From e42945d60716a7dca33cfc6646aa26e83baf4d63 Mon Sep 17 00:00:00 2001 From: Mingu Kim Date: Thu, 15 Jan 2026 21:58:11 +0900 Subject: [PATCH] no message --- Assets/Audio.meta | 8 + Assets/Audio/camera-shutter1.mp3 | Bin 0 -> 11910 bytes Assets/Audio/camera-shutter1.mp3.meta | 23 + Assets/Main.unity | 263 +- Assets/Plugins/Demigiant.meta | 2 +- Assets/Plugins/Demigiant/DOTween/DOTween.XML | 6214 ++++++++--------- .../DOTween/Editor/DOTweenEditor.XML | 288 +- .../DOTween/Editor/DOTweenUpgradeManager.XML | 14 - .../Editor/DOTweenUpgradeManager.XML.meta | 11 - .../DOTween/Editor/DOTweenUpgradeManager.dll | Bin 10752 -> 0 bytes .../Editor/DOTweenUpgradeManager.dll.meta | 29 - .../DOTween/Modules/DOTweenModuleAudio.cs | 396 +- .../Modules/DOTweenModuleEPOOutline.cs | 292 +- .../DOTween/Modules/DOTweenModulePhysics.cs | 432 +- .../DOTween/Modules/DOTweenModulePhysics2D.cs | 386 +- .../DOTween/Modules/DOTweenModuleSprite.cs | 186 +- .../DOTween/Modules/DOTweenModuleUI.cs | 1324 ++-- .../Modules/DOTweenModuleUnityVersion.cs | 778 +-- .../DOTween/Modules/DOTweenModuleUtils.cs | 334 +- Assets/Plugins/Demigiant/DOTween/readme.txt | 56 +- Assets/Resources.meta | 8 + Assets/Resources/DOTweenSettings.asset | 54 + Assets/Resources/DOTweenSettings.asset.meta | 8 + Assets/Scripts/TakeScreen.cs | 179 +- ProjectSettings/EditorBuildSettings.asset | 2 +- ProjectSettings/ProjectSettings.asset | 20 +- 26 files changed, 5796 insertions(+), 5511 deletions(-) create mode 100644 Assets/Audio.meta create mode 100755 Assets/Audio/camera-shutter1.mp3 create mode 100644 Assets/Audio/camera-shutter1.mp3.meta delete mode 100644 Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.XML delete mode 100644 Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.XML.meta delete mode 100644 Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.dll delete mode 100644 Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.dll.meta create mode 100644 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m_TagString: Untagged @@ -331,7 +333,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} - m_AnchoredPosition: {x: -267.873, y: 126.63} + m_AnchoredPosition: {x: -162, y: 80} m_SizeDelta: {x: 424.251, y: 424.25} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &162178409 @@ -372,6 +374,247 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 162178407} m_CullTransparentMesh: 1 +--- !u!82 &162178411 +AudioSource: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 162178407} + m_Enabled: 1 + serializedVersion: 4 + OutputAudioMixerGroup: {fileID: 0} + m_audioClip: {fileID: 0} + m_Resource: {fileID: 8300000, guid: 6a6771d05326c4775a47c0ec4c4e4558, type: 3} + m_PlayOnAwake: 0 + m_Volume: 1 + m_Pitch: 1 + Loop: 0 + Mute: 0 + Spatialize: 0 + SpatializePostEffects: 0 + Priority: 128 + DopplerLevel: 1 + MinDistance: 1 + 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outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + reverbZoneMixCustomCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 +--- !u!114 &162178412 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 162178407} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 4d0390bd8b8ffd640b34fe25065ff1df, type: 3} + m_Name: + m_EditorClassIdentifier: Assembly-CSharp-firstpass::DG.Tweening.DOTweenAnimation + updateType: 0 + isSpeedBased: 0 + hasOnStart: 0 + hasOnPlay: 1 + hasOnUpdate: 0 + hasOnStepComplete: 0 + hasOnComplete: 1 + hasOnTweenCreated: 0 + hasOnRewind: 0 + onStart: + m_PersistentCalls: + m_Calls: [] + onPlay: + 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UnityEngine.UI.Image, UnityEngine.UI + m_MethodName: set_sprite + m_Mode: 2 + m_Arguments: + m_ObjectArgument: {fileID: 21300000, guid: 7ab63bd8191ef49a6918352ece3c5364, type: 3} + m_ObjectArgumentAssemblyTypeName: UnityEngine.Sprite, UnityEngine + m_IntArgument: 0 + m_FloatArgument: 0 + m_StringArgument: + m_BoolArgument: 0 + m_CallState: 2 + onTweenCreated: + m_PersistentCalls: + m_Calls: [] + onRewind: + m_PersistentCalls: + m_Calls: [] + targetIsSelf: 1 + targetGO: {fileID: 0} + tweenTargetIsTargetGO: 1 + delay: 0 + duration: 0.5 + easeType: 6 + easeCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 0 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + - serializedVersion: 3 + time: 1 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + loopType: 0 + loops: 1 + id: + isRelative: 0 + isFrom: 0 + isIndependentUpdate: 0 + autoKill: 0 + autoGenerate: 1 + isActive: 1 + isValid: 1 + target: {fileID: 162178408} + animationType: 9 + targetType: 5 + forcedTargetType: 0 + autoPlay: 0 + useTargetAsV3: 0 + endValueFloat: 0 + endValueV3: {x: 0, y: 10, z: 1} + endValueV2: {x: 0, y: 0} + endValueColor: {r: 1, g: 1, b: 1, a: 1} + endValueString: + endValueRect: + serializedVersion: 2 + x: 0 + y: 0 + width: 0 + height: 0 + endValueTransform: {fileID: 0} + optionalBool0: 0 + optionalBool1: 0 + optionalFloat0: 1 + optionalInt0: 1 + optionalRotationMode: 0 + optionalScrambleMode: 0 + optionalShakeRandomnessMode: 0 + optionalString: --- !u!1 &240954698 GameObject: m_ObjectHideFlags: 0 @@ -469,6 +712,18 @@ MonoBehaviour: m_StringArgument: m_BoolArgument: 0 m_CallState: 2 + - m_Target: {fileID: 162178412} + m_TargetAssemblyTypeName: DG.Tweening.DOTweenAnimation, Assembly-CSharp-firstpass + m_MethodName: DORestart + m_Mode: 1 + m_Arguments: + m_ObjectArgument: {fileID: 0} + m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine + m_IntArgument: 0 + m_FloatArgument: 0 + m_StringArgument: + m_BoolArgument: 0 + m_CallState: 2 --- !u!114 &240954701 MonoBehaviour: m_ObjectHideFlags: 0 @@ -522,7 +777,7 @@ MonoBehaviour: selectMonitorIndex: 2 takeNumber: 0 inputPrefix: {fileID: 56188227} - inputResult: {fileID: 0} + inputResult: {fileID: 975488549} directorySelector: {fileID: 1438379834} --- !u!1 &519420028 GameObject: @@ -889,7 +1144,7 @@ MonoBehaviour: m_lineSpacingMax: 0 m_paragraphSpacing: 0 m_charWidthMaxAdj: 0 - m_TextWrappingMode: 3 + m_TextWrappingMode: 1 m_wordWrappingRatios: 0.4 m_overflowMode: 3 m_linkedTextComponent: {fileID: 0} @@ -1395,7 +1650,7 @@ MonoBehaviour: m_InputType: 0 m_AsteriskChar: 42 m_KeyboardType: 0 - m_LineType: 0 + m_LineType: 1 m_HideMobileInput: 0 m_HideSoftKeyboard: 0 m_CharacterValidation: 0 diff --git a/Assets/Plugins/Demigiant.meta b/Assets/Plugins/Demigiant.meta index 4691b03..012f21a 100644 --- a/Assets/Plugins/Demigiant.meta +++ b/Assets/Plugins/Demigiant.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: d4fb1de9b00bfac42af0a35ff2a01f89 +guid: 9f80792dcd2829e41b1f075e7245ca5b folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.XML b/Assets/Plugins/Demigiant/DOTween/DOTween.XML index f56085a..64a2056 100644 --- a/Assets/Plugins/Demigiant/DOTween/DOTween.XML +++ b/Assets/Plugins/Demigiant/DOTween/DOTween.XML @@ -1,3107 +1,3107 @@ - - - - DOTween - - - - - Types of autoPlay behaviours - - - - No tween is automatically played - - - Only Sequences are automatically played - - - Only Tweeners are automatically played - - - All tweens are automatically played - - - - What axis to constrain in case of Vector tweens - - - - Called the first time the tween is set in a playing state, after any eventual delay - - - - Used in place of System.Func, which is not available in mscorlib. - - - - - Used in place of System.Action. - - - - - Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation) - - - - - Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween). - Contains all instance-based methods - - - - Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame - - - - Directly sets the current max capacity of Tweeners and Sequences - (meaning how many Tweeners and Sequences can be running at the same time), - so that DOTween doesn't need to automatically increase them in case the max is reached - (which might lead to hiccups when that happens). - Sequences capacity must be less or equal to Tweeners capacity - (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). - Beware: use this method only when there are no tweens running. - - Max Tweeners capacity. - Default: 200 - Max Sequences capacity. - Default: 50 - - - - This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing). - - - - - Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity. - - - Current time (in frames or seconds). - - - Expected easing duration (in frames or seconds). - - Unused: here to keep same delegate for all ease types. - Unused: here to keep same delegate for all ease types. - - The eased value. - - - - - Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity. - - - Current time (in frames or seconds). - - - Expected easing duration (in frames or seconds). - - Unused: here to keep same delegate for all ease types. - Unused: here to keep same delegate for all ease types. - - The eased value. - - - - - Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration. - - - Current time (in frames or seconds). - - - Expected easing duration (in frames or seconds). - - Unused: here to keep same delegate for all ease types. - Unused: here to keep same delegate for all ease types. - - The eased value. - - - - - 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) - - - - - Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected - - - - - Used to interpret AnimationCurves as eases. - Public so it can be used by external ease factories - - - - - Behaviour in case a tween nested inside a Sequence fails and is captured by safe mode - - - - If the Sequence contains other elements, kill the failed tween but preserve the rest - - - Kill the whole Sequence - - - - Log types thrown by errors captured and prevented by safe mode - - - - No logs. NOT RECOMMENDED - - - Throw a normal log - - - Throw a warning log (default) - - - Throw an error log - - - - Additional notices passed to plugins when updating. - Public so it can be used by custom plugins. Internally, only PathPlugin uses it - - - - - None - - - - - Lets the plugin know that we restarted or rewinded - - - - - OnRewind callback behaviour (can only be set via DOTween's Utility Panel) - - - - - When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded - - - - - When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded. - When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded - - - - - When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded - - - - - Public only so custom shortcuts can access some of these methods - - - - - INTERNAL: used by DO shortcuts and Modules to set special startup mode - - - - - INTERNAL: used by DO shortcuts and Modules to set the tween as blendable - - - - - INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed - - - - - Used to dispatch commands that need to be captured externally, usually by Modules - - - - - Various utils - - - - - Returns a Vector3 with z = 0 - - - - - Returns the 2D angle between two vectors - - - - - Returns a point on a circle with the given center and radius, - using Unity's circle coordinates (0° points up and increases clockwise) - - - - - Uses approximate equality on each axis instead of Unity's Vector3 equality, - because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it. - - - - - Looks for the type within all possible project assembly names - - - - NO-GC METHOD: changes the start value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new start value - If bigger than 0 applies it as the new tween duration - - - NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new end value - If TRUE the start value will become the current target's value, otherwise it will stay the same - - - NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new end value - If bigger than 0 applies it as the new tween duration - If TRUE the start value will become the current target's value, otherwise it will stay the same - - - NO-GC METHOD: changes the start and end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new start value - The new end value - If bigger than 0 applies it as the new tween duration - - - - Struct that stores two colors (used for LineRenderer tweens) - - - - - Used for tween callbacks - - - - - Used for tween callbacks - - - - - Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1. - - - - - Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly. - Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence). - To use it, call DOTween.To with the plugin parameter overload, passing it PureQuaternionPlugin.Plug() as first parameter - (do not use any of the other public PureQuaternionPlugin methods): - DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); - - - - - Plug this plugin inside a DOTween.To call. - Example: - DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); - - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - - Extra non-tweening-related curve methods - - - - - Cubic bezier curve methods - - - - - Calculates a point along the given Cubic Bezier segment-curve. - - Segment start point - Start point's control point/handle - Segment end point - End point's control point/handle - 0-1 percentage along which to retrieve point - - - - Returns an array containing a series of points along the given Cubic Bezier segment-curve. - - Start point - Start point's control point/handle - End point - End point's control point/handle - Cloud resolution (min: 2) - - - - Calculates a series of points along the given Cubic Bezier segment-curve and adds them to the given list. - - Start point - Start point's control point/handle - End point - End point's control point/handle - Cloud resolution (min: 2) - - - - Main DOTween class. Contains static methods to create and control tweens in a generic way - - - - DOTween's version - - - If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things - (like targets becoming null while a tween is playing). - Default: TRUE - - - Log type when safe mode reports capturing an error and preventing it - - - Behaviour in case a tween nested inside a Sequence fails (and is caught by safe mode). - Default: NestedTweenFailureBehaviour.TryToPreserveSequence - - - If TRUE you will get a DOTween report when exiting play mode (only in the Editor). - Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly. - Beware, this will slightly slow down your tweens while inside Unity Editor. - Default: FALSE - - - Global DOTween global timeScale (default: 1). - The final timeScale of a non-timeScaleIndependent tween is: - Unity's Time.timeScale * DOTween.timeScale * tween.timeScale - while the final timeScale of a timeScaleIndependent tween is: - DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale - - - DOTween timeScale applied only to timeScaleIndependent tweens (default: 1). - The final timeScale of a timeScaleIndependent tween is: - DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale - - - If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens - (unless they're set as timeScaleIndependent, in which case a value between the last timestep - and will be used instead). - Setting this to TRUE will lead to smoother animations. - Default: FALSE - - - If is TRUE, this indicates the max timeStep that an independent update call can last. - Setting this to TRUE will lead to smoother animations. - Default: FALSE - - - DOTween's log behaviour. - Default: LogBehaviour.ErrorsOnly - - - Used to intercept DOTween's logs. If this method isn't NULL, DOTween will call it before writing a log via Unity's own Debug log methods. - Return TRUE if you want DOTween to proceed with the log, FALSE otherwise. - This method must return a bool and accept two parameters: - - LogType: the type of Unity log that DOTween is trying to log - - object: the log message that DOTween wants to log - - - 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 - - - Stores the target id so it can be used to give more info in case of safeMode error capturing. - Only active if both debugMode and useSafeMode are TRUE - - - Default updateType for new tweens. - Default: UpdateType.Normal - - - Sets whether Unity's timeScale should be taken into account by default or not. - Default: false - - - Default autoPlay behaviour for new tweens. - Default: AutoPlay.All - - - Default autoKillOnComplete behaviour for new tweens. - Default: TRUE - - - Default loopType applied to all new tweens. - Default: LoopType.Restart - - - If TRUE all newly created tweens are set as recyclable, otherwise not. - Default: FALSE - - - Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default). - Default: Ease.InOutQuad - - - Default overshoot/amplitude used for eases - Default: 1.70158f - - - Default period used for eases - Default: 0 - - - Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance - - - - Must be called once, before the first ever DOTween call/reference, - otherwise it will be called automatically and will use default options. - Calling it a second time won't have any effect. - You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences: - DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20); - - If TRUE all new tweens will be set for recycling, meaning that when killed, - instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid - GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active - even if they were killed (since they might have been respawned and are now being used for other tweens). - If you want to automatically set your tween references to NULL when a tween is killed - you can use the OnKill callback like this: - .OnKill(()=> myTweenReference = null) - You can change this setting at any time by changing the static property, - or you can set the recycling behaviour for each tween separately, using: - SetRecyclable(bool recyclable) - Default: FALSE - If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things - (like targets becoming null while a tween is playing). - You can change this setting at any time by changing the static property. - Default: FALSE - Type of logging to use. - You can change this setting at any time by changing the static property. - Default: ErrorsOnly - - - - Directly sets the current max capacity of Tweeners and Sequences - (meaning how many Tweeners and Sequences can be running at the same time), - so that DOTween doesn't need to automatically increase them in case the max is reached - (which might lead to hiccups when that happens). - Sequences capacity must be less or equal to Tweeners capacity - (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). - Beware: use this method only when there are no tweens running. - - Max Tweeners capacity. - Default: 200 - Max Sequences capacity. - Default: 50 - - - - Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values. - - If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else - (so that next time you use it it will need to be re-initialized) - - - - Clears all cached tween pools. - - - - - Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL) - and returns the total number of invalid tweens found and removed. - IMPORTANT: this will cause an error on UWP platform, so don't use it there - BEWARE: this is a slightly expensive operation so use it with care - - - - - Updates all tweens that are set to . - - Manual deltaTime - Unscaled delta time (used with tweens set as timeScaleIndependent) - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using a custom plugin - The plugin to use. Each custom plugin implements a static Get() method - you'll need to call to assign the correct plugin in the correct way, like this: - CustomPlugin.Get() - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens only one axis of a Vector3 to the given value using default plugins. - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - The axis to tween - - - Tweens only the alpha of a Color to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a virtual property from the given start to the given end value - and implements a setter that allows to use that value with an external method or a lambda - Example: - To(MyMethod, 0, 12, 0.5f); - Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween) - The action to perform with the tweened value - The value to start from - The end value to reach - The duration of the virtual tween - - - - Punches a Vector3 towards the given direction and then back to the starting one - as if it was connected to the starting position via an elastic. - This tween type generates some GC allocations at startup - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The direction and strength of the punch - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. - 1 creates a full oscillation between the direction and the opposite decaying direction, - while 0 oscillates only between the starting position and the decaying direction - - - Shakes a Vector3 with the given values. - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - 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 and behave like a random punch. - If TRUE only shakes on the X Y axis (looks better with things like cameras). - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - Randomness mode - - - Shakes a Vector3 with the given values. - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The duration of the tween - The shake strength on each axis - 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 and behave like a random punch. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - Randomness mode - - - Tweens a property or field to the given values using default plugins. - Ease is applied between each segment and not as a whole. - This tween type generates some GC allocations at startup - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end values to reach for each segment. This array must have the same length as durations - The duration of each segment. This array must have the same length as endValues - - - - Returns a new to be used for tween groups. - Mind that Sequences don't have a target applied automatically like Tweener creation shortcuts, - so if you want to be able to kill this Sequence when calling DOTween.Kill(target) you'll have to add - the target manually; you can do that directly by using the overload instead of this one - - - - - Returns a new to be used for tween groups, and allows to set a target - (because Sequences don't have their target set automatically like Tweener creation shortcuts). - That way killing/controlling tweens by target will apply to this Sequence too. - - The target of the Sequence. Relevant only for static target-based methods like DOTween.Kill(target), - useless otherwise - - - Completes all tweens and returns the number of actual tweens completed - (meaning tweens that don't have infinite loops and were not already complete) - For Sequences only: if TRUE also internal Sequence callbacks will be fired, - otherwise they will be ignored - - - Completes all tweens with the given ID or target and returns the number of actual tweens completed - (meaning the tweens that don't have infinite loops and were not already complete) - For Sequences only: if TRUE internal Sequence callbacks will be fired, - otherwise they will be ignored - - - Flips all tweens (changing their direction to forward if it was backwards and viceversa), - then returns the number of actual tweens flipped - - - Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa), - then returns the number of actual tweens flipped - - - Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved - - - Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles) - and returns the actual tweens involved - - - Kills all tweens and returns the number of actual tweens killed - If TRUE completes the tweens before killing them - - - Kills all tweens and returns the number of actual tweens killed - If TRUE completes the tweens before killing them - Eventual IDs or targets to exclude from the killing - - - Kills all tweens with the given ID or target and returns the number of actual tweens killed - If TRUE completes the tweens before killing them - - - Kills all tweens with the given target and the given ID, and returns the number of actual tweens killed - If TRUE completes the tweens before killing them - - - Pauses all tweens and returns the number of actual tweens paused - - - Pauses all tweens with the given ID or target and returns the number of actual tweens paused - (meaning the tweens that were actually playing and have been paused) - - - Plays all tweens and returns the number of actual tweens played - (meaning tweens that were not already playing or complete) - - - Plays all tweens with the given ID or target and returns the number of actual tweens played - (meaning the tweens that were not already playing or complete) - - - Plays all tweens with the given target and the given ID, and returns the number of actual tweens played - (meaning the tweens that were not already playing or complete) - - - Plays backwards all tweens and returns the number of actual tweens played - (meaning tweens that were not already started, playing backwards or rewinded) - - - Plays backwards all tweens with the given ID or target and returns the number of actual tweens played - (meaning the tweens that were not already started, playing backwards or rewinded) - - - Plays backwards all tweens with the given target and ID and returns the number of actual tweens played - (meaning the tweens that were not already started, playing backwards or rewinded) - - - Plays forward all tweens and returns the number of actual tweens played - (meaning tweens that were not already playing forward or complete) - - - Plays forward all tweens with the given ID or target and returns the number of actual tweens played - (meaning the tweens that were not already playing forward or complete) - - - Plays forward all tweens with the given target and ID and returns the number of actual tweens played - (meaning the tweens that were not already started, playing backwards or rewinded) - - - Restarts all tweens, then returns the number of actual tweens restarted - - - Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted - If TRUE includes the eventual tweens delays, otherwise skips them - If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it - - - Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played - (meaning the tweens that were not already playing or complete) - If TRUE includes the eventual tweens delays, otherwise skips them - If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it - - - Rewinds and pauses all tweens, then returns the number of actual tweens rewinded - (meaning tweens that were not already rewinded) - - - Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded - (meaning the tweens that were not already rewinded) - - - Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded - (meaning tweens that were not already rewinded). - A "smooth rewind" animates the tween to its start position, - skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. - Note that a tween that was smoothly rewinded will have its play direction flipped - - - Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded - (meaning the tweens that were not already rewinded). - A "smooth rewind" animates the tween to its start position, - skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. - Note that a tween that was smoothly rewinded will have its play direction flipped - - - Toggles the play state of all tweens and returns the number of actual tweens toggled - (meaning tweens that could be played or paused, depending on the toggle state) - - - Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled - (meaning the tweens that could be played or paused, depending on the toggle state) - - - - Returns TRUE if a tween with the given ID or target is active. - You can also use this to know if a shortcut tween is active for a given target. - Example: - transform.DOMoveX(45, 1); // transform is automatically added as the tween target - DOTween.IsTweening(transform); // Returns true - - The target or ID to look for - If FALSE (default) returns TRUE as long as a tween for the given target/ID is active, - otherwise also requires it to be playing - - - - Returns the total number of active tweens (so both Tweeners and Sequences). - A tween is considered active if it wasn't killed, regardless if it's playing or paused - - - - - Returns the total number of active Tweeners. - A Tweener is considered active if it wasn't killed, regardless if it's playing or paused - - - - - Returns the total number of active Sequences. - A Sequence is considered active if it wasn't killed, regardless if it's playing or paused - - - - - Returns the total number of active and playing tweens. - A tween is considered as playing even if its delay is actually playing - - - - - Returns a the total number of active tweens with the given id. - - If TRUE returns only the tweens with the given ID that are currently playing - - - - Returns a list of all active tweens in a playing state. - Returns NULL if there are no active playing tweens. - Beware: each time you call this method a new list is generated, so use it for debug only - - If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) - - - - Returns a list of all active tweens in a paused state. - Returns NULL if there are no active paused tweens. - Beware: each time you call this method a new list is generated, so use it for debug only - - If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) - - - - Returns a list of all active tweens with the given id. - Returns NULL if there are no active tweens with the given id. - Beware: each time you call this method a new list is generated - - If TRUE returns only the tweens with the given ID that are currently playing - If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) - - - - Returns a list of all active tweens with the given target. - Returns NULL if there are no active tweens with the given target. - Beware: each time you call this method a new list is generated - If TRUE returns only the tweens with the given target that are currently playing - If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) - - - - - Creates virtual tweens that can be used to change other elements via their OnUpdate calls - - - - - Tweens a virtual float. - You can add regular settings to the generated tween, - but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter - - The value to start from - The value to tween to - The duration of the tween - A callback which must accept a parameter of type float, called at each update - - - - Tweens a virtual int. - You can add regular settings to the generated tween, - but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter - - The value to start from - The value to tween to - The duration of the tween - A callback which must accept a parameter of type int, called at each update - - - - Tweens a virtual Vector2. - You can add regular settings to the generated tween, - but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter - - The value to start from - The value to tween to - The duration of the tween - A callback which must accept a parameter of type Vector3, called at each update - - - - Tweens a virtual Vector3. - You can add regular settings to the generated tween, - but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter - - The value to start from - The value to tween to - The duration of the tween - A callback which must accept a parameter of type Vector3, called at each update - - - - Tweens a virtual Color. - You can add regular settings to the generated tween, - but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter - - The value to start from - The value to tween to - The duration of the tween - A callback which must accept a parameter of type Color, called at each update - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The type of ease - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The type of ease - Eventual overshoot to use with Back ease - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The type of ease - Eventual amplitude to use with Elastic easeType - Eventual period to use with Elastic easeType - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The AnimationCurve to use for ease - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The type of ease - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The type of ease - Eventual overshoot to use with Back ease - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The type of ease - Eventual amplitude to use with Elastic easeType - Eventual period to use with Elastic easeType - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The AnimationCurve to use for ease - - - Fires the given callback after the given time. - Callback delay - Callback to fire when the delay has expired - If TRUE (default) ignores Unity's timeScale - - - - Don't assign this! It's assigned automatically when creating 0 duration tweens - - - - - Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function - - - - - Allows to wrap ease method in special ways, adding extra features - - - - - Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS - - FPS at which the tween should be played - Ease type - - - - Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS - - FPS at which the tween should be played - AnimationCurve to use for the ease - - - - Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS - - FPS at which the tween should be played - Custom ease function to use - - - - Used to allow method chaining with DOTween.Init - - - - - Directly sets the current max capacity of Tweeners and Sequences - (meaning how many Tweeners and Sequences can be running at the same time), - so that DOTween doesn't need to automatically increase them in case the max is reached - (which might lead to hiccups when that happens). - Sequences capacity must be less or equal to Tweeners capacity - (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). - Beware: use this method only when there are no tweens running. - - Max Tweeners capacity. - Default: 200 - Max Sequences capacity. - Default: 50 - - - - Behaviour that can be assigned when chaining a SetLink to a tween - - - - Pauses the tween when the link target is disabled - - - Pauses the tween when the link target is disabled, plays it when it's enabled - - - Pauses the tween when the link target is disabled, restarts it when it's enabled - - - Plays the tween when the link target is enabled - - - Restarts the tween when the link target is enabled - - - Kills the tween when the link target is disabled - - - Kills the tween when the link target is destroyed (becomes NULL). This is always active even if another behaviour is chosen - - - Completes the tween when the link target is disabled - - - Completes and kills the tween when the link target is disabled - - - Rewinds the tween (delay excluded) when the link target is disabled - - - Rewinds and kills the tween when the link target is disabled - - - - Path mode (used to determine correct LookAt orientation) - - - - Ignores the path mode (and thus LookAt behaviour) - - - Regular 3D path - - - 2D top-down path - - - 2D side-scroller path - - - - Type of path to use with DOPath tweens - - - - Linear, composed of straight segments between each waypoint - - - Curved path (which uses Catmull-Rom curves) - - - EXPERIMENTAL: Curved path (which uses Cubic Bezier curves, where each point requires two extra control points) - - - - Tweens a Vector2 along a circle. - EndValue represents the center of the circle, start and end value degrees are inside options - ChangeValue x is changeValue°, y is unused - - - - - Path control point - - - - - Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector - - - - - Minimum input points necessary to create the path (doesn't correspond to actual waypoints required) - - - - - Gets the point on the path at the given percentage (0 to 1) - - The percentage (0 to 1) at which to get the point - If TRUE constant speed is taken into account, otherwise not - - - - Base interface for all tween plugins options - - - - Resets the plugin - - - - This plugin generates some GC allocations at startup - - - - - Path plugin works exclusively with Transforms - - - - - Rotation mode used with DORotate methods - - - - - Fastest way that never rotates beyond 360° - - - - - Fastest way that rotates beyond 360° - - - - - Adds the given rotation to the transform using world axis and an advanced precision mode - (like when using transform.Rotate(Space.World)). - In this mode the end value is is always considered relative - - - - - Adds the given rotation to the transform's local axis - (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)). - In this mode the end value is is always considered relative - - - - - Type of scramble to apply to string tweens - - - - - No scrambling of characters - - - - - A-Z + a-z + 0-9 characters - - - - - A-Z characters - - - - - a-z characters - - - - - 0-9 characters - - - - - Custom characters - - - - - Type of randomness to apply to a shake tween - - - - Default, full randomness - - - Creates a more balanced randomness that looks more harmonic - - - - Methods that extend Tween objects and allow to control or get data from them - - - - Completes the tween - - - Completes the tween - For Sequences only: if TRUE also internal Sequence callbacks will be fired, - otherwise they will be ignored - - - Optional: indicates that the tween creation has ended, to be used (optionally) as the last element of tween chaining creation.
- This method won't do anything except in case of 0-duration tweens, - where it will complete them immediately instead of waiting for the next internal update routine - (unless they're nested in a Sequence, in which case the Sequence will still be the one in control and this method will be ignored)
-
- - Flips the direction of this tween (backwards if it was going forward or viceversa) - - - Forces the tween to initialize its settings immediately - - - Send the tween to the given position in time - Time position to reach - (if higher than the whole tween duration the tween will simply reach its end) - If TRUE will play the tween after reaching the given position, otherwise it will pause it - - - Send the tween to the given position in time while also executing any callback between the previous time position and the new one - Time position to reach - (if higher than the whole tween duration the tween will simply reach its end) - If TRUE will play the tween after reaching the given position, otherwise it will pause it - - - Kills the tween - If TRUE completes the tween before killing it - - - - Forces this tween to update manually, regardless of the set via SetUpdate. - Note that the tween will still be subject to normal tween rules, so if for example it's paused this method will do nothing. - Also note that if you only want to update this tween instance manually you'll have to set it to anyway, - so that it's not updated automatically. - - Manual deltaTime - Unscaled delta time (used with tweens set as timeScaleIndependent) - - - Pauses the tween - - - Plays the tween - - - Sets the tween in a backwards direction and plays it - - - Sets the tween in a forward direction and plays it - - - Restarts the tween from the beginning - Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it - Ignored in case of Sequences. If >= 0 changes the startup delay to this value, otherwise doesn't touch it - - - Rewinds and pauses the tween - Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it - - - Smoothly rewinds the tween (delays excluded). - A "smooth rewind" animates the tween to its start position, - skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. - If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween. - Note that a tween that was smoothly rewinded will have its play direction flipped - - - Plays the tween if it was paused, pauses it if it was playing - - - Send a path tween to the given waypoint. - Has no effect if this is not a path tween. - BEWARE, this is a special utility method: - it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually - (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes) - Waypoint index to reach - (if higher than the max waypoint index the tween will simply go to the last one) - If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it - - - - Creates a yield instruction that waits until the tween is killed or complete. - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForCompletion(); - - - - - Creates a yield instruction that waits until the tween is killed or rewinded. - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForRewind(); - - - - - Creates a yield instruction that waits until the tween is killed. - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForKill(); - - - - - Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops. - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForElapsedLoops(2); - - Elapsed loops to wait for - - - - Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded). - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForPosition(2.5f); - - Position (loops included, delays excluded) to wait for - - - - Creates a yield instruction that waits until the tween is killed or started - (meaning when the tween is set in a playing state the first time, after any eventual delay). - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForStart(); - - - - Returns the total number of loops completed by this tween - - - Returns the eventual delay set for this tween - - - Returns the eventual elapsed delay set for this tween - - - Returns the duration of this tween (delays excluded). - NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts - If TRUE returns the full duration loops included, - otherwise the duration of a single loop cycle - - - Returns the elapsed time for this tween (delays exluded) - If TRUE returns the elapsed time since startup loops included, - otherwise the elapsed time within the current loop cycle - - - Returns the elapsed percentage (0 to 1) of this tween (delays exluded) - If TRUE returns the elapsed percentage since startup loops included, - otherwise the elapsed percentage within the current loop cycle - - - Returns the elapsed percentage (0 to 1) of this tween (delays exluded), - based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1 - - - Returns FALSE if this tween has been killed or is NULL, TRUE otherwise. - BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway. - When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL. - If you want to be sure your references are set to NULL when a tween is killed you can use the OnKill callback like this: - .OnKill(()=> myTweenReference = null) - - - Returns TRUE if this tween was reversed and is set to go backwards - - - NOTE: To check if a tween was simply set to go backwards see . - Returns TRUE if this tween is going backwards for any of these reasons: - - The tween was reversed and is going backwards on a straight loop - - The tween was reversed and is going backwards on an odd Yoyo loop - - The tween is going forward but on an even Yoyo loop - IMPORTANT: if used inside a tween's callback, this will return a result concerning the exact frame when it's asked, - so for example in a callback at the end of a Yoyo loop step this method will never return FALSE - because the frame will never end exactly there and the tween will already be going backwards when the callback is fired - - - 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 - - - Returns TRUE if this tween is playing - - - Returns the total number of loops set for this tween - (returns -1 if the loops are infinite) - - - - Returns a point on a path based on the given path percentage. - Returns Vector3.zero if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. - A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). - You can force a path to be initialized by calling myTween.ForceInit(). - - Percentage of the path (0 to 1) on which to get the point - - - - Returns an array of points that can be used to draw the path. - Note that this method generates allocations, because it creates a new array. - Returns NULL if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. - A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). - You can force a path to be initialized by calling myTween.ForceInit(). - - How many points to create for each path segment (waypoint to waypoint). - Only used in case of non-Linear paths - - - - Returns the length of a path. - Returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. - A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). - You can force a path to be initialized by calling myTween.ForceInit(). - - - - - Types of loop - - - - Each loop cycle restarts from the beginning - - - The tween moves forward and backwards at alternate cycles - - - Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward". - In case of String tweens works only if the tween is set as relative - - - - Controls other tweens as a group - - - - - Methods that extend known Unity objects and allow to directly create and control tweens from their instances - - - - Tweens a Camera's aspect to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's backgroundColor to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's farClipPlane to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's fieldOfView to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's nearClipPlane to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's orthographicSize to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's pixelRect to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's rect to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Shakes a Camera's localPosition along its relative X Y axes with the given values. - Also stores the camera as the tween's target so it can be used for filtered operations - 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 - Randomness mode - - - Shakes a Camera's localPosition along its relative X Y axes with the given values. - Also stores the camera as the tween's target so it can be used for filtered operations - The duration of the tween - The shake strength on each axis - 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 - Randomness mode - - - Shakes a Camera's localRotation. - Also stores the camera as the tween's target so it can be used for filtered operations - 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 - Randomness mode - - - Shakes a Camera's localRotation. - Also stores the camera as the tween's target so it can be used for filtered operations - The duration of the tween - The shake strength on each axis - 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 - Randomness mode - - - Tweens a Light's color to the given value. - Also stores the light as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Light's intensity to the given value. - Also stores the light as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Light's shadowStrength to the given value. - Also stores the light as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a LineRenderer's color to the given value. - Also stores the LineRenderer as the tween's target so it can be used for filtered operations. - Note that this method requires to also insert the start colors for the tween, - since LineRenderers have no way to get them. - The start value to tween from - The end value to reachThe duration of the tween - - - Tweens a Material's color to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Material's named color property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween (like _Tint or _SpecColor) - The duration of the tween - - - Tweens a Material's named color property with the given ID to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The ID of the material property to tween (also called nameID in Unity's manual) - The duration of the tween - - - Tweens a Material's alpha color to the given value - (will have no effect unless your material supports transparency). - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Material's alpha color to the given value - (will have no effect unless your material supports transparency). - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween (like _Tint or _SpecColor) - The duration of the tween - - - Tweens a Material's alpha color with the given ID to the given value - (will have no effect unless your material supports transparency). - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The ID of the material property to tween (also called nameID in Unity's manual) - The duration of the tween - - - Tweens a Material's named float property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween - The duration of the tween - - - Tweens a Material's named float property with the given ID to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The ID of the material property to tween (also called nameID in Unity's manual) - The duration of the tween - - - Tweens a Material's texture offset to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The duration of the tween - - - Tweens a Material's named texture offset property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween - The duration of the tween - - - Tweens a Material's texture scale to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The duration of the tween - - - Tweens a Material's named texture scale property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween - The duration of the tween - - - Tweens a Material's named Vector property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween - The duration of the tween - - - Tweens a Material's named Vector property with the given ID to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The ID of the material property to tween (also called nameID in Unity's manual) - The duration of the tween - - - Tweens a TrailRenderer's startWidth/endWidth to the given value. - Also stores the TrailRenderer as the tween's target so it can be used for filtered operations - The end startWidth to reachThe end endWidth to reach - The duration of the tween - - - Tweens a TrailRenderer's time to the given value. - Also stores the TrailRenderer as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's X position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's Y position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's Z position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's X localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's Y localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's Z localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's rotation to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - Rotation mode - - - Tweens a Transform's rotation to the given value using pure quaternion values. - Also stores the transform as the tween's target so it can be used for filtered operations. - PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method. - This method was implemented for very special cases, and doesn't support LoopType.Incremental loops - (neither for itself nor if placed inside a LoopType.Incremental Sequence) - - The end value to reachThe duration of the tween - - - Tweens a Transform's localRotation to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - Rotation mode - - - Tweens a Transform's rotation to the given value using pure quaternion values. - Also stores the transform as the tween's target so it can be used for filtered operations. - PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method. - This method was implemented for very special cases, and doesn't support LoopType.Incremental loops - (neither for itself nor if placed inside a LoopType.Incremental Sequence) - - The end value to reachThe duration of the tween - - - Tweens a Transform's localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's localScale uniformly to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's X localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's Y localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's Z localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's rotation so that it will look towards the given world position. - Also stores the transform as the tween's target so it can be used for filtered operations - The position to look atThe duration of the tween - Eventual axis constraint for the rotation - The vector that defines in which direction up is (default: Vector3.up) - - - EXPERIMENTAL Tweens a Transform's rotation so that it will look towards the given world position, - while also updating the lookAt position every frame - (contrary to which calculates the lookAt rotation only once, when the tween starts). - Also stores the transform as the tween's target so it can be used for filtered operations - The position to look atThe duration of the tween - Eventual axis constraint for the rotation - The vector that defines in which direction up is (default: Vector3.up) - - - Punches a Transform's localPosition towards the given direction and then back to the starting one - as if it was connected to the starting position via an elastic. - The direction and strength of the punch (added to the Transform's current position) - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. - 1 creates a full oscillation between the punch direction and the opposite direction, - while 0 oscillates only between the punch and the start position - If TRUE the tween will smoothly snap all values to integers - - - Punches a Transform's localScale towards the given size and then back to the starting one - as if it was connected to the starting scale via an elastic. - The punch strength (added to the Transform's current scale) - The duration of the tween - Indicates how much will the punch vibrate - 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 - - - Punches a Transform's localRotation towards the given size and then back to the starting one - as if it was connected to the starting rotation via an elastic. - The punch strength (added to the Transform's current rotation) - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. - 1 creates a full oscillation between the punch rotation and the opposite rotation, - while 0 oscillates only between the punch and the start rotation - - - Shakes a Transform's localPosition with the given values. - 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 tween will smoothly snap all values to integers - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - Randomness mode - - - Shakes a Transform's localPosition with the given values. - The duration of the tween - The shake strength on each axis - 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 tween will smoothly snap all values to integers - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - Randomness mode - - - Shakes a Transform's localRotation. - 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 - Randomness mode - - - Shakes a Transform's localRotation. - The duration of the tween - The shake strength on each axis - 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 - Randomness mode - - - Shakes a Transform's localScale. - 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 - Randomness mode - - - Shakes a Transform's localScale. - The duration of the tween - The shake strength on each axis - 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 - Randomness mode - - - Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis. - Returns a Sequence instead of a Tweener. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reach - Power of the jump (the max height of the jump is represented by this plus the final Y offset) - Total number of jumps - The duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis. - Returns a Sequence instead of a Tweener. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reach - Power of the jump (the max height of the jump is represented by this plus the final Y offset) - Total number of jumps - The duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's position through the given path waypoints, using the chosen path algorithm. - Also stores the transform as the tween's target so it can be used for filtered operations - The waypoints to go through - The duration of the tween - The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) - The path mode: 3D, side-scroller 2D, top-down 2D - The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. - Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints - The color of the path (shown when gizmos are active in the Play panel and the tween is running) - - - Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm. - Also stores the transform as the tween's target so it can be used for filtered operations - The waypoint to go through - The duration of the tween - The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) - The path mode: 3D, side-scroller 2D, top-down 2D - The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. - Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints - The color of the path (shown when gizmos are active in the Play panel and the tween is running) - - - IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. - Tweens a Transform's position via the given path. - Also stores the transform as the tween's target so it can be used for filtered operations - The path to use - The duration of the tween - The path mode: 3D, side-scroller 2D, top-down 2D - - - IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. - Tweens a Transform's localPosition via the given path. - Also stores the transform as the tween's target so it can be used for filtered operations - The path to use - The duration of the tween - The path mode: 3D, side-scroller 2D, top-down 2D - - - Tweens a Tween's timeScale to the given value. - Also stores the Tween as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Light's color to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Light as the tween's target so it can be used for filtered operations - The value to tween toThe duration of the tween - - - Tweens a Material's color to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Material as the tween's target so it can be used for filtered operations - The value to tween toThe duration of the tween - - - Tweens a Material's named color property to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Material as the tween's target so it can be used for filtered operations - The value to tween to - The name of the material property to tween (like _Tint or _SpecColor) - The duration of the tween - - - Tweens a Material's named color property with the given ID to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Material as the tween's target so it can be used for filtered operations - The value to tween to - The ID of the material property to tween (also called nameID in Unity's manual) - The duration of the tween - - - Tweens a Transform's position BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableMove tweens to work together on the same target, - instead than fight each other as multiple DOMove would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableMove tweens to work together on the same target, - instead than fight each other as multiple DOMove would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableRotate tweens to work together on the same target, - instead than fight each other as multiple DORotate would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - Rotation mode - - - EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableRotate tweens to work together on the same target, - instead than fight each other as multiple DORotate would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - Rotation mode - - - Punches a Transform's localRotation BY the given value and then back to the starting one - as if it was connected to the starting rotation via an elastic. Does it in a way that allows other - DOBlendableRotate tweens to work together on the same target - The punch strength (added to the Transform's current rotation) - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. - 1 creates a full oscillation between the punch rotation and the opposite rotation, - while 0 oscillates only between the punch and the start rotation - - - Tweens a Transform's localScale BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableScale tweens to work together on the same target, - instead than fight each other as multiple DOScale would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - - - - Completes all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens completed - (meaning the tweens that don't have infinite loops and were not already complete) - - For Sequences only: if TRUE also internal Sequence callbacks will be fired, - otherwise they will be ignored - - - - Completes all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens completed - (meaning the tweens that don't have infinite loops and were not already complete) - - For Sequences only: if TRUE also internal Sequence callbacks will be fired, - otherwise they will be ignored - - - - Kills all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens killed. - - If TRUE completes the tween before killing it - - - - Kills all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens killed. - - If TRUE completes the tween before killing it - - - - Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens flipped. - - - - - Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens flipped. - - - - - Sends to the given position all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - - Time position to reach - (if higher than the whole tween duration the tween will simply reach its end) - If TRUE will play the tween after reaching the given position, otherwise it will pause it - - - - Sends to the given position all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - - Time position to reach - (if higher than the whole tween duration the tween will simply reach its end) - If TRUE will play the tween after reaching the given position, otherwise it will pause it - - - - Pauses all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens paused. - - - - - Pauses all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens paused. - - - - - Plays all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays backwards all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays backwards all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays forward all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays forward all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Restarts all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens restarted. - - - - - Restarts all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens restarted. - - - - - Rewinds all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens rewinded. - - - - - Rewinds all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens rewinded. - - - - - Smoothly rewinds all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens rewinded. - - - - - Smoothly rewinds all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens rewinded. - - - - - Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - - - - - Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - - - - - This class serves only as a utility class to store tween settings to apply on multiple tweens. - It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining - - - - A variable you can eventually Clear and reuse when needed, - to avoid instantiating TweenParams objects - - - Creates a new TweenParams object, which you can use to store tween settings - to pass to multiple tweens via myTween.SetAs(myTweenParms) - - - Clears and resets this TweenParams instance using default values, - so it can be reused without instantiating another one - - - Sets the autoKill behaviour of the tween. - Has no effect if the tween has already started - If TRUE the tween will be automatically killed when complete - - - Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. - The ID to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. - The ID to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. - The ID to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets the target for the tween, which can then be used as a filter with DOTween's static methods. - IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. - When using shorcuts the shortcut target is already assigned as the tween's target, - so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. - The target to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets the looping options for the tween. - Has no effect if the tween has already started - Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) - Loop behaviour type (default: LoopType.Restart) - - - Sets the ease of the tween. - If applied to Sequences eases the whole sequence animation - Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158) - Eventual period to use with Elastic easeType (default is 0) - - - Sets the ease of the tween using an AnimationCurve. - If applied to Sequences eases the whole sequence animation - - - Sets the ease of the tween using a custom ease function. - If applied to Sequences eases the whole sequence animation - - - Sets the recycling behaviour for the tween. - If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. - - - Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed) - and lets you choose if it should be independent from Unity's Time.timeScale - If TRUE the tween will ignore Unity's Time.timeScale - - - Sets the type of update (default or independent) for the tween - The type of update (default: UpdateType.Normal) - If TRUE the tween will ignore Unity's Time.timeScale - - - Sets the onStart callback for the tween. - Called the first time the tween is set in a playing state, after any eventual delay - - - Sets the onPlay callback for the tween. - Called when the tween is set in a playing state, after any eventual delay. - Also called each time the tween resumes playing from a paused state - - - Sets the onRewind callback for the tween. - Called when the tween is rewinded, - either by calling Rewind or by reaching the start position while playing backwards. - Rewinding a tween that is already rewinded will not fire this callback - - - Sets the onUpdate callback for the tween. - Called each time the tween updates - - - Sets the onStepComplete callback for the tween. - Called the moment the tween completes one loop cycle, even when going backwards - - - Sets the onComplete callback for the tween. - Called the moment the tween reaches its final forward position, loops included - - - Sets the onKill callback for the tween. - Called the moment the tween is killed - - - Sets the onWaypointChange callback for the tween. - Called when a path tween reaches a new waypoint - - - Sets a delayed startup for the tween. - Has no effect on Sequences or if the tween has already started - - - If isRelative is TRUE sets the tween as relative - (the endValue will be calculated as startValue + endValue instead than being used directly). - Has no effect on Sequences or if the tween has already started - - - If isSpeedBased is TRUE sets the tween as speed based - (the duration will represent the number of units the tween moves x second). - Has no effect on Sequences, nested tweens, or if the tween has already started - - - - Methods that extend Tween objects and allow to set their parameters - - - - Sets the autoKill behaviour of the tween to TRUE. - Has no effect if the tween has already started or if it's added to a Sequence - - - Sets the autoKill behaviour of the tween. - Has no effect if the tween has already started or if it's added to a Sequence - If TRUE the tween will be automatically killed when complete - - - Sets an ID for the tween (), which can then be used as a filter with DOTween's static methods. - The ID to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets a string ID for the tween (), which can then be used as a filter with DOTween's static methods. - Filtering via string is 2X faster than using an object as an ID (using the alternate obejct overload) - The string ID to assign to this tween. - - - Sets an int ID for the tween (), which can then be used as a filter with DOTween's static methods. - Filtering via int is 4X faster than via object, 2X faster than via string (using the alternate object/string overloads) - The int ID to assign to this tween. - - - Allows to link this tween to a GameObject - so that it will be automatically killed when the GameObject is destroyed. - Has no effect if the tween is added to a Sequence - The link target (unrelated to the target set via SetTarget) - - - Allows to link this tween to a GameObject and assign a behaviour depending on it. - This will also automatically kill the tween when the GameObject is destroyed. - Has no effect if the tween is added to a Sequence - The link target (unrelated to the target set via SetTarget) - The behaviour to use ( is always evaluated even if you choose another one) - - - Sets the target for the tween, which can then be used as a filter with DOTween's static methods. - IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. - When using shorcuts the shortcut target is already assigned as the tween's target, - so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. - The target to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets the looping options for the tween. - Has no effect if the tween has already started - Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) - - - Sets the looping options for the tween. - Has no effect if the tween has already started - Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) - Loop behaviour type (default: LoopType.Restart) - - - Sets the ease of the tween. - If applied to Sequences eases the whole sequence animation - - - Sets the ease of the tween. - If applied to Sequences eases the whole sequence animation - - Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash). - In case of Flash ease it must be an intenger and sets the total number of flashes that will happen. - Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. - - - - Sets the ease of the tween. - If applied to Sequences eases the whole sequence animation - Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash). - In case of Flash ease it must be an integer and sets the total number of flashes that will happen. - Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. - - Eventual period to use with Elastic or Flash easeType (default is 0). - In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1. - 0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end. - - - - Sets the ease of the tween using an AnimationCurve. - If applied to Sequences eases the whole sequence animation - - - Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1). - If applied to Sequences eases the whole sequence animation - - - Allows the tween to be recycled after being killed. - - - Sets the recycling behaviour for the tween. - If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. - - - Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale - If TRUE the tween will ignore Unity's Time.timeScale - - - Sets the type of update for the tween - The type of update (defalt: UpdateType.Normal) - - - Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale - The type of update - If TRUE the tween will ignore Unity's Time.timeScale - - - EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning - (playing it backwards will actually play it from the beginning to the end). - Has no effect if the tween has already started or if it's added to a Sequence - - - EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning - (playing it backwards will actually play it from the beginning to the end). - Has no effect if the tween has already started or if it's added to a Sequence - If TRUE the tween will be inverted, otherwise it won't - - - Sets the onStart callback for the tween, clearing any previous onStart callback that was set. - Called the first time the tween is set in a playing state, after any eventual delay - - - Sets the onPlay callback for the tween, clearing any previous onPlay callback that was set. - Called when the tween is set in a playing state, after any eventual delay. - Also called each time the tween resumes playing from a paused state - - - Sets the onPause callback for the tween, clearing any previous onPause callback that was set. - Called when the tween state changes from playing to paused. - If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. - - - Sets the onRewind callback for the tween, clearing any previous onRewind callback that was set. - Called when the tween is rewinded, - either by calling Rewind or by reaching the start position while playing backwards. - Rewinding a tween that is already rewinded will not fire this callback - - - Sets the onUpdate callback for the tween, clearing any previous onUpdate callback that was set. - Called each time the tween updates - - - Sets the onStepComplete callback for the tween, clearing any previous onStepComplete callback that was set. - Called the moment the tween completes one loop cycle, even when going backwards - - - Sets the onComplete callback for the tween, clearing any previous onComplete callback that was set. - Called the moment the tween reaches its final forward position, loops included - - - Sets the onKill callback for the tween, clearing any previous onKill callback that was set. - Called the moment the tween is killed - - - Sets the onWaypointChange callback for the tween, clearing any previous onWaypointChange callback that was set. - Called when a path tween's current waypoint changes - - - Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one. - Doesn't copy specific SetOptions settings: those will need to be applied manually each time. - Has no effect if the tween has already started. - NOTE: the tween's target will not be changed - Tween from which to copy the parameters - - - Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams. - Has no effect if the tween has already started. - TweenParams from which to copy the parameters - - - Adds the given tween to the end of the Sequence. - Has no effect if the Sequence has already started - The tween to append - - - Adds the given tween to the beginning of the Sequence, pushing forward the other nested content. - Has no effect if the Sequence has already started - The tween to prepend - - - Inserts the given tween at the same time position of the last tween, callback or interval added to the Sequence. - Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. - Has no effect if the Sequence has already started - - - Inserts the given tween at the given time position in the Sequence, - automatically adding an interval if needed. - Has no effect if the Sequence has already started - The time position where the tween will be placed - The tween to insert - - - Adds the given interval to the end of the Sequence. - Has no effect if the Sequence has already started - The interval duration - - - Adds the given interval to the beginning of the Sequence, pushing forward the other nested content. - Has no effect if the Sequence has already started - The interval duration - - - Adds the given callback to the end of the Sequence. - Has no effect if the Sequence has already started - The callback to append - - - Adds the given callback to the beginning of the Sequence, pushing forward the other nested content. - Has no effect if the Sequence has already started - The callback to prepend - - - Inserts the given callback at the same time position of the last tween, callback or interval added to the Sequence. - Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. - Has no effect if the Sequence has already started - /// <param name="callback">The callback to prepend</param> - - - Inserts the given callback at the given time position in the Sequence, - automatically adding an interval if needed. - Has no effect if the Sequence has already started - The time position where the callback will be placed - The callback to insert - - - Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue - then immediately sends the target to the previously set endValue. - - - Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue - then immediately sends the target to the previously set endValue. - If TRUE the FROM value will be calculated as relative to the current one - - - Changes a TO tween into a FROM tween: sets the current value of the target as the endValue, - and the previously passed endValue as the actual startValue. - If TRUE sets the target to from value immediately, otherwise waits for the tween to start - If TRUE the FROM value will be calculated as relative to the current one - - - Changes a TO tween into a FROM tween: sets the tween's starting value to the given one - and eventually sets the tween's target to that value immediately. - Value to start from - If TRUE sets the target to from value immediately, otherwise waits for the tween to start - If TRUE the FROM/TO values will be calculated as relative to the current ones - - - Changes a TO tween into a FROM tween: sets the tween's starting value to the given one - and eventually sets the tween's target to that value immediately. - Alpha value to start from (in case of Fade tweens) - If TRUE sets the target to from value immediately, otherwise waits for the tween to start - If TRUE the FROM/TO values will be calculated as relative to the current ones - - - Changes a TO tween into a FROM tween: sets the tween's starting value to the given one - and eventually sets the tween's target to that value immediately. - Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens) - If TRUE sets the target to from value immediately, otherwise waits for the tween to start - If TRUE the FROM/TO values will be calculated as relative to the current ones - - - Changes a TO tween into a FROM tween: sets the tween's starting value to the given one - and eventually sets the tween's target to that value immediately. - Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens) - If TRUE sets the target to from value immediately, otherwise waits for the tween to start - If TRUE the FROM/TO values will be calculated as relative to the current ones - - - Sets a delayed startup for the tween. - In case of Sequences behaves the same as , - which means the delay will repeat in case of loops (while with tweens it's ignored after the first loop cycle). - Has no effect if the tween has already started - - - EXPERIMENTAL: implemented in v1.2.340. - Sets a delayed startup for the tween with options to choose how the delay is applied in case of Sequences. - Has no effect if the tween has already started - Only used by types: If FALSE sets the delay as a one-time occurrence - (defaults to this for types), - otherwise as a Sequence interval which will repeat at the beginning of every loop cycle - - - Sets the tween as relative - (the endValue will be calculated as startValue + endValue instead than being used directly). - Has no effect on Sequences or if the tween has already started - - - If isRelative is TRUE sets the tween as relative - (the endValue will be calculated as startValue + endValue instead than being used directly). - Has no effect on Sequences or if the tween has already started - - - If isSpeedBased is TRUE sets the tween as speed based - (the duration will represent the number of units the tween moves x second). - Has no effect on Sequences, nested tweens, or if the tween has already started - - - If isSpeedBased is TRUE sets the tween as speed based - (the duration will represent the number of units the tween moves x second). - Has no effect on Sequences, nested tweens, or if the tween has already started - - - Options for float tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector2 tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector2 tweens - Selecting an axis will tween the vector only on that axis, leaving the others untouched - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector3 tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector3 tweens - Selecting an axis will tween the vector only on that axis, leaving the others untouched - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector4 tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector4 tweens - Selecting an axis will tween the vector only on that axis, leaving the others untouched - If TRUE the tween will smoothly snap all values to integers - - - Options for Quaternion tweens - If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°. - If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative - - - Options for Color tweens - If TRUE only the alpha value of the color will be tweened - - - Options for Vector4 tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector4 tweens - If TRUE, rich text will be interpreted correctly while animated, - otherwise all tags will be considered as normal text - The type of scramble 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 to use default ones - - - Options for Vector3Array tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector3Array tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for ShapeCircle tweens - If TRUE the center you set in the DOTween.To method will be considered as relative - to the starting position of the target - If TRUE the tween will smoothly snap all values to integers - - - Options for Path tweens (created via the DOPath shortcut) - The eventual movement axis to lock. You can input multiple axis if you separate them like this: - AxisConstrain.X | AxisConstraint.Y - The eventual rotation axis to lock. You can input multiple axis if you separate them like this: - AxisConstrain.X | AxisConstraint.Y - - - Options for Path tweens (created via the DOPath shortcut) - If TRUE the path will be automatically closed - The eventual movement axis to lock. You can input multiple axis if you separate them like this: - AxisConstrain.X | AxisConstraint.Y - The eventual rotation axis to lock. You can input multiple axis if you separate them like this: - AxisConstrain.X | AxisConstraint.Y - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target towards the given position. - Must be chained directly to the tween creation method or to a SetOptions - The position to look at - The eventual direction to consider as "forward". - If left to NULL defaults to the regular forward side of the transform - The vector that defines in which direction up is (default: Vector3.up) - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target towards the given position with options to keep the Z rotation stable. - Must be chained directly to the tween creation method or to a SetOptions - The position to look at - If TRUE doesn't rotate the target along the Z axis - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target towards another transform. - Must be chained directly to the tween creation method or to a SetOptions - The transform to look at - The eventual direction to consider as "forward". - If left to NULL defaults to the regular forward side of the transform - The vector that defines in which direction up is (default: Vector3.up) - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target towards another transform with options to keep the Z rotation stable. - Must be chained directly to the tween creation method or to a SetOptions - The transform to look at - If TRUE doesn't rotate the target along the Z axis - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target to the path, with the given lookAhead. - Must be chained directly to the tween creation method or to a SetOptions - The percentage of lookAhead to use (0 to 1) - The eventual direction to consider as "forward". - If left to NULL defaults to the regular forward side of the transform - The vector that defines in which direction up is (default: Vector3.up) - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the path with options to keep the Z rotation stable. - Must be chained directly to the tween creation method or to a SetOptions - The percentage of lookAhead to use (0 to 1) - If TRUE doesn't rotate the target along the Z axis - - - - Types of log behaviours - - - - Log only warnings and errors - - - Log warnings, errors and additional infos - - - Log only errors - - - - Indicates either a Tweener or a Sequence - - - - TimeScale for the tween - - - If TRUE the tween will play backwards - - - If TRUE the tween is completely inverted but without playing it backwards - (play backwards will actually play the tween in the original direction) - - - Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int - (use or for those) - - - String ID (usable for filtering with DOTween static methods). 2X faster than using an object id - - - Int ID (usable for filtering with DOTween static methods). 4X faster than using an object id, 2X faster than using a string id. - Default is -999 so avoid using an ID like that or it will capture all unset intIds - - - Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shortcuts - - - Called when the tween is set in a playing state, after any eventual delay. - Also called each time the tween resumes playing from a paused state - - - Called when the tween state changes from playing to paused. - If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. - - - Called when the tween is rewinded, - either by calling Rewind or by reaching the start position while playing backwards. - Rewinding a tween that is already rewinded will not fire this callback - - - Called each time the tween updates - - - Called the moment the tween completes one loop cycle - - - Called the moment the tween reaches completion (loops included) - - - Called the moment the tween is killed - - - Called when a path tween's current waypoint changes - - - Tweeners-only (ignored by Sequences), returns TRUE if the tween was set as relative - - - - Set by SetTarget if DOTween's Debug Mode is on (see DOTween Utility Panel -> "Store GameObject's ID" debug option - - - - FALSE when tween is (or should be) despawned - set only by TweenManager - - - Gets and sets the time position (loops included, delays excluded) of the tween - - - Returns TRUE if the tween is set to loop (either a set number of times or infinitely) - - - TRUE after the tween was set in a play state at least once, AFTER any delay is elapsed - - - Time position within a single loop cycle - - - - Animates a single value - - - - Changes the start value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new start value - If bigger than 0 applies it as the new tween duration - - - Changes the end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new end value - If bigger than 0 applies it as the new tween duration - If TRUE the start value will become the current target's value, otherwise it will stay the same - - - Changes the end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new end value - If TRUE the start value will become the current target's value, otherwise it will stay the same - - - Changes the start and end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new start value - The new end value - If bigger than 0 applies it as the new tween duration - - - - Used internally - - - - - Update type - - - - Updates every frame during Update calls - - - Updates every frame during LateUpdate calls - - - Updates using FixedUpdate calls - - - Updates using manual update calls - -
-
+ + + + DOTween + + + + + Types of autoPlay behaviours + + + + No tween is automatically played + + + Only Sequences are automatically played + + + Only Tweeners are automatically played + + + All tweens are automatically played + + + + What axis to constrain in case of Vector tweens + + + + Called the first time the tween is set in a playing state, after any eventual delay + + + + Used in place of System.Func, which is not available in mscorlib. + + + + + Used in place of System.Action. + + + + + Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation) + + + + + Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween). + Contains all instance-based methods + + + + Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing). + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + 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) + + + + + Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected + + + + + Used to interpret AnimationCurves as eases. + Public so it can be used by external ease factories + + + + + Behaviour in case a tween nested inside a Sequence fails and is captured by safe mode + + + + If the Sequence contains other elements, kill the failed tween but preserve the rest + + + Kill the whole Sequence + + + + Log types thrown by errors captured and prevented by safe mode + + + + No logs. NOT RECOMMENDED + + + Throw a normal log + + + Throw a warning log (default) + + + Throw an error log + + + + Additional notices passed to plugins when updating. + Public so it can be used by custom plugins. Internally, only PathPlugin uses it + + + + + None + + + + + Lets the plugin know that we restarted or rewinded + + + + + OnRewind callback behaviour (can only be set via DOTween's Utility Panel) + + + + + When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded + + + + + When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded. + When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded + + + + + When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded + + + + + Public only so custom shortcuts can access some of these methods + + + + + INTERNAL: used by DO shortcuts and Modules to set special startup mode + + + + + INTERNAL: used by DO shortcuts and Modules to set the tween as blendable + + + + + INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed + + + + + Used to dispatch commands that need to be captured externally, usually by Modules + + + + + Various utils + + + + + Returns a Vector3 with z = 0 + + + + + Returns the 2D angle between two vectors + + + + + Returns a point on a circle with the given center and radius, + using Unity's circle coordinates (0° points up and increases clockwise) + + + + + Uses approximate equality on each axis instead of Unity's Vector3 equality, + because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it. + + + + + Looks for the type within all possible project assembly names + + + + NO-GC METHOD: changes the start value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + If bigger than 0 applies it as the new tween duration + + + NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If bigger than 0 applies it as the new tween duration + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + NO-GC METHOD: changes the start and end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + The new end value + If bigger than 0 applies it as the new tween duration + + + + Struct that stores two colors (used for LineRenderer tweens) + + + + + Used for tween callbacks + + + + + Used for tween callbacks + + + + + Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1. + + + + + Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly. + Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence). + To use it, call DOTween.To with the plugin parameter overload, passing it PureQuaternionPlugin.Plug() as first parameter + (do not use any of the other public PureQuaternionPlugin methods): + DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); + + + + + Plug this plugin inside a DOTween.To call. + Example: + DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); + + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + + Extra non-tweening-related curve methods + + + + + Cubic bezier curve methods + + + + + Calculates a point along the given Cubic Bezier segment-curve. + + Segment start point + Start point's control point/handle + Segment end point + End point's control point/handle + 0-1 percentage along which to retrieve point + + + + Returns an array containing a series of points along the given Cubic Bezier segment-curve. + + Start point + Start point's control point/handle + End point + End point's control point/handle + Cloud resolution (min: 2) + + + + Calculates a series of points along the given Cubic Bezier segment-curve and adds them to the given list. + + Start point + Start point's control point/handle + End point + End point's control point/handle + Cloud resolution (min: 2) + + + + Main DOTween class. Contains static methods to create and control tweens in a generic way + + + + DOTween's version + + + If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things + (like targets becoming null while a tween is playing). + Default: TRUE + + + Log type when safe mode reports capturing an error and preventing it + + + Behaviour in case a tween nested inside a Sequence fails (and is caught by safe mode). + Default: NestedTweenFailureBehaviour.TryToPreserveSequence + + + If TRUE you will get a DOTween report when exiting play mode (only in the Editor). + Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly. + Beware, this will slightly slow down your tweens while inside Unity Editor. + Default: FALSE + + + Global DOTween global timeScale (default: 1). + The final timeScale of a non-timeScaleIndependent tween is: + Unity's Time.timeScale * DOTween.timeScale * tween.timeScale + while the final timeScale of a timeScaleIndependent tween is: + DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale + + + DOTween timeScale applied only to timeScaleIndependent tweens (default: 1). + The final timeScale of a timeScaleIndependent tween is: + DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale + + + If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens + (unless they're set as timeScaleIndependent, in which case a value between the last timestep + and will be used instead). + Setting this to TRUE will lead to smoother animations. + Default: FALSE + + + If is TRUE, this indicates the max timeStep that an independent update call can last. + Setting this to TRUE will lead to smoother animations. + Default: FALSE + + + DOTween's log behaviour. + Default: LogBehaviour.ErrorsOnly + + + Used to intercept DOTween's logs. If this method isn't NULL, DOTween will call it before writing a log via Unity's own Debug log methods. + Return TRUE if you want DOTween to proceed with the log, FALSE otherwise. + This method must return a bool and accept two parameters: + - LogType: the type of Unity log that DOTween is trying to log + - object: the log message that DOTween wants to log + + + 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 + + + Stores the target id so it can be used to give more info in case of safeMode error capturing. + Only active if both debugMode and useSafeMode are TRUE + + + Default updateType for new tweens. + Default: UpdateType.Normal + + + Sets whether Unity's timeScale should be taken into account by default or not. + Default: false + + + Default autoPlay behaviour for new tweens. + Default: AutoPlay.All + + + Default autoKillOnComplete behaviour for new tweens. + Default: TRUE + + + Default loopType applied to all new tweens. + Default: LoopType.Restart + + + If TRUE all newly created tweens are set as recyclable, otherwise not. + Default: FALSE + + + Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default). + Default: Ease.InOutQuad + + + Default overshoot/amplitude used for eases + Default: 1.70158f + + + Default period used for eases + Default: 0 + + + Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance + + + + Must be called once, before the first ever DOTween call/reference, + otherwise it will be called automatically and will use default options. + Calling it a second time won't have any effect. + You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences: + DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20); + + If TRUE all new tweens will be set for recycling, meaning that when killed, + instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid + GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active + even if they were killed (since they might have been respawned and are now being used for other tweens). + If you want to automatically set your tween references to NULL when a tween is killed + you can use the OnKill callback like this: + .OnKill(()=> myTweenReference = null) + You can change this setting at any time by changing the static property, + or you can set the recycling behaviour for each tween separately, using: + SetRecyclable(bool recyclable) + Default: FALSE + If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things + (like targets becoming null while a tween is playing). + You can change this setting at any time by changing the static property. + Default: FALSE + Type of logging to use. + You can change this setting at any time by changing the static property. + Default: ErrorsOnly + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values. + + If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else + (so that next time you use it it will need to be re-initialized) + + + + Clears all cached tween pools. + + + + + Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL) + and returns the total number of invalid tweens found and removed. + IMPORTANT: this will cause an error on UWP platform, so don't use it there + BEWARE: this is a slightly expensive operation so use it with care + + + + + Updates all tweens that are set to . + + Manual deltaTime + Unscaled delta time (used with tweens set as timeScaleIndependent) + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using a custom plugin + The plugin to use. Each custom plugin implements a static Get() method + you'll need to call to assign the correct plugin in the correct way, like this: + CustomPlugin.Get() + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens only one axis of a Vector3 to the given value using default plugins. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + The axis to tween + + + Tweens only the alpha of a Color to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a virtual property from the given start to the given end value + and implements a setter that allows to use that value with an external method or a lambda + Example: + To(MyMethod, 0, 12, 0.5f); + Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween) + The action to perform with the tweened value + The value to start from + The end value to reach + The duration of the virtual tween + + + + Punches a Vector3 towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic. + This tween type generates some GC allocations at startup + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The direction and strength of the punch + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + 1 creates a full oscillation between the direction and the opposite decaying direction, + while 0 oscillates only between the starting position and the decaying direction + + + Shakes a Vector3 with the given values. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + 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 and behave like a random punch. + If TRUE only shakes on the X Y axis (looks better with things like cameras). + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Vector3 with the given values. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The duration of the tween + The shake strength on each axis + 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 and behave like a random punch. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Tweens a property or field to the given values using default plugins. + Ease is applied between each segment and not as a whole. + This tween type generates some GC allocations at startup + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end values to reach for each segment. This array must have the same length as durations + The duration of each segment. This array must have the same length as endValues + + + + Returns a new to be used for tween groups. + Mind that Sequences don't have a target applied automatically like Tweener creation shortcuts, + so if you want to be able to kill this Sequence when calling DOTween.Kill(target) you'll have to add + the target manually; you can do that directly by using the overload instead of this one + + + + + Returns a new to be used for tween groups, and allows to set a target + (because Sequences don't have their target set automatically like Tweener creation shortcuts). + That way killing/controlling tweens by target will apply to this Sequence too. + + The target of the Sequence. Relevant only for static target-based methods like DOTween.Kill(target), + useless otherwise + + + Completes all tweens and returns the number of actual tweens completed + (meaning tweens that don't have infinite loops and were not already complete) + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Completes all tweens with the given ID or target and returns the number of actual tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + For Sequences only: if TRUE internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Flips all tweens (changing their direction to forward if it was backwards and viceversa), + then returns the number of actual tweens flipped + + + Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa), + then returns the number of actual tweens flipped + + + Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved + + + Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles) + and returns the actual tweens involved + + + Kills all tweens and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Kills all tweens and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + Eventual IDs or targets to exclude from the killing + + + Kills all tweens with the given ID or target and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Kills all tweens with the given target and the given ID, and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Pauses all tweens and returns the number of actual tweens paused + + + Pauses all tweens with the given ID or target and returns the number of actual tweens paused + (meaning the tweens that were actually playing and have been paused) + + + Plays all tweens and returns the number of actual tweens played + (meaning tweens that were not already playing or complete) + + + Plays all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + + + Plays all tweens with the given target and the given ID, and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + + + Plays backwards all tweens and returns the number of actual tweens played + (meaning tweens that were not already started, playing backwards or rewinded) + + + Plays backwards all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Plays backwards all tweens with the given target and ID and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Plays forward all tweens and returns the number of actual tweens played + (meaning tweens that were not already playing forward or complete) + + + Plays forward all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already playing forward or complete) + + + Plays forward all tweens with the given target and ID and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Restarts all tweens, then returns the number of actual tweens restarted + + + Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted + If TRUE includes the eventual tweens delays, otherwise skips them + If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it + + + Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + If TRUE includes the eventual tweens delays, otherwise skips them + If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it + + + Rewinds and pauses all tweens, then returns the number of actual tweens rewinded + (meaning tweens that were not already rewinded) + + + Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded + (meaning the tweens that were not already rewinded) + + + Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded + (meaning tweens that were not already rewinded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded + (meaning the tweens that were not already rewinded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Toggles the play state of all tweens and returns the number of actual tweens toggled + (meaning tweens that could be played or paused, depending on the toggle state) + + + Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled + (meaning the tweens that could be played or paused, depending on the toggle state) + + + + Returns TRUE if a tween with the given ID or target is active. + You can also use this to know if a shortcut tween is active for a given target. + Example: + transform.DOMoveX(45, 1); // transform is automatically added as the tween target + DOTween.IsTweening(transform); // Returns true + + The target or ID to look for + If FALSE (default) returns TRUE as long as a tween for the given target/ID is active, + otherwise also requires it to be playing + + + + Returns the total number of active tweens (so both Tweeners and Sequences). + A tween is considered active if it wasn't killed, regardless if it's playing or paused + + + + + Returns the total number of active Tweeners. + A Tweener is considered active if it wasn't killed, regardless if it's playing or paused + + + + + Returns the total number of active Sequences. + A Sequence is considered active if it wasn't killed, regardless if it's playing or paused + + + + + Returns the total number of active and playing tweens. + A tween is considered as playing even if its delay is actually playing + + + + + Returns a the total number of active tweens with the given id. + + If TRUE returns only the tweens with the given ID that are currently playing + + + + Returns a list of all active tweens in a playing state. + Returns NULL if there are no active playing tweens. + Beware: each time you call this method a new list is generated, so use it for debug only + + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens in a paused state. + Returns NULL if there are no active paused tweens. + Beware: each time you call this method a new list is generated, so use it for debug only + + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens with the given id. + Returns NULL if there are no active tweens with the given id. + Beware: each time you call this method a new list is generated + + If TRUE returns only the tweens with the given ID that are currently playing + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens with the given target. + Returns NULL if there are no active tweens with the given target. + Beware: each time you call this method a new list is generated + If TRUE returns only the tweens with the given target that are currently playing + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + + Creates virtual tweens that can be used to change other elements via their OnUpdate calls + + + + + Tweens a virtual float. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type float, called at each update + + + + Tweens a virtual int. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type int, called at each update + + + + Tweens a virtual Vector2. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type Vector3, called at each update + + + + Tweens a virtual Vector3. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type Vector3, called at each update + + + + Tweens a virtual Color. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type Color, called at each update + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual overshoot to use with Back ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual amplitude to use with Elastic easeType + Eventual period to use with Elastic easeType + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The AnimationCurve to use for ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual overshoot to use with Back ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual amplitude to use with Elastic easeType + Eventual period to use with Elastic easeType + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The AnimationCurve to use for ease + + + Fires the given callback after the given time. + Callback delay + Callback to fire when the delay has expired + If TRUE (default) ignores Unity's timeScale + + + + Don't assign this! It's assigned automatically when creating 0 duration tweens + + + + + Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function + + + + + Allows to wrap ease method in special ways, adding extra features + + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + Ease type + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + AnimationCurve to use for the ease + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + Custom ease function to use + + + + Used to allow method chaining with DOTween.Init + + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + Behaviour that can be assigned when chaining a SetLink to a tween + + + + Pauses the tween when the link target is disabled + + + Pauses the tween when the link target is disabled, plays it when it's enabled + + + Pauses the tween when the link target is disabled, restarts it when it's enabled + + + Plays the tween when the link target is enabled + + + Restarts the tween when the link target is enabled + + + Kills the tween when the link target is disabled + + + Kills the tween when the link target is destroyed (becomes NULL). This is always active even if another behaviour is chosen + + + Completes the tween when the link target is disabled + + + Completes and kills the tween when the link target is disabled + + + Rewinds the tween (delay excluded) when the link target is disabled + + + Rewinds and kills the tween when the link target is disabled + + + + Path mode (used to determine correct LookAt orientation) + + + + Ignores the path mode (and thus LookAt behaviour) + + + Regular 3D path + + + 2D top-down path + + + 2D side-scroller path + + + + Type of path to use with DOPath tweens + + + + Linear, composed of straight segments between each waypoint + + + Curved path (which uses Catmull-Rom curves) + + + EXPERIMENTAL: Curved path (which uses Cubic Bezier curves, where each point requires two extra control points) + + + + Tweens a Vector2 along a circle. + EndValue represents the center of the circle, start and end value degrees are inside options + ChangeValue x is changeValue°, y is unused + + + + + Path control point + + + + + Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector + + + + + Minimum input points necessary to create the path (doesn't correspond to actual waypoints required) + + + + + Gets the point on the path at the given percentage (0 to 1) + + The percentage (0 to 1) at which to get the point + If TRUE constant speed is taken into account, otherwise not + + + + Base interface for all tween plugins options + + + + Resets the plugin + + + + This plugin generates some GC allocations at startup + + + + + Path plugin works exclusively with Transforms + + + + + Rotation mode used with DORotate methods + + + + + Fastest way that never rotates beyond 360° + + + + + Fastest way that rotates beyond 360° + + + + + Adds the given rotation to the transform using world axis and an advanced precision mode + (like when using transform.Rotate(Space.World)). + In this mode the end value is is always considered relative + + + + + Adds the given rotation to the transform's local axis + (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)). + In this mode the end value is is always considered relative + + + + + Type of scramble to apply to string tweens + + + + + No scrambling of characters + + + + + A-Z + a-z + 0-9 characters + + + + + A-Z characters + + + + + a-z characters + + + + + 0-9 characters + + + + + Custom characters + + + + + Type of randomness to apply to a shake tween + + + + Default, full randomness + + + Creates a more balanced randomness that looks more harmonic + + + + Methods that extend Tween objects and allow to control or get data from them + + + + Completes the tween + + + Completes the tween + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Optional: indicates that the tween creation has ended, to be used (optionally) as the last element of tween chaining creation.
+ This method won't do anything except in case of 0-duration tweens, + where it will complete them immediately instead of waiting for the next internal update routine + (unless they're nested in a Sequence, in which case the Sequence will still be the one in control and this method will be ignored)
+
+ + Flips the direction of this tween (backwards if it was going forward or viceversa) + + + Forces the tween to initialize its settings immediately + + + Send the tween to the given position in time + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + Send the tween to the given position in time while also executing any callback between the previous time position and the new one + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + Kills the tween + If TRUE completes the tween before killing it + + + + Forces this tween to update manually, regardless of the set via SetUpdate. + Note that the tween will still be subject to normal tween rules, so if for example it's paused this method will do nothing. + Also note that if you only want to update this tween instance manually you'll have to set it to anyway, + so that it's not updated automatically. + + Manual deltaTime + Unscaled delta time (used with tweens set as timeScaleIndependent) + + + Pauses the tween + + + Plays the tween + + + Sets the tween in a backwards direction and plays it + + + Sets the tween in a forward direction and plays it + + + Restarts the tween from the beginning + Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it + Ignored in case of Sequences. If >= 0 changes the startup delay to this value, otherwise doesn't touch it + + + Rewinds and pauses the tween + Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it + + + Smoothly rewinds the tween (delays excluded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Plays the tween if it was paused, pauses it if it was playing + + + Send a path tween to the given waypoint. + Has no effect if this is not a path tween. + BEWARE, this is a special utility method: + it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually + (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes) + Waypoint index to reach + (if higher than the max waypoint index the tween will simply go to the last one) + If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it + + + + Creates a yield instruction that waits until the tween is killed or complete. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForCompletion(); + + + + + Creates a yield instruction that waits until the tween is killed or rewinded. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForRewind(); + + + + + Creates a yield instruction that waits until the tween is killed. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForKill(); + + + + + Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForElapsedLoops(2); + + Elapsed loops to wait for + + + + Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded). + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForPosition(2.5f); + + Position (loops included, delays excluded) to wait for + + + + Creates a yield instruction that waits until the tween is killed or started + (meaning when the tween is set in a playing state the first time, after any eventual delay). + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForStart(); + + + + Returns the total number of loops completed by this tween + + + Returns the eventual delay set for this tween + + + Returns the eventual elapsed delay set for this tween + + + Returns the duration of this tween (delays excluded). + NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts + If TRUE returns the full duration loops included, + otherwise the duration of a single loop cycle + + + Returns the elapsed time for this tween (delays exluded) + If TRUE returns the elapsed time since startup loops included, + otherwise the elapsed time within the current loop cycle + + + Returns the elapsed percentage (0 to 1) of this tween (delays exluded) + If TRUE returns the elapsed percentage since startup loops included, + otherwise the elapsed percentage within the current loop cycle + + + Returns the elapsed percentage (0 to 1) of this tween (delays exluded), + based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1 + + + Returns FALSE if this tween has been killed or is NULL, TRUE otherwise. + BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway. + When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL. + If you want to be sure your references are set to NULL when a tween is killed you can use the OnKill callback like this: + .OnKill(()=> myTweenReference = null) + + + Returns TRUE if this tween was reversed and is set to go backwards + + + NOTE: To check if a tween was simply set to go backwards see . + Returns TRUE if this tween is going backwards for any of these reasons: + - The tween was reversed and is going backwards on a straight loop + - The tween was reversed and is going backwards on an odd Yoyo loop + - The tween is going forward but on an even Yoyo loop + IMPORTANT: if used inside a tween's callback, this will return a result concerning the exact frame when it's asked, + so for example in a callback at the end of a Yoyo loop step this method will never return FALSE + because the frame will never end exactly there and the tween will already be going backwards when the callback is fired + + + 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 + + + Returns TRUE if this tween is playing + + + Returns the total number of loops set for this tween + (returns -1 if the loops are infinite) + + + + Returns a point on a path based on the given path percentage. + Returns Vector3.zero if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + Percentage of the path (0 to 1) on which to get the point + + + + Returns an array of points that can be used to draw the path. + Note that this method generates allocations, because it creates a new array. + Returns NULL if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + How many points to create for each path segment (waypoint to waypoint). + Only used in case of non-Linear paths + + + + Returns the length of a path. + Returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + + + + Types of loop + + + + Each loop cycle restarts from the beginning + + + The tween moves forward and backwards at alternate cycles + + + Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward". + In case of String tweens works only if the tween is set as relative + + + + Controls other tweens as a group + + + + + Methods that extend known Unity objects and allow to directly create and control tweens from their instances + + + + Tweens a Camera's aspect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's backgroundColor to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's farClipPlane to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's fieldOfView to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's nearClipPlane to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's orthographicSize to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's pixelRect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's rect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Shakes a Camera's localPosition along its relative X Y axes with the given values. + Also stores the camera as the tween's target so it can be used for filtered operations + 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 + Randomness mode + + + Shakes a Camera's localPosition along its relative X Y axes with the given values. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength on each axis + 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 + Randomness mode + + + Shakes a Camera's localRotation. + Also stores the camera as the tween's target so it can be used for filtered operations + 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 + Randomness mode + + + Shakes a Camera's localRotation. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength on each axis + 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 + Randomness mode + + + Tweens a Light's color to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's intensity to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's shadowStrength to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a LineRenderer's color to the given value. + Also stores the LineRenderer as the tween's target so it can be used for filtered operations. + Note that this method requires to also insert the start colors for the tween, + since LineRenderers have no way to get them. + The start value to tween from + The end value to reachThe duration of the tween + + + Tweens a Material's color to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Material's named color property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's named color property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's alpha color to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Material's alpha color to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's alpha color with the given ID to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's named float property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named float property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's texture offset to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The duration of the tween + + + Tweens a Material's named texture offset property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's texture scale to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The duration of the tween + + + Tweens a Material's named texture scale property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named Vector property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named Vector property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a TrailRenderer's startWidth/endWidth to the given value. + Also stores the TrailRenderer as the tween's target so it can be used for filtered operations + The end startWidth to reachThe end endWidth to reach + The duration of the tween + + + Tweens a TrailRenderer's time to the given value. + Also stores the TrailRenderer as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's X position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Y position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Z position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's X localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Y localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Z localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's rotation to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + Rotation mode + + + Tweens a Transform's rotation to the given value using pure quaternion values. + Also stores the transform as the tween's target so it can be used for filtered operations. + PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method. + This method was implemented for very special cases, and doesn't support LoopType.Incremental loops + (neither for itself nor if placed inside a LoopType.Incremental Sequence) + + The end value to reachThe duration of the tween + + + Tweens a Transform's localRotation to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + Rotation mode + + + Tweens a Transform's rotation to the given value using pure quaternion values. + Also stores the transform as the tween's target so it can be used for filtered operations. + PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method. + This method was implemented for very special cases, and doesn't support LoopType.Incremental loops + (neither for itself nor if placed inside a LoopType.Incremental Sequence) + + The end value to reachThe duration of the tween + + + Tweens a Transform's localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's localScale uniformly to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's X localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's Y localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's Z localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's rotation so that it will look towards the given world position. + Also stores the transform as the tween's target so it can be used for filtered operations + The position to look atThe duration of the tween + Eventual axis constraint for the rotation + The vector that defines in which direction up is (default: Vector3.up) + + + EXPERIMENTAL Tweens a Transform's rotation so that it will look towards the given world position, + while also updating the lookAt position every frame + (contrary to which calculates the lookAt rotation only once, when the tween starts). + Also stores the transform as the tween's target so it can be used for filtered operations + The position to look atThe duration of the tween + Eventual axis constraint for the rotation + The vector that defines in which direction up is (default: Vector3.up) + + + Punches a Transform's localPosition towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic. + The direction and strength of the punch (added to the Transform's current position) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + 1 creates a full oscillation between the punch direction and the opposite direction, + while 0 oscillates only between the punch and the start position + If TRUE the tween will smoothly snap all values to integers + + + Punches a Transform's localScale towards the given size and then back to the starting one + as if it was connected to the starting scale via an elastic. + The punch strength (added to the Transform's current scale) + The duration of the tween + Indicates how much will the punch vibrate + 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 + + + Punches a Transform's localRotation towards the given size and then back to the starting one + as if it was connected to the starting rotation via an elastic. + The punch strength (added to the Transform's current rotation) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. + 1 creates a full oscillation between the punch rotation and the opposite rotation, + while 0 oscillates only between the punch and the start rotation + + + Shakes a Transform's localPosition with the given values. + 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 tween will smoothly snap all values to integers + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localPosition with the given values. + The duration of the tween + The shake strength on each axis + 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 tween will smoothly snap all values to integers + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localRotation. + 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 + Randomness mode + + + Shakes a Transform's localRotation. + The duration of the tween + The shake strength on each axis + 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 + Randomness mode + + + Shakes a Transform's localScale. + 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 + Randomness mode + + + Shakes a Transform's localScale. + The duration of the tween + The shake strength on each axis + 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 + Randomness mode + + + Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's position through the given path waypoints, using the chosen path algorithm. + Also stores the transform as the tween's target so it can be used for filtered operations + The waypoints to go through + The duration of the tween + The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + The path mode: 3D, side-scroller 2D, top-down 2D + The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + The color of the path (shown when gizmos are active in the Play panel and the tween is running) + + + Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm. + Also stores the transform as the tween's target so it can be used for filtered operations + The waypoint to go through + The duration of the tween + The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + The path mode: 3D, side-scroller 2D, top-down 2D + The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + The color of the path (shown when gizmos are active in the Play panel and the tween is running) + + + IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. + Tweens a Transform's position via the given path. + Also stores the transform as the tween's target so it can be used for filtered operations + The path to use + The duration of the tween + The path mode: 3D, side-scroller 2D, top-down 2D + + + IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. + Tweens a Transform's localPosition via the given path. + Also stores the transform as the tween's target so it can be used for filtered operations + The path to use + The duration of the tween + The path mode: 3D, side-scroller 2D, top-down 2D + + + Tweens a Tween's timeScale to the given value. + Also stores the Tween as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's color to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Light as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + Tweens a Material's color to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + Tweens a Material's named color property to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations + The value to tween to + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's named color property with the given ID to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations + The value to tween to + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Transform's position BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableMove tweens to work together on the same target, + instead than fight each other as multiple DOMove would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableMove tweens to work together on the same target, + instead than fight each other as multiple DOMove would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableRotate tweens to work together on the same target, + instead than fight each other as multiple DORotate would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + Rotation mode + + + EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableRotate tweens to work together on the same target, + instead than fight each other as multiple DORotate would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + Rotation mode + + + Punches a Transform's localRotation BY the given value and then back to the starting one + as if it was connected to the starting rotation via an elastic. Does it in a way that allows other + DOBlendableRotate tweens to work together on the same target + The punch strength (added to the Transform's current rotation) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. + 1 creates a full oscillation between the punch rotation and the opposite rotation, + while 0 oscillates only between the punch and the start rotation + + + Tweens a Transform's localScale BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableScale tweens to work together on the same target, + instead than fight each other as multiple DOScale would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + + + + Completes all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + + Completes all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + + Kills all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens killed. + + If TRUE completes the tween before killing it + + + + Kills all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens killed. + + If TRUE completes the tween before killing it + + + + Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens flipped. + + + + + Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens flipped. + + + + + Sends to the given position all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + + Sends to the given position all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + + Pauses all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens paused. + + + + + Pauses all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens paused. + + + + + Plays all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays backwards all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays backwards all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays forward all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays forward all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Restarts all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens restarted. + + + + + Restarts all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens restarted. + + + + + Rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Smoothly rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Smoothly rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + + + + Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + + + + This class serves only as a utility class to store tween settings to apply on multiple tweens. + It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining + + + + A variable you can eventually Clear and reuse when needed, + to avoid instantiating TweenParams objects + + + Creates a new TweenParams object, which you can use to store tween settings + to pass to multiple tweens via myTween.SetAs(myTweenParms) + + + Clears and resets this TweenParams instance using default values, + so it can be reused without instantiating another one + + + Sets the autoKill behaviour of the tween. + Has no effect if the tween has already started + If TRUE the tween will be automatically killed when complete + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the target for the tween, which can then be used as a filter with DOTween's static methods. + IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. + When using shorcuts the shortcut target is already assigned as the tween's target, + so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. + The target to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + Loop behaviour type (default: LoopType.Restart) + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158) + Eventual period to use with Elastic easeType (default is 0) + + + Sets the ease of the tween using an AnimationCurve. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween using a custom ease function. + If applied to Sequences eases the whole sequence animation + + + Sets the recycling behaviour for the tween. + If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. + + + Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed) + and lets you choose if it should be independent from Unity's Time.timeScale + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the type of update (default or independent) for the tween + The type of update (default: UpdateType.Normal) + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the onStart callback for the tween. + Called the first time the tween is set in a playing state, after any eventual delay + + + Sets the onPlay callback for the tween. + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Sets the onRewind callback for the tween. + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Sets the onUpdate callback for the tween. + Called each time the tween updates + + + Sets the onStepComplete callback for the tween. + Called the moment the tween completes one loop cycle, even when going backwards + + + Sets the onComplete callback for the tween. + Called the moment the tween reaches its final forward position, loops included + + + Sets the onKill callback for the tween. + Called the moment the tween is killed + + + Sets the onWaypointChange callback for the tween. + Called when a path tween reaches a new waypoint + + + Sets a delayed startup for the tween. + Has no effect on Sequences or if the tween has already started + + + If isRelative is TRUE sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + + Methods that extend Tween objects and allow to set their parameters + + + + Sets the autoKill behaviour of the tween to TRUE. + Has no effect if the tween has already started or if it's added to a Sequence + + + Sets the autoKill behaviour of the tween. + Has no effect if the tween has already started or if it's added to a Sequence + If TRUE the tween will be automatically killed when complete + + + Sets an ID for the tween (), which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets a string ID for the tween (), which can then be used as a filter with DOTween's static methods. + Filtering via string is 2X faster than using an object as an ID (using the alternate obejct overload) + The string ID to assign to this tween. + + + Sets an int ID for the tween (), which can then be used as a filter with DOTween's static methods. + Filtering via int is 4X faster than via object, 2X faster than via string (using the alternate object/string overloads) + The int ID to assign to this tween. + + + Allows to link this tween to a GameObject + so that it will be automatically killed when the GameObject is destroyed. + Has no effect if the tween is added to a Sequence + The link target (unrelated to the target set via SetTarget) + + + Allows to link this tween to a GameObject and assign a behaviour depending on it. + This will also automatically kill the tween when the GameObject is destroyed. + Has no effect if the tween is added to a Sequence + The link target (unrelated to the target set via SetTarget) + The behaviour to use ( is always evaluated even if you choose another one) + + + Sets the target for the tween, which can then be used as a filter with DOTween's static methods. + IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. + When using shorcuts the shortcut target is already assigned as the tween's target, + so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. + The target to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + Loop behaviour type (default: LoopType.Restart) + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + + Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash). + In case of Flash ease it must be an intenger and sets the total number of flashes that will happen. + Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. + + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash). + In case of Flash ease it must be an integer and sets the total number of flashes that will happen. + Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. + + Eventual period to use with Elastic or Flash easeType (default is 0). + In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1. + 0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end. + + + + Sets the ease of the tween using an AnimationCurve. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1). + If applied to Sequences eases the whole sequence animation + + + Allows the tween to be recycled after being killed. + + + Sets the recycling behaviour for the tween. + If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. + + + Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the type of update for the tween + The type of update (defalt: UpdateType.Normal) + + + Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale + The type of update + If TRUE the tween will ignore Unity's Time.timeScale + + + EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning + (playing it backwards will actually play it from the beginning to the end). + Has no effect if the tween has already started or if it's added to a Sequence + + + EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning + (playing it backwards will actually play it from the beginning to the end). + Has no effect if the tween has already started or if it's added to a Sequence + If TRUE the tween will be inverted, otherwise it won't + + + Sets the onStart callback for the tween, clearing any previous onStart callback that was set. + Called the first time the tween is set in a playing state, after any eventual delay + + + Sets the onPlay callback for the tween, clearing any previous onPlay callback that was set. + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Sets the onPause callback for the tween, clearing any previous onPause callback that was set. + Called when the tween state changes from playing to paused. + If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. + + + Sets the onRewind callback for the tween, clearing any previous onRewind callback that was set. + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Sets the onUpdate callback for the tween, clearing any previous onUpdate callback that was set. + Called each time the tween updates + + + Sets the onStepComplete callback for the tween, clearing any previous onStepComplete callback that was set. + Called the moment the tween completes one loop cycle, even when going backwards + + + Sets the onComplete callback for the tween, clearing any previous onComplete callback that was set. + Called the moment the tween reaches its final forward position, loops included + + + Sets the onKill callback for the tween, clearing any previous onKill callback that was set. + Called the moment the tween is killed + + + Sets the onWaypointChange callback for the tween, clearing any previous onWaypointChange callback that was set. + Called when a path tween's current waypoint changes + + + Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one. + Doesn't copy specific SetOptions settings: those will need to be applied manually each time. + Has no effect if the tween has already started. + NOTE: the tween's target will not be changed + Tween from which to copy the parameters + + + Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams. + Has no effect if the tween has already started. + TweenParams from which to copy the parameters + + + Adds the given tween to the end of the Sequence. + Has no effect if the Sequence has already started + The tween to append + + + Adds the given tween to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The tween to prepend + + + Inserts the given tween at the same time position of the last tween, callback or interval added to the Sequence. + Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. + Has no effect if the Sequence has already started + + + Inserts the given tween at the given time position in the Sequence, + automatically adding an interval if needed. + Has no effect if the Sequence has already started + The time position where the tween will be placed + The tween to insert + + + Adds the given interval to the end of the Sequence. + Has no effect if the Sequence has already started + The interval duration + + + Adds the given interval to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The interval duration + + + Adds the given callback to the end of the Sequence. + Has no effect if the Sequence has already started + The callback to append + + + Adds the given callback to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The callback to prepend + + + Inserts the given callback at the same time position of the last tween, callback or interval added to the Sequence. + Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. + Has no effect if the Sequence has already started + /// <param name="callback">The callback to prepend</param> + + + Inserts the given callback at the given time position in the Sequence, + automatically adding an interval if needed. + Has no effect if the Sequence has already started + The time position where the callback will be placed + The callback to insert + + + Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue + then immediately sends the target to the previously set endValue. + + + Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue + then immediately sends the target to the previously set endValue. + If TRUE the FROM value will be calculated as relative to the current one + + + Changes a TO tween into a FROM tween: sets the current value of the target as the endValue, + and the previously passed endValue as the actual startValue. + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM value will be calculated as relative to the current one + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Value to start from + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Alpha value to start from (in case of Fade tweens) + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens) + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens) + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Sets a delayed startup for the tween. + In case of Sequences behaves the same as , + which means the delay will repeat in case of loops (while with tweens it's ignored after the first loop cycle). + Has no effect if the tween has already started + + + EXPERIMENTAL: implemented in v1.2.340. + Sets a delayed startup for the tween with options to choose how the delay is applied in case of Sequences. + Has no effect if the tween has already started + Only used by types: If FALSE sets the delay as a one-time occurrence + (defaults to this for types), + otherwise as a Sequence interval which will repeat at the beginning of every loop cycle + + + Sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isRelative is TRUE sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + Options for float tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector2 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector2 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Quaternion tweens + If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°. + If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative + + + Options for Color tweens + If TRUE only the alpha value of the color will be tweened + + + Options for Vector4 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + If TRUE, rich text will be interpreted correctly while animated, + otherwise all tags will be considered as normal text + The type of scramble 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 to use default ones + + + Options for Vector3Array tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3Array tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for ShapeCircle tweens + If TRUE the center you set in the DOTween.To method will be considered as relative + to the starting position of the target + If TRUE the tween will smoothly snap all values to integers + + + Options for Path tweens (created via the DOPath shortcut) + The eventual movement axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + The eventual rotation axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + + + Options for Path tweens (created via the DOPath shortcut) + If TRUE the path will be automatically closed + The eventual movement axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + The eventual rotation axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards the given position. + Must be chained directly to the tween creation method or to a SetOptions + The position to look at + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards the given position with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a SetOptions + The position to look at + If TRUE doesn't rotate the target along the Z axis + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards another transform. + Must be chained directly to the tween creation method or to a SetOptions + The transform to look at + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards another transform with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a SetOptions + The transform to look at + If TRUE doesn't rotate the target along the Z axis + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target to the path, with the given lookAhead. + Must be chained directly to the tween creation method or to a SetOptions + The percentage of lookAhead to use (0 to 1) + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the path with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a SetOptions + The percentage of lookAhead to use (0 to 1) + If TRUE doesn't rotate the target along the Z axis + + + + Types of log behaviours + + + + Log only warnings and errors + + + Log warnings, errors and additional infos + + + Log only errors + + + + Indicates either a Tweener or a Sequence + + + + TimeScale for the tween + + + If TRUE the tween will play backwards + + + If TRUE the tween is completely inverted but without playing it backwards + (play backwards will actually play the tween in the original direction) + + + Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int + (use or for those) + + + String ID (usable for filtering with DOTween static methods). 2X faster than using an object id + + + Int ID (usable for filtering with DOTween static methods). 4X faster than using an object id, 2X faster than using a string id. + Default is -999 so avoid using an ID like that or it will capture all unset intIds + + + Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shortcuts + + + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Called when the tween state changes from playing to paused. + If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. + + + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Called each time the tween updates + + + Called the moment the tween completes one loop cycle + + + Called the moment the tween reaches completion (loops included) + + + Called the moment the tween is killed + + + Called when a path tween's current waypoint changes + + + Tweeners-only (ignored by Sequences), returns TRUE if the tween was set as relative + + + + Set by SetTarget if DOTween's Debug Mode is on (see DOTween Utility Panel -> "Store GameObject's ID" debug option + + + + FALSE when tween is (or should be) despawned - set only by TweenManager + + + Gets and sets the time position (loops included, delays excluded) of the tween + + + Returns TRUE if the tween is set to loop (either a set number of times or infinitely) + + + TRUE after the tween was set in a play state at least once, AFTER any delay is elapsed + + + Time position within a single loop cycle + + + + Animates a single value + + + + Changes the start value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + If bigger than 0 applies it as the new tween duration + + + Changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If bigger than 0 applies it as the new tween duration + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + Changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + Changes the start and end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + The new end value + If bigger than 0 applies it as the new tween duration + + + + Used internally + + + + + Update type + + + + Updates every frame during Update calls + + + Updates every frame during LateUpdate calls + + + Updates using FixedUpdate calls + + + Updates using manual update calls + +
+
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML index 690bfc4..592e427 100644 --- a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML +++ b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML @@ -1,144 +1,144 @@ - - - - DOTweenEditor - - - - - Contains compatibility methods taken from DemiEditor (for when DOTween is without it) - - - - - 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 - - - - - Starts the update loop of tween in the editor. Has no effect during playMode. - - Eventual callback to call after every update - - - - Stops the update loop and clears the onPreviewUpdated callback. - - If TRUE also resets the tweened objects to their original state. - Note that this works by calling Rewind on all tweens, so it will work correctly - only if you have a single tween type per object and it wasn't killed - If TRUE also kills any cached tween - - - - Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings. - - The tween to ready - If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc) - If TRUE prevents the tween from being auto-killed at completion - If TRUE starts playing the tween immediately - - - Full major version + first minor version (ex: 2018.1f) - - - Major version - - - First minor version (ex: in 2018.1 it would be 1) - - - - Checks that the given editor texture use the correct import settings, - and applies them if they're incorrect. - - - - - Returns TRUE if setup is required - - - - - Returns TRUE if the file/directory at the given path exists. - - Path, relative to Unity's project folder - - - - - Converts the given project-relative path to a full path, - with backward (\) slashes). - - - - - Converts the given full path to a path usable with AssetDatabase methods - (relative to Unity's project folder, and with the correct Unity forward (/) slashes). - - - - - Connects to a asset. - If the asset already exists at the given path, loads it and returns it. - Otherwise, either returns NULL or automatically creates it before loading and returning it - (depending on the given parameters). - - Asset type - File path (relative to Unity's project folder) - If TRUE and the requested asset doesn't exist, forces its creation - - - - Full path for the given loaded assembly, assembly file included - - - - - Adds the given global define if it's not already present - - - - - Removes the given global define if it's present - - - - - Returns TRUE if the given global define is present in all the - or only in the given , depending on passed parameters. - - - to use. Leave NULL to check in all of them. - - - - Not used as menu item anymore, but as a utility function - - - - Full major version + first minor version (ex: 2018.1f) - - - Major version - - - First minor version (ex: in 2018.1 it would be 1) - - - + + + + DOTweenEditor + + + + + Contains compatibility methods taken from DemiEditor (for when DOTween is without it) + + + + + 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 + + + + + Starts the update loop of tween in the editor. Has no effect during playMode. + + Eventual callback to call after every update + + + + Stops the update loop and clears the onPreviewUpdated callback. + + If TRUE also resets the tweened objects to their original state. + Note that this works by calling Rewind on all tweens, so it will work correctly + only if you have a single tween type per object and it wasn't killed + If TRUE also kills any cached tween + + + + Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings. + + The tween to ready + If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc) + If TRUE prevents the tween from being auto-killed at completion + If TRUE starts playing the tween immediately + + + Full major version + first minor version (ex: 2018.1f) + + + Major version + + + First minor version (ex: in 2018.1 it would be 1) + + + + Checks that the given editor texture use the correct import settings, + and applies them if they're incorrect. + + + + + Returns TRUE if setup is required + + + + + Returns TRUE if the file/directory at the given path exists. + + Path, relative to Unity's project folder + + + + + Converts the given project-relative path to a full path, + with backward (\) slashes). + + + + + Converts the given full path to a path usable with AssetDatabase methods + (relative to Unity's project folder, and with the correct Unity forward (/) slashes). + + + + + Connects to a asset. + If the asset already exists at the given path, loads it and returns it. + Otherwise, either returns NULL or automatically creates it before loading and returning it + (depending on the given parameters). + + Asset type + File path (relative to Unity's project folder) + If TRUE and the requested asset doesn't exist, forces its creation + + + + Full path for the given loaded assembly, assembly file included + + + + + Adds the given global define if it's not already present + + + + + Removes the given global define if it's present + + + + + Returns TRUE if the given global define is present in all the + or only in the given , depending on passed parameters. + + + to use. Leave NULL to check in all of them. + + + + Not used as menu item anymore, but as a utility function + + + + Full major version + first minor version (ex: 2018.1f) + + + Major version + + + First minor version (ex: in 2018.1 it would be 1) + + + diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.XML b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.XML deleted file mode 100644 index 02c3c95..0000000 --- a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.XML +++ /dev/null @@ -1,14 +0,0 @@ - - - - DOTweenUpgradeManager - - - - - This class and its whole library are deleted the first time DOTween's setup is run after an upgrade (or after a new install). - NOTE: DidReloadScripts doesn't work on first install so it's useless, InitializeOnLoad is the only way - - - - diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.XML.meta b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.XML.meta deleted file mode 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zB-6|0prvdrh_2bO%GKWdx^9~{QxDJMo=wALsEpp{?yZM5_2xO=h`9q23a1N{C6o%r4*54tq9@QHFz6oF*wxK_Jo)0?~o_q+bYX0tJ$8cQaQ##QFe5a9U0{pUq8+*Bc z10`FQ#VMR^Z=@-71^!M5@8}rI8KL0Hh5coLH%C}6-?FXsrGk5rZrFw;6r}^wYvsFH z#0PYariCw79BH@A3;UTweens an AudioSource's volume to the given value. - /// Also stores the AudioSource as the tween's target so it can be used for filtered operations - /// The end value to reach (0 to 1)The duration of the tween - public static TweenerCore DOFade(this AudioSource target, float endValue, float duration) - { - if (endValue < 0) endValue = 0; - else if (endValue > 1) endValue = 1; - TweenerCore t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens an AudioSource's pitch to the given value. - /// Also stores the AudioSource as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOPitch(this AudioSource target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration); - t.SetTarget(target); - return t; - } - - #endregion - - #region AudioMixer - - /// Tweens an AudioMixer's exposed float to the given value. - /// Also stores the AudioMixer as the tween's target so it can be used for filtered operations. - /// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer. - /// Name given to the exposed float to set - /// The end value to reachThe duration of the tween - public static TweenerCore DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration) - { - TweenerCore t = DOTween.To(()=> { - float currVal; - target.GetFloat(floatName, out currVal); - return currVal; - }, x=> target.SetFloat(floatName, x), endValue, duration); - t.SetTarget(target); - return t; - } - - #region Operation Shortcuts - - /// - /// Completes all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens completed - /// (meaning the tweens that don't have infinite loops and were not already complete) - /// - /// For Sequences only: if TRUE also internal Sequence callbacks will be fired, - /// otherwise they will be ignored - public static int DOComplete(this AudioMixer target, bool withCallbacks = false) - { - return DOTween.Complete(target, withCallbacks); - } - - /// - /// Kills all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens killed. - /// - /// If TRUE completes the tween before killing it - public static int DOKill(this AudioMixer target, bool complete = false) - { - return DOTween.Kill(target, complete); - } - - /// - /// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens flipped. - /// - public static int DOFlip(this AudioMixer target) - { - return DOTween.Flip(target); - } - - /// - /// Sends to the given position all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens involved. - /// - /// Time position to reach - /// (if higher than the whole tween duration the tween will simply reach its end) - /// If TRUE will play the tween after reaching the given position, otherwise it will pause it - public static int DOGoto(this AudioMixer target, float to, bool andPlay = false) - { - return DOTween.Goto(target, to, andPlay); - } - - /// - /// Pauses all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens paused. - /// - public static int DOPause(this AudioMixer target) - { - return DOTween.Pause(target); - } - - /// - /// Plays all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens played. - /// - public static int DOPlay(this AudioMixer target) - { - return DOTween.Play(target); - } - - /// - /// Plays backwards all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens played. - /// - public static int DOPlayBackwards(this AudioMixer target) - { - return DOTween.PlayBackwards(target); - } - - /// - /// Plays forward all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens played. - /// - public static int DOPlayForward(this AudioMixer target) - { - return DOTween.PlayForward(target); - } - - /// - /// Restarts all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens restarted. - /// - public static int DORestart(this AudioMixer target) - { - return DOTween.Restart(target); - } - - /// - /// Rewinds all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens rewinded. - /// - public static int DORewind(this AudioMixer target) - { - return DOTween.Rewind(target); - } - - /// - /// Smoothly rewinds all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens rewinded. - /// - public static int DOSmoothRewind(this AudioMixer target) - { - return DOTween.SmoothRewind(target); - } - - /// - /// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens involved. - /// - public static int DOTogglePause(this AudioMixer target) - { - return DOTween.TogglePause(target); - } - - #endregion - - #endregion - - #endregion - } -} -#endif +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // MODULE_MARKER +using System; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; +using UnityEngine; +using UnityEngine.Audio; // Required for AudioMixer + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleAudio + { + #region Shortcuts + + #region Audio + + /// Tweens an AudioSource's volume to the given value. + /// Also stores the AudioSource as the tween's target so it can be used for filtered operations + /// The end value to reach (0 to 1)The duration of the tween + public static TweenerCore DOFade(this AudioSource target, float endValue, float duration) + { + if (endValue < 0) endValue = 0; + else if (endValue > 1) endValue = 1; + TweenerCore t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an AudioSource's pitch to the given value. + /// Also stores the AudioSource as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOPitch(this AudioSource target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region AudioMixer + + /// Tweens an AudioMixer's exposed float to the given value. + /// Also stores the AudioMixer as the tween's target so it can be used for filtered operations. + /// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer. + /// Name given to the exposed float to set + /// The end value to reachThe duration of the tween + public static TweenerCore DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration) + { + TweenerCore t = DOTween.To(()=> { + float currVal; + target.GetFloat(floatName, out currVal); + return currVal; + }, x=> target.SetFloat(floatName, x), endValue, duration); + t.SetTarget(target); + return t; + } + + #region Operation Shortcuts + + /// + /// Completes all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens completed + /// (meaning the tweens that don't have infinite loops and were not already complete) + /// + /// For Sequences only: if TRUE also internal Sequence callbacks will be fired, + /// otherwise they will be ignored + public static int DOComplete(this AudioMixer target, bool withCallbacks = false) + { + return DOTween.Complete(target, withCallbacks); + } + + /// + /// Kills all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens killed. + /// + /// If TRUE completes the tween before killing it + public static int DOKill(this AudioMixer target, bool complete = false) + { + return DOTween.Kill(target, complete); + } + + /// + /// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens flipped. + /// + public static int DOFlip(this AudioMixer target) + { + return DOTween.Flip(target); + } + + /// + /// Sends to the given position all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens involved. + /// + /// Time position to reach + /// (if higher than the whole tween duration the tween will simply reach its end) + /// If TRUE will play the tween after reaching the given position, otherwise it will pause it + public static int DOGoto(this AudioMixer target, float to, bool andPlay = false) + { + return DOTween.Goto(target, to, andPlay); + } + + /// + /// Pauses all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens paused. + /// + public static int DOPause(this AudioMixer target) + { + return DOTween.Pause(target); + } + + /// + /// Plays all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens played. + /// + public static int DOPlay(this AudioMixer target) + { + return DOTween.Play(target); + } + + /// + /// Plays backwards all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens played. + /// + public static int DOPlayBackwards(this AudioMixer target) + { + return DOTween.PlayBackwards(target); + } + + /// + /// Plays forward all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens played. + /// + public static int DOPlayForward(this AudioMixer target) + { + return DOTween.PlayForward(target); + } + + /// + /// Restarts all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens restarted. + /// + public static int DORestart(this AudioMixer target) + { + return DOTween.Restart(target); + } + + /// + /// Rewinds all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens rewinded. + /// + public static int DORewind(this AudioMixer target) + { + return DOTween.Rewind(target); + } + + /// + /// Smoothly rewinds all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens rewinded. + /// + public static int DOSmoothRewind(this AudioMixer target) + { + return DOTween.SmoothRewind(target); + } + + /// + /// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens involved. + /// + public static int DOTogglePause(this AudioMixer target) + { + return DOTween.TogglePause(target); + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs index 2ab3775..743ef0a 100644 --- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs @@ -1,146 +1,146 @@ -using UnityEngine; - -#if false || EPO_DOTWEEN // MODULE_MARKER - -using EPOOutline; -using DG.Tweening.Plugins.Options; -using DG.Tweening; -using DG.Tweening.Core; - -namespace DG.Tweening -{ - public static class DOTweenModuleEPOOutline - { - public static int DOKill(this SerializedPass target, bool complete) - { - return DOTween.Kill(target, complete); - } - - public static TweenerCore DOFloat(this SerializedPass target, string propertyName, float endValue, float duration) - { - var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration); - tweener.SetOptions(true).SetTarget(target); - return tweener; - } - - public static TweenerCore DOFade(this SerializedPass target, string propertyName, float endValue, float duration) - { - var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration); - tweener.SetOptions(true).SetTarget(target); - return tweener; - } - - public static TweenerCore DOColor(this SerializedPass target, string propertyName, Color endValue, float duration) - { - var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration); - tweener.SetOptions(false).SetTarget(target); - return tweener; - } - - public static TweenerCore DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration) - { - var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration); - tweener.SetOptions(false).SetTarget(target); - return tweener; - } - - public static TweenerCore DOFloat(this SerializedPass target, int propertyId, float endValue, float duration) - { - var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration); - tweener.SetOptions(true).SetTarget(target); - return tweener; - } - - public static TweenerCore DOFade(this SerializedPass target, int propertyId, float endValue, float duration) - { - var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration); - tweener.SetOptions(true).SetTarget(target); - return tweener; - } - - public static TweenerCore DOColor(this SerializedPass target, int propertyId, Color endValue, float duration) - { - var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration); - tweener.SetOptions(false).SetTarget(target); - return tweener; - } - - public static TweenerCore DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration) - { - var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration); - tweener.SetOptions(false).SetTarget(target); - return tweener; - } - - public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false) - { - return DOTween.Kill(target, complete); - } - - public static int DOKill(this Outliner target, bool complete = false) - { - return DOTween.Kill(target, complete); - } - - /// - /// Controls the alpha (transparency) of the outline - /// - public static TweenerCore DOFade(this Outlinable.OutlineProperties target, float endValue, float duration) - { - var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration); - tweener.SetOptions(true).SetTarget(target); - return tweener; - } - - /// - /// Controls the color of the outline - /// - public static TweenerCore DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration) - { - var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration); - tweener.SetOptions(false).SetTarget(target); - return tweener; - } - - /// - /// Controls the amount of blur applied to the outline - /// - public static TweenerCore DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false) - { - var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration); - tweener.SetOptions(snapping).SetTarget(target); - return tweener; - } - - /// - /// Controls the amount of blur applied to the outline - /// - public static TweenerCore DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false) - { - var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration); - tweener.SetOptions(snapping).SetTarget(target); - return tweener; - } - - /// - /// Controls the amount of dilation applied to the outline - /// - public static TweenerCore DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false) - { - var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration); - tweener.SetOptions(snapping).SetTarget(target); - return tweener; - } - - /// - /// Controls the amount of dilation applied to the outline - /// - public static TweenerCore DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false) - { - var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration); - tweener.SetOptions(snapping).SetTarget(target); - return tweener; - } - } -} -#endif +using UnityEngine; + +#if false || EPO_DOTWEEN // MODULE_MARKER + +using EPOOutline; +using DG.Tweening.Plugins.Options; +using DG.Tweening; +using DG.Tweening.Core; + +namespace DG.Tweening +{ + public static class DOTweenModuleEPOOutline + { + public static int DOKill(this SerializedPass target, bool complete) + { + return DOTween.Kill(target, complete); + } + + public static TweenerCore DOFloat(this SerializedPass target, string propertyName, float endValue, float duration) + { + var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore DOFade(this SerializedPass target, string propertyName, float endValue, float duration) + { + var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore DOColor(this SerializedPass target, string propertyName, Color endValue, float duration) + { + var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static TweenerCore DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration) + { + var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static TweenerCore DOFloat(this SerializedPass target, int propertyId, float endValue, float duration) + { + var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore DOFade(this SerializedPass target, int propertyId, float endValue, float duration) + { + var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore DOColor(this SerializedPass target, int propertyId, Color endValue, float duration) + { + var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static TweenerCore DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration) + { + var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false) + { + return DOTween.Kill(target, complete); + } + + public static int DOKill(this Outliner target, bool complete = false) + { + return DOTween.Kill(target, complete); + } + + /// + /// Controls the alpha (transparency) of the outline + /// + public static TweenerCore DOFade(this Outlinable.OutlineProperties target, float endValue, float duration) + { + var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + /// + /// Controls the color of the outline + /// + public static TweenerCore DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration) + { + var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + /// + /// Controls the amount of blur applied to the outline + /// + public static TweenerCore DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + /// + /// Controls the amount of blur applied to the outline + /// + public static TweenerCore DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + /// + /// Controls the amount of dilation applied to the outline + /// + public static TweenerCore DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + /// + /// Controls the amount of dilation applied to the outline + /// + public static TweenerCore DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + } +} +#endif diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs index 08b0700..6e1469e 100644 --- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs @@ -1,216 +1,216 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2018/07/13 - -#if true // MODULE_MARKER -using System; -using DG.Tweening.Core; -using DG.Tweening.Core.Enums; -using DG.Tweening.Plugins; -using DG.Tweening.Plugins.Core.PathCore; -using DG.Tweening.Plugins.Options; -using UnityEngine; - -#pragma warning disable 1591 -namespace DG.Tweening -{ - public static class DOTweenModulePhysics - { - #region Shortcuts - - #region Rigidbody - - /// Tweens a Rigidbody's position to the given value. - /// Also stores the rigidbody as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - /// Tweens a Rigidbody's X position to the given value. - /// Also stores the rigidbody as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration); - t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); - return t; - } - - /// Tweens a Rigidbody's Y position to the given value. - /// Also stores the rigidbody as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration); - t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); - return t; - } - - /// Tweens a Rigidbody's Z position to the given value. - /// Also stores the rigidbody as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration); - t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); - return t; - } - - /// Tweens a Rigidbody's rotation to the given value. - /// Also stores the rigidbody as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// Rotation mode - public static TweenerCore DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast) - { - TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); - t.SetTarget(target); - t.plugOptions.rotateMode = mode; - return t; - } - - /// Tweens a Rigidbody's rotation so that it will look towards the given position. - /// Also stores the rigidbody as the tween's target so it can be used for filtered operations - /// The position to look atThe duration of the tween - /// Eventual axis constraint for the rotation - /// The vector that defines in which direction up is (default: Vector3.up) - public static TweenerCore DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null) - { - TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration) - .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt); - t.plugOptions.axisConstraint = axisConstraint; - t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up; - return t; - } - - #region Special - - /// Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis. - /// Returns a Sequence instead of a Tweener. - /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations - /// The end value to reach - /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) - /// Total number of jumps - /// The duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) - { - if (numJumps < 1) numJumps = 1; - float startPosY = 0; - float offsetY = -1; - bool offsetYSet = false; - Sequence s = DOTween.Sequence(); - Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2)) - .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() - .SetLoops(numJumps * 2, LoopType.Yoyo) - .OnStart(() => startPosY = target.position.y); - s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration) - .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) - ).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration) - .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear) - ).Join(yTween) - .SetTarget(target).SetEase(DOTween.defaultEaseType); - yTween.OnUpdate(() => { - if (!offsetYSet) { - offsetYSet = true; - offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; - } - Vector3 pos = target.position; - pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad); - target.MovePosition(pos); - }); - return s; - } - - /// Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm. - /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations. - /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened. - /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). - /// If you plan to publish there you should use a regular transform.DOPath. - /// The waypoints to go through - /// The duration of the tween - /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) - /// The path mode: 3D, side-scroller 2D, top-down 2D - /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. - /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints - /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) - public static TweenerCore DOPath( - this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear, - PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null - ) - { - if (resolution < 1) resolution = 1; - TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration) - .SetTarget(target).SetUpdate(UpdateType.Fixed); - - t.plugOptions.isRigidbody = true; - t.plugOptions.mode = pathMode; - return t; - } - /// Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm. - /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations - /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened. - /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). - /// If you plan to publish there you should use a regular transform.DOLocalPath. - /// The waypoint to go through - /// The duration of the tween - /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) - /// The path mode: 3D, side-scroller 2D, top-down 2D - /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. - /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints - /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) - public static TweenerCore DOLocalPath( - this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear, - PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null - ) - { - if (resolution < 1) resolution = 1; - Transform trans = target.transform; - TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration) - .SetTarget(target).SetUpdate(UpdateType.Fixed); - - t.plugOptions.isRigidbody = true; - t.plugOptions.mode = pathMode; - t.plugOptions.useLocalPosition = true; - return t; - } - // Used by path editor when creating the actual tween, so it can pass a pre-compiled path - internal static TweenerCore DOPath( - this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D - ) - { - TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration) - .SetTarget(target); - - t.plugOptions.isRigidbody = true; - t.plugOptions.mode = pathMode; - return t; - } - internal static TweenerCore DOLocalPath( - this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D - ) - { - Transform trans = target.transform; - TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration) - .SetTarget(target); - - t.plugOptions.isRigidbody = true; - t.plugOptions.mode = pathMode; - t.plugOptions.useLocalPosition = true; - return t; - } - - #endregion - - #endregion - - #endregion - } -} -#endif +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // MODULE_MARKER +using System; +using DG.Tweening.Core; +using DG.Tweening.Core.Enums; +using DG.Tweening.Plugins; +using DG.Tweening.Plugins.Core.PathCore; +using DG.Tweening.Plugins.Options; +using UnityEngine; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModulePhysics + { + #region Shortcuts + + #region Rigidbody + + /// Tweens a Rigidbody's position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody's X position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody's Y position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody's Z position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration); + t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody's rotation to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// Rotation mode + public static TweenerCore DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast) + { + TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); + t.SetTarget(target); + t.plugOptions.rotateMode = mode; + return t; + } + + /// Tweens a Rigidbody's rotation so that it will look towards the given position. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The position to look atThe duration of the tween + /// Eventual axis constraint for the rotation + /// The vector that defines in which direction up is (default: Vector3.up) + public static TweenerCore DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null) + { + TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt); + t.plugOptions.axisConstraint = axisConstraint; + t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up; + return t; + } + + #region Special + + /// Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis. + /// Returns a Sequence instead of a Tweener. + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reach + /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) + /// Total number of jumps + /// The duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) + { + if (numJumps < 1) numJumps = 1; + float startPosY = 0; + float offsetY = -1; + bool offsetYSet = false; + Sequence s = DOTween.Sequence(); + Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2)) + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() + .SetLoops(numJumps * 2, LoopType.Yoyo) + .OnStart(() => startPosY = target.position.y); + s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration) + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) + ).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration) + .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear) + ).Join(yTween) + .SetTarget(target).SetEase(DOTween.defaultEaseType); + yTween.OnUpdate(() => { + if (!offsetYSet) { + offsetYSet = true; + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; + } + Vector3 pos = target.position; + pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad); + target.MovePosition(pos); + }); + return s; + } + + /// Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations. + /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened. + /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOPath. + /// The waypoints to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore DOPath( + this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + return t; + } + /// Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations + /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened. + /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOLocalPath. + /// The waypoint to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore DOLocalPath( + this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + Transform trans = target.transform; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + // Used by path editor when creating the actual tween, so it can pass a pre-compiled path + internal static TweenerCore DOPath( + this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + return t; + } + internal static TweenerCore DOLocalPath( + this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + Transform trans = target.transform; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs index 8ce2b56..d668003 100644 --- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs @@ -1,193 +1,193 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2018/07/13 - -#if true // MODULE_MARKER -using System; -using DG.Tweening.Core; -using DG.Tweening.Plugins; -using DG.Tweening.Plugins.Core.PathCore; -using DG.Tweening.Plugins.Options; -using UnityEngine; - -#pragma warning disable 1591 -namespace DG.Tweening -{ - public static class DOTweenModulePhysics2D - { - #region Shortcuts - - #region Rigidbody2D Shortcuts - - /// Tweens a Rigidbody2D's position to the given value. - /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - /// Tweens a Rigidbody2D's X position to the given value. - /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration); - t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); - return t; - } - - /// Tweens a Rigidbody2D's Y position to the given value. - /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration); - t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); - return t; - } - - /// Tweens a Rigidbody2D's rotation to the given value. - /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DORotate(this Rigidbody2D target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); - t.SetTarget(target); - return t; - } - - #region Special - - /// Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis. - /// Returns a Sequence instead of a Tweener. - /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations. - /// IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position - /// The end value to reach - /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) - /// Total number of jumps - /// The duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) - { - if (numJumps < 1) numJumps = 1; - float startPosY = 0; - float offsetY = -1; - bool offsetYSet = false; - Sequence s = DOTween.Sequence(); - Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2)) - .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() - .SetLoops(numJumps * 2, LoopType.Yoyo) - .OnStart(() => startPosY = target.position.y); - s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration) - .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) - ).Join(yTween) - .SetTarget(target).SetEase(DOTween.defaultEaseType); - yTween.OnUpdate(() => { - if (!offsetYSet) { - offsetYSet = true; - offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; - } - Vector3 pos = target.position; - pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad); - target.MovePosition(pos); - }); - return s; - } - - /// Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm. - /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations. - /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened. - /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). - /// If you plan to publish there you should use a regular transform.DOPath. - /// The waypoints to go through - /// The duration of the tween - /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) - /// The path mode: 3D, side-scroller 2D, top-down 2D - /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. - /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints - /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) - public static TweenerCore DOPath( - this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear, - PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null - ) - { - if (resolution < 1) resolution = 1; - int len = path.Length; - Vector3[] path3D = new Vector3[len]; - for (int i = 0; i < len; ++i) path3D[i] = path[i]; - TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration) - .SetTarget(target).SetUpdate(UpdateType.Fixed); - - t.plugOptions.isRigidbody2D = true; - t.plugOptions.mode = pathMode; - return t; - } - /// Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm. - /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations - /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened. - /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). - /// If you plan to publish there you should use a regular transform.DOLocalPath. - /// The waypoint to go through - /// The duration of the tween - /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) - /// The path mode: 3D, side-scroller 2D, top-down 2D - /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. - /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints - /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) - public static TweenerCore DOLocalPath( - this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear, - PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null - ) - { - if (resolution < 1) resolution = 1; - int len = path.Length; - Vector3[] path3D = new Vector3[len]; - for (int i = 0; i < len; ++i) path3D[i] = path[i]; - Transform trans = target.transform; - TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration) - .SetTarget(target).SetUpdate(UpdateType.Fixed); - - t.plugOptions.isRigidbody2D = true; - t.plugOptions.mode = pathMode; - t.plugOptions.useLocalPosition = true; - return t; - } - // Used by path editor when creating the actual tween, so it can pass a pre-compiled path - internal static TweenerCore DOPath( - this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D - ) - { - TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration) - .SetTarget(target); - - t.plugOptions.isRigidbody2D = true; - t.plugOptions.mode = pathMode; - return t; - } - internal static TweenerCore DOLocalPath( - this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D - ) - { - Transform trans = target.transform; - TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration) - .SetTarget(target); - - t.plugOptions.isRigidbody2D = true; - t.plugOptions.mode = pathMode; - t.plugOptions.useLocalPosition = true; - return t; - } - - #endregion - - #endregion - - #endregion - } -} -#endif +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // MODULE_MARKER +using System; +using DG.Tweening.Core; +using DG.Tweening.Plugins; +using DG.Tweening.Plugins.Core.PathCore; +using DG.Tweening.Plugins.Options; +using UnityEngine; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModulePhysics2D + { + #region Shortcuts + + #region Rigidbody2D Shortcuts + + /// Tweens a Rigidbody2D's position to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody2D's X position to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody2D's Y position to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody2D's rotation to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DORotate(this Rigidbody2D target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); + t.SetTarget(target); + return t; + } + + #region Special + + /// Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis. + /// Returns a Sequence instead of a Tweener. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations. + /// IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position + /// The end value to reach + /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) + /// Total number of jumps + /// The duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) + { + if (numJumps < 1) numJumps = 1; + float startPosY = 0; + float offsetY = -1; + bool offsetYSet = false; + Sequence s = DOTween.Sequence(); + Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2)) + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() + .SetLoops(numJumps * 2, LoopType.Yoyo) + .OnStart(() => startPosY = target.position.y); + s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration) + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) + ).Join(yTween) + .SetTarget(target).SetEase(DOTween.defaultEaseType); + yTween.OnUpdate(() => { + if (!offsetYSet) { + offsetYSet = true; + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; + } + Vector3 pos = target.position; + pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad); + target.MovePosition(pos); + }); + return s; + } + + /// Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations. + /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened. + /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOPath. + /// The waypoints to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore DOPath( + this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + int len = path.Length; + Vector3[] path3D = new Vector3[len]; + for (int i = 0; i < len; ++i) path3D[i] = path[i]; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + return t; + } + /// Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened. + /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOLocalPath. + /// The waypoint to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore DOLocalPath( + this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + int len = path.Length; + Vector3[] path3D = new Vector3[len]; + for (int i = 0; i < len; ++i) path3D[i] = path[i]; + Transform trans = target.transform; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + // Used by path editor when creating the actual tween, so it can pass a pre-compiled path + internal static TweenerCore DOPath( + this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + return t; + } + internal static TweenerCore DOLocalPath( + this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + Transform trans = target.transform; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs index 72afb7b..0efebb3 100644 --- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs @@ -1,93 +1,93 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2018/07/13 - -#if true // MODULE_MARKER -using System; -using UnityEngine; -using DG.Tweening.Core; -using DG.Tweening.Plugins.Options; - -#pragma warning disable 1591 -namespace DG.Tweening -{ - public static class DOTweenModuleSprite - { - #region Shortcuts - - #region SpriteRenderer - - /// Tweens a SpriteRenderer's color to the given value. - /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOColor(this SpriteRenderer target, Color endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a Material's alpha color to the given value. - /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOFade(this SpriteRenderer target, float endValue, float duration) - { - TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a SpriteRenderer's color using the given gradient - /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). - /// Also stores the image as the tween's target so it can be used for filtered operations - /// The gradient to useThe duration of the tween - public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration) - { - Sequence s = DOTween.Sequence(); - GradientColorKey[] colors = gradient.colorKeys; - int len = colors.Length; - for (int i = 0; i < len; ++i) { - GradientColorKey c = colors[i]; - if (i == 0 && c.time <= 0) { - target.color = c.color; - continue; - } - float colorDuration = i == len - 1 - ? duration - s.Duration(false) // Verifies that total duration is correct - : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); - s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); - } - s.SetTarget(target); - return s; - } - - #endregion - - #region Blendables - - #region SpriteRenderer - - /// Tweens a SpriteRenderer's color to the given value, - /// in a way that allows other DOBlendableColor tweens to work together on the same target, - /// instead than fight each other as multiple DOColor would do. - /// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations - /// The value to tween toThe duration of the tween - public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration) - { - endValue = endValue - target.color; - Color to = new Color(0, 0, 0, 0); - return DOTween.To(() => to, x => { - Color diff = x - to; - to = x; - target.color += diff; - }, endValue, duration) - .Blendable().SetTarget(target); - } - - #endregion - - #endregion - - #endregion - } -} -#endif +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // MODULE_MARKER +using System; +using UnityEngine; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleSprite + { + #region Shortcuts + + #region SpriteRenderer + + /// Tweens a SpriteRenderer's color to the given value. + /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this SpriteRenderer target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Material's alpha color to the given value. + /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this SpriteRenderer target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a SpriteRenderer's color using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The gradient to useThe duration of the tween + public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.color = c.color; + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + + #endregion + + #region Blendables + + #region SpriteRenderer + + /// Tweens a SpriteRenderer's color to the given value, + /// in a way that allows other DOBlendableColor tweens to work together on the same target, + /// instead than fight each other as multiple DOColor would do. + /// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations + /// The value to tween toThe duration of the tween + public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs index 2381f4c..6322b3a 100644 --- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs @@ -1,662 +1,662 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2018/07/13 - -#if true // MODULE_MARKER - -using System; -using System.Globalization; -using UnityEngine; -using UnityEngine.UI; -using DG.Tweening.Core; -using DG.Tweening.Core.Enums; -using DG.Tweening.Plugins; -using DG.Tweening.Plugins.Options; -using Outline = UnityEngine.UI.Outline; -using Text = UnityEngine.UI.Text; - -#pragma warning disable 1591 -namespace DG.Tweening -{ - public static class DOTweenModuleUI - { - #region Shortcuts - - #region CanvasGroup - - /// Tweens a CanvasGroup's alpha color to the given value. - /// Also stores the canvasGroup 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 CanvasGroup target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration); - t.SetTarget(target); - return t; - } - - #endregion - - #region Graphic - - /// Tweens an Graphic's color to the given value. - /// Also stores the image 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 Graphic target, Color endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens an Graphic's alpha color to the given value. - /// Also stores the image 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 Graphic target, float endValue, float duration) - { - TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - #endregion - - #region Image - - /// Tweens an Image's color to the given value. - /// Also stores the image 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 Image target, Color endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens an Image's alpha color to the given value. - /// Also stores the image 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 Image target, float endValue, float duration) - { - TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens an Image's fillAmount to the given value. - /// Also stores the image as the tween's target so it can be used for filtered operations - /// The end value to reach (0 to 1)The duration of the tween - public static TweenerCore DOFillAmount(this Image target, float endValue, float duration) - { - if (endValue > 1) endValue = 1; - else if (endValue < 0) endValue = 0; - TweenerCore t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens an Image's colors 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 Image 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 LayoutElement - - /// Tweens an LayoutElement's flexibleWidth/Height to the given value. - /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => { - target.flexibleWidth = x.x; - target.flexibleHeight = x.y; - }, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - /// Tweens an LayoutElement's minWidth/Height to the given value. - /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => { - target.minWidth = x.x; - target.minHeight = x.y; - }, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - /// Tweens an LayoutElement's preferredWidth/Height to the given value. - /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => { - target.preferredWidth = x.x; - target.preferredHeight = x.y; - }, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - #endregion - - #region Outline - - /// Tweens a Outline's effectColor to the given value. - /// Also stores the Outline 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 Outline target, Color endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a Outline's effectColor alpha to the given value. - /// Also stores the Outline 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 Outline target, float endValue, float duration) - { - TweenerCore t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a Outline's effectDistance to the given value. - /// Also stores the Outline 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 Outline target, Vector2 endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration); - t.SetTarget(target); - return t; - } - - #endregion - - #region RectTransform - - /// Tweens a RectTransform's anchoredPosition to the given value. - /// Also stores the RectTransform as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - /// Tweens a RectTransform's anchoredPosition X to the given value. - /// Also stores the RectTransform as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration); - t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); - return t; - } - /// Tweens a RectTransform's anchoredPosition Y to the given value. - /// Also stores the RectTransform as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration); - t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); - return t; - } - - /// Tweens a RectTransform's anchoredPosition3D to the given value. - /// Also stores the RectTransform as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - /// Tweens a RectTransform's anchoredPosition3D X to the given value. - /// Also stores the RectTransform as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration); - t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); - return t; - } - /// Tweens a RectTransform's anchoredPosition3D Y to the given value. - /// Also stores the RectTransform as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration); - t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); - return t; - } - /// Tweens a RectTransform's anchoredPosition3D Z to the given value. - /// Also stores the RectTransform as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration); - t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); - return t; - } - - /// Tweens a RectTransform's anchorMax to the given value. - /// Also stores the RectTransform as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - /// Tweens a RectTransform's anchorMin to the given value. - /// Also stores the RectTransform as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - /// Tweens a RectTransform's pivot to the given value. - /// Also stores the RectTransform 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 DOPivot(this RectTransform target, Vector2 endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration); - t.SetTarget(target); - return t; - } - /// Tweens a RectTransform's pivot X to the given value. - /// Also stores the RectTransform 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 DOPivotX(this RectTransform target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration); - t.SetOptions(AxisConstraint.X).SetTarget(target); - return t; - } - /// Tweens a RectTransform's pivot Y to the given value. - /// Also stores the RectTransform 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 DOPivotY(this RectTransform target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration); - t.SetOptions(AxisConstraint.Y).SetTarget(target); - return t; - } - - /// Tweens a RectTransform's sizeDelta to the given value. - /// Also stores the RectTransform as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - /// Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one - /// as if it was connected to the starting position via an elastic. - /// Also stores the RectTransform as the tween's target so it can be used for filtered operations - /// The direction and strength of the punch (added to the RectTransform's current position) - /// The duration of the tween - /// Indicates how much will the punch vibrate - /// Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. - /// 1 creates a full oscillation between the punch direction and the opposite direction, - /// while 0 oscillates only between the punch and the start position - /// If TRUE the tween will smoothly snap all values to integers - public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false) - { - return DOTween.Punch(() => target.anchoredPosition, x => target.anchoredPosition = x, punch, duration, vibrato, elasticity) - .SetTarget(target).SetOptions(snapping); - } - - /// Shakes a RectTransform's anchoredPosition with the given values. - /// Also stores the RectTransform as the tween's target so it can be used for filtered operations - /// 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 tween will smoothly snap all values to integers - /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - /// Randomness mode - public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full) - { - return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut, randomnessMode) - .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); - } - /// Shakes a RectTransform's anchoredPosition with the given values. - /// Also stores the RectTransform as the tween's target so it can be used for filtered operations - /// The duration of the tween - /// The shake strength on each axis - /// 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 tween will smoothly snap all values to integers - /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - /// Randomness mode - public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full) - { - return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut, randomnessMode) - .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); - } - - #region Special - - /// Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis. - /// Returns a Sequence instead of a Tweener. - /// Also stores the RectTransform as the tween's target so it can be used for filtered operations - /// The end value to reach - /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) - /// Total number of jumps - /// The duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static Sequence DOJumpAnchorPos(this RectTransform target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) - { - if (numJumps < 1) numJumps = 1; - float startPosY = 0; - float offsetY = -1; - bool offsetYSet = false; - - // Separate Y Tween so we can elaborate elapsedPercentage on that insted of on the Sequence - // (in case users add a delay or other elements to the Sequence) - Sequence s = DOTween.Sequence(); - Tween yTween = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2)) - .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() - .SetLoops(numJumps * 2, LoopType.Yoyo) - .OnStart(()=> startPosY = target.anchoredPosition.y); - s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration) - .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) - ).Join(yTween) - .SetTarget(target).SetEase(DOTween.defaultEaseType); - s.OnUpdate(() => { - if (!offsetYSet) { - offsetYSet = true; - offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; - } - Vector2 pos = target.anchoredPosition; - pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad); - target.anchoredPosition = pos; - }); - return s; - } - - #endregion - - #endregion - - #region ScrollRect - - /// Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value. - /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false) - { - return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition), - x => { - target.horizontalNormalizedPosition = x.x; - target.verticalNormalizedPosition = x.y; - }, endValue, duration) - .SetOptions(snapping).SetTarget(target); - } - /// Tweens a ScrollRect's horizontalNormalizedPosition to the given value. - /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static Tweener DOHorizontalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false) - { - return DOTween.To(() => target.horizontalNormalizedPosition, x => target.horizontalNormalizedPosition = x, endValue, duration) - .SetOptions(snapping).SetTarget(target); - } - /// Tweens a ScrollRect's verticalNormalizedPosition to the given value. - /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static Tweener DOVerticalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false) - { - return DOTween.To(() => target.verticalNormalizedPosition, x => target.verticalNormalizedPosition = x, endValue, duration) - .SetOptions(snapping).SetTarget(target); - } - - #endregion - - #region Slider - - /// Tweens a Slider's value to the given value. - /// Also stores the Slider as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOValue(this Slider target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.value, x => target.value = x, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - #endregion - - #region Text - - /// Tweens a Text's color to the given value. - /// Also stores the Text 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 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 Text'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 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 Text's alpha color to the given value. - /// Also stores the Text 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 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 Text's text to the given value. - /// Also stores the Text 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 Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) - { - if (endValue == null) { - if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors"); - endValue = ""; - } - TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration); - t.SetOptions(richTextEnabled, scrambleMode, scrambleChars) - .SetTarget(target); - return t; - } - - #endregion - - #region Blendables - - #region Graphic - - /// Tweens a Graphic's color to the given value, - /// in a way that allows other DOBlendableColor tweens to work together on the same target, - /// instead than fight each other as multiple DOColor would do. - /// Also stores the Graphic as the tween's target so it can be used for filtered operations - /// The value to tween toThe duration of the tween - public static Tweener DOBlendableColor(this Graphic target, Color endValue, float duration) - { - endValue = endValue - target.color; - Color to = new Color(0, 0, 0, 0); - return DOTween.To(() => to, x => { - Color diff = x - to; - to = x; - target.color += diff; - }, endValue, duration) - .Blendable().SetTarget(target); - } - - #endregion - - #region Image - - /// Tweens a Image's color to the given value, - /// in a way that allows other DOBlendableColor tweens to work together on the same target, - /// instead than fight each other as multiple DOColor would do. - /// Also stores the Image as the tween's target so it can be used for filtered operations - /// The value to tween toThe duration of the tween - public static Tweener DOBlendableColor(this Image target, Color endValue, float duration) - { - endValue = endValue - target.color; - Color to = new Color(0, 0, 0, 0); - return DOTween.To(() => to, x => { - Color diff = x - to; - to = x; - target.color += diff; - }, endValue, duration) - .Blendable().SetTarget(target); - } - - #endregion - - #region Text - - /// Tweens a Text's color BY the given value, - /// in a way that allows other DOBlendableColor tweens to work together on the same target, - /// instead than fight each other as multiple DOColor would do. - /// Also stores the Text as the tween's target so it can be used for filtered operations - /// The value to tween toThe duration of the tween - public static Tweener DOBlendableColor(this Text target, Color endValue, float duration) - { - endValue = endValue - target.color; - Color to = new Color(0, 0, 0, 0); - return DOTween.To(() => to, x => { - Color diff = x - to; - to = x; - target.color += diff; - }, endValue, duration) - .Blendable().SetTarget(target); - } - - #endregion - - #endregion - - #region Shapes - - /// Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center. - /// Also stores the RectTransform as the tween's target so it can be used for filtered operations. - /// IMPORTANT: SetFrom(value) requires a instead of a float, where the X property represents the "from degrees value" - /// Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates) - /// The end value degrees to reach (to rotate counter-clockwise pass a negative value) - /// The duration of the tween - /// If TRUE the coordinates will be considered as relative to the target's current anchoredPosition - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOShapeCircle( - this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false - ) - { - TweenerCore t = DOTween.To( - CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration - ); - t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target); - return t; - } - - #endregion - - #endregion - - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - - public static class Utils - { - /// - /// Converts the anchoredPosition of the first RectTransform to the second RectTransform, - /// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition - /// - public static Vector2 SwitchToRectTransform(RectTransform from, RectTransform to) - { - Vector2 localPoint; - Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * 0.5f + from.rect.xMin, from.rect.height * 0.5f + from.rect.yMin); - Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position); - screenP += fromPivotDerivedOffset; - RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint); - Vector2 pivotDerivedOffset = new Vector2(to.rect.width * 0.5f + to.rect.xMin, to.rect.height * 0.5f + to.rect.yMin); - return to.anchoredPosition + localPoint - pivotDerivedOffset; - } - } - } -} -#endif +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // MODULE_MARKER + +using System; +using System.Globalization; +using UnityEngine; +using UnityEngine.UI; +using DG.Tweening.Core; +using DG.Tweening.Core.Enums; +using DG.Tweening.Plugins; +using DG.Tweening.Plugins.Options; +using Outline = UnityEngine.UI.Outline; +using Text = UnityEngine.UI.Text; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleUI + { + #region Shortcuts + + #region CanvasGroup + + /// Tweens a CanvasGroup's alpha color to the given value. + /// Also stores the canvasGroup 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 CanvasGroup target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region Graphic + + /// Tweens an Graphic's color to the given value. + /// Also stores the image 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 Graphic target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an Graphic's alpha color to the given value. + /// Also stores the image 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 Graphic target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region Image + + /// Tweens an Image's color to the given value. + /// Also stores the image 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 Image target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an Image's alpha color to the given value. + /// Also stores the image 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 Image target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an Image's fillAmount to the given value. + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The end value to reach (0 to 1)The duration of the tween + public static TweenerCore DOFillAmount(this Image target, float endValue, float duration) + { + if (endValue > 1) endValue = 1; + else if (endValue < 0) endValue = 0; + TweenerCore t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an Image's colors 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 Image 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 LayoutElement + + /// Tweens an LayoutElement's flexibleWidth/Height to the given value. + /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => { + target.flexibleWidth = x.x; + target.flexibleHeight = x.y; + }, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens an LayoutElement's minWidth/Height to the given value. + /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => { + target.minWidth = x.x; + target.minHeight = x.y; + }, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens an LayoutElement's preferredWidth/Height to the given value. + /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => { + target.preferredWidth = x.x; + target.preferredHeight = x.y; + }, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + #endregion + + #region Outline + + /// Tweens a Outline's effectColor to the given value. + /// Also stores the Outline 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 Outline target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Outline's effectColor alpha to the given value. + /// Also stores the Outline 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 Outline target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Outline's effectDistance to the given value. + /// Also stores the Outline 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 Outline target, Vector2 endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region RectTransform + + /// Tweens a RectTransform's anchoredPosition to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + /// Tweens a RectTransform's anchoredPosition X to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + /// Tweens a RectTransform's anchoredPosition Y to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// Tweens a RectTransform's anchoredPosition3D to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + /// Tweens a RectTransform's anchoredPosition3D X to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + /// Tweens a RectTransform's anchoredPosition3D Y to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + /// Tweens a RectTransform's anchoredPosition3D Z to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration); + t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); + return t; + } + + /// Tweens a RectTransform's anchorMax to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens a RectTransform's anchorMin to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens a RectTransform's pivot to the given value. + /// Also stores the RectTransform 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 DOPivot(this RectTransform target, Vector2 endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration); + t.SetTarget(target); + return t; + } + /// Tweens a RectTransform's pivot X to the given value. + /// Also stores the RectTransform 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 DOPivotX(this RectTransform target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X).SetTarget(target); + return t; + } + /// Tweens a RectTransform's pivot Y to the given value. + /// Also stores the RectTransform 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 DOPivotY(this RectTransform target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y).SetTarget(target); + return t; + } + + /// Tweens a RectTransform's sizeDelta to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one + /// as if it was connected to the starting position via an elastic. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The direction and strength of the punch (added to the RectTransform's current position) + /// The duration of the tween + /// Indicates how much will the punch vibrate + /// Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + /// 1 creates a full oscillation between the punch direction and the opposite direction, + /// while 0 oscillates only between the punch and the start position + /// If TRUE the tween will smoothly snap all values to integers + public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false) + { + return DOTween.Punch(() => target.anchoredPosition, x => target.anchoredPosition = x, punch, duration, vibrato, elasticity) + .SetTarget(target).SetOptions(snapping); + } + + /// Shakes a RectTransform's anchoredPosition with the given values. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// 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 tween will smoothly snap all values to integers + /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + /// Randomness mode + public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full) + { + return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut, randomnessMode) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); + } + /// Shakes a RectTransform's anchoredPosition with the given values. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The duration of the tween + /// The shake strength on each axis + /// 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 tween will smoothly snap all values to integers + /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + /// Randomness mode + public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full) + { + return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut, randomnessMode) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); + } + + #region Special + + /// Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis. + /// Returns a Sequence instead of a Tweener. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reach + /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) + /// Total number of jumps + /// The duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Sequence DOJumpAnchorPos(this RectTransform target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) + { + if (numJumps < 1) numJumps = 1; + float startPosY = 0; + float offsetY = -1; + bool offsetYSet = false; + + // Separate Y Tween so we can elaborate elapsedPercentage on that insted of on the Sequence + // (in case users add a delay or other elements to the Sequence) + Sequence s = DOTween.Sequence(); + Tween yTween = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2)) + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() + .SetLoops(numJumps * 2, LoopType.Yoyo) + .OnStart(()=> startPosY = target.anchoredPosition.y); + s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration) + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) + ).Join(yTween) + .SetTarget(target).SetEase(DOTween.defaultEaseType); + s.OnUpdate(() => { + if (!offsetYSet) { + offsetYSet = true; + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; + } + Vector2 pos = target.anchoredPosition; + pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad); + target.anchoredPosition = pos; + }); + return s; + } + + #endregion + + #endregion + + #region ScrollRect + + /// Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value. + /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false) + { + return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition), + x => { + target.horizontalNormalizedPosition = x.x; + target.verticalNormalizedPosition = x.y; + }, endValue, duration) + .SetOptions(snapping).SetTarget(target); + } + /// Tweens a ScrollRect's horizontalNormalizedPosition to the given value. + /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Tweener DOHorizontalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false) + { + return DOTween.To(() => target.horizontalNormalizedPosition, x => target.horizontalNormalizedPosition = x, endValue, duration) + .SetOptions(snapping).SetTarget(target); + } + /// Tweens a ScrollRect's verticalNormalizedPosition to the given value. + /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Tweener DOVerticalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false) + { + return DOTween.To(() => target.verticalNormalizedPosition, x => target.verticalNormalizedPosition = x, endValue, duration) + .SetOptions(snapping).SetTarget(target); + } + + #endregion + + #region Slider + + /// Tweens a Slider's value to the given value. + /// Also stores the Slider as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOValue(this Slider target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.value, x => target.value = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + #endregion + + #region Text + + /// Tweens a Text's color to the given value. + /// Also stores the Text 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 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 Text'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 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 Text's alpha color to the given value. + /// Also stores the Text 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 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 Text's text to the given value. + /// Also stores the Text 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 Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) + { + if (endValue == null) { + if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors"); + endValue = ""; + } + TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration); + t.SetOptions(richTextEnabled, scrambleMode, scrambleChars) + .SetTarget(target); + return t; + } + + #endregion + + #region Blendables + + #region Graphic + + /// Tweens a Graphic's color to the given value, + /// in a way that allows other DOBlendableColor tweens to work together on the same target, + /// instead than fight each other as multiple DOColor would do. + /// Also stores the Graphic as the tween's target so it can be used for filtered operations + /// The value to tween toThe duration of the tween + public static Tweener DOBlendableColor(this Graphic target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #region Image + + /// Tweens a Image's color to the given value, + /// in a way that allows other DOBlendableColor tweens to work together on the same target, + /// instead than fight each other as multiple DOColor would do. + /// Also stores the Image as the tween's target so it can be used for filtered operations + /// The value to tween toThe duration of the tween + public static Tweener DOBlendableColor(this Image target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #region Text + + /// Tweens a Text's color BY the given value, + /// in a way that allows other DOBlendableColor tweens to work together on the same target, + /// instead than fight each other as multiple DOColor would do. + /// Also stores the Text as the tween's target so it can be used for filtered operations + /// The value to tween toThe duration of the tween + public static Tweener DOBlendableColor(this Text target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #endregion + + #region Shapes + + /// Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations. + /// IMPORTANT: SetFrom(value) requires a instead of a float, where the X property represents the "from degrees value" + /// Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates) + /// The end value degrees to reach (to rotate counter-clockwise pass a negative value) + /// The duration of the tween + /// If TRUE the coordinates will be considered as relative to the target's current anchoredPosition + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOShapeCircle( + this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false + ) + { + TweenerCore t = DOTween.To( + CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration + ); + t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target); + return t; + } + + #endregion + + #endregion + + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + + public static class Utils + { + /// + /// Converts the anchoredPosition of the first RectTransform to the second RectTransform, + /// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition + /// + public static Vector2 SwitchToRectTransform(RectTransform from, RectTransform to) + { + Vector2 localPoint; + Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * 0.5f + from.rect.xMin, from.rect.height * 0.5f + from.rect.yMin); + Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position); + screenP += fromPivotDerivedOffset; + RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint); + Vector2 pivotDerivedOffset = new Vector2(to.rect.width * 0.5f + to.rect.xMin, to.rect.height * 0.5f + to.rect.yMin); + return to.anchoredPosition + localPoint - pivotDerivedOffset; + } + } + } +} +#endif diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs index 8f818ba..90498ed 100644 --- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs @@ -1,389 +1,389 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2018/07/13 - -using System; -using UnityEngine; -using DG.Tweening.Core; -using DG.Tweening.Plugins.Options; -//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0) -//using Task = System.Threading.Tasks.Task; -//#endif - -#pragma warning disable 1591 -namespace DG.Tweening -{ - /// - /// Shortcuts/functions that are not strictly related to specific Modules - /// but are available only on some Unity versions - /// - public static class DOTweenModuleUnityVersion - { - #region Material - - /// Tweens a Material's color using the given gradient - /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). - /// Also stores the image as the tween's target so it can be used for filtered operations - /// The gradient to useThe duration of the tween - public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration) - { - Sequence s = DOTween.Sequence(); - GradientColorKey[] colors = gradient.colorKeys; - int len = colors.Length; - for (int i = 0; i < len; ++i) { - GradientColorKey c = colors[i]; - if (i == 0 && c.time <= 0) { - target.color = c.color; - continue; - } - float colorDuration = i == len - 1 - ? duration - s.Duration(false) // Verifies that total duration is correct - : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); - s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); - } - s.SetTarget(target); - return s; - } - /// Tweens a Material's named color property using the given gradient - /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). - /// Also stores the image as the tween's target so it can be used for filtered operations - /// The gradient to use - /// The name of the material property to tween (like _Tint or _SpecColor) - /// The duration of the tween - public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration) - { - Sequence s = DOTween.Sequence(); - GradientColorKey[] colors = gradient.colorKeys; - int len = colors.Length; - for (int i = 0; i < len; ++i) { - GradientColorKey c = colors[i]; - if (i == 0 && c.time <= 0) { - target.SetColor(property, c.color); - continue; - } - float colorDuration = i == len - 1 - ? duration - s.Duration(false) // Verifies that total duration is correct - : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); - s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear)); - } - s.SetTarget(target); - return s; - } - - #endregion - - #region CustomYieldInstructions - - /// - /// Returns a that waits until the tween is killed or complete. - /// It can be used inside a coroutine as a yield. - /// Example usage:yield return myTween.WaitForCompletion(true); - /// - public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction) - { - if (!t.active) { - if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); - return null; - } - return new DOTweenCYInstruction.WaitForCompletion(t); - } - - /// - /// Returns a that waits until the tween is killed or rewinded. - /// It can be used inside a coroutine as a yield. - /// Example usage:yield return myTween.WaitForRewind(); - /// - public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction) - { - if (!t.active) { - if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); - return null; - } - return new DOTweenCYInstruction.WaitForRewind(t); - } - - /// - /// Returns a that waits until the tween is killed. - /// It can be used inside a coroutine as a yield. - /// Example usage:yield return myTween.WaitForKill(); - /// - public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction) - { - if (!t.active) { - if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); - return null; - } - return new DOTweenCYInstruction.WaitForKill(t); - } - - /// - /// Returns a that waits until the tween is killed or has gone through the given amount of loops. - /// It can be used inside a coroutine as a yield. - /// Example usage:yield return myTween.WaitForElapsedLoops(2); - /// - /// Elapsed loops to wait for - public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction) - { - if (!t.active) { - if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); - return null; - } - return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops); - } - - /// - /// Returns a that waits until the tween is killed - /// or has reached the given time position (loops included, delays excluded). - /// It can be used inside a coroutine as a yield. - /// Example usage:yield return myTween.WaitForPosition(2.5f); - /// - /// Position (loops included, delays excluded) to wait for - public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction) - { - if (!t.active) { - if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); - return null; - } - return new DOTweenCYInstruction.WaitForPosition(t, position); - } - - /// - /// Returns a that waits until the tween is killed or started - /// (meaning when the tween is set in a playing state the first time, after any eventual delay). - /// It can be used inside a coroutine as a yield. - /// Example usage:yield return myTween.WaitForStart(); - /// - public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction) - { - if (!t.active) { - if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); - return null; - } - return new DOTweenCYInstruction.WaitForStart(t); - } - - #endregion - -#if UNITY_2018_1_OR_NEWER - #region Unity 2018.1 or Newer - - #region Material - - /// Tweens a Material's named texture offset property with the given ID to the given value. - /// Also stores the material as the tween's target so it can be used for filtered operations - /// The end value to reach - /// The ID of the material property to tween (also called nameID in Unity's manual) - /// The duration of the tween - public static TweenerCore DOOffset(this Material target, Vector2 endValue, int propertyID, float duration) - { - if (!target.HasProperty(propertyID)) { - if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); - return null; - } - TweenerCore t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a Material's named texture scale property with the given ID to the given value. - /// Also stores the material as the tween's target so it can be used for filtered operations - /// The end value to reach - /// The ID of the material property to tween (also called nameID in Unity's manual) - /// The duration of the tween - public static TweenerCore DOTiling(this Material target, Vector2 endValue, int propertyID, float duration) - { - if (!target.HasProperty(propertyID)) { - if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); - return null; - } - TweenerCore t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration); - t.SetTarget(target); - return t; - } - - #endregion - - #region .NET 4.6 or Newer - -#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0) - - #region Async Instructions - - /// - /// Returns an async that waits until the tween is killed or complete. - /// It can be used inside an async operation. - /// Example usage:await myTween.WaitForCompletion(); - /// - public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t) - { - if (!t.active) { - if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); - return; - } - while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield(); - } - - /// - /// Returns an async that waits until the tween is killed or rewinded. - /// It can be used inside an async operation. - /// Example usage:await myTween.AsyncWaitForRewind(); - /// - public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t) - { - if (!t.active) { - if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); - return; - } - while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield(); - } - - /// - /// Returns an async that waits until the tween is killed. - /// It can be used inside an async operation. - /// Example usage:await myTween.AsyncWaitForKill(); - /// - public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t) - { - if (!t.active) { - if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); - return; - } - while (t.active) await System.Threading.Tasks.Task.Yield(); - } - - /// - /// Returns an async that waits until the tween is killed or has gone through the given amount of loops. - /// It can be used inside an async operation. - /// Example usage:await myTween.AsyncWaitForElapsedLoops(); - /// - /// Elapsed loops to wait for - public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops) - { - if (!t.active) { - if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); - return; - } - while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield(); - } - - /// - /// Returns an async that waits until the tween is killed or started - /// (meaning when the tween is set in a playing state the first time, after any eventual delay). - /// It can be used inside an async operation. - /// Example usage:await myTween.AsyncWaitForPosition(); - /// - /// Position (loops included, delays excluded) to wait for - public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position) - { - if (!t.active) { - if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); - return; - } - while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield(); - } - - /// - /// Returns an async that waits until the tween is killed. - /// It can be used inside an async operation. - /// Example usage:await myTween.AsyncWaitForKill(); - /// - public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t) - { - if (!t.active) { - if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); - return; - } - while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield(); - } - - #endregion -#endif - - #endregion - - #endregion -#endif - } - - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - // ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████ - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - - public static class DOTweenCYInstruction - { - public class WaitForCompletion : CustomYieldInstruction - { - public override bool keepWaiting { get { - return t.active && !t.IsComplete(); - }} - readonly Tween t; - public WaitForCompletion(Tween tween) - { - t = tween; - } - } - - public class WaitForRewind : CustomYieldInstruction - { - public override bool keepWaiting { get { - return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0); - }} - readonly Tween t; - public WaitForRewind(Tween tween) - { - t = tween; - } - } - - public class WaitForKill : CustomYieldInstruction - { - public override bool keepWaiting { get { - return t.active; - }} - readonly Tween t; - public WaitForKill(Tween tween) - { - t = tween; - } - } - - public class WaitForElapsedLoops : CustomYieldInstruction - { - public override bool keepWaiting { get { - return t.active && t.CompletedLoops() < elapsedLoops; - }} - readonly Tween t; - readonly int elapsedLoops; - public WaitForElapsedLoops(Tween tween, int elapsedLoops) - { - t = tween; - this.elapsedLoops = elapsedLoops; - } - } - - public class WaitForPosition : CustomYieldInstruction - { - public override bool keepWaiting { get { - return t.active && t.position * (t.CompletedLoops() + 1) < position; - }} - readonly Tween t; - readonly float position; - public WaitForPosition(Tween tween, float position) - { - t = tween; - this.position = position; - } - } - - public class WaitForStart : CustomYieldInstruction - { - public override bool keepWaiting { get { - return t.active && !t.playedOnce; - }} - readonly Tween t; - public WaitForStart(Tween tween) - { - t = tween; - } - } - } -} +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +using System; +using UnityEngine; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; +//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0) +//using Task = System.Threading.Tasks.Task; +//#endif + +#pragma warning disable 1591 +namespace DG.Tweening +{ + /// + /// Shortcuts/functions that are not strictly related to specific Modules + /// but are available only on some Unity versions + /// + public static class DOTweenModuleUnityVersion + { + #region Material + + /// Tweens a Material's color using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The gradient to useThe duration of the tween + public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.color = c.color; + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + /// Tweens a Material's named color property using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The gradient to use + /// The name of the material property to tween (like _Tint or _SpecColor) + /// The duration of the tween + public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.SetColor(property, c.color); + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + + #endregion + + #region CustomYieldInstructions + + /// + /// Returns a that waits until the tween is killed or complete. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForCompletion(true); + /// + public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForCompletion(t); + } + + /// + /// Returns a that waits until the tween is killed or rewinded. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForRewind(); + /// + public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForRewind(t); + } + + /// + /// Returns a that waits until the tween is killed. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForKill(); + /// + public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForKill(t); + } + + /// + /// Returns a that waits until the tween is killed or has gone through the given amount of loops. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForElapsedLoops(2); + /// + /// Elapsed loops to wait for + public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops); + } + + /// + /// Returns a that waits until the tween is killed + /// or has reached the given time position (loops included, delays excluded). + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForPosition(2.5f); + /// + /// Position (loops included, delays excluded) to wait for + public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForPosition(t, position); + } + + /// + /// Returns a that waits until the tween is killed or started + /// (meaning when the tween is set in a playing state the first time, after any eventual delay). + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForStart(); + /// + public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForStart(t); + } + + #endregion + +#if UNITY_2018_1_OR_NEWER + #region Unity 2018.1 or Newer + + #region Material + + /// Tweens a Material's named texture offset property with the given ID to the given value. + /// Also stores the material as the tween's target so it can be used for filtered operations + /// The end value to reach + /// The ID of the material property to tween (also called nameID in Unity's manual) + /// The duration of the tween + public static TweenerCore DOOffset(this Material target, Vector2 endValue, int propertyID, float duration) + { + if (!target.HasProperty(propertyID)) { + if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); + return null; + } + TweenerCore t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Material's named texture scale property with the given ID to the given value. + /// Also stores the material as the tween's target so it can be used for filtered operations + /// The end value to reach + /// The ID of the material property to tween (also called nameID in Unity's manual) + /// The duration of the tween + public static TweenerCore DOTiling(this Material target, Vector2 endValue, int propertyID, float duration) + { + if (!target.HasProperty(propertyID)) { + if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); + return null; + } + TweenerCore t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region .NET 4.6 or Newer + +#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0) + + #region Async Instructions + + /// + /// Returns an async that waits until the tween is killed or complete. + /// It can be used inside an async operation. + /// Example usage:await myTween.WaitForCompletion(); + /// + public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield(); + } + + /// + /// Returns an async that waits until the tween is killed or rewinded. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForRewind(); + /// + public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield(); + } + + /// + /// Returns an async that waits until the tween is killed. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForKill(); + /// + public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active) await System.Threading.Tasks.Task.Yield(); + } + + /// + /// Returns an async that waits until the tween is killed or has gone through the given amount of loops. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForElapsedLoops(); + /// + /// Elapsed loops to wait for + public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield(); + } + + /// + /// Returns an async that waits until the tween is killed or started + /// (meaning when the tween is set in a playing state the first time, after any eventual delay). + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForPosition(); + /// + /// Position (loops included, delays excluded) to wait for + public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield(); + } + + /// + /// Returns an async that waits until the tween is killed. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForKill(); + /// + public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield(); + } + + #endregion +#endif + + #endregion + + #endregion +#endif + } + + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + // ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████ + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + + public static class DOTweenCYInstruction + { + public class WaitForCompletion : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && !t.IsComplete(); + }} + readonly Tween t; + public WaitForCompletion(Tween tween) + { + t = tween; + } + } + + public class WaitForRewind : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0); + }} + readonly Tween t; + public WaitForRewind(Tween tween) + { + t = tween; + } + } + + public class WaitForKill : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active; + }} + readonly Tween t; + public WaitForKill(Tween tween) + { + t = tween; + } + } + + public class WaitForElapsedLoops : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && t.CompletedLoops() < elapsedLoops; + }} + readonly Tween t; + readonly int elapsedLoops; + public WaitForElapsedLoops(Tween tween, int elapsedLoops) + { + t = tween; + this.elapsedLoops = elapsedLoops; + } + } + + public class WaitForPosition : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && t.position * (t.CompletedLoops() + 1) < position; + }} + readonly Tween t; + readonly float position; + public WaitForPosition(Tween tween, float position) + { + t = tween; + this.position = position; + } + } + + public class WaitForStart : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && !t.playedOnce; + }} + readonly Tween t; + public WaitForStart(Tween tween) + { + t = tween; + } + } + } +} diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs index 12a365d..3d4c786 100644 --- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs @@ -1,167 +1,167 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2018/07/13 - -using System; -using System.Reflection; -using UnityEngine; -using DG.Tweening.Core; -using DG.Tweening.Plugins.Core.PathCore; -using DG.Tweening.Plugins.Options; - -#pragma warning disable 1591 -namespace DG.Tweening -{ - /// - /// Utility functions that deal with available Modules. - /// Modules defines: - /// - DOTAUDIO - /// - DOTPHYSICS - /// - DOTPHYSICS2D - /// - DOTSPRITE - /// - DOTUI - /// Extra defines set and used for implementation of external assets: - /// - DOTWEEN_TMP ► TextMesh Pro - /// - DOTWEEN_TK2D ► 2D Toolkit - /// - public static class DOTweenModuleUtils - { - static bool _initialized; - - #region Reflection - - /// - /// Called via Reflection by DOTweenComponent on Awake - /// -#if UNITY_2018_1_OR_NEWER - [UnityEngine.Scripting.Preserve] -#endif - public static void Init() - { - if (_initialized) return; - - _initialized = true; - DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath; - -#if UNITY_EDITOR -#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1 - UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged; -#else - UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged; -#endif -#endif - } - -#if UNITY_2018_1_OR_NEWER -#pragma warning disable - [UnityEngine.Scripting.Preserve] - // Just used to preserve methods when building, never called - static void Preserver() - { - Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies(); - MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub"); - } -#pragma warning restore -#endif - - #endregion - -#if UNITY_EDITOR - // Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime) -#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1 - static void PlaymodeStateChanged() - #else - static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state) -#endif - { - if (DOTween.instance == null) return; - DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused); - } -#endif - - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - - public static class Physics - { - // Called via DOTweenExternalCommand callback - public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans) - { -#if true // PHYSICS_MARKER - if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot; - else trans.rotation = newRot; -#else - trans.rotation = newRot; -#endif - } - - // Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached - public static bool HasRigidbody2D(Component target) - { -#if true // PHYSICS2D_MARKER - return target.GetComponent() != null; -#else - return false; -#endif - } - - #region Called via Reflection - - - // Called via Reflection by DOTweenPathInspector - // Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached -#if UNITY_2018_1_OR_NEWER - [UnityEngine.Scripting.Preserve] -#endif - public static bool HasRigidbody(Component target) - { -#if true // PHYSICS_MARKER - return target.GetComponent() != null; -#else - return false; -#endif - } - - // Called via Reflection by DOTweenPath -#if UNITY_2018_1_OR_NEWER - [UnityEngine.Scripting.Preserve] -#endif - public static TweenerCore CreateDOTweenPathTween( - MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode - ){ - TweenerCore t = null; - bool rBodyFoundAndTweened = false; -#if true // PHYSICS_MARKER - if (tweenRigidbody) { - Rigidbody rBody = target.GetComponent(); - if (rBody != null) { - rBodyFoundAndTweened = true; - t = isLocal - ? rBody.DOLocalPath(path, duration, pathMode) - : rBody.DOPath(path, duration, pathMode); - } - } -#endif -#if true // PHYSICS2D_MARKER - if (!rBodyFoundAndTweened && tweenRigidbody) { - Rigidbody2D rBody2D = target.GetComponent(); - if (rBody2D != null) { - rBodyFoundAndTweened = true; - t = isLocal - ? rBody2D.DOLocalPath(path, duration, pathMode) - : rBody2D.DOPath(path, duration, pathMode); - } - } -#endif - if (!rBodyFoundAndTweened) { - t = isLocal - ? target.transform.DOLocalPath(path, duration, pathMode) - : target.transform.DOPath(path, duration, pathMode); - } - return t; - } - - #endregion - } - } -} +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +using System; +using System.Reflection; +using UnityEngine; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Core.PathCore; +using DG.Tweening.Plugins.Options; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + /// + /// Utility functions that deal with available Modules. + /// Modules defines: + /// - DOTAUDIO + /// - DOTPHYSICS + /// - DOTPHYSICS2D + /// - DOTSPRITE + /// - DOTUI + /// Extra defines set and used for implementation of external assets: + /// - DOTWEEN_TMP ► TextMesh Pro + /// - DOTWEEN_TK2D ► 2D Toolkit + /// + public static class DOTweenModuleUtils + { + static bool _initialized; + + #region Reflection + + /// + /// Called via Reflection by DOTweenComponent on Awake + /// +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static void Init() + { + if (_initialized) return; + + _initialized = true; + DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath; + +#if UNITY_EDITOR +#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1 + UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged; +#else + UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged; +#endif +#endif + } + +#if UNITY_2018_1_OR_NEWER +#pragma warning disable + [UnityEngine.Scripting.Preserve] + // Just used to preserve methods when building, never called + static void Preserver() + { + Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies(); + MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub"); + } +#pragma warning restore +#endif + + #endregion + +#if UNITY_EDITOR + // Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime) +#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1 + static void PlaymodeStateChanged() + #else + static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state) +#endif + { + if (DOTween.instance == null) return; + DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused); + } +#endif + + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + + public static class Physics + { + // Called via DOTweenExternalCommand callback + public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans) + { +#if true // PHYSICS_MARKER + if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot; + else trans.rotation = newRot; +#else + trans.rotation = newRot; +#endif + } + + // Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached + public static bool HasRigidbody2D(Component target) + { +#if true // PHYSICS2D_MARKER + return target.GetComponent() != null; +#else + return false; +#endif + } + + #region Called via Reflection + + + // Called via Reflection by DOTweenPathInspector + // Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static bool HasRigidbody(Component target) + { +#if true // PHYSICS_MARKER + return target.GetComponent() != null; +#else + return false; +#endif + } + + // Called via Reflection by DOTweenPath +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static TweenerCore CreateDOTweenPathTween( + MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode + ){ + TweenerCore t = null; + bool rBodyFoundAndTweened = false; +#if true // PHYSICS_MARKER + if (tweenRigidbody) { + Rigidbody rBody = target.GetComponent(); + if (rBody != null) { + rBodyFoundAndTweened = true; + t = isLocal + ? rBody.DOLocalPath(path, duration, pathMode) + : rBody.DOPath(path, duration, pathMode); + } + } +#endif +#if true // PHYSICS2D_MARKER + if (!rBodyFoundAndTweened && tweenRigidbody) { + Rigidbody2D rBody2D = target.GetComponent(); + if (rBody2D != null) { + rBodyFoundAndTweened = true; + t = isLocal + ? rBody2D.DOLocalPath(path, duration, pathMode) + : rBody2D.DOPath(path, duration, pathMode); + } + } +#endif + if (!rBodyFoundAndTweened) { + t = isLocal + ? target.transform.DOLocalPath(path, duration, pathMode) + : target.transform.DOPath(path, duration, pathMode); + } + return t; + } + + #endregion + } + } +} diff --git a/Assets/Plugins/Demigiant/DOTween/readme.txt b/Assets/Plugins/Demigiant/DOTween/readme.txt index 37ff7ef..82b7c6c 100644 --- a/Assets/Plugins/Demigiant/DOTween/readme.txt +++ b/Assets/Plugins/Demigiant/DOTween/readme.txt @@ -1,29 +1,29 @@ -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 (Pro version only) - -// 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. -- 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 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 (Pro version only) + +// 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. +- 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/Resources.meta b/Assets/Resources.meta new file mode 100644 index 0000000..a936ef2 --- /dev/null +++ b/Assets/Resources.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: edff7c9c5dfec49dbae75dcfc0b847d3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/DOTweenSettings.asset b/Assets/Resources/DOTweenSettings.asset new file mode 100644 index 0000000..467fc64 --- /dev/null +++ b/Assets/Resources/DOTweenSettings.asset @@ -0,0 +1,54 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 16995157, guid: a811bde74b26b53498b4f6d872b09b6d, type: 3} + m_Name: DOTweenSettings + m_EditorClassIdentifier: DOTween.dll::DG.Tweening.Core.DOTweenSettings + useSafeMode: 1 + safeModeOptions: + logBehaviour: 2 + nestedTweenFailureBehaviour: 0 + timeScale: 1 + unscaledTimeScale: 1 + useSmoothDeltaTime: 0 + maxSmoothUnscaledTime: 0.15 + rewindCallbackMode: 0 + showUnityEditorReport: 0 + logBehaviour: 0 + drawGizmos: 1 + defaultRecyclable: 0 + defaultAutoPlay: 3 + defaultUpdateType: 0 + defaultTimeScaleIndependent: 0 + defaultEaseType: 6 + defaultEaseOvershootOrAmplitude: 1.70158 + defaultEasePeriod: 0 + defaultAutoKill: 1 + defaultLoopType: 0 + debugMode: 0 + debugStoreTargetId: 1 + showPreviewPanel: 1 + storeSettingsLocation: 0 + modules: + showPanel: 0 + audioEnabled: 1 + physicsEnabled: 1 + physics2DEnabled: 1 + spriteEnabled: 1 + uiEnabled: 1 + textMeshProEnabled: 0 + tk2DEnabled: 0 + deAudioEnabled: 0 + deUnityExtendedEnabled: 0 + epoOutlineEnabled: 0 + createASMDEF: 0 + showPlayingTweens: 0 + showPausedTweens: 0 diff --git a/Assets/Resources/DOTweenSettings.asset.meta b/Assets/Resources/DOTweenSettings.asset.meta new file mode 100644 index 0000000..92b64f3 --- /dev/null +++ b/Assets/Resources/DOTweenSettings.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f3fb915957f684d8abb924862bfc3cb3 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/TakeScreen.cs b/Assets/Scripts/TakeScreen.cs index e2ff785..b25b34e 100644 --- a/Assets/Scripts/TakeScreen.cs +++ b/Assets/Scripts/TakeScreen.cs @@ -1,43 +1,28 @@ using UnityEngine; using System; using System.IO; -using System.Windows.Forms; // 모니터 식별 및 스크린 정보 -using System.Drawing; // Bitmap 관련 -using System.Drawing.Imaging; -using System.Runtime.InteropServices; using TMPro; -using Unity.VisualScripting; -using Application = UnityEngine.Application; -using Screen = System.Windows.Forms.Screen; +using System.Runtime.InteropServices; + +#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN +using System.Windows.Forms; +using System.Drawing; +using System.Drawing.Imaging; using Graphics = System.Drawing.Graphics; +#endif public class TakeScreen : MonoBehaviour { - // 캡처할 모니터 인덱스 (2 = 첫번째 모니터) public int selectMonitorIndex = 2; public int takeNumber; - int monitorIndex = 0; - MONITORINFO selectMonitor; - int selectWidth; - int selectHeight; - - [SerializeField] - TMP_InputField inputPrefix; - - [SerializeField] - TMP_InputField inputResult; - - [SerializeField] - DirectorySelect directorySelector; - - // WinAPI 구조체 - [StructLayout(LayoutKind.Sequential)] - public struct RECT - { - public int left, top, right, bottom; - } + [SerializeField] TMP_InputField inputPrefix; + [SerializeField] TMP_InputField inputResult; + [SerializeField] DirectorySelect directorySelector; + // --- Windows 전용 구조체 및 변수 --- +#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN + [StructLayout(LayoutKind.Sequential)] public struct RECT { public int left, top, right, bottom; } [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)] public struct MONITORINFO { @@ -45,109 +30,107 @@ public class TakeScreen : MonoBehaviour public RECT rcMonitor; public RECT rcWork; public int dwFlags; - - [MarshalAs(UnmanagedType.ByValTStr, SizeConst = 32)] - public string szDevice; - + [MarshalAs(UnmanagedType.ByValTStr, SizeConst = 32)] public string szDevice; } - - // WinAPI 델리게이트 private delegate bool MonitorEnumProc(IntPtr hMonitor, IntPtr hdcMonitor, ref RECT lprcMonitor, IntPtr dwData); - - // WinAPI 함수 - [DllImport("user32.dll")] - private static extern bool EnumDisplayMonitors(IntPtr hdc, IntPtr lprcClip, MonitorEnumProc lpfnEnum, IntPtr dwData); - - [DllImport("user32.dll", CharSet = CharSet.Auto)] - private static extern bool GetMonitorInfo(IntPtr hMonitor, ref MONITORINFO lpmi); - - [DllImport("user32.dll")] - private static extern IntPtr GetDC(IntPtr hWnd); - - [DllImport("gdi32.dll")] - private static extern IntPtr CreateCompatibleDC(IntPtr hdc); - - [DllImport("gdi32.dll")] - private static extern IntPtr CreateCompatibleBitmap(IntPtr hdc, int width, int height); - - [DllImport("gdi32.dll")] - private static extern IntPtr SelectObject(IntPtr hdc, IntPtr hgdiobj); + [DllImport("user32.dll")] private static extern bool EnumDisplayMonitors(IntPtr hdc, IntPtr lprcClip, MonitorEnumProc lpfnEnum, IntPtr dwData); + [DllImport("user32.dll", CharSet = CharSet.Auto)] private static extern bool GetMonitorInfo(IntPtr hMonitor, ref MONITORINFO lpmi); + [DllImport("user32.dll")] private static extern IntPtr GetDC(IntPtr hWnd); + [DllImport("gdi32.dll")] private static extern IntPtr CreateCompatibleDC(IntPtr hdc); + [DllImport("gdi32.dll")] private static extern IntPtr CreateCompatibleBitmap(IntPtr hdc, int width, int height); + [DllImport("gdi32.dll")] private static extern IntPtr SelectObject(IntPtr hdc, IntPtr hgdiobj); + [DllImport("gdi32.dll")] private static extern bool BitBlt(IntPtr hdcDest, int nXDest, int nYDest, int nWidth, int nHeight, IntPtr hdcSrc, int nXSrc, int nYSrc, int dwRop); + [DllImport("gdi32.dll")] private static extern bool DeleteObject(IntPtr hObject); + [DllImport("gdi32.dll")] private static extern bool DeleteDC(IntPtr hdc); + [DllImport("user32.dll")] private static extern int ReleaseDC(IntPtr hWnd, IntPtr hDC); + + MONITORINFO selectMonitor; + int selectWidth; + int selectHeight; + int monitorIndex = 0; +#endif - [DllImport("gdi32.dll")] - private static extern bool BitBlt(IntPtr hdcDest, int nXDest, int nYDest, int nWidth, int nHeight, - IntPtr hdcSrc, int nXSrc, int nYSrc, CopyPixelOperation dwRop); - - [DllImport("gdi32.dll")] - private static extern bool DeleteObject(IntPtr hObject); - - [DllImport("gdi32.dll")] - private static extern bool DeleteDC(IntPtr hdc); - - [DllImport("user32.dll")] - private static extern int ReleaseDC(IntPtr hWnd, IntPtr hDC); - - private void Start() { - Debug.Log("=== 모든 모니터 정보 ==="); +#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN EnumDisplayMonitors(IntPtr.Zero, IntPtr.Zero, MonitorCallback, IntPtr.Zero); +#else + Debug.Log("macOS 환경입니다. 시스템 기본 스크린샷 기능을 사용합니다."); +#endif } +#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN private bool MonitorCallback(IntPtr hMonitor, IntPtr hdcMonitor, ref RECT lprcMonitor, IntPtr dwData) { MONITORINFO mi = new MONITORINFO(); mi.cbSize = Marshal.SizeOf(typeof(MONITORINFO)); monitorIndex++; - if (GetMonitorInfo(hMonitor, ref mi) && monitorIndex == selectMonitorIndex) { - int width = mi.rcMonitor.right - mi.rcMonitor.left; - int height = mi.rcMonitor.bottom - mi.rcMonitor.top; - bool isPrimary = (mi.dwFlags & 1) != 0; - - Debug.Log( - $"{mi.szDevice} 모니터 \n" + - $" - 해상도 : {width} x {height}\n" + - $" - 위치 : x = {mi.rcMonitor.left}, y = {mi.rcMonitor.top}\n" + - $" - 주 모니터 여부 : {isPrimary}\n" - ); - selectMonitor = mi; - selectWidth = width; - selectHeight = height; + selectWidth = mi.rcMonitor.right - mi.rcMonitor.left; + selectHeight = mi.rcMonitor.bottom - mi.rcMonitor.top; } - - return true; // 계속 나머지 모니터 순회 + return true; } +#endif public void Take() { - string fileName = $"{inputPrefix.text}_{string.Format("{0:D2}", takeNumber)}.png"; + string fileName = $"{inputPrefix.text}_{takeNumber:D2}.png"; string savePath = Path.Combine(directorySelector.selectedFolderPath, fileName); - - Shot(selectMonitor.rcMonitor.left, selectMonitor.rcMonitor.top, selectWidth, selectHeight, savePath); + +#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN + ShotWin(selectMonitor.rcMonitor.left, selectMonitor.rcMonitor.top, selectWidth, selectHeight, savePath); +#elif UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX + ShotMac(savePath); +#endif + inputResult.text = savePath; + takeNumber++; } - - void Shot(int x, int y, int width, int height, string savePath) + + // Windows 캡처 로직 +#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN + void ShotWin(int x, int y, int width, int height, string savePath) { IntPtr desktopDC = GetDC(IntPtr.Zero); IntPtr memoryDC = CreateCompatibleDC(desktopDC); - IntPtr bitmap = CreateCompatibleBitmap(desktopDC, width, height); + IntPtr bitmap = CreateCompatibleBitmap(desktopDC, width, height); IntPtr oldBitmap = SelectObject(memoryDC, bitmap); - - BitBlt(memoryDC, 0, 0, width, height, desktopDC, x, y, CopyPixelOperation.SourceCopy | CopyPixelOperation.CaptureBlt); + + // 0x00CC0020 = SRCCOPY, 0x40000000 = CAPTUREBLT + BitBlt(memoryDC, 0, 0, width, height, desktopDC, x, y, 0x00CC0020 | 0x40000000); using (Bitmap bmp = Image.FromHbitmap(bitmap)) { bmp.Save(savePath, ImageFormat.Png); } - - // 정리 + SelectObject(memoryDC, oldBitmap); DeleteObject(bitmap); DeleteDC(memoryDC); - ReleaseDC(desktopDC, memoryDC); - - inputResult.text = savePath; + ReleaseDC(IntPtr.Zero, desktopDC); } -} +#endif + + // macOS 캡처 로직 +#if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX + void ShotMac(string savePath) + { + // macOS는 시스템 명령어를 통해 스크린샷을 찍는 것이 가장 안정적입니다. + // -x: 소리 없음, -C: 커서 포함(선택) + // 만약 특정 모니터만 찍어야 한다면 -D 옵션을 사용합니다 (예: -D 1) + string args = $"-x \"{savePath}\""; + + try + { + System.Diagnostics.Process.Start("screencapture", args); + Debug.Log($"macOS 스크린샷 저장 완료: {savePath}"); + } + catch (Exception e) + { + Debug.LogError($"macOS 스크린샷 실패: {e.Message}"); + } + } +#endif +} \ No newline at end of file diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index d712d2d..7eaf417 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -5,7 +5,7 @@ EditorBuildSettings: m_ObjectHideFlags: 0 serializedVersion: 2 m_Scenes: - - enabled: 1 + - enabled: 0 path: Assets/Scenes/SampleScene.unity guid: 8c9cfa26abfee488c85f1582747f6a02 m_configObjects: diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 2daa1e1..8fe1345 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -12,16 +12,16 @@ PlayerSettings: targetDevice: 2 useOnDemandResources: 0 accelerometerFrequency: 60 - companyName: DefaultCompany - productName: ScreenCapture + companyName: Cooney Studio + productName: Screen Capture defaultCursor: {fileID: 0} cursorHotspot: {x: 0, y: 0} - m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1} + m_SplashScreenBackgroundColor: {r: 0.8, g: 0.8, b: 0.8, a: 1} m_ShowUnitySplashScreen: 1 m_ShowUnitySplashLogo: 1 m_SplashScreenOverlayOpacity: 1 m_SplashScreenAnimation: 1 - m_SplashScreenLogoStyle: 1 + m_SplashScreenLogoStyle: 0 m_SplashScreenDrawMode: 0 m_SplashScreenBackgroundAnimationZoom: 1 m_SplashScreenLogoAnimationZoom: 1 @@ -42,8 +42,8 @@ PlayerSettings: m_SplashScreenLogos: [] m_VirtualRealitySplashScreen: {fileID: 0} m_HolographicTrackingLossScreen: {fileID: 0} - defaultScreenWidth: 1920 - defaultScreenHeight: 1080 + defaultScreenWidth: 480 + defaultScreenHeight: 320 defaultScreenWidthWeb: 960 defaultScreenHeightWeb: 600 m_StereoRenderingPath: 0 @@ -83,7 +83,7 @@ PlayerSettings: androidApplicationEntry: 2 defaultIsNativeResolution: 1 macRetinaSupport: 1 - runInBackground: 0 + runInBackground: 1 muteOtherAudioSources: 0 Prepare IOS For Recording: 0 Force IOS Speakers When Recording: 0 @@ -91,7 +91,7 @@ PlayerSettings: deferSystemGesturesMode: 0 hideHomeButton: 0 submitAnalytics: 1 - usePlayerLog: 1 + usePlayerLog: 0 dedicatedServerOptimizations: 1 bakeCollisionMeshes: 0 forceSingleInstance: 0 @@ -107,8 +107,8 @@ PlayerSettings: xboxEnableKinectAutoTracking: 0 xboxEnableFitness: 0 visibleInBackground: 1 - allowFullscreenSwitch: 1 - fullscreenMode: 1 + allowFullscreenSwitch: 0 + fullscreenMode: 3 xboxSpeechDB: 0 xboxEnableHeadOrientation: 0 xboxEnableGuest: 0