no message
This commit is contained in:
8
Assets/Audio.meta
Normal file
8
Assets/Audio.meta
Normal file
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BIN
Assets/Audio/camera-shutter1.mp3
Executable file
BIN
Assets/Audio/camera-shutter1.mp3
Executable file
Binary file not shown.
23
Assets/Audio/camera-shutter1.mp3.meta
Normal file
23
Assets/Audio/camera-shutter1.mp3.meta
Normal file
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--- !u!1 &240954698
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GameObject:
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--- !u!114 &240954701
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File diff suppressed because it is too large
Load Diff
@@ -1,144 +1,144 @@
|
||||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
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||||
<name>DOTweenEditor</name>
|
||||
</assembly>
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||||
<members>
|
||||
<member name="T:DG.DOTweenEditor.EditorCompatibilityUtils">
|
||||
<summary>
|
||||
Contains compatibility methods taken from DemiEditor (for when DOTween is without it)
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</summary>
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</member>
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||||
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectOfType``1(System.Boolean)">
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||||
<summary>
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||||
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
|
||||
</summary>
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||||
</member>
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||||
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectOfType(System.Type,System.Boolean)">
|
||||
<summary>
|
||||
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectsOfType``1(System.Boolean)">
|
||||
<summary>
|
||||
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
|
||||
</summary>
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||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectsOfType(System.Type,System.Boolean)">
|
||||
<summary>
|
||||
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Start(System.Action)">
|
||||
<summary>
|
||||
Starts the update loop of tween in the editor. Has no effect during playMode.
|
||||
</summary>
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||||
<param name="onPreviewUpdated">Eventual callback to call after every update</param>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean,System.Boolean)">
|
||||
<summary>
|
||||
Stops the update loop and clears the onPreviewUpdated callback.
|
||||
</summary>
|
||||
<param name="resetTweenTargets">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</param>
|
||||
<param name="clearTweens">If TRUE also kills any cached tween</param>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.PrepareTweenForPreview(DG.Tweening.Tween,System.Boolean,System.Boolean,System.Boolean)">
|
||||
<summary>
|
||||
Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings.
|
||||
</summary>
|
||||
<param name="t">The tween to ready</param>
|
||||
<param name="clearCallbacks">If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)</param>
|
||||
<param name="preventAutoKill">If TRUE prevents the tween from being auto-killed at completion</param>
|
||||
<param name="andPlay">If TRUE starts playing the tween immediately</param>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.EditorVersion.Version">
|
||||
<summary>Full major version + first minor version (ex: 2018.1f)</summary>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.EditorVersion.MajorVersion">
|
||||
<summary>Major version</summary>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.EditorVersion.MinorVersion">
|
||||
<summary>First minor version (ex: in 2018.1 it would be 1)</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
|
||||
<summary>
|
||||
Checks that the given editor texture use the correct import settings,
|
||||
and applies them if they're incorrect.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.DOTweenSetupRequired">
|
||||
<summary>
|
||||
Returns TRUE if setup is required
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.AssetExists(System.String)">
|
||||
<summary>
|
||||
Returns TRUE if the file/directory at the given path exists.
|
||||
</summary>
|
||||
<param name="adbPath">Path, relative to Unity's project folder</param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.ADBPathToFullPath(System.String)">
|
||||
<summary>
|
||||
Converts the given project-relative path to a full path,
|
||||
with backward (\) slashes).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.FullPathToADBPath(System.String)">
|
||||
<summary>
|
||||
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).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
|
||||
<summary>
|
||||
Connects to a <see cref="T:UnityEngine.ScriptableObject"/> 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).
|
||||
</summary>
|
||||
<typeparam name="T">Asset type</typeparam>
|
||||
<param name="adbFilePath">File path (relative to Unity's project folder)</param>
|
||||
<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
|
||||
<summary>
|
||||
Full path for the given loaded assembly, assembly file included
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.AddGlobalDefine(System.String)">
|
||||
<summary>
|
||||
Adds the given global define if it's not already present
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.RemoveGlobalDefine(System.String)">
|
||||
<summary>
|
||||
Removes the given global define if it's present
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
|
||||
<summary>
|
||||
Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
|
||||
or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
|
||||
</summary>
|
||||
<param name="id"></param>
|
||||
<param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
|
||||
</member>
|
||||
<member name="T:DG.DOTweenEditor.DOTweenDefines">
|
||||
<summary>
|
||||
Not used as menu item anymore, but as a utility function
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.UnityEditorVersion.Version">
|
||||
<summary>Full major version + first minor version (ex: 2018.1f)</summary>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.UnityEditorVersion.MajorVersion">
|
||||
<summary>Major version</summary>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.UnityEditorVersion.MinorVersion">
|
||||
<summary>First minor version (ex: in 2018.1 it would be 1)</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
||||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>DOTweenEditor</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="T:DG.DOTweenEditor.EditorCompatibilityUtils">
|
||||
<summary>
|
||||
Contains compatibility methods taken from DemiEditor (for when DOTween is without it)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectOfType``1(System.Boolean)">
|
||||
<summary>
|
||||
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectOfType(System.Type,System.Boolean)">
|
||||
<summary>
|
||||
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectsOfType``1(System.Boolean)">
|
||||
<summary>
|
||||
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectsOfType(System.Type,System.Boolean)">
|
||||
<summary>
|
||||
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Start(System.Action)">
|
||||
<summary>
|
||||
Starts the update loop of tween in the editor. Has no effect during playMode.
|
||||
</summary>
|
||||
<param name="onPreviewUpdated">Eventual callback to call after every update</param>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean,System.Boolean)">
|
||||
<summary>
|
||||
Stops the update loop and clears the onPreviewUpdated callback.
|
||||
</summary>
|
||||
<param name="resetTweenTargets">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</param>
|
||||
<param name="clearTweens">If TRUE also kills any cached tween</param>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.PrepareTweenForPreview(DG.Tweening.Tween,System.Boolean,System.Boolean,System.Boolean)">
|
||||
<summary>
|
||||
Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings.
|
||||
</summary>
|
||||
<param name="t">The tween to ready</param>
|
||||
<param name="clearCallbacks">If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)</param>
|
||||
<param name="preventAutoKill">If TRUE prevents the tween from being auto-killed at completion</param>
|
||||
<param name="andPlay">If TRUE starts playing the tween immediately</param>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.EditorVersion.Version">
|
||||
<summary>Full major version + first minor version (ex: 2018.1f)</summary>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.EditorVersion.MajorVersion">
|
||||
<summary>Major version</summary>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.EditorVersion.MinorVersion">
|
||||
<summary>First minor version (ex: in 2018.1 it would be 1)</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
|
||||
<summary>
|
||||
Checks that the given editor texture use the correct import settings,
|
||||
and applies them if they're incorrect.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.DOTweenSetupRequired">
|
||||
<summary>
|
||||
Returns TRUE if setup is required
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.AssetExists(System.String)">
|
||||
<summary>
|
||||
Returns TRUE if the file/directory at the given path exists.
|
||||
</summary>
|
||||
<param name="adbPath">Path, relative to Unity's project folder</param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.ADBPathToFullPath(System.String)">
|
||||
<summary>
|
||||
Converts the given project-relative path to a full path,
|
||||
with backward (\) slashes).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.FullPathToADBPath(System.String)">
|
||||
<summary>
|
||||
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).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
|
||||
<summary>
|
||||
Connects to a <see cref="T:UnityEngine.ScriptableObject"/> 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).
|
||||
</summary>
|
||||
<typeparam name="T">Asset type</typeparam>
|
||||
<param name="adbFilePath">File path (relative to Unity's project folder)</param>
|
||||
<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
|
||||
<summary>
|
||||
Full path for the given loaded assembly, assembly file included
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.AddGlobalDefine(System.String)">
|
||||
<summary>
|
||||
Adds the given global define if it's not already present
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.RemoveGlobalDefine(System.String)">
|
||||
<summary>
|
||||
Removes the given global define if it's present
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
|
||||
<summary>
|
||||
Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
|
||||
or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
|
||||
</summary>
|
||||
<param name="id"></param>
|
||||
<param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
|
||||
</member>
|
||||
<member name="T:DG.DOTweenEditor.DOTweenDefines">
|
||||
<summary>
|
||||
Not used as menu item anymore, but as a utility function
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.UnityEditorVersion.Version">
|
||||
<summary>Full major version + first minor version (ex: 2018.1f)</summary>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.UnityEditorVersion.MajorVersion">
|
||||
<summary>Major version</summary>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.UnityEditorVersion.MinorVersion">
|
||||
<summary>First minor version (ex: in 2018.1 it would be 1)</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
||||
|
||||
@@ -1,14 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>DOTweenUpgradeManager</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="T:DG.DOTweenUpgradeManager.Autorun">
|
||||
<summary>
|
||||
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
|
||||
</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3df9fdaadcb4c394e826a4d8d20bb952
|
||||
TextScriptImporter:
|
||||
userData:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 27676
|
||||
packageName: DOTween (HOTween v2)
|
||||
packageVersion: 1.2.790
|
||||
assetPath: Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.XML
|
||||
uploadId: 831234
|
||||
Binary file not shown.
@@ -1,29 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2bf936a5d80799e4e88ec9270fea75a4
|
||||
PluginImporter:
|
||||
serializedVersion: 1
|
||||
iconMap: {}
|
||||
executionOrder: {}
|
||||
isPreloaded: 0
|
||||
platformData:
|
||||
Any:
|
||||
enabled: 0
|
||||
settings: {}
|
||||
Editor:
|
||||
enabled: 1
|
||||
settings:
|
||||
DefaultValueInitialized: true
|
||||
WindowsStoreApps:
|
||||
enabled: 0
|
||||
settings:
|
||||
CPU: AnyCPU
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 27676
|
||||
packageName: DOTween (HOTween v2)
|
||||
packageVersion: 1.2.790
|
||||
assetPath: Assets/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.dll
|
||||
uploadId: 831234
|
||||
@@ -1,198 +1,198 @@
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true // MODULE_MARKER
|
||||
using System;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio; // Required for AudioMixer
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModuleAudio
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
#region Audio
|
||||
|
||||
/// <summary>Tweens an AudioSource's volume to the given value.
|
||||
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<float, float, FloatOptions> DOFade(this AudioSource target, float endValue, float duration)
|
||||
{
|
||||
if (endValue < 0) endValue = 0;
|
||||
else if (endValue > 1) endValue = 1;
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens an AudioSource's pitch to the given value.
|
||||
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<float, float, FloatOptions> DOPitch(this AudioSource target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region AudioMixer
|
||||
|
||||
/// <summary>Tweens an AudioMixer's exposed float to the given value.
|
||||
/// Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
|
||||
/// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.</summary>
|
||||
/// <param name="floatName">Name given to the exposed float to set</param>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<float, float, FloatOptions> DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(()=> {
|
||||
float currVal;
|
||||
target.GetFloat(floatName, out currVal);
|
||||
return currVal;
|
||||
}, x=> target.SetFloat(floatName, x), endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#region Operation Shortcuts
|
||||
|
||||
/// <summary>
|
||||
/// Completes all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens completed
|
||||
/// (meaning the tweens that don't have infinite loops and were not already complete)
|
||||
/// </summary>
|
||||
/// <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
|
||||
/// otherwise they will be ignored</param>
|
||||
public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
|
||||
{
|
||||
return DOTween.Complete(target, withCallbacks);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Kills all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens killed.
|
||||
/// </summary>
|
||||
/// <param name="complete">If TRUE completes the tween before killing it</param>
|
||||
public static int DOKill(this AudioMixer target, bool complete = false)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens flipped.
|
||||
/// </summary>
|
||||
public static int DOFlip(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Flip(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends to the given position all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens involved.
|
||||
/// </summary>
|
||||
/// <param name="to">Time position to reach
|
||||
/// (if higher than the whole tween duration the tween will simply reach its end)</param>
|
||||
/// <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
|
||||
public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
|
||||
{
|
||||
return DOTween.Goto(target, to, andPlay);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pauses all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens paused.
|
||||
/// </summary>
|
||||
public static int DOPause(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Pause(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens played.
|
||||
/// </summary>
|
||||
public static int DOPlay(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Play(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays backwards all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens played.
|
||||
/// </summary>
|
||||
public static int DOPlayBackwards(this AudioMixer target)
|
||||
{
|
||||
return DOTween.PlayBackwards(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays forward all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens played.
|
||||
/// </summary>
|
||||
public static int DOPlayForward(this AudioMixer target)
|
||||
{
|
||||
return DOTween.PlayForward(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Restarts all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens restarted.
|
||||
/// </summary>
|
||||
public static int DORestart(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Restart(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rewinds all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens rewinded.
|
||||
/// </summary>
|
||||
public static int DORewind(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Rewind(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Smoothly rewinds all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens rewinded.
|
||||
/// </summary>
|
||||
public static int DOSmoothRewind(this AudioMixer target)
|
||||
{
|
||||
return DOTween.SmoothRewind(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens involved.
|
||||
/// </summary>
|
||||
public static int DOTogglePause(this AudioMixer target)
|
||||
{
|
||||
return DOTween.TogglePause(target);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true // MODULE_MARKER
|
||||
using System;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio; // Required for AudioMixer
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModuleAudio
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
#region Audio
|
||||
|
||||
/// <summary>Tweens an AudioSource's volume to the given value.
|
||||
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<float, float, FloatOptions> DOFade(this AudioSource target, float endValue, float duration)
|
||||
{
|
||||
if (endValue < 0) endValue = 0;
|
||||
else if (endValue > 1) endValue = 1;
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens an AudioSource's pitch to the given value.
|
||||
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<float, float, FloatOptions> DOPitch(this AudioSource target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region AudioMixer
|
||||
|
||||
/// <summary>Tweens an AudioMixer's exposed float to the given value.
|
||||
/// Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
|
||||
/// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.</summary>
|
||||
/// <param name="floatName">Name given to the exposed float to set</param>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<float, float, FloatOptions> DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(()=> {
|
||||
float currVal;
|
||||
target.GetFloat(floatName, out currVal);
|
||||
return currVal;
|
||||
}, x=> target.SetFloat(floatName, x), endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#region Operation Shortcuts
|
||||
|
||||
/// <summary>
|
||||
/// Completes all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens completed
|
||||
/// (meaning the tweens that don't have infinite loops and were not already complete)
|
||||
/// </summary>
|
||||
/// <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
|
||||
/// otherwise they will be ignored</param>
|
||||
public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
|
||||
{
|
||||
return DOTween.Complete(target, withCallbacks);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Kills all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens killed.
|
||||
/// </summary>
|
||||
/// <param name="complete">If TRUE completes the tween before killing it</param>
|
||||
public static int DOKill(this AudioMixer target, bool complete = false)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens flipped.
|
||||
/// </summary>
|
||||
public static int DOFlip(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Flip(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends to the given position all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens involved.
|
||||
/// </summary>
|
||||
/// <param name="to">Time position to reach
|
||||
/// (if higher than the whole tween duration the tween will simply reach its end)</param>
|
||||
/// <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
|
||||
public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
|
||||
{
|
||||
return DOTween.Goto(target, to, andPlay);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pauses all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens paused.
|
||||
/// </summary>
|
||||
public static int DOPause(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Pause(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens played.
|
||||
/// </summary>
|
||||
public static int DOPlay(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Play(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays backwards all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens played.
|
||||
/// </summary>
|
||||
public static int DOPlayBackwards(this AudioMixer target)
|
||||
{
|
||||
return DOTween.PlayBackwards(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays forward all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens played.
|
||||
/// </summary>
|
||||
public static int DOPlayForward(this AudioMixer target)
|
||||
{
|
||||
return DOTween.PlayForward(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Restarts all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens restarted.
|
||||
/// </summary>
|
||||
public static int DORestart(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Restart(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rewinds all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens rewinded.
|
||||
/// </summary>
|
||||
public static int DORewind(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Rewind(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Smoothly rewinds all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens rewinded.
|
||||
/// </summary>
|
||||
public static int DOSmoothRewind(this AudioMixer target)
|
||||
{
|
||||
return DOTween.SmoothRewind(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens involved.
|
||||
/// </summary>
|
||||
public static int DOTogglePause(this AudioMixer target)
|
||||
{
|
||||
return DOTween.TogglePause(target);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -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<float, float, FloatOptions> DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, string propertyName, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
public static int DOKill(this Outliner target, bool complete = false)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the alpha (transparency) of the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the color of the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the amount of blur applied to the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the amount of blur applied to the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the amount of dilation applied to the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the amount of dilation applied to the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
using UnityEngine;
|
||||
|
||||
#if false || EPO_DOTWEEN // MODULE_MARKER
|
||||
|
||||
using EPOOutline;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using DG.Tweening;
|
||||
using DG.Tweening.Core;
|
||||
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModuleEPOOutline
|
||||
{
|
||||
public static int DOKill(this SerializedPass target, bool complete)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, string propertyName, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
public static int DOKill(this Outliner target, bool complete = false)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the alpha (transparency) of the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the color of the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the amount of blur applied to the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the amount of blur applied to the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the amount of dilation applied to the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the amount of dilation applied to the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -1,216 +1,216 @@
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true // MODULE_MARKER
|
||||
using System;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Core.Enums;
|
||||
using DG.Tweening.Plugins;
|
||||
using DG.Tweening.Plugins.Core.PathCore;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using UnityEngine;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModulePhysics
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
#region Rigidbody
|
||||
|
||||
/// <summary>Tweens a Rigidbody's position to the given value.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's X position to the given value.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration);
|
||||
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's Y position to the given value.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration);
|
||||
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's Z position to the given value.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration);
|
||||
t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's rotation to the given value.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="mode">Rotation mode</param>
|
||||
public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
|
||||
{
|
||||
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
t.plugOptions.rotateMode = mode;
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's rotation so that it will look towards the given position.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="axisConstraint">Eventual axis constraint for the rotation</param>
|
||||
/// <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
|
||||
public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
|
||||
{
|
||||
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt);
|
||||
t.plugOptions.axisConstraint = axisConstraint;
|
||||
t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up;
|
||||
return t;
|
||||
}
|
||||
|
||||
#region Special
|
||||
|
||||
/// <summary>Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis.
|
||||
/// Returns a Sequence instead of a Tweener.
|
||||
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param>
|
||||
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
|
||||
/// <param name="numJumps">Total number of jumps</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
|
||||
{
|
||||
if (numJumps < 1) numJumps = 1;
|
||||
float startPosY = 0;
|
||||
float offsetY = -1;
|
||||
bool offsetYSet = false;
|
||||
Sequence s = DOTween.Sequence();
|
||||
Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
|
||||
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
|
||||
.SetLoops(numJumps * 2, LoopType.Yoyo)
|
||||
.OnStart(() => startPosY = target.position.y);
|
||||
s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration)
|
||||
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
|
||||
).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration)
|
||||
.SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
|
||||
).Join(yTween)
|
||||
.SetTarget(target).SetEase(DOTween.defaultEaseType);
|
||||
yTween.OnUpdate(() => {
|
||||
if (!offsetYSet) {
|
||||
offsetYSet = true;
|
||||
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
|
||||
}
|
||||
Vector3 pos = target.position;
|
||||
pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
|
||||
target.MovePosition(pos);
|
||||
});
|
||||
return s;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
|
||||
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
|
||||
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
|
||||
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
|
||||
/// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
|
||||
/// <param name="path">The waypoints to go through</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
|
||||
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
|
||||
/// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
|
||||
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
|
||||
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
|
||||
public static TweenerCore<Vector3, Path, PathOptions> DOPath(
|
||||
this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
|
||||
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
|
||||
)
|
||||
{
|
||||
if (resolution < 1) resolution = 1;
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration)
|
||||
.SetTarget(target).SetUpdate(UpdateType.Fixed);
|
||||
|
||||
t.plugOptions.isRigidbody = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
|
||||
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations
|
||||
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
|
||||
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
|
||||
/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
|
||||
/// <param name="path">The waypoint to go through</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
|
||||
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
|
||||
/// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
|
||||
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
|
||||
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
|
||||
public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
|
||||
this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
|
||||
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
|
||||
)
|
||||
{
|
||||
if (resolution < 1) resolution = 1;
|
||||
Transform trans = target.transform;
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration)
|
||||
.SetTarget(target).SetUpdate(UpdateType.Fixed);
|
||||
|
||||
t.plugOptions.isRigidbody = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
t.plugOptions.useLocalPosition = true;
|
||||
return t;
|
||||
}
|
||||
// Used by path editor when creating the actual tween, so it can pass a pre-compiled path
|
||||
internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
|
||||
this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
|
||||
)
|
||||
{
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration)
|
||||
.SetTarget(target);
|
||||
|
||||
t.plugOptions.isRigidbody = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
return t;
|
||||
}
|
||||
internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
|
||||
this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
|
||||
)
|
||||
{
|
||||
Transform trans = target.transform;
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
|
||||
.SetTarget(target);
|
||||
|
||||
t.plugOptions.isRigidbody = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
t.plugOptions.useLocalPosition = true;
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true // MODULE_MARKER
|
||||
using System;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Core.Enums;
|
||||
using DG.Tweening.Plugins;
|
||||
using DG.Tweening.Plugins.Core.PathCore;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using UnityEngine;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModulePhysics
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
#region Rigidbody
|
||||
|
||||
/// <summary>Tweens a Rigidbody's position to the given value.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's X position to the given value.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration);
|
||||
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's Y position to the given value.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration);
|
||||
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's Z position to the given value.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration);
|
||||
t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's rotation to the given value.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="mode">Rotation mode</param>
|
||||
public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
|
||||
{
|
||||
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
t.plugOptions.rotateMode = mode;
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's rotation so that it will look towards the given position.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="axisConstraint">Eventual axis constraint for the rotation</param>
|
||||
/// <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
|
||||
public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
|
||||
{
|
||||
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt);
|
||||
t.plugOptions.axisConstraint = axisConstraint;
|
||||
t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up;
|
||||
return t;
|
||||
}
|
||||
|
||||
#region Special
|
||||
|
||||
/// <summary>Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis.
|
||||
/// Returns a Sequence instead of a Tweener.
|
||||
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param>
|
||||
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
|
||||
/// <param name="numJumps">Total number of jumps</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
|
||||
{
|
||||
if (numJumps < 1) numJumps = 1;
|
||||
float startPosY = 0;
|
||||
float offsetY = -1;
|
||||
bool offsetYSet = false;
|
||||
Sequence s = DOTween.Sequence();
|
||||
Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
|
||||
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
|
||||
.SetLoops(numJumps * 2, LoopType.Yoyo)
|
||||
.OnStart(() => startPosY = target.position.y);
|
||||
s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration)
|
||||
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
|
||||
).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration)
|
||||
.SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
|
||||
).Join(yTween)
|
||||
.SetTarget(target).SetEase(DOTween.defaultEaseType);
|
||||
yTween.OnUpdate(() => {
|
||||
if (!offsetYSet) {
|
||||
offsetYSet = true;
|
||||
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
|
||||
}
|
||||
Vector3 pos = target.position;
|
||||
pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
|
||||
target.MovePosition(pos);
|
||||
});
|
||||
return s;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
|
||||
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
|
||||
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
|
||||
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
|
||||
/// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
|
||||
/// <param name="path">The waypoints to go through</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
|
||||
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
|
||||
/// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
|
||||
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
|
||||
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
|
||||
public static TweenerCore<Vector3, Path, PathOptions> DOPath(
|
||||
this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
|
||||
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
|
||||
)
|
||||
{
|
||||
if (resolution < 1) resolution = 1;
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration)
|
||||
.SetTarget(target).SetUpdate(UpdateType.Fixed);
|
||||
|
||||
t.plugOptions.isRigidbody = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
|
||||
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations
|
||||
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
|
||||
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
|
||||
/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
|
||||
/// <param name="path">The waypoint to go through</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
|
||||
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
|
||||
/// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
|
||||
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
|
||||
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
|
||||
public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
|
||||
this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
|
||||
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
|
||||
)
|
||||
{
|
||||
if (resolution < 1) resolution = 1;
|
||||
Transform trans = target.transform;
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration)
|
||||
.SetTarget(target).SetUpdate(UpdateType.Fixed);
|
||||
|
||||
t.plugOptions.isRigidbody = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
t.plugOptions.useLocalPosition = true;
|
||||
return t;
|
||||
}
|
||||
// Used by path editor when creating the actual tween, so it can pass a pre-compiled path
|
||||
internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
|
||||
this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
|
||||
)
|
||||
{
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration)
|
||||
.SetTarget(target);
|
||||
|
||||
t.plugOptions.isRigidbody = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
return t;
|
||||
}
|
||||
internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
|
||||
this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
|
||||
)
|
||||
{
|
||||
Transform trans = target.transform;
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
|
||||
.SetTarget(target);
|
||||
|
||||
t.plugOptions.isRigidbody = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
t.plugOptions.useLocalPosition = true;
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -1,193 +1,193 @@
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true // MODULE_MARKER
|
||||
using System;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins;
|
||||
using DG.Tweening.Plugins.Core.PathCore;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using UnityEngine;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModulePhysics2D
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
#region Rigidbody2D Shortcuts
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's position to the given value.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's X position to the given value.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration);
|
||||
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's Y position to the given value.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration);
|
||||
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's rotation to the given value.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<float, float, FloatOptions> DORotate(this Rigidbody2D target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#region Special
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
|
||||
/// Returns a Sequence instead of a Tweener.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
|
||||
/// <para>IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position</para></summary>
|
||||
/// <param name="endValue">The end value to reach</param>
|
||||
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
|
||||
/// <param name="numJumps">Total number of jumps</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
|
||||
{
|
||||
if (numJumps < 1) numJumps = 1;
|
||||
float startPosY = 0;
|
||||
float offsetY = -1;
|
||||
bool offsetYSet = false;
|
||||
Sequence s = DOTween.Sequence();
|
||||
Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
|
||||
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
|
||||
.SetLoops(numJumps * 2, LoopType.Yoyo)
|
||||
.OnStart(() => startPosY = target.position.y);
|
||||
s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration)
|
||||
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
|
||||
).Join(yTween)
|
||||
.SetTarget(target).SetEase(DOTween.defaultEaseType);
|
||||
yTween.OnUpdate(() => {
|
||||
if (!offsetYSet) {
|
||||
offsetYSet = true;
|
||||
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
|
||||
}
|
||||
Vector3 pos = target.position;
|
||||
pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
|
||||
target.MovePosition(pos);
|
||||
});
|
||||
return s;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
|
||||
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
|
||||
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
|
||||
/// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
|
||||
/// <param name="path">The waypoints to go through</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
|
||||
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
|
||||
/// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
|
||||
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
|
||||
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
|
||||
public static TweenerCore<Vector3, Path, PathOptions> DOPath(
|
||||
this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
|
||||
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
|
||||
)
|
||||
{
|
||||
if (resolution < 1) resolution = 1;
|
||||
int len = path.Length;
|
||||
Vector3[] path3D = new Vector3[len];
|
||||
for (int i = 0; i < len; ++i) path3D[i] = path[i];
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)
|
||||
.SetTarget(target).SetUpdate(UpdateType.Fixed);
|
||||
|
||||
t.plugOptions.isRigidbody2D = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
|
||||
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
|
||||
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
|
||||
/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
|
||||
/// <param name="path">The waypoint to go through</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
|
||||
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
|
||||
/// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
|
||||
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
|
||||
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
|
||||
public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
|
||||
this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
|
||||
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
|
||||
)
|
||||
{
|
||||
if (resolution < 1) resolution = 1;
|
||||
int len = path.Length;
|
||||
Vector3[] path3D = new Vector3[len];
|
||||
for (int i = 0; i < len; ++i) path3D[i] = path[i];
|
||||
Transform trans = target.transform;
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration)
|
||||
.SetTarget(target).SetUpdate(UpdateType.Fixed);
|
||||
|
||||
t.plugOptions.isRigidbody2D = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
t.plugOptions.useLocalPosition = true;
|
||||
return t;
|
||||
}
|
||||
// Used by path editor when creating the actual tween, so it can pass a pre-compiled path
|
||||
internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
|
||||
this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
|
||||
)
|
||||
{
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)
|
||||
.SetTarget(target);
|
||||
|
||||
t.plugOptions.isRigidbody2D = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
return t;
|
||||
}
|
||||
internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
|
||||
this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
|
||||
)
|
||||
{
|
||||
Transform trans = target.transform;
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
|
||||
.SetTarget(target);
|
||||
|
||||
t.plugOptions.isRigidbody2D = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
t.plugOptions.useLocalPosition = true;
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true // MODULE_MARKER
|
||||
using System;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins;
|
||||
using DG.Tweening.Plugins.Core.PathCore;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using UnityEngine;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModulePhysics2D
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
#region Rigidbody2D Shortcuts
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's position to the given value.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's X position to the given value.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration);
|
||||
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's Y position to the given value.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration);
|
||||
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's rotation to the given value.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<float, float, FloatOptions> DORotate(this Rigidbody2D target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#region Special
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
|
||||
/// Returns a Sequence instead of a Tweener.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
|
||||
/// <para>IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position</para></summary>
|
||||
/// <param name="endValue">The end value to reach</param>
|
||||
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
|
||||
/// <param name="numJumps">Total number of jumps</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
|
||||
{
|
||||
if (numJumps < 1) numJumps = 1;
|
||||
float startPosY = 0;
|
||||
float offsetY = -1;
|
||||
bool offsetYSet = false;
|
||||
Sequence s = DOTween.Sequence();
|
||||
Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
|
||||
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
|
||||
.SetLoops(numJumps * 2, LoopType.Yoyo)
|
||||
.OnStart(() => startPosY = target.position.y);
|
||||
s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration)
|
||||
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
|
||||
).Join(yTween)
|
||||
.SetTarget(target).SetEase(DOTween.defaultEaseType);
|
||||
yTween.OnUpdate(() => {
|
||||
if (!offsetYSet) {
|
||||
offsetYSet = true;
|
||||
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
|
||||
}
|
||||
Vector3 pos = target.position;
|
||||
pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
|
||||
target.MovePosition(pos);
|
||||
});
|
||||
return s;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
|
||||
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
|
||||
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
|
||||
/// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
|
||||
/// <param name="path">The waypoints to go through</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
|
||||
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
|
||||
/// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
|
||||
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
|
||||
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
|
||||
public static TweenerCore<Vector3, Path, PathOptions> DOPath(
|
||||
this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
|
||||
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
|
||||
)
|
||||
{
|
||||
if (resolution < 1) resolution = 1;
|
||||
int len = path.Length;
|
||||
Vector3[] path3D = new Vector3[len];
|
||||
for (int i = 0; i < len; ++i) path3D[i] = path[i];
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)
|
||||
.SetTarget(target).SetUpdate(UpdateType.Fixed);
|
||||
|
||||
t.plugOptions.isRigidbody2D = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
|
||||
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
|
||||
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
|
||||
/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
|
||||
/// <param name="path">The waypoint to go through</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
|
||||
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
|
||||
/// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
|
||||
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
|
||||
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
|
||||
public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
|
||||
this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
|
||||
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
|
||||
)
|
||||
{
|
||||
if (resolution < 1) resolution = 1;
|
||||
int len = path.Length;
|
||||
Vector3[] path3D = new Vector3[len];
|
||||
for (int i = 0; i < len; ++i) path3D[i] = path[i];
|
||||
Transform trans = target.transform;
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration)
|
||||
.SetTarget(target).SetUpdate(UpdateType.Fixed);
|
||||
|
||||
t.plugOptions.isRigidbody2D = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
t.plugOptions.useLocalPosition = true;
|
||||
return t;
|
||||
}
|
||||
// Used by path editor when creating the actual tween, so it can pass a pre-compiled path
|
||||
internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
|
||||
this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
|
||||
)
|
||||
{
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)
|
||||
.SetTarget(target);
|
||||
|
||||
t.plugOptions.isRigidbody2D = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
return t;
|
||||
}
|
||||
internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
|
||||
this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
|
||||
)
|
||||
{
|
||||
Transform trans = target.transform;
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
|
||||
.SetTarget(target);
|
||||
|
||||
t.plugOptions.isRigidbody2D = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
t.plugOptions.useLocalPosition = true;
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -1,93 +1,93 @@
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true // MODULE_MARKER
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModuleSprite
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
#region SpriteRenderer
|
||||
|
||||
/// <summary>Tweens a SpriteRenderer's color to the given value.
|
||||
/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SpriteRenderer target, Color endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Material's alpha color to the given value.
|
||||
/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SpriteRenderer target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a SpriteRenderer's color using the given gradient
|
||||
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
|
||||
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
|
||||
public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration)
|
||||
{
|
||||
Sequence s = DOTween.Sequence();
|
||||
GradientColorKey[] colors = gradient.colorKeys;
|
||||
int len = colors.Length;
|
||||
for (int i = 0; i < len; ++i) {
|
||||
GradientColorKey c = colors[i];
|
||||
if (i == 0 && c.time <= 0) {
|
||||
target.color = c.color;
|
||||
continue;
|
||||
}
|
||||
float colorDuration = i == len - 1
|
||||
? duration - s.Duration(false) // Verifies that total duration is correct
|
||||
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
|
||||
s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
|
||||
}
|
||||
s.SetTarget(target);
|
||||
return s;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Blendables
|
||||
|
||||
#region SpriteRenderer
|
||||
|
||||
/// <summary>Tweens a SpriteRenderer's color to the given value,
|
||||
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
|
||||
/// instead than fight each other as multiple DOColor would do.
|
||||
/// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
|
||||
public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)
|
||||
{
|
||||
endValue = endValue - target.color;
|
||||
Color to = new Color(0, 0, 0, 0);
|
||||
return DOTween.To(() => to, x => {
|
||||
Color diff = x - to;
|
||||
to = x;
|
||||
target.color += diff;
|
||||
}, endValue, duration)
|
||||
.Blendable().SetTarget(target);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true // MODULE_MARKER
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModuleSprite
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
#region SpriteRenderer
|
||||
|
||||
/// <summary>Tweens a SpriteRenderer's color to the given value.
|
||||
/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SpriteRenderer target, Color endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Material's alpha color to the given value.
|
||||
/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SpriteRenderer target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a SpriteRenderer's color using the given gradient
|
||||
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
|
||||
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
|
||||
public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration)
|
||||
{
|
||||
Sequence s = DOTween.Sequence();
|
||||
GradientColorKey[] colors = gradient.colorKeys;
|
||||
int len = colors.Length;
|
||||
for (int i = 0; i < len; ++i) {
|
||||
GradientColorKey c = colors[i];
|
||||
if (i == 0 && c.time <= 0) {
|
||||
target.color = c.color;
|
||||
continue;
|
||||
}
|
||||
float colorDuration = i == len - 1
|
||||
? duration - s.Duration(false) // Verifies that total duration is correct
|
||||
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
|
||||
s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
|
||||
}
|
||||
s.SetTarget(target);
|
||||
return s;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Blendables
|
||||
|
||||
#region SpriteRenderer
|
||||
|
||||
/// <summary>Tweens a SpriteRenderer's color to the given value,
|
||||
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
|
||||
/// instead than fight each other as multiple DOColor would do.
|
||||
/// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
|
||||
public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)
|
||||
{
|
||||
endValue = endValue - target.color;
|
||||
Color to = new Color(0, 0, 0, 0);
|
||||
return DOTween.To(() => to, x => {
|
||||
Color diff = x - to;
|
||||
to = x;
|
||||
target.color += diff;
|
||||
}, endValue, duration)
|
||||
.Blendable().SetTarget(target);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,389 +1,389 @@
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
|
||||
//using Task = System.Threading.Tasks.Task;
|
||||
//#endif
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
/// <summary>
|
||||
/// Shortcuts/functions that are not strictly related to specific Modules
|
||||
/// but are available only on some Unity versions
|
||||
/// </summary>
|
||||
public static class DOTweenModuleUnityVersion
|
||||
{
|
||||
#region Material
|
||||
|
||||
/// <summary>Tweens a Material's color using the given gradient
|
||||
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
|
||||
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
|
||||
public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration)
|
||||
{
|
||||
Sequence s = DOTween.Sequence();
|
||||
GradientColorKey[] colors = gradient.colorKeys;
|
||||
int len = colors.Length;
|
||||
for (int i = 0; i < len; ++i) {
|
||||
GradientColorKey c = colors[i];
|
||||
if (i == 0 && c.time <= 0) {
|
||||
target.color = c.color;
|
||||
continue;
|
||||
}
|
||||
float colorDuration = i == len - 1
|
||||
? duration - s.Duration(false) // Verifies that total duration is correct
|
||||
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
|
||||
s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
|
||||
}
|
||||
s.SetTarget(target);
|
||||
return s;
|
||||
}
|
||||
/// <summary>Tweens a Material's named color property using the given gradient
|
||||
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
|
||||
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="gradient">The gradient to use</param>
|
||||
/// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration)
|
||||
{
|
||||
Sequence s = DOTween.Sequence();
|
||||
GradientColorKey[] colors = gradient.colorKeys;
|
||||
int len = colors.Length;
|
||||
for (int i = 0; i < len; ++i) {
|
||||
GradientColorKey c = colors[i];
|
||||
if (i == 0 && c.time <= 0) {
|
||||
target.SetColor(property, c.color);
|
||||
continue;
|
||||
}
|
||||
float colorDuration = i == len - 1
|
||||
? duration - s.Duration(false) // Verifies that total duration is correct
|
||||
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
|
||||
s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear));
|
||||
}
|
||||
s.SetTarget(target);
|
||||
return s;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region CustomYieldInstructions
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or complete.
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForCompletion(true);</code>
|
||||
/// </summary>
|
||||
public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForCompletion(t);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or rewinded.
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code>
|
||||
/// </summary>
|
||||
public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForRewind(t);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed.
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForKill();</code>
|
||||
/// </summary>
|
||||
public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForKill(t);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or has gone through the given amount of loops.
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code>
|
||||
/// </summary>
|
||||
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
|
||||
public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed
|
||||
/// or has reached the given time position (loops included, delays excluded).
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code>
|
||||
/// </summary>
|
||||
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
|
||||
public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForPosition(t, position);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or started
|
||||
/// (meaning when the tween is set in a playing state the first time, after any eventual delay).
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForStart();</code>
|
||||
/// </summary>
|
||||
public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForStart(t);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
#region Unity 2018.1 or Newer
|
||||
|
||||
#region Material
|
||||
|
||||
/// <summary>Tweens a Material's named texture offset property with the given ID to the given value.
|
||||
/// Also stores the material as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param>
|
||||
/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)
|
||||
{
|
||||
if (!target.HasProperty(propertyID)) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
|
||||
return null;
|
||||
}
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Material's named texture scale property with the given ID to the given value.
|
||||
/// Also stores the material as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param>
|
||||
/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)
|
||||
{
|
||||
if (!target.HasProperty(propertyID)) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
|
||||
return null;
|
||||
}
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region .NET 4.6 or Newer
|
||||
|
||||
#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
|
||||
|
||||
#region Async Instructions
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or complete.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code>
|
||||
/// </summary>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or rewinded.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code>
|
||||
/// </summary>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
|
||||
/// </summary>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or has gone through the given amount of loops.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code>
|
||||
/// </summary>
|
||||
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or started
|
||||
/// (meaning when the tween is set in a playing state the first time, after any eventual delay).
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code>
|
||||
/// </summary>
|
||||
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
|
||||
/// </summary>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
#endregion
|
||||
#endif
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
#endif
|
||||
}
|
||||
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
|
||||
public static class DOTweenCYInstruction
|
||||
{
|
||||
public class WaitForCompletion : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active && !t.IsComplete();
|
||||
}}
|
||||
readonly Tween t;
|
||||
public WaitForCompletion(Tween tween)
|
||||
{
|
||||
t = tween;
|
||||
}
|
||||
}
|
||||
|
||||
public class WaitForRewind : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);
|
||||
}}
|
||||
readonly Tween t;
|
||||
public WaitForRewind(Tween tween)
|
||||
{
|
||||
t = tween;
|
||||
}
|
||||
}
|
||||
|
||||
public class WaitForKill : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active;
|
||||
}}
|
||||
readonly Tween t;
|
||||
public WaitForKill(Tween tween)
|
||||
{
|
||||
t = tween;
|
||||
}
|
||||
}
|
||||
|
||||
public class WaitForElapsedLoops : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active && t.CompletedLoops() < elapsedLoops;
|
||||
}}
|
||||
readonly Tween t;
|
||||
readonly int elapsedLoops;
|
||||
public WaitForElapsedLoops(Tween tween, int elapsedLoops)
|
||||
{
|
||||
t = tween;
|
||||
this.elapsedLoops = elapsedLoops;
|
||||
}
|
||||
}
|
||||
|
||||
public class WaitForPosition : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active && t.position * (t.CompletedLoops() + 1) < position;
|
||||
}}
|
||||
readonly Tween t;
|
||||
readonly float position;
|
||||
public WaitForPosition(Tween tween, float position)
|
||||
{
|
||||
t = tween;
|
||||
this.position = position;
|
||||
}
|
||||
}
|
||||
|
||||
public class WaitForStart : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active && !t.playedOnce;
|
||||
}}
|
||||
readonly Tween t;
|
||||
public WaitForStart(Tween tween)
|
||||
{
|
||||
t = tween;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
|
||||
//using Task = System.Threading.Tasks.Task;
|
||||
//#endif
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
/// <summary>
|
||||
/// Shortcuts/functions that are not strictly related to specific Modules
|
||||
/// but are available only on some Unity versions
|
||||
/// </summary>
|
||||
public static class DOTweenModuleUnityVersion
|
||||
{
|
||||
#region Material
|
||||
|
||||
/// <summary>Tweens a Material's color using the given gradient
|
||||
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
|
||||
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
|
||||
public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration)
|
||||
{
|
||||
Sequence s = DOTween.Sequence();
|
||||
GradientColorKey[] colors = gradient.colorKeys;
|
||||
int len = colors.Length;
|
||||
for (int i = 0; i < len; ++i) {
|
||||
GradientColorKey c = colors[i];
|
||||
if (i == 0 && c.time <= 0) {
|
||||
target.color = c.color;
|
||||
continue;
|
||||
}
|
||||
float colorDuration = i == len - 1
|
||||
? duration - s.Duration(false) // Verifies that total duration is correct
|
||||
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
|
||||
s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
|
||||
}
|
||||
s.SetTarget(target);
|
||||
return s;
|
||||
}
|
||||
/// <summary>Tweens a Material's named color property using the given gradient
|
||||
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
|
||||
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="gradient">The gradient to use</param>
|
||||
/// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration)
|
||||
{
|
||||
Sequence s = DOTween.Sequence();
|
||||
GradientColorKey[] colors = gradient.colorKeys;
|
||||
int len = colors.Length;
|
||||
for (int i = 0; i < len; ++i) {
|
||||
GradientColorKey c = colors[i];
|
||||
if (i == 0 && c.time <= 0) {
|
||||
target.SetColor(property, c.color);
|
||||
continue;
|
||||
}
|
||||
float colorDuration = i == len - 1
|
||||
? duration - s.Duration(false) // Verifies that total duration is correct
|
||||
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
|
||||
s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear));
|
||||
}
|
||||
s.SetTarget(target);
|
||||
return s;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region CustomYieldInstructions
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or complete.
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForCompletion(true);</code>
|
||||
/// </summary>
|
||||
public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForCompletion(t);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or rewinded.
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code>
|
||||
/// </summary>
|
||||
public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForRewind(t);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed.
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForKill();</code>
|
||||
/// </summary>
|
||||
public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForKill(t);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or has gone through the given amount of loops.
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code>
|
||||
/// </summary>
|
||||
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
|
||||
public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed
|
||||
/// or has reached the given time position (loops included, delays excluded).
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code>
|
||||
/// </summary>
|
||||
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
|
||||
public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForPosition(t, position);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or started
|
||||
/// (meaning when the tween is set in a playing state the first time, after any eventual delay).
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForStart();</code>
|
||||
/// </summary>
|
||||
public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForStart(t);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
#region Unity 2018.1 or Newer
|
||||
|
||||
#region Material
|
||||
|
||||
/// <summary>Tweens a Material's named texture offset property with the given ID to the given value.
|
||||
/// Also stores the material as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param>
|
||||
/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)
|
||||
{
|
||||
if (!target.HasProperty(propertyID)) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
|
||||
return null;
|
||||
}
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Material's named texture scale property with the given ID to the given value.
|
||||
/// Also stores the material as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param>
|
||||
/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)
|
||||
{
|
||||
if (!target.HasProperty(propertyID)) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
|
||||
return null;
|
||||
}
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region .NET 4.6 or Newer
|
||||
|
||||
#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
|
||||
|
||||
#region Async Instructions
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or complete.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code>
|
||||
/// </summary>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or rewinded.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code>
|
||||
/// </summary>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
|
||||
/// </summary>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or has gone through the given amount of loops.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code>
|
||||
/// </summary>
|
||||
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or started
|
||||
/// (meaning when the tween is set in a playing state the first time, after any eventual delay).
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code>
|
||||
/// </summary>
|
||||
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
|
||||
/// </summary>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
#endregion
|
||||
#endif
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
#endif
|
||||
}
|
||||
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
|
||||
public static class DOTweenCYInstruction
|
||||
{
|
||||
public class WaitForCompletion : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active && !t.IsComplete();
|
||||
}}
|
||||
readonly Tween t;
|
||||
public WaitForCompletion(Tween tween)
|
||||
{
|
||||
t = tween;
|
||||
}
|
||||
}
|
||||
|
||||
public class WaitForRewind : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);
|
||||
}}
|
||||
readonly Tween t;
|
||||
public WaitForRewind(Tween tween)
|
||||
{
|
||||
t = tween;
|
||||
}
|
||||
}
|
||||
|
||||
public class WaitForKill : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active;
|
||||
}}
|
||||
readonly Tween t;
|
||||
public WaitForKill(Tween tween)
|
||||
{
|
||||
t = tween;
|
||||
}
|
||||
}
|
||||
|
||||
public class WaitForElapsedLoops : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active && t.CompletedLoops() < elapsedLoops;
|
||||
}}
|
||||
readonly Tween t;
|
||||
readonly int elapsedLoops;
|
||||
public WaitForElapsedLoops(Tween tween, int elapsedLoops)
|
||||
{
|
||||
t = tween;
|
||||
this.elapsedLoops = elapsedLoops;
|
||||
}
|
||||
}
|
||||
|
||||
public class WaitForPosition : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active && t.position * (t.CompletedLoops() + 1) < position;
|
||||
}}
|
||||
readonly Tween t;
|
||||
readonly float position;
|
||||
public WaitForPosition(Tween tween, float position)
|
||||
{
|
||||
t = tween;
|
||||
this.position = position;
|
||||
}
|
||||
}
|
||||
|
||||
public class WaitForStart : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active && !t.playedOnce;
|
||||
}}
|
||||
readonly Tween t;
|
||||
public WaitForStart(Tween tween)
|
||||
{
|
||||
t = tween;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,167 +1,167 @@
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Core.PathCore;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
/// <summary>
|
||||
/// Utility functions that deal with available Modules.
|
||||
/// Modules defines:
|
||||
/// - DOTAUDIO
|
||||
/// - DOTPHYSICS
|
||||
/// - DOTPHYSICS2D
|
||||
/// - DOTSPRITE
|
||||
/// - DOTUI
|
||||
/// Extra defines set and used for implementation of external assets:
|
||||
/// - DOTWEEN_TMP ► TextMesh Pro
|
||||
/// - DOTWEEN_TK2D ► 2D Toolkit
|
||||
/// </summary>
|
||||
public static class DOTweenModuleUtils
|
||||
{
|
||||
static bool _initialized;
|
||||
|
||||
#region Reflection
|
||||
|
||||
/// <summary>
|
||||
/// Called via Reflection by DOTweenComponent on Awake
|
||||
/// </summary>
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
#endif
|
||||
public static void Init()
|
||||
{
|
||||
if (_initialized) return;
|
||||
|
||||
_initialized = true;
|
||||
DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
|
||||
UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
|
||||
#else
|
||||
UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
#pragma warning disable
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
// Just used to preserve methods when building, never called
|
||||
static void Preserver()
|
||||
{
|
||||
Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
|
||||
MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub");
|
||||
}
|
||||
#pragma warning restore
|
||||
#endif
|
||||
|
||||
#endregion
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)
|
||||
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
|
||||
static void PlaymodeStateChanged()
|
||||
#else
|
||||
static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
|
||||
#endif
|
||||
{
|
||||
if (DOTween.instance == null) return;
|
||||
DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);
|
||||
}
|
||||
#endif
|
||||
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
|
||||
public static class Physics
|
||||
{
|
||||
// Called via DOTweenExternalCommand callback
|
||||
public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)
|
||||
{
|
||||
#if true // PHYSICS_MARKER
|
||||
if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;
|
||||
else trans.rotation = newRot;
|
||||
#else
|
||||
trans.rotation = newRot;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached
|
||||
public static bool HasRigidbody2D(Component target)
|
||||
{
|
||||
#if true // PHYSICS2D_MARKER
|
||||
return target.GetComponent<Rigidbody2D>() != null;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
#region Called via Reflection
|
||||
|
||||
|
||||
// Called via Reflection by DOTweenPathInspector
|
||||
// Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
#endif
|
||||
public static bool HasRigidbody(Component target)
|
||||
{
|
||||
#if true // PHYSICS_MARKER
|
||||
return target.GetComponent<Rigidbody>() != null;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Called via Reflection by DOTweenPath
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
#endif
|
||||
public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween(
|
||||
MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
|
||||
){
|
||||
TweenerCore<Vector3, Path, PathOptions> t = null;
|
||||
bool rBodyFoundAndTweened = false;
|
||||
#if true // PHYSICS_MARKER
|
||||
if (tweenRigidbody) {
|
||||
Rigidbody rBody = target.GetComponent<Rigidbody>();
|
||||
if (rBody != null) {
|
||||
rBodyFoundAndTweened = true;
|
||||
t = isLocal
|
||||
? rBody.DOLocalPath(path, duration, pathMode)
|
||||
: rBody.DOPath(path, duration, pathMode);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#if true // PHYSICS2D_MARKER
|
||||
if (!rBodyFoundAndTweened && tweenRigidbody) {
|
||||
Rigidbody2D rBody2D = target.GetComponent<Rigidbody2D>();
|
||||
if (rBody2D != null) {
|
||||
rBodyFoundAndTweened = true;
|
||||
t = isLocal
|
||||
? rBody2D.DOLocalPath(path, duration, pathMode)
|
||||
: rBody2D.DOPath(path, duration, pathMode);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
if (!rBodyFoundAndTweened) {
|
||||
t = isLocal
|
||||
? target.transform.DOLocalPath(path, duration, pathMode)
|
||||
: target.transform.DOPath(path, duration, pathMode);
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Core.PathCore;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
/// <summary>
|
||||
/// Utility functions that deal with available Modules.
|
||||
/// Modules defines:
|
||||
/// - DOTAUDIO
|
||||
/// - DOTPHYSICS
|
||||
/// - DOTPHYSICS2D
|
||||
/// - DOTSPRITE
|
||||
/// - DOTUI
|
||||
/// Extra defines set and used for implementation of external assets:
|
||||
/// - DOTWEEN_TMP ► TextMesh Pro
|
||||
/// - DOTWEEN_TK2D ► 2D Toolkit
|
||||
/// </summary>
|
||||
public static class DOTweenModuleUtils
|
||||
{
|
||||
static bool _initialized;
|
||||
|
||||
#region Reflection
|
||||
|
||||
/// <summary>
|
||||
/// Called via Reflection by DOTweenComponent on Awake
|
||||
/// </summary>
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
#endif
|
||||
public static void Init()
|
||||
{
|
||||
if (_initialized) return;
|
||||
|
||||
_initialized = true;
|
||||
DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
|
||||
UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
|
||||
#else
|
||||
UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
#pragma warning disable
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
// Just used to preserve methods when building, never called
|
||||
static void Preserver()
|
||||
{
|
||||
Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
|
||||
MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub");
|
||||
}
|
||||
#pragma warning restore
|
||||
#endif
|
||||
|
||||
#endregion
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)
|
||||
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
|
||||
static void PlaymodeStateChanged()
|
||||
#else
|
||||
static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
|
||||
#endif
|
||||
{
|
||||
if (DOTween.instance == null) return;
|
||||
DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);
|
||||
}
|
||||
#endif
|
||||
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
|
||||
public static class Physics
|
||||
{
|
||||
// Called via DOTweenExternalCommand callback
|
||||
public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)
|
||||
{
|
||||
#if true // PHYSICS_MARKER
|
||||
if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;
|
||||
else trans.rotation = newRot;
|
||||
#else
|
||||
trans.rotation = newRot;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached
|
||||
public static bool HasRigidbody2D(Component target)
|
||||
{
|
||||
#if true // PHYSICS2D_MARKER
|
||||
return target.GetComponent<Rigidbody2D>() != null;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
#region Called via Reflection
|
||||
|
||||
|
||||
// Called via Reflection by DOTweenPathInspector
|
||||
// Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
#endif
|
||||
public static bool HasRigidbody(Component target)
|
||||
{
|
||||
#if true // PHYSICS_MARKER
|
||||
return target.GetComponent<Rigidbody>() != null;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Called via Reflection by DOTweenPath
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
#endif
|
||||
public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween(
|
||||
MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
|
||||
){
|
||||
TweenerCore<Vector3, Path, PathOptions> t = null;
|
||||
bool rBodyFoundAndTweened = false;
|
||||
#if true // PHYSICS_MARKER
|
||||
if (tweenRigidbody) {
|
||||
Rigidbody rBody = target.GetComponent<Rigidbody>();
|
||||
if (rBody != null) {
|
||||
rBodyFoundAndTweened = true;
|
||||
t = isLocal
|
||||
? rBody.DOLocalPath(path, duration, pathMode)
|
||||
: rBody.DOPath(path, duration, pathMode);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#if true // PHYSICS2D_MARKER
|
||||
if (!rBodyFoundAndTweened && tweenRigidbody) {
|
||||
Rigidbody2D rBody2D = target.GetComponent<Rigidbody2D>();
|
||||
if (rBody2D != null) {
|
||||
rBodyFoundAndTweened = true;
|
||||
t = isLocal
|
||||
? rBody2D.DOLocalPath(path, duration, pathMode)
|
||||
: rBody2D.DOPath(path, duration, pathMode);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
if (!rBodyFoundAndTweened) {
|
||||
t = isLocal
|
||||
? target.transform.DOLocalPath(path, duration, pathMode)
|
||||
: target.transform.DOPath(path, duration, pathMode);
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
8
Assets/Resources.meta
Normal file
8
Assets/Resources.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: edff7c9c5dfec49dbae75dcfc0b847d3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
54
Assets/Resources/DOTweenSettings.asset
Normal file
54
Assets/Resources/DOTweenSettings.asset
Normal file
@@ -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
|
||||
8
Assets/Resources/DOTweenSettings.asset.meta
Normal file
8
Assets/Resources/DOTweenSettings.asset.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f3fb915957f684d8abb924862bfc3cb3
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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
|
||||
}
|
||||
Reference in New Issue
Block a user