diff --git a/Assets/Plugins/Demigiant.meta b/Assets/Plugins/Demigiant.meta index cfb2591..012f21a 100644 --- a/Assets/Plugins/Demigiant.meta +++ b/Assets/Plugins/Demigiant.meta @@ -1,23 +1,8 @@ fileFormatVersion: 2 guid: 9f80792dcd2829e41b1f075e7245ca5b -labels: -- Tween -- Tweening -- Animation -- HOTween -- Paths -- VisualScripting -- VisualEditor -- iTween -- Ease -- Easing -- Shake -- Punch -- 2DToolkit -- TextMeshPro -- Text -- LeanTween -- DFTween folderAsset: yes DefaultImporter: + externalObjects: {} userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.XML b/Assets/Plugins/Demigiant/DOTween/DOTween.XML index 7b6f33d..64a2056 100644 --- a/Assets/Plugins/Demigiant/DOTween/DOTween.XML +++ b/Assets/Plugins/Demigiant/DOTween/DOTween.XML @@ -123,7 +123,14 @@ - Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected + Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected. + Use this method if you don't care about , otherwise use + + + + + USE THIS FOR CUSTOM PLUGINS when you want to be able to use . + Returns a value that is from 0 to 1 if is not incremental, otherwise from 0 to (1 * completed loops) @@ -450,6 +457,14 @@ If TRUE draws path gizmos in Unity Editor (if the gizmos button is active). Deactivate this if you want to avoid gizmos overhead while in Unity Editor + + Gets/sets the max Tweeners capacity (automatically increased by DOTween when necessary). + You can also set both Tweeners and Sequences capacity via the static method + + + Gets/sets the max Sequences capacity (automatically increased by DOTween when necessary). + You can also set both Tweeners and Sequences capacity via the static method + If TRUE activates various debug options @@ -1561,6 +1576,9 @@ Returns TRUE if the tween is complete (silently fails and returns FALSE if the tween has been killed) + + Returns TRUE if this tween was set to be timeScale independent via the tween.SetUpdate method + Returns TRUE if this tween has been initialized diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta b/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta index 7a866b5..0e797fe 100644 --- a/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta +++ b/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta @@ -2,3 +2,10 @@ fileFormatVersion: 2 guid: 34192c5e0d14aee43a0e86cc4823268a TextScriptImporter: userData: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.790 + assetPath: Assets/Plugins/Demigiant/DOTween/DOTween.XML + uploadId: 831234 diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.dll b/Assets/Plugins/Demigiant/DOTween/DOTween.dll index 57112d3..73235fc 100644 Binary files a/Assets/Plugins/Demigiant/DOTween/DOTween.dll and b/Assets/Plugins/Demigiant/DOTween/DOTween.dll differ diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta b/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta index 482dbb8..4754b50 100644 --- a/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta +++ b/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta @@ -20,3 +20,10 @@ PluginImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 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+45,10 @@ TextureImporter: sprites: [] spritePackingTag: userData: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.790 + assetPath: Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png + uploadId: 831234 diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenMiniIcon.png.meta b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenMiniIcon.png.meta index c343a61..4314c3c 100644 --- a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenMiniIcon.png.meta +++ b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenMiniIcon.png.meta @@ -66,3 +66,10 @@ TextureImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.790 + assetPath: Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenMiniIcon.png + uploadId: 831234 diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer.png.meta b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer.png.meta index 7ca1911..f8d3705 100644 --- a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer.png.meta +++ b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer.png.meta @@ -45,3 +45,10 @@ TextureImporter: sprites: [] spritePackingTag: userData: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.790 + assetPath: Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer.png + uploadId: 831234 diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer_dark.png.meta b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer_dark.png.meta index f12a1a7..93e5f95 100644 --- a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer_dark.png.meta +++ b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer_dark.png.meta @@ -45,3 +45,10 @@ TextureImporter: sprites: [] spritePackingTag: userData: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.790 + assetPath: Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer_dark.png + uploadId: 831234 diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Header.jpg.meta b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Header.jpg.meta index 26e4255..f5981c5 100644 --- a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Header.jpg.meta +++ b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Header.jpg.meta @@ -45,3 +45,10 @@ TextureImporter: sprites: [] spritePackingTag: userData: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.790 + assetPath: Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Header.jpg + uploadId: 831234 diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta index 50aa010..ddb7ef3 100644 --- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta @@ -6,3 +6,10 @@ MonoImporter: executionOrder: 0 icon: {instanceID: 0} userData: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.790 + assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs + uploadId: 831234 diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta index 4b8991f..af2843d 100644 --- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta @@ -10,3 +10,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.790 + assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs + uploadId: 831234 diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta index 0ce0d75..2081c84 100644 --- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta @@ -6,3 +6,10 @@ MonoImporter: executionOrder: 0 icon: {instanceID: 0} userData: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.790 + assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs + uploadId: 831234 diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta index ca9ed29..a730580 100644 --- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta @@ 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userData: diff --git a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenAnimation.cs b/Assets/Plugins/Demigiant/DOTweenPro/DOTweenAnimation.cs deleted file mode 100644 index 9744f70..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenAnimation.cs +++ /dev/null @@ -1,917 +0,0 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2015/03/12 15:55 - -using System; -using System.Collections.Generic; -using DG.Tweening.Core; -using UnityEngine; -#if true // UI_MARKER -using UnityEngine.UI; -#endif -#if false // TEXTMESHPRO_MARKER -using TMPro; -#endif - -#pragma warning disable 1591 -namespace DG.Tweening -{ - /// - /// Attach this to a GameObject to create a tween - /// - [AddComponentMenu("DOTween/DOTween Animation")] - public class DOTweenAnimation : ABSAnimationComponent - { - public enum AnimationType - { - None, - Move, LocalMove, - Rotate, LocalRotate, - Scale, - Color, Fade, - Text, - PunchPosition, PunchRotation, PunchScale, - ShakePosition, ShakeRotation, ShakeScale, - CameraAspect, CameraBackgroundColor, CameraFieldOfView, CameraOrthoSize, CameraPixelRect, CameraRect, - UIWidthHeight, - FillAmount - } - - public enum TargetType - { - Unset, - - Camera, - CanvasGroup, - Image, - Light, - RectTransform, - Renderer, SpriteRenderer, - Rigidbody, Rigidbody2D, - Text, - Transform, - - tk2dBaseSprite, - tk2dTextMesh, - - TextMeshPro, - TextMeshProUGUI - } - - #region EVENTS - EDITOR-ONLY - - /// Used internally by the editor - public static event Action OnReset; - static void Dispatch_OnReset(DOTweenAnimation anim) { if (OnReset != null) OnReset(anim); } - - #endregion - - public bool targetIsSelf = true; // If FALSE allows to set the target manually - public GameObject targetGO = null; // Used in case targetIsSelf is FALSE - // If FALSE always uses the GO containing this DOTweenAnimation (and not the one containing the target) as DOTween's SetTarget target - public bool tweenTargetIsTargetGO = true; - - public float delay; - public float duration = 1; - public Ease easeType = Ease.OutQuad; - public AnimationCurve easeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1)); - public LoopType loopType = LoopType.Restart; - public int loops = 1; - public string id = ""; - public bool isRelative; - public bool isFrom; - public bool isIndependentUpdate = false; - public bool autoKill = true; - public bool autoGenerate = true; // If TRUE automatically creates the tween at startup - - public bool isActive = true; - public bool isValid; - public Component target; - public AnimationType animationType; - public TargetType targetType; - public TargetType forcedTargetType; // Used when choosing between multiple targets - public bool autoPlay = true; - public bool useTargetAsV3; - - public float endValueFloat; - public Vector3 endValueV3; - public Vector2 endValueV2; - public Color endValueColor = new Color(1, 1, 1, 1); - public string endValueString = ""; - public Rect endValueRect = new Rect(0, 0, 0, 0); - public Transform endValueTransform; - - public bool optionalBool0, optionalBool1; - public float optionalFloat0; - public int optionalInt0; - public RotateMode optionalRotationMode = RotateMode.Fast; - public ScrambleMode optionalScrambleMode = ScrambleMode.None; - public ShakeRandomnessMode optionalShakeRandomnessMode = ShakeRandomnessMode.Full; - public string optionalString; - - bool _tweenAutoGenerationCalled; // TRUE after the tweens have been autoGenerated - int _playCount = -1; // Used when calling DOPlayNext - readonly List _tmpTweens = new List(); - - #region Unity Methods - - void Awake() - { - if (!isActive || !autoGenerate) return; - - if (animationType != AnimationType.Move || !useTargetAsV3) { - // Don't create tweens if we're using a RectTransform as a Move target, - // because that will work only inside Start - CreateTween(false, autoPlay); - _tweenAutoGenerationCalled = true; - } - } - - void Start() - { - if (_tweenAutoGenerationCalled || !isActive || !autoGenerate) return; - - CreateTween(false, autoPlay); - _tweenAutoGenerationCalled = true; - } - - void Reset() - { - Dispatch_OnReset(this); - } - - void OnDestroy() - { - if (tween != null && tween.active) tween.Kill(); - tween = null; - } - - /// - /// Creates/recreates the tween without playing it, but first rewinding and killing the existing one if present. - /// - public void RewindThenRecreateTween() - { - if (tween != null && tween.active) tween.Rewind(); - CreateTween(true, false); - } - /// - /// Creates/recreates the tween and plays it, first rewinding and killing the existing one if present. - /// - public void RewindThenRecreateTweenAndPlay() - { - if (tween != null && tween.active) tween.Rewind(); - CreateTween(true, true); - } - /// - /// Creates/recreates the tween from its target's current value without playing it, but first killing the existing one if present. - /// - public void RecreateTween() - { CreateTween(true, false); } - /// - /// Creates/recreates the tween from its target's current value and plays it, first killing the existing one if present. - /// - public void RecreateTweenAndPlay() - { CreateTween(true, true); } - // Used also by DOTweenAnimationInspector when applying runtime changes and restarting - /// - /// Creates the tween manually (called automatically if AutoGenerate is set in the Inspector) - /// from its target's current value. - /// - /// If TRUE and an existing tween was already created (and not killed), kills it and recreates it with the current - /// parameters. Otherwise, if a tween already exists, does nothing. - /// If TRUE also plays the tween, otherwise only creates it - public void CreateTween(bool regenerateIfExists = false, bool andPlay = true) - { - if (!isValid) { - if (regenerateIfExists) { // Called manually: warn users - Debug.LogWarning(string.Format("{0} :: This DOTweenAnimation isn't valid and its tween won't be created", this.gameObject.name), this.gameObject); - } - return; - } - if (tween != null) { - if (tween.active) { - if (regenerateIfExists) tween.Kill(); - else return; - } - tween = null; - } - -// if (target == null) { -// Debug.LogWarning(string.Format("{0} :: This DOTweenAnimation's target is NULL, because the animation was created with a DOTween Pro version older than 0.9.255. To fix this, exit Play mode then simply select this object, and it will update automatically", this.gameObject.name), this.gameObject); -// return; -// } - - GameObject tweenGO = GetTweenGO(); - if (target == null || tweenGO == null) { - if (targetIsSelf && target == null) { - // Old error caused during upgrade from DOTween Pro 0.9.255 - Debug.LogWarning(string.Format("{0} :: This DOTweenAnimation's target is NULL, because the animation was created with a DOTween Pro version older than 0.9.255. To fix this, exit Play mode then simply select this object, and it will update automatically", this.gameObject.name), this.gameObject); - } else { - // Missing non-self target - Debug.LogWarning(string.Format("{0} :: This DOTweenAnimation's target/GameObject is unset: the tween will not be created.", this.gameObject.name), this.gameObject); - } - return; - } - - if (forcedTargetType != TargetType.Unset) targetType = forcedTargetType; - if (targetType == TargetType.Unset) { - // Legacy DOTweenAnimation (made with a version older than 0.9.450) without stored targetType > assign it now - targetType = TypeToDOTargetType(target.GetType()); - } - - switch (animationType) { - case AnimationType.None: - break; - case AnimationType.Move: - if (useTargetAsV3) { - isRelative = false; - if (endValueTransform == null) { - Debug.LogWarning(string.Format("{0} :: This tween's TO target is NULL, a Vector3 of (0,0,0) will be used instead", this.gameObject.name), this.gameObject); - endValueV3 = Vector3.zero; - } else { -#if true // UI_MARKER - if (targetType == TargetType.RectTransform) { - RectTransform endValueT = endValueTransform as RectTransform; - if (endValueT == null) { - Debug.LogWarning(string.Format("{0} :: This tween's TO target should be a RectTransform, a Vector3 of (0,0,0) will be used instead", this.gameObject.name), this.gameObject); - endValueV3 = Vector3.zero; - } else { - RectTransform rTarget = target as RectTransform; - if (rTarget == null) { - Debug.LogWarning(string.Format("{0} :: This tween's target and TO target are not of the same type. Please reassign the values", this.gameObject.name), this.gameObject); - } else { - // Problem: doesn't work inside Awake (ararargh!) - endValueV3 = DOTweenModuleUI.Utils.SwitchToRectTransform(endValueT, rTarget); - } - } - } else -#endif - endValueV3 = endValueTransform.position; - } - } - switch (targetType) { - case TargetType.Transform: - tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0); - break; - case TargetType.RectTransform: -#if true // UI_MARKER - tween = ((RectTransform)target).DOAnchorPos3D(endValueV3, duration, optionalBool0); -#else - tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0); -#endif - break; - case TargetType.Rigidbody: -#if true // PHYSICS_MARKER - tween = ((Rigidbody)target).DOMove(endValueV3, duration, optionalBool0); -#else - tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0); -#endif - break; - case TargetType.Rigidbody2D: -#if true // PHYSICS2D_MARKER - tween = ((Rigidbody2D)target).DOMove(endValueV3, duration, optionalBool0); -#else - tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0); -#endif - break; - } - break; - case AnimationType.LocalMove: - tween = tweenGO.transform.DOLocalMove(endValueV3, duration, optionalBool0); - break; - case AnimationType.Rotate: - switch (targetType) { - case TargetType.Transform: - tween = ((Transform)target).DORotate(endValueV3, duration, optionalRotationMode); - break; - case TargetType.Rigidbody: -#if true // PHYSICS_MARKER - tween = ((Rigidbody)target).DORotate(endValueV3, duration, optionalRotationMode); -#else - tween = ((Transform)target).DORotate(endValueV3, duration, optionalRotationMode); -#endif - break; - case TargetType.Rigidbody2D: -#if true // PHYSICS2D_MARKER - tween = ((Rigidbody2D)target).DORotate(endValueFloat, duration); -#else - tween = ((Transform)target).DORotate(endValueV3, duration, optionalRotationMode); -#endif - break; - } - break; - case AnimationType.LocalRotate: - tween = tweenGO.transform.DOLocalRotate(endValueV3, duration, optionalRotationMode); - break; - case AnimationType.Scale: - switch (targetType) { -#if false // TK2D_MARKER - case TargetType.tk2dTextMesh: - tween = ((tk2dTextMesh)target).DOScale(optionalBool0 ? new Vector3(endValueFloat, endValueFloat, endValueFloat) : endValueV3, duration); - break; - case TargetType.tk2dBaseSprite: - tween = ((tk2dBaseSprite)target).DOScale(optionalBool0 ? new Vector3(endValueFloat, endValueFloat, endValueFloat) : endValueV3, duration); - break; -#endif - default: - tween = tweenGO.transform.DOScale(optionalBool0 ? new Vector3(endValueFloat, endValueFloat, endValueFloat) : endValueV3, duration); - break; - } - break; -#if true // UI_MARKER - case AnimationType.UIWidthHeight: - tween = ((RectTransform)target).DOSizeDelta(optionalBool0 ? new Vector2(endValueFloat, endValueFloat) : endValueV2, duration); - break; - case AnimationType.FillAmount: - tween = ((Image)target).DOFillAmount(endValueFloat, duration); - break; -#endif - case AnimationType.Color: - isRelative = false; - switch (targetType) { - case TargetType.Renderer: - tween = ((Renderer)target).material.DOColor(endValueColor, duration); - break; - case TargetType.Light: - tween = ((Light)target).DOColor(endValueColor, duration); - break; -#if true // SPRITE_MARKER - case TargetType.SpriteRenderer: - tween = ((SpriteRenderer)target).DOColor(endValueColor, duration); - break; -#endif -#if true // UI_MARKER - case TargetType.Image: - tween = ((Graphic)target).DOColor(endValueColor, duration); - break; - case TargetType.Text: - tween = ((Text)target).DOColor(endValueColor, duration); - break; -#endif -#if false // TK2D_MARKER - case TargetType.tk2dTextMesh: - tween = ((tk2dTextMesh)target).DOColor(endValueColor, duration); - break; - case TargetType.tk2dBaseSprite: - tween = ((tk2dBaseSprite)target).DOColor(endValueColor, duration); - break; -#endif -#if false // TEXTMESHPRO_MARKER - case TargetType.TextMeshProUGUI: - tween = ((TextMeshProUGUI)target).DOColor(endValueColor, duration); - break; - case TargetType.TextMeshPro: - tween = ((TextMeshPro)target).DOColor(endValueColor, duration); - break; -#endif - } - break; - case AnimationType.Fade: - isRelative = false; - switch (targetType) { - case TargetType.Renderer: - tween = ((Renderer)target).material.DOFade(endValueFloat, duration); - break; - case TargetType.Light: - tween = ((Light)target).DOIntensity(endValueFloat, duration); - break; -#if true // SPRITE_MARKER - case TargetType.SpriteRenderer: - tween = ((SpriteRenderer)target).DOFade(endValueFloat, duration); - break; -#endif -#if true // UI_MARKER - case TargetType.Image: - tween = ((Graphic)target).DOFade(endValueFloat, duration); - break; - case TargetType.Text: - tween = ((Text)target).DOFade(endValueFloat, duration); - break; - case TargetType.CanvasGroup: - tween = ((CanvasGroup)target).DOFade(endValueFloat, duration); - break; -#endif -#if false // TK2D_MARKER - case TargetType.tk2dTextMesh: - tween = ((tk2dTextMesh)target).DOFade(endValueFloat, duration); - break; - case TargetType.tk2dBaseSprite: - tween = ((tk2dBaseSprite)target).DOFade(endValueFloat, duration); - break; -#endif -#if false // TEXTMESHPRO_MARKER - case TargetType.TextMeshProUGUI: - tween = ((TextMeshProUGUI)target).DOFade(endValueFloat, duration); - break; - case TargetType.TextMeshPro: - tween = ((TextMeshPro)target).DOFade(endValueFloat, duration); - break; -#endif - } - break; - case AnimationType.Text: -#if true // UI_MARKER - switch (targetType) { - case TargetType.Text: - tween = ((Text)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); - break; - } -#endif -#if false // TK2D_MARKER - switch (targetType) { - case TargetType.tk2dTextMesh: - tween = ((tk2dTextMesh)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); - break; - } -#endif -#if false // TEXTMESHPRO_MARKER - switch (targetType) { - case TargetType.TextMeshProUGUI: - tween = ((TextMeshProUGUI)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); - break; - case TargetType.TextMeshPro: - tween = ((TextMeshPro)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString); - break; - } -#endif - break; - case AnimationType.PunchPosition: - switch (targetType) { - case TargetType.Transform: - tween = ((Transform)target).DOPunchPosition(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0); - break; -#if true // UI_MARKER - case TargetType.RectTransform: - tween = ((RectTransform)target).DOPunchAnchorPos(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0); - break; -#endif - } - break; - case AnimationType.PunchScale: - tween = tweenGO.transform.DOPunchScale(endValueV3, duration, optionalInt0, optionalFloat0); - break; - case AnimationType.PunchRotation: - tween = tweenGO.transform.DOPunchRotation(endValueV3, duration, optionalInt0, optionalFloat0); - break; - case AnimationType.ShakePosition: - switch (targetType) { - case TargetType.Transform: - tween = ((Transform)target).DOShakePosition(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0, optionalBool1, optionalShakeRandomnessMode); - break; -#if true // UI_MARKER - case TargetType.RectTransform: - tween = ((RectTransform)target).DOShakeAnchorPos(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0, optionalBool1, optionalShakeRandomnessMode); - break; -#endif - } - break; - case AnimationType.ShakeScale: - tween = tweenGO.transform.DOShakeScale(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool1, optionalShakeRandomnessMode); - break; - case AnimationType.ShakeRotation: - tween = tweenGO.transform.DOShakeRotation(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool1, optionalShakeRandomnessMode); - break; - case AnimationType.CameraAspect: - tween = ((Camera)target).DOAspect(endValueFloat, duration); - break; - case AnimationType.CameraBackgroundColor: - tween = ((Camera)target).DOColor(endValueColor, duration); - break; - case AnimationType.CameraFieldOfView: - tween = ((Camera)target).DOFieldOfView(endValueFloat, duration); - break; - case AnimationType.CameraOrthoSize: - tween = ((Camera)target).DOOrthoSize(endValueFloat, duration); - break; - case AnimationType.CameraPixelRect: - tween = ((Camera)target).DOPixelRect(endValueRect, duration); - break; - case AnimationType.CameraRect: - tween = ((Camera)target).DORect(endValueRect, duration); - break; - } - - if (tween == null) return; - - // Created - - if (isFrom) { - ((Tweener)tween).From(isRelative); - } else { - tween.SetRelative(isRelative); - } - GameObject setTarget = GetTweenTarget(); - tween.SetTarget(setTarget).SetDelay(delay).SetLoops(loops, loopType).SetAutoKill(autoKill) - .OnKill(()=> tween = null); - if (isSpeedBased) tween.SetSpeedBased(); - if (easeType == Ease.INTERNAL_Custom) tween.SetEase(easeCurve); - else tween.SetEase(easeType); - if (!string.IsNullOrEmpty(id)) tween.SetId(id); - tween.SetUpdate(isIndependentUpdate); - - if (hasOnStart) { - if (onStart != null) tween.OnStart(onStart.Invoke); - } else onStart = null; - if (hasOnPlay) { - if (onPlay != null) tween.OnPlay(onPlay.Invoke); - } else onPlay = null; - if (hasOnUpdate) { - if (onUpdate != null) tween.OnUpdate(onUpdate.Invoke); - } else onUpdate = null; - if (hasOnStepComplete) { - if (onStepComplete != null) tween.OnStepComplete(onStepComplete.Invoke); - } else onStepComplete = null; - if (hasOnComplete) { - if (onComplete != null) tween.OnComplete(onComplete.Invoke); - } else onComplete = null; - if (hasOnRewind) { - if (onRewind != null) tween.OnRewind(onRewind.Invoke); - } else onRewind = null; - - if (andPlay) tween.Play(); - else tween.Pause(); - - if (hasOnTweenCreated && onTweenCreated != null) onTweenCreated.Invoke(); - } - - #endregion - - #region Public Methods - - #region Special - - /// - /// Returns the tweens (if generated and not killed) created by all DOTweenAnimations on this gameObject, - /// in the same order as they appear in the Inspector (top to bottom). - /// Note that a tween is generated inside the Awake call (except RectTransform tweens which are generated inside Start), - /// so this method won't return them before that - /// - public List GetTweens() - { - List result = new List(); - DOTweenAnimation[] anims = this.GetComponents(); - foreach (DOTweenAnimation anim in anims) { - if (anim.tween != null && anim.tween.active) result.Add(anim.tween); - } - return result; - } - - /// - /// Sets the animation target (which must be of the same type of the one set in the Inspector). - /// This is useful if you want to change it BEFORE this - /// creates a tween, while after that it won't have any effect. - /// Consider that a creates its tween inside its Awake (except for special tweens), - /// so you will need to sure your code runs before this object's Awake (via ScriptExecutionOrder or enabling/disabling methods) - /// - /// - /// New target for the animation (must be of the same type of the previous one) - /// If TRUE also uses tweenTarget's gameObject when settings the target-ID of the tween - /// (which is used with DOPlay/DORestart/etc to apply the same operation on all tweens that have the same target-id). - /// You should usually leave this to TRUE if you change the target. - /// - public void SetAnimationTarget(Component tweenTarget, bool useTweenTargetGameObjectForGroupOperations = true) - { - TargetType newTargetType = TypeToDOTargetType(target.GetType()); - if (newTargetType != targetType) { - Debug.LogError("DOTweenAnimation ► SetAnimationTarget: the new target is of a different type from the one set in the Inspector"); - return; - } - target = tweenTarget; - targetGO = target.gameObject; - tweenTargetIsTargetGO = useTweenTargetGameObjectForGroupOperations; - } - - #endregion - - /// - /// Plays all tweens whose target-id is the same as the one set by this animation - /// - public override void DOPlay() - { - DOTween.Play(GetTweenTarget()); - } - - /// - /// Plays backwards all tweens whose target-id is the same as the one set by this animation - /// - public override void DOPlayBackwards() - { - DOTween.PlayBackwards(GetTweenTarget()); - } - - /// - /// Plays foward all tweens whose target-id is the same as the one set by this animation - /// - public override void DOPlayForward() - { - DOTween.PlayForward(GetTweenTarget()); - } - - /// - /// Pauses all tweens whose target-id is the same as the one set by this animation - /// - public override void DOPause() - { - DOTween.Pause(GetTweenTarget()); - } - - /// - /// Pauses/unpauses (depending on the current state) all tweens whose target-id is the same as the one set by this animation - /// - public override void DOTogglePause() - { - DOTween.TogglePause(GetTweenTarget()); - } - - /// - /// Rewinds all tweens created by this animation in the correct order - /// - public override void DORewind() - { - _playCount = -1; - // Rewind using Components order (in case there are multiple animations on the same property) - DOTweenAnimation[] anims = this.gameObject.GetComponents(); - for (int i = anims.Length - 1; i > -1; --i) { - Tween t = anims[i].tween; - if (t != null && t.IsInitialized()) anims[i].tween.Rewind(); - } - // DOTween.Rewind(GetTweenTarget()); - } - - /// - /// Restarts all tweens whose target-id is the same as the one set by this animation - /// - public override void DORestart() - { DORestart(false); } - /// - /// Restarts all tweens whose target-id is the same as the one set by this animation - /// - /// If TRUE, re-evaluates the tween's start and end values from its current position. - /// Set it to TRUE when spawning the same DOTweenAnimation in different positions (like when using a pooling system) - public override void DORestart(bool fromHere) - { - _playCount = -1; - if (tween == null) { - if (Debugger.logPriority > 1) Debugger.LogNullTween(tween); return; - } - if (fromHere && isRelative) ReEvaluateRelativeTween(); - DOTween.Restart(GetTweenTarget()); - } - - /// - /// Completes all tweens whose target-id is the same as the one set by this animation - /// - public override void DOComplete() - { - DOTween.Complete(GetTweenTarget()); - } - - /// - /// Sends to the given time (and pauses) all the tweens whose target-id is the one set by this animation - /// - /// Time to send the tween to - public override void DOGotoAndPause(float time) - { DOGoto(time, false); } - /// - /// Sends to the given time (and plays) all the tweens whose target-id is the one set by this animation - /// - /// Time to send the tween to - public override void DOGotoAndPlay(float time) - { DOGoto(time, true); } - void DOGoto(float time, bool andPlay) - { - _tmpTweens.Clear(); - DOTween.TweensByTarget(GetTweenTarget(), false, _tmpTweens); - int len = _tmpTweens.Count; - if (len == 0) { - Debugger.LogWarning((andPlay ? "DOGotoAndPlay" : "DoGotoAndPause") + " ► tween doesn't exist"); - } else { - for (int i = 0; i < _tmpTweens.Count; ++i) { - _tmpTweens[i].Goto(time, andPlay); - } - } - _tmpTweens.Clear(); - } - - /// - /// Kills all tweens whose target-id is the same as the one set by this animation - /// - public override void DOKill() - { - DOTween.Kill(GetTweenTarget()); - tween = null; - } - - #region Specifics - - /// - /// Plays all tweens with the given ID and whose target-id is the same as the one set by this animation - /// - public void DOPlayById(string id) - { - DOTween.Play(GetTweenTarget(), id); - } - /// - /// Plays all tweens with the given ID (regardless of their target gameObject) - /// - public void DOPlayAllById(string id) - { - DOTween.Play(id); - } - - /// - /// Pauses all tweens that with the given ID (regardless of their target gameObject) - /// - public void DOPauseAllById(string id) - { - DOTween.Pause(id); - } - - /// - /// Plays backwards all tweens with the given ID and whose target-id is the same as the one set by this animation - /// - public void DOPlayBackwardsById(string id) - { - DOTween.PlayBackwards(GetTweenTarget(), id); - } - /// - /// Plays backwards all tweens with the given ID (regardless of their target gameObject) - /// - public void DOPlayBackwardsAllById(string id) - { - DOTween.PlayBackwards(id); - } - - /// - /// Plays forward all tweens with the given ID and whose target-id is the same as the one set by this animation - /// - public void DOPlayForwardById(string id) - { - DOTween.PlayForward(GetTweenTarget(), id); - } - /// - /// Plays forward all tweens with the given ID (regardless of their target gameObject) - /// - public void DOPlayForwardAllById(string id) - { - DOTween.PlayForward(id); - } - - /// - /// Plays the next animation on this animation's gameObject (if any) - /// - public void DOPlayNext() - { - DOTweenAnimation[] anims = this.GetComponents(); - while (_playCount < anims.Length - 1) { - _playCount++; - DOTweenAnimation anim = anims[_playCount]; - if (anim != null && anim.tween != null && anim.tween.active && !anim.tween.IsPlaying() && !anim.tween.IsComplete()) { - anim.tween.Play(); - break; - } - } - } - - /// - /// Rewinds all tweens with the given ID and whose target-id is the same as the one set by this animation, - /// then plays the next animation on this animation's gameObject (if any) - /// - public void DORewindAndPlayNext() - { - _playCount = -1; - DOTween.Rewind(GetTweenTarget()); - DOPlayNext(); - } - - /// - /// Rewinds all tweens with the given ID (regardless of their target gameObject) - /// - public void DORewindAllById(string id) - { - _playCount = -1; - DOTween.Rewind(id); - } - - /// - /// Restarts all tweens with the given ID and whose target-id is the same as the one set by this animation - /// - public void DORestartById(string id) - { - _playCount = -1; - DOTween.Restart(GetTweenTarget(), id); - } - /// - /// Restarts all tweens with the given ID (regardless of their target gameObject) - /// - public void DORestartAllById(string id) - { - _playCount = -1; - DOTween.Restart(id); - } - - /// - /// Kills all tweens with the given ID and whose target-id is the same as the one set by this animation - /// - public void DOKillById(string id) - { - DOTween.Kill(GetTweenTarget(), id); - } - /// - /// Kills all tweens with the given ID (regardless of their target gameObject) - /// - public void DOKillAllById(string id) - { - DOTween.Kill(id); - } - - #endregion - - #region Internal (also used by Inspector) - - public static TargetType TypeToDOTargetType(Type t) - { - string str = t.ToString(); - int dotIndex = str.LastIndexOf("."); - if (dotIndex != -1) str = str.Substring(dotIndex + 1); - if (str.IndexOf("Renderer") != -1 && (str != "SpriteRenderer")) str = "Renderer"; -//#if true // PHYSICS_MARKER -// if (str == "Rigidbody") str = "Transform"; -//#endif -//#if true // PHYSICS2D_MARKER -// if (str == "Rigidbody2D") str = "Transform"; -//#endif -#if true // UI_MARKER -// if (str == "RectTransform") str = "Transform"; - if (str == "RawImage" || str == "Graphic") str = "Image"; // RawImages/Graphics are managed like Images for DOTweenAnimation (color and fade use Graphic target anyway) -#endif - return (TargetType)Enum.Parse(typeof(TargetType), str); - } - - // Editor preview system - /// - /// Previews the tween in the editor. Only for DOTween internal usage: don't use otherwise. - /// - public Tween CreateEditorPreview() - { - if (Application.isPlaying) return null; - - // CHANGE: first param switched to TRUE otherwise changing an animation and replaying in editor would still play old one - CreateTween(true, autoPlay); - return tween; - } - - #endregion - - #endregion - - #region Private - - /// - /// Returns the gameObject whose target component should be animated - /// - /// - GameObject GetTweenGO() - { - return targetIsSelf ? this.gameObject : targetGO; - } - - /// - /// Returns the GameObject which should be used/retrieved for SetTarget - /// - GameObject GetTweenTarget() - { - return targetIsSelf || !tweenTargetIsTargetGO ? this.gameObject : targetGO; - } - - // Re-evaluate relative position of path - void ReEvaluateRelativeTween() - { - GameObject tweenGO = GetTweenGO(); - if (tweenGO == null) { - Debug.LogWarning(string.Format("{0} :: This DOTweenAnimation's target/GameObject is unset: the tween will not be created.", this.gameObject.name), this.gameObject); - return; - } - if (animationType == AnimationType.Move) { - ((Tweener)tween).ChangeEndValue(tweenGO.transform.position + endValueV3, true); - } else if (animationType == AnimationType.LocalMove) { - ((Tweener)tween).ChangeEndValue(tweenGO.transform.localPosition + endValueV3, true); - } - } - - #endregion - } - - public static class DOTweenAnimationExtensions - { -// // Doesn't work on Win 8.1 -// public static bool IsSameOrSubclassOf(this Type t, Type tBase) -// { -// return t.IsSubclassOf(tBase) || t == tBase; -// } - - public static bool IsSameOrSubclassOf(this Component t) - { - return t is T; - } - } -} diff --git a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenAnimation.cs.meta b/Assets/Plugins/Demigiant/DOTweenPro/DOTweenAnimation.cs.meta deleted file mode 100644 index a10ceea..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenAnimation.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4d0390bd8b8ffd640b34fe25065ff1df -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenDeAudio.cs b/Assets/Plugins/Demigiant/DOTweenPro/DOTweenDeAudio.cs deleted file mode 100644 index 8763395..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenDeAudio.cs +++ /dev/null @@ -1,9 +0,0 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2015/03/27 19:02 -// -// License Copyright (c) Daniele Giardini. -// This work is subject to the terms at http://dotween.demigiant.com/license.php - - -#if false // MODULE_MARKER -#endif diff --git a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenDeAudio.cs.meta b/Assets/Plugins/Demigiant/DOTweenPro/DOTweenDeAudio.cs.meta deleted file mode 100644 index 32c1ec8..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenDeAudio.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 1d1aa01bacf85c04ea18116651a7f0db -timeCreated: 1587116610 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenDeUnityExtended.cs b/Assets/Plugins/Demigiant/DOTweenPro/DOTweenDeUnityExtended.cs deleted file mode 100644 index 8763395..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenDeUnityExtended.cs +++ /dev/null @@ -1,9 +0,0 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2015/03/27 19:02 -// -// License Copyright (c) Daniele Giardini. -// This work is subject to the terms at http://dotween.demigiant.com/license.php - - -#if false // MODULE_MARKER -#endif diff --git a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenDeUnityExtended.cs.meta b/Assets/Plugins/Demigiant/DOTweenPro/DOTweenDeUnityExtended.cs.meta deleted file mode 100644 index 9cba4ea..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenDeUnityExtended.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 0a0cc3e90c4a6ea41bb14d7f35c577c3 -timeCreated: 1587116610 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenPro.XML b/Assets/Plugins/Demigiant/DOTweenPro/DOTweenPro.XML deleted file mode 100644 index ac7f862..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenPro.XML +++ /dev/null @@ -1,80 +0,0 @@ - - - - DOTweenPro - - - - - Restarts the tween - - - - - Restarts the tween - - If TRUE, re-evaluates the tween's start and end values from its current position. - Set it to TRUE when spawning the same DOTweenPath in different positions (like when using a pooling system) - - - - Attach this to a GameObject to create and assign a path to it - - - - Used internally by the editor - - - - Restarts the tween - - - - - Restarts the tween - - If TRUE, re-evaluates the tween's start and end values from its current position. - Set it to TRUE when spawning the same DOTweenPath in different positions (like when using a pooling system) - - - - Sends the tween to the given time then pauses it - - Time to send the tween to - - - - Sends the tween to the given time then plays it - - Time to send the tween to - - - - Kills all tweens (path/animations/etc.) with the given ID (regardless of their target gameObject) - - - - - Returns a list of points that are used to draw the path inside the editor, - or NULL if the path hasn't been initialized yet or if its tween has been killed - - - - - Tweens a Vector3 along a spiral. - EndValue represents the direction of the spiral - - - - - Spiral tween mode - - - - The spiral motion will expand outwards for the whole the tween - - - The spiral motion will expand outwards for half the tween and then will spiral back to the starting position - - - diff --git a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenPro.XML.meta b/Assets/Plugins/Demigiant/DOTweenPro/DOTweenPro.XML.meta deleted file mode 100644 index ddc78e5..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenPro.XML.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: db7d7ef84c388bc4fbc3835d31a15306 -TextScriptImporter: - userData: diff --git a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenPro.dll b/Assets/Plugins/Demigiant/DOTweenPro/DOTweenPro.dll deleted file mode 100644 index 1c37602..0000000 Binary files a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenPro.dll and /dev/null differ diff --git a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenPro.dll.meta b/Assets/Plugins/Demigiant/DOTweenPro/DOTweenPro.dll.meta deleted file mode 100644 index 9ecbfd3..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenPro.dll.meta +++ /dev/null @@ -1,22 +0,0 @@ -fileFormatVersion: 2 -guid: aa0b1eebb5db27a419fa4564bbe5c9c5 -PluginImporter: - serializedVersion: 1 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - platformData: - Any: - enabled: 1 - settings: {} - Editor: - enabled: 0 - settings: - DefaultValueInitialized: true - WindowsStoreApps: - enabled: 0 - settings: - CPU: AnyCPU - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenProShortcuts.cs b/Assets/Plugins/Demigiant/DOTweenPro/DOTweenProShortcuts.cs deleted file mode 100644 index 4864309..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenProShortcuts.cs +++ /dev/null @@ -1,90 +0,0 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2018/07/13 - -using System; -using DG.Tweening.Core; -using DG.Tweening.Plugins; -using UnityEngine; - -#pragma warning disable 1591 -namespace DG.Tweening -{ - public static class DOTweenProShortcuts - { - static DOTweenProShortcuts() - { - // Create stub instances of custom plugins, in order to allow IL2CPP to understand they must be included in the build -#pragma warning disable 219 - SpiralPlugin stub = new SpiralPlugin(); -#pragma warning restore 219 - } - - #region Shortcuts - - #region Transform - - /// Tweens a Transform's localPosition in a spiral shape. - /// Also stores the transform as the tween's target so it can be used for filtered operations - /// The duration of the tween - /// The axis around which the spiral will rotate - /// The type of spiral movement - /// Speed of the rotations - /// Frequency of the rotation. Lower values lead to wider spirals - /// Indicates how much the tween should move along the spiral's axis - /// If TRUE the tween will smoothly snap all values to integers - public static Tweener DOSpiral( - this Transform target, float duration, Vector3? axis = null, SpiralMode mode = SpiralMode.Expand, - float speed = 1, float frequency = 10, float depth = 0, bool snapping = false - ) { - if (Mathf.Approximately(speed, 0)) speed = 1; - if (axis == null || axis == Vector3.zero) axis = Vector3.forward; - - TweenerCore t = DOTween.To(SpiralPlugin.Get(), () => target.localPosition, x => target.localPosition = x, (Vector3)axis, duration) - .SetTarget(target); - - t.plugOptions.mode = mode; - t.plugOptions.speed = speed; - t.plugOptions.frequency = frequency; - t.plugOptions.depth = depth; - t.plugOptions.snapping = snapping; - return t; - } - - #endregion - -#if true // PHYSICS_MARKER - #region Rigidbody - - /// Tweens a Rigidbody's position in a spiral shape. - /// Also stores the transform as the tween's target so it can be used for filtered operations - /// The duration of the tween - /// The axis around which the spiral will rotate - /// The type of spiral movement - /// Speed of the rotations - /// Frequency of the rotation. Lower values lead to wider spirals - /// Indicates how much the tween should move along the spiral's axis - /// If TRUE the tween will smoothly snap all values to integers - public static Tweener DOSpiral( - this Rigidbody target, float duration, Vector3? axis = null, SpiralMode mode = SpiralMode.Expand, - float speed = 1, float frequency = 10, float depth = 0, bool snapping = false - ) { - if (Mathf.Approximately(speed, 0)) speed = 1; - if (axis == null || axis == Vector3.zero) axis = Vector3.forward; - - TweenerCore t = DOTween.To(SpiralPlugin.Get(), () => target.position, target.MovePosition, (Vector3)axis, duration) - .SetTarget(target); - - t.plugOptions.mode = mode; - t.plugOptions.speed = speed; - t.plugOptions.frequency = frequency; - t.plugOptions.depth = depth; - t.plugOptions.snapping = snapping; - return t; - } - - #endregion -#endif - - #endregion - } -} diff --git a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenProShortcuts.cs.meta b/Assets/Plugins/Demigiant/DOTweenPro/DOTweenProShortcuts.cs.meta deleted file mode 100644 index bc6e863..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenProShortcuts.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 1c3190a1a1c53f449926f6d5542b4ce5 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs b/Assets/Plugins/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs deleted file mode 100644 index d156145..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs +++ /dev/null @@ -1,1037 +0,0 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2015/03/27 19:02 -// -// License Copyright (c) Daniele Giardini. -// This work is subject to the terms at http://dotween.demigiant.com/license.php - - -#if false // MODULE_MARKER -using System; -using System.Globalization; -using System.Collections.Generic; -using DG.Tweening.Core; -using DG.Tweening.Plugins.Options; -using UnityEngine; -using TMPro; -using Object = UnityEngine.Object; - -namespace DG.Tweening -{ - public enum TMPSkewSpanMode - { - /// Applies the skew as-is (like normal skew works): the longer the text-span the higher the last character will be - Default, - /// Applies the skew scaled by the size of the text-span: the max skew/displacement will be the given skew factor - AsMaxSkewFactor - } - - /// - /// Methods that extend TMP_Text objects and allow to directly create and control tweens from their instances. - /// - public static class ShortcutExtensionsTMPText - { - #region Colors - - /// Tweens a TextMeshPro's color to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOColor(this TMP_Text target, Color endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a TextMeshPro's faceColor to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOFaceColor(this TMP_Text target, Color32 endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.faceColor, x => target.faceColor = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a TextMeshPro's outlineColor to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOOutlineColor(this TMP_Text target, Color32 endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.outlineColor, x => target.outlineColor = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a TextMeshPro's glow color to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE will use the fontSharedMaterial instead than the fontMaterial - public static TweenerCore DOGlowColor(this TMP_Text target, Color endValue, float duration, bool useSharedMaterial = false) - { - TweenerCore t = useSharedMaterial - ? target.fontSharedMaterial.DOColor(endValue, "_GlowColor", duration) - : target.fontMaterial.DOColor(endValue, "_GlowColor", duration); - t.SetTarget(target); - return t; - } - - /// Tweens a TextMeshPro's alpha color to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOFade(this TMP_Text target, float endValue, float duration) - { - TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a TextMeshPro faceColor's alpha to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOFaceFade(this TMP_Text target, float endValue, float duration) - { - TweenerCore t = DOTween.ToAlpha(() => target.faceColor, x => target.faceColor = x, endValue, duration); - t.SetTarget(target); - return t; - } - - #endregion - - #region Other - - /// Tweens a TextMeshPro's scale to the given value (using correct uniform scale as TMP requires). - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOScale(this TMP_Text target, float endValue, float duration) - { - Transform trans = target.transform; - Vector3 endValueV3 = new Vector3(endValue, endValue, endValue); - TweenerCore t = DOTween.To(() => trans.localScale, x => trans.localScale = x, endValueV3, duration); - t.SetTarget(target); - return t; - } - - /// - /// Tweens a TextMeshPro's text from one integer to another, with options for thousands separators - /// - /// The value to start from - /// The end value to reach - /// The duration of the tween - /// If TRUE (default) also adds thousands separators - /// The to use (InvariantCulture if NULL) - public static TweenerCore DOCounter( - this TMP_Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null - ){ - int v = fromValue; - CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture; - TweenerCore t = DOTween.To(() => v, x => { - v = x; - target.text = addThousandsSeparator - ? v.ToString("N0", cInfo) - : v.ToString(); - }, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a TextMeshPro's fontSize to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOFontSize(this TMP_Text target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.fontSize, x => target.fontSize = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a TextMeshPro's maxVisibleCharacters to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOMaxVisibleCharacters(this TMP_Text target, int endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.maxVisibleCharacters, x => target.maxVisibleCharacters = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a TextMeshPro's text to the given value. - /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations - /// The end string to tween toThe duration of the tween - /// If TRUE (default), rich text will be interpreted correctly while animated, - /// otherwise all tags will be considered as normal text - /// The type of scramble mode to use, if any - /// A string containing the characters to use for scrambling. - /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. - /// Leave it to NULL (default) to use default ones - public static TweenerCore DOText(this TMP_Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) - { - TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration); - t.SetOptions(richTextEnabled, scrambleMode, scrambleChars) - .SetTarget(target); - return t; - } - - #endregion - } - - #region DOTweenTMPAnimator - - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - // ███ CLASS ███████████████████████████████████████████████████████████████████████████████████████████████████████████ - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - - /// - /// Wrapper for objects that enables per-character tweening - /// (you don't need this if instead you want to animate the whole text object). - /// It also contains various handy methods to simply deform text without animating it ;) - /// EXAMPLE: - /// DOTweenTMPAnimator animator = new DOTweenTMPAnimator(myTextMeshProTextField); - /// Tween tween = animator.DOCharScale(characterIndex, scaleValue, duration); - /// - /// - public class DOTweenTMPAnimator : IDisposable - { - static readonly Dictionary _targetToAnimator = new Dictionary(); - - /// that this animator is linked to - public TMP_Text target { get; private set; } - public TMP_TextInfo textInfo { get; private set; } - readonly List _charTransforms = new List(); - TMP_MeshInfo[] _cachedMeshInfos; - bool _ignoreTextChangedEvent; - - /// - /// Creates a new instance of the , which is necessary to animate by single characters. - /// If a already exists for the same object it will be disposed - /// (but not its tweens, those you will have to kill manually). - /// If you want to animate the whole text object you don't need this, and you can use direct DO shortcuts instead. - /// IMPORTANT: the target must have been enabled/activated at least once before you can use it with this - /// - /// The that will be linked to this animator - public DOTweenTMPAnimator(TMP_Text target) - { - if (target == null) { - Debugger.LogError("DOTweenTMPAnimator target can't be null"); - return; - } - if (!target.gameObject.activeInHierarchy) { - Debugger.LogError("You can't create a DOTweenTMPAnimator if its target is disabled"); - return; - } - // Verify that there's no other animators for the same target, and in case dispose them - if (_targetToAnimator.ContainsKey(target)) { - if (Debugger.logPriority >= 2) { - Debugger.Log(string.Format( - "A DOTweenTMPAnimator for \"{0}\" already exists: disposing it because you can't have more than one DOTweenTMPAnimator" + - " for the same TextMesh Pro object. If you have tweens running on the disposed DOTweenTMPAnimator you should kill them manually", - target - )); - } - _targetToAnimator[target].Dispose(); - _targetToAnimator.Remove(target); - } - // - this.target = target; - _targetToAnimator.Add(target, this); - Refresh(); - // Listeners - TMPro_EventManager.TEXT_CHANGED_EVENT.Add(OnTextChanged); - } - - /// - /// If a instance exists for the given target disposes it - /// - public static void DisposeInstanceFor(TMP_Text target) - { - if (!_targetToAnimator.ContainsKey(target)) return; - _targetToAnimator[target].Dispose(); - _targetToAnimator.Remove(target); - } - - /// - /// Clears and disposes of this object - /// - public void Dispose() - { - target = null; - _charTransforms.Clear(); - textInfo = null; - _cachedMeshInfos = null; - TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(OnTextChanged); - } - - /// - /// Refreshes the animator text data and resets all transformation data. Call this after you change the target - /// - public void Refresh() - { - _ignoreTextChangedEvent = true; - target.ForceMeshUpdate(true); - textInfo = target.textInfo; - _cachedMeshInfos = textInfo.CopyMeshInfoVertexData(); - int totChars = textInfo.characterCount; - int totCurrent = _charTransforms.Count; - if (totCurrent > totChars) { - _charTransforms.RemoveRange(totChars, totCurrent - totChars); - totCurrent = totChars; - } - for (int i = 0; i < totCurrent; ++i) { - CharTransform c = _charTransforms[i]; - c.ResetTransformationData(); - c.Refresh(textInfo, _cachedMeshInfos); - _charTransforms[i] = c; - } - for (int i = totCurrent; i < totChars; ++i) _charTransforms.Add(new CharTransform(i, textInfo, _cachedMeshInfos)); - _ignoreTextChangedEvent = false; - } - - /// - /// Resets all deformations - /// - public void Reset() - { - int totCurrent = _charTransforms.Count; - for (int i = 0; i < totCurrent; ++i) _charTransforms[i].ResetAll(target, textInfo.meshInfo, _cachedMeshInfos); - } - - void OnTextChanged(Object obj) - { - if (_ignoreTextChangedEvent || target == null || obj != target) return; - Refresh(); - } - - bool ValidateChar(int charIndex, bool isTween = true) - { - if (textInfo.characterCount <= charIndex) { - Debugger.LogError(string.Format("CharIndex {0} doesn't exist", charIndex)); - return false; - } - if (!textInfo.characterInfo[charIndex].isVisible) { - if (Debugger.logPriority > 1) { - if (isTween) { - Debugger.Log(string.Format( - "CharIndex {0} isn't visible, ignoring it and returning an empty tween (TextMesh Pro will behave weirdly if invisible chars are included in the animation)", - charIndex - )); - } else { - Debugger.Log(string.Format("CharIndex {0} isn't visible, ignoring it", charIndex)); - } - } - return false; - } - return true; - } - - bool ValidateSpan(int fromCharIndex, int toCharIndex, out int firstVisibleCharIndex, out int lastVisibleCharIndex) - { - firstVisibleCharIndex = -1; // First visible/existing charIndex from given index - lastVisibleCharIndex = -1; // Last visible/existing charIndex backwards from given index - int charCount = textInfo.characterCount; - if (fromCharIndex >= charCount) return false; - if (toCharIndex >= charCount) toCharIndex = charCount - 1; - for (int i = fromCharIndex; i < toCharIndex + 1; ++i) { - if (!_charTransforms[i].isVisible) continue; - firstVisibleCharIndex = i; - break; - } - if (firstVisibleCharIndex == -1) return false; - for (int i = toCharIndex; i > firstVisibleCharIndex - 1; --i) { - if (!_charTransforms[i].isVisible) continue; - lastVisibleCharIndex = i; - break; - } - if (lastVisibleCharIndex == -1) return false; - return true; - } - - #region Word Setters - - /// - /// Skews a span of characters uniformly (like normal skew works in graphic applications) - /// - /// First char index of the span to skew - /// Last char index of the span to skew - /// Skew factor - /// If TRUE skews the top side of the span, otherwise the bottom one - public void SkewSpanX(int fromCharIndex, int toCharIndex, float skewFactor, bool skewTop = true) - { - int firstVisibleCharIndex, lastVisibleCharIndex; - if (!ValidateSpan(fromCharIndex, toCharIndex, out firstVisibleCharIndex, out lastVisibleCharIndex)) return; - for (int i = firstVisibleCharIndex; i < lastVisibleCharIndex + 1; ++i) { - if (!_charTransforms[i].isVisible) continue; - CharVertices v = _charTransforms[i].GetVertices(); - float skew = SkewCharX(i, skewFactor, skewTop); - } - } - - /// - /// Skews a span of characters uniformly (like normal skew works in graphic applications) - /// - /// First char index of the span to skew - /// Last char index of the span to skew - /// Skew factor - /// Skew mode - /// If TRUE skews the right side of the span, otherwise the left one - public void SkewSpanY( - int fromCharIndex, int toCharIndex, float skewFactor, - TMPSkewSpanMode mode = TMPSkewSpanMode.Default, bool skewRight = true - ){ - int firstVisibleCharIndex, lastVisibleCharIndex; - if (!ValidateSpan(fromCharIndex, toCharIndex, out firstVisibleCharIndex, out lastVisibleCharIndex)) return; - if (mode == TMPSkewSpanMode.AsMaxSkewFactor) { - CharVertices firstVisibleCharVertices = _charTransforms[firstVisibleCharIndex].GetVertices(); - CharVertices lastVisibleCharVertices = _charTransforms[lastVisibleCharIndex].GetVertices(); - float spanW = Mathf.Abs(lastVisibleCharVertices.bottomRight.x - firstVisibleCharVertices.bottomLeft.x); - float spanH = Mathf.Abs(lastVisibleCharVertices.topRight.y - lastVisibleCharVertices.bottomRight.y); - float ratio = spanH / spanW; - skewFactor *= ratio; - } - float offsetY = 0; - CharVertices prevCharVertices = new CharVertices(); - float prevCharSkew = 0; - if (skewRight) { - for (int i = firstVisibleCharIndex; i < lastVisibleCharIndex + 1; ++i) { - if (!_charTransforms[i].isVisible) continue; - CharVertices v = _charTransforms[i].GetVertices(); - float skew = SkewCharY(i, skewFactor, skewRight); - if (i > firstVisibleCharIndex) { - float prevCharW = Mathf.Abs(prevCharVertices.bottomLeft.x - prevCharVertices.bottomRight.x); - float charsDist = Mathf.Abs(v.bottomLeft.x - prevCharVertices.bottomRight.x); - offsetY += prevCharSkew + (prevCharSkew * charsDist) / prevCharW; - SetCharOffset(i, new Vector3(0, _charTransforms[i].offset.y + offsetY, 0)); - } - prevCharVertices = v; - prevCharSkew = skew; - } - } else { - for (int i = lastVisibleCharIndex; i > firstVisibleCharIndex - 1; --i) { - if (!_charTransforms[i].isVisible) continue; - CharVertices v = _charTransforms[i].GetVertices(); - float skew = SkewCharY(i, skewFactor, skewRight); - if (i < lastVisibleCharIndex) { - float prevCharW = Mathf.Abs(prevCharVertices.bottomLeft.x - prevCharVertices.bottomRight.x); - float charsDist = Mathf.Abs(v.bottomRight.x - prevCharVertices.bottomLeft.x); - offsetY += prevCharSkew + (prevCharSkew * charsDist) / prevCharW; - SetCharOffset(i, new Vector3(0, _charTransforms[i].offset.y + offsetY, 0)); - } - prevCharVertices = v; - prevCharSkew = skew; - } - } - } - - #endregion - - #region Char Getters - - /// - /// Returns the current color of the given character, if it exists and is visible. - /// - /// Character index - public Color GetCharColor(int charIndex) - { - if (!ValidateChar(charIndex)) return Color.white; - return _charTransforms[charIndex].GetColor(textInfo.meshInfo); - } - - /// - /// Returns the current offset of the given character, if it exists and is visible. - /// - /// Character index - public Vector3 GetCharOffset(int charIndex) - { - if (!ValidateChar(charIndex)) return Vector3.zero; - return _charTransforms[charIndex].offset; - } - - /// - /// Returns the current rotation of the given character, if it exists and is visible. - /// - /// Character index - public Vector3 GetCharRotation(int charIndex) - { - if (!ValidateChar(charIndex)) return Vector3.zero; - return _charTransforms[charIndex].rotation.eulerAngles; - } - - /// - /// Returns the current scale of the given character, if it exists and is visible. - /// - /// Character index - public Vector3 GetCharScale(int charIndex) - { - if (!ValidateChar(charIndex)) return Vector3.zero; - return _charTransforms[charIndex].scale; - } - - #endregion - - #region Char Setters - - /// - /// Immediately sets the color of the given character. - /// Will do nothing if the is invalid or the character isn't visible - /// - /// Character index - /// Color to set - public void SetCharColor(int charIndex, Color32 color) - { - if (!ValidateChar(charIndex)) return; - CharTransform c = _charTransforms[charIndex]; - c.UpdateColor(target, color, textInfo.meshInfo); - _charTransforms[charIndex] = c; - } - - /// - /// Immediately sets the offset of the given character. - /// Will do nothing if the is invalid or the character isn't visible - /// - /// Character index - /// Offset to set - public void SetCharOffset(int charIndex, Vector3 offset) - { - if (!ValidateChar(charIndex)) return; - CharTransform c = _charTransforms[charIndex]; - c.UpdateGeometry(target, offset, c.rotation, c.scale, _cachedMeshInfos); - _charTransforms[charIndex] = c; - } - - /// - /// Immediately sets the rotation of the given character. - /// Will do nothing if the is invalid or the character isn't visible - /// - /// Character index - /// Rotation to set - public void SetCharRotation(int charIndex, Vector3 rotation) - { - if (!ValidateChar(charIndex)) return; - CharTransform c = _charTransforms[charIndex]; - c.UpdateGeometry(target, c.offset, Quaternion.Euler(rotation), c.scale, _cachedMeshInfos); - _charTransforms[charIndex] = c; - } - - /// - /// Immediately sets the scale of the given character. - /// Will do nothing if the is invalid or the character isn't visible - /// - /// Character index - /// Scale to set - public void SetCharScale(int charIndex, Vector3 scale) - { - if (!ValidateChar(charIndex)) return; - CharTransform c = _charTransforms[charIndex]; - c.UpdateGeometry(target, c.offset, c.rotation, scale, _cachedMeshInfos); - _charTransforms[charIndex] = c; - } - - /// - /// Immediately shifts the vertices of the given character by the given factor. - /// Will do nothing if the is invalid or the character isn't visible - /// - /// Character index - /// Top left offset - /// Top right offset - /// Bottom left offset - /// Bottom right offset - public void ShiftCharVertices(int charIndex, Vector3 topLeftShift, Vector3 topRightShift, Vector3 bottomLeftShift, Vector3 bottomRightShift) - { - if (!ValidateChar(charIndex)) return; - CharTransform c = _charTransforms[charIndex]; - c.ShiftVertices(target, topLeftShift, topRightShift, bottomLeftShift, bottomRightShift); - _charTransforms[charIndex] = c; - } - - /// - /// Skews the given character horizontally along the X axis and returns the skew amount applied (based on the character's size) - /// - /// Character index - /// skew amount - /// If TRUE skews the top side of the character, otherwise the bottom one - public float SkewCharX(int charIndex, float skewFactor, bool skewTop = true) - { - if (!ValidateChar(charIndex)) return 0; - Vector3 skewV = new Vector3(skewFactor, 0, 0); - CharTransform c = _charTransforms[charIndex]; - if (skewTop) c.ShiftVertices(target, skewV, skewV, Vector3.zero, Vector3.zero); - else c.ShiftVertices(target, Vector3.zero, Vector3.zero, skewV, skewV); - _charTransforms[charIndex] = c; - return skewFactor; - } - - /// - /// Skews the given character vertically along the Y axis and returns the skew amount applied (based on the character's size) - /// - /// Character index - /// skew amount - /// If TRUE skews the right side of the character, otherwise the left one - /// If TRUE applies exactly the given , - /// otherwise modifies it based on the aspectRation of the character - public float SkewCharY(int charIndex, float skewFactor, bool skewRight = true, bool fixedSkew = false) - { - if (!ValidateChar(charIndex)) return 0; - float skew = fixedSkew ? skewFactor : skewFactor * textInfo.characterInfo[charIndex].aspectRatio; - Vector3 skewV = new Vector3(0, skew, 0); - CharTransform c = _charTransforms[charIndex]; - if (skewRight) c.ShiftVertices(target, Vector3.zero, skewV, Vector3.zero, skewV); - else c.ShiftVertices(target, skewV, Vector3.zero, skewV, Vector3.zero); - _charTransforms[charIndex] = c; - return skew; - } - - /// - /// Resets the eventual vertices shift applied to the given character via . - /// Will do nothing if the is invalid or the character isn't visible - /// - /// Character index - public void ResetVerticesShift(int charIndex) - { - if (!ValidateChar(charIndex)) return; - CharTransform c = _charTransforms[charIndex]; - c.ResetVerticesShift(target); - _charTransforms[charIndex] = c; - } - - #endregion - - #region Char Tweens - - /// Tweens a character's alpha to the given value and returns the . - /// Will return NULL if the is invalid or the character isn't visible. - /// The index of the character to tween (will throw an error if it doesn't exist) - /// The end value to reachThe duration of the tween - public TweenerCore DOFadeChar(int charIndex, float endValue, float duration) - { - if (!ValidateChar(charIndex)) return null; - TweenerCore t = DOTween.ToAlpha(() => _charTransforms[charIndex].GetColor(textInfo.meshInfo), x => { - _charTransforms[charIndex].UpdateAlpha(target, x, textInfo.meshInfo); - }, endValue, duration); - return t; - } - - /// Tweens a character's color to the given value and returns the . - /// Will return NULL if the is invalid or the character isn't visible. - /// The index of the character to tween (will throw an error if it doesn't exist) - /// The end value to reachThe duration of the tween - public TweenerCore DOColorChar(int charIndex, Color endValue, float duration) - { - if (!ValidateChar(charIndex)) return null; - TweenerCore t = DOTween.To(() => _charTransforms[charIndex].GetColor(textInfo.meshInfo), x => { - _charTransforms[charIndex].UpdateColor(target, x, textInfo.meshInfo); - }, endValue, duration); - return t; - } - - /// Tweens a character's offset to the given value and returns the . - /// Will return NULL if the is invalid or the character isn't visible. - /// The index of the character to tween (will throw an error if it doesn't exist) - /// The end value to reachThe duration of the tween - public TweenerCore DOOffsetChar(int charIndex, Vector3 endValue, float duration) - { - if (!ValidateChar(charIndex)) return null; - TweenerCore t = DOTween.To(() => _charTransforms[charIndex].offset, x => { - CharTransform charT = _charTransforms[charIndex]; - charT.UpdateGeometry(target, x, charT.rotation, charT.scale, _cachedMeshInfos); - _charTransforms[charIndex] = charT; - }, endValue, duration); - return t; - } - - /// Tweens a character's rotation to the given value and returns the . - /// Will return NULL if the is invalid or the character isn't visible. - /// The index of the character to tween (will throw an error if it doesn't exist) - /// The end value to reachThe duration of the tween - /// Rotation mode - public TweenerCore DORotateChar(int charIndex, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast) - { - if (!ValidateChar(charIndex)) return null; - TweenerCore t = DOTween.To(() => _charTransforms[charIndex].rotation, x => { - CharTransform charT = _charTransforms[charIndex]; - charT.UpdateGeometry(target, charT.offset, x, charT.scale, _cachedMeshInfos); - _charTransforms[charIndex] = charT; - }, endValue, duration); - t.plugOptions.rotateMode = mode; - return t; - } - - /// Tweens a character's scale to the given value and returns the . - /// Will return NULL if the is invalid or the character isn't visible. - /// The index of the character to tween (will throw an error if it doesn't exist) - /// The end value to reachThe duration of the tween - public TweenerCore DOScaleChar(int charIndex, float endValue, float duration) - { - return DOScaleChar(charIndex, new Vector3(endValue, endValue, endValue), duration); - } - /// Tweens a character's color to the given value and returns the . - /// Will return NULL if the is invalid or the character isn't visible. - /// The index of the character to tween (will throw an error if it doesn't exist) - /// The end value to reachThe duration of the tween - public TweenerCore DOScaleChar(int charIndex, Vector3 endValue, float duration) - { - if (!ValidateChar(charIndex)) return null; - TweenerCore t = DOTween.To(() => _charTransforms[charIndex].scale, x => { - CharTransform charT = _charTransforms[charIndex]; - charT.UpdateGeometry(target, charT.offset, charT.rotation, x, _cachedMeshInfos); - _charTransforms[charIndex] = charT; - }, endValue, duration); - return t; - } - - /// Punches a character's offset towards the given direction and then back to the starting one - /// as if it was connected to the starting position via an elastic. - /// The index of the character to tween (will throw an error if it doesn't exist) - /// The punch strength - /// The duration of the tween - /// Indicates how much will the punch vibrate per second - /// Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards. - /// 1 creates a full oscillation between the punch offset and the opposite offset, - /// while 0 oscillates only between the punch offset and the start offset - public Tweener DOPunchCharOffset(int charIndex, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1) - { - if (!ValidateChar(charIndex)) return null; - if (duration <= 0) { - if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween"); - return null; - } - return DOTween.Punch(() => _charTransforms[charIndex].offset, x => { - CharTransform charT = _charTransforms[charIndex]; - charT.UpdateGeometry(target, x, charT.rotation, charT.scale, _cachedMeshInfos); - _charTransforms[charIndex] = charT; - }, punch, duration, vibrato, elasticity); - } - - /// Punches a character's rotation towards the given direction and then back to the starting one - /// as if it was connected to the starting position via an elastic. - /// The index of the character to tween (will throw an error if it doesn't exist) - /// The punch strength - /// The duration of the tween - /// Indicates how much will the punch vibrate per second - /// Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards. - /// 1 creates a full oscillation between the punch rotation and the opposite rotation, - /// while 0 oscillates only between the punch rotation and the start rotation - public Tweener DOPunchCharRotation(int charIndex, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1) - { - if (!ValidateChar(charIndex)) return null; - if (duration <= 0) { - if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween"); - return null; - } - return DOTween.Punch(() => _charTransforms[charIndex].rotation.eulerAngles, x => { - CharTransform charT = _charTransforms[charIndex]; - charT.UpdateGeometry(target, charT.offset, Quaternion.Euler(x), charT.scale, _cachedMeshInfos); - _charTransforms[charIndex] = charT; - }, punch, duration, vibrato, elasticity); - } - - /// Punches a character's scale towards the given direction and then back to the starting one - /// as if it was connected to the starting position via an elastic. - /// The index of the character to tween (will throw an error if it doesn't exist) - /// The punch strength (added to the character's current scale) - /// The duration of the tween - /// Indicates how much will the punch vibrate per second - /// Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards. - /// 1 creates a full oscillation between the punch scale and the opposite scale, - /// while 0 oscillates only between the punch scale and the start scale - public Tweener DOPunchCharScale(int charIndex, float punch, float duration, int vibrato = 10, float elasticity = 1) - { - return DOPunchCharScale(charIndex, new Vector3(punch, punch, punch), duration, vibrato, elasticity); - } - /// Punches a character's scale towards the given direction and then back to the starting one - /// as if it was connected to the starting position via an elastic. - /// The index of the character to tween (will throw an error if it doesn't exist) - /// The punch strength (added to the character's current scale) - /// The duration of the tween - /// Indicates how much will the punch vibrate per second - /// Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards. - /// 1 creates a full oscillation between the punch scale and the opposite scale, - /// while 0 oscillates only between the punch scale and the start scale - public Tweener DOPunchCharScale(int charIndex, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1) - { - if (!ValidateChar(charIndex)) return null; - if (duration <= 0) { - if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween"); - return null; - } - return DOTween.Punch(() => _charTransforms[charIndex].scale, x => { - CharTransform charT = _charTransforms[charIndex]; - charT.UpdateGeometry(target, charT.offset, charT.rotation, x, _cachedMeshInfos); - _charTransforms[charIndex] = charT; - }, punch, duration, vibrato, elasticity); - } - - /// Shakes a character's offset with the given values. - /// The index of the character to tween (will throw an error if it doesn't exist) - /// The duration of the tween - /// The shake strength - /// Indicates how much will the shake vibrate - /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - /// Setting it to 0 will shake along a single direction. - /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - public Tweener DOShakeCharOffset(int charIndex, float duration, float strength, int vibrato = 10, float randomness = 90, bool fadeOut = true) - { - return DOShakeCharOffset(charIndex, duration, new Vector3(strength, strength, strength), vibrato, randomness, fadeOut); - } - /// Shakes a character's offset with the given values. - /// The index of the character to tween (will throw an error if it doesn't exist) - /// The duration of the tween - /// The shake strength - /// Indicates how much will the shake vibrate - /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - /// Setting it to 0 will shake along a single direction. - /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - public Tweener DOShakeCharOffset(int charIndex, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true) - { - if (!ValidateChar(charIndex)) return null; - if (duration <= 0) { - if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween"); - return null; - } - return DOTween.Shake(() => _charTransforms[charIndex].offset, x => { - CharTransform charT = _charTransforms[charIndex]; - charT.UpdateGeometry(target, x, charT.rotation, charT.scale, _cachedMeshInfos); - _charTransforms[charIndex] = charT; - }, duration, strength, vibrato, randomness, fadeOut); - } - - /// Shakes a character's rotation with the given values. - /// The index of the character to tween (will throw an error if it doesn't exist) - /// The duration of the tween - /// The shake strength - /// Indicates how much will the shake vibrate - /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - /// Setting it to 0 will shake along a single direction. - /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - public Tweener DOShakeCharRotation(int charIndex, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true) - { - if (!ValidateChar(charIndex)) return null; - if (duration <= 0) { - if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween"); - return null; - } - return DOTween.Shake(() => _charTransforms[charIndex].rotation.eulerAngles, x => { - CharTransform charT = _charTransforms[charIndex]; - charT.UpdateGeometry(target, charT.offset, Quaternion.Euler(x), charT.scale, _cachedMeshInfos); - _charTransforms[charIndex] = charT; - }, duration, strength, vibrato, randomness, fadeOut); - } - - /// Shakes a character's scale with the given values. - /// The index of the character to tween (will throw an error if it doesn't exist) - /// The duration of the tween - /// The shake strength - /// Indicates how much will the shake vibrate - /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - /// Setting it to 0 will shake along a single direction. - /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - public Tweener DOShakeCharScale(int charIndex, float duration, float strength, int vibrato = 10, float randomness = 90, bool fadeOut = true) - { - return DOShakeCharScale(charIndex, duration, new Vector3(strength, strength, strength), vibrato, randomness, fadeOut); - } - /// Shakes a character's scale with the given values. - /// The index of the character to tween (will throw an error if it doesn't exist) - /// The duration of the tween - /// The shake strength - /// Indicates how much will the shake vibrate - /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - /// Setting it to 0 will shake along a single direction. - /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - public Tweener DOShakeCharScale(int charIndex, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true) - { - if (!ValidateChar(charIndex)) return null; - if (duration <= 0) { - if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween"); - return null; - } - return DOTween.Shake(() => _charTransforms[charIndex].scale, x => { - CharTransform charT = _charTransforms[charIndex]; - charT.UpdateGeometry(target, charT.offset, charT.rotation, x, _cachedMeshInfos); - _charTransforms[charIndex] = charT; - }, duration, strength, vibrato, randomness, fadeOut); - } - - #endregion - - // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ - - struct CharVertices - { - public Vector3 bottomLeft, topLeft, topRight, bottomRight; - - public CharVertices(Vector3 bottomLeft, Vector3 topLeft, Vector3 topRight, Vector3 bottomRight) - { - this.bottomLeft = bottomLeft; - this.topLeft = topLeft; - this.topRight = topRight; - this.bottomRight = bottomRight; - } - } - - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - - // Vertices of each character are: - // 0 : bottom left, 1 : top left, 2 : top right, 3 : bottom right - struct CharTransform - { - public int charIndex; - public bool isVisible { get; private set; } // FALSE both if it's invisible or if it's a space - public Vector3 offset; - public Quaternion rotation; - public Vector3 scale; - Vector3 _topLeftShift, _topRightShift, _bottomLeftShift, _bottomRightShift; - Vector3 _charMidBaselineOffset; - int _matIndex, _firstVertexIndex; - TMP_MeshInfo _meshInfo; - - public CharTransform(int charIndex, TMP_TextInfo textInfo, TMP_MeshInfo[] cachedMeshInfos) : this() - { - this.charIndex = charIndex; - offset = Vector3.zero; - rotation = Quaternion.identity; - scale = Vector3.one; - Refresh(textInfo, cachedMeshInfos); - } - - public void Refresh(TMP_TextInfo textInfo, TMP_MeshInfo[] cachedMeshInfos) - { - TMP_CharacterInfo charInfo = textInfo.characterInfo[charIndex]; - bool isSpaceChar = charInfo.character == ' '; - isVisible = charInfo.isVisible && !isSpaceChar; - _matIndex = charInfo.materialReferenceIndex; - _firstVertexIndex = charInfo.vertexIndex; - _meshInfo = textInfo.meshInfo[_matIndex]; - Vector3[] cachedVertices = cachedMeshInfos[_matIndex].vertices; - _charMidBaselineOffset = isSpaceChar - ? Vector3.zero - : (cachedVertices[_firstVertexIndex] + cachedVertices[_firstVertexIndex + 2]) * 0.5f; - } - - public void ResetAll(TMP_Text target, TMP_MeshInfo[] meshInfos, TMP_MeshInfo[] cachedMeshInfos) - { - ResetGeometry(target, cachedMeshInfos); - ResetColors(target, meshInfos); - } - - public void ResetTransformationData() - { - offset = Vector3.zero; - rotation = Quaternion.identity; - scale = Vector3.one; - _topLeftShift = _topRightShift = _bottomLeftShift = _bottomRightShift = Vector3.zero; - } - - public void ResetGeometry(TMP_Text target, TMP_MeshInfo[] cachedMeshInfos) - { - ResetTransformationData(); - Vector3[] destinationVertices = _meshInfo.vertices; - Vector3[] cachedVertices = cachedMeshInfos[_matIndex].vertices; - destinationVertices[_firstVertexIndex + 0] = cachedVertices[_firstVertexIndex + 0]; - destinationVertices[_firstVertexIndex + 1] = cachedVertices[_firstVertexIndex + 1]; - destinationVertices[_firstVertexIndex + 2] = cachedVertices[_firstVertexIndex + 2]; - destinationVertices[_firstVertexIndex + 3] = cachedVertices[_firstVertexIndex + 3]; - _meshInfo.mesh.vertices = _meshInfo.vertices; - target.UpdateGeometry(_meshInfo.mesh, _matIndex); - } - - public void ResetColors(TMP_Text target, TMP_MeshInfo[] meshInfos) - { - Color color = target.color; - Color32[] vertexCols = meshInfos[_matIndex].colors32; - vertexCols[_firstVertexIndex] = color; - vertexCols[_firstVertexIndex + 1] = color; - vertexCols[_firstVertexIndex + 2] = color; - vertexCols[_firstVertexIndex + 3] = color; - target.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32); - } - - public Color32 GetColor(TMP_MeshInfo[] meshInfos) - { - return meshInfos[_matIndex].colors32[_firstVertexIndex]; - } - - public CharVertices GetVertices() - { - return new CharVertices( - _meshInfo.vertices[_firstVertexIndex], _meshInfo.vertices[_firstVertexIndex + 1], - _meshInfo.vertices[_firstVertexIndex + 2], _meshInfo.vertices[_firstVertexIndex + 3] - ); - } - - public void UpdateAlpha(TMP_Text target, Color alphaColor, TMP_MeshInfo[] meshInfos, bool apply = true) - { - byte alphaByte = (byte)(alphaColor.a * 255); - Color32[] vertexCols = meshInfos[_matIndex].colors32; - vertexCols[_firstVertexIndex].a = alphaByte; - vertexCols[_firstVertexIndex + 1].a = alphaByte; - vertexCols[_firstVertexIndex + 2].a = alphaByte; - vertexCols[_firstVertexIndex + 3].a = alphaByte; - if (apply) target.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32); - } - - public void UpdateColor(TMP_Text target, Color32 color, TMP_MeshInfo[] meshInfos, bool apply = true) - { - Color32[] vertexCols = meshInfos[_matIndex].colors32; - vertexCols[_firstVertexIndex] = color; - vertexCols[_firstVertexIndex + 1] = color; - vertexCols[_firstVertexIndex + 2] = color; - vertexCols[_firstVertexIndex + 3] = color; - if (apply) target.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32); - } - - public void UpdateGeometry(TMP_Text target, Vector3 offset, Quaternion rotation, Vector3 scale, TMP_MeshInfo[] cachedMeshInfos, bool apply = true) - { - this.offset = offset; - this.rotation = rotation; - this.scale = scale; - - if (!apply) return; - - Vector3[] destinationVertices = _meshInfo.vertices; - Vector3[] cachedVertices = cachedMeshInfos[_matIndex].vertices; - destinationVertices[_firstVertexIndex] = cachedVertices[_firstVertexIndex + 0] - _charMidBaselineOffset; - destinationVertices[_firstVertexIndex + 1] = cachedVertices[_firstVertexIndex + 1] - _charMidBaselineOffset; - destinationVertices[_firstVertexIndex + 2] = cachedVertices[_firstVertexIndex + 2] - _charMidBaselineOffset; - destinationVertices[_firstVertexIndex + 3] = cachedVertices[_firstVertexIndex + 3] - _charMidBaselineOffset; - Matrix4x4 matrix = Matrix4x4.TRS(this.offset, this.rotation, this.scale); - destinationVertices[_firstVertexIndex] - = matrix.MultiplyPoint3x4(destinationVertices[_firstVertexIndex + 0]) + _charMidBaselineOffset + _bottomLeftShift; - destinationVertices[_firstVertexIndex + 1] - = matrix.MultiplyPoint3x4(destinationVertices[_firstVertexIndex + 1]) + _charMidBaselineOffset + _topLeftShift; - destinationVertices[_firstVertexIndex + 2] - = matrix.MultiplyPoint3x4(destinationVertices[_firstVertexIndex + 2]) + _charMidBaselineOffset + _topRightShift; - destinationVertices[_firstVertexIndex + 3] - = matrix.MultiplyPoint3x4(destinationVertices[_firstVertexIndex + 3]) + _charMidBaselineOffset + _bottomRightShift; - _meshInfo.mesh.vertices = _meshInfo.vertices; - target.UpdateGeometry(_meshInfo.mesh, _matIndex); - } - - public void ShiftVertices(TMP_Text target, Vector3 topLeftShift, Vector3 topRightShift, Vector3 bottomLeftShift, Vector3 bottomRightShift) - { - _topLeftShift += topLeftShift; - _topRightShift += topRightShift; - _bottomLeftShift += bottomLeftShift; - _bottomRightShift += bottomRightShift; - Vector3[] destinationVertices = _meshInfo.vertices; - destinationVertices[_firstVertexIndex] = destinationVertices[_firstVertexIndex] + _bottomLeftShift; - destinationVertices[_firstVertexIndex + 1] = destinationVertices[_firstVertexIndex + 1] + _topLeftShift; - destinationVertices[_firstVertexIndex + 2] = destinationVertices[_firstVertexIndex + 2] + _topRightShift; - destinationVertices[_firstVertexIndex + 3] = destinationVertices[_firstVertexIndex + 3] + _bottomRightShift; - _meshInfo.mesh.vertices = _meshInfo.vertices; - target.UpdateGeometry(_meshInfo.mesh, _matIndex); - } - - public void ResetVerticesShift(TMP_Text target) - { - Vector3[] destinationVertices = _meshInfo.vertices; - destinationVertices[_firstVertexIndex] = destinationVertices[_firstVertexIndex] - _bottomLeftShift; - destinationVertices[_firstVertexIndex + 1] = destinationVertices[_firstVertexIndex + 1] - _topLeftShift; - destinationVertices[_firstVertexIndex + 2] = destinationVertices[_firstVertexIndex + 2] - _topRightShift; - destinationVertices[_firstVertexIndex + 3] = destinationVertices[_firstVertexIndex + 3] - _bottomRightShift; - _meshInfo.mesh.vertices = _meshInfo.vertices; - target.UpdateGeometry(_meshInfo.mesh, _matIndex); - _topLeftShift = _topRightShift = _bottomLeftShift = _bottomRightShift = Vector3.zero; - } - } - } - - #endregion -} -#endif diff --git a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.meta b/Assets/Plugins/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.meta deleted file mode 100644 index 613cdbc..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8fb0d65aa5b048649a3a785b82b8f8db -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenTk2d.cs b/Assets/Plugins/Demigiant/DOTweenPro/DOTweenTk2d.cs deleted file mode 100644 index 2ead751..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenTk2d.cs +++ /dev/null @@ -1,247 +0,0 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2014/10/27 15:59 -// -// License Copyright (c) Daniele Giardini. -// This work is subject to the terms at http://dotween.demigiant.com/license.php - -#if false // MODULE_MARKER -using DG.Tweening.Core; -using DG.Tweening.Plugins.Options; -using UnityEngine; - -namespace DG.Tweening -{ - /// - /// Methods that extend 2D Toolkit objects and allow to directly create and control tweens from their instances. - /// - public static class ShortcutExtensionsTk2d - { - #region Sprite - - /// Tweens a 2D Toolkit Sprite's dimensions to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOScale(this tk2dBaseSprite target, Vector3 endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, endValue, duration); - t.SetTarget(target); - return t; - } - /// Tweens a Sprite's dimensions to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOScaleX(this tk2dBaseSprite target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(endValue, 0, 0), duration); - t.SetOptions(AxisConstraint.X) - .SetTarget(target); - return t; - } - /// Tweens a Sprite's dimensions to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOScaleY(this tk2dBaseSprite target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, endValue, 0), duration); - t.SetOptions(AxisConstraint.Y) - .SetTarget(target); - return t; - } - /// Tweens a Sprite's dimensions to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOScaleZ(this tk2dBaseSprite target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, 0, endValue), duration); - t.SetOptions(AxisConstraint.Z) - .SetTarget(target); - return t; - } - - /// Tweens a 2D Toolkit Sprite's color to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOColor(this tk2dBaseSprite target, Color endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a 2D Toolkit Sprite's alpha color to the given value. - /// Also stores the Sprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOFade(this tk2dBaseSprite target, float endValue, float duration) - { - TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a 2D Toolkit Sprite'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 - /// The gradient to useThe duration of the tween - public static Sequence DOGradientColor(this tk2dBaseSprite 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 tk2dSlicedSprite - - /// Tweens a 2D Toolkit SlicedSprite's dimensions to the given value. - /// Also stores the SlicedSprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOScaleDimensions(this tk2dSlicedSprite target, Vector2 endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.dimensions, x => target.dimensions = x, endValue, duration); - t.SetTarget(target); - return t; - } - /// Tweens a SlicedSprite's dimensions to the given value. - /// Also stores the SlicedSprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOScaleDimensionsX(this tk2dSlicedSprite target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.dimensions, x => target.dimensions = x, new Vector2(endValue, 0), duration); - t.SetOptions(AxisConstraint.X) - .SetTarget(target); - return t; - } - /// Tweens a SlicedSprite's dimensions to the given value. - /// Also stores the SlicedSprite as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOScaleDimensionsY(this tk2dSlicedSprite target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.dimensions, x => target.dimensions = x, new Vector2(0, endValue), duration); - t.SetOptions(AxisConstraint.Y) - .SetTarget(target); - return t; - } - - #endregion - - #region TextMesh - - /// Tweens a 2D Toolkit TextMesh's dimensions to the given value. - /// Also stores the TextMesh as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOScale(this tk2dTextMesh target, Vector3 endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, endValue, duration); - t.SetTarget(target); - return t; - } - /// Tweens a 2D Toolkit TextMesh's dimensions to the given value. - /// Also stores the TextMesh as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOScaleX(this tk2dTextMesh target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(endValue, 0, 0), duration); - t.SetOptions(AxisConstraint.X) - .SetTarget(target); - return t; - } - /// Tweens a 2D Toolkit TextMesh's dimensions to the given value. - /// Also stores the TextMesh as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOScaleY(this tk2dTextMesh target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, endValue, 0), duration); - t.SetOptions(AxisConstraint.Y) - .SetTarget(target); - return t; - } - /// Tweens a 2D Toolkit TextMesh's dimensions to the given value. - /// Also stores the TextMesh as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOScaleZ(this tk2dTextMesh target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, 0, endValue), duration); - t.SetOptions(AxisConstraint.Z) - .SetTarget(target); - return t; - } - - /// Tweens a 2D Toolkit TextMesh's color to the given value. - /// Also stores the TextMesh as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOColor(this tk2dTextMesh target, Color endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a 2D Toolkit TextMesh's alpha color to the given value. - /// Also stores the TextMesh as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOFade(this tk2dTextMesh target, float endValue, float duration) - { - TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a 2D Toolkit TextMesh'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 - /// The gradient to useThe duration of the tween - public static Sequence DOGradientColor(this tk2dTextMesh 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; - } - - /// Tweens a tk2dTextMesh's text to the given value. - /// Also stores the tk2dTextMesh as the tween's target so it can be used for filtered operations - /// The end string to tween toThe duration of the tween - /// If TRUE (default), rich text will be interpreted correctly while animated, - /// otherwise all tags will be considered as normal text - /// The type of scramble mode to use, if any - /// A string containing the characters to use for scrambling. - /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. - /// Leave it to NULL (default) to use default ones - public static TweenerCore DOText(this tk2dTextMesh target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) - { - TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration); - t.SetOptions(richTextEnabled, scrambleMode, scrambleChars) - .SetTarget(target); - return t; - } - - #endregion - } -} -#endif diff --git a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenTk2d.cs.meta b/Assets/Plugins/Demigiant/DOTweenPro/DOTweenTk2d.cs.meta deleted file mode 100644 index c909f96..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/DOTweenTk2d.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: b590cd7c24ffa5d4faa5b6fa993cccad -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Plugins/Demigiant/DOTweenPro/Editor.meta b/Assets/Plugins/Demigiant/DOTweenPro/Editor.meta deleted file mode 100644 index e9164f7..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/Editor.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 34ca5bde92f87fa4dbeb9593d201fde2 -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs b/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs deleted file mode 100644 index 0f99454..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs +++ /dev/null @@ -1,764 +0,0 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2015/03/12 16:03 - -using System; -using System.Collections.Generic; -using System.IO; -using DG.DemiEditor; -using DG.DOTweenEditor.Core; -using DG.DOTweenEditor.UI; -using DG.Tweening; -using DG.Tweening.Core; -using UnityEditor; -using UnityEngine; -using DOTweenSettings = DG.Tweening.Core.DOTweenSettings; -#if true // UI_MARKER -using UnityEngine.UI; -#endif -#if false // TEXTMESHPRO_MARKER - using TMPro; -#endif - -namespace DG.DOTweenEditor -{ - [CustomEditor(typeof(DOTweenAnimation))] - public class DOTweenAnimationInspector : ABSAnimationInspector - { - enum FadeTargetType - { - CanvasGroup, - Image - } - - enum ChooseTargetMode - { - None, - BetweenCanvasGroupAndImage - } - - static readonly Dictionary _AnimationTypeToComponent = new Dictionary() { - { DOTweenAnimation.AnimationType.Move, new[] { -#if true // PHYSICS_MARKER - typeof(Rigidbody), -#endif -#if true // PHYSICS2D_MARKER - typeof(Rigidbody2D), -#endif -#if true // UI_MARKER - typeof(RectTransform), -#endif - typeof(Transform) - }}, - { DOTweenAnimation.AnimationType.Rotate, new[] { -#if true // PHYSICS_MARKER - typeof(Rigidbody), -#endif -#if true // PHYSICS2D_MARKER - typeof(Rigidbody2D), -#endif - typeof(Transform) - }}, - { DOTweenAnimation.AnimationType.LocalMove, new[] { typeof(Transform) } }, - { DOTweenAnimation.AnimationType.LocalRotate, new[] { typeof(Transform) } }, - { DOTweenAnimation.AnimationType.Scale, new[] { typeof(Transform) } }, - { DOTweenAnimation.AnimationType.Color, new[] { - typeof(Light), -#if true // SPRITE_MARKER - typeof(SpriteRenderer), -#endif -#if true // UI_MARKER - typeof(Image), typeof(Text), typeof(RawImage), typeof(Graphic), -#endif - typeof(Renderer), - }}, - { DOTweenAnimation.AnimationType.Fade, new[] { - typeof(Light), -#if true // SPRITE_MARKER - typeof(SpriteRenderer), -#endif -#if true // UI_MARKER - typeof(Image), typeof(Text), typeof(CanvasGroup), typeof(RawImage), typeof(Graphic), -#endif - typeof(Renderer), - }}, -#if true // UI_MARKER - { DOTweenAnimation.AnimationType.Text, new[] { typeof(Text) } }, -#endif - { DOTweenAnimation.AnimationType.PunchPosition, new[] { -#if true // UI_MARKER - typeof(RectTransform), -#endif - typeof(Transform) - }}, - { DOTweenAnimation.AnimationType.PunchRotation, new[] { typeof(Transform) } }, - { DOTweenAnimation.AnimationType.PunchScale, new[] { typeof(Transform) } }, - { DOTweenAnimation.AnimationType.ShakePosition, new[] { -#if true // UI_MARKER - typeof(RectTransform), -#endif - typeof(Transform) - }}, - { DOTweenAnimation.AnimationType.ShakeRotation, new[] { typeof(Transform) } }, - { DOTweenAnimation.AnimationType.ShakeScale, new[] { typeof(Transform) } }, - { DOTweenAnimation.AnimationType.CameraAspect, new[] { typeof(Camera) } }, - { DOTweenAnimation.AnimationType.CameraBackgroundColor, new[] { typeof(Camera) } }, - { DOTweenAnimation.AnimationType.CameraFieldOfView, new[] { typeof(Camera) } }, - { DOTweenAnimation.AnimationType.CameraOrthoSize, new[] { typeof(Camera) } }, - { DOTweenAnimation.AnimationType.CameraPixelRect, new[] { typeof(Camera) } }, - { DOTweenAnimation.AnimationType.CameraRect, new[] { typeof(Camera) } }, -#if true // UI_MARKER - { DOTweenAnimation.AnimationType.UIWidthHeight, new[] { typeof(RectTransform) } }, - { DOTweenAnimation.AnimationType.FillAmount, new[] { typeof(Image) } }, -#endif - }; - -#if false // TK2D_MARKER - static readonly Dictionary _Tk2dAnimationTypeToComponent = new Dictionary() { - { DOTweenAnimation.AnimationType.Scale, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } }, - { DOTweenAnimation.AnimationType.Color, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } }, - { DOTweenAnimation.AnimationType.Fade, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } }, - { DOTweenAnimation.AnimationType.Text, new[] { typeof(tk2dTextMesh) } } - }; -#endif -#if false // TEXTMESHPRO_MARKER - static readonly Dictionary _TMPAnimationTypeToComponent = new Dictionary() { - { DOTweenAnimation.AnimationType.Color, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } }, - { DOTweenAnimation.AnimationType.Fade, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } }, - { DOTweenAnimation.AnimationType.Text, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } } - }; -#endif - - static readonly string[] _AnimationType = new[] { - "None", - "Move", "LocalMove", - "Rotate", "LocalRotate", - "Scale", - "Color", "Fade", -#if true // UI_MARKER - "FillAmount", - "Text", -#endif -#if false // TK2D_MARKER - "Text", -#endif -#if false // TEXTMESHPRO_MARKER - "Text", -#endif -#if true // UI_MARKER - "UIWidthHeight", -#endif - "Punch/Position", "Punch/Rotation", "Punch/Scale", - "Shake/Position", "Shake/Rotation", "Shake/Scale", - "Camera/Aspect", "Camera/BackgroundColor", "Camera/FieldOfView", "Camera/OrthoSize", "Camera/PixelRect", "Camera/Rect" - }; - static string[] _animationTypeNoSlashes; // _AnimationType list without slashes in values - static string[] _datString; // String representation of DOTweenAnimation enum (here for caching reasons) - - DOTweenAnimation _src; - DOTweenSettings _settings; - bool _runtimeEditMode; // If TRUE allows to change and save stuff at runtime - bool _refreshRequired; // If TRUE refreshes components data - int _totComponentsOnSrc; // Used to determine if a Component is added or removed from the source - bool _isLightSrc; // Used to determine if we're tweening a Light, to set the max Fade value to more than 1 -#pragma warning disable 414 - ChooseTargetMode _chooseTargetMode = ChooseTargetMode.None; -#pragma warning restore 414 - - static readonly GUIContent _GuiC_selfTarget_true = new GUIContent( - "SELF", "Will animate components on this gameObject" - ); - static readonly GUIContent _GuiC_selfTarget_false = new GUIContent( - "OTHER", "Will animate components on the given gameObject instead than on this one" - ); - static readonly GUIContent _GuiC_tweenTargetIsTargetGO_true = new GUIContent( - "Use As Tween Target", "Will set the tween target (via SetTarget, used to control a tween directly from a target) to the \"OTHER\" gameObject" - ); - static readonly GUIContent _GuiC_tweenTargetIsTargetGO_false = new GUIContent( - "Use As Tween Target", "Will set the tween target (via SetTarget, used to control a tween directly from a target) to the gameObject containing this animation, not the \"OTHER\" one" - ); - - #region MonoBehaviour Methods - - void OnEnable() - { - _src = target as DOTweenAnimation; - _settings = DOTweenUtilityWindow.GetDOTweenSettings(); - - onStartProperty = base.serializedObject.FindProperty("onStart"); - onPlayProperty = base.serializedObject.FindProperty("onPlay"); - onUpdateProperty = base.serializedObject.FindProperty("onUpdate"); - onStepCompleteProperty = base.serializedObject.FindProperty("onStepComplete"); - onCompleteProperty = base.serializedObject.FindProperty("onComplete"); - onRewindProperty = base.serializedObject.FindProperty("onRewind"); - onTweenCreatedProperty = base.serializedObject.FindProperty("onTweenCreated"); - - // Convert _AnimationType to _animationTypeNoSlashes - int len = _AnimationType.Length; - _animationTypeNoSlashes = new string[len]; - for (int i = 0; i < len; ++i) { - string a = _AnimationType[i]; - a = a.Replace("/", ""); - _animationTypeNoSlashes[i] = a; - } - } - - void OnDisable() - { - DOTweenPreviewManager.StopAllPreviews(); - } - - override public void OnInspectorGUI() - { - base.OnInspectorGUI(); - - GUILayout.Space(3); - EditorGUIUtils.SetGUIStyles(); - - bool playMode = Application.isPlaying; - _runtimeEditMode = _runtimeEditMode && playMode; - - GUILayout.BeginHorizontal(); - EditorGUIUtils.InspectorLogo(); - GUILayout.Label(_src.animationType.ToString() + (string.IsNullOrEmpty(_src.id) ? "" : " [" + _src.id + "]"), EditorGUIUtils.sideLogoIconBoldLabelStyle); - // Up-down buttons - GUILayout.FlexibleSpace(); - if (GUILayout.Button("▲", DeGUI.styles.button.toolIco)) UnityEditorInternal.ComponentUtility.MoveComponentUp(_src); - if (GUILayout.Button("▼", DeGUI.styles.button.toolIco)) UnityEditorInternal.ComponentUtility.MoveComponentDown(_src); - GUILayout.EndHorizontal(); - - if (playMode) { - if (_runtimeEditMode) { - - } else { - GUILayout.Space(8); - GUILayout.Label("Animation Editor disabled while in play mode", EditorGUIUtils.wordWrapLabelStyle); - if (!_src.isActive) { - GUILayout.Label("This animation has been toggled as inactive and won't be generated", EditorGUIUtils.wordWrapLabelStyle); - GUI.enabled = false; - } - if (GUILayout.Button(new GUIContent("Activate Edit Mode", "Switches to Runtime Edit Mode, where you can change animations values and restart them"))) { - _runtimeEditMode = true; - } - GUILayout.Label("NOTE: when using DOPlayNext, the sequence is determined by the DOTweenAnimation Components order in the target GameObject's Inspector", EditorGUIUtils.wordWrapLabelStyle); - GUILayout.Space(10); - if (!_runtimeEditMode) return; - } - } - - Undo.RecordObject(_src, "DOTween Animation"); - Undo.RecordObject(_settings, "DOTween Animation"); - -// _src.isValid = Validate(); // Moved down - - EditorGUIUtility.labelWidth = 110; - - if (playMode) { - GUILayout.Space(4); - DeGUILayout.Toolbar("Edit Mode Commands"); - DeGUILayout.BeginVBox(DeGUI.styles.box.stickyTop); - GUILayout.BeginHorizontal(); - if (GUILayout.Button("TogglePause")) _src.tween.TogglePause(); - if (GUILayout.Button("Rewind")) _src.tween.Rewind(); - if (GUILayout.Button("Restart")) _src.tween.Restart(); - GUILayout.EndHorizontal(); - if (GUILayout.Button("Commit changes and restart")) { - _src.tween.Rewind(); - _src.tween.Kill(); - if (_src.isValid) { - _src.CreateTween(); - _src.tween.Play(); - } - } - GUILayout.Label("To apply your changes when exiting Play mode, use the Component's upper right menu and choose \"Copy Component\", then \"Paste Component Values\" after exiting Play mode", DeGUI.styles.label.wordwrap); - DeGUILayout.EndVBox(); - } else { - GUILayout.BeginHorizontal(); - bool hasManager = _src.GetComponent() != null; - EditorGUI.BeginChangeCheck(); - _settings.showPreviewPanel = hasManager - ? DeGUILayout.ToggleButton(_settings.showPreviewPanel, "Preview Controls", styles.custom.inlineToggle) - : DeGUILayout.ToggleButton(_settings.showPreviewPanel, "Preview Controls", styles.custom.inlineToggle, GUILayout.Width(120)); - if (EditorGUI.EndChangeCheck()) { - EditorUtility.SetDirty(_settings); - DOTweenPreviewManager.StopAllPreviews(); - } - if (!hasManager) { - if (GUILayout.Button(new GUIContent("Add Manager", "Adds a manager component which allows you to choose additional options for this gameObject"))) { - _src.gameObject.AddComponent(); - } - } - GUILayout.EndHorizontal(); - } - - // Preview in editor - bool isPreviewing = _settings.showPreviewPanel ? DOTweenPreviewManager.PreviewGUI(_src) : false; - - EditorGUI.BeginDisabledGroup(isPreviewing); - // Choose target - GUILayout.BeginHorizontal(); - _src.isActive = EditorGUILayout.Toggle(new GUIContent("", "If unchecked, this animation will not be created"), _src.isActive, GUILayout.Width(14)); - EditorGUI.BeginChangeCheck(); - EditorGUI.BeginChangeCheck(); - _src.targetIsSelf = DeGUILayout.ToggleButton( - _src.targetIsSelf, _src.targetIsSelf ? _GuiC_selfTarget_true : _GuiC_selfTarget_false, - new Color(1f, 0.78f, 0f), DeGUI.colors.bg.toggleOn, new Color(0.33f, 0.14f, 0.02f), DeGUI.colors.content.toggleOn, - null, GUILayout.Width(47) - ); - bool innerChanged = EditorGUI.EndChangeCheck(); - if (innerChanged) { - _src.targetGO = null; - GUI.changed = true; - } - if (_src.targetIsSelf) GUILayout.Label(_GuiC_selfTarget_true.tooltip); - else { - using (new DeGUI.ColorScope(null, null, _src.targetGO == null ? Color.red : Color.white)) { - _src.targetGO = (GameObject)EditorGUILayout.ObjectField(_src.targetGO, typeof(GameObject), true); - } - _src.tweenTargetIsTargetGO = DeGUILayout.ToggleButton( - _src.tweenTargetIsTargetGO, _src.tweenTargetIsTargetGO ? _GuiC_tweenTargetIsTargetGO_true : _GuiC_tweenTargetIsTargetGO_false, - GUILayout.Width(131) - ); - } - bool check = EditorGUI.EndChangeCheck(); - if (check) _refreshRequired = true; - GUILayout.EndHorizontal(); - - GameObject targetGO = _src.targetIsSelf ? _src.gameObject : _src.targetGO; - - if (targetGO == null) { - // Uses external target gameObject but it's not set - if (_src.targetGO != null || _src.target != null) { - _src.targetGO = null; - _src.target = null; - GUI.changed = true; - } - } else { - GUILayout.BeginHorizontal(); - DOTweenAnimation.AnimationType prevAnimType = _src.animationType; -// _src.animationType = (DOTweenAnimation.AnimationType)EditorGUILayout.EnumPopup(_src.animationType, EditorGUIUtils.popupButton); - GUI.enabled = GUI.enabled && _src.isActive; - _src.animationType = AnimationToDOTweenAnimationType(_AnimationType[EditorGUILayout.Popup(DOTweenAnimationTypeToPopupId(_src.animationType), _AnimationType)]); - _src.autoGenerate = DeGUILayout.ToggleButton(_src.autoGenerate, new GUIContent("AutoGenerate", "If selected, the tween will be generated at startup (during Start for RectTransform position tween, Awake for all the others)")); - if (_src.autoGenerate) { - _src.autoPlay = DeGUILayout.ToggleButton(_src.autoPlay, new GUIContent("AutoPlay", "If selected, the tween will play automatically")); - } - _src.autoKill = DeGUILayout.ToggleButton(_src.autoKill, new GUIContent("AutoKill", "If selected, the tween will be killed when it completes, and won't be reusable")); - GUILayout.EndHorizontal(); - if (prevAnimType != _src.animationType) { - // Set default optional values based on animation type - _src.endValueTransform = null; - _src.useTargetAsV3 = false; - switch (_src.animationType) { - case DOTweenAnimation.AnimationType.Move: - case DOTweenAnimation.AnimationType.LocalMove: - case DOTweenAnimation.AnimationType.Rotate: - case DOTweenAnimation.AnimationType.LocalRotate: - case DOTweenAnimation.AnimationType.Scale: - _src.endValueV3 = Vector3.zero; - _src.endValueFloat = 0; - _src.optionalBool0 = _src.animationType == DOTweenAnimation.AnimationType.Scale; - break; - case DOTweenAnimation.AnimationType.UIWidthHeight: - _src.endValueV3 = Vector3.zero; - _src.endValueFloat = 0; - _src.optionalBool0 = _src.animationType == DOTweenAnimation.AnimationType.UIWidthHeight; - break; - case DOTweenAnimation.AnimationType.FillAmount: - _src.endValueFloat = 1; - break; - case DOTweenAnimation.AnimationType.Color: - case DOTweenAnimation.AnimationType.Fade: - _isLightSrc = targetGO.GetComponent() != null; - _src.endValueFloat = 0; - break; - case DOTweenAnimation.AnimationType.Text: - _src.optionalBool0 = true; - break; - case DOTweenAnimation.AnimationType.PunchPosition: - case DOTweenAnimation.AnimationType.PunchRotation: - case DOTweenAnimation.AnimationType.PunchScale: - _src.endValueV3 = _src.animationType == DOTweenAnimation.AnimationType.PunchRotation ? new Vector3(0, 180, 0) : Vector3.one; - _src.optionalFloat0 = 1; - _src.optionalInt0 = 10; - _src.optionalBool0 = false; - break; - case DOTweenAnimation.AnimationType.ShakePosition: - case DOTweenAnimation.AnimationType.ShakeRotation: - case DOTweenAnimation.AnimationType.ShakeScale: - _src.endValueV3 = _src.animationType == DOTweenAnimation.AnimationType.ShakeRotation ? new Vector3(90, 90, 90) : Vector3.one; - _src.optionalInt0 = 10; - _src.optionalFloat0 = 90; - _src.optionalBool0 = false; - _src.optionalBool1 = true; - break; - case DOTweenAnimation.AnimationType.CameraAspect: - case DOTweenAnimation.AnimationType.CameraFieldOfView: - case DOTweenAnimation.AnimationType.CameraOrthoSize: - _src.endValueFloat = 0; - break; - case DOTweenAnimation.AnimationType.CameraPixelRect: - case DOTweenAnimation.AnimationType.CameraRect: - _src.endValueRect = new Rect(0, 0, 0, 0); - break; - } - } - if (_src.animationType == DOTweenAnimation.AnimationType.None) { - _src.isValid = false; - if (GUI.changed) EditorUtility.SetDirty(_src); - return; - } - - if (_refreshRequired || prevAnimType != _src.animationType || ComponentsChanged()) { - _refreshRequired = false; - _src.isValid = Validate(targetGO); - // See if we need to choose between multiple targets -#if true // UI_MARKER - if (_src.animationType == DOTweenAnimation.AnimationType.Fade && targetGO.GetComponent() != null && targetGO.GetComponent() != null) { - _chooseTargetMode = ChooseTargetMode.BetweenCanvasGroupAndImage; - // Reassign target and forcedTargetType if lost - if (_src.forcedTargetType == DOTweenAnimation.TargetType.Unset) _src.forcedTargetType = _src.targetType; - switch (_src.forcedTargetType) { - case DOTweenAnimation.TargetType.CanvasGroup: - _src.target = targetGO.GetComponent(); - break; - case DOTweenAnimation.TargetType.Image: - _src.target = targetGO.GetComponent(); - break; - } - } else { -#endif - _chooseTargetMode = ChooseTargetMode.None; - _src.forcedTargetType = DOTweenAnimation.TargetType.Unset; -#if true // UI_MARKER - } -#endif - } - - if (!_src.isValid) { - GUI.color = Color.red; - GUILayout.BeginVertical(GUI.skin.box); - GUILayout.Label("No valid Component was found for the selected animation", EditorGUIUtils.wordWrapLabelStyle); - GUILayout.EndVertical(); - GUI.color = Color.white; - if (GUI.changed) EditorUtility.SetDirty(_src); - return; - } - -#if true // UI_MARKER - // Special cases in which multiple target types could be used (set after validation) - if (_chooseTargetMode == ChooseTargetMode.BetweenCanvasGroupAndImage && _src.forcedTargetType != DOTweenAnimation.TargetType.Unset) { - FadeTargetType fadeTargetType = (FadeTargetType)Enum.Parse(typeof(FadeTargetType), _src.forcedTargetType.ToString()); - DOTweenAnimation.TargetType prevTargetType = _src.forcedTargetType; - _src.forcedTargetType = (DOTweenAnimation.TargetType)Enum.Parse(typeof(DOTweenAnimation.TargetType), EditorGUILayout.EnumPopup(_src.animationType + " Target", fadeTargetType).ToString()); - if (_src.forcedTargetType != prevTargetType) { - // Target type change > assign correct target - switch (_src.forcedTargetType) { - case DOTweenAnimation.TargetType.CanvasGroup: - _src.target = targetGO.GetComponent(); - break; - case DOTweenAnimation.TargetType.Image: - _src.target = targetGO.GetComponent(); - break; - } - } - } -#endif - - GUILayout.BeginHorizontal(); - _src.duration = EditorGUILayout.FloatField("Duration", _src.duration); - if (_src.duration < 0) _src.duration = 0; - _src.isSpeedBased = DeGUILayout.ToggleButton(_src.isSpeedBased, new GUIContent("SpeedBased", "If selected, the duration will count as units/degree x second"), DeGUI.styles.button.tool, GUILayout.Width(75)); - GUILayout.EndHorizontal(); - _src.delay = EditorGUILayout.FloatField("Delay", _src.delay); - if (_src.delay < 0) _src.delay = 0; - _src.isIndependentUpdate = EditorGUILayout.Toggle("Ignore TimeScale", _src.isIndependentUpdate); - _src.easeType = EditorGUIUtils.FilteredEasePopup("Ease", _src.easeType); - if (_src.easeType == Ease.INTERNAL_Custom) { - _src.easeCurve = EditorGUILayout.CurveField(" Ease Curve", _src.easeCurve); - } - _src.loops = EditorGUILayout.IntField(new GUIContent("Loops", "Set to -1 for infinite loops"), _src.loops); - if (_src.loops < -1) _src.loops = -1; - if (_src.loops > 1 || _src.loops == -1) - _src.loopType = (LoopType)EditorGUILayout.EnumPopup(" Loop Type", _src.loopType); - _src.id = EditorGUILayout.TextField("ID", _src.id); - - bool canBeRelative = true; - // End value and eventual specific options - switch (_src.animationType) { - case DOTweenAnimation.AnimationType.Move: - case DOTweenAnimation.AnimationType.LocalMove: - GUIEndValueV3(targetGO, _src.animationType == DOTweenAnimation.AnimationType.Move); - _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0); - canBeRelative = !_src.useTargetAsV3; - break; - case DOTweenAnimation.AnimationType.Rotate: - case DOTweenAnimation.AnimationType.LocalRotate: - bool isRigidbody2D = DOTweenModuleUtils.Physics.HasRigidbody2D(_src); - if (isRigidbody2D) GUIEndValueFloat(); - else { - GUIEndValueV3(targetGO); - _src.optionalRotationMode = (RotateMode)EditorGUILayout.EnumPopup(" Rotation Mode", _src.optionalRotationMode); - } - break; - case DOTweenAnimation.AnimationType.Scale: - if (_src.optionalBool0) GUIEndValueFloat(); - else GUIEndValueV3(targetGO); - _src.optionalBool0 = EditorGUILayout.Toggle("Uniform Scale", _src.optionalBool0); - break; - case DOTweenAnimation.AnimationType.UIWidthHeight: - if (_src.optionalBool0) GUIEndValueFloat(); - else GUIEndValueV2(); - _src.optionalBool0 = EditorGUILayout.Toggle("Uniform Scale", _src.optionalBool0); - break; - case DOTweenAnimation.AnimationType.FillAmount: - GUIEndValueFloat(); - if (_src.endValueFloat < 0) _src.endValueFloat = 0; - if (_src.endValueFloat > 1) _src.endValueFloat = 1; - canBeRelative = false; - break; - case DOTweenAnimation.AnimationType.Color: - GUIEndValueColor(); - canBeRelative = false; - break; - case DOTweenAnimation.AnimationType.Fade: - GUIEndValueFloat(); - if (_src.endValueFloat < 0) _src.endValueFloat = 0; - if (!_isLightSrc && _src.endValueFloat > 1) _src.endValueFloat = 1; - canBeRelative = false; - break; - case DOTweenAnimation.AnimationType.Text: - GUIEndValueString(); - _src.optionalBool0 = EditorGUILayout.Toggle("Rich Text Enabled", _src.optionalBool0); - _src.optionalScrambleMode = (ScrambleMode)EditorGUILayout.EnumPopup("Scramble Mode", _src.optionalScrambleMode); - _src.optionalString = EditorGUILayout.TextField(new GUIContent("Custom Scramble", "Custom characters to use in case of ScrambleMode.Custom"), _src.optionalString); - break; - case DOTweenAnimation.AnimationType.PunchPosition: - case DOTweenAnimation.AnimationType.PunchRotation: - case DOTweenAnimation.AnimationType.PunchScale: - GUIEndValueV3(targetGO); - canBeRelative = false; - _src.optionalInt0 = EditorGUILayout.IntSlider(new GUIContent(" Vibrato", "How much will the punch vibrate"), _src.optionalInt0, 1, 50); - _src.optionalFloat0 = EditorGUILayout.Slider(new GUIContent(" Elasticity", "How much the vector will go beyond the starting position when bouncing backwards"), _src.optionalFloat0, 0, 1); - if (_src.animationType == DOTweenAnimation.AnimationType.PunchPosition) _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0); - break; - case DOTweenAnimation.AnimationType.ShakePosition: - case DOTweenAnimation.AnimationType.ShakeRotation: - case DOTweenAnimation.AnimationType.ShakeScale: - GUIEndValueV3(targetGO); - canBeRelative = false; - _src.optionalInt0 = EditorGUILayout.IntSlider(new GUIContent(" Vibrato", "How much will the shake vibrate"), _src.optionalInt0, 1, 50); - using (new GUILayout.HorizontalScope()) { - _src.optionalFloat0 = EditorGUILayout.Slider(new GUIContent(" Randomness", "The shake randomness"), _src.optionalFloat0, 0, 90); - _src.optionalShakeRandomnessMode = (ShakeRandomnessMode)EditorGUILayout.EnumPopup(_src.optionalShakeRandomnessMode, GUILayout.Width(70)); - } - _src.optionalBool1 = EditorGUILayout.Toggle(new GUIContent(" FadeOut", "If selected the shake will fade out, otherwise it will constantly play with full force"), _src.optionalBool1); - if (_src.animationType == DOTweenAnimation.AnimationType.ShakePosition) _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0); - break; - case DOTweenAnimation.AnimationType.CameraAspect: - case DOTweenAnimation.AnimationType.CameraFieldOfView: - case DOTweenAnimation.AnimationType.CameraOrthoSize: - GUIEndValueFloat(); - canBeRelative = false; - break; - case DOTweenAnimation.AnimationType.CameraBackgroundColor: - GUIEndValueColor(); - canBeRelative = false; - break; - case DOTweenAnimation.AnimationType.CameraPixelRect: - case DOTweenAnimation.AnimationType.CameraRect: - GUIEndValueRect(); - canBeRelative = false; - break; - } - - // Final settings - if (canBeRelative) _src.isRelative = EditorGUILayout.Toggle(" Relative", _src.isRelative); - - // Events - AnimationInspectorGUI.AnimationEvents(this, _src); - } - EditorGUI.EndDisabledGroup(); - - if (GUI.changed) EditorUtility.SetDirty(_src); - } - - #endregion - - #region Methods - - // Returns TRUE if the Component layout on the src gameObject changed (a Component was added or removed) - bool ComponentsChanged() - { - int prevTotComponentsOnSrc = _totComponentsOnSrc; - _totComponentsOnSrc = _src.gameObject.GetComponents().Length; - return prevTotComponentsOnSrc != _totComponentsOnSrc; - } - - // Checks if a Component that can be animated with the given animationType is attached to the src - bool Validate(GameObject targetGO) - { - if (_src.animationType == DOTweenAnimation.AnimationType.None) return false; - - Component srcTarget; - // First check for external plugins -#if false // TK2D_MARKER - if (_Tk2dAnimationTypeToComponent.ContainsKey(_src.animationType)) { - foreach (Type t in _Tk2dAnimationTypeToComponent[_src.animationType]) { - srcTarget = targetGO.GetComponent(t); - if (srcTarget != null) { - _src.target = srcTarget; - _src.targetType = DOTweenAnimation.TypeToDOTargetType(t); - return true; - } - } - } -#endif -#if false // TEXTMESHPRO_MARKER - if (_TMPAnimationTypeToComponent.ContainsKey(_src.animationType)) { - foreach (Type t in _TMPAnimationTypeToComponent[_src.animationType]) { - srcTarget = targetGO.GetComponent(t); - if (srcTarget != null) { - _src.target = srcTarget; - _src.targetType = DOTweenAnimation.TypeToDOTargetType(t); - return true; - } - } - } -#endif - // Then check for regular stuff - if (_AnimationTypeToComponent.ContainsKey(_src.animationType)) { - foreach (Type t in _AnimationTypeToComponent[_src.animationType]) { - srcTarget = targetGO.GetComponent(t); - if (srcTarget != null) { - _src.target = srcTarget; - _src.targetType = DOTweenAnimation.TypeToDOTargetType(t); - return true; - } - } - } - return false; - } - - DOTweenAnimation.AnimationType AnimationToDOTweenAnimationType(string animation) - { - if (_datString == null) _datString = Enum.GetNames(typeof(DOTweenAnimation.AnimationType)); - animation = animation.Replace("/", ""); - return (DOTweenAnimation.AnimationType)(Array.IndexOf(_datString, animation)); - } - int DOTweenAnimationTypeToPopupId(DOTweenAnimation.AnimationType animation) - { - return Array.IndexOf(_animationTypeNoSlashes, animation.ToString()); - } - - #endregion - - #region GUI Draw Methods - - void GUIEndValueFloat() - { - GUILayout.BeginHorizontal(); - GUIToFromButton(); - _src.endValueFloat = EditorGUILayout.FloatField(_src.endValueFloat); - GUILayout.EndHorizontal(); - } - - void GUIEndValueColor() - { - GUILayout.BeginHorizontal(); - GUIToFromButton(); - _src.endValueColor = EditorGUILayout.ColorField(_src.endValueColor); - GUILayout.EndHorizontal(); - } - - void GUIEndValueV3(GameObject targetGO, bool optionalTransform = false) - { - GUILayout.BeginHorizontal(); - GUIToFromButton(); - if (_src.useTargetAsV3) { - Transform prevT = _src.endValueTransform; - _src.endValueTransform = EditorGUILayout.ObjectField(_src.endValueTransform, typeof(Transform), true) as Transform; - if (_src.endValueTransform != prevT && _src.endValueTransform != null) { -#if true // UI_MARKER - // Check that it's a Transform for a Transform or a RectTransform for a RectTransform - if (targetGO.GetComponent() != null) { - if (_src.endValueTransform.GetComponent() == null) { - EditorUtility.DisplayDialog("DOTween Pro", "For Unity UI elements, the target must also be a UI element", "Ok"); - _src.endValueTransform = null; - } - } else if (_src.endValueTransform.GetComponent() != null) { - EditorUtility.DisplayDialog("DOTween Pro", "You can't use a UI target for a non UI object", "Ok"); - _src.endValueTransform = null; - } -#endif - } - } else { - _src.endValueV3 = EditorGUILayout.Vector3Field("", _src.endValueV3, GUILayout.Height(16)); - } - if (optionalTransform) { - if (GUILayout.Button(_src.useTargetAsV3 ? "target" : "value", EditorGUIUtils.sideBtStyle, GUILayout.Width(44))) _src.useTargetAsV3 = !_src.useTargetAsV3; - } - GUILayout.EndHorizontal(); -#if true // UI_MARKER - if (_src.useTargetAsV3 && _src.endValueTransform != null && _src.target is RectTransform) { - EditorGUILayout.HelpBox("NOTE: when using a UI target, the tween will be created during Start instead of Awake", MessageType.Info); - } -#endif - } - - void GUIEndValueV2() - { - GUILayout.BeginHorizontal(); - GUIToFromButton(); - _src.endValueV2 = EditorGUILayout.Vector2Field("", _src.endValueV2, GUILayout.Height(16)); - GUILayout.EndHorizontal(); - } - - void GUIEndValueString() - { - GUILayout.BeginHorizontal(); - GUIToFromButton(); - _src.endValueString = EditorGUILayout.TextArea(_src.endValueString, EditorGUIUtils.wordWrapTextArea); - GUILayout.EndHorizontal(); - } - - void GUIEndValueRect() - { - GUILayout.BeginHorizontal(); - GUIToFromButton(); - _src.endValueRect = EditorGUILayout.RectField(_src.endValueRect); - GUILayout.EndHorizontal(); - } - - void GUIToFromButton() - { - if (GUILayout.Button(_src.isFrom ? "FROM" : "TO", EditorGUIUtils.sideBtStyle, GUILayout.Width(90))) _src.isFrom = !_src.isFrom; - GUILayout.Space(16); - } - - #endregion - } - - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - - [InitializeOnLoad] - static class Initializer - { - static Initializer() - { - DOTweenAnimation.OnReset += OnReset; - } - - static void OnReset(DOTweenAnimation src) - { - DOTweenSettings settings = DOTweenUtilityWindow.GetDOTweenSettings(); - if (settings == null) return; - - Undo.RecordObject(src, "DOTweenAnimation"); - src.autoPlay = settings.defaultAutoPlay == AutoPlay.All || settings.defaultAutoPlay == AutoPlay.AutoPlayTweeners; - src.autoKill = settings.defaultAutoKill; - EditorUtility.SetDirty(src); - } - } -} diff --git a/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs.meta b/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs.meta deleted file mode 100644 index d2d7eee..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: e0203fd81362bab4d842d87ad09ee76e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenPreviewManager.cs b/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenPreviewManager.cs deleted file mode 100644 index 8ad8b76..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenPreviewManager.cs +++ /dev/null @@ -1,265 +0,0 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2015/03/12 16:03 - -using System; -using System.Collections.Generic; -using DG.DemiEditor; -using DG.DemiLib; -using DG.Tweening; -using DG.Tweening.Core; -using UnityEditor; -using UnityEditorInternal; -using UnityEngine; -using Object = UnityEngine.Object; - -namespace DG.DOTweenEditor -{ - public static class DOTweenPreviewManager - { - static bool _previewOnlyIfSetToAutoPlay = true; - static readonly Dictionary _AnimationToTween = new Dictionary(); - static readonly List _TmpKeys = new List(); - - #region Public Methods & GUI - - /// - /// Returns TRUE if its actually previewing animations - /// - public static bool PreviewGUI(DOTweenAnimation src) - { - if (EditorApplication.isPlaying) return false; - - Styles.Init(); - - bool isPreviewing = _AnimationToTween.Count > 0; - bool isPreviewingThis = isPreviewing && _AnimationToTween.ContainsKey(src); - - // Preview in editor - GUI.backgroundColor = isPreviewing - ? new DeSkinColor(new Color(0.49f, 0.8f, 0.86f), new Color(0.15f, 0.26f, 0.35f)) - : new DeSkinColor(Color.white, new Color(0.13f, 0.13f, 0.13f)); - GUILayout.BeginVertical(Styles.previewBox); - DeGUI.ResetGUIColors(); - GUILayout.BeginHorizontal(); - GUILayout.Label("Preview Mode - Experimental", Styles.previewLabel); - _previewOnlyIfSetToAutoPlay = DeGUILayout.ToggleButton( - _previewOnlyIfSetToAutoPlay, - new GUIContent("AutoPlay only", "If toggled only previews animations that have AutoPlay turned ON"), - Styles.btOption - ); - GUILayout.EndHorizontal(); - GUILayout.Space(1); - // Preview - Play - GUILayout.BeginHorizontal(); - EditorGUI.BeginDisabledGroup( - isPreviewingThis || src.animationType == DOTweenAnimation.AnimationType.None - || !src.isActive || _previewOnlyIfSetToAutoPlay && !src.autoPlay - ); - if (GUILayout.Button("► Play", Styles.btPreview)) { - if (!isPreviewing) StartupGlobalPreview(); - AddAnimationToGlobalPreview(src); - } - EditorGUI.EndDisabledGroup(); - EditorGUI.BeginDisabledGroup(isPreviewing); - if (GUILayout.Button("► Play All on GameObject", Styles.btPreview)) { - if (!isPreviewing) StartupGlobalPreview(); - DOTweenAnimation[] anims = src.gameObject.GetComponents(); - foreach (DOTweenAnimation anim in anims) AddAnimationToGlobalPreview(anim); - } - if (GUILayout.Button("► Play All in Scene", Styles.btPreview)) { - if (!isPreviewing) StartupGlobalPreview(); - // DOTweenAnimation[] anims = Object.FindObjectsOfType(); // OBSOLETE - DOTweenAnimation[] anims = DeEditorCompatibilityUtils.FindObjectsOfType(); - foreach (DOTweenAnimation anim in anims) AddAnimationToGlobalPreview(anim); - } - EditorGUI.EndDisabledGroup(); - GUILayout.EndHorizontal(); - // Preview - Stop - GUILayout.BeginHorizontal(); - EditorGUI.BeginDisabledGroup(!isPreviewingThis); - if (GUILayout.Button("■ Stop", Styles.btPreview)) { - if (_AnimationToTween.ContainsKey(src)) StopPreview(_AnimationToTween[src].tween); - } - EditorGUI.EndDisabledGroup(); - EditorGUI.BeginDisabledGroup(!isPreviewing); - if (GUILayout.Button("■ Stop All on GameObject", Styles.btPreview)) { - StopPreview(src.gameObject); - } - if (GUILayout.Button("■ Stop All in Scene", Styles.btPreview)) { - StopAllPreviews(); - } - EditorGUI.EndDisabledGroup(); - GUILayout.EndHorizontal(); - if (isPreviewing) { - int playingTweens = 0; - int completedTweens = 0; - int pausedTweens = 0; - foreach (KeyValuePair kvp in _AnimationToTween) { - Tween t = kvp.Value.tween; - if (t.IsPlaying()) playingTweens++; - else if (t.IsComplete()) completedTweens++; - else pausedTweens++; - } - GUILayout.Label("Playing Tweens: " + playingTweens, Styles.previewStatusLabel); - GUILayout.Label("Completed Tweens: " + completedTweens, Styles.previewStatusLabel); -// GUILayout.Label("Paused Tweens: " + playingTweens); - } - GUILayout.EndVertical(); - - return isPreviewing; - } - -#if !(UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5) - public static void StopAllPreviews(PlayModeStateChange state) - { - StopAllPreviews(); - } -#endif - - public static void StopAllPreviews() - { - _TmpKeys.Clear(); - foreach (KeyValuePair kvp in _AnimationToTween) { - _TmpKeys.Add(kvp.Key); - } - StopPreview(_TmpKeys); - _TmpKeys.Clear(); - _AnimationToTween.Clear(); - - DOTweenEditorPreview.Stop(); -#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 - UnityEditor.EditorApplication.playmodeStateChanged -= StopAllPreviews; -#else - UnityEditor.EditorApplication.playModeStateChanged -= StopAllPreviews; -#endif -// EditorApplication.playmodeStateChanged -= StopAllPreviews; - - InternalEditorUtility.RepaintAllViews(); - } - -#endregion - -#region Methods - - static void StartupGlobalPreview() - { - DOTweenEditorPreview.Start(); -#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 - UnityEditor.EditorApplication.playmodeStateChanged += StopAllPreviews; -#else - UnityEditor.EditorApplication.playModeStateChanged += StopAllPreviews; -#endif -// EditorApplication.playmodeStateChanged += StopAllPreviews; - } - - static void AddAnimationToGlobalPreview(DOTweenAnimation src) - { - if (!src.isActive) return; // Ignore sources whose tweens have been set to inactive - if (_previewOnlyIfSetToAutoPlay && !src.autoPlay) return; - - Tween t = src.CreateEditorPreview(); - if (t == null) return; - _AnimationToTween.Add(src, new TweenInfo(src, t, src.isFrom)); - // Tween setup - DOTweenEditorPreview.PrepareTweenForPreview(t); - } - - static void StopPreview(GameObject go) - { - _TmpKeys.Clear(); - foreach (KeyValuePair kvp in _AnimationToTween) { - if (kvp.Key.gameObject != go) continue; - _TmpKeys.Add(kvp.Key); - } - StopPreview(_TmpKeys); - _TmpKeys.Clear(); - - if (_AnimationToTween.Count == 0) StopAllPreviews(); - else InternalEditorUtility.RepaintAllViews(); - } - - static void StopPreview(Tween t) - { - TweenInfo tInfo = null; - foreach (KeyValuePair kvp in _AnimationToTween) { - if (kvp.Value.tween != t) continue; - tInfo = kvp.Value; - _AnimationToTween.Remove(kvp.Key); - break; - } - if (tInfo == null) { - Debug.LogWarning("DOTween Preview ► Couldn't find tween to stop"); - return; - } - if (tInfo.isFrom) { - int totLoops = tInfo.tween.Loops(); - if (totLoops < 0 || totLoops > 1) { - tInfo.tween.Goto(tInfo.tween.Duration(false)); - } else tInfo.tween.Complete(); - } else tInfo.tween.Rewind(); - tInfo.tween.Kill(); - EditorUtility.SetDirty(tInfo.animation); // Refresh views - - if (_AnimationToTween.Count == 0) StopAllPreviews(); - else InternalEditorUtility.RepaintAllViews(); - } - - // Stops while iterating inversely, which deals better with tweens that overwrite each other - static void StopPreview(List keys) - { - for (int i = keys.Count - 1; i > -1; --i) { - DOTweenAnimation anim = keys[i]; - TweenInfo tInfo = _AnimationToTween[anim]; - if (tInfo.isFrom) { - int totLoops = tInfo.tween.Loops(); - if (totLoops < 0 || totLoops > 1) { - tInfo.tween.Goto(tInfo.tween.Duration(false)); - } else tInfo.tween.Complete(); - } else tInfo.tween.Rewind(); - tInfo.tween.Kill(); - EditorUtility.SetDirty(anim); // Refresh views - _AnimationToTween.Remove(anim); - } - } - -#endregion - - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - - class TweenInfo - { - public DOTweenAnimation animation; - public Tween tween; - public bool isFrom; - public TweenInfo(DOTweenAnimation animation, Tween tween, bool isFrom) - { - this.animation = animation; - this.tween = tween; - this.isFrom = isFrom; - } - } - - static class Styles - { - static bool _initialized; - - public static GUIStyle previewBox, previewLabel, btOption, btPreview, previewStatusLabel; - - public static void Init() - { - if (_initialized) return; - - _initialized = true; - - previewBox = new GUIStyle(GUI.skin.box).Clone().Padding(1, 1, 0, 3) - .Background(DeStylePalette.squareBorderCurved_darkBorders).Border(7, 7, 7, 7); - previewLabel = new GUIStyle(GUI.skin.label).Clone(10, FontStyle.Bold).Padding(1, 0, 3, 0).Margin(3, 6, 0, 0).StretchWidth(false); - btOption = DeGUI.styles.button.bBlankBorderCompact.MarginBottom(2).MarginRight(4); - btPreview = EditorStyles.miniButton.Clone(Format.RichText); - previewStatusLabel = EditorStyles.miniLabel.Clone().Padding(4, 0, 0, 0).Margin(0); - } - } - } -} diff --git a/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenPreviewManager.cs.meta b/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenPreviewManager.cs.meta deleted file mode 100644 index 53780cc..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenPreviewManager.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 22292a5f27a9a644ba9e6ad1bf863531 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML b/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML deleted file mode 100644 index 472ed4b..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML +++ /dev/null @@ -1,18 +0,0 @@ - - - - DOTweenProEditor - - - - - Custom colors - - - - - Needs to be overridden in order to initialize new styles added from inherited classes - - - - diff --git a/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML.meta b/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML.meta deleted file mode 100644 index f37a133..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 753a4f4ed73b17143923101226957756 -TextScriptImporter: - userData: diff --git a/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenProEditor.dll b/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenProEditor.dll deleted file mode 100644 index a97f9a2..0000000 Binary files a/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenProEditor.dll and /dev/null differ diff --git a/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenProEditor.dll.meta b/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenProEditor.dll.meta deleted file mode 100644 index 62ab8c0..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/Editor/DOTweenProEditor.dll.meta +++ /dev/null @@ -1,22 +0,0 @@ -fileFormatVersion: 2 -guid: a6402d4311c862b4eb1325590d6466af -PluginImporter: - serializedVersion: 1 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - platformData: - Any: - enabled: 0 - settings: {} - Editor: - enabled: 1 - settings: - DefaultValueInitialized: true - WindowsStoreApps: - enabled: 0 - settings: - CPU: AnyCPU - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins/Demigiant/DOTweenPro/readme.txt b/Assets/Plugins/Demigiant/DOTweenPro/readme.txt deleted file mode 100644 index 379dbbc..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/readme.txt +++ /dev/null @@ -1,35 +0,0 @@ -DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant - -// IMPORTANT!!! ///////////////////////////////////////////// -// Upgrading DOTween from versions older than 1.2.000 /////// -// (or DOTween Pro older than 1.0.000) ////////////////////// -------------------------------------------------------------- -If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully. -1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry -2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath -3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup -4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (like TextMesh Pro) - -// GET STARTED ////////////////////////////////////////////// - -- After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween. - -// VISUAL SCRIPTING (PRO ONLY) -- To animate a gameObject, select it and choose "Add Component > DOTween > DOTween Animation" -- To animate a gameObject along a path, select it and choose "Add Component > DOTween > DOTween Path" - -// SCRIPTING -- In your code, add "using DG.Tweening" to each class where you want to use DOTween. -- You're ready to tween. Check out the links below for full documentation and license info. - - -// LINKS /////////////////////////////////////////////////////// - -DOTween website (documentation, examples, etc): http://dotween.demigiant.com -DOTween license: http://dotween.demigiant.com/license.php -DOTween repository (Google Code): https://code.google.com/p/dotween/ -Demigiant website (documentation, examples, etc): http://www.demigiant.com - -// NOTES ////////////////////////////////////////////////////// - -- DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences \ No newline at end of file diff --git a/Assets/Plugins/Demigiant/DOTweenPro/readme.txt.meta b/Assets/Plugins/Demigiant/DOTweenPro/readme.txt.meta deleted file mode 100644 index 6a87c35..0000000 --- a/Assets/Plugins/Demigiant/DOTweenPro/readme.txt.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: aa8f07903bf128e44a7d0b91a63dedab -TextScriptImporter: - userData: diff --git a/Assets/Plugins/Demigiant/DemiLib.meta b/Assets/Plugins/Demigiant/DemiLib.meta deleted file mode 100644 index edcf2cc..0000000 --- a/Assets/Plugins/Demigiant/DemiLib.meta +++ /dev/null @@ -1,21 +0,0 @@ -fileFormatVersion: 2 -guid: 5a499e4809836274eb38cd99b370a2c1 -labels: -- Tween -- Tweening -- Animation -- HOTween -- Paths -- iTween -- DFTween -- LeanTween -- Ease -- Easing -- Shake -- Punch -- 2DToolkit -- TextMeshPro -- Text -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Plugins/Demigiant/DemiLib/Core.meta b/Assets/Plugins/Demigiant/DemiLib/Core.meta deleted file mode 100644 index 86e5075..0000000 --- a/Assets/Plugins/Demigiant/DemiLib/Core.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 03513cf143bb144409fbb3a51ec77b1b -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Plugins/Demigiant/DemiLib/Core/DemiLib.dll b/Assets/Plugins/Demigiant/DemiLib/Core/DemiLib.dll deleted file mode 100644 index 4ab2cf3..0000000 Binary files a/Assets/Plugins/Demigiant/DemiLib/Core/DemiLib.dll and /dev/null differ diff --git a/Assets/Plugins/Demigiant/DemiLib/Core/DemiLib.dll.meta b/Assets/Plugins/Demigiant/DemiLib/Core/DemiLib.dll.meta deleted file mode 100644 index 1ed9199..0000000 --- a/Assets/Plugins/Demigiant/DemiLib/Core/DemiLib.dll.meta +++ /dev/null @@ -1,22 +0,0 @@ -fileFormatVersion: 2 -guid: 54be29b67d0d29a478da2c6e5c62f091 -PluginImporter: - serializedVersion: 1 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - platformData: - Any: - enabled: 1 - settings: {} - Editor: - enabled: 0 - settings: - DefaultValueInitialized: true - WindowsStoreApps: - enabled: 0 - settings: - CPU: AnyCPU - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins/Demigiant/DemiLib/Core/DemiLib.xml b/Assets/Plugins/Demigiant/DemiLib/Core/DemiLib.xml deleted file mode 100644 index e6d7231..0000000 --- a/Assets/Plugins/Demigiant/DemiLib/Core/DemiLib.xml +++ /dev/null @@ -1,231 +0,0 @@ - - - - DemiLib - - - - - Class attribute - Sets the script execution order index - - - - - Sets the script execution order for this class - - Script execution order index - - - - Set when calling DeGUI.BeginGUI - - - - - Stores a color palette, which can be passed to default DeGUI layouts when calling DeGUI.BeginGUI, - and changed at any time by calling DeGUI.ChangePalette. - You can inherit from this class to create custom color palettes with more hColor options. - - - - - Converts a HEX color to a Unity Color and returns it - - The HEX color, either with or without the initial # (accepts both regular and short format) - - - - Global colors - - - - - Background colors - - - - Editor background color - - - - Content colors - - - - - Toggle button specific colors - - - - - Various Input utils - - - - - Returns a number key int if a number key was pressed in this frame, or -1 otherwise - - - - - - Extend this to replicate Unity's Scope system with any Unity version. - Thanks to Dmitriy Yukhanov for pointing this out and creating an initial version. - Expand this class to create scopes. - Example: - public class VBoxScope : DeScope - { - public VBoxScope(GUIStyle style) - { - BeginVBox(style); - } - - protected override void CloseScope() - { - EndVBox(); - } - } - Usage: - using (new VBoxScope(myStyle) { - // Do something - } - - - - - Contains both free and pro skins color variations, - and automatically returns the correct one when converted to Color - - - - - Used by DeHierarchy - - - - - Returns a list of all items whose gameObject is NULL, or NULL if there's no missing gameObjects. - - - - - If the item exists sets it, otherwise first creates it and then sets it - - - - - If the item exists sets it, otherwise first creates it and then sets it - - - - - If the item exists sets it, otherwise first creates it and then sets it - - - - - Returns TRUE if the item existed and was removed. - - - - - Returns TRUE if the item existed and was changed. - - - - - Returns the customizedItem for the given gameObject, or NULL if none was found - - - - - Returns the color corresponding to the given - - - - Must be univocal - - - Node position in editor GUI - - - Ids of all forward connected nodes. Length indicates how many forward connections are allowed. - Min length represents available connections from node. - - - - A serializable struct including a min and a max int value - - - - Min value - - - Max value - - - - Creates a new Range - - - - - Returns a random value within this range (min/max included) - - - - - - - - A serializable struct including a min and a max float value - - - - Min value - - - Max value - - - - Creates a new Range - - - - - Returns a random value within this range (min/max included) - - - - - - - - Returns ONLY the Components in the children, and ignores the parent. - - If TRUE also includes inactive children - - - - Returns the Component only if it's in a child, and ignores the parent. - - If TRUE also searches inactive children - - - - Returns a HEX version of the given Unity Color, without the initial # - - If TRUE, also converts the alpha value and returns a hex of 8 characters, - otherwise doesn't and returns a hex of 6 characters - - - - Returns a HEX version of the given Unity Color, without the initial # - - If TRUE, also converts the alpha value and returns a hex of 8 characters, - otherwise doesn't and returns a hex of 6 characters - - - diff --git a/Assets/Plugins/Demigiant/DemiLib/Core/DemiLib.xml.meta b/Assets/Plugins/Demigiant/DemiLib/Core/DemiLib.xml.meta deleted file mode 100644 index 473a9b5..0000000 --- a/Assets/Plugins/Demigiant/DemiLib/Core/DemiLib.xml.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 9bf2564c9817bb34988453ae948954d2 -TextScriptImporter: - userData: diff --git a/Assets/Plugins/Demigiant/DemiLib/Core/Editor.meta b/Assets/Plugins/Demigiant/DemiLib/Core/Editor.meta deleted file mode 100644 index 11f8e33..0000000 --- a/Assets/Plugins/Demigiant/DemiLib/Core/Editor.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 77fbbad1c51d68f4c844d26743104b07 -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Plugins/Demigiant/DemiLib/Core/Editor/DemiEditor.dll b/Assets/Plugins/Demigiant/DemiLib/Core/Editor/DemiEditor.dll deleted file mode 100644 index 483f860..0000000 Binary files a/Assets/Plugins/Demigiant/DemiLib/Core/Editor/DemiEditor.dll and /dev/null differ diff --git a/Assets/Plugins/Demigiant/DemiLib/Core/Editor/DemiEditor.dll.meta b/Assets/Plugins/Demigiant/DemiLib/Core/Editor/DemiEditor.dll.meta deleted file mode 100644 index aa20ddf..0000000 --- a/Assets/Plugins/Demigiant/DemiLib/Core/Editor/DemiEditor.dll.meta +++ /dev/null @@ -1,22 +0,0 @@ -fileFormatVersion: 2 -guid: 202f9ddaf2c1a8a429504f7f3cd7b84f -PluginImporter: - serializedVersion: 1 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - platformData: - Any: - enabled: 0 - settings: {} - Editor: - enabled: 1 - settings: - DefaultValueInitialized: true - WindowsStoreApps: - enabled: 0 - settings: - CPU: AnyCPU - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins/Demigiant/DemiLib/Core/Editor/DemiEditor.xml b/Assets/Plugins/Demigiant/DemiLib/Core/Editor/DemiEditor.xml deleted file mode 100644 index bfca4c0..0000000 --- a/Assets/Plugins/Demigiant/DemiLib/Core/Editor/DemiEditor.xml +++ /dev/null @@ -1,2405 +0,0 @@ - - - - DemiEditor - - - - - Utils to use the correct method based on Unity's version - - - - - Encodes to PNG using reflection to use correct method depending if editor is version 2017 or earlier - - - - - Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account - - - - - Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account - - - - - Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account - - - - - Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account - - - - - Returns the prefab parent by using different code on Unity 2018 or later - - - - - Starts an editor coroutine. You can't use normal yield new WaitFor methods because - those are Unity runtime, but you can instead use . - Other than that, you can use normal yield null/etc. - Returns an (which you can use with to cancel the coroutine), - or NULL in case the coroutine completed immediately. - - - - - Stops the given coroutine generated by - - - - - To be used inside a coroutine as a yield instruction: waits for the given seconds - (replaces Unity's yield new WaitForSeconds because it's not available in-editor). - Example usage: - yield return DeEditorCoroutines.WaitForSeconds(1); - - - - - File utils - - - - Path slash for AssetDatabase format - - - Path slash to replace for AssetDatabase format - - - Current OS path slash - - - Path slash to replace on current OS - - - - Full path to project directory, without final slash. - - - - - Full path to project's Assets directory, without final slash. - - - - - Returns TRUE if the given path is an absolute path - - - - - Returns TRUE if the given path is an AssetDatabase path - - - - - Returns TRUE if the given GUID refers to a valid and existing project folder - - - - - Converts the given project-relative path to a full path - - - - - Converts the given full path to a project-relative path - - - - - Returns TRUE if the file/directory at the given path exists. - - Path, relative to Unity's project folder - - - - Validates the string as a valid fileName - (uses commonly accepted characters an all systems instead of system-specific ones). - BEWARE: doesn't check for reserved words - - string to replace - Minimum length for considering the string valid - - - - Returns TRUE if the given filepath is within this Unity project Assets folder - - Full file path - - - - Returns the given string stripped of any invalid filename characters. - BEWARE: doesn't check for reserved words - - string to replace - Character to use as replacement for invalid ones - - - - Returns the given path with all slashes converted to the correct ones used by the system - - - - - Returns the asset path of the given GUID (relative to Unity project's folder), - or an empty string if either the GUID is invalid or the related path doesn't exist. - - - - - Checks if the given directory (full path) is empty or not - - - - - Deletes all files and subdirectories from the given directory - - - - Returns the adb path to the given ScriptableObject - - - Returns the adb path to the given MonoBehaviour - - - Returns the adb directory that contains the given ScriptableObject without final slash - - - Returns the adb directory that contains the given MonoBehaviour without final slash - - - - Returns the adb paths to the selected folders in the Project panel, or NULL if there is none. - Contrary to Selection.activeObject, which only returns folders selected in the right side of the panel, - this method also works with folders selected in the left side. - - - - - Sets the script execution order of the given MonoBehaviour - - - - - Gets the script execution order of the given MonoBehaviour - - - - - Precisely returns the last controlId assigned to a GUI element - - - - - Framework used to fix missing monoScript reference in GameObjects when a script's meta guid changes - - - - - Retrieves the GUID in the given meta file and returns it, or NULL if it's not found - - Full filePath to the meta file - - - - Fixes all wrong Component GUIDs in scenes and prefabs - - objects to use for the operation - - - - Fixes all wrong Component GUIDs in the active scene and returns the total number of Components fixed - - objects to use for the operation - - - - Finds all MonoBehaviour/Behaviour/Component in the given scene/prefab file string - that contain the given - and replaces their GUID with the one passed (if different). - Returns the total number of Component GUIDs that were fixed - - - - - Dispatched when Unity has finished compiling code and updating the AssetDatabase - - - - - Utils to manage UnityPackages import/export and file mirroring - - - - - Stores all file paths (excluding metas) found in the given AssetDatabase directory and subdirectory - into the given AssetDatabase file (which will be created if missing), - writing them as relative to the given directory. - EXAMPLE: - adbReadFromDirPath = "Plugins/DOTween" - file "Assets/Plugins/DOTween/aScript.cs" stored as "aScript.cs" - file "Assets/Plugins/DOTween/Subdir/aScript.cs" stored as "Subdir/aScript.cs" - - - AssetDatabase path ("Assets/...") where the list should be written - AssetDatabase path ("Assets/...") from which the list of files should be retrieved, without final slash - If TRUE ignores ASMDEF files - - - - Parses a file list created via and removes any files not present in the list from the given directory - - Label to use when logging the result - AssetDatabase path ("Assets/...") to the file containing the list - AssetDatabase path ("Assets/...") to the directory to parse for extra files to remove - If TRUE ignores ASMDEF files - If TRUE only returns a report log and doesn't actually delete the files - - - - Utilities for Editor Panels. - - - - - Connects to a asset. - If the asset already exists at the given path, loads it and returns it. - Otherwise, depending on the given parameters, either returns NULL or automatically creates it before loading and returning it. - - Asset type - File path (relative to Unity's project folder) - If TRUE and the requested asset doesn't exist, forces its creation - If TRUE also creates the path folders if they don't exist - - - - Check if the at the given path exists and eventually if it's available - - File path (relative to Unity's project folder) - If TRUE also check if the file is available - (file can be unavailable if it was deleted outside Unity, or if Unity is just starting) - - - - - Returns TRUE if the given is dockable, FALSE if instead it's a utility window - - - - - - - Sets the icon and title of an editor window. Works with older versions of Unity, where the titleContent property wasn't available. - - Reference to the editor panel whose icon to set - Icon to apply - Title. If NULL doesn't change it - - - - Repaints the currently focues editor - - - - - Prefab utilities - - - - - Behaves as the Inspector's Apply button, applying any modification of this instance to the prefab parent - - - - - - Returns TRUe if a prefab instance has unapplied modifications, ignoring any modifications applied to the transform. - NOTE: this a somehow costly operation (since it generates GC) - - - - - Completely removes any prefab connection from the given prefab instances, by desotroing the original object and recreating it. - Returns a list with all the new elements created. - - Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&viewfull=1#post726602) - - - - - - Completely removes any prefab connection from the given prefab instance, by desotroing the original object and recreating it. - - Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&viewfull=1#post726602) - - - - - Returns TRUE if Unity editor is neither compiling code nor updating assets - - - Calls the given action after the given delay - - - - Return the size of the editor game view, eventual extra bars excluded (meaning the true size of the game area) - - - - - Returns a value from 1 to N (2 for 200% scaling) indicating the UI Scaling of Unity's editor. - The first time this is called it will store the scaling and keep it without refreshing, - since you need to restart Unity in order to apply a scaling change - - - - - Clears all logs from Unity's console - - - - - Adds the given global define (if it's not already present) to all the - or only to the given , depending on passed parameters, - and returns TRUE if it was added, FALSE otherwise. - NOTE: when adding to all of them some legacy warnings might appear, which you can ignore. - - - to use. Leave NULL to add to all of them. - - - - Adds the given list of global defines (if they're not already present) to all the - or only to the given , depending on passed parameters, - and returns TRUE if it was added, FALSE otherwise. - NOTE: when adding to all of them some legacy warnings might appear, which you can ignore. - - Defines to add - to use. Leave NULL to add to all of them. - - - - Removes the given global define (if present) from all the - or only from the given , depending on passed parameters, - and returns TRUE if it was removed, FALSE otherwise. - NOTE: when removing from all of them some legacy warnings might appear, which you can ignore. - - - to use. Leave NULL to remove from all of them. - - - - Removes the given global defines (if present) from all the - or only from the given , depending on passed parameters, - and returns TRUE if it was removed, FALSE otherwise. - NOTE: when removing from all of them some legacy warnings might appear, which you can ignore. - - Defines to remove - to use. Leave NULL to remove from all of them. - - - - Returns TRUE if the given global define is present in at least one of the - or only in the given , depending on passed parameters. - - - to use. Leave NULL to check in all of them for the first occurrence. - - - - Returns an array of all defines in the current . - - - - - Sets the gizmos icon visibility in the Scene and Game view for the given class names - - Visibility - Class names (no namespace), as many as you want separated by a comma - - - - Sets the gizmos icon visibility in the Scene and Game view for all custom icons - (for example icons created with HOTools) - - Visibility - - - - Returns all components of type T in the currently open scene, or NULL if none could be found. - If you're on Unity 5 or later, and have DeEditorTools, use DeEditorToolsUtils.FindAllComponentsOfType - instead, which is more efficient. - - - - - Shifts an item from an index to another, without modifying the list except than by moving elements around - - - - - Expands the given array and adds the given element as the last one - - - - - Removes the element at index from the given array, shifts everything after by -1 position and resizes the array - - - - Nothing is being dragged - - - Dragging - - - Dragging concluded and accepted - - - Dragging concluded but item position didn't change - - - Dragging canceled - - - Dragging concluced but not accepted because too short - - - Automatically determines if dragged elements are horizontal, vertical, or both - - - Forces vertical drag - - - Forces horizontal drag (useful to avoid initial wrong drag indicators - if the users starts dragging an horizontal system vertically) - - - - Manages the dragging of GUI elements - - - - - True if a GUI element is currently being dragged - - - - - Return the current item being dragged, or NULL if there is none - - - - - Type of current item being dragged, or NULL if there is none - - - - - Starting index of current item being dragged, or NULL if there is none - - - - - Retrieves the eventual optional data stored via the StartDrag method - - - - - Starts a drag operation on a GUI element. - - Reference to the current editor drawing the GUI (used when a Repaint is needed) - List containing the dragged item and all other relative draggable items - DraggableList index of the item being dragged - Optional data that can be retrieved via the static property - - - - Starts a drag operation on a GUI element. - - ID for this drag operation (must be the same for both StartDrag and Drag - Reference to the current editor drawing the GUI (used when a Repaint is needed) - List containing the dragged item and all other relative draggable items - DraggableList index of the item being dragged - Optional data that can be retrieved via the static property - - - - Starts a drag operation on a GUI element. - - Reference to the current editor drawing the GUI (used when a Repaint is needed) - List containing the dragged item and all other relative draggable items - DraggableList index of the item being dragged - Optional data that can be retrieved via the static property - - - - Starts a drag operation on a GUI element. - - ID for this drag operation (must be the same for both StartDrag and Drag - Reference to the current editor drawing the GUI (used when a Repaint is needed) - List containing the dragged item and all other relative draggable items - DraggableList index of the item being dragged - Optional data that can be retrieved via the static property - - - - Call this after each draggable GUI block, to calculate and draw the current drag state - (or complete it if the mouse was released). - - ID for this drag operation (must be the same for both StartDrag and Drag - List containing the draggable item and all other relative draggable items - Current index of the draggable item being drawn - If NULL will calculate this automatically using . - Pass this if you're creating a drag between elements that don't use GUILayout - Drag direction. You can leave it to - unless you want to skip eventual layout calculations - If TRUE (default) automatically reorders the given list - to reflect successful drag results. - Note that will be different if you apply the drag to the list or not - (in the former case it will reflect the current index after the change, in the latter it will reflect the desired position) - - - - Call this after each draggable GUI block, to calculate and draw the current drag state - (or complete it if the mouse was released). - - List containing the draggable item and all other relative draggable items - Current index of the draggable item being drawn - If NULL will calculate this automatically using . - Pass this if you're creating a drag between elements that don't use GUILayout - Drag direction. You can leave it to - unless you want to skip eventual layout calculations - If TRUE (default) automatically reorders the given list - to reflect successful drag results. - Note that will be different if you apply the drag to the list or not - (in the former case it will reflect the current index after the change, in the latter it will reflect the desired position) - - - - Call this after each draggable GUI block, to calculate and draw the current drag state - (or complete it if the mouse was released). - - ID for this drag operation (must be the same for both StartDrag and Drag - List containing the draggable item and all other relative draggable items - Current index of the draggable item being drawn - Color to use for drag divider and selection - If NULL will calculate this automatically using . - Pass this if you're creating a drag between elements that don't use GUILayout - Drag direction. You can leave it to - unless you want to skip eventual layout calculations - If TRUE (default) automatically reorders the given list - to reflect successful drag results. - Note that will be different if you apply the drag to the list or not - (in the former case it will reflect the current index after the change, in the latter it will reflect the desired position) - - - - Call this after each draggable GUI block, to calculate and draw the current drag state - (or complete it if the mouse was released). - - List containing the draggable item and all other relative draggable items - Current index of the draggable item being drawn - Color to use for drag divider and selection - If NULL will calculate this automatically using . - Pass this if you're creating a drag between elements that don't use GUILayout - Drag direction. You can leave it to - unless you want to skip eventual layout calculations - If TRUE (default) automatically reorders the given list - to reflect successful drag results. - Note that will be different if you apply the drag to the list or not - (in the former case it will reflect the current index after the change, in the latter it will reflect the desired position) - - - - Ends the drag operations, and eventually applies the drag outcome. - Returns TRUE if the position of the dragged item actually changed. - Called automatically by Drag method. Use it only if you want to force the end of a drag operation. - - If TRUE marks the drag as successful and applied it if set so, otherwise simply cancels the drag - If TRUE changes the list contents to reflect the drag result - - - - Abstract dynamic class used for every node of the same type - (meaning there is only a single recycled instance for all same-type nodes) - - - - Used to fill - - - Called when the node needs to be drawn - - - - The connectedNodesIds list will be automatically increased/decreased when adding/removing connections - (otherwise connectedNodesIds will have to be increased via custom code) - - - - - Requires only two connectedNodesIds (no more, no less), - uses regular CTRL+Drag to connect connection 0, CTRL+SPACE+Drag to connect connection 1 - - - - - Like , but with an extra connection as a last extra index, which is set when pressing CTRL+SPACE+Drag. - Must always have at least one element in connectedNodesIds - - - - Layout, Repaint, LayoutAndRepaint - - - - Stores cloned nodes for pasting - - - - - Returns a list of pasteable nodes, with their GUID recreated and their connections adapted - - - - - - Returns a deep clone of the given node but doesn't clone UnityEngine references. - A new ID will be automatically generated. - - - - - Always connects a node from BottomOrRight side to TopOrLeft side - - - - - Always connects from BottomOrRight side to TopOrLeft side. - If ALT is pressed shows the delete connection button. - Called during Repaint or MouseDown/Up. - Returns TRUE if the connection was deleted using the delete connection button. - - - - - Always connects a node from BottomOrRight side to TopOrLeft side - - - - - Always connects from BottomOrRight side to TopOrLeft side. - If ALT is pressed shows the delete connection button. - Called during Repaint or MouseDown/Up. - Returns TRUE if the connection was deleted using the delete connection button. - - - - - You can attach to this - - - - - Use this to add a content group to the Help Panel - - - - Regular note - - - Editable note (activated by setting to TRUE - (but you will have to save the result somewhere yourself) - - - If TRUE shows the textArea - - - - Add definition. Supports rich-text but also these special tags: - - [b][/b] - - - - - Add key, automatically formatting these special keys: - / - + - → - - If TRUE and there's other keys/targets, adds the new key on a new line preceded by a comma - - - - Recalculates all rects based on the given Y shift - - - - - One per . - Partially independent, mainly controlled by process. - - - - TRUE when read-to or dragging nodes - - - - Resets the interaction state - - - - Returns TRUE if the given node is currently being dragged - - - - Returns TRUE if a repaint is required - - - - - - Main class for DeGUI Node system. - Create it, then enclose your GUI node calls inside a . - CODING ORDER: - - Create a to use for your node system (create it once, obviously) - - Inside OnGUI, write all your nodes GUI code inside a - - To draw the nodes, loop through the list and call for each node - - - - Distance at which nodes will be placed when snapping next to each other - - - Full area without zeroed coordinates - - - Position with zeroed coordinates (used by all node GUI since it's inside a GUILayout(area)) - - - Contains the nodes passed to NodeProcessScope ordered by depth. - You should loop through this list when drawing nodes - - - - Creates a new NodeProcess. - - EditorWindow for this process - Callback called when one or more nodes are going to be deleted. - Return FALSE if you want the deletion to be canceled. - Can be NULL, in which case it will be ignored - Callback called when a node is cloned. - Return FALSE if you want the cloning to be canceled. - Can be NULL, in which case it will be ignored - - - - Needs to be called when loading a complete new series of nodes - - - - - Call this when the layout/size of one or more nodes changed because of external intervention - (if a whole new range of nodes has been loaded, just call instead) - - - - - Forces the refresh of the area calculations. Useful if you need them before the first GUI call has run - - - - - Shifts the visible are to the given coordinates and repaints on end - - - - - Shifts the visible are to the given coordinates and repaints on end - - - - - Resets the node process scale to 1 - - - - - Scales up the node process area (if not already at max scale) - - - - - Scales down the node process area (if not already at min scale) - - - - - Tells the process to repaint once the process has ended. - Calling this - - - - - Draws the given node using the given T editor GUINode type. - Returns the full area of the node - - - - - Opens the Help Panel - - - - - Closes the Help Panel - - - - - Opens or closes the Help panel based on its current state - - - - - Returns TRUE if the given area is visible (even if partially) inside the current nodeProcess area - - - - - Captures a screenshot of the node editor area and returns it when calling the onComplete method. - Sadly this requires a callback because if called immediately the capture will fail - with a "[d3d11] attempting to ReadPixels outside of RenderTexture bounds!" error in most cases - - Screenshot mode - A callback that accepts the generated Texture2D object - Screenshot scale factor (only used if screenshotMode is set to ) - If TRUE (default) displays a progress bar during the operation. - You'll want to set this to FALSE when you're already using a custom progressBar - and the screenshot is only part of a larger queue of operations - - - - Removes the node with the given ID from the list and removes all connections to it from other nodes. - Doesn't mark things dirty nor prepares them for undo - - - - - Use this to encapsulate node GUI operations. - Automatically manages various operations (press F1 to see them). - Sets GUI.changed to TRUE if the area is panned, a node is dragged, controlNodes change sorting or are deleted. - Wraps all content inside a GUILayout Area (nodeArea). - - The to use - Area within which the nodes will be drawn - Area shift (caused by dragging) - This list will be sorted based on current node draw order, - and changed in case one of its nodes is deleted. - IMPORTANT: this list should be part of your serialized class (MonoBehaviour or ScriptableObject), - so it will be stored as a reference and modifying one will modify the other. - Usually you want to pass all nodes to this except the eventual start node (or nodes that can't be sorted nor deleted). - - - - Set automatically when a selection ends up selecting a single node, - reset when deselecting all nodes, selecting multiple nodes, or resetting the - - - - - Returns TRUE if something was actually deselected, FALSE if there were no selected nodes - - - - - - Returns key modifiers currently pressed. - Requires to be updated at the beginning of every GUI call. - - - - Note: ALT isn't correctly interpreted as OPTION on OSX, contrary to what Unity manual states, - so using Command instead fixes that - - - - Call this method to update data required by softCtrl calculations. - Automatically called from within a . - Returns a object with the keys that were just pressed and just released - - Required to have the correct for the given target call - - - - Returns the given as an int, or -1 if it's not a number - - - - - Used code from Celtc on StackOverflow: https://stackoverflow.com/a/54044197/10151925 - - - - - Gets all fields from an object and its hierarchy inheritance - - - - - Perform a deep copy of the class - - - - - Does the copy - - - - - Returns by . - Contains properties and methods to manage non-layout scrollview better. - Remember to use or to increase or set the full content height - - - - Area used by ScrollView and its content - - - Full content area regardless if visible or not. Its height should be set manually based on the contents' height - - - Content area currently visible (scroll bars excluded) - - - Current scrollPosition - - - - Returns the current open, or an empty one if none is open. - - - - - Sets the width - - - - - Sets the height - - - - - Increase the height by the given amount - - - - - - Returns a Rect for a single line at the current scrollView yMax - - If less than 0 uses default line height, otherwise the value passed - if TRUE (default) automatically increases the height of the accordingly - - - - - Returns a Rect for a single line at the current scrollView yMax, as wide as the max visible rect width - - If less than 0 uses default line height, otherwise the value passed - if TRUE (default) automatically increases the height of the accordingly - - - - - Returns TRUE if the given rect is at least partially visible in the displayed scroll area - - - - - Contains both free and pro skins GUIStyle variations, - and automatically returns the correct one when converted to GUIStyle - - - - - Plays the given clip in the Editor - - - - - Stops playing the given clip. - - - - - Stops all clips playing. - - - - - A stopwatch whose time can be changed manually via - - - - - Start or resume playing - - - - - Stop the watch and reset the time - - - - - Restart measuring from zero - - - - - Pause the watch - - - - - Send the watch to the given time - - - - - Util to determine Unity editor version and store them as comparable numbers - - - - Full major version + first minor version (ex: 2018.1f) - - - Major version - - - First minor version (ex: in 2018.1 it would be 1) - - - - Assembly extensions - - - - - Full path to the assembly directory, without final slash - - - - - AssetDatabase path to the assembly directory, without final slash - - - - - GUI extension methods - - - - - Clones the style and adds the given formats to it. You can pass any of these types of values: - - Format:Rich-text, wordwrap - FontStyle:Font style - TextAnchor:Content anchor - int:Font size - Color/DeSkinColor:Font color - - - - - - Adds the given formats to the style. You can pass any of these types of values: - - Format:RichText, WordWrap - FontStyle:Font style - TextAnchor:Content anchor - int:Font size - Color/DeSkinColor:Font color - - - - - - Sets the border of the style - - - - - Sets the border of the style - - - - - Sets the border of the style - - - - - Sets the background of the style - - - - - Sets the background of the style - - - - - Sets the contentOffset of the style - - - - - Sets the contentOffset of the style - - - - - Sets the X contentOffset of the style - - - - - Sets the Y contentOffset of the style - - - - - Sets the margin of the style - - - - - Sets the margin of the style - - - - - Sets the margin of the style - - - - - Sets the left margin of the style - - - - - Sets the right margin of the style - - - - - Sets the top margin of the style - - - - - Sets the bottom margin of the style - - - - - Sets the overflow of the style - - - - - Sets the overflow of the style - - - - - Sets the overflow of the style - - - - - Sets the left overflow of the style - - - - - Sets the right overflow of the style - - - - - Sets the top overflow of the style - - - - - Sets the bottom overflow of the style - - - - - Sets the padding of the style - - - - - Sets the padding of the style - - - - - Sets the padding of the style - - - - - Sets the left padding of the style - - - - - Sets the right padding of the style - - - - - Sets the top padding of the style - - - - - Sets the bottom padding of the style - - - - - Sets the Y fixedWidth of the style - - - - - Sets the fixedHeight of the style - - - - - Sets the stretchHeight property of the style - - - - - Sets the stretchWidth property of the style - - - - - Stores a GUIStyle palette, which can be passed to default DeGUI layouts when calling DeGUI.BeginGUI, - and changed at any time by calling DeGUI.ChangePalette. - You can inherit from this class to create custom GUIStyle palettes with more options. - Each of the sub-options require a public Init method to initialize the styles, which will be called via Reflection. - - - - - Called automatically by DeGUI.BeginGUI. - Override when adding new style subclasses. - Returns TRUE if the styles were initialized or re-initialized - - - - - Extend any custom subpalettes from this, so they will be initialized correctly - - - - - GUILayout methods - - - - - A button that triggers an immediate repaint when hovered/pressed/unhovered - (which otherwise doesn't happen if you set a background to the button's GUIStyle). - Requires to be activated. - - - - - A button that triggers an immediate repaint when hovered/pressed/unhovered - (which otherwise doesn't happen if you set a background to the button's GUIStyle) - and also assigns different GUI colors based on the button's state and the given one. - Requires to be activated. - - Content - Default color - Style - GUILayout options - - - - A button that triggers an immediate repaint when hovered/pressed/unhovered - (which otherwise doesn't happen if you set a background to the button's GUIStyle) - and also assigns different GUI colors based on the button's state with options to eventually auto-generate them. - Requires to be activated. - - Content - Default color - Hover color (if NULL auto-generates it from the given one by making it brighter - Pressed color (if NULL auto-generates it from the given one by making it even brighter - Style - GUILayout options - - - Shaded button - - - Shaded button - - - Shaded button - - - Shaded button - - - Colored button - - - Colored button - - - Colored button - - - Colored button - - - - Draws a button that returns TRUE the first time it's pressed, instead than when its released. - - - - - Draws a button that returns TRUE the first time it's pressed, instead than when its released. - - - - - Draws a button that returns TRUE the first time the mouse moves over it while the mouse button is pressed, - even if it was pressed outside of the button first - - - - - Draws a button that returns TRUE the first time the mouse moves over it while the mouse button is pressed, - even if it was pressed outside of the button first - - - - Toolbar foldout button - - - Toolbar foldout button - - - Toolbar foldout button - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Begins an horizontal toolbar layout - - - Begins an horizontal toolbar layout - - - Begins an horizontal toolbar layout - - - Begins an horizontal toolbar layout - - - Ends an horizontal toolbar layout - - - A toolbar with a label - - - A toolbar with a label - - - A toolbar with a label - - - A toolbar with a label - - - A toolbar with a label - - - A toolbar with a label - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values. Auto-determines object type from the field's type - - - Returns TRUE if there's mixed values. Forces field to accept only objects of the given type - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Vertical box layout with style and color options - - - Vertical box layout with style and color options - - - End vertical box layout - - - Horizontal Divider - - - - A text field that becomes editable only on double-click - - EditorWindow reference - A unique ID to use in order to determine if the text is selected or not - Text - Style for default (non-editing mode) appearance - Style for editing mode - - - - A text field that becomes editable only on double-click - - Editor reference - A unique ID to use in order to determine if the text is selected or not - Text - Style for default (non-editing mode) appearance - Style for editing mode - - - - A text field that becomes editable only on double-click and can also be dragged - - EditorWindow reference - A unique ID to use in order to determine if the text is selected or not - Text - List containing the dragged item and all other relative draggable items - DraggableList index of the item being dragged - Style for default (non-editing mode) appearance - Style for editing mode - - - - - A text field that becomes editable only on double-click and can also be dragged - - Editor reference - A unique ID to use in order to determine if the text is selected or not - Text - List containing the dragged item and all other relative draggable items - DraggableList index of the item being dragged - Style for default (non-editing mode) appearance - Style for editing mode - - - - - Creates a Gradient field by using Unity 4.x hidden default one and Reflection. - - - - Scene field - - - - Draws a dropdown for choosing a SortingLayer ID - - - - - Draws a dropdown for choosing a SortingLayer ID - - - - - Global Demigiant GUI manager. Call to initialize it inside GUI calls. - - - - - Default color palette - - - - - Default style palette - - - - TRUE if we're using the PRO skin - - - - Call this at the beginning of GUI methods. - Returns TRUE if the styles were initialized or re-initialized - - Eventual to use - Eventual to use - - - - Better implementation of GUI.BeginScrollView. - Returns the modified scrollView struct. - Must be closed by a DeGUI.. -
EXAMPLE
-            Rect scrollViewArea = ...;
-            Rect drawArea = scrollViewArea;
-            // Decrease the full drawing area to exclude scrollbars if necessary
-            if (_scrollView.fullContentArea.height > scrollViewArea.height) drawArea = drawArea.Shift(0, 0, -11, 0);
-            // Begin scrollView
-            _scrollView = DeGUI.BeginScrollView(scrollViewArea, _scrollView);
-            // Increase scrollView area correctly (or directly set it with SetFullContentHeight
-            _scrollView.IncreaseContentHeightBy(...)
-            // End
-            DeGUI.EndScrollView();
-            
-
- Visible area used by the scrollView - target. You'll need to set its size to the correct full content height - (either within the Begin/ENd ScrollView calls or before them) - If TRUE (default) resets .height to 0 - after beginning the ScrollView -
- - - Closes a DeGUI. correctly - - - - - Exits the current event correctly, also taking care of eventual drag operations - - - - - Removes focus from any GUI button/text/element that has focus - - - - - Changes the active palettes to the given ones - (or resets them to the default ones if NULL). - Returns TRUE if the styles were initialized or re-initialized - - - - - Resets the GUI colors to the default ones (only available if BeginGUI was called first) - - - - - Sets the GUI colors to the given ones - - - - - Opens a panel that previews the given texture (if not NULL) - - - - - Gets either black or white, depending on the color that would be most visible on the given one - - - - - Gets either black or white, depending on the color that would be most visible on the given one - - - - - Sets the GUI cursor color to the given ones - - - - - Sets the GUI matrix to the given ones - - - - - Wrapper to set serialized fields with multiple sources selected: automatically sets GUI to show mixed values when necessary - and contains a fieldInfo which is set within the wrapper. - Note that you must set the property within the wrapper so that it's assigned correctly when closing the scope. - - - - Multi property scope - Name of the field so it can be found and set/get via Reflection - List of the sources containing the given field - If TRUE validates EditorGUI.EndChangeCheck before calling it - (fixes an issue which happens with advanced Undo usage in DOTween Timeline and ColorFields) - - - - A button that triggers an immediate repaint when hovered/pressed/unhovered - (which otherwise doesn't happen if you apply a background to the button's GUIStyle). - Requires to be activated. - - - - - A button that triggers an immediate repaint when hovered/pressed/unhovered - (which otherwise doesn't happen if you apply a background to the button's GUIStyle) - and also assigns different GUI colors based on the button's state and the given one. - Requires to be activated. - - Rect - Content - Default color - Style - - - - A button that triggers an immediate repaint when hovered/pressed/unhovered - (which otherwise doesn't happen if you apply a background to the button's GUIStyle) - and also assigns different GUI colors based on the button's state with options to eventually auto-generate them. - Requires to be activated. - - Rect - Content - Default color - Hover color (if NULL auto-generates it from the given one by making it brighter - Pressed color (if NULL auto-generates it from the given one by making it even brighter - Style - - - Shaded button - - - Shaded button - - - Shaded button - - - Shaded button - - - Colored button - - - Colored button - - - Colored button - - - Colored button - - - Toolbar foldout button which allows clicking even on its label - - - Foldout button + label (not intended to be used in toolbar) which allows click-to-foldout/foldin - - - - Draws a button that returns TRUE the first time it's pressed, instead than when its released. - - - - - Draws a button that returns TRUE the first time it's pressed, instead than when its released. - - - - - Draws a button that returns TRUE the first time the mouse moves over it while the mouse button is pressed, - even if it was pressed outside of the button first - - - - - Draws a button that returns TRUE the first time the mouse moves over it while the mouse button is pressed, - even if it was pressed outside of the button first - - - - Toolbar foldout button - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Button that can be toggled on and off - - - Scene field - - - - Draws a background grid using the given grid texture - - Area rect - Offset from 0, 0 position (used when area has been dragged) - Texture to use for the grid - Eventual scale to apply to the grid - - - - Draws a background grid using default grid textures - - Area rect - Offset from 0, 0 position (used when area has been dragged) - If TRUE forces a dark skin, otherwise uses a skin that fits with the current Unity's one - Eventual scale to apply to the grid - - - Box with style and color options - - - - Can be used instead of EditorGUI.PropertyField, to draw a serializedProperty without its attributes - (very useful in case you want to use this from within a PropertyDrawer for that same property, - since otherwise bad infinite loops might happen) - - - - Draws a colored square - - - Draws the given texture tiled within the given rect - Rect - Texture - Eventual scale to apply - If not NULL, colorizes the texture with this color - - - - A text field that becomes editable only on double-click - - Area - EditorWindow reference - A unique ID to use in order to determine if the text is selected or not - Text - Style for default (non-editing mode) appearance - Style for editing mode - - - - A text field that becomes editable only on double-click - - Area - Editor reference - A unique ID to use in order to determine if the text is selected or not - Text - Style for default (non-editing mode) appearance - Style for editing mode - - - - A text field that becomes editable only on double-click and can also be dragged - - Area - EditorWindow reference - A unique ID to use in order to determine if the text is selected or not - Text - List containing the dragged item and all other relative draggable items - DraggableList index of the item being dragged - Style for default (non-editing mode) appearance - Style for editing mode - - - - A text field that becomes editable only on double-click and can also be dragged - - Area - Editor reference - A unique ID to use in order to determine if the text is selected or not - Text - List containing the dragged item and all other relative draggable items - DraggableList index of the item being dragged - Style for default (non-editing mode) appearance - Style for editing mode - - - - A textArea that becomes editable only on double-click - - Area - EditorWindow reference - A unique ID to use in order to determine if the text is selected or not - Text - Style for default (non-editing mode) appearance - Style for editing mode - - - - A textArea that becomes editable only on double-click - - Area - Editor reference - A unique ID to use in order to determine if the text is selected or not - Text - Style for default (non-editing mode) appearance - Style for editing mode - - - Divider - - - - Draws a dropdown for choosing a SortingLayer ID - - - - - Draws a dropdown for choosing a SortingLayer ID - - - - Draws a Vector3Field that can have single axes disabled - - - Draws a Vector3Field that can have single axes disabled - - - Draws a Vector3Field that can have single axes disabled - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values. Supports using an int as an enum - - - Returns TRUE if there's mixed values. Supports using an int as an enum - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values. Supports also uint fields - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values. Auto-determines object type from the field's type - - - Returns TRUE if there's mixed values. Forces field to accept only objects of the given type - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values. Supports passing int values as bool (1 = true, 0 = false) - - - Returns TRUE if there's mixed values. Supports passing int values as bool (1 = true, 0 = false) - - - Returns TRUE if there's mixed values. Supports passing int values as bool (1 = true, 0 = false) - - - Returns TRUE if there's mixed values. Requires a SerializedProperty representation of each UnityEven field - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - Returns TRUE if there's mixed values - - - - Returns a new color equal to the given one with changed brightness - - Color to evaluate - Brightness factor (multiplied by current brightness) - If set applies this alpha value - - - - Returns a new color equal to the given one with changed saturation - - Color to evaluate - Saturation factor (multiplied by current brightness) - If set applies this alpha value - - - - Changes the alpha of this color and returns it - - - - - Returns a new color equal to the given one with changed alpha - - - - - Returns a HEX version of the given Unity Color, without the initial # - - If TRUE, also converts the alpha value and returns a hex of 8 characters, - otherwise doesn't and returns a hex of 6 characters - - - - Returns a HEX version of the given Unity Color, without the initial # - - If TRUE, also converts the alpha value and returns a hex of 8 characters, - otherwise doesn't and returns a hex of 6 characters - - - - Replicates parts of DeExtensions.ListExtensions for internal usage - - - - - Shifts an item from an index to another, without modifying the list except than by moving elements around - - - - - Shuffles the list - - - - - Replicates DeExtensions.RectExtensions for internal usage - - - - - Adds one rect into another, and returns the resulting a - - - - - Returns a copy or the Rect expanded around its center by the given amount - - Indicates how much to expand the rect on each size - - - - Returns a copy or the Rect expanded around its center by the given amount - - Indicates how much to expand the rect on each horizontal side - Indicates how much to expand the rect on each vertical side - - - - Returns a copy or the Rect contracted around its center by the given amount - - Indicates how much to contract the rect on each size - - - - Returns a copy or the Rect contracted around its center by the given amount - - Indicates how much to contract the rect on each horizontal side - Indicates how much to contract the rect on each vertical side - - - - Returns a copy of the Rect resized so it fits proportionally within the given size limits - - Width to fit - Height to fit - If TRUE (default) only shrinks the rect if needed, if FALSE also enlarges it to fit - - - - - Returns TRUE if the first rect includes the second one - - If TRUE, returns TRUE only if the second rect is fully included, - otherwise just if some part of it is included - - - - Returns TRUE if this rect intersects the given one, and also outputs the intersection area - - Intersection area - - - - Returns a copy of the Rect with its X/Y coordinates set to 0 - - - - - Sets this rect to the left of the given x position, with options for margin and width resize - - Distance between this rect and the given x position - If greater than zero resizes this rect to the given size - - - - Sets this rect to the right of the given x position and resizes it so that its xMax remains the same. - - Distance between this rect and the given x position - Extra offset to add to the resulting width - - - - Returns a copy of the Rect with its values shifted according the the given parameters - - - - - Returns a copy of the Rect with its X value shifted by the given value - - - - - Returns a copy of the Rect with its Y value shifted by the given value - - - - - Returns a copy of the Rect with its x shifted by the given value and its width shrinked/expanded accordingly - (so that the xMax value will stay the same as before) - - - - - Returns a copy of the Rect with its y shifted by the given value and its height shrinked/expanded accordingly - (so that the yMax value will stay the same as before) - - - - - Returns a copy of the Rect with its X property set to the given value - - - - - Returns a copy of the Rect with its Y property set to the given value - - - - - Returns a copy of the Rect with its height property set to the given value - - - - - Returns a copy of the Rect with its width property set to the given value - - - - - Returns a copy of the Rect with its X,Y properties set so the rect center corresponds to the given values - - - - - Returns a copy of the Rect with its X property set so the rect X center corresponds to the given value - - - - - Returns a copy of the Rect with its Y property set so the rect Y center corresponds to the given value - - - - - Returns the value of the given property (works like a cast to type). - Improved from HiddenMonk's functions (http://answers.unity3d.com/questions/627090/convert-serializedproperty-to-custom-class.html) - - - - - Returns TRUE if this property is inside an array - - - - - Returns -1 if the property is not inside an array, otherwise returns its index inside the array - - - - - Returns the height of a UnityEvent serializedProperty - - - - - Uses code from FlaShG's GitMerge: https://github.com/FlaShG/GitMerge-for-Unity/blob/master/Editor/SerializedPropertyExtensions.cs - - - - - Uses code from FlaShG's GitMerge: https://github.com/FlaShG/GitMerge-for-Unity/blob/master/Editor/SerializedPropertyExtensions.cs - - - - - String extensions - - - - - Returns TRUE if the string is null or empty - - If TRUE (default) and the string contains only spaces, considers it empty - - - - Compares a version string (in format #.#.###) with another of the same format, - and return TRUE if this one is minor. Boths trings must have the same number of dot separators. - - - - - Converts a HEX color to a Unity Color and returns it - - The HEX color, either with or without the initial # (accepts both regular and short format) - - - - Nicifies a string, replacing underscores with spaces, and adding a space before Uppercase letters (except the first character) - - - - - If the given string is a directory path, returns its parent - with or without final slash depending on the original directory format - - - - - If the string is a directory, returns the directory name, - if instead it's a file returns its name without extension. - Works better than Path.GetDirectoryName, which kind of sucks imho - - - - - Evaluates the string as a property or field and returns its value. - - If NULL considers the string as a static property, otherwise uses obj as the starting instance - - - - Texture extensions - - - - - Returns the full Rect of this texture, with options for position and scale - - - - - Checks that the texture uses the correct import settings, and applies them if they're incorrect. - - - - - Returns a clone of the event - - - - - Utility class. You can either use it as is via its constructor, which automatically retrieves all serializedProperties in the instance, - or you can extend it so you can add as many public SerializedProperties as the SerializedProperties you want to access - (their name must be the same as the serialized field they refer to) - - - - - Automatically retrieves all serializable properties on the given serializedObject, - or only specific ones if propNames is specified - - - - - Draws all property fields. Remember to wrap this within serializedObject.Update - and serializedObject.ApplyModifiedProperties - - -
-
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Demigiant - -// IMPORTANT!!! ///////////////////////////////////////////// -// Upgrading DOTween from versions older than 1.2.000 /////// -// (or DOTween Pro older than 1.0.000) ////////////////////// -------------------------------------------------------------- -If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully. -1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry -2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath -3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup -4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (like TextMesh Pro) - -// GET STARTED ////////////////////////////////////////////// - -- After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween. - -// VISUAL SCRIPTING (PRO ONLY) -- To animate a gameObject, select it and choose "Add Component > DOTween > DOTween Animation" -- To animate a gameObject along a path, select it and choose "Add Component > DOTween > DOTween Path" - -// SCRIPTING -- In your code, add "using DG.Tweening" to each class where you want to use DOTween. -- You're ready to tween. Check out the links below for full documentation and license info. - - -// LINKS /////////////////////////////////////////////////////// - -DOTween website (documentation, examples, etc): http://dotween.demigiant.com -DOTween license: http://dotween.demigiant.com/license.php -DOTween repository (Google Code): https://code.google.com/p/dotween/ -Demigiant website (documentation, examples, etc): http://www.demigiant.com - -// NOTES ////////////////////////////////////////////////////// - -- DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences \ No newline at end of file diff --git a/Assets/Plugins/Demigiant/readme_DOTweenPro.txt.meta b/Assets/Plugins/Demigiant/readme_DOTweenPro.txt.meta deleted file mode 100644 index ef7a8e9..0000000 --- a/Assets/Plugins/Demigiant/readme_DOTweenPro.txt.meta +++ /dev/null @@ -1,19 +0,0 @@ -fileFormatVersion: 2 -guid: 24123b2fcdc15c943bed44e0c6beeec7 -labels: -- Tween -- Tweening -- Animation -- HOTween -- Paths -- VisualScripting -- VisualEditor -- iTween -- LeanTween -- DFTween -- Ease -- Easing -- Shake -- Punch -TextScriptImporter: - userData: