Gameplay-Edit

This commit is contained in:
2023-06-16 09:26:12 +03:00
commit 36f90ddd64
185 changed files with 30364 additions and 0 deletions

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# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
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<?xml version="1.0"?>
<doc>
<assembly>
<name>DOTweenEditor</name>
</assembly>
<members>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Start(System.Action)">
<summary>
Starts the update loop of tween in the editor. Has no effect during playMode.
</summary>
<param name="onPreviewUpdated">Eventual callback to call after every update</param>
</member>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean,System.Boolean)">
<summary>
Stops the update loop and clears the onPreviewUpdated callback.
</summary>
<param name="resetTweenTargets">If TRUE also resets the tweened objects to their original state.
Note that this works by calling Rewind on all tweens, so it will work correctly
only if you have a single tween type per object and it wasn't killed</param>
<param name="clearTweens">If TRUE also kills any cached tween</param>
</member>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.PrepareTweenForPreview(DG.Tweening.Tween,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings.
</summary>
<param name="t">The tween to ready</param>
<param name="clearCallbacks">If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)</param>
<param name="preventAutoKill">If TRUE prevents the tween from being auto-killed at completion</param>
<param name="andPlay">If TRUE starts playing the tween immediately</param>
</member>
<member name="F:DG.DOTweenEditor.EditorVersion.Version">
<summary>Full major version + first minor version (ex: 2018.1f)</summary>
</member>
<member name="F:DG.DOTweenEditor.EditorVersion.MajorVersion">
<summary>Major version</summary>
</member>
<member name="F:DG.DOTweenEditor.EditorVersion.MinorVersion">
<summary>First minor version (ex: in 2018.1 it would be 1)</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
<summary>
Checks that the given editor texture use the correct import settings,
and applies them if they're incorrect.
</summary>
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<member name="M:DG.DOTweenEditor.EditorUtils.DOTweenSetupRequired">
<summary>
Returns TRUE if setup is required
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<member name="M:DG.DOTweenEditor.EditorUtils.AssetExists(System.String)">
<summary>
Returns TRUE if the file/directory at the given path exists.
</summary>
<param name="adbPath">Path, relative to Unity's project folder</param>
<returns></returns>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.ADBPathToFullPath(System.String)">
<summary>
Converts the given project-relative path to a full path,
with backward (\) slashes).
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.FullPathToADBPath(System.String)">
<summary>
Converts the given full path to a path usable with AssetDatabase methods
(relative to Unity's project folder, and with the correct Unity forward (/) slashes).
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
<summary>
Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
If the asset already exists at the given path, loads it and returns it.
Otherwise, either returns NULL or automatically creates it before loading and returning it
(depending on the given parameters).
</summary>
<typeparam name="T">Asset type</typeparam>
<param name="adbFilePath">File path (relative to Unity's project folder)</param>
<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
<summary>
Full path for the given loaded assembly, assembly file included
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.AddGlobalDefine(System.String)">
<summary>
Adds the given global define if it's not already present
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.RemoveGlobalDefine(System.String)">
<summary>
Removes the given global define if it's present
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
<summary>
Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
</summary>
<param name="id"></param>
<param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
</member>
<member name="T:DG.DOTweenEditor.DOTweenDefines">
<summary>
Not used as menu item anymore, but as a utiity function
</summary>
</member>
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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
#if UNITY_5 || UNITY_2017_1_OR_NEWER
using UnityEngine.Audio; // Required for AudioMixer
#endif
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleAudio
{
#region Shortcuts
#region Audio
/// <summary>Tweens an AudioSource's volume to the given value.
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOFade(this AudioSource target, float endValue, float duration)
{
if (endValue < 0) endValue = 0;
else if (endValue > 1) endValue = 1;
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens an AudioSource's pitch to the given value.
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOPitch(this AudioSource target, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#if UNITY_5 || UNITY_2017_1_OR_NEWER
#region AudioMixer (Unity 5 or Newer)
/// <summary>Tweens an AudioMixer's exposed float to the given value.
/// Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
/// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.</summary>
/// <param name="floatName">Name given to the exposed float to set</param>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(()=> {
float currVal;
target.GetFloat(floatName, out currVal);
return currVal;
}, x=> target.SetFloat(floatName, x), endValue, duration);
t.SetTarget(target);
return t;
}
#region Operation Shortcuts
/// <summary>
/// Completes all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens completed
/// (meaning the tweens that don't have infinite loops and were not already complete)
/// </summary>
/// <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
/// otherwise they will be ignored</param>
public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
{
return DOTween.Complete(target, withCallbacks);
}
/// <summary>
/// Kills all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens killed.
/// </summary>
/// <param name="complete">If TRUE completes the tween before killing it</param>
public static int DOKill(this AudioMixer target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
/// <summary>
/// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens flipped.
/// </summary>
public static int DOFlip(this AudioMixer target)
{
return DOTween.Flip(target);
}
/// <summary>
/// Sends to the given position all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens involved.
/// </summary>
/// <param name="to">Time position to reach
/// (if higher than the whole tween duration the tween will simply reach its end)</param>
/// <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
{
return DOTween.Goto(target, to, andPlay);
}
/// <summary>
/// Pauses all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens paused.
/// </summary>
public static int DOPause(this AudioMixer target)
{
return DOTween.Pause(target);
}
/// <summary>
/// Plays all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
/// </summary>
public static int DOPlay(this AudioMixer target)
{
return DOTween.Play(target);
}
/// <summary>
/// Plays backwards all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
/// </summary>
public static int DOPlayBackwards(this AudioMixer target)
{
return DOTween.PlayBackwards(target);
}
/// <summary>
/// Plays forward all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
/// </summary>
public static int DOPlayForward(this AudioMixer target)
{
return DOTween.PlayForward(target);
}
/// <summary>
/// Restarts all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens restarted.
/// </summary>
public static int DORestart(this AudioMixer target)
{
return DOTween.Restart(target);
}
/// <summary>
/// Rewinds all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens rewinded.
/// </summary>
public static int DORewind(this AudioMixer target)
{
return DOTween.Rewind(target);
}
/// <summary>
/// Smoothly rewinds all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens rewinded.
/// </summary>
public static int DOSmoothRewind(this AudioMixer target)
{
return DOTween.SmoothRewind(target);
}
/// <summary>
/// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens involved.
/// </summary>
public static int DOTogglePause(this AudioMixer target)
{
return DOTween.TogglePause(target);
}
#endregion
#endregion
#endif
#endregion
}
}
#endif

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using UnityEngine;
#if false || EPO_DOTWEEN // MODULE_MARKER
using EPOOutline;
using DG.Tweening.Plugins.Options;
using DG.Tweening;
using DG.Tweening.Core;
namespace DG.Tweening
{
public static class DOTweenModuleEPOOutline
{
public static int DOKill(this SerializedPass target, bool complete)
{
return DOTween.Kill(target, complete);
}
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
{
var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, string propertyName, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)
{
var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)
{
var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)
{
var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
public static int DOKill(this Outliner target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
/// <summary>
/// Controls the alpha (transparency) of the outline
/// </summary>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the color of the outline
/// </summary>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of blur applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of blur applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of dilation applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of dilation applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
}
}
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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Core.Enums;
using DG.Tweening.Plugins;
using DG.Tweening.Plugins.Core.PathCore;
using DG.Tweening.Plugins.Options;
using UnityEngine;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModulePhysics
{
#region Shortcuts
#region Rigidbody
/// <summary>Tweens a Rigidbody's position to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody's X position to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration);
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody's Y position to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration);
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody's Z position to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration);
t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody's rotation to the given value.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="mode">Rotation mode</param>
public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
{
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
t.SetTarget(target);
t.plugOptions.rotateMode = mode;
return t;
}
/// <summary>Tweens a Rigidbody's rotation so that it will look towards the given position.
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
/// <param name="axisConstraint">Eventual axis constraint for the rotation</param>
/// <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
{
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt);
t.plugOptions.axisConstraint = axisConstraint;
t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up;
return t;
}
#region Special
/// <summary>Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis.
/// Returns a Sequence instead of a Tweener.
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param>
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
/// <param name="numJumps">Total number of jumps</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
{
if (numJumps < 1) numJumps = 1;
float startPosY = 0;
float offsetY = -1;
bool offsetYSet = false;
Sequence s = DOTween.Sequence();
Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
.SetLoops(numJumps * 2, LoopType.Yoyo)
.OnStart(() => startPosY = target.position.y);
s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration)
.SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
).Join(yTween)
.SetTarget(target).SetEase(DOTween.defaultEaseType);
yTween.OnUpdate(() => {
if (!offsetYSet) {
offsetYSet = true;
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
}
Vector3 pos = target.position;
pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
target.MovePosition(pos);
});
return s;
}
/// <summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
/// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
/// <param name="path">The waypoints to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
return t;
}
/// <summary>Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
/// <param name="path">The waypoint to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
// Used by path editor when creating the actual tween, so it can pass a pre-compiled path
internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
return t;
}
internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
#endregion
#endregion
#endregion
}
}
#endif

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Plugins;
using DG.Tweening.Plugins.Core.PathCore;
using DG.Tweening.Plugins.Options;
using UnityEngine;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModulePhysics2D
{
#region Shortcuts
#region Rigidbody2D Shortcuts
/// <summary>Tweens a Rigidbody2D's position to the given value.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody2D's X position to the given value.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration);
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody2D's Y position to the given value.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration);
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a Rigidbody2D's rotation to the given value.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DORotate(this Rigidbody2D target, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
t.SetTarget(target);
return t;
}
#region Special
/// <summary>Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
/// Returns a Sequence instead of a Tweener.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
/// <para>IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position</para></summary>
/// <param name="endValue">The end value to reach</param>
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
/// <param name="numJumps">Total number of jumps</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
{
if (numJumps < 1) numJumps = 1;
float startPosY = 0;
float offsetY = -1;
bool offsetYSet = false;
Sequence s = DOTween.Sequence();
Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
.SetLoops(numJumps * 2, LoopType.Yoyo)
.OnStart(() => startPosY = target.position.y);
s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
).Join(yTween)
.SetTarget(target).SetEase(DOTween.defaultEaseType);
yTween.OnUpdate(() => {
if (!offsetYSet) {
offsetYSet = true;
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
}
Vector3 pos = target.position;
pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
target.MovePosition(pos);
});
return s;
}
/// <summary>Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
/// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
/// <param name="path">The waypoints to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
int len = path.Length;
Vector3[] path3D = new Vector3[len];
for (int i = 0; i < len; ++i) path3D[i] = path[i];
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
return t;
}
/// <summary>Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
/// <param name="path">The waypoint to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
int len = path.Length;
Vector3[] path3D = new Vector3[len];
for (int i = 0; i < len; ++i) path3D[i] = path[i];
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
// Used by path editor when creating the actual tween, so it can pass a pre-compiled path
internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
return t;
}
internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
#endregion
#endregion
#endregion
}
}
#endif

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
using System;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleSprite
{
#region Shortcuts
#region SpriteRenderer
/// <summary>Tweens a SpriteRenderer's color to the given value.
/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SpriteRenderer target, Color endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a Material's alpha color to the given value.
/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SpriteRenderer target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a SpriteRenderer's color using the given gradient
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration)
{
Sequence s = DOTween.Sequence();
GradientColorKey[] colors = gradient.colorKeys;
int len = colors.Length;
for (int i = 0; i < len; ++i) {
GradientColorKey c = colors[i];
if (i == 0 && c.time <= 0) {
target.color = c.color;
continue;
}
float colorDuration = i == len - 1
? duration - s.Duration(false) // Verifies that total duration is correct
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
}
s.SetTarget(target);
return s;
}
#endregion
#region Blendables
#region SpriteRenderer
/// <summary>Tweens a SpriteRenderer's color to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to = x;
target.color += diff;
}, endValue, duration)
.Blendable().SetTarget(target);
}
#endregion
#endregion
#endregion
}
}
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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true && (UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
using System;
using System.Globalization;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening.Core;
using DG.Tweening.Core.Enums;
using DG.Tweening.Plugins;
using DG.Tweening.Plugins.Options;
using Outline = UnityEngine.UI.Outline;
using Text = UnityEngine.UI.Text;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleUI
{
#region Shortcuts
#region CanvasGroup
/// <summary>Tweens a CanvasGroup's alpha color to the given value.
/// Also stores the canvasGroup as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOFade(this CanvasGroup target, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region Graphic
/// <summary>Tweens an Graphic's color to the given value.
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Graphic target, Color endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens an Graphic's alpha color to the given value.
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Graphic target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region Image
/// <summary>Tweens an Image's color to the given value.
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Image target, Color endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens an Image's alpha color to the given value.
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Image target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens an Image's fillAmount to the given value.
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOFillAmount(this Image target, float endValue, float duration)
{
if (endValue > 1) endValue = 1;
else if (endValue < 0) endValue = 0;
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens an Image's colors using the given gradient
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
public static Sequence DOGradientColor(this Image target, Gradient gradient, float duration)
{
Sequence s = DOTween.Sequence();
GradientColorKey[] colors = gradient.colorKeys;
int len = colors.Length;
for (int i = 0; i < len; ++i) {
GradientColorKey c = colors[i];
if (i == 0 && c.time <= 0) {
target.color = c.color;
continue;
}
float colorDuration = i == len - 1
? duration - s.Duration(false) // Verifies that total duration is correct
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
}
s.SetTarget(target);
return s;
}
#endregion
#region LayoutElement
/// <summary>Tweens an LayoutElement's flexibleWidth/Height to the given value.
/// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => {
target.flexibleWidth = x.x;
target.flexibleHeight = x.y;
}, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>Tweens an LayoutElement's minWidth/Height to the given value.
/// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => {
target.minWidth = x.x;
target.minHeight = x.y;
}, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>Tweens an LayoutElement's preferredWidth/Height to the given value.
/// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => {
target.preferredWidth = x.x;
target.preferredHeight = x.y;
}, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
#endregion
#region Outline
/// <summary>Tweens a Outline's effectColor to the given value.
/// Also stores the Outline as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outline target, Color endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a Outline's effectColor alpha to the given value.
/// Also stores the Outline as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outline target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a Outline's effectDistance to the given value.
/// Also stores the Outline as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOScale(this Outline target, Vector2 endValue, float duration)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region RectTransform
/// <summary>Tweens a RectTransform's anchoredPosition to the given value.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a RectTransform's anchoredPosition X to the given value.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration);
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a RectTransform's anchoredPosition Y to the given value.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration);
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a RectTransform's anchoredPosition3D to the given value.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a RectTransform's anchoredPosition3D X to the given value.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration);
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a RectTransform's anchoredPosition3D Y to the given value.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration);
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a RectTransform's anchoredPosition3D Z to the given value.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration);
t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a RectTransform's anchorMax to the given value.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a RectTransform's anchorMin to the given value.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>Tweens a RectTransform's pivot to the given value.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivot(this RectTransform target, Vector2 endValue, float duration)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a RectTransform's pivot X to the given value.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivotX(this RectTransform target, float endValue, float duration)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration);
t.SetOptions(AxisConstraint.X).SetTarget(target);
return t;
}
/// <summary>Tweens a RectTransform's pivot Y to the given value.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivotY(this RectTransform target, float endValue, float duration)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration);
t.SetOptions(AxisConstraint.Y).SetTarget(target);
return t;
}
/// <summary>Tweens a RectTransform's sizeDelta to the given value.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one
/// as if it was connected to the starting position via an elastic.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="punch">The direction and strength of the punch (added to the RectTransform's current position)</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="vibrato">Indicates how much will the punch vibrate</param>
/// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
/// 1 creates a full oscillation between the punch direction and the opposite direction,
/// while 0 oscillates only between the punch and the start position</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false)
{
return DOTween.Punch(() => target.anchoredPosition, x => target.anchoredPosition = x, punch, duration, vibrato, elasticity)
.SetTarget(target).SetOptions(snapping);
}
/// <summary>Shakes a RectTransform's anchoredPosition with the given values.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="duration">The duration of the tween</param>
/// <param name="strength">The shake strength</param>
/// <param name="vibrato">Indicates how much will the shake vibrate</param>
/// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
/// Setting it to 0 will shake along a single direction.</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
/// <param name="randomnessMode">Randomness mode</param>
public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full)
{
return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut, randomnessMode)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
}
/// <summary>Shakes a RectTransform's anchoredPosition with the given values.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="duration">The duration of the tween</param>
/// <param name="strength">The shake strength on each axis</param>
/// <param name="vibrato">Indicates how much will the shake vibrate</param>
/// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
/// Setting it to 0 will shake along a single direction.</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
/// <param name="randomnessMode">Randomness mode</param>
public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full)
{
return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut, randomnessMode)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
}
#region Special
/// <summary>Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.
/// Returns a Sequence instead of a Tweener.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param>
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
/// <param name="numJumps">Total number of jumps</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Sequence DOJumpAnchorPos(this RectTransform target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
{
if (numJumps < 1) numJumps = 1;
float startPosY = 0;
float offsetY = -1;
bool offsetYSet = false;
// Separate Y Tween so we can elaborate elapsedPercentage on that insted of on the Sequence
// (in case users add a delay or other elements to the Sequence)
Sequence s = DOTween.Sequence();
Tween yTween = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
.SetLoops(numJumps * 2, LoopType.Yoyo)
.OnStart(()=> startPosY = target.anchoredPosition.y);
s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
).Join(yTween)
.SetTarget(target).SetEase(DOTween.defaultEaseType);
s.OnUpdate(() => {
if (!offsetYSet) {
offsetYSet = true;
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
}
Vector2 pos = target.anchoredPosition;
pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
target.anchoredPosition = pos;
});
return s;
}
#endregion
#endregion
#region ScrollRect
/// <summary>Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value.
/// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false)
{
return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition),
x => {
target.horizontalNormalizedPosition = x.x;
target.verticalNormalizedPosition = x.y;
}, endValue, duration)
.SetOptions(snapping).SetTarget(target);
}
/// <summary>Tweens a ScrollRect's horizontalNormalizedPosition to the given value.
/// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Tweener DOHorizontalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.horizontalNormalizedPosition, x => target.horizontalNormalizedPosition = x, endValue, duration)
.SetOptions(snapping).SetTarget(target);
}
/// <summary>Tweens a ScrollRect's verticalNormalizedPosition to the given value.
/// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Tweener DOVerticalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.verticalNormalizedPosition, x => target.verticalNormalizedPosition = x, endValue, duration)
.SetOptions(snapping).SetTarget(target);
}
#endregion
#region Slider
/// <summary>Tweens a Slider's value to the given value.
/// Also stores the Slider as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<float, float, FloatOptions> DOValue(this Slider target, float endValue, float duration, bool snapping = false)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.value, x => target.value = x, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
#endregion
#region Text
/// <summary>Tweens a Text's color to the given value.
/// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Text target, Color endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>
/// Tweens a Text's text from one integer to another, with options for thousands separators
/// </summary>
/// <param name="fromValue">The value to start from</param>
/// <param name="endValue">The end value to reach</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="addThousandsSeparator">If TRUE (default) also adds thousands separators</param>
/// <param name="culture">The <see cref="CultureInfo"/> to use (InvariantCulture if NULL)</param>
public static TweenerCore<int, int, NoOptions> DOCounter(
this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null
){
int v = fromValue;
CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;
TweenerCore<int, int, NoOptions> t = DOTween.To(() => v, x => {
v = x;
target.text = addThousandsSeparator
? v.ToString("N0", cInfo)
: v.ToString();
}, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a Text's alpha color to the given value.
/// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Text target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a Text's text to the given value.
/// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>
/// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated,
/// otherwise all tags will be considered as normal text</param>
/// <param name="scrambleMode">The type of scramble mode to use, if any</param>
/// <param name="scrambleChars">A string containing the characters to use for scrambling.
/// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
/// Leave it to NULL (default) to use default ones</param>
public static TweenerCore<string, string, StringOptions> DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
{
if (endValue == null) {
if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors");
endValue = "";
}
TweenerCore<string, string, StringOptions> t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
.SetTarget(target);
return t;
}
#endregion
#region Blendables
#region Graphic
/// <summary>Tweens a Graphic's color to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableColor(this Graphic target, Color endValue, float duration)
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to = x;
target.color += diff;
}, endValue, duration)
.Blendable().SetTarget(target);
}
#endregion
#region Image
/// <summary>Tweens a Image's color to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the Image as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableColor(this Image target, Color endValue, float duration)
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to = x;
target.color += diff;
}, endValue, duration)
.Blendable().SetTarget(target);
}
#endregion
#region Text
/// <summary>Tweens a Text's color BY the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableColor(this Text target, Color endValue, float duration)
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to = x;
target.color += diff;
}, endValue, duration)
.Blendable().SetTarget(target);
}
#endregion
#endregion
#region Shapes
/// <summary>Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations.<para/>
/// IMPORTANT: SetFrom(value) requires a <see cref="Vector2"/> instead of a float, where the X property represents the "from degrees value"</summary>
/// <param name="center">Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates)</param>
/// <param name="endValueDegrees">The end value degrees to reach (to rotate counter-clockwise pass a negative value)</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="relativeCenter">If TRUE the <see cref="center"/> coordinates will be considered as relative to the target's current anchoredPosition</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, CircleOptions> DOShapeCircle(
this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false
)
{
TweenerCore<Vector2, Vector2, CircleOptions> t = DOTween.To(
CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration
);
t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target);
return t;
}
#endregion
#endregion
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
public static class Utils
{
/// <summary>
/// Converts the anchoredPosition of the first RectTransform to the second RectTransform,
/// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition
/// </summary>
public static Vector2 SwitchToRectTransform(RectTransform from, RectTransform to)
{
Vector2 localPoint;
Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * 0.5f + from.rect.xMin, from.rect.height * 0.5f + from.rect.yMin);
Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position);
screenP += fromPivotDerivedOffset;
RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint);
Vector2 pivotDerivedOffset = new Vector2(to.rect.width * 0.5f + to.rect.xMin, to.rect.height * 0.5f + to.rect.yMin);
return to.anchoredPosition + localPoint - pivotDerivedOffset;
}
}
}
}
#endif

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
using System;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
//using Task = System.Threading.Tasks.Task;
//#endif
#pragma warning disable 1591
namespace DG.Tweening
{
/// <summary>
/// Shortcuts/functions that are not strictly related to specific Modules
/// but are available only on some Unity versions
/// </summary>
public static class DOTweenModuleUnityVersion
{
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER
#region Unity 4.3 or Newer
#region Material
/// <summary>Tweens a Material's color using the given gradient
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration)
{
Sequence s = DOTween.Sequence();
GradientColorKey[] colors = gradient.colorKeys;
int len = colors.Length;
for (int i = 0; i < len; ++i) {
GradientColorKey c = colors[i];
if (i == 0 && c.time <= 0) {
target.color = c.color;
continue;
}
float colorDuration = i == len - 1
? duration - s.Duration(false) // Verifies that total duration is correct
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
}
s.SetTarget(target);
return s;
}
/// <summary>Tweens a Material's named color property using the given gradient
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
/// <param name="gradient">The gradient to use</param>
/// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
/// <param name="duration">The duration of the tween</param>
public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration)
{
Sequence s = DOTween.Sequence();
GradientColorKey[] colors = gradient.colorKeys;
int len = colors.Length;
for (int i = 0; i < len; ++i) {
GradientColorKey c = colors[i];
if (i == 0 && c.time <= 0) {
target.SetColor(property, c.color);
continue;
}
float colorDuration = i == len - 1
? duration - s.Duration(false) // Verifies that total duration is correct
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear));
}
s.SetTarget(target);
return s;
}
#endregion
#endregion
#endif
#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER
#region Unity 5.3 or Newer
#region CustomYieldInstructions
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or complete.
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForCompletion(true);</code>
/// </summary>
public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForCompletion(t);
}
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or rewinded.
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code>
/// </summary>
public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForRewind(t);
}
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed.
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForKill();</code>
/// </summary>
public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForKill(t);
}
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or has gone through the given amount of loops.
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code>
/// </summary>
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops);
}
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed
/// or has reached the given time position (loops included, delays excluded).
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code>
/// </summary>
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForPosition(t, position);
}
/// <summary>
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or started
/// (meaning when the tween is set in a playing state the first time, after any eventual delay).
/// It can be used inside a coroutine as a yield.
/// <para>Example usage:</para><code>yield return myTween.WaitForStart();</code>
/// </summary>
public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
return new DOTweenCYInstruction.WaitForStart(t);
}
#endregion
#endregion
#endif
#if UNITY_2018_1_OR_NEWER
#region Unity 2018.1 or Newer
#region Material
/// <summary>Tweens a Material's named texture offset property with the given ID to the given value.
/// Also stores the material as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param>
/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
/// <param name="duration">The duration of the tween</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)
{
if (!target.HasProperty(propertyID)) {
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
return null;
}
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a Material's named texture scale property with the given ID to the given value.
/// Also stores the material as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param>
/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
/// <param name="duration">The duration of the tween</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)
{
if (!target.HasProperty(propertyID)) {
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
return null;
}
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region .NET 4.6 or Newer
#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
#region Async Instructions
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or complete.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code>
/// </summary>
public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or rewinded.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code>
/// </summary>
public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
/// </summary>
public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or has gone through the given amount of loops.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code>
/// </summary>
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or started
/// (meaning when the tween is set in a playing state the first time, after any eventual delay).
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code>
/// </summary>
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield();
}
/// <summary>
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
/// It can be used inside an async operation.
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
/// </summary>
public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
{
if (!t.active) {
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();
}
#endregion
#endif
#endregion
#endregion
#endif
}
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
// ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER
public static class DOTweenCYInstruction
{
public class WaitForCompletion : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && !t.IsComplete();
}}
readonly Tween t;
public WaitForCompletion(Tween tween)
{
t = tween;
}
}
public class WaitForRewind : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);
}}
readonly Tween t;
public WaitForRewind(Tween tween)
{
t = tween;
}
}
public class WaitForKill : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active;
}}
readonly Tween t;
public WaitForKill(Tween tween)
{
t = tween;
}
}
public class WaitForElapsedLoops : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && t.CompletedLoops() < elapsedLoops;
}}
readonly Tween t;
readonly int elapsedLoops;
public WaitForElapsedLoops(Tween tween, int elapsedLoops)
{
t = tween;
this.elapsedLoops = elapsedLoops;
}
}
public class WaitForPosition : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && t.position * (t.CompletedLoops() + 1) < position;
}}
readonly Tween t;
readonly float position;
public WaitForPosition(Tween tween, float position)
{
t = tween;
this.position = position;
}
}
public class WaitForStart : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && !t.playedOnce;
}}
readonly Tween t;
public WaitForStart(Tween tween)
{
t = tween;
}
}
}
#endif
}

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
using System;
using System.Reflection;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Core.PathCore;
using DG.Tweening.Plugins.Options;
#pragma warning disable 1591
namespace DG.Tweening
{
/// <summary>
/// Utility functions that deal with available Modules.
/// Modules defines:
/// - DOTAUDIO
/// - DOTPHYSICS
/// - DOTPHYSICS2D
/// - DOTSPRITE
/// - DOTUI
/// Extra defines set and used for implementation of external assets:
/// - DOTWEEN_TMP ► TextMesh Pro
/// - DOTWEEN_TK2D ► 2D Toolkit
/// </summary>
public static class DOTweenModuleUtils
{
static bool _initialized;
#region Reflection
/// <summary>
/// Called via Reflection by DOTweenComponent on Awake
/// </summary>
#if UNITY_2018_1_OR_NEWER
[UnityEngine.Scripting.Preserve]
#endif
public static void Init()
{
if (_initialized) return;
_initialized = true;
DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;
#if UNITY_EDITOR
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
#else
UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;
#endif
#endif
}
#if UNITY_2018_1_OR_NEWER
#pragma warning disable
[UnityEngine.Scripting.Preserve]
// Just used to preserve methods when building, never called
static void Preserver()
{
Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub");
}
#pragma warning restore
#endif
#endregion
#if UNITY_EDITOR
// Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
static void PlaymodeStateChanged()
#else
static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
#endif
{
if (DOTween.instance == null) return;
DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);
}
#endif
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
public static class Physics
{
// Called via DOTweenExternalCommand callback
public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)
{
#if true // PHYSICS_MARKER
if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;
else trans.rotation = newRot;
#else
trans.rotation = newRot;
#endif
}
// Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached
public static bool HasRigidbody2D(Component target)
{
#if true // PHYSICS2D_MARKER
return target.GetComponent<Rigidbody2D>() != null;
#else
return false;
#endif
}
#region Called via Reflection
// Called via Reflection by DOTweenPathInspector
// Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached
#if UNITY_2018_1_OR_NEWER
[UnityEngine.Scripting.Preserve]
#endif
public static bool HasRigidbody(Component target)
{
#if true // PHYSICS_MARKER
return target.GetComponent<Rigidbody>() != null;
#else
return false;
#endif
}
// Called via Reflection by DOTweenPath
#if UNITY_2018_1_OR_NEWER
[UnityEngine.Scripting.Preserve]
#endif
public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween(
MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
){
TweenerCore<Vector3, Path, PathOptions> t = null;
bool rBodyFoundAndTweened = false;
#if true // PHYSICS_MARKER
if (tweenRigidbody) {
Rigidbody rBody = target.GetComponent<Rigidbody>();
if (rBody != null) {
rBodyFoundAndTweened = true;
t = isLocal
? rBody.DOLocalPath(path, duration, pathMode)
: rBody.DOPath(path, duration, pathMode);
}
}
#endif
#if true // PHYSICS2D_MARKER
if (!rBodyFoundAndTweened && tweenRigidbody) {
Rigidbody2D rBody2D = target.GetComponent<Rigidbody2D>();
if (rBody2D != null) {
rBodyFoundAndTweened = true;
t = isLocal
? rBody2D.DOLocalPath(path, duration, pathMode)
: rBody2D.DOPath(path, duration, pathMode);
}
}
#endif
if (!rBodyFoundAndTweened) {
t = isLocal
? target.transform.DOLocalPath(path, duration, pathMode)
: target.transform.DOPath(path, duration, pathMode);
}
return t;
}
#endregion
}
}
}

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DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant
// IMPORTANT!!! /////////////////////////////////////////////
// Upgrading DOTween from versions older than 1.2.000 ///////
// (or DOTween Pro older than 1.0.000) //////////////////////
-------------------------------------------------------------
If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully.
1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry
2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath
3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup
4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only)
// GET STARTED //////////////////////////////////////////////
- After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween.
- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
- You're ready to tween. Check out the links below for full documentation and license info.
// LINKS ///////////////////////////////////////////////////////
DOTween website (documentation, examples, etc): http://dotween.demigiant.com
DOTween license: http://dotween.demigiant.com/license.php
DOTween repository (Google Code): https://code.google.com/p/dotween/
Demigiant website (documentation, examples, etc): http://www.demigiant.com
// NOTES //////////////////////////////////////////////////////
- DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences

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using System;
using UnityEngine;
public enum GameState
{
Editing,
Gameplay
}
public class GameManager : MonoBehaviour
{
// Static
private static GameManager instance;
// Events
public event GameStateChangedHandler GameStateChanged;
public delegate void GameStateChangedHandler(GameState newState);
// Public
public GameState currentState { get; private set; } = GameState.Editing;
// Properties
public static GameManager Instance => instance;
// Methods
private void Awake()
{
if (instance != null && instance != this)
{
Destroy(gameObject);
return;
}
instance = this;
}
// Used by button OnClick
public void SetPlayState()
{
SetState(GameState.Gameplay);
}
// Use by button OnClick
public void SetEditState()
{
SetState(GameState.Editing);
}
public void SetState(GameState newState)
{
currentState = newState;
GameStateChanged?.Invoke(currentState);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Objects;
namespace Level
{
public class LayoutCell
{
[System.Serializable]
public struct LayoutCellData
{
public enum CellContent
{
None,
Block,
Player,
Crate
}
public CellContent cellContent;
public bool isTarget;
public Vector3Int cellPos;
}
// Public
public LayoutCellData cellData;
public Vector3 worldPos;
public Crate crate;
public Vector2Int layoutPosition;
// Private
private SpriteRenderer bgSpriteRenderer;
private SpriteRenderer envSpriteRenderer;
// Properties
public bool IsFree
{
get
{
return cellData.cellContent == LayoutCellData.CellContent.None;
}
}
private Grid grid => LevelBuilder.Instance.grid;
private Sprite blockSprite => LevelBuilder.Instance.blockSprite;
private Sprite environmentSprite => LevelBuilder.Instance.environmentSprite;
private Sprite groundSprite => LevelBuilder.Instance.groundSprite;
private GameObject spritePrefab => LevelBuilder.Instance.spritePrefab;
private GameObject cratePrefab => LevelBuilder.Instance.cratePrefab;
public LayoutCell(Vector3Int cellPos, Vector2Int layoutPos)
{
layoutPosition = layoutPos;
// Init data
cellData = new LayoutCellData
{
cellContent = LayoutCellData.CellContent.None,
isTarget = false,
cellPos = cellPos
};
worldPos = grid.GetCellCenterWorld(cellPos);
// Init sprite objects
GameObject bgObject = GameObject.Instantiate(spritePrefab, worldPos, Quaternion.identity);
bgSpriteRenderer = bgObject.GetComponent<SpriteRenderer>();
bgSpriteRenderer.sprite = groundSprite;
GameObject envObject = GameObject.Instantiate(spritePrefab, worldPos, Quaternion.identity);
envSpriteRenderer = envObject.GetComponent<SpriteRenderer>();
envSpriteRenderer.sortingOrder = 1;
// Subscribe to destroy event
LevelBuilder.Instance.LevelDestroyed += Destroy;
}
public void ChangeEnv(LevelBuilderButtons.PlacementOption placementOption)
{
// Clean previous contents
cellData.cellContent = LayoutCellData.CellContent.None;
cellData.isTarget = false;
if (crate)
{
GameObject.Destroy(crate.gameObject);
}
// Place new object
if (placementOption == LevelBuilderButtons.PlacementOption.Block)
{
cellData.cellContent = LayoutCellData.CellContent.Block;
}
else if (placementOption == LevelBuilderButtons.PlacementOption.Environment)
{
cellData.isTarget = true;
}
else if (placementOption == LevelBuilderButtons.PlacementOption.Crate)
{
cellData.cellContent = LayoutCellData.CellContent.Crate;
GameObject crateObject = GameObject.Instantiate(cratePrefab, worldPos, Quaternion.identity);
crate = crateObject.GetComponent<Crate>();
crate.layoutPosition = layoutPosition;
}
else if (placementOption == LevelBuilderButtons.PlacementOption.Player)
{
Player.Instance.Teleport(this);
}
UpdateSprites();
}
public void UpdateSprites()
{
if (cellData.cellContent == LayoutCellData.CellContent.Block)
{
envSpriteRenderer.sprite = blockSprite;
}
else if (cellData.isTarget)
{
envSpriteRenderer.sprite = environmentSprite;
}
else
{
envSpriteRenderer.sprite = null;
}
}
public void Destroy()
{
GameObject.Destroy(bgSpriteRenderer.gameObject);
GameObject.Destroy(envSpriteRenderer.gameObject);
LevelBuilder.Instance.LevelDestroyed -= Destroy;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Level
{
public class LevelBuilder : MonoBehaviour
{
// Static
private static LevelBuilder instance;
// Events
public delegate void LevelDestroyedHandler();
public event LevelDestroyedHandler LevelDestroyed;
public delegate void LevelInitializedHandler();
public event LevelInitializedHandler LevelInitialized;
// Public
public Sprite blockSprite;
public Sprite environmentSprite;
public Sprite groundSprite;
public GameObject spritePrefab;
public GameObject cratePrefab;
public Grid grid;
public LevelBuilderButtons levelBuilderButtons;
// Private
private int width;
private int height;
private LayoutCell[][] layout;
private Vector3Int firstCellPos;
// Properties
public static LevelBuilder Instance => instance;
// Methods
private void Awake()
{
if (instance != null && instance != this)
{
Destroy(gameObject);
return;
}
instance = this;
}
private void Update()
{
if (GameManager.Instance.currentState == GameState.Editing && Input.GetMouseButtonDown(0))
{
// Get the mouse position
Vector3 mousePosition = Input.mousePosition;
// Convert the mouse position to world space if needed
Vector3 worldMousePosition = Camera.main.ScreenToWorldPoint(mousePosition);
EditCellAt(worldMousePosition);
}
}
public void CreateLayout(int w, int h)
{
LevelDestroyed?.Invoke();
width = w;
height = h;
// Offset first cell by half of width and height
firstCellPos = new Vector3Int(-width / 2, -height / 2, 0);
layout = new LayoutCell[height][];
for (int y = 0; y < height; y++)
{
layout[y] = new LayoutCell[width];
for (int x = 0; x < width; x++)
{
Vector3Int cellPos = new Vector3Int(firstCellPos.x + x, firstCellPos.y + y, 0);
layout[y][x] = new LayoutCell(cellPos, new Vector2Int(x, y));
}
}
LevelInitialized?.Invoke();
}
public LayoutCell GetCellAt(Vector2Int layoutPosition)
{
// Check that cell with these indices exists in array
// if (0 < layoutPosition.y < height && 0 < layoutPosition.x < width)
if (layoutPosition.y >= 0 && layoutPosition.y < height && layoutPosition.x >= 0 && layoutPosition.x < width)
{
return layout[layoutPosition.y][layoutPosition.x];
}
else
{
return null;
}
}
public LayoutCell WorldToLayoutCell(Vector3 worldPos)
{
Vector3Int cellPos = grid.WorldToCell(worldPos);
Vector2Int layoutPosition = ((Vector2Int) (cellPos - firstCellPos));
return GetCellAt(layoutPosition);
}
private void EditCellAt(Vector3 worldPos)
{
LayoutCell layoutCell = WorldToLayoutCell(worldPos);
if (layoutCell == null)
{
return;
}
LevelBuilderButtons.PlacementOption placementOption = levelBuilderButtons.CurrentOption;
layoutCell.ChangeEnv(placementOption);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Level;
using DG.Tweening;
namespace Objects
{
public class Crate : MonoBehaviour
{
public Vector2Int layoutPosition; // Index in layout
private void Start()
{
LevelBuilder.Instance.LevelDestroyed += Destroy;
}
private void OnDestroy()
{
LevelBuilder.Instance.LevelDestroyed -= Destroy;
}
public void Move(Vector2Int direction)
{
LayoutCell currentCell = LevelBuilder.Instance.GetCellAt(layoutPosition);
LayoutCell targetCell = LevelBuilder.Instance.GetCellAt(layoutPosition + direction);
if (targetCell != null && targetCell.IsFree)
{
// Free previous cell
currentCell.cellData.cellContent = LayoutCell.LayoutCellData.CellContent.None;
currentCell.crate = null;
// Occupy new cell
targetCell.cellData.cellContent = LayoutCell.LayoutCellData.CellContent.Crate;
targetCell.crate = this;
// Update position
layoutPosition = layoutPosition + direction;
// Move object
transform.DOMove(targetCell.worldPos, 1f);
}
}
private void Destroy()
{
Destroy(gameObject);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Level;
using DG.Tweening;
namespace Objects
{
public class Player : MonoBehaviour
{
private static Player instance;
public Vector2Int layoutPosition;
private bool isMoving = false;
public static Player Instance => instance;
public bool CanMove
{
get
{
return !isMoving && GameManager.Instance.currentState == GameState.Gameplay;
}
}
private void Awake()
{
if (instance != null && instance != this)
{
Destroy(gameObject);
return;
}
instance = this;
}
private void Start()
{
LevelBuilder.Instance.LevelInitialized += OnLevelInitialized;
LevelBuilder.Instance.LevelDestroyed += OnLevelDestroy;
}
private void Update()
{
if (CanMove)
{
if (Input.GetKeyDown(KeyCode.DownArrow))
{
Move(Vector2Int.down);
}
else if (Input.GetKeyDown(KeyCode.UpArrow))
{
Move(Vector2Int.up);
}
else if (Input.GetKeyDown(KeyCode.LeftArrow))
{
Move(Vector2Int.left);
}
else if (Input.GetKeyDown(KeyCode.RightArrow))
{
Move(Vector2Int.right);
}
}
}
public void Teleport(LayoutCell targetCell)
{
LayoutCell currentCell = LevelBuilder.Instance.GetCellAt(layoutPosition);
// Free previous cell
currentCell.cellData.cellContent = LayoutCell.LayoutCellData.CellContent.None;
// Occupy new cell
targetCell.cellData.cellContent = LayoutCell.LayoutCellData.CellContent.Player;
// Update position
layoutPosition = targetCell.layoutPosition;
transform.position = targetCell.worldPos;
}
public void Move(Vector2Int direction)
{
LayoutCell currentCell = LevelBuilder.Instance.GetCellAt(layoutPosition);
LayoutCell targetCell = LevelBuilder.Instance.GetCellAt(layoutPosition + direction);
if (targetCell != null && targetCell.IsFree)
{
// Free previous cell
currentCell.cellData.cellContent = LayoutCell.LayoutCellData.CellContent.None;
// Occupy new cell
targetCell.cellData.cellContent = LayoutCell.LayoutCellData.CellContent.Player;
// Update position
layoutPosition = layoutPosition + direction;
// Move object
isMoving = true;
transform.DOMove(targetCell.worldPos, 1f).OnComplete(() => isMoving = false);
}
else if (targetCell != null && targetCell.cellData.cellContent == LayoutCell.LayoutCellData.CellContent.Crate)
{
targetCell.crate.Move(direction);
}
}
private void OnLevelInitialized()
{
gameObject.SetActive(true);
Teleport(LevelBuilder.Instance.GetCellAt(new Vector2Int(0, 0)));
}
private void OnLevelDestroy()
{
gameObject.SetActive(false);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using Level;
public class InitializeLevelUI : MonoBehaviour
{
[SerializeField] private GameObject uiContainer;
[SerializeField] private TextMeshProUGUI widthText;
[SerializeField] private TextMeshProUGUI heightText;
private int width = 5;
private int height = 5;
// Properties
private int Width
{
get
{
return width;
}
set
{
width = value;
widthText.text = width.ToString();
}
}
private int Height
{
get
{
return height;
}
set
{
height = value;
heightText.text = height.ToString();
}
}
private void Awake()
{
uiContainer.SetActive(false);
Width = 5;
Height = 5;
}
private void Start()
{
GameManager.Instance.GameStateChanged += OnGameStateChanged;
}
public void ToggleUI()
{
uiContainer.SetActive(!uiContainer.activeSelf);
}
public void ChangeWidth(int delta)
{
Width += delta;
Width = Mathf.Clamp(Width, 3, 100);
}
public void ChangeHeight(int delta)
{
Height += delta;
Height = Mathf.Clamp(Height, 3, 100);
}
public void Initialize()
{
LevelBuilder.Instance.CreateLayout(Width, Height);
uiContainer.SetActive(false);
}
private void OnGameStateChanged(GameState newState)
{
if (newState == GameState.Gameplay)
{
uiContainer.SetActive(false);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Level
{
public class LevelBuilderButtons : MonoBehaviour
{
public enum PlacementOption
{
None,
Block,
Ground,
Crate,
Player,
Environment
}
[System.Serializable]
public struct PlacementOptionButton
{
public GameObject gameObject;
public Image bgImage;
public Button button;
public PlacementOption placementOption;
}
// Private
[SerializeField] private GameObject buttonsContainer;
[SerializeField] private PlacementOptionButton[] placementOptionButtons;
[SerializeField] private Color defaultColor;
[SerializeField] private Color selectedColor;
private PlacementOption currentOption;
// Properties
public PlacementOption CurrentOption => currentOption;
private void Awake()
{
foreach (PlacementOptionButton placementOptionButton in placementOptionButtons)
{
placementOptionButton.button.onClick.AddListener(() => ChangeActiveOption(placementOptionButton.placementOption));
placementOptionButton.bgImage.color = defaultColor;
}
buttonsContainer.SetActive(false);
}
private void Start()
{
GameManager.Instance.GameStateChanged += OnGameStateChanged;
}
public void ToggleUI()
{
buttonsContainer.SetActive(!buttonsContainer.activeSelf);
}
private void ChangeActiveOption(PlacementOption placementOption)
{
currentOption = placementOption;
foreach (PlacementOptionButton placementOptionButton in placementOptionButtons)
{
if (placementOptionButton.placementOption == placementOption)
{
placementOptionButton.bgImage.color = selectedColor;
}
else
{
placementOptionButton.bgImage.color = defaultColor;
}
}
}
private void OnGameStateChanged(GameState newState)
{
if (newState == GameState.Gameplay)
{
buttonsContainer.SetActive(false);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Level;
public class Menu : MonoBehaviour
{
[SerializeField] private GameObject menuDropdown;
[SerializeField] private GameObject[] buttonsToInitialize; // Buttons that rely on initialized level to work
[SerializeField] private GameObject editingButtonsContainer;
[SerializeField] private GameObject gameplayButtonsContainer;
[SerializeField] private GameObject startMenu;
private void Awake()
{
menuDropdown.SetActive(false);
foreach (GameObject button in buttonsToInitialize)
{
button.SetActive(false);
}
}
private void Start()
{
LevelBuilder.Instance.LevelInitialized += OnLevelInitialized;
GameManager.Instance.GameStateChanged += OnGameStateChanged;
}
public void ToggleMenu()
{
menuDropdown.SetActive(!menuDropdown.activeSelf);
}
private void OnLevelInitialized()
{
foreach (GameObject button in buttonsToInitialize)
{
button.SetActive(true);
}
startMenu.SetActive(false);
}
private void OnGameStateChanged(GameState newState)
{
editingButtonsContainer.SetActive(newState == GameState.Editing);
gameplayButtonsContainer.SetActive(newState == GameState.Gameplay);
}
}

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Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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