Init
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@ -27,6 +27,9 @@ public class EnemyControllerEditor : Editor
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case EnemyState.Trace:
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GUI.backgroundColor = new Color(1, 0, 1, 1f);
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break;
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case EnemyState.Attack:
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GUI.backgroundColor = new Color(1, 1, 0, 1f);
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break;
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case EnemyState.Dead:
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GUI.backgroundColor = new Color(1, 0, 0, 1f);
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break;
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@ -46,6 +49,10 @@ public class EnemyControllerEditor : Editor
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("Idle")) enemyController.SetState(EnemyState.Idle);
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if (GUILayout.Button("Trace")) enemyController.SetState(EnemyState.Trace);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("Attack")) enemyController.SetState(EnemyState.Attack);
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if (GUILayout.Button("Dead")) enemyController.SetState(EnemyState.Dead);
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EditorGUILayout.EndHorizontal();
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}
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BIN
Assets/JAY/Animation/UpperBody_Passthrough.anim
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Assets/JAY/Animation/UpperBody_Passthrough.anim
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Assets/JAY/Animator/PlayerController.controller
(Stored with Git LFS)
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Assets/JAY/Animator/PlayerController.controller
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Assets/JAY/HousingUI.unity
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Assets/JAY/HousingUI.unity
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@ -70,6 +70,8 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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_actionDash = new PlayerActionDash();
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PlayerInit();
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SwitchBattleMode();
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}
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private void Update()
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@ -87,7 +89,9 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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}
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// 공격 입력 처리
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if (Input.GetKeyDown(KeyCode.X) && (_currentAction == null || !_currentAction.IsActive)) {
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if (Input.GetKeyDown(KeyCode.X) && (_currentAction == null || !_currentAction.IsActive)
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&& (CurrentState != PlayerState.Win && CurrentState != PlayerState.Dead)) {
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Debug.Log("X 버튼 Down 됨");
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StartAttackAction();
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}
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@ -171,6 +175,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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if (_weaponController.IsAttacking) return; // 이미 공격 중이면 실행 안함
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if (_currentAction == _attackAction) {
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Debug.Log($"Attack True");
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_attackAction.EnableCombo();
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_weaponController.AttackStart();
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}
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@ -178,8 +183,10 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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public void SetAttackComboFalse() {
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if (_currentAction == _attackAction) {
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Debug.Log($"Attack False");
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// 이벤트 중복 호출? 공격 종료 시 SetAttackComboFalse가 아니라 ~True로 끝나서 오류 발생. (공격 안하는 상태여도 공격으로 판정됨)
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_attackAction.DisableCombo();
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_weaponController.AttackEnd();
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_weaponController.AttackEnd(); // IsAttacking = false로 변경
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}
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}
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@ -207,6 +214,16 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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public void OnNext(GameObject value)
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{
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float playerAttackPower = _weaponController.AttackPower * attackPower;
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if (value.CompareTag("Enemy")) // 적이 Enemy일 때만 공격 처리
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{
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var enemyController = value.transform.GetComponent<EnemyController>();
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if (enemyController != null)
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{
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enemyController.TakeDamage(playerAttackPower);
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}
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}
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}
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public void OnError(Exception error)
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@ -49,7 +49,11 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
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_playerController = GetComponent<PlayerController>();
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if (_playerController == null)
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{
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_playerController = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
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var player = GameObject.FindGameObjectWithTag("Player");
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if (player != null)
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{
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_playerController = player.GetComponent<PlayerController>();
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}
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}
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_previousPositions = new Vector3[_triggerZones.Length];
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@ -65,12 +69,26 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
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}
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_isAttacking = true;
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_hitColliders.Clear();
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StopAllCoroutines();
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StartCoroutine(AutoEndAttack()); // 자동 공격 종료
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for (int i = 0; i < _triggerZones.Length; i++)
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{
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_previousPositions[i] = transform.position + transform.TransformVector(_triggerZones[i].position);
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}
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}
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private IEnumerator AutoEndAttack()
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{
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yield return new WaitForSeconds(0.6f); // 0.6초 가량 대기
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if (_isAttacking) // 아직 공격 중이면
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{
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Debug.Log("공격 자동 종료 - 타임아웃");
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AttackEnd();
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}
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}
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public void AttackEnd()
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{
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@ -101,17 +119,6 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
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if (!_hitColliders.Contains(hit.collider))
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{
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_hitColliders.Add(hit.collider);
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Debug.Log("hit.collider.name: " + hit.collider.name);
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if (hit.collider.gameObject.CompareTag("Enemy"))
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{
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var enemyController = hit.transform.GetComponent<EnemyController>();
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if (enemyController != null)
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{
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enemyController.TakeDamage(AttackPower * _playerController.attackPower);
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}
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}
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Notify(hit.collider.gameObject);
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}
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}
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Assets/JYY/Animator/PldDogControl.controller
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Assets/JYY/Animator/PldDogControl.controller
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Assets/JYY/Prefabs/AOEIndicatorDynamo.prefab
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Assets/JYY/Prefabs/AoE Indicator Horizontal.prefab
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Assets/JYY/Prefabs/AoE Indicator Horizontal.prefab.meta
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Assets/JYY/Prefabs/AoE Indicator Vertical.prefab
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Assets/JYY/Prefabs/AoE Slash Blue Chariot.prefab
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Assets/JYY/Prefabs/AoE Slash Blue Chariot.prefab
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Assets/JYY/Prefabs/[Enemy] PldDog.prefab
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Assets/JYY/Scenes/MonsterTest.unity
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Assets/JYY/Scenes/MonsterTest.unity
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@ -5,6 +5,8 @@ using UnityEngine;
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public class DungeonLogic : MonoBehaviour
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{
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[SerializeField] private DungeonPanelController _dungeonPanelController;
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[NonSerialized] public bool isCompleted = false; // 던전 클리어 여부
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[NonSerialized] public bool isFailed = false; // 던전 실패 여부
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@ -24,19 +26,42 @@ public class DungeonLogic : MonoBehaviour
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// 죽음 이벤트 구독
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if (_player != null)
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{
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_player.OnGetHit += OnPlayerGetHit;
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_player.OnDeath += OnPlayerDeath;
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}
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if (_enemy != null)
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{
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_enemy.OnGetHit += OnEnemyGetHit;
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_enemy.OnDeath += OnEnemyDeath;
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}
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}
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// 플레이어 사망 처리
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private void OnPlayerDeath(CharacterBase player)
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private void OnPlayerGetHit(CharacterBase player)
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{
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if (isFailed || isCompleted) return; // 어느 한 쪽 사망시 더이상 피격 X
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// TODO: 플레이어 피격 효과음
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var result = _dungeonPanelController.SetPlayerHealth();
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if (!result) // 하트 모두 소모
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{
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player.Die();
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}
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}
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private void OnEnemyGetHit(CharacterBase enemy)
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{
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if (isFailed || isCompleted) return;
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// TODO: 에너미 피격 효과음
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_dungeonPanelController.SetBossHealthBar(enemy.currentHP);
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}
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// 플레이어 사망 처리
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private void OnPlayerDeath()
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{
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Debug.Log("player name:" + player.characterName);
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if (!isFailed) // 중복 실행 방지
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{
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FailDungeon();
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}
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// 적 사망 처리
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private void OnEnemyDeath(CharacterBase enemy)
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private void OnEnemyDeath()
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{
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Debug.Log("enemy name:" + enemy.characterName);
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if (!isCompleted) // 중복 실행 방지
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{
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CompleteDungeon();
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@ -61,8 +85,10 @@ public class DungeonLogic : MonoBehaviour
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Debug.Log("던전 공략 성공~!");
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isCompleted = true;
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OnDungeonSuccess?.Invoke();
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_dungeonPanelController.SetBossHealthBar(0.0f); // 보스 체력 0 재설정
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// 성공 UI 표시 ?? 강화 표기
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_player.SetState(PlayerState.Win);
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// TODO: 강화 시스템으로 넘어가고 일상 맵으로 이동
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}
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}
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isFailed = true;
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OnDungeonFailure?.Invoke();
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// 죽음 애니메이션 + 실패 UI 표시 ?
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// GameManager.Instance.ChangeToHomeScene();
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_player.SetState(PlayerState.Dead);
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StartCoroutine(DelayedSceneChange()); // 테스트를 위해 3초 대기 후 전환
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// enemy가 더이상 Trace 하지 않도록 처리
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_player.gameObject.layer = LayerMask.NameToLayer("Ignore Raycast");
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_enemy.SetState(EnemyState.Idle);
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StartCoroutine(DelayedSceneChange()); // 3초 대기 후 전환
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}
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}
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class DungeonPanelController : MonoBehaviour
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{
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[SerializeField] private Slider _bossHealthBar; // 0~1 value
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[SerializeField] private Image[] _playerHealthImages; // color 값 white / black 로 조정
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private int _countHealth = 0;
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public void SetBossHealthBar(float hp) // hp: 0~100
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{
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float normalizedHp = hp / 100f; // 0~1 사이 값으로 조정
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_bossHealthBar.value = normalizedHp;
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}
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// false 반환 시 사망 처리
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public bool SetPlayerHealth()
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{
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StartCoroutine(WaitForOneSecond());
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// out of index error 방지
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if (_countHealth > _playerHealthImages.Length - 1) return false;
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_playerHealthImages[_countHealth].color = Color.black;
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_countHealth++;
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return _countHealth <= _playerHealthImages.Length - 1;
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}
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IEnumerator WaitForOneSecond()
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{
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yield return new WaitForSeconds(1.0f);
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}
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}
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Assets/LYM/Scripts/MainUIPanelController.cs
Normal file
18
Assets/LYM/Scripts/MainUIPanelController.cs
Normal file
@ -0,0 +1,18 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
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public class MainUIPanelController : MonoBehaviour
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{
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public void OnClickStartButton()
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{
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public void OnClickSettingsButton()
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{
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Assets/LYM/Scripts/PanelController.cs
Normal file
30
Assets/LYM/Scripts/PanelController.cs
Normal file
@ -0,0 +1,30 @@
|
||||
using System;
|
||||
using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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using UnityEngine.UI;
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[RequireComponent(typeof(CanvasGroup))]
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public class PanelController : MonoBehaviour
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{
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private CanvasGroup _canvasGroup;
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private void Awake()
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{
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_canvasGroup = GetComponent<CanvasGroup>();
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if (_canvasGroup == null) return;
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_canvasGroup.alpha = 0;
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public void Show()
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{
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if (_canvasGroup == null) return;
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_canvasGroup.alpha = 1;
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}
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public void Hide()
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{
|
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if (_canvasGroup == null) return;
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_canvasGroup.alpha = 0;
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}
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}
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Assets/LYM/Scripts/PopupPanelController.cs
Normal file
47
Assets/LYM/Scripts/PopupPanelController.cs
Normal file
@ -0,0 +1,47 @@
|
||||
using System;
|
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
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using UnityEngine.UI;
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public class PopupPanelController : PanelController
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{
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[SerializeField] private GameObject confirmButton;
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[SerializeField] private GameObject contradictButton;
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public delegate void OnConfirmDelegate();
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private OnConfirmDelegate _onConfirmDelegate;
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public delegate void OnContradictDelegate();
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private OnContradictDelegate _onContradictDelegate;
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private void Start()
|
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{
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Show(false, "", () => {});
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}
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public void Show(bool isNeed2Contradict, string message, OnConfirmDelegate onConfirm)
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{
|
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confirmButton.SetActive(isNeed2Contradict);
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_onConfirmDelegate = onConfirm;
|
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base.Show();
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}
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public void Show(bool isNeed2Contradict, string message, OnConfirmDelegate onConfirm, OnContradictDelegate onContradict)
|
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{
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confirmButton.SetActive(isNeed2Contradict);
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_onConfirmDelegate = onConfirm;
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_onContradictDelegate = onContradict;
|
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base.Show();
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}
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public void OnClickConfirm()
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{
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_onConfirmDelegate?.Invoke();
|
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base.Hide();
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}
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public void OnClickContradict()
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{
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_onContradictDelegate?.Invoke();
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base.Hide();
|
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}
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}
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Assets/LYM/UIPrefabs/PopupPanel.prefab.meta
Normal file
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guid: 7a9a730163181d242b2cac0393580c66
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
|
8
Assets/Plugins.meta
Normal file
8
Assets/Plugins.meta
Normal file
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fileFormatVersion: 2
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guid: 8bb7959938f00294ba3dc61e385dea61
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DefaultImporter:
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externalObjects: {}
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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8
Assets/Plugins/Demigiant.meta
Normal file
8
Assets/Plugins/Demigiant.meta
Normal file
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fileFormatVersion: 2
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guid: 351c7550d74080c4f9eecdbc555d81a5
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userData:
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assetBundleVariant:
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21
Assets/Plugins/Demigiant/DOTween.meta
Normal file
21
Assets/Plugins/Demigiant/DOTween.meta
Normal file
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fileFormatVersion: 2
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guid: a50bd9a009c8dfc4ebd88cc8101225a7
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- Tweening
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- Animation
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||||
- HOTween
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||||
- Paths
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||||
- iTween
|
||||
- DFTween
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||||
- LeanTween
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||||
- Ease
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||||
- Easing
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||||
- Shake
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- Punch
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- 2DToolkit
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- TextMeshPro
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- Text
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folderAsset: yes
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DefaultImporter:
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userData:
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3089
Assets/Plugins/Demigiant/DOTween/DOTween.XML
Normal file
3089
Assets/Plugins/Demigiant/DOTween/DOTween.XML
Normal file
File diff suppressed because it is too large
Load Diff
4
Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta
Normal file
4
Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta
Normal file
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Assets/Plugins/Demigiant/DOTween/DOTween.dll
Normal file
BIN
Assets/Plugins/Demigiant/DOTween/DOTween.dll
Normal file
Binary file not shown.
22
Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta
Normal file
22
Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta
Normal file
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WindowsStoreApps:
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CPU: AnyCPU
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userData:
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5
Assets/Plugins/Demigiant/DOTween/Editor.meta
Normal file
5
Assets/Plugins/Demigiant/DOTween/Editor.meta
Normal file
@ -0,0 +1,5 @@
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guid: b27f58ae5d5c33a4bb2d1f4f34bd036d
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folderAsset: yes
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userData:
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144
Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML
Normal file
144
Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML
Normal file
@ -0,0 +1,144 @@
|
||||
<?xml version="1.0"?>
|
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<doc>
|
||||
<assembly>
|
||||
<name>DOTweenEditor</name>
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||||
</assembly>
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<members>
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||||
<member name="T:DG.DOTweenEditor.EditorCompatibilityUtils">
|
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<summary>
|
||||
Contains compatibility methods taken from DemiEditor (for when DOTween is without it)
|
||||
</summary>
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||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectOfType``1(System.Boolean)">
|
||||
<summary>
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||||
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
|
||||
</summary>
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||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectOfType(System.Type,System.Boolean)">
|
||||
<summary>
|
||||
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
|
||||
</summary>
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||||
</member>
|
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<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectsOfType``1(System.Boolean)">
|
||||
<summary>
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||||
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
|
||||
</summary>
|
||||
</member>
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<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectsOfType(System.Type,System.Boolean)">
|
||||
<summary>
|
||||
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
|
||||
</summary>
|
||||
</member>
|
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<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Start(System.Action)">
|
||||
<summary>
|
||||
Starts the update loop of tween in the editor. Has no effect during playMode.
|
||||
</summary>
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||||
<param name="onPreviewUpdated">Eventual callback to call after every update</param>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean,System.Boolean)">
|
||||
<summary>
|
||||
Stops the update loop and clears the onPreviewUpdated callback.
|
||||
</summary>
|
||||
<param name="resetTweenTargets">If TRUE also resets the tweened objects to their original state.
|
||||
Note that this works by calling Rewind on all tweens, so it will work correctly
|
||||
only if you have a single tween type per object and it wasn't killed</param>
|
||||
<param name="clearTweens">If TRUE also kills any cached tween</param>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.PrepareTweenForPreview(DG.Tweening.Tween,System.Boolean,System.Boolean,System.Boolean)">
|
||||
<summary>
|
||||
Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings.
|
||||
</summary>
|
||||
<param name="t">The tween to ready</param>
|
||||
<param name="clearCallbacks">If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)</param>
|
||||
<param name="preventAutoKill">If TRUE prevents the tween from being auto-killed at completion</param>
|
||||
<param name="andPlay">If TRUE starts playing the tween immediately</param>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.EditorVersion.Version">
|
||||
<summary>Full major version + first minor version (ex: 2018.1f)</summary>
|
||||
</member>
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||||
<member name="F:DG.DOTweenEditor.EditorVersion.MajorVersion">
|
||||
<summary>Major version</summary>
|
||||
</member>
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||||
<member name="F:DG.DOTweenEditor.EditorVersion.MinorVersion">
|
||||
<summary>First minor version (ex: in 2018.1 it would be 1)</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
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||||
<summary>
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||||
Checks that the given editor texture use the correct import settings,
|
||||
and applies them if they're incorrect.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.DOTweenSetupRequired">
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||||
<summary>
|
||||
Returns TRUE if setup is required
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||||
</summary>
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||||
</member>
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||||
<member name="M:DG.DOTweenEditor.EditorUtils.AssetExists(System.String)">
|
||||
<summary>
|
||||
Returns TRUE if the file/directory at the given path exists.
|
||||
</summary>
|
||||
<param name="adbPath">Path, relative to Unity's project folder</param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.ADBPathToFullPath(System.String)">
|
||||
<summary>
|
||||
Converts the given project-relative path to a full path,
|
||||
with backward (\) slashes).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.FullPathToADBPath(System.String)">
|
||||
<summary>
|
||||
Converts the given full path to a path usable with AssetDatabase methods
|
||||
(relative to Unity's project folder, and with the correct Unity forward (/) slashes).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
|
||||
<summary>
|
||||
Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
|
||||
If the asset already exists at the given path, loads it and returns it.
|
||||
Otherwise, either returns NULL or automatically creates it before loading and returning it
|
||||
(depending on the given parameters).
|
||||
</summary>
|
||||
<typeparam name="T">Asset type</typeparam>
|
||||
<param name="adbFilePath">File path (relative to Unity's project folder)</param>
|
||||
<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
|
||||
<summary>
|
||||
Full path for the given loaded assembly, assembly file included
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.AddGlobalDefine(System.String)">
|
||||
<summary>
|
||||
Adds the given global define if it's not already present
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.RemoveGlobalDefine(System.String)">
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||||
<summary>
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||||
Removes the given global define if it's present
|
||||
</summary>
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||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
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||||
<summary>
|
||||
Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
|
||||
or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
|
||||
</summary>
|
||||
<param name="id"></param>
|
||||
<param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
|
||||
</member>
|
||||
<member name="T:DG.DOTweenEditor.DOTweenDefines">
|
||||
<summary>
|
||||
Not used as menu item anymore, but as a utility function
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.UnityEditorVersion.Version">
|
||||
<summary>Full major version + first minor version (ex: 2018.1f)</summary>
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||||
</member>
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||||
<member name="F:DG.DOTweenEditor.UnityEditorVersion.MajorVersion">
|
||||
<summary>Major version</summary>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.UnityEditorVersion.MinorVersion">
|
||||
<summary>First minor version (ex: in 2018.1 it would be 1)</summary>
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</member>
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</members>
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</doc>
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Normal file
BIN
Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll
Normal file
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5
Assets/Plugins/Demigiant/DOTween/Editor/Imgs.meta
Normal file
5
Assets/Plugins/Demigiant/DOTween/Editor/Imgs.meta
Normal file
@ -0,0 +1,5 @@
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Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png
(Stored with Git LFS)
Normal file
BIN
Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png
(Stored with Git LFS)
Normal file
Binary file not shown.
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Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenMiniIcon.png
(Stored with Git LFS)
Normal file
BIN
Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenMiniIcon.png
(Stored with Git LFS)
Normal file
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Normal file
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(Stored with Git LFS)
Normal file
Binary file not shown.
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Normal file
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Assets/Plugins/Demigiant/DOTween/Modules.meta
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Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs
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Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs
Normal file
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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;
|
||||
using UnityEngine.Audio; // Required for AudioMixer
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModuleAudio
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
#region Audio
|
||||
|
||||
/// <summary>Tweens an AudioSource's volume to the given value.
|
||||
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<float, float, FloatOptions> DOFade(this AudioSource target, float endValue, float duration)
|
||||
{
|
||||
if (endValue < 0) endValue = 0;
|
||||
else if (endValue > 1) endValue = 1;
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens an AudioSource's pitch to the given value.
|
||||
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<float, float, FloatOptions> DOPitch(this AudioSource target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region AudioMixer
|
||||
|
||||
/// <summary>Tweens an AudioMixer's exposed float to the given value.
|
||||
/// Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
|
||||
/// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.</summary>
|
||||
/// <param name="floatName">Name given to the exposed float to set</param>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<float, float, FloatOptions> DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(()=> {
|
||||
float currVal;
|
||||
target.GetFloat(floatName, out currVal);
|
||||
return currVal;
|
||||
}, x=> target.SetFloat(floatName, x), endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#region Operation Shortcuts
|
||||
|
||||
/// <summary>
|
||||
/// Completes all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens completed
|
||||
/// (meaning the tweens that don't have infinite loops and were not already complete)
|
||||
/// </summary>
|
||||
/// <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
|
||||
/// otherwise they will be ignored</param>
|
||||
public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
|
||||
{
|
||||
return DOTween.Complete(target, withCallbacks);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Kills all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens killed.
|
||||
/// </summary>
|
||||
/// <param name="complete">If TRUE completes the tween before killing it</param>
|
||||
public static int DOKill(this AudioMixer target, bool complete = false)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens flipped.
|
||||
/// </summary>
|
||||
public static int DOFlip(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Flip(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends to the given position all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens involved.
|
||||
/// </summary>
|
||||
/// <param name="to">Time position to reach
|
||||
/// (if higher than the whole tween duration the tween will simply reach its end)</param>
|
||||
/// <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
|
||||
public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
|
||||
{
|
||||
return DOTween.Goto(target, to, andPlay);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pauses all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens paused.
|
||||
/// </summary>
|
||||
public static int DOPause(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Pause(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens played.
|
||||
/// </summary>
|
||||
public static int DOPlay(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Play(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays backwards all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens played.
|
||||
/// </summary>
|
||||
public static int DOPlayBackwards(this AudioMixer target)
|
||||
{
|
||||
return DOTween.PlayBackwards(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays forward all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens played.
|
||||
/// </summary>
|
||||
public static int DOPlayForward(this AudioMixer target)
|
||||
{
|
||||
return DOTween.PlayForward(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Restarts all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens restarted.
|
||||
/// </summary>
|
||||
public static int DORestart(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Restart(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rewinds all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens rewinded.
|
||||
/// </summary>
|
||||
public static int DORewind(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Rewind(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Smoothly rewinds all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens rewinded.
|
||||
/// </summary>
|
||||
public static int DOSmoothRewind(this AudioMixer target)
|
||||
{
|
||||
return DOTween.SmoothRewind(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens involved.
|
||||
/// </summary>
|
||||
public static int DOTogglePause(this AudioMixer target)
|
||||
{
|
||||
return DOTween.TogglePause(target);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
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serializedVersion: 2
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defaultReferences: []
|
||||
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|
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userData:
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@ -0,0 +1,146 @@
|
||||
using UnityEngine;
|
||||
|
||||
#if false || EPO_DOTWEEN // MODULE_MARKER
|
||||
|
||||
using EPOOutline;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using DG.Tweening;
|
||||
using DG.Tweening.Core;
|
||||
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModuleEPOOutline
|
||||
{
|
||||
public static int DOKill(this SerializedPass target, bool complete)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, string propertyName, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
public static int DOKill(this Outliner target, bool complete = false)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the alpha (transparency) of the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the color of the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the amount of blur applied to the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the amount of blur applied to the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the amount of dilation applied to the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the amount of dilation applied to the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e944529dcaee98f4e9498d80e541d93e
|
||||
timeCreated: 1602593330
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
216
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs
Normal file
216
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs
Normal file
@ -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 +1,193 @@
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true // MODULE_MARKER
|
||||
using System;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins;
|
||||
using DG.Tweening.Plugins.Core.PathCore;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using UnityEngine;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModulePhysics2D
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
#region Rigidbody2D Shortcuts
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's position to the given value.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's X position to the given value.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration);
|
||||
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's Y position to the given value.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration);
|
||||
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's rotation to the given value.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<float, float, FloatOptions> DORotate(this Rigidbody2D target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#region Special
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
|
||||
/// Returns a Sequence instead of a Tweener.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
|
||||
/// <para>IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position</para></summary>
|
||||
/// <param name="endValue">The end value to reach</param>
|
||||
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
|
||||
/// <param name="numJumps">Total number of jumps</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
|
||||
{
|
||||
if (numJumps < 1) numJumps = 1;
|
||||
float startPosY = 0;
|
||||
float offsetY = -1;
|
||||
bool offsetYSet = false;
|
||||
Sequence s = DOTween.Sequence();
|
||||
Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
|
||||
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
|
||||
.SetLoops(numJumps * 2, LoopType.Yoyo)
|
||||
.OnStart(() => startPosY = target.position.y);
|
||||
s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration)
|
||||
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
|
||||
).Join(yTween)
|
||||
.SetTarget(target).SetEase(DOTween.defaultEaseType);
|
||||
yTween.OnUpdate(() => {
|
||||
if (!offsetYSet) {
|
||||
offsetYSet = true;
|
||||
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
|
||||
}
|
||||
Vector3 pos = target.position;
|
||||
pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
|
||||
target.MovePosition(pos);
|
||||
});
|
||||
return s;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
|
||||
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
|
||||
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
|
||||
/// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
|
||||
/// <param name="path">The waypoints to go through</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
|
||||
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
|
||||
/// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
|
||||
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
|
||||
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
|
||||
public static TweenerCore<Vector3, Path, PathOptions> DOPath(
|
||||
this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
|
||||
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
|
||||
)
|
||||
{
|
||||
if (resolution < 1) resolution = 1;
|
||||
int len = path.Length;
|
||||
Vector3[] path3D = new Vector3[len];
|
||||
for (int i = 0; i < len; ++i) path3D[i] = path[i];
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)
|
||||
.SetTarget(target).SetUpdate(UpdateType.Fixed);
|
||||
|
||||
t.plugOptions.isRigidbody2D = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
|
||||
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
|
||||
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
|
||||
/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
|
||||
/// <param name="path">The waypoint to go through</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
|
||||
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
|
||||
/// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
|
||||
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
|
||||
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
|
||||
public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
|
||||
this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
|
||||
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
|
||||
)
|
||||
{
|
||||
if (resolution < 1) resolution = 1;
|
||||
int len = path.Length;
|
||||
Vector3[] path3D = new Vector3[len];
|
||||
for (int i = 0; i < len; ++i) path3D[i] = path[i];
|
||||
Transform trans = target.transform;
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration)
|
||||
.SetTarget(target).SetUpdate(UpdateType.Fixed);
|
||||
|
||||
t.plugOptions.isRigidbody2D = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
t.plugOptions.useLocalPosition = true;
|
||||
return t;
|
||||
}
|
||||
// Used by path editor when creating the actual tween, so it can pass a pre-compiled path
|
||||
internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
|
||||
this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
|
||||
)
|
||||
{
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)
|
||||
.SetTarget(target);
|
||||
|
||||
t.plugOptions.isRigidbody2D = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
return t;
|
||||
}
|
||||
internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
|
||||
this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
|
||||
)
|
||||
{
|
||||
Transform trans = target.transform;
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
|
||||
.SetTarget(target);
|
||||
|
||||
t.plugOptions.isRigidbody2D = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
t.plugOptions.useLocalPosition = true;
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
@ -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 // 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:
|
662
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs
Normal file
662
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs
Normal file
@ -0,0 +1,662 @@
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true // MODULE_MARKER
|
||||
|
||||
using System;
|
||||
using System.Globalization;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Core.Enums;
|
||||
using DG.Tweening.Plugins;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using Outline = UnityEngine.UI.Outline;
|
||||
using Text = UnityEngine.UI.Text;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModuleUI
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
#region CanvasGroup
|
||||
|
||||
/// <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>
|
||||
/// <param name="randomnessMode">Randomness mode</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, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full)
|
||||
{
|
||||
return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut, randomnessMode)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
|
||||
}
|
||||
/// <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>
|
||||
/// <param name="randomnessMode">Randomness mode</param>
|
||||
public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full)
|
||||
{
|
||||
return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut, randomnessMode)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
|
||||
}
|
||||
|
||||
#region Special
|
||||
|
||||
/// <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
|
||||
|
||||
#region Shapes
|
||||
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations.<para/>
|
||||
/// IMPORTANT: SetFrom(value) requires a <see cref="Vector2"/> instead of a float, where the X property represents the "from degrees value"</summary>
|
||||
/// <param name="center">Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates)</param>
|
||||
/// <param name="endValueDegrees">The end value degrees to reach (to rotate counter-clockwise pass a negative value)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="relativeCenter">If TRUE the <see cref="center"/> coordinates will be considered as relative to the target's current anchoredPosition</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector2, Vector2, CircleOptions> DOShapeCircle(
|
||||
this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false
|
||||
)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, CircleOptions> t = DOTween.To(
|
||||
CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration
|
||||
);
|
||||
t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
|
||||
public static class Utils
|
||||
{
|
||||
/// <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 +1,389 @@
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
|
||||
//using Task = System.Threading.Tasks.Task;
|
||||
//#endif
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
/// <summary>
|
||||
/// Shortcuts/functions that are not strictly related to specific Modules
|
||||
/// but are available only on some Unity versions
|
||||
/// </summary>
|
||||
public static class DOTweenModuleUnityVersion
|
||||
{
|
||||
#region Material
|
||||
|
||||
/// <summary>Tweens a Material's color using the given gradient
|
||||
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
|
||||
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
|
||||
public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration)
|
||||
{
|
||||
Sequence s = DOTween.Sequence();
|
||||
GradientColorKey[] colors = gradient.colorKeys;
|
||||
int len = colors.Length;
|
||||
for (int i = 0; i < len; ++i) {
|
||||
GradientColorKey c = colors[i];
|
||||
if (i == 0 && c.time <= 0) {
|
||||
target.color = c.color;
|
||||
continue;
|
||||
}
|
||||
float colorDuration = i == len - 1
|
||||
? duration - s.Duration(false) // Verifies that total duration is correct
|
||||
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
|
||||
s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
|
||||
}
|
||||
s.SetTarget(target);
|
||||
return s;
|
||||
}
|
||||
/// <summary>Tweens a Material's named color property using the given gradient
|
||||
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
|
||||
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="gradient">The gradient to use</param>
|
||||
/// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration)
|
||||
{
|
||||
Sequence s = DOTween.Sequence();
|
||||
GradientColorKey[] colors = gradient.colorKeys;
|
||||
int len = colors.Length;
|
||||
for (int i = 0; i < len; ++i) {
|
||||
GradientColorKey c = colors[i];
|
||||
if (i == 0 && c.time <= 0) {
|
||||
target.SetColor(property, c.color);
|
||||
continue;
|
||||
}
|
||||
float colorDuration = i == len - 1
|
||||
? duration - s.Duration(false) // Verifies that total duration is correct
|
||||
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
|
||||
s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear));
|
||||
}
|
||||
s.SetTarget(target);
|
||||
return s;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region CustomYieldInstructions
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or complete.
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForCompletion(true);</code>
|
||||
/// </summary>
|
||||
public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForCompletion(t);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or rewinded.
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code>
|
||||
/// </summary>
|
||||
public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForRewind(t);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed.
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForKill();</code>
|
||||
/// </summary>
|
||||
public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForKill(t);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or has gone through the given amount of loops.
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code>
|
||||
/// </summary>
|
||||
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
|
||||
public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed
|
||||
/// or has reached the given time position (loops included, delays excluded).
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code>
|
||||
/// </summary>
|
||||
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
|
||||
public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForPosition(t, position);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or started
|
||||
/// (meaning when the tween is set in a playing state the first time, after any eventual delay).
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForStart();</code>
|
||||
/// </summary>
|
||||
public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return null;
|
||||
}
|
||||
return new DOTweenCYInstruction.WaitForStart(t);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
#region Unity 2018.1 or Newer
|
||||
|
||||
#region Material
|
||||
|
||||
/// <summary>Tweens a Material's named texture offset property with the given ID to the given value.
|
||||
/// Also stores the material as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param>
|
||||
/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)
|
||||
{
|
||||
if (!target.HasProperty(propertyID)) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
|
||||
return null;
|
||||
}
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Material's named texture scale property with the given ID to the given value.
|
||||
/// Also stores the material as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param>
|
||||
/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)
|
||||
{
|
||||
if (!target.HasProperty(propertyID)) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
|
||||
return null;
|
||||
}
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region .NET 4.6 or Newer
|
||||
|
||||
#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
|
||||
|
||||
#region Async Instructions
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or complete.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code>
|
||||
/// </summary>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or rewinded.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code>
|
||||
/// </summary>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
|
||||
/// </summary>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or has gone through the given amount of loops.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code>
|
||||
/// </summary>
|
||||
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or started
|
||||
/// (meaning when the tween is set in a playing state the first time, after any eventual delay).
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code>
|
||||
/// </summary>
|
||||
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
|
||||
/// </summary>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
#endregion
|
||||
#endif
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
#endif
|
||||
}
|
||||
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
|
||||
public static class DOTweenCYInstruction
|
||||
{
|
||||
public class WaitForCompletion : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active && !t.IsComplete();
|
||||
}}
|
||||
readonly Tween t;
|
||||
public WaitForCompletion(Tween tween)
|
||||
{
|
||||
t = tween;
|
||||
}
|
||||
}
|
||||
|
||||
public class WaitForRewind : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);
|
||||
}}
|
||||
readonly Tween t;
|
||||
public WaitForRewind(Tween tween)
|
||||
{
|
||||
t = tween;
|
||||
}
|
||||
}
|
||||
|
||||
public class WaitForKill : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active;
|
||||
}}
|
||||
readonly Tween t;
|
||||
public WaitForKill(Tween tween)
|
||||
{
|
||||
t = tween;
|
||||
}
|
||||
}
|
||||
|
||||
public class WaitForElapsedLoops : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active && t.CompletedLoops() < elapsedLoops;
|
||||
}}
|
||||
readonly Tween t;
|
||||
readonly int elapsedLoops;
|
||||
public WaitForElapsedLoops(Tween tween, int elapsedLoops)
|
||||
{
|
||||
t = tween;
|
||||
this.elapsedLoops = elapsedLoops;
|
||||
}
|
||||
}
|
||||
|
||||
public class WaitForPosition : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active && t.position * (t.CompletedLoops() + 1) < position;
|
||||
}}
|
||||
readonly Tween t;
|
||||
readonly float position;
|
||||
public WaitForPosition(Tween tween, float position)
|
||||
{
|
||||
t = tween;
|
||||
this.position = position;
|
||||
}
|
||||
}
|
||||
|
||||
public class WaitForStart : CustomYieldInstruction
|
||||
{
|
||||
public override bool keepWaiting { get {
|
||||
return t.active && !t.playedOnce;
|
||||
}}
|
||||
readonly Tween t;
|
||||
public WaitForStart(Tween tween)
|
||||
{
|
||||
t = tween;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,8 @@
|
||||
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||||
guid: 63c02322328255542995bd02b47b0457
|
||||
MonoImporter:
|
||||
serializedVersion: 2
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defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
167
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs
Normal file
167
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs
Normal file
@ -0,0 +1,167 @@
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Core.PathCore;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
/// <summary>
|
||||
/// Utility functions that deal with available Modules.
|
||||
/// Modules defines:
|
||||
/// - DOTAUDIO
|
||||
/// - DOTPHYSICS
|
||||
/// - DOTPHYSICS2D
|
||||
/// - DOTSPRITE
|
||||
/// - DOTUI
|
||||
/// Extra defines set and used for implementation of external assets:
|
||||
/// - DOTWEEN_TMP ► TextMesh Pro
|
||||
/// - DOTWEEN_TK2D ► 2D Toolkit
|
||||
/// </summary>
|
||||
public static class DOTweenModuleUtils
|
||||
{
|
||||
static bool _initialized;
|
||||
|
||||
#region Reflection
|
||||
|
||||
/// <summary>
|
||||
/// Called via Reflection by DOTweenComponent on Awake
|
||||
/// </summary>
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
#endif
|
||||
public static void Init()
|
||||
{
|
||||
if (_initialized) return;
|
||||
|
||||
_initialized = true;
|
||||
DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
|
||||
UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
|
||||
#else
|
||||
UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
#pragma warning disable
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
// Just used to preserve methods when building, never called
|
||||
static void Preserver()
|
||||
{
|
||||
Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
|
||||
MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub");
|
||||
}
|
||||
#pragma warning restore
|
||||
#endif
|
||||
|
||||
#endregion
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)
|
||||
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
|
||||
static void PlaymodeStateChanged()
|
||||
#else
|
||||
static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
|
||||
#endif
|
||||
{
|
||||
if (DOTween.instance == null) return;
|
||||
DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);
|
||||
}
|
||||
#endif
|
||||
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
|
||||
public static class Physics
|
||||
{
|
||||
// Called via DOTweenExternalCommand callback
|
||||
public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)
|
||||
{
|
||||
#if true // PHYSICS_MARKER
|
||||
if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;
|
||||
else trans.rotation = newRot;
|
||||
#else
|
||||
trans.rotation = newRot;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached
|
||||
public static bool HasRigidbody2D(Component target)
|
||||
{
|
||||
#if true // PHYSICS2D_MARKER
|
||||
return target.GetComponent<Rigidbody2D>() != null;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
#region Called via Reflection
|
||||
|
||||
|
||||
// Called via Reflection by DOTweenPathInspector
|
||||
// Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
#endif
|
||||
public static bool HasRigidbody(Component target)
|
||||
{
|
||||
#if true // PHYSICS_MARKER
|
||||
return target.GetComponent<Rigidbody>() != null;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Called via Reflection by DOTweenPath
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
#endif
|
||||
public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween(
|
||||
MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
|
||||
){
|
||||
TweenerCore<Vector3, Path, PathOptions> t = null;
|
||||
bool rBodyFoundAndTweened = false;
|
||||
#if true // PHYSICS_MARKER
|
||||
if (tweenRigidbody) {
|
||||
Rigidbody rBody = target.GetComponent<Rigidbody>();
|
||||
if (rBody != null) {
|
||||
rBodyFoundAndTweened = true;
|
||||
t = isLocal
|
||||
? rBody.DOLocalPath(path, duration, pathMode)
|
||||
: rBody.DOPath(path, duration, pathMode);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#if true // PHYSICS2D_MARKER
|
||||
if (!rBodyFoundAndTweened && tweenRigidbody) {
|
||||
Rigidbody2D rBody2D = target.GetComponent<Rigidbody2D>();
|
||||
if (rBody2D != null) {
|
||||
rBodyFoundAndTweened = true;
|
||||
t = isLocal
|
||||
? rBody2D.DOLocalPath(path, duration, pathMode)
|
||||
: rBody2D.DOPath(path, duration, pathMode);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
if (!rBodyFoundAndTweened) {
|
||||
t = isLocal
|
||||
? target.transform.DOLocalPath(path, duration, pathMode)
|
||||
: target.transform.DOPath(path, duration, pathMode);
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,8 @@
|
||||
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guid: 7bcaf917d9cf5b84090421a5a2abe42e
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||||
MonoImporter:
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||||
serializedVersion: 2
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||||
defaultReferences: []
|
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executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
29
Assets/Plugins/Demigiant/DOTween/readme.txt
Normal file
29
Assets/Plugins/Demigiant/DOTween/readme.txt
Normal file
@ -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
|
4
Assets/Plugins/Demigiant/DOTween/readme.txt.meta
Normal file
4
Assets/Plugins/Demigiant/DOTween/readme.txt.meta
Normal file
@ -0,0 +1,4 @@
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userData:
|
54
Assets/Resources/DOTweenSettings.asset
Normal file
54
Assets/Resources/DOTweenSettings.asset
Normal file
@ -0,0 +1,54 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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||||
--- !u!114 &11400000
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||||
m_Script: {fileID: 16995157, guid: a811bde74b26b53498b4f6d872b09b6d, type: 3}
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m_Name: DOTweenSettings
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||||
m_EditorClassIdentifier:
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||||
useSafeMode: 1
|
||||
safeModeOptions:
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||||
logBehaviour: 2
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||||
nestedTweenFailureBehaviour: 0
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||||
timeScale: 1
|
||||
unscaledTimeScale: 1
|
||||
useSmoothDeltaTime: 0
|
||||
maxSmoothUnscaledTime: 0.15
|
||||
rewindCallbackMode: 0
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||||
showUnityEditorReport: 0
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logBehaviour: 0
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||||
drawGizmos: 1
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defaultRecyclable: 0
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||||
defaultAutoPlay: 3
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||||
defaultUpdateType: 0
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||||
defaultTimeScaleIndependent: 0
|
||||
defaultEaseType: 6
|
||||
defaultEaseOvershootOrAmplitude: 1.70158
|
||||
defaultEasePeriod: 0
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||||
defaultAutoKill: 1
|
||||
defaultLoopType: 0
|
||||
debugMode: 0
|
||||
debugStoreTargetId: 1
|
||||
showPreviewPanel: 1
|
||||
storeSettingsLocation: 0
|
||||
modules:
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||||
showPanel: 0
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||||
audioEnabled: 1
|
||||
physicsEnabled: 1
|
||||
physics2DEnabled: 1
|
||||
spriteEnabled: 1
|
||||
uiEnabled: 1
|
||||
textMeshProEnabled: 0
|
||||
tk2DEnabled: 0
|
||||
deAudioEnabled: 0
|
||||
deUnityExtendedEnabled: 0
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epoOutlineEnabled: 0
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createASMDEF: 0
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showPlayingTweens: 0
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showPausedTweens: 0
|
8
Assets/Resources/DOTweenSettings.asset.meta
Normal file
8
Assets/Resources/DOTweenSettings.asset.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 31de023a068c1764f81bf4a7ff923872
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Assets/Scenes/Housing.unity
(Stored with Git LFS)
BIN
Assets/Scenes/Housing.unity
(Stored with Git LFS)
Binary file not shown.
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