? rBody2D.DOLocalPath(path, duration, pathMode)
: rBody2D.DOPath(path, duration, pathMode);
}
}
#endif
if (!rBodyFoundAndTweened) {
t = isLocal
? target.transform.DOLocalPath(path, duration, pathMode)
: target.transform.DOPath(path, duration, pathMode);
}
return t;
}
#endregion
}
}
}
// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
using System;
using System.Reflection;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Core.PathCore;
using DG.Tweening.Plugins.Options;
#pragma warning disable 1591
namespace DG.Tweening
{
/// <summary>
/// Utility functions that deal with available Modules.
/// Modules defines:
/// - DOTAUDIO
/// - DOTPHYSICS
/// - DOTPHYSICS2D
/// - DOTSPRITE
/// - DOTUI
/// Extra defines set and used for implementation of external assets:
/// - DOTWEEN_TMP ► TextMesh Pro
/// - DOTWEEN_TK2D ► 2D Toolkit
/// </summary>
public static class DOTweenModuleUtils
{
static bool _initialized;
#region Reflection
/// <summary>
/// Called via Reflection by DOTweenComponent on Awake
/// </summary>
#if UNITY_2018_1_OR_NEWER
[UnityEngine.Scripting.Preserve]
#endif
public static void Init()
{
if (_initialized) return;
_initialized = true;
DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;
#if UNITY_EDITOR
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
#else
UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;
#endif
#endif
}
#if UNITY_2018_1_OR_NEWER
#pragma warning disable
[UnityEngine.Scripting.Preserve]
// Just used to preserve methods when building, never called
static void Preserver()
{
Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub");
}
#pragma warning restore
#endif
#endregion
#if UNITY_EDITOR
// Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
static void PlaymodeStateChanged()
#else
static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
#endif
{
if (DOTween.instance == null) return;
DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);
}
#endif
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
public static class Physics
{
// Called via DOTweenExternalCommand callback
public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)
{
#if true // PHYSICS_MARKER
if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;
else trans.rotation = newRot;
#else
trans.rotation = newRot;
#endif
}
// Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached
public static bool HasRigidbody2D(Component target)
{
#if true // PHYSICS2D_MARKER
return target.GetComponent<Rigidbody2D>() != null;
#else
return false;
#endif
}
#region Called via Reflection
// Called via Reflection by DOTweenPathInspector
// Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached
#if UNITY_2018_1_OR_NEWER
[UnityEngine.Scripting.Preserve]
#endif
public static bool HasRigidbody(Component target)
{
#if true // PHYSICS_MARKER
return target.GetComponent<Rigidbody>() != null;
#else
return false;
#endif
}
// Called via Reflection by DOTweenPath
#if UNITY_2018_1_OR_NEWER
[UnityEngine.Scripting.Preserve]
#endif
public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween(
MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
){
TweenerCore<Vector3, Path, PathOptions> t = null;
bool rBodyFoundAndTweened = false;
#if true // PHYSICS_MARKER
if (tweenRigidbody) {
Rigidbody rBody = target.GetComponent<Rigidbody>();
if (rBody != null) {
rBodyFoundAndTweened = true;
t = isLocal
? rBody.DOLocalPath(path, duration, pathMode)
: rBody.DOPath(path, duration, pathMode);
}
}
#endif
#if true // PHYSICS2D_MARKER
if (!rBodyFoundAndTweened && tweenRigidbody) {
Rigidbody2D rBody2D = target.GetComponent<Rigidbody2D>();
if (rBody2D != null) {
rBodyFoundAndTweened = true;
t = isLocal
? rBody2D.DOLocalPath(path, duration, pathMode)
: rBody2D.DOPath(path, duration, pathMode);
}
}
#endif
if (!rBodyFoundAndTweened) {
t = isLocal
? target.transform.DOLocalPath(path, duration, pathMode)
: target.transform.DOPath(path, duration, pathMode);
}
return t;
}
#endregion
}
}
}