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