范川铭

1.提交2.0UI管理框架

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  752 + <Project>{fe102f6a-9808-1c9c-9897-d62f3a6958cf}</Project>
  753 + <Name>Assembly-CSharp-firstpass</Name>
  754 + </ProjectReference>
  755 + </ItemGroup>
  756 + <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
  757 + <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
  758 + Other similar extension points exist, see Microsoft.Common.targets.
  759 + <Target Name="BeforeBuild">
  760 + </Target>
  761 + <Target Name="AfterBuild">
  762 + </Target>
  763 + -->
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  10 +- DFTween
  11 +- LeanTween
  12 +- Ease
  13 +- Easing
  14 +- Shake
  15 +- Punch
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  2 +<doc>
  3 + <assembly>
  4 + <name>DOTweenEditor</name>
  5 + </assembly>
  6 + <members>
  7 + <member name="T:DG.DOTweenEditor.EditorCompatibilityUtils">
  8 + <summary>
  9 + Contains compatibility methods taken from DemiEditor (for when DOTween is without it)
  10 + </summary>
  11 + </member>
  12 + <member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectOfType``1(System.Boolean)">
  13 + <summary>
  14 + Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
  15 + </summary>
  16 + </member>
  17 + <member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectOfType(System.Type,System.Boolean)">
  18 + <summary>
  19 + Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
  20 + </summary>
  21 + </member>
  22 + <member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectsOfType``1(System.Boolean)">
  23 + <summary>
  24 + Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
  25 + </summary>
  26 + </member>
  27 + <member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectsOfType(System.Type,System.Boolean)">
  28 + <summary>
  29 + Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
  30 + </summary>
  31 + </member>
  32 + <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Start(System.Action)">
  33 + <summary>
  34 + Starts the update loop of tween in the editor. Has no effect during playMode.
  35 + </summary>
  36 + <param name="onPreviewUpdated">Eventual callback to call after every update</param>
  37 + </member>
  38 + <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean,System.Boolean)">
  39 + <summary>
  40 + Stops the update loop and clears the onPreviewUpdated callback.
  41 + </summary>
  42 + <param name="resetTweenTargets">If TRUE also resets the tweened objects to their original state.
  43 + Note that this works by calling Rewind on all tweens, so it will work correctly
  44 + only if you have a single tween type per object and it wasn't killed</param>
  45 + <param name="clearTweens">If TRUE also kills any cached tween</param>
  46 + </member>
  47 + <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.PrepareTweenForPreview(DG.Tweening.Tween,System.Boolean,System.Boolean,System.Boolean)">
  48 + <summary>
  49 + Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings.
  50 + </summary>
  51 + <param name="t">The tween to ready</param>
  52 + <param name="clearCallbacks">If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)</param>
  53 + <param name="preventAutoKill">If TRUE prevents the tween from being auto-killed at completion</param>
  54 + <param name="andPlay">If TRUE starts playing the tween immediately</param>
  55 + </member>
  56 + <member name="F:DG.DOTweenEditor.EditorVersion.Version">
  57 + <summary>Full major version + first minor version (ex: 2018.1f)</summary>
  58 + </member>
  59 + <member name="F:DG.DOTweenEditor.EditorVersion.MajorVersion">
  60 + <summary>Major version</summary>
  61 + </member>
  62 + <member name="F:DG.DOTweenEditor.EditorVersion.MinorVersion">
  63 + <summary>First minor version (ex: in 2018.1 it would be 1)</summary>
  64 + </member>
  65 + <member name="M:DG.DOTweenEditor.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
  66 + <summary>
  67 + Checks that the given editor texture use the correct import settings,
  68 + and applies them if they're incorrect.
  69 + </summary>
  70 + </member>
  71 + <member name="M:DG.DOTweenEditor.EditorUtils.DOTweenSetupRequired">
  72 + <summary>
  73 + Returns TRUE if setup is required
  74 + </summary>
  75 + </member>
  76 + <member name="M:DG.DOTweenEditor.EditorUtils.AssetExists(System.String)">
  77 + <summary>
  78 + Returns TRUE if the file/directory at the given path exists.
  79 + </summary>
  80 + <param name="adbPath">Path, relative to Unity's project folder</param>
  81 + <returns></returns>
  82 + </member>
  83 + <member name="M:DG.DOTweenEditor.EditorUtils.ADBPathToFullPath(System.String)">
  84 + <summary>
  85 + Converts the given project-relative path to a full path,
  86 + with backward (\) slashes).
  87 + </summary>
  88 + </member>
  89 + <member name="M:DG.DOTweenEditor.EditorUtils.FullPathToADBPath(System.String)">
  90 + <summary>
  91 + Converts the given full path to a path usable with AssetDatabase methods
  92 + (relative to Unity's project folder, and with the correct Unity forward (/) slashes).
  93 + </summary>
  94 + </member>
  95 + <member name="M:DG.DOTweenEditor.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
  96 + <summary>
  97 + Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
  98 + If the asset already exists at the given path, loads it and returns it.
  99 + Otherwise, either returns NULL or automatically creates it before loading and returning it
  100 + (depending on the given parameters).
  101 + </summary>
  102 + <typeparam name="T">Asset type</typeparam>
  103 + <param name="adbFilePath">File path (relative to Unity's project folder)</param>
  104 + <param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
  105 + </member>
  106 + <member name="M:DG.DOTweenEditor.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
  107 + <summary>
  108 + Full path for the given loaded assembly, assembly file included
  109 + </summary>
  110 + </member>
  111 + <member name="M:DG.DOTweenEditor.EditorUtils.AddGlobalDefine(System.String)">
  112 + <summary>
  113 + Adds the given global define if it's not already present
  114 + </summary>
  115 + </member>
  116 + <member name="M:DG.DOTweenEditor.EditorUtils.RemoveGlobalDefine(System.String)">
  117 + <summary>
  118 + Removes the given global define if it's present
  119 + </summary>
  120 + </member>
  121 + <member name="M:DG.DOTweenEditor.EditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
  122 + <summary>
  123 + Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
  124 + or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
  125 + </summary>
  126 + <param name="id"></param>
  127 + <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
  128 + </member>
  129 + <member name="T:DG.DOTweenEditor.DOTweenDefines">
  130 + <summary>
  131 + Not used as menu item anymore, but as a utility function
  132 + </summary>
  133 + </member>
  134 + <member name="F:DG.DOTweenEditor.UnityEditorVersion.Version">
  135 + <summary>Full major version + first minor version (ex: 2018.1f)</summary>
  136 + </member>
  137 + <member name="F:DG.DOTweenEditor.UnityEditorVersion.MajorVersion">
  138 + <summary>Major version</summary>
  139 + </member>
  140 + <member name="F:DG.DOTweenEditor.UnityEditorVersion.MinorVersion">
  141 + <summary>First minor version (ex: in 2018.1 it would be 1)</summary>
  142 + </member>
  143 + </members>
  144 +</doc>
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  8 + <summary>
  9 + This class and its whole library are deleted the first time DOTween's setup is run after an upgrade (or after a new install).
  10 + NOTE: DidReloadScripts doesn't work on first install so it's useless, InitializeOnLoad is the only way
  11 + </summary>
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  1 +// Author: Daniele Giardini - http://www.demigiant.com
  2 +// Created: 2018/07/13
  3 +
  4 +#if true // MODULE_MARKER
  5 +using System;
  6 +using DG.Tweening.Core;
  7 +using DG.Tweening.Plugins.Options;
  8 +using UnityEngine;
  9 +using UnityEngine.Audio; // Required for AudioMixer
  10 +
  11 +#pragma warning disable 1591
  12 +namespace DG.Tweening
  13 +{
  14 + public static class DOTweenModuleAudio
  15 + {
  16 + #region Shortcuts
  17 +
  18 + #region Audio
  19 +
  20 + /// <summary>Tweens an AudioSource's volume to the given value.
  21 + /// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
  22 + /// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
  23 + public static TweenerCore<float, float, FloatOptions> DOFade(this AudioSource target, float endValue, float duration)
  24 + {
  25 + if (endValue < 0) endValue = 0;
  26 + else if (endValue > 1) endValue = 1;
  27 + TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);
  28 + t.SetTarget(target);
  29 + return t;
  30 + }
  31 +
  32 + /// <summary>Tweens an AudioSource's pitch to the given value.
  33 + /// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
  34 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  35 + public static TweenerCore<float, float, FloatOptions> DOPitch(this AudioSource target, float endValue, float duration)
  36 + {
  37 + TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);
  38 + t.SetTarget(target);
  39 + return t;
  40 + }
  41 +
  42 + #endregion
  43 +
  44 + #region AudioMixer
  45 +
  46 + /// <summary>Tweens an AudioMixer's exposed float to the given value.
  47 + /// Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
  48 + /// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.</summary>
  49 + /// <param name="floatName">Name given to the exposed float to set</param>
  50 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  51 + public static TweenerCore<float, float, FloatOptions> DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
  52 + {
  53 + TweenerCore<float, float, FloatOptions> t = DOTween.To(()=> {
  54 + float currVal;
  55 + target.GetFloat(floatName, out currVal);
  56 + return currVal;
  57 + }, x=> target.SetFloat(floatName, x), endValue, duration);
  58 + t.SetTarget(target);
  59 + return t;
  60 + }
  61 +
  62 + #region Operation Shortcuts
  63 +
  64 + /// <summary>
  65 + /// Completes all tweens that have this target as a reference
  66 + /// (meaning tweens that were started from this target, or that had this target added as an Id)
  67 + /// and returns the total number of tweens completed
  68 + /// (meaning the tweens that don't have infinite loops and were not already complete)
  69 + /// </summary>
  70 + /// <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
  71 + /// otherwise they will be ignored</param>
  72 + public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
  73 + {
  74 + return DOTween.Complete(target, withCallbacks);
  75 + }
  76 +
  77 + /// <summary>
  78 + /// Kills all tweens that have this target as a reference
  79 + /// (meaning tweens that were started from this target, or that had this target added as an Id)
  80 + /// and returns the total number of tweens killed.
  81 + /// </summary>
  82 + /// <param name="complete">If TRUE completes the tween before killing it</param>
  83 + public static int DOKill(this AudioMixer target, bool complete = false)
  84 + {
  85 + return DOTween.Kill(target, complete);
  86 + }
  87 +
  88 + /// <summary>
  89 + /// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
  90 + /// (meaning tweens that were started from this target, or that had this target added as an Id)
  91 + /// and returns the total number of tweens flipped.
  92 + /// </summary>
  93 + public static int DOFlip(this AudioMixer target)
  94 + {
  95 + return DOTween.Flip(target);
  96 + }
  97 +
  98 + /// <summary>
  99 + /// Sends to the given position all tweens that have this target as a reference
  100 + /// (meaning tweens that were started from this target, or that had this target added as an Id)
  101 + /// and returns the total number of tweens involved.
  102 + /// </summary>
  103 + /// <param name="to">Time position to reach
  104 + /// (if higher than the whole tween duration the tween will simply reach its end)</param>
  105 + /// <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
  106 + public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
  107 + {
  108 + return DOTween.Goto(target, to, andPlay);
  109 + }
  110 +
  111 + /// <summary>
  112 + /// Pauses all tweens that have this target as a reference
  113 + /// (meaning tweens that were started from this target, or that had this target added as an Id)
  114 + /// and returns the total number of tweens paused.
  115 + /// </summary>
  116 + public static int DOPause(this AudioMixer target)
  117 + {
  118 + return DOTween.Pause(target);
  119 + }
  120 +
  121 + /// <summary>
  122 + /// Plays all tweens that have this target as a reference
  123 + /// (meaning tweens that were started from this target, or that had this target added as an Id)
  124 + /// and returns the total number of tweens played.
  125 + /// </summary>
  126 + public static int DOPlay(this AudioMixer target)
  127 + {
  128 + return DOTween.Play(target);
  129 + }
  130 +
  131 + /// <summary>
  132 + /// Plays backwards all tweens that have this target as a reference
  133 + /// (meaning tweens that were started from this target, or that had this target added as an Id)
  134 + /// and returns the total number of tweens played.
  135 + /// </summary>
  136 + public static int DOPlayBackwards(this AudioMixer target)
  137 + {
  138 + return DOTween.PlayBackwards(target);
  139 + }
  140 +
  141 + /// <summary>
  142 + /// Plays forward all tweens that have this target as a reference
  143 + /// (meaning tweens that were started from this target, or that had this target added as an Id)
  144 + /// and returns the total number of tweens played.
  145 + /// </summary>
  146 + public static int DOPlayForward(this AudioMixer target)
  147 + {
  148 + return DOTween.PlayForward(target);
  149 + }
  150 +
  151 + /// <summary>
  152 + /// Restarts all tweens that have this target as a reference
  153 + /// (meaning tweens that were started from this target, or that had this target added as an Id)
  154 + /// and returns the total number of tweens restarted.
  155 + /// </summary>
  156 + public static int DORestart(this AudioMixer target)
  157 + {
  158 + return DOTween.Restart(target);
  159 + }
  160 +
  161 + /// <summary>
  162 + /// Rewinds all tweens that have this target as a reference
  163 + /// (meaning tweens that were started from this target, or that had this target added as an Id)
  164 + /// and returns the total number of tweens rewinded.
  165 + /// </summary>
  166 + public static int DORewind(this AudioMixer target)
  167 + {
  168 + return DOTween.Rewind(target);
  169 + }
  170 +
  171 + /// <summary>
  172 + /// Smoothly rewinds all tweens that have this target as a reference
  173 + /// (meaning tweens that were started from this target, or that had this target added as an Id)
  174 + /// and returns the total number of tweens rewinded.
  175 + /// </summary>
  176 + public static int DOSmoothRewind(this AudioMixer target)
  177 + {
  178 + return DOTween.SmoothRewind(target);
  179 + }
  180 +
  181 + /// <summary>
  182 + /// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
  183 + /// (meaning tweens that were started from this target, or that had this target added as an Id)
  184 + /// and returns the total number of tweens involved.
  185 + /// </summary>
  186 + public static int DOTogglePause(this AudioMixer target)
  187 + {
  188 + return DOTween.TogglePause(target);
  189 + }
  190 +
  191 + #endregion
  192 +
  193 + #endregion
  194 +
  195 + #endregion
  196 + }
  197 +}
  198 +#endif
  1 +fileFormatVersion: 2
  2 +guid: b766d08851589514b97afb23c6f30a70
  3 +MonoImporter:
  4 + serializedVersion: 2
  5 + defaultReferences: []
  6 + executionOrder: 0
  7 + icon: {instanceID: 0}
  8 + userData:
  1 +using UnityEngine;
  2 +
  3 +#if false || EPO_DOTWEEN // MODULE_MARKER
  4 +
  5 +using EPOOutline;
  6 +using DG.Tweening.Plugins.Options;
  7 +using DG.Tweening;
  8 +using DG.Tweening.Core;
  9 +
  10 +namespace DG.Tweening
  11 +{
  12 + public static class DOTweenModuleEPOOutline
  13 + {
  14 + public static int DOKill(this SerializedPass target, bool complete)
  15 + {
  16 + return DOTween.Kill(target, complete);
  17 + }
  18 +
  19 + public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
  20 + {
  21 + var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
  22 + tweener.SetOptions(true).SetTarget(target);
  23 + return tweener;
  24 + }
  25 +
  26 + public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, string propertyName, float endValue, float duration)
  27 + {
  28 + var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
  29 + tweener.SetOptions(true).SetTarget(target);
  30 + return tweener;
  31 + }
  32 +
  33 + public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)
  34 + {
  35 + var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
  36 + tweener.SetOptions(false).SetTarget(target);
  37 + return tweener;
  38 + }
  39 +
  40 + public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)
  41 + {
  42 + var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);
  43 + tweener.SetOptions(false).SetTarget(target);
  44 + return tweener;
  45 + }
  46 +
  47 + public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)
  48 + {
  49 + var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);
  50 + tweener.SetOptions(true).SetTarget(target);
  51 + return tweener;
  52 + }
  53 +
  54 + public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
  55 + {
  56 + var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
  57 + tweener.SetOptions(true).SetTarget(target);
  58 + return tweener;
  59 + }
  60 +
  61 + public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
  62 + {
  63 + var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
  64 + tweener.SetOptions(false).SetTarget(target);
  65 + return tweener;
  66 + }
  67 +
  68 + public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)
  69 + {
  70 + var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);
  71 + tweener.SetOptions(false).SetTarget(target);
  72 + return tweener;
  73 + }
  74 +
  75 + public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
  76 + {
  77 + return DOTween.Kill(target, complete);
  78 + }
  79 +
  80 + public static int DOKill(this Outliner target, bool complete = false)
  81 + {
  82 + return DOTween.Kill(target, complete);
  83 + }
  84 +
  85 + /// <summary>
  86 + /// Controls the alpha (transparency) of the outline
  87 + /// </summary>
  88 + public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
  89 + {
  90 + var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);
  91 + tweener.SetOptions(true).SetTarget(target);
  92 + return tweener;
  93 + }
  94 +
  95 + /// <summary>
  96 + /// Controls the color of the outline
  97 + /// </summary>
  98 + public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
  99 + {
  100 + var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
  101 + tweener.SetOptions(false).SetTarget(target);
  102 + return tweener;
  103 + }
  104 +
  105 + /// <summary>
  106 + /// Controls the amount of blur applied to the outline
  107 + /// </summary>
  108 + public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
  109 + {
  110 + var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
  111 + tweener.SetOptions(snapping).SetTarget(target);
  112 + return tweener;
  113 + }
  114 +
  115 + /// <summary>
  116 + /// Controls the amount of blur applied to the outline
  117 + /// </summary>
  118 + public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
  119 + {
  120 + var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
  121 + tweener.SetOptions(snapping).SetTarget(target);
  122 + return tweener;
  123 + }
  124 +
  125 + /// <summary>
  126 + /// Controls the amount of dilation applied to the outline
  127 + /// </summary>
  128 + public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
  129 + {
  130 + var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
  131 + tweener.SetOptions(snapping).SetTarget(target);
  132 + return tweener;
  133 + }
  134 +
  135 + /// <summary>
  136 + /// Controls the amount of dilation applied to the outline
  137 + /// </summary>
  138 + public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
  139 + {
  140 + var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
  141 + tweener.SetOptions(snapping).SetTarget(target);
  142 + return tweener;
  143 + }
  144 + }
  145 +}
  146 +#endif
  1 +fileFormatVersion: 2
  2 +guid: e944529dcaee98f4e9498d80e541d93e
  3 +timeCreated: 1602593330
  4 +licenseType: Store
  5 +MonoImporter:
  6 + serializedVersion: 2
  7 + defaultReferences: []
  8 + executionOrder: 0
  9 + icon: {instanceID: 0}
  10 + userData:
  11 + assetBundleName:
  12 + assetBundleVariant:
  1 +// Author: Daniele Giardini - http://www.demigiant.com
  2 +// Created: 2018/07/13
  3 +
  4 +#if true // MODULE_MARKER
  5 +using System;
  6 +using DG.Tweening.Core;
  7 +using DG.Tweening.Core.Enums;
  8 +using DG.Tweening.Plugins;
  9 +using DG.Tweening.Plugins.Core.PathCore;
  10 +using DG.Tweening.Plugins.Options;
  11 +using UnityEngine;
  12 +
  13 +#pragma warning disable 1591
  14 +namespace DG.Tweening
  15 +{
  16 + public static class DOTweenModulePhysics
  17 + {
  18 + #region Shortcuts
  19 +
  20 + #region Rigidbody
  21 +
  22 + /// <summary>Tweens a Rigidbody's position to the given value.
  23 + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
  24 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  25 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  26 + public static TweenerCore<Vector3, Vector3, VectorOptions> DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)
  27 + {
  28 + TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
  29 + t.SetOptions(snapping).SetTarget(target);
  30 + return t;
  31 + }
  32 +
  33 + /// <summary>Tweens a Rigidbody's X position to the given value.
  34 + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
  35 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  36 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  37 + public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)
  38 + {
  39 + TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration);
  40 + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
  41 + return t;
  42 + }
  43 +
  44 + /// <summary>Tweens a Rigidbody's Y position to the given value.
  45 + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
  46 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  47 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  48 + public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)
  49 + {
  50 + TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration);
  51 + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
  52 + return t;
  53 + }
  54 +
  55 + /// <summary>Tweens a Rigidbody's Z position to the given value.
  56 + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
  57 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  58 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  59 + public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)
  60 + {
  61 + TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration);
  62 + t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
  63 + return t;
  64 + }
  65 +
  66 + /// <summary>Tweens a Rigidbody's rotation to the given value.
  67 + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
  68 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  69 + /// <param name="mode">Rotation mode</param>
  70 + public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
  71 + {
  72 + TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
  73 + t.SetTarget(target);
  74 + t.plugOptions.rotateMode = mode;
  75 + return t;
  76 + }
  77 +
  78 + /// <summary>Tweens a Rigidbody's rotation so that it will look towards the given position.
  79 + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
  80 + /// <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
  81 + /// <param name="axisConstraint">Eventual axis constraint for the rotation</param>
  82 + /// <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
  83 + public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
  84 + {
  85 + TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration)
  86 + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt);
  87 + t.plugOptions.axisConstraint = axisConstraint;
  88 + t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up;
  89 + return t;
  90 + }
  91 +
  92 + #region Special
  93 +
  94 + /// <summary>Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis.
  95 + /// Returns a Sequence instead of a Tweener.
  96 + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
  97 + /// <param name="endValue">The end value to reach</param>
  98 + /// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
  99 + /// <param name="numJumps">Total number of jumps</param>
  100 + /// <param name="duration">The duration of the tween</param>
  101 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  102 + public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
  103 + {
  104 + if (numJumps < 1) numJumps = 1;
  105 + float startPosY = 0;
  106 + float offsetY = -1;
  107 + bool offsetYSet = false;
  108 + Sequence s = DOTween.Sequence();
  109 + Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
  110 + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
  111 + .SetLoops(numJumps * 2, LoopType.Yoyo)
  112 + .OnStart(() => startPosY = target.position.y);
  113 + s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration)
  114 + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
  115 + ).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration)
  116 + .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
  117 + ).Join(yTween)
  118 + .SetTarget(target).SetEase(DOTween.defaultEaseType);
  119 + yTween.OnUpdate(() => {
  120 + if (!offsetYSet) {
  121 + offsetYSet = true;
  122 + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
  123 + }
  124 + Vector3 pos = target.position;
  125 + pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
  126 + target.MovePosition(pos);
  127 + });
  128 + return s;
  129 + }
  130 +
  131 + /// <summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
  132 + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
  133 + /// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
  134 + /// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
  135 + /// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
  136 + /// <param name="path">The waypoints to go through</param>
  137 + /// <param name="duration">The duration of the tween</param>
  138 + /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
  139 + /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
  140 + /// <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.
  141 + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
  142 + /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
  143 + public static TweenerCore<Vector3, Path, PathOptions> DOPath(
  144 + this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
  145 + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
  146 + )
  147 + {
  148 + if (resolution < 1) resolution = 1;
  149 + TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration)
  150 + .SetTarget(target).SetUpdate(UpdateType.Fixed);
  151 +
  152 + t.plugOptions.isRigidbody = true;
  153 + t.plugOptions.mode = pathMode;
  154 + return t;
  155 + }
  156 + /// <summary>Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
  157 + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations
  158 + /// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
  159 + /// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
  160 + /// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
  161 + /// <param name="path">The waypoint to go through</param>
  162 + /// <param name="duration">The duration of the tween</param>
  163 + /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
  164 + /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
  165 + /// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
  166 + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
  167 + /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
  168 + public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
  169 + this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
  170 + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
  171 + )
  172 + {
  173 + if (resolution < 1) resolution = 1;
  174 + Transform trans = target.transform;
  175 + 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)
  176 + .SetTarget(target).SetUpdate(UpdateType.Fixed);
  177 +
  178 + t.plugOptions.isRigidbody = true;
  179 + t.plugOptions.mode = pathMode;
  180 + t.plugOptions.useLocalPosition = true;
  181 + return t;
  182 + }
  183 + // Used by path editor when creating the actual tween, so it can pass a pre-compiled path
  184 + internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
  185 + this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
  186 + )
  187 + {
  188 + TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration)
  189 + .SetTarget(target);
  190 +
  191 + t.plugOptions.isRigidbody = true;
  192 + t.plugOptions.mode = pathMode;
  193 + return t;
  194 + }
  195 + internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
  196 + this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
  197 + )
  198 + {
  199 + Transform trans = target.transform;
  200 + TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
  201 + .SetTarget(target);
  202 +
  203 + t.plugOptions.isRigidbody = true;
  204 + t.plugOptions.mode = pathMode;
  205 + t.plugOptions.useLocalPosition = true;
  206 + return t;
  207 + }
  208 +
  209 + #endregion
  210 +
  211 + #endregion
  212 +
  213 + #endregion
  214 + }
  215 +}
  216 +#endif
  1 +fileFormatVersion: 2
  2 +guid: dae9aa560b4242648a3affa2bfabc365
  3 +MonoImporter:
  4 + serializedVersion: 2
  5 + defaultReferences: []
  6 + executionOrder: 0
  7 + icon: {instanceID: 0}
  8 + userData:
  1 +// Author: Daniele Giardini - http://www.demigiant.com
  2 +// Created: 2018/07/13
  3 +
  4 +#if true // MODULE_MARKER
  5 +using System;
  6 +using DG.Tweening.Core;
  7 +using DG.Tweening.Plugins;
  8 +using DG.Tweening.Plugins.Core.PathCore;
  9 +using DG.Tweening.Plugins.Options;
  10 +using UnityEngine;
  11 +
  12 +#pragma warning disable 1591
  13 +namespace DG.Tweening
  14 +{
  15 + public static class DOTweenModulePhysics2D
  16 + {
  17 + #region Shortcuts
  18 +
  19 + #region Rigidbody2D Shortcuts
  20 +
  21 + /// <summary>Tweens a Rigidbody2D's position to the given value.
  22 + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
  23 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  24 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  25 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
  26 + {
  27 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
  28 + t.SetOptions(snapping).SetTarget(target);
  29 + return t;
  30 + }
  31 +
  32 + /// <summary>Tweens a Rigidbody2D's X position to the given value.
  33 + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
  34 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  35 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  36 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
  37 + {
  38 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration);
  39 + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
  40 + return t;
  41 + }
  42 +
  43 + /// <summary>Tweens a Rigidbody2D's Y position to the given value.
  44 + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
  45 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  46 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  47 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
  48 + {
  49 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration);
  50 + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
  51 + return t;
  52 + }
  53 +
  54 + /// <summary>Tweens a Rigidbody2D's rotation to the given value.
  55 + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
  56 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  57 + public static TweenerCore<float, float, FloatOptions> DORotate(this Rigidbody2D target, float endValue, float duration)
  58 + {
  59 + TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
  60 + t.SetTarget(target);
  61 + return t;
  62 + }
  63 +
  64 + #region Special
  65 +
  66 + /// <summary>Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
  67 + /// Returns a Sequence instead of a Tweener.
  68 + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
  69 + /// <para>IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position</para></summary>
  70 + /// <param name="endValue">The end value to reach</param>
  71 + /// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
  72 + /// <param name="numJumps">Total number of jumps</param>
  73 + /// <param name="duration">The duration of the tween</param>
  74 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  75 + public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
  76 + {
  77 + if (numJumps < 1) numJumps = 1;
  78 + float startPosY = 0;
  79 + float offsetY = -1;
  80 + bool offsetYSet = false;
  81 + Sequence s = DOTween.Sequence();
  82 + Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
  83 + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
  84 + .SetLoops(numJumps * 2, LoopType.Yoyo)
  85 + .OnStart(() => startPosY = target.position.y);
  86 + s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration)
  87 + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
  88 + ).Join(yTween)
  89 + .SetTarget(target).SetEase(DOTween.defaultEaseType);
  90 + yTween.OnUpdate(() => {
  91 + if (!offsetYSet) {
  92 + offsetYSet = true;
  93 + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
  94 + }
  95 + Vector3 pos = target.position;
  96 + pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
  97 + target.MovePosition(pos);
  98 + });
  99 + return s;
  100 + }
  101 +
  102 + /// <summary>Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.
  103 + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
  104 + /// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
  105 + /// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
  106 + /// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
  107 + /// <param name="path">The waypoints to go through</param>
  108 + /// <param name="duration">The duration of the tween</param>
  109 + /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
  110 + /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
  111 + /// <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.
  112 + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
  113 + /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
  114 + public static TweenerCore<Vector3, Path, PathOptions> DOPath(
  115 + this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
  116 + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
  117 + )
  118 + {
  119 + if (resolution < 1) resolution = 1;
  120 + int len = path.Length;
  121 + Vector3[] path3D = new Vector3[len];
  122 + for (int i = 0; i < len; ++i) path3D[i] = path[i];
  123 + TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)
  124 + .SetTarget(target).SetUpdate(UpdateType.Fixed);
  125 +
  126 + t.plugOptions.isRigidbody2D = true;
  127 + t.plugOptions.mode = pathMode;
  128 + return t;
  129 + }
  130 + /// <summary>Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.
  131 + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
  132 + /// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
  133 + /// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
  134 + /// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
  135 + /// <param name="path">The waypoint to go through</param>
  136 + /// <param name="duration">The duration of the tween</param>
  137 + /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
  138 + /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
  139 + /// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
  140 + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
  141 + /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
  142 + public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
  143 + this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
  144 + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
  145 + )
  146 + {
  147 + if (resolution < 1) resolution = 1;
  148 + int len = path.Length;
  149 + Vector3[] path3D = new Vector3[len];
  150 + for (int i = 0; i < len; ++i) path3D[i] = path[i];
  151 + Transform trans = target.transform;
  152 + 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)
  153 + .SetTarget(target).SetUpdate(UpdateType.Fixed);
  154 +
  155 + t.plugOptions.isRigidbody2D = true;
  156 + t.plugOptions.mode = pathMode;
  157 + t.plugOptions.useLocalPosition = true;
  158 + return t;
  159 + }
  160 + // Used by path editor when creating the actual tween, so it can pass a pre-compiled path
  161 + internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
  162 + this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
  163 + )
  164 + {
  165 + TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)
  166 + .SetTarget(target);
  167 +
  168 + t.plugOptions.isRigidbody2D = true;
  169 + t.plugOptions.mode = pathMode;
  170 + return t;
  171 + }
  172 + internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
  173 + this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
  174 + )
  175 + {
  176 + Transform trans = target.transform;
  177 + TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
  178 + .SetTarget(target);
  179 +
  180 + t.plugOptions.isRigidbody2D = true;
  181 + t.plugOptions.mode = pathMode;
  182 + t.plugOptions.useLocalPosition = true;
  183 + return t;
  184 + }
  185 +
  186 + #endregion
  187 +
  188 + #endregion
  189 +
  190 + #endregion
  191 + }
  192 +}
  193 +#endif
  1 +fileFormatVersion: 2
  2 +guid: 230fe34542e175245ba74b4659dae700
  3 +MonoImporter:
  4 + serializedVersion: 2
  5 + defaultReferences: []
  6 + executionOrder: 0
  7 + icon: {instanceID: 0}
  8 + userData:
  1 +// Author: Daniele Giardini - http://www.demigiant.com
  2 +// Created: 2018/07/13
  3 +
  4 +#if true // MODULE_MARKER
  5 +using System;
  6 +using UnityEngine;
  7 +using DG.Tweening.Core;
  8 +using DG.Tweening.Plugins.Options;
  9 +
  10 +#pragma warning disable 1591
  11 +namespace DG.Tweening
  12 +{
  13 + public static class DOTweenModuleSprite
  14 + {
  15 + #region Shortcuts
  16 +
  17 + #region SpriteRenderer
  18 +
  19 + /// <summary>Tweens a SpriteRenderer's color to the given value.
  20 + /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
  21 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  22 + public static TweenerCore<Color, Color, ColorOptions> DOColor(this SpriteRenderer target, Color endValue, float duration)
  23 + {
  24 + TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
  25 + t.SetTarget(target);
  26 + return t;
  27 + }
  28 +
  29 + /// <summary>Tweens a Material's alpha color to the given value.
  30 + /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
  31 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  32 + public static TweenerCore<Color, Color, ColorOptions> DOFade(this SpriteRenderer target, float endValue, float duration)
  33 + {
  34 + TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
  35 + t.SetTarget(target);
  36 + return t;
  37 + }
  38 +
  39 + /// <summary>Tweens a SpriteRenderer's color using the given gradient
  40 + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
  41 + /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
  42 + /// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
  43 + public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration)
  44 + {
  45 + Sequence s = DOTween.Sequence();
  46 + GradientColorKey[] colors = gradient.colorKeys;
  47 + int len = colors.Length;
  48 + for (int i = 0; i < len; ++i) {
  49 + GradientColorKey c = colors[i];
  50 + if (i == 0 && c.time <= 0) {
  51 + target.color = c.color;
  52 + continue;
  53 + }
  54 + float colorDuration = i == len - 1
  55 + ? duration - s.Duration(false) // Verifies that total duration is correct
  56 + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
  57 + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
  58 + }
  59 + s.SetTarget(target);
  60 + return s;
  61 + }
  62 +
  63 + #endregion
  64 +
  65 + #region Blendables
  66 +
  67 + #region SpriteRenderer
  68 +
  69 + /// <summary>Tweens a SpriteRenderer's color to the given value,
  70 + /// in a way that allows other DOBlendableColor tweens to work together on the same target,
  71 + /// instead than fight each other as multiple DOColor would do.
  72 + /// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
  73 + /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
  74 + public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)
  75 + {
  76 + endValue = endValue - target.color;
  77 + Color to = new Color(0, 0, 0, 0);
  78 + return DOTween.To(() => to, x => {
  79 + Color diff = x - to;
  80 + to = x;
  81 + target.color += diff;
  82 + }, endValue, duration)
  83 + .Blendable().SetTarget(target);
  84 + }
  85 +
  86 + #endregion
  87 +
  88 + #endregion
  89 +
  90 + #endregion
  91 + }
  92 +}
  93 +#endif
  1 +fileFormatVersion: 2
  2 +guid: 188918ab119d93148aa0de59ccf5286b
  3 +MonoImporter:
  4 + serializedVersion: 2
  5 + defaultReferences: []
  6 + executionOrder: 0
  7 + icon: {instanceID: 0}
  8 + userData:
  1 +// Author: Daniele Giardini - http://www.demigiant.com
  2 +// Created: 2018/07/13
  3 +
  4 +#if true // MODULE_MARKER
  5 +
  6 +using System;
  7 +using System.Globalization;
  8 +using UnityEngine;
  9 +using UnityEngine.UI;
  10 +using DG.Tweening.Core;
  11 +using DG.Tweening.Core.Enums;
  12 +using DG.Tweening.Plugins;
  13 +using DG.Tweening.Plugins.Options;
  14 +using Outline = UnityEngine.UI.Outline;
  15 +using Text = UnityEngine.UI.Text;
  16 +
  17 +#pragma warning disable 1591
  18 +namespace DG.Tweening
  19 +{
  20 + public static class DOTweenModuleUI
  21 + {
  22 + #region Shortcuts
  23 +
  24 + #region CanvasGroup
  25 +
  26 + /// <summary>Tweens a CanvasGroup's alpha color to the given value.
  27 + /// Also stores the canvasGroup as the tween's target so it can be used for filtered operations</summary>
  28 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  29 + public static TweenerCore<float, float, FloatOptions> DOFade(this CanvasGroup target, float endValue, float duration)
  30 + {
  31 + TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration);
  32 + t.SetTarget(target);
  33 + return t;
  34 + }
  35 +
  36 + #endregion
  37 +
  38 + #region Graphic
  39 +
  40 + /// <summary>Tweens an Graphic's color to the given value.
  41 + /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
  42 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  43 + public static TweenerCore<Color, Color, ColorOptions> DOColor(this Graphic target, Color endValue, float duration)
  44 + {
  45 + TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
  46 + t.SetTarget(target);
  47 + return t;
  48 + }
  49 +
  50 + /// <summary>Tweens an Graphic's alpha color to the given value.
  51 + /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
  52 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  53 + public static TweenerCore<Color, Color, ColorOptions> DOFade(this Graphic target, float endValue, float duration)
  54 + {
  55 + TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
  56 + t.SetTarget(target);
  57 + return t;
  58 + }
  59 +
  60 + #endregion
  61 +
  62 + #region Image
  63 +
  64 + /// <summary>Tweens an Image's color to the given value.
  65 + /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
  66 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  67 + public static TweenerCore<Color, Color, ColorOptions> DOColor(this Image target, Color endValue, float duration)
  68 + {
  69 + TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
  70 + t.SetTarget(target);
  71 + return t;
  72 + }
  73 +
  74 + /// <summary>Tweens an Image's alpha color to the given value.
  75 + /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
  76 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  77 + public static TweenerCore<Color, Color, ColorOptions> DOFade(this Image target, float endValue, float duration)
  78 + {
  79 + TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
  80 + t.SetTarget(target);
  81 + return t;
  82 + }
  83 +
  84 + /// <summary>Tweens an Image's fillAmount to the given value.
  85 + /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
  86 + /// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
  87 + public static TweenerCore<float, float, FloatOptions> DOFillAmount(this Image target, float endValue, float duration)
  88 + {
  89 + if (endValue > 1) endValue = 1;
  90 + else if (endValue < 0) endValue = 0;
  91 + TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration);
  92 + t.SetTarget(target);
  93 + return t;
  94 + }
  95 +
  96 + /// <summary>Tweens an Image's colors using the given gradient
  97 + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
  98 + /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
  99 + /// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
  100 + public static Sequence DOGradientColor(this Image target, Gradient gradient, float duration)
  101 + {
  102 + Sequence s = DOTween.Sequence();
  103 + GradientColorKey[] colors = gradient.colorKeys;
  104 + int len = colors.Length;
  105 + for (int i = 0; i < len; ++i) {
  106 + GradientColorKey c = colors[i];
  107 + if (i == 0 && c.time <= 0) {
  108 + target.color = c.color;
  109 + continue;
  110 + }
  111 + float colorDuration = i == len - 1
  112 + ? duration - s.Duration(false) // Verifies that total duration is correct
  113 + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
  114 + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
  115 + }
  116 + s.SetTarget(target);
  117 + return s;
  118 + }
  119 +
  120 + #endregion
  121 +
  122 + #region LayoutElement
  123 +
  124 + /// <summary>Tweens an LayoutElement's flexibleWidth/Height to the given value.
  125 + /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary>
  126 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  127 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  128 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
  129 + {
  130 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => {
  131 + target.flexibleWidth = x.x;
  132 + target.flexibleHeight = x.y;
  133 + }, endValue, duration);
  134 + t.SetOptions(snapping).SetTarget(target);
  135 + return t;
  136 + }
  137 +
  138 + /// <summary>Tweens an LayoutElement's minWidth/Height to the given value.
  139 + /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary>
  140 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  141 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  142 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
  143 + {
  144 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => {
  145 + target.minWidth = x.x;
  146 + target.minHeight = x.y;
  147 + }, endValue, duration);
  148 + t.SetOptions(snapping).SetTarget(target);
  149 + return t;
  150 + }
  151 +
  152 + /// <summary>Tweens an LayoutElement's preferredWidth/Height to the given value.
  153 + /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary>
  154 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  155 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  156 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
  157 + {
  158 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => {
  159 + target.preferredWidth = x.x;
  160 + target.preferredHeight = x.y;
  161 + }, endValue, duration);
  162 + t.SetOptions(snapping).SetTarget(target);
  163 + return t;
  164 + }
  165 +
  166 + #endregion
  167 +
  168 + #region Outline
  169 +
  170 + /// <summary>Tweens a Outline's effectColor to the given value.
  171 + /// Also stores the Outline as the tween's target so it can be used for filtered operations</summary>
  172 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  173 + public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outline target, Color endValue, float duration)
  174 + {
  175 + TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration);
  176 + t.SetTarget(target);
  177 + return t;
  178 + }
  179 +
  180 + /// <summary>Tweens a Outline's effectColor alpha to the given value.
  181 + /// Also stores the Outline as the tween's target so it can be used for filtered operations</summary>
  182 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  183 + public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outline target, float endValue, float duration)
  184 + {
  185 + TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration);
  186 + t.SetTarget(target);
  187 + return t;
  188 + }
  189 +
  190 + /// <summary>Tweens a Outline's effectDistance to the given value.
  191 + /// Also stores the Outline as the tween's target so it can be used for filtered operations</summary>
  192 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  193 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOScale(this Outline target, Vector2 endValue, float duration)
  194 + {
  195 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration);
  196 + t.SetTarget(target);
  197 + return t;
  198 + }
  199 +
  200 + #endregion
  201 +
  202 + #region RectTransform
  203 +
  204 + /// <summary>Tweens a RectTransform's anchoredPosition to the given value.
  205 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  206 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  207 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  208 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
  209 + {
  210 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration);
  211 + t.SetOptions(snapping).SetTarget(target);
  212 + return t;
  213 + }
  214 + /// <summary>Tweens a RectTransform's anchoredPosition X to the given value.
  215 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  216 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  217 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  218 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false)
  219 + {
  220 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration);
  221 + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
  222 + return t;
  223 + }
  224 + /// <summary>Tweens a RectTransform's anchoredPosition Y to the given value.
  225 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  226 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  227 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  228 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false)
  229 + {
  230 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration);
  231 + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
  232 + return t;
  233 + }
  234 +
  235 + /// <summary>Tweens a RectTransform's anchoredPosition3D to the given value.
  236 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  237 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  238 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  239 + public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false)
  240 + {
  241 + TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration);
  242 + t.SetOptions(snapping).SetTarget(target);
  243 + return t;
  244 + }
  245 + /// <summary>Tweens a RectTransform's anchoredPosition3D X to the given value.
  246 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  247 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  248 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  249 + public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false)
  250 + {
  251 + TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration);
  252 + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
  253 + return t;
  254 + }
  255 + /// <summary>Tweens a RectTransform's anchoredPosition3D Y to the given value.
  256 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  257 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  258 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  259 + public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false)
  260 + {
  261 + TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration);
  262 + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
  263 + return t;
  264 + }
  265 + /// <summary>Tweens a RectTransform's anchoredPosition3D Z to the given value.
  266 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  267 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  268 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  269 + public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false)
  270 + {
  271 + TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration);
  272 + t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
  273 + return t;
  274 + }
  275 +
  276 + /// <summary>Tweens a RectTransform's anchorMax to the given value.
  277 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  278 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  279 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  280 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
  281 + {
  282 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration);
  283 + t.SetOptions(snapping).SetTarget(target);
  284 + return t;
  285 + }
  286 +
  287 + /// <summary>Tweens a RectTransform's anchorMin to the given value.
  288 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  289 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  290 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  291 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
  292 + {
  293 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration);
  294 + t.SetOptions(snapping).SetTarget(target);
  295 + return t;
  296 + }
  297 +
  298 + /// <summary>Tweens a RectTransform's pivot to the given value.
  299 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  300 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  301 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivot(this RectTransform target, Vector2 endValue, float duration)
  302 + {
  303 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration);
  304 + t.SetTarget(target);
  305 + return t;
  306 + }
  307 + /// <summary>Tweens a RectTransform's pivot X to the given value.
  308 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  309 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  310 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivotX(this RectTransform target, float endValue, float duration)
  311 + {
  312 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration);
  313 + t.SetOptions(AxisConstraint.X).SetTarget(target);
  314 + return t;
  315 + }
  316 + /// <summary>Tweens a RectTransform's pivot Y to the given value.
  317 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  318 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  319 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivotY(this RectTransform target, float endValue, float duration)
  320 + {
  321 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration);
  322 + t.SetOptions(AxisConstraint.Y).SetTarget(target);
  323 + return t;
  324 + }
  325 +
  326 + /// <summary>Tweens a RectTransform's sizeDelta to the given value.
  327 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  328 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  329 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  330 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
  331 + {
  332 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration);
  333 + t.SetOptions(snapping).SetTarget(target);
  334 + return t;
  335 + }
  336 +
  337 + /// <summary>Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one
  338 + /// as if it was connected to the starting position via an elastic.
  339 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  340 + /// <param name="punch">The direction and strength of the punch (added to the RectTransform's current position)</param>
  341 + /// <param name="duration">The duration of the tween</param>
  342 + /// <param name="vibrato">Indicates how much will the punch vibrate</param>
  343 + /// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
  344 + /// 1 creates a full oscillation between the punch direction and the opposite direction,
  345 + /// while 0 oscillates only between the punch and the start position</param>
  346 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  347 + public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false)
  348 + {
  349 + return DOTween.Punch(() => target.anchoredPosition, x => target.anchoredPosition = x, punch, duration, vibrato, elasticity)
  350 + .SetTarget(target).SetOptions(snapping);
  351 + }
  352 +
  353 + /// <summary>Shakes a RectTransform's anchoredPosition with the given values.
  354 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  355 + /// <param name="duration">The duration of the tween</param>
  356 + /// <param name="strength">The shake strength</param>
  357 + /// <param name="vibrato">Indicates how much will the shake vibrate</param>
  358 + /// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
  359 + /// Setting it to 0 will shake along a single direction.</param>
  360 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  361 + /// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
  362 + /// <param name="randomnessMode">Randomness mode</param>
  363 + 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)
  364 + {
  365 + return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut, randomnessMode)
  366 + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
  367 + }
  368 + /// <summary>Shakes a RectTransform's anchoredPosition with the given values.
  369 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  370 + /// <param name="duration">The duration of the tween</param>
  371 + /// <param name="strength">The shake strength on each axis</param>
  372 + /// <param name="vibrato">Indicates how much will the shake vibrate</param>
  373 + /// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
  374 + /// Setting it to 0 will shake along a single direction.</param>
  375 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  376 + /// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
  377 + /// <param name="randomnessMode">Randomness mode</param>
  378 + 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)
  379 + {
  380 + return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut, randomnessMode)
  381 + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
  382 + }
  383 +
  384 + #region Special
  385 +
  386 + /// <summary>Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.
  387 + /// Returns a Sequence instead of a Tweener.
  388 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
  389 + /// <param name="endValue">The end value to reach</param>
  390 + /// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
  391 + /// <param name="numJumps">Total number of jumps</param>
  392 + /// <param name="duration">The duration of the tween</param>
  393 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  394 + public static Sequence DOJumpAnchorPos(this RectTransform target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
  395 + {
  396 + if (numJumps < 1) numJumps = 1;
  397 + float startPosY = 0;
  398 + float offsetY = -1;
  399 + bool offsetYSet = false;
  400 +
  401 + // Separate Y Tween so we can elaborate elapsedPercentage on that insted of on the Sequence
  402 + // (in case users add a delay or other elements to the Sequence)
  403 + Sequence s = DOTween.Sequence();
  404 + Tween yTween = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
  405 + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
  406 + .SetLoops(numJumps * 2, LoopType.Yoyo)
  407 + .OnStart(()=> startPosY = target.anchoredPosition.y);
  408 + s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration)
  409 + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
  410 + ).Join(yTween)
  411 + .SetTarget(target).SetEase(DOTween.defaultEaseType);
  412 + s.OnUpdate(() => {
  413 + if (!offsetYSet) {
  414 + offsetYSet = true;
  415 + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
  416 + }
  417 + Vector2 pos = target.anchoredPosition;
  418 + pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
  419 + target.anchoredPosition = pos;
  420 + });
  421 + return s;
  422 + }
  423 +
  424 + #endregion
  425 +
  426 + #endregion
  427 +
  428 + #region ScrollRect
  429 +
  430 + /// <summary>Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value.
  431 + /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</summary>
  432 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  433 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  434 + public static Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false)
  435 + {
  436 + return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition),
  437 + x => {
  438 + target.horizontalNormalizedPosition = x.x;
  439 + target.verticalNormalizedPosition = x.y;
  440 + }, endValue, duration)
  441 + .SetOptions(snapping).SetTarget(target);
  442 + }
  443 + /// <summary>Tweens a ScrollRect's horizontalNormalizedPosition to the given value.
  444 + /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</summary>
  445 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  446 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  447 + public static Tweener DOHorizontalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)
  448 + {
  449 + return DOTween.To(() => target.horizontalNormalizedPosition, x => target.horizontalNormalizedPosition = x, endValue, duration)
  450 + .SetOptions(snapping).SetTarget(target);
  451 + }
  452 + /// <summary>Tweens a ScrollRect's verticalNormalizedPosition to the given value.
  453 + /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</summary>
  454 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  455 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  456 + public static Tweener DOVerticalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)
  457 + {
  458 + return DOTween.To(() => target.verticalNormalizedPosition, x => target.verticalNormalizedPosition = x, endValue, duration)
  459 + .SetOptions(snapping).SetTarget(target);
  460 + }
  461 +
  462 + #endregion
  463 +
  464 + #region Slider
  465 +
  466 + /// <summary>Tweens a Slider's value to the given value.
  467 + /// Also stores the Slider as the tween's target so it can be used for filtered operations</summary>
  468 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  469 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  470 + public static TweenerCore<float, float, FloatOptions> DOValue(this Slider target, float endValue, float duration, bool snapping = false)
  471 + {
  472 + TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.value, x => target.value = x, endValue, duration);
  473 + t.SetOptions(snapping).SetTarget(target);
  474 + return t;
  475 + }
  476 +
  477 + #endregion
  478 +
  479 + #region Text
  480 +
  481 + /// <summary>Tweens a Text's color to the given value.
  482 + /// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
  483 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  484 + public static TweenerCore<Color, Color, ColorOptions> DOColor(this Text target, Color endValue, float duration)
  485 + {
  486 + TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
  487 + t.SetTarget(target);
  488 + return t;
  489 + }
  490 +
  491 + /// <summary>
  492 + /// Tweens a Text's text from one integer to another, with options for thousands separators
  493 + /// </summary>
  494 + /// <param name="fromValue">The value to start from</param>
  495 + /// <param name="endValue">The end value to reach</param>
  496 + /// <param name="duration">The duration of the tween</param>
  497 + /// <param name="addThousandsSeparator">If TRUE (default) also adds thousands separators</param>
  498 + /// <param name="culture">The <see cref="CultureInfo"/> to use (InvariantCulture if NULL)</param>
  499 + public static TweenerCore<int, int, NoOptions> DOCounter(
  500 + this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null
  501 + ){
  502 + int v = fromValue;
  503 + CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;
  504 + TweenerCore<int, int, NoOptions> t = DOTween.To(() => v, x => {
  505 + v = x;
  506 + target.text = addThousandsSeparator
  507 + ? v.ToString("N0", cInfo)
  508 + : v.ToString();
  509 + }, endValue, duration);
  510 + t.SetTarget(target);
  511 + return t;
  512 + }
  513 +
  514 + /// <summary>Tweens a Text's alpha color to the given value.
  515 + /// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
  516 + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
  517 + public static TweenerCore<Color, Color, ColorOptions> DOFade(this Text target, float endValue, float duration)
  518 + {
  519 + TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
  520 + t.SetTarget(target);
  521 + return t;
  522 + }
  523 +
  524 + /// <summary>Tweens a Text's text to the given value.
  525 + /// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
  526 + /// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>
  527 + /// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated,
  528 + /// otherwise all tags will be considered as normal text</param>
  529 + /// <param name="scrambleMode">The type of scramble mode to use, if any</param>
  530 + /// <param name="scrambleChars">A string containing the characters to use for scrambling.
  531 + /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
  532 + /// Leave it to NULL (default) to use default ones</param>
  533 + public static TweenerCore<string, string, StringOptions> DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
  534 + {
  535 + if (endValue == null) {
  536 + 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");
  537 + endValue = "";
  538 + }
  539 + TweenerCore<string, string, StringOptions> t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
  540 + t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
  541 + .SetTarget(target);
  542 + return t;
  543 + }
  544 +
  545 + #endregion
  546 +
  547 + #region Blendables
  548 +
  549 + #region Graphic
  550 +
  551 + /// <summary>Tweens a Graphic's color to the given value,
  552 + /// in a way that allows other DOBlendableColor tweens to work together on the same target,
  553 + /// instead than fight each other as multiple DOColor would do.
  554 + /// Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
  555 + /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
  556 + public static Tweener DOBlendableColor(this Graphic target, Color endValue, float duration)
  557 + {
  558 + endValue = endValue - target.color;
  559 + Color to = new Color(0, 0, 0, 0);
  560 + return DOTween.To(() => to, x => {
  561 + Color diff = x - to;
  562 + to = x;
  563 + target.color += diff;
  564 + }, endValue, duration)
  565 + .Blendable().SetTarget(target);
  566 + }
  567 +
  568 + #endregion
  569 +
  570 + #region Image
  571 +
  572 + /// <summary>Tweens a Image's color to the given value,
  573 + /// in a way that allows other DOBlendableColor tweens to work together on the same target,
  574 + /// instead than fight each other as multiple DOColor would do.
  575 + /// Also stores the Image as the tween's target so it can be used for filtered operations</summary>
  576 + /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
  577 + public static Tweener DOBlendableColor(this Image target, Color endValue, float duration)
  578 + {
  579 + endValue = endValue - target.color;
  580 + Color to = new Color(0, 0, 0, 0);
  581 + return DOTween.To(() => to, x => {
  582 + Color diff = x - to;
  583 + to = x;
  584 + target.color += diff;
  585 + }, endValue, duration)
  586 + .Blendable().SetTarget(target);
  587 + }
  588 +
  589 + #endregion
  590 +
  591 + #region Text
  592 +
  593 + /// <summary>Tweens a Text's color BY the given value,
  594 + /// in a way that allows other DOBlendableColor tweens to work together on the same target,
  595 + /// instead than fight each other as multiple DOColor would do.
  596 + /// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
  597 + /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
  598 + public static Tweener DOBlendableColor(this Text target, Color endValue, float duration)
  599 + {
  600 + endValue = endValue - target.color;
  601 + Color to = new Color(0, 0, 0, 0);
  602 + return DOTween.To(() => to, x => {
  603 + Color diff = x - to;
  604 + to = x;
  605 + target.color += diff;
  606 + }, endValue, duration)
  607 + .Blendable().SetTarget(target);
  608 + }
  609 +
  610 + #endregion
  611 +
  612 + #endregion
  613 +
  614 + #region Shapes
  615 +
  616 + /// <summary>Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center.
  617 + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations.<para/>
  618 + /// IMPORTANT: SetFrom(value) requires a <see cref="Vector2"/> instead of a float, where the X property represents the "from degrees value"</summary>
  619 + /// <param name="center">Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates)</param>
  620 + /// <param name="endValueDegrees">The end value degrees to reach (to rotate counter-clockwise pass a negative value)</param>
  621 + /// <param name="duration">The duration of the tween</param>
  622 + /// <param name="relativeCenter">If TRUE the <see cref="center"/> coordinates will be considered as relative to the target's current anchoredPosition</param>
  623 + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
  624 + public static TweenerCore<Vector2, Vector2, CircleOptions> DOShapeCircle(
  625 + this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false
  626 + )
  627 + {
  628 + TweenerCore<Vector2, Vector2, CircleOptions> t = DOTween.To(
  629 + CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration
  630 + );
  631 + t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target);
  632 + return t;
  633 + }
  634 +
  635 + #endregion
  636 +
  637 + #endregion
  638 +
  639 + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
  640 + // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
  641 + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
  642 +
  643 + public static class Utils
  644 + {
  645 + /// <summary>
  646 + /// Converts the anchoredPosition of the first RectTransform to the second RectTransform,
  647 + /// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition
  648 + /// </summary>
  649 + public static Vector2 SwitchToRectTransform(RectTransform from, RectTransform to)
  650 + {
  651 + Vector2 localPoint;
  652 + Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * 0.5f + from.rect.xMin, from.rect.height * 0.5f + from.rect.yMin);
  653 + Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position);
  654 + screenP += fromPivotDerivedOffset;
  655 + RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint);
  656 + Vector2 pivotDerivedOffset = new Vector2(to.rect.width * 0.5f + to.rect.xMin, to.rect.height * 0.5f + to.rect.yMin);
  657 + return to.anchoredPosition + localPoint - pivotDerivedOffset;
  658 + }
  659 + }
  660 + }
  661 +}
  662 +#endif
  1 +fileFormatVersion: 2
  2 +guid: a060394c03331a64392db53a10e7f2d1
  3 +MonoImporter:
  4 + serializedVersion: 2
  5 + defaultReferences: []
  6 + executionOrder: 0
  7 + icon: {instanceID: 0}
  8 + userData:
  1 +// Author: Daniele Giardini - http://www.demigiant.com
  2 +// Created: 2018/07/13
  3 +
  4 +using System;
  5 +using UnityEngine;
  6 +using DG.Tweening.Core;
  7 +using DG.Tweening.Plugins.Options;
  8 +//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
  9 +//using Task = System.Threading.Tasks.Task;
  10 +//#endif
  11 +
  12 +#pragma warning disable 1591
  13 +namespace DG.Tweening
  14 +{
  15 + /// <summary>
  16 + /// Shortcuts/functions that are not strictly related to specific Modules
  17 + /// but are available only on some Unity versions
  18 + /// </summary>
  19 + public static class DOTweenModuleUnityVersion
  20 + {
  21 + #region Material
  22 +
  23 + /// <summary>Tweens a Material's color using the given gradient
  24 + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
  25 + /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
  26 + /// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
  27 + public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration)
  28 + {
  29 + Sequence s = DOTween.Sequence();
  30 + GradientColorKey[] colors = gradient.colorKeys;
  31 + int len = colors.Length;
  32 + for (int i = 0; i < len; ++i) {
  33 + GradientColorKey c = colors[i];
  34 + if (i == 0 && c.time <= 0) {
  35 + target.color = c.color;
  36 + continue;
  37 + }
  38 + float colorDuration = i == len - 1
  39 + ? duration - s.Duration(false) // Verifies that total duration is correct
  40 + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
  41 + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
  42 + }
  43 + s.SetTarget(target);
  44 + return s;
  45 + }
  46 + /// <summary>Tweens a Material's named color property using the given gradient
  47 + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
  48 + /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
  49 + /// <param name="gradient">The gradient to use</param>
  50 + /// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
  51 + /// <param name="duration">The duration of the tween</param>
  52 + public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration)
  53 + {
  54 + Sequence s = DOTween.Sequence();
  55 + GradientColorKey[] colors = gradient.colorKeys;
  56 + int len = colors.Length;
  57 + for (int i = 0; i < len; ++i) {
  58 + GradientColorKey c = colors[i];
  59 + if (i == 0 && c.time <= 0) {
  60 + target.SetColor(property, c.color);
  61 + continue;
  62 + }
  63 + float colorDuration = i == len - 1
  64 + ? duration - s.Duration(false) // Verifies that total duration is correct
  65 + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
  66 + s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear));
  67 + }
  68 + s.SetTarget(target);
  69 + return s;
  70 + }
  71 +
  72 + #endregion
  73 +
  74 + #region CustomYieldInstructions
  75 +
  76 + /// <summary>
  77 + /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or complete.
  78 + /// It can be used inside a coroutine as a yield.
  79 + /// <para>Example usage:</para><code>yield return myTween.WaitForCompletion(true);</code>
  80 + /// </summary>
  81 + public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction)
  82 + {
  83 + if (!t.active) {
  84 + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
  85 + return null;
  86 + }
  87 + return new DOTweenCYInstruction.WaitForCompletion(t);
  88 + }
  89 +
  90 + /// <summary>
  91 + /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or rewinded.
  92 + /// It can be used inside a coroutine as a yield.
  93 + /// <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code>
  94 + /// </summary>
  95 + public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction)
  96 + {
  97 + if (!t.active) {
  98 + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
  99 + return null;
  100 + }
  101 + return new DOTweenCYInstruction.WaitForRewind(t);
  102 + }
  103 +
  104 + /// <summary>
  105 + /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed.
  106 + /// It can be used inside a coroutine as a yield.
  107 + /// <para>Example usage:</para><code>yield return myTween.WaitForKill();</code>
  108 + /// </summary>
  109 + public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction)
  110 + {
  111 + if (!t.active) {
  112 + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
  113 + return null;
  114 + }
  115 + return new DOTweenCYInstruction.WaitForKill(t);
  116 + }
  117 +
  118 + /// <summary>
  119 + /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or has gone through the given amount of loops.
  120 + /// It can be used inside a coroutine as a yield.
  121 + /// <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code>
  122 + /// </summary>
  123 + /// <param name="elapsedLoops">Elapsed loops to wait for</param>
  124 + public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction)
  125 + {
  126 + if (!t.active) {
  127 + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
  128 + return null;
  129 + }
  130 + return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops);
  131 + }
  132 +
  133 + /// <summary>
  134 + /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed
  135 + /// or has reached the given time position (loops included, delays excluded).
  136 + /// It can be used inside a coroutine as a yield.
  137 + /// <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code>
  138 + /// </summary>
  139 + /// <param name="position">Position (loops included, delays excluded) to wait for</param>
  140 + public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction)
  141 + {
  142 + if (!t.active) {
  143 + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
  144 + return null;
  145 + }
  146 + return new DOTweenCYInstruction.WaitForPosition(t, position);
  147 + }
  148 +
  149 + /// <summary>
  150 + /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or started
  151 + /// (meaning when the tween is set in a playing state the first time, after any eventual delay).
  152 + /// It can be used inside a coroutine as a yield.
  153 + /// <para>Example usage:</para><code>yield return myTween.WaitForStart();</code>
  154 + /// </summary>
  155 + public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction)
  156 + {
  157 + if (!t.active) {
  158 + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
  159 + return null;
  160 + }
  161 + return new DOTweenCYInstruction.WaitForStart(t);
  162 + }
  163 +
  164 + #endregion
  165 +
  166 +#if UNITY_2018_1_OR_NEWER
  167 + #region Unity 2018.1 or Newer
  168 +
  169 + #region Material
  170 +
  171 + /// <summary>Tweens a Material's named texture offset property with the given ID to the given value.
  172 + /// Also stores the material as the tween's target so it can be used for filtered operations</summary>
  173 + /// <param name="endValue">The end value to reach</param>
  174 + /// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
  175 + /// <param name="duration">The duration of the tween</param>
  176 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)
  177 + {
  178 + if (!target.HasProperty(propertyID)) {
  179 + if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
  180 + return null;
  181 + }
  182 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration);
  183 + t.SetTarget(target);
  184 + return t;
  185 + }
  186 +
  187 + /// <summary>Tweens a Material's named texture scale property with the given ID to the given value.
  188 + /// Also stores the material as the tween's target so it can be used for filtered operations</summary>
  189 + /// <param name="endValue">The end value to reach</param>
  190 + /// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
  191 + /// <param name="duration">The duration of the tween</param>
  192 + public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)
  193 + {
  194 + if (!target.HasProperty(propertyID)) {
  195 + if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
  196 + return null;
  197 + }
  198 + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration);
  199 + t.SetTarget(target);
  200 + return t;
  201 + }
  202 +
  203 + #endregion
  204 +
  205 + #region .NET 4.6 or Newer
  206 +
  207 +#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
  208 +
  209 + #region Async Instructions
  210 +
  211 + /// <summary>
  212 + /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or complete.
  213 + /// It can be used inside an async operation.
  214 + /// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code>
  215 + /// </summary>
  216 + public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
  217 + {
  218 + if (!t.active) {
  219 + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
  220 + return;
  221 + }
  222 + while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();
  223 + }
  224 +
  225 + /// <summary>
  226 + /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or rewinded.
  227 + /// It can be used inside an async operation.
  228 + /// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code>
  229 + /// </summary>
  230 + public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)
  231 + {
  232 + if (!t.active) {
  233 + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
  234 + return;
  235 + }
  236 + while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield();
  237 + }
  238 +
  239 + /// <summary>
  240 + /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
  241 + /// It can be used inside an async operation.
  242 + /// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
  243 + /// </summary>
  244 + public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
  245 + {
  246 + if (!t.active) {
  247 + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
  248 + return;
  249 + }
  250 + while (t.active) await System.Threading.Tasks.Task.Yield();
  251 + }
  252 +
  253 + /// <summary>
  254 + /// 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.
  255 + /// It can be used inside an async operation.
  256 + /// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code>
  257 + /// </summary>
  258 + /// <param name="elapsedLoops">Elapsed loops to wait for</param>
  259 + public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)
  260 + {
  261 + if (!t.active) {
  262 + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
  263 + return;
  264 + }
  265 + while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();
  266 + }
  267 +
  268 + /// <summary>
  269 + /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or started
  270 + /// (meaning when the tween is set in a playing state the first time, after any eventual delay).
  271 + /// It can be used inside an async operation.
  272 + /// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code>
  273 + /// </summary>
  274 + /// <param name="position">Position (loops included, delays excluded) to wait for</param>
  275 + public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)
  276 + {
  277 + if (!t.active) {
  278 + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
  279 + return;
  280 + }
  281 + while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield();
  282 + }
  283 +
  284 + /// <summary>
  285 + /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
  286 + /// It can be used inside an async operation.
  287 + /// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
  288 + /// </summary>
  289 + public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
  290 + {
  291 + if (!t.active) {
  292 + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
  293 + return;
  294 + }
  295 + while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();
  296 + }
  297 +
  298 + #endregion
  299 +#endif
  300 +
  301 + #endregion
  302 +
  303 + #endregion
  304 +#endif
  305 + }
  306 +
  307 + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
  308 + // ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████
  309 + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
  310 +
  311 + public static class DOTweenCYInstruction
  312 + {
  313 + public class WaitForCompletion : CustomYieldInstruction
  314 + {
  315 + public override bool keepWaiting { get {
  316 + return t.active && !t.IsComplete();
  317 + }}
  318 + readonly Tween t;
  319 + public WaitForCompletion(Tween tween)
  320 + {
  321 + t = tween;
  322 + }
  323 + }
  324 +
  325 + public class WaitForRewind : CustomYieldInstruction
  326 + {
  327 + public override bool keepWaiting { get {
  328 + return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);
  329 + }}
  330 + readonly Tween t;
  331 + public WaitForRewind(Tween tween)
  332 + {
  333 + t = tween;
  334 + }
  335 + }
  336 +
  337 + public class WaitForKill : CustomYieldInstruction
  338 + {
  339 + public override bool keepWaiting { get {
  340 + return t.active;
  341 + }}
  342 + readonly Tween t;
  343 + public WaitForKill(Tween tween)
  344 + {
  345 + t = tween;
  346 + }
  347 + }
  348 +
  349 + public class WaitForElapsedLoops : CustomYieldInstruction
  350 + {
  351 + public override bool keepWaiting { get {
  352 + return t.active && t.CompletedLoops() < elapsedLoops;
  353 + }}
  354 + readonly Tween t;
  355 + readonly int elapsedLoops;
  356 + public WaitForElapsedLoops(Tween tween, int elapsedLoops)
  357 + {
  358 + t = tween;
  359 + this.elapsedLoops = elapsedLoops;
  360 + }
  361 + }
  362 +
  363 + public class WaitForPosition : CustomYieldInstruction
  364 + {
  365 + public override bool keepWaiting { get {
  366 + return t.active && t.position * (t.CompletedLoops() + 1) < position;
  367 + }}
  368 + readonly Tween t;
  369 + readonly float position;
  370 + public WaitForPosition(Tween tween, float position)
  371 + {
  372 + t = tween;
  373 + this.position = position;
  374 + }
  375 + }
  376 +
  377 + public class WaitForStart : CustomYieldInstruction
  378 + {
  379 + public override bool keepWaiting { get {
  380 + return t.active && !t.playedOnce;
  381 + }}
  382 + readonly Tween t;
  383 + public WaitForStart(Tween tween)
  384 + {
  385 + t = tween;
  386 + }
  387 + }
  388 + }
  389 +}
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  1 +// Author: Daniele Giardini - http://www.demigiant.com
  2 +// Created: 2018/07/13
  3 +
  4 +using System;
  5 +using System.Reflection;
  6 +using UnityEngine;
  7 +using DG.Tweening.Core;
  8 +using DG.Tweening.Plugins.Core.PathCore;
  9 +using DG.Tweening.Plugins.Options;
  10 +
  11 +#pragma warning disable 1591
  12 +namespace DG.Tweening
  13 +{
  14 + /// <summary>
  15 + /// Utility functions that deal with available Modules.
  16 + /// Modules defines:
  17 + /// - DOTAUDIO
  18 + /// - DOTPHYSICS
  19 + /// - DOTPHYSICS2D
  20 + /// - DOTSPRITE
  21 + /// - DOTUI
  22 + /// Extra defines set and used for implementation of external assets:
  23 + /// - DOTWEEN_TMP ► TextMesh Pro
  24 + /// - DOTWEEN_TK2D ► 2D Toolkit
  25 + /// </summary>
  26 + public static class DOTweenModuleUtils
  27 + {
  28 + static bool _initialized;
  29 +
  30 + #region Reflection
  31 +
  32 + /// <summary>
  33 + /// Called via Reflection by DOTweenComponent on Awake
  34 + /// </summary>
  35 +#if UNITY_2018_1_OR_NEWER
  36 + [UnityEngine.Scripting.Preserve]
  37 +#endif
  38 + public static void Init()
  39 + {
  40 + if (_initialized) return;
  41 +
  42 + _initialized = true;
  43 + DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;
  44 +
  45 +#if UNITY_EDITOR
  46 +#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
  47 + UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
  48 +#else
  49 + UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;
  50 +#endif
  51 +#endif
  52 + }
  53 +
  54 +#if UNITY_2018_1_OR_NEWER
  55 +#pragma warning disable
  56 + [UnityEngine.Scripting.Preserve]
  57 + // Just used to preserve methods when building, never called
  58 + static void Preserver()
  59 + {
  60 + Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
  61 + MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub");
  62 + }
  63 +#pragma warning restore
  64 +#endif
  65 +
  66 + #endregion
  67 +
  68 +#if UNITY_EDITOR
  69 + // Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)
  70 +#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
  71 + static void PlaymodeStateChanged()
  72 + #else
  73 + static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
  74 +#endif
  75 + {
  76 + if (DOTween.instance == null) return;
  77 + DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);
  78 + }
  79 +#endif
  80 +
  81 + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
  82 + // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
  83 + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
  84 +
  85 + public static class Physics
  86 + {
  87 + // Called via DOTweenExternalCommand callback
  88 + public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)
  89 + {
  90 +#if true // PHYSICS_MARKER
  91 + if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;
  92 + else trans.rotation = newRot;
  93 +#else
  94 + trans.rotation = newRot;
  95 +#endif
  96 + }
  97 +
  98 + // Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached
  99 + public static bool HasRigidbody2D(Component target)
  100 + {
  101 +#if true // PHYSICS2D_MARKER
  102 + return target.GetComponent<Rigidbody2D>() != null;
  103 +#else
  104 + return false;
  105 +#endif
  106 + }
  107 +
  108 + #region Called via Reflection
  109 +
  110 +
  111 + // Called via Reflection by DOTweenPathInspector
  112 + // Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached
  113 +#if UNITY_2018_1_OR_NEWER
  114 + [UnityEngine.Scripting.Preserve]
  115 +#endif
  116 + public static bool HasRigidbody(Component target)
  117 + {
  118 +#if true // PHYSICS_MARKER
  119 + return target.GetComponent<Rigidbody>() != null;
  120 +#else
  121 + return false;
  122 +#endif
  123 + }
  124 +
  125 + // Called via Reflection by DOTweenPath
  126 +#if UNITY_2018_1_OR_NEWER
  127 + [UnityEngine.Scripting.Preserve]
  128 +#endif
  129 + public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween(
  130 + MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
  131 + ){
  132 + TweenerCore<Vector3, Path, PathOptions> t = null;
  133 + bool rBodyFoundAndTweened = false;
  134 +#if true // PHYSICS_MARKER
  135 + if (tweenRigidbody) {
  136 + Rigidbody rBody = target.GetComponent<Rigidbody>();
  137 + if (rBody != null) {
  138 + rBodyFoundAndTweened = true;
  139 + t = isLocal
  140 + ? rBody.DOLocalPath(path, duration, pathMode)
  141 + : rBody.DOPath(path, duration, pathMode);
  142 + }
  143 + }
  144 +#endif
  145 +#if true // PHYSICS2D_MARKER
  146 + if (!rBodyFoundAndTweened && tweenRigidbody) {
  147 + Rigidbody2D rBody2D = target.GetComponent<Rigidbody2D>();
  148 + if (rBody2D != null) {
  149 + rBodyFoundAndTweened = true;
  150 + t = isLocal
  151 + ? rBody2D.DOLocalPath(path, duration, pathMode)
  152 + : rBody2D.DOPath(path, duration, pathMode);
  153 + }
  154 + }
  155 +#endif
  156 + if (!rBodyFoundAndTweened) {
  157 + t = isLocal
  158 + ? target.transform.DOLocalPath(path, duration, pathMode)
  159 + : target.transform.DOPath(path, duration, pathMode);
  160 + }
  161 + return t;
  162 + }
  163 +
  164 + #endregion
  165 + }
  166 + }
  167 +}
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  1 +DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant
  2 +
  3 +// IMPORTANT!!! /////////////////////////////////////////////
  4 +// Upgrading DOTween from versions older than 1.2.000 ///////
  5 +// (or DOTween Pro older than 1.0.000) //////////////////////
  6 +-------------------------------------------------------------
  7 +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.
  8 +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
  9 +2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath
  10 +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
  11 +4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only)
  12 +
  13 +// GET STARTED //////////////////////////////////////////////
  14 +
  15 +- 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.
  16 +- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
  17 +- You're ready to tween. Check out the links below for full documentation and license info.
  18 +
  19 +
  20 +// LINKS ///////////////////////////////////////////////////////
  21 +
  22 +DOTween website (documentation, examples, etc): http://dotween.demigiant.com
  23 +DOTween license: http://dotween.demigiant.com/license.php
  24 +DOTween repository (Google Code): https://code.google.com/p/dotween/
  25 +Demigiant website (documentation, examples, etc): http://www.demigiant.com
  26 +
  27 +// NOTES //////////////////////////////////////////////////////
  28 +
  29 +- 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
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