updated animation controller, got new anims in-game
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commit
da33cc4a4a
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// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true // MODULE_MARKER
|
||||
using System;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using UnityEngine;
|
||||
#if UNITY_5 || UNITY_2017_1_OR_NEWER
|
||||
using UnityEngine.Audio; // Required for AudioMixer
|
||||
#endif
|
||||
|
||||
#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
|
||||
|
||||
#if UNITY_5 || UNITY_2017_1_OR_NEWER
|
||||
#region AudioMixer (Unity 5 or Newer)
|
||||
|
||||
/// <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
|
||||
#endif
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b766d08851589514b97afb23c6f30a70
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
|
@ -0,0 +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
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: dae9aa560b4242648a3affa2bfabc365
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
|
@ -0,0 +1,168 @@
|
|||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // 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.isRigidbody = 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.isRigidbody = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
t.plugOptions.useLocalPosition = true;
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 230fe34542e175245ba74b4659dae700
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
|
@ -0,0 +1,93 @@
|
|||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // 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
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 188918ab119d93148aa0de59ccf5286b
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
|
@ -0,0 +1,634 @@
|
|||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true && (UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
|
||||
|
||||
using System;
|
||||
using System.Globalization;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Core.Enums;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModuleUI
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
#region CanvasGroup
|
||||
|
||||
/// <summary>Tweens a CanvasGroup's alpha color to the given value.
|
||||
/// Also stores the canvasGroup as the tween's target so it can be used for filtered operations</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> DOFade(this CanvasGroup target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Graphic
|
||||
|
||||
/// <summary>Tweens an Graphic's color to the given value.
|
||||
/// Also stores the image as the tween's target so it can be used for filtered operations</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 Graphic 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 an Graphic's alpha color to the given value.
|
||||
/// Also stores the image as the tween's target so it can be used for filtered operations</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 Graphic 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;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Image
|
||||
|
||||
/// <summary>Tweens an Image's color to the given value.
|
||||
/// Also stores the image as the tween's target so it can be used for filtered operations</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 Image 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 an Image's alpha color to the given value.
|
||||
/// Also stores the image as the tween's target so it can be used for filtered operations</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 Image 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 an Image's fillAmount to the given value.
|
||||
/// Also stores the image as the tween's target so it can be used for filtered operations</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> DOFillAmount(this Image target, float endValue, float duration)
|
||||
{
|
||||
if (endValue > 1) endValue = 1;
|
||||
else if (endValue < 0) endValue = 0;
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens an Image's colors using the given gradient
|
||||
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
|
||||
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
|
||||
public static Sequence DOGradientColor(this Image target, Gradient gradient, float duration)
|
||||
{
|
||||
Sequence s = DOTween.Sequence();
|
||||
GradientColorKey[] colors = gradient.colorKeys;
|
||||
int len = colors.Length;
|
||||
for (int i = 0; i < len; ++i) {
|
||||
GradientColorKey c = colors[i];
|
||||
if (i == 0 && c.time <= 0) {
|
||||
target.color = c.color;
|
||||
continue;
|
||||
}
|
||||
float colorDuration = i == len - 1
|
||||
? duration - s.Duration(false) // Verifies that total duration is correct
|
||||
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
|
||||
s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
|
||||
}
|
||||
s.SetTarget(target);
|
||||
return s;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region LayoutElement
|
||||
|
||||
/// <summary>Tweens an LayoutElement's flexibleWidth/Height to the given value.
|
||||
/// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</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> DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => {
|
||||
target.flexibleWidth = x.x;
|
||||
target.flexibleHeight = x.y;
|
||||
}, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens an LayoutElement's minWidth/Height to the given value.
|
||||
/// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</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> DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => {
|
||||
target.minWidth = x.x;
|
||||
target.minHeight = x.y;
|
||||
}, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens an LayoutElement's preferredWidth/Height to the given value.
|
||||
/// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</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> DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => {
|
||||
target.preferredWidth = x.x;
|
||||
target.preferredHeight = x.y;
|
||||
}, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Outline
|
||||
|
||||
/// <summary>Tweens a Outline's effectColor to the given value.
|
||||
/// Also stores the Outline as the tween's target so it can be used for filtered operations</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 Outline target, Color endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Outline's effectColor alpha to the given value.
|
||||
/// Also stores the Outline as the tween's target so it can be used for filtered operations</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 Outline target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Outline's effectDistance to the given value.
|
||||
/// Also stores the Outline as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOScale(this Outline target, Vector2 endValue, float duration)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region RectTransform
|
||||
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition to the given value.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</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> DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition X to the given value.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</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> DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration);
|
||||
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition Y to the given value.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</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> DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration);
|
||||
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition3D to the given value.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</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> DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition3D X to the given value.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</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> DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration);
|
||||
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition3D Y to the given value.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</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> DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration);
|
||||
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition3D Z to the given value.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</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> DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration);
|
||||
t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a RectTransform's anchorMax to the given value.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</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> DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a RectTransform's anchorMin to the given value.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</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> DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a RectTransform's pivot to the given value.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivot(this RectTransform target, Vector2 endValue, float duration)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a RectTransform's pivot X to the given value.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivotX(this RectTransform target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration);
|
||||
t.SetOptions(AxisConstraint.X).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a RectTransform's pivot Y to the given value.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivotY(this RectTransform target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration);
|
||||
t.SetOptions(AxisConstraint.Y).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a RectTransform's sizeDelta to the given value.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</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> DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one
|
||||
/// as if it was connected to the starting position via an elastic.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="punch">The direction and strength of the punch (added to the RectTransform's current position)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="vibrato">Indicates how much will the punch vibrate</param>
|
||||
/// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
|
||||
/// 1 creates a full oscillation between the punch direction and the opposite direction,
|
||||
/// while 0 oscillates only between the punch and the start position</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false)
|
||||
{
|
||||
return DOTween.Punch(() => target.anchoredPosition, x => target.anchoredPosition = x, punch, duration, vibrato, elasticity)
|
||||
.SetTarget(target).SetOptions(snapping);
|
||||
}
|
||||
|
||||
/// <summary>Shakes a RectTransform's anchoredPosition with the given values.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="strength">The shake strength</param>
|
||||
/// <param name="vibrato">Indicates how much will the shake vibrate</param>
|
||||
/// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
|
||||
/// Setting it to 0 will shake along a single direction.</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||||
public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
|
||||
{
|
||||
return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
|
||||
}
|
||||
/// <summary>Shakes a RectTransform's anchoredPosition with the given values.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="strength">The shake strength on each axis</param>
|
||||
/// <param name="vibrato">Indicates how much will the shake vibrate</param>
|
||||
/// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
|
||||
/// Setting it to 0 will shake along a single direction.</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||||
public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
|
||||
{
|
||||
return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
|
||||
}
|
||||
|
||||
#region Special
|
||||
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.
|
||||
/// Returns a Sequence instead of a Tweener.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</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 DOJumpAnchorPos(this RectTransform target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
|
||||
{
|
||||
if (numJumps < 1) numJumps = 1;
|
||||
float startPosY = 0;
|
||||
float offsetY = -1;
|
||||
bool offsetYSet = false;
|
||||
|
||||
// Separate Y Tween so we can elaborate elapsedPercentage on that insted of on the Sequence
|
||||
// (in case users add a delay or other elements to the Sequence)
|
||||
Sequence s = DOTween.Sequence();
|
||||
Tween yTween = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
|
||||
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
|
||||
.SetLoops(numJumps * 2, LoopType.Yoyo)
|
||||
.OnStart(()=> startPosY = target.anchoredPosition.y);
|
||||
s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration)
|
||||
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
|
||||
).Join(yTween)
|
||||
.SetTarget(target).SetEase(DOTween.defaultEaseType);
|
||||
s.OnUpdate(() => {
|
||||
if (!offsetYSet) {
|
||||
offsetYSet = true;
|
||||
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
|
||||
}
|
||||
Vector2 pos = target.anchoredPosition;
|
||||
pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
|
||||
target.anchoredPosition = pos;
|
||||
});
|
||||
return s;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#region ScrollRect
|
||||
|
||||
/// <summary>Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value.
|
||||
/// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</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 Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition),
|
||||
x => {
|
||||
target.horizontalNormalizedPosition = x.x;
|
||||
target.verticalNormalizedPosition = x.y;
|
||||
}, endValue, duration)
|
||||
.SetOptions(snapping).SetTarget(target);
|
||||
}
|
||||
/// <summary>Tweens a ScrollRect's horizontalNormalizedPosition to the given value.
|
||||
/// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</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 Tweener DOHorizontalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
return DOTween.To(() => target.horizontalNormalizedPosition, x => target.horizontalNormalizedPosition = x, endValue, duration)
|
||||
.SetOptions(snapping).SetTarget(target);
|
||||
}
|
||||
/// <summary>Tweens a ScrollRect's verticalNormalizedPosition to the given value.
|
||||
/// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</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 Tweener DOVerticalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
return DOTween.To(() => target.verticalNormalizedPosition, x => target.verticalNormalizedPosition = x, endValue, duration)
|
||||
.SetOptions(snapping).SetTarget(target);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Slider
|
||||
|
||||
/// <summary>Tweens a Slider's value to the given value.
|
||||
/// Also stores the Slider as the tween's target so it can be used for filtered operations</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<float, float, FloatOptions> DOValue(this Slider target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.value, x => target.value = x, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Text
|
||||
|
||||
/// <summary>Tweens a Text's color to the given value.
|
||||
/// Also stores the Text as the tween's target so it can be used for filtered operations</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 Text 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 Text's text from one integer to another, with options for thousands separators
|
||||
/// </summary>
|
||||
/// <param name="fromValue">The value to start from</param>
|
||||
/// <param name="endValue">The end value to reach</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="addThousandsSeparator">If TRUE (default) also adds thousands separators</param>
|
||||
/// <param name="culture">The <see cref="CultureInfo"/> to use (InvariantCulture if NULL)</param>
|
||||
public static TweenerCore<int, int, NoOptions> DOCounter(
|
||||
this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null
|
||||
){
|
||||
int v = fromValue;
|
||||
CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;
|
||||
TweenerCore<int, int, NoOptions> t = DOTween.To(() => v, x => {
|
||||
v = x;
|
||||
target.text = addThousandsSeparator
|
||||
? v.ToString("N0", cInfo)
|
||||
: v.ToString();
|
||||
}, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Text's alpha color to the given value.
|
||||
/// Also stores the Text as the tween's target so it can be used for filtered operations</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 Text 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 Text's text to the given value.
|
||||
/// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated,
|
||||
/// otherwise all tags will be considered as normal text</param>
|
||||
/// <param name="scrambleMode">The type of scramble mode to use, if any</param>
|
||||
/// <param name="scrambleChars">A string containing the characters to use for scrambling.
|
||||
/// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
|
||||
/// Leave it to NULL (default) to use default ones</param>
|
||||
public static TweenerCore<string, string, StringOptions> DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
|
||||
{
|
||||
if (endValue == null) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors");
|
||||
endValue = "";
|
||||
}
|
||||
TweenerCore<string, string, StringOptions> t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
|
||||
t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
|
||||
.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Blendables
|
||||
|
||||
#region Graphic
|
||||
|
||||
/// <summary>Tweens a Graphic's color to the given value,
|
||||
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
|
||||
/// instead than fight each other as multiple DOColor would do.
|
||||
/// Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
|
||||
public static Tweener DOBlendableColor(this Graphic target, Color endValue, float duration)
|
||||
{
|
||||
endValue = endValue - target.color;
|
||||
Color to = new Color(0, 0, 0, 0);
|
||||
return DOTween.To(() => to, x => {
|
||||
Color diff = x - to;
|
||||
to = x;
|
||||
target.color += diff;
|
||||
}, endValue, duration)
|
||||
.Blendable().SetTarget(target);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Image
|
||||
|
||||
/// <summary>Tweens a Image's color to the given value,
|
||||
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
|
||||
/// instead than fight each other as multiple DOColor would do.
|
||||
/// Also stores the Image as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
|
||||
public static Tweener DOBlendableColor(this Image target, Color endValue, float duration)
|
||||
{
|
||||
endValue = endValue - target.color;
|
||||
Color to = new Color(0, 0, 0, 0);
|
||||
return DOTween.To(() => to, x => {
|
||||
Color diff = x - to;
|
||||
to = x;
|
||||
target.color += diff;
|
||||
}, endValue, duration)
|
||||
.Blendable().SetTarget(target);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Text
|
||||
|
||||
/// <summary>Tweens a Text's color BY the given value,
|
||||
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
|
||||
/// instead than fight each other as multiple DOColor would do.
|
||||
/// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
|
||||
public static Tweener DOBlendableColor(this Text target, Color endValue, float duration)
|
||||
{
|
||||
endValue = endValue - target.color;
|
||||
Color to = new Color(0, 0, 0, 0);
|
||||
return DOTween.To(() => to, x => {
|
||||
Color diff = x - to;
|
||||
to = x;
|
||||
target.color += diff;
|
||||
}, endValue, duration)
|
||||
.Blendable().SetTarget(target);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
|
||||
public static class Utils
|
||||
{
|
||||
/// <summary>
|
||||
/// Converts the anchoredPosition of the first RectTransform to the second RectTransform,
|
||||
/// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition
|
||||
/// </summary>
|
||||
public static Vector2 SwitchToRectTransform(RectTransform from, RectTransform to)
|
||||
{
|
||||
Vector2 localPoint;
|
||||
Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * 0.5f + from.rect.xMin, from.rect.height * 0.5f + from.rect.yMin);
|
||||
Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position);
|
||||
screenP += fromPivotDerivedOffset;
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint);
|
||||
Vector2 pivotDerivedOffset = new Vector2(to.rect.width * 0.5f + to.rect.xMin, to.rect.height * 0.5f + to.rect.yMin);
|
||||
return to.anchoredPosition + localPoint - pivotDerivedOffset;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a060394c03331a64392db53a10e7f2d1
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
|
@ -0,0 +1,403 @@
|
|||
// 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 System.Threading.Tasks;
|
||||
#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
|
||||
{
|
||||
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER
|
||||
#region Unity 4.3 or Newer
|
||||
|
||||
#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
|
||||
|
||||
#endregion
|
||||
#endif
|
||||
|
||||
#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER
|
||||
#region Unity 5.3 or Newer
|
||||
|
||||
#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
|
||||
|
||||
#endregion
|
||||
#endif
|
||||
|
||||
#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 (NET_4_6 || NET_STANDARD_2_0)
|
||||
|
||||
#region Async Instructions
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="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 Task AsyncWaitForCompletion(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && !t.IsComplete()) await Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="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 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 Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="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 Task AsyncWaitForKill(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active) await Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="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 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 Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="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 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 Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="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 Task AsyncWaitForStart(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && !t.playedOnce) await Task.Yield();
|
||||
}
|
||||
|
||||
#endregion
|
||||
#endif
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
#endif
|
||||
}
|
||||
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
|
||||
#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 63c02322328255542995bd02b47b0457
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
|
@ -0,0 +1,155 @@
|
|||
// 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;
|
||||
#if true // PHYSICS_MARKER
|
||||
Rigidbody rBody = tweenRigidbody ? target.GetComponent<Rigidbody>() : null;
|
||||
if (tweenRigidbody && rBody != null) {
|
||||
t = isLocal
|
||||
? rBody.DOLocalPath(path, duration, pathMode)
|
||||
: rBody.DOPath(path, duration, pathMode);
|
||||
} else {
|
||||
t = isLocal
|
||||
? target.transform.DOLocalPath(path, duration, pathMode)
|
||||
: target.transform.DOPath(path, duration, pathMode);
|
||||
}
|
||||
#else
|
||||
t = isLocal
|
||||
? target.transform.DOLocalPath(path, duration, pathMode)
|
||||
: target.transform.DOPath(path, duration, pathMode);
|
||||
#endif
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7bcaf917d9cf5b84090421a5a2abe42e
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
|
@ -0,0 +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'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
|
|
@ -0,0 +1,4 @@
|
|||
fileFormatVersion: 2
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||||
guid: fccfc62abf2eb0a4db614853430894fd
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||||
TextScriptImporter:
|
||||
userData:
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|
@ -135,13 +135,13 @@ CharacterController:
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|||
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||||
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||||
serializedVersion: 2
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||||
m_Height: 1.7
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||||
m_Height: 1.5
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||||
m_Radius: 0.4
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||||
m_SlopeLimit: 45
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||||
m_StepOffset: 0.3
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||||
m_SkinWidth: 0.01
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||||
m_MinMoveDistance: 0.001
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||||
m_Center: {x: 0, y: 0.85, z: 0}
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||||
m_Center: {x: 0, y: 0.75, z: 0}
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||||
--- !u!114 &13726836969441783
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||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
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||||
|
@ -157,6 +157,7 @@ MonoBehaviour:
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|||
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_inputHandler: {fileID: 13726836969441782}
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_powers: {fileID: 13726837176080779}
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||||
_graphics: {fileID: 13726837642651460}
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||||
_renderers:
|
||||
|
@ -329,8 +330,8 @@ MonoBehaviour:
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|||
m_Script: {fileID: 11500000, guid: 0e73a47345d899f4ca1e5e08683c2b82, type: 3}
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m_Name:
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||||
m_EditorClassIdentifier:
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||||
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||||
_boost: {fileID: 11400000, guid: d5ed942937d8cca478f3ec97f6b9c8a2, type: 2}
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||||
--- !u!114 &3320306143821152633
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||||
|
@ -483,8 +484,6 @@ MonoBehaviour:
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|||
m_Script: {fileID: 11500000, guid: bb840fd42f6526f4893e136a093cf1bd, type: 3}
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||||
m_Name:
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||||
m_EditorClassIdentifier:
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||||
animator: {fileID: 0}
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fadeScreen: {fileID: 0}
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_respawnPosition: {fileID: 11400000, guid: 20fad56702134eb469a652ba680b48b2, type: 2}
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||||
_playerDeath: {fileID: 11400000, guid: 22fd384aef0d08146831d35c2ab7f983, type: 2}
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||||
_playerRespawn: {fileID: 11400000, guid: 6e31084a96bb93a44a85563a6208d0da, type: 2}
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@ -515,7 +514,7 @@ Transform:
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m_GameObject: {fileID: 13726837642651461}
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||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 0.8, y: 0.85, z: 0.8}
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m_LocalScale: {x: 0.7, y: 0.75, z: 0.7}
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m_Children:
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||||
- {fileID: 3910566560202895193}
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||||
- {fileID: 13726836532781129}
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||||
|
@ -600,7 +599,7 @@ Transform:
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|||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 1703779518772407877}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0.381, z: -0.026}
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||||
m_LocalPosition: {x: -0.036, y: 1.403, z: -0.093}
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m_LocalScale: {x: 0.1, y: 0.1, z: 0.1}
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m_Father: {fileID: 13726837642651460}
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value: Cameras
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.x
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value: 1.4999695
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objectReference: {fileID: 0}
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- target: {fileID: 5661344207112327334, guid: dfbecbd9a563dba43be2d6139d9b3f90, type: 3}
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propertyPath: m_LocalPosition.z
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value: -0.7294996
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objectReference: {fileID: 0}
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- target: {fileID: 5661344207112327334, guid: dfbecbd9a563dba43be2d6139d9b3f90, type: 3}
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propertyPath: m_LocalRotation.w
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value: 0.7231689
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objectReference: {fileID: 0}
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- target: {fileID: 5661344207112327334, guid: dfbecbd9a563dba43be2d6139d9b3f90, type: 3}
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objectReference: {fileID: 0}
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propertyPath: m_LocalRotation.y
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value: -0.6904593
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objectReference: {fileID: 0}
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- target: {fileID: 5661344207112327334, guid: dfbecbd9a563dba43be2d6139d9b3f90, type: 3}
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objectReference: {fileID: 0}
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|
@ -8,13 +8,37 @@ using Ktyl.Util;
|
|||
public class SafeZone : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private SerialVector3 _respawnPosition;
|
||||
[SerializeField] private SerialFloat _safeTime;
|
||||
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||||
private const string PLAYER = "Player";
|
||||
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||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.gameObject.CompareTag(PLAYER))
|
||||
{
|
||||
// start counting safe time when we enter a safe zone
|
||||
_safeTime.Value = 0;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerStay(Collider other)
|
||||
{
|
||||
// Check if other game object is Player.
|
||||
if (other.gameObject.CompareTag("Player"))
|
||||
if (other.gameObject.CompareTag(PLAYER))
|
||||
{
|
||||
_respawnPosition.Value = other.gameObject.transform.position;
|
||||
|
||||
// TODO: does this have implications for the time freeze ability?
|
||||
_safeTime.Value += Time.deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (other.gameObject.CompareTag(PLAYER))
|
||||
{
|
||||
// reset safe time when we leave safe zone
|
||||
_safeTime.Value = -1;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -2,6 +2,7 @@ using System;
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using DG.Tweening;
|
||||
using NaughtyAttributes;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
@ -71,6 +72,7 @@ public class Bootstrap : MonoBehaviour
|
|||
private void Awake()
|
||||
{
|
||||
_instance = this;
|
||||
DOTween.Init();
|
||||
|
||||
if ( _debugMode )
|
||||
{
|
||||
|
|
|
@ -5,11 +5,25 @@ using UnityEngine;
|
|||
|
||||
public class PlayerAnimationController : MonoBehaviour
|
||||
{
|
||||
private const string IS_WALKING = "IsWalking";
|
||||
private const string IN_JUMP_STATE = "InJumpState";
|
||||
private const string IN_BOOST_STATE = "InBoostState";
|
||||
public struct AnimationParams
|
||||
{
|
||||
public bool IsWalking;
|
||||
public bool InJumpState;
|
||||
public bool InBoostState;
|
||||
}
|
||||
|
||||
[SerializeField] private Animator _animator;
|
||||
[SerializeField] private CharacterController _controller;
|
||||
|
||||
private void Update()
|
||||
private AnimationParams _params;
|
||||
|
||||
public void ProcessAnimUpdate( AnimationParams animParams )
|
||||
{
|
||||
_animator.SetBool("Is Walking", _controller.velocity.magnitude > 0.01f);
|
||||
_animator.SetBool(IS_WALKING, animParams.IsWalking);
|
||||
_animator.SetBool(IN_JUMP_STATE, animParams.InJumpState);
|
||||
_animator.SetBool(IN_BOOST_STATE, animParams.InBoostState);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -16,6 +16,9 @@ public class PlayerController : MonoBehaviour
|
|||
[SerializeField]
|
||||
private CharacterController _controller;
|
||||
|
||||
[SerializeField]
|
||||
private PlayerAnimationController _animController;
|
||||
|
||||
[SerializeField]
|
||||
private PlayerPowers _powers;
|
||||
|
||||
|
@ -255,6 +258,17 @@ public class PlayerController : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
private void UpdateAnims()
|
||||
{
|
||||
var animParams = new PlayerAnimationController.AnimationParams();
|
||||
|
||||
animParams.IsWalking = _controller.velocity.sqrMagnitude > 0.01f;
|
||||
animParams.InJumpState = _jumpState != JumpState.None;
|
||||
animParams.InBoostState = _jumpState == JumpState.Boost || _jumpState == JumpState.Exhausted;
|
||||
|
||||
_animController.ProcessAnimUpdate( animParams );
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
float dt = Time.fixedDeltaTime;
|
||||
|
@ -277,6 +291,7 @@ public class PlayerController : MonoBehaviour
|
|||
UpdateDrag( dt );
|
||||
UpdateMovement( dt );
|
||||
UpdateDebug();
|
||||
UpdateAnims();
|
||||
|
||||
_controller.Move(
|
||||
new Vector3(
|
||||
|
|
|
@ -0,0 +1,52 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(BoxCollider))]
|
||||
public class ArrowWall : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private TrapSettings _settings;
|
||||
[SerializeField] private ParticleSystem _particles;
|
||||
|
||||
private float _killTimer = -1;
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (!other.TryGetComponent(out PlayerDeath _)) return;
|
||||
|
||||
// TODO: pressure plate 'click' sound
|
||||
|
||||
// set kill timer to zero, start counting
|
||||
_killTimer = 0;
|
||||
}
|
||||
|
||||
private void OnTriggerStay(Collider other)
|
||||
{
|
||||
// bail if the other thing cant die
|
||||
if (!other.TryGetComponent(out PlayerDeath playerDeath)) return;
|
||||
|
||||
// TODO: implications for time freeze
|
||||
_killTimer += Time.deltaTime;
|
||||
|
||||
if (_killTimer > _settings.ArrowWall.delay)
|
||||
{
|
||||
// TODO: arrow whoosh noises
|
||||
// reset
|
||||
|
||||
_particles.Play();
|
||||
|
||||
// kill player
|
||||
playerDeath.Respawn();
|
||||
|
||||
_killTimer = -1;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (!other.TryGetComponent(out PlayerDeath _)) return;
|
||||
|
||||
_killTimer = -1;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
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MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,7 +1,8 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using DG.Tweening;
|
||||
using Ktyl.Util;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
|
@ -14,9 +15,12 @@ public class FallawayFloor : MonoBehaviour
|
|||
public Material dissolve;
|
||||
|
||||
[SerializeField] private Renderer _renderer;
|
||||
[SerializeField] private TrapSettings _settings;
|
||||
[SerializeField] private GameObject _graphics;
|
||||
|
||||
private Rigidbody rb;
|
||||
private Vector3 initialPosition;
|
||||
private bool _triggered = false;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
|
@ -26,18 +30,39 @@ public class FallawayFloor : MonoBehaviour
|
|||
rb = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (!_triggered) return;
|
||||
|
||||
if (_settings.FallawayFloor.CanRespawn)
|
||||
{
|
||||
Reset();
|
||||
|
||||
// pop in animation
|
||||
transform.localScale = Vector3.zero;
|
||||
transform
|
||||
.DOScale(Vector3.one, 0.5f)
|
||||
.SetEase(_settings.FallawayFloor.PopInEase);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.CompareTag("Player"))
|
||||
if (!_triggered && other.CompareTag("Player"))
|
||||
{
|
||||
// Start the Destroy floor coroutine and switch to the dissolve material.
|
||||
StartCoroutine(Fall());
|
||||
_renderer.material = dissolve;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator Fall()
|
||||
{
|
||||
_graphics.transform.DOShakePosition(
|
||||
fallAwayTime,
|
||||
_settings.FallawayFloor.ShakeStrength);
|
||||
FMODUnity.RuntimeManager.PlayOneShot(_settings.FallawayFloor.FMODEvent);
|
||||
|
||||
_triggered = true;
|
||||
|
||||
// wait a moment
|
||||
yield return new WaitForSeconds(fallAwayTime);
|
||||
|
||||
|
@ -47,6 +72,7 @@ public class FallawayFloor : MonoBehaviour
|
|||
|
||||
public void Reset()
|
||||
{
|
||||
_triggered = false;
|
||||
transform.position = initialPosition;
|
||||
rb.velocity = Vector3.zero;
|
||||
}
|
||||
|
|
|
@ -0,0 +1,43 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DG.Tweening;
|
||||
using Ktyl.Util;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(menuName = "KernelPanic/Traps/Settings")]
|
||||
public class TrapSettings : ScriptableObject
|
||||
{
|
||||
[Serializable]
|
||||
public struct FallawayFloorSettings
|
||||
{
|
||||
public string FMODEvent => _fmodEvent;
|
||||
[SerializeField] private string _fmodEvent;
|
||||
|
||||
[Header("Platform respawning")]
|
||||
// how long it takes for falling platforms to respawn while the player is safe
|
||||
[SerializeField] private SerialFloat _respawnTime;
|
||||
// how long the player has currently been safe for. -1 while the player is not
|
||||
// in a safe zone
|
||||
[SerializeField] private SerialFloat _safeTime;
|
||||
public bool CanRespawn => _safeTime > _respawnTime;
|
||||
|
||||
public float ShakeStrength => _shakeStrength;
|
||||
[Header("Animation")]
|
||||
[SerializeField] private float _shakeStrength;
|
||||
|
||||
public Ease PopInEase => _popInEase;
|
||||
[SerializeField] private Ease _popInEase;
|
||||
}
|
||||
public FallawayFloorSettings FallawayFloor => _fallawayFloor;
|
||||
[SerializeField] private FallawayFloorSettings _fallawayFloor;
|
||||
|
||||
[Serializable]
|
||||
public struct ArrowWallSettings
|
||||
{
|
||||
public float delay;
|
||||
}
|
||||
|
||||
public ArrowWallSettings ArrowWall => _arrowWall;
|
||||
[SerializeField] private ArrowWallSettings _arrowWall;
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 93dc605253d04fe45a05492fb3feacc2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 773d36b78cd573445ad9932b0894fd99
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,16 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 76553ada4233edc458c3fed9b69e128f, type: 3}
|
||||
m_Name: Fallaway Floor Respawn Time
|
||||
m_EditorClassIdentifier:
|
||||
_initialValue: 5
|
||||
_readOnly: 1
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1d2951ab5083d4d48a319ff00a9eb8bd
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,22 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
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m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 93dc605253d04fe45a05492fb3feacc2, type: 3}
|
||||
m_Name: Trap Settings
|
||||
m_EditorClassIdentifier:
|
||||
_fallawayFloor:
|
||||
_fmodEvent: event:/Environment/Traps/FallingPlatform
|
||||
_respawnTime: {fileID: 11400000, guid: 1d2951ab5083d4d48a319ff00a9eb8bd, type: 2}
|
||||
_safeTime: {fileID: 11400000, guid: 27c10a061baeec8469e96d4f995c1445, type: 2}
|
||||
_shakeStrength: 0.1
|
||||
_popInEase: 27
|
||||
_arrowWall:
|
||||
delay: 2
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 36275776eda5c8249bf45e01721afe36
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
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mainObjectFileID: 11400000
|
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userData:
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assetBundleName:
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assetBundleVariant:
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Binary file not shown.
BIN
game/FMOD Project/Build/Desktop/Music.bank (Stored with Git LFS)
BIN
game/FMOD Project/Build/Desktop/Music.bank (Stored with Git LFS)
Binary file not shown.
BIN
game/FMOD Project/Build/Desktop/SFX.bank (Stored with Git LFS)
BIN
game/FMOD Project/Build/Desktop/SFX.bank (Stored with Git LFS)
Binary file not shown.
|
@ -0,0 +1,20 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<objects serializationModel="Studio.02.01.00">
|
||||
<object class="AudioFile" id="{8dec1f5d-3c58-4d25-856a-05daa90f2858}">
|
||||
<property name="assetPath">
|
||||
<value>FallingPlatform_Kernel.ogg</value>
|
||||
</property>
|
||||
<property name="frequencyInKHz">
|
||||
<value>48</value>
|
||||
</property>
|
||||
<property name="channelCount">
|
||||
<value>2</value>
|
||||
</property>
|
||||
<property name="length">
|
||||
<value>6.5</value>
|
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</property>
|
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<relationship name="masterAssetFolder">
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||||
<destination>{4c43130b-9186-4fb6-9d65-a9acdac70927}</destination>
|
||||
</relationship>
|
||||
</object>
|
||||
</objects>
|
|
@ -59,11 +59,18 @@
|
|||
<object class="EventAutomatableProperties" id="{f0b2e4ca-f1f0-4d21-ac5a-21cda5919331}" />
|
||||
<object class="MarkerTrack" id="{3a925e63-caa8-4a02-83bf-576075b13bcf}" />
|
||||
<object class="GroupTrack" id="{f7c9f6d5-59bd-497c-8f31-b6f31cbc62f6}">
|
||||
<relationship name="modules">
|
||||
<destination>{53437fc5-c27f-4482-9899-ea2e159e3367}</destination>
|
||||
</relationship>
|
||||
<relationship name="mixerGroup">
|
||||
<destination>{e8da119a-00df-49de-969d-af2ac3084350}</destination>
|
||||
</relationship>
|
||||
</object>
|
||||
<object class="Timeline" id="{f6df55d9-3ff7-4428-a2bc-f535644e05e6}" />
|
||||
<object class="Timeline" id="{f6df55d9-3ff7-4428-a2bc-f535644e05e6}">
|
||||
<relationship name="modules">
|
||||
<destination>{53437fc5-c27f-4482-9899-ea2e159e3367}</destination>
|
||||
</relationship>
|
||||
</object>
|
||||
<object class="EventMixerMaster" id="{318b9ffa-5178-4401-9a38-5ae4f85e4854}">
|
||||
<relationship name="effectChain">
|
||||
<destination>{a7c51766-5977-4bb0-99d7-4e37d94e3f80}</destination>
|
||||
|
@ -81,6 +88,14 @@
|
|||
</relationship>
|
||||
</object>
|
||||
<object class="MixerBusPanner" id="{48285329-d113-4e3e-84de-e54e423b54fb}" />
|
||||
<object class="SingleSound" id="{53437fc5-c27f-4482-9899-ea2e159e3367}">
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<property name="length">
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<value>6.5</value>
|
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</property>
|
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<relationship name="audioFile">
|
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<destination>{8dec1f5d-3c58-4d25-856a-05daa90f2858}</destination>
|
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</relationship>
|
||||
</object>
|
||||
<object class="EventMixerGroup" id="{e8da119a-00df-49de-969d-af2ac3084350}">
|
||||
<property name="name">
|
||||
<value>Audio 1</value>
|
||||
|
|
Loading…
Reference in New Issue