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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>
|
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/// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
|
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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>
|
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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>
|
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public static TweenerCore<float, float, FloatOptions> DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(()=> {
|
||||
float currVal;
|
||||
target.GetFloat(floatName, out currVal);
|
||||
return currVal;
|
||||
}, x=> target.SetFloat(floatName, x), endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#region Operation Shortcuts
|
||||
|
||||
/// <summary>
|
||||
/// Completes all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens completed
|
||||
/// (meaning the tweens that don't have infinite loops and were not already complete)
|
||||
/// </summary>
|
||||
/// <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
|
||||
/// otherwise they will be ignored</param>
|
||||
public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
|
||||
{
|
||||
return DOTween.Complete(target, withCallbacks);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Kills all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens killed.
|
||||
/// </summary>
|
||||
/// <param name="complete">If TRUE completes the tween before killing it</param>
|
||||
public static int DOKill(this AudioMixer target, bool complete = false)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens flipped.
|
||||
/// </summary>
|
||||
public static int DOFlip(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Flip(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends to the given position all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens involved.
|
||||
/// </summary>
|
||||
/// <param name="to">Time position to reach
|
||||
/// (if higher than the whole tween duration the tween will simply reach its end)</param>
|
||||
/// <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
|
||||
public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
|
||||
{
|
||||
return DOTween.Goto(target, to, andPlay);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pauses all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens paused.
|
||||
/// </summary>
|
||||
public static int DOPause(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Pause(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens played.
|
||||
/// </summary>
|
||||
public static int DOPlay(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Play(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays backwards all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens played.
|
||||
/// </summary>
|
||||
public static int DOPlayBackwards(this AudioMixer target)
|
||||
{
|
||||
return DOTween.PlayBackwards(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays forward all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens played.
|
||||
/// </summary>
|
||||
public static int DOPlayForward(this AudioMixer target)
|
||||
{
|
||||
return DOTween.PlayForward(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Restarts all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens restarted.
|
||||
/// </summary>
|
||||
public static int DORestart(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Restart(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rewinds all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens rewinded.
|
||||
/// </summary>
|
||||
public static int DORewind(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Rewind(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Smoothly rewinds all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens rewinded.
|
||||
/// </summary>
|
||||
public static int DOSmoothRewind(this AudioMixer target)
|
||||
{
|
||||
return DOTween.SmoothRewind(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens involved.
|
||||
/// </summary>
|
||||
public static int DOTogglePause(this AudioMixer target)
|
||||
{
|
||||
return DOTween.TogglePause(target);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
#endif
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bb08b5b18357add46b7c4be1745d1862
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,146 @@
|
||||
using UnityEngine;
|
||||
|
||||
#if false || EPO_DOTWEEN // MODULE_MARKER
|
||||
|
||||
using EPOOutline;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using DG.Tweening;
|
||||
using DG.Tweening.Core;
|
||||
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModuleEPOOutline
|
||||
{
|
||||
public static int DOKill(this SerializedPass target, bool complete)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, string propertyName, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
public static int DOKill(this Outliner target, bool complete = false)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the alpha (transparency) of the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the color of the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the amount of blur applied to the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the amount of blur applied to the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the amount of dilation applied to the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls the amount of dilation applied to the outline
|
||||
/// </summary>
|
||||
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b0dd372a9f2a0574eb5532119bc50ce6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,216 @@
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true // MODULE_MARKER
|
||||
using System;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Core.Enums;
|
||||
using DG.Tweening.Plugins;
|
||||
using DG.Tweening.Plugins.Core.PathCore;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using UnityEngine;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModulePhysics
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
#region Rigidbody
|
||||
|
||||
/// <summary>Tweens a Rigidbody's position to the given value.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's X position to the given value.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration);
|
||||
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's Y position to the given value.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration);
|
||||
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's Z position to the given value.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration);
|
||||
t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's rotation to the given value.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="mode">Rotation mode</param>
|
||||
public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
|
||||
{
|
||||
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
t.plugOptions.rotateMode = mode;
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's rotation so that it will look towards the given position.
|
||||
/// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="axisConstraint">Eventual axis constraint for the rotation</param>
|
||||
/// <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
|
||||
public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
|
||||
{
|
||||
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt);
|
||||
t.plugOptions.axisConstraint = axisConstraint;
|
||||
t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up;
|
||||
return t;
|
||||
}
|
||||
|
||||
#region Special
|
||||
|
||||
/// <summary>Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis.
|
||||
/// Returns a Sequence instead of a Tweener.
|
||||
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param>
|
||||
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
|
||||
/// <param name="numJumps">Total number of jumps</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
|
||||
{
|
||||
if (numJumps < 1) numJumps = 1;
|
||||
float startPosY = 0;
|
||||
float offsetY = -1;
|
||||
bool offsetYSet = false;
|
||||
Sequence s = DOTween.Sequence();
|
||||
Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
|
||||
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
|
||||
.SetLoops(numJumps * 2, LoopType.Yoyo)
|
||||
.OnStart(() => startPosY = target.position.y);
|
||||
s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration)
|
||||
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
|
||||
).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration)
|
||||
.SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
|
||||
).Join(yTween)
|
||||
.SetTarget(target).SetEase(DOTween.defaultEaseType);
|
||||
yTween.OnUpdate(() => {
|
||||
if (!offsetYSet) {
|
||||
offsetYSet = true;
|
||||
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
|
||||
}
|
||||
Vector3 pos = target.position;
|
||||
pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
|
||||
target.MovePosition(pos);
|
||||
});
|
||||
return s;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
|
||||
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
|
||||
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
|
||||
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
|
||||
/// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
|
||||
/// <param name="path">The waypoints to go through</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
|
||||
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
|
||||
/// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
|
||||
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
|
||||
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
|
||||
public static TweenerCore<Vector3, Path, PathOptions> DOPath(
|
||||
this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
|
||||
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
|
||||
)
|
||||
{
|
||||
if (resolution < 1) resolution = 1;
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration)
|
||||
.SetTarget(target).SetUpdate(UpdateType.Fixed);
|
||||
|
||||
t.plugOptions.isRigidbody = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
|
||||
/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations
|
||||
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
|
||||
/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
|
||||
/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
|
||||
/// <param name="path">The waypoint to go through</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
|
||||
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
|
||||
/// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
|
||||
/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
|
||||
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
|
||||
public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
|
||||
this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
|
||||
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
|
||||
)
|
||||
{
|
||||
if (resolution < 1) resolution = 1;
|
||||
Transform trans = target.transform;
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration)
|
||||
.SetTarget(target).SetUpdate(UpdateType.Fixed);
|
||||
|
||||
t.plugOptions.isRigidbody = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
t.plugOptions.useLocalPosition = true;
|
||||
return t;
|
||||
}
|
||||
// Used by path editor when creating the actual tween, so it can pass a pre-compiled path
|
||||
internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
|
||||
this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
|
||||
)
|
||||
{
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration)
|
||||
.SetTarget(target);
|
||||
|
||||
t.plugOptions.isRigidbody = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
return t;
|
||||
}
|
||||
internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
|
||||
this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
|
||||
)
|
||||
{
|
||||
Transform trans = target.transform;
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
|
||||
.SetTarget(target);
|
||||
|
||||
t.plugOptions.isRigidbody = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
t.plugOptions.useLocalPosition = true;
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 31fd15933cada1b40a942b20d2230098
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,193 @@
|
||||
// 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
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2d4f6ee28bd7dc74c8512817da104949
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,93 @@
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModuleSprite
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
#region SpriteRenderer
|
||||
|
||||
/// <summary>Tweens a SpriteRenderer's color to the given value.
|
||||
/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SpriteRenderer target, Color endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Material's alpha color to the given value.
|
||||
/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SpriteRenderer target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a SpriteRenderer's color using the given gradient
|
||||
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
|
||||
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
|
||||
public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration)
|
||||
{
|
||||
Sequence s = DOTween.Sequence();
|
||||
GradientColorKey[] colors = gradient.colorKeys;
|
||||
int len = colors.Length;
|
||||
for (int i = 0; i < len; ++i) {
|
||||
GradientColorKey c = colors[i];
|
||||
if (i == 0 && c.time <= 0) {
|
||||
target.color = c.color;
|
||||
continue;
|
||||
}
|
||||
float colorDuration = i == len - 1
|
||||
? duration - s.Duration(false) // Verifies that total duration is correct
|
||||
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
|
||||
s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
|
||||
}
|
||||
s.SetTarget(target);
|
||||
return s;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Blendables
|
||||
|
||||
#region SpriteRenderer
|
||||
|
||||
/// <summary>Tweens a SpriteRenderer's color to the given value,
|
||||
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
|
||||
/// instead than fight each other as multiple DOColor would do.
|
||||
/// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
|
||||
public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)
|
||||
{
|
||||
endValue = endValue - target.color;
|
||||
Color to = new Color(0, 0, 0, 0);
|
||||
return DOTween.To(() => to, x => {
|
||||
Color diff = x - to;
|
||||
to = x;
|
||||
target.color += diff;
|
||||
}, endValue, duration)
|
||||
.Blendable().SetTarget(target);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eeafa850cf5ec4e4495b0453b6dc3faf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,662 @@
|
||||
// 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
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dff34abfa315c314db6dcadb7b16690e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,403 @@
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
|
||||
//using 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
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5fe2642bd001b324d8de18fdc848c086
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,167 @@
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Core.PathCore;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
/// <summary>
|
||||
/// Utility functions that deal with available Modules.
|
||||
/// Modules defines:
|
||||
/// - DOTAUDIO
|
||||
/// - DOTPHYSICS
|
||||
/// - DOTPHYSICS2D
|
||||
/// - DOTSPRITE
|
||||
/// - DOTUI
|
||||
/// Extra defines set and used for implementation of external assets:
|
||||
/// - DOTWEEN_TMP ► TextMesh Pro
|
||||
/// - DOTWEEN_TK2D ► 2D Toolkit
|
||||
/// </summary>
|
||||
public static class DOTweenModuleUtils
|
||||
{
|
||||
static bool _initialized;
|
||||
|
||||
#region Reflection
|
||||
|
||||
/// <summary>
|
||||
/// Called via Reflection by DOTweenComponent on Awake
|
||||
/// </summary>
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
#endif
|
||||
public static void Init()
|
||||
{
|
||||
if (_initialized) return;
|
||||
|
||||
_initialized = true;
|
||||
DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
|
||||
UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
|
||||
#else
|
||||
UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
#pragma warning disable
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
// Just used to preserve methods when building, never called
|
||||
static void Preserver()
|
||||
{
|
||||
Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
|
||||
MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub");
|
||||
}
|
||||
#pragma warning restore
|
||||
#endif
|
||||
|
||||
#endregion
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)
|
||||
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
|
||||
static void PlaymodeStateChanged()
|
||||
#else
|
||||
static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
|
||||
#endif
|
||||
{
|
||||
if (DOTween.instance == null) return;
|
||||
DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);
|
||||
}
|
||||
#endif
|
||||
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
|
||||
public static class Physics
|
||||
{
|
||||
// Called via DOTweenExternalCommand callback
|
||||
public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)
|
||||
{
|
||||
#if true // PHYSICS_MARKER
|
||||
if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;
|
||||
else trans.rotation = newRot;
|
||||
#else
|
||||
trans.rotation = newRot;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached
|
||||
public static bool HasRigidbody2D(Component target)
|
||||
{
|
||||
#if true // PHYSICS2D_MARKER
|
||||
return target.GetComponent<Rigidbody2D>() != null;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
#region Called via Reflection
|
||||
|
||||
|
||||
// Called via Reflection by DOTweenPathInspector
|
||||
// Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
#endif
|
||||
public static bool HasRigidbody(Component target)
|
||||
{
|
||||
#if true // PHYSICS_MARKER
|
||||
return target.GetComponent<Rigidbody>() != null;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Called via Reflection by DOTweenPath
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
#endif
|
||||
public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween(
|
||||
MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
|
||||
){
|
||||
TweenerCore<Vector3, Path, PathOptions> t = null;
|
||||
bool rBodyFoundAndTweened = false;
|
||||
#if true // PHYSICS_MARKER
|
||||
if (tweenRigidbody) {
|
||||
Rigidbody rBody = target.GetComponent<Rigidbody>();
|
||||
if (rBody != null) {
|
||||
rBodyFoundAndTweened = true;
|
||||
t = isLocal
|
||||
? rBody.DOLocalPath(path, duration, pathMode)
|
||||
: rBody.DOPath(path, duration, pathMode);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#if true // PHYSICS2D_MARKER
|
||||
if (!rBodyFoundAndTweened && tweenRigidbody) {
|
||||
Rigidbody2D rBody2D = target.GetComponent<Rigidbody2D>();
|
||||
if (rBody2D != null) {
|
||||
rBodyFoundAndTweened = true;
|
||||
t = isLocal
|
||||
? rBody2D.DOLocalPath(path, duration, pathMode)
|
||||
: rBody2D.DOPath(path, duration, pathMode);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
if (!rBodyFoundAndTweened) {
|
||||
t = isLocal
|
||||
? target.transform.DOLocalPath(path, duration, pathMode)
|
||||
: target.transform.DOPath(path, duration, pathMode);
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f596444c9f7efc5449c8e27c09f261d7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,29 @@
|
||||
DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant
|
||||
|
||||
// IMPORTANT!!! /////////////////////////////////////////////
|
||||
// Upgrading DOTween from versions older than 1.2.000 ///////
|
||||
// (or DOTween Pro older than 1.0.000) //////////////////////
|
||||
-------------------------------------------------------------
|
||||
If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully.
|
||||
1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry
|
||||
2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath
|
||||
3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup
|
||||
4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only)
|
||||
|
||||
// GET STARTED //////////////////////////////////////////////
|
||||
|
||||
- After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween.
|
||||
- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
|
||||
- You're ready to tween. Check out the links below for full documentation and license info.
|
||||
|
||||
|
||||
// LINKS ///////////////////////////////////////////////////////
|
||||
|
||||
DOTween website (documentation, examples, etc): http://dotween.demigiant.com
|
||||
DOTween license: http://dotween.demigiant.com/license.php
|
||||
DOTween repository (Google Code): https://code.google.com/p/dotween/
|
||||
Demigiant website (documentation, examples, etc): http://www.demigiant.com
|
||||
|
||||
// NOTES //////////////////////////////////////////////////////
|
||||
|
||||
- DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f927e63a9f1e58a468c92021d647f43d
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -105,3 +105,9 @@ Tiles: 1
|
||||
Loading shader denoisePrepareOIDN.ptx::oxMain...
|
||||
Loading shader denoiseFinishOIDN.ptx::oxMain...
|
||||
Done
|
||||
2022-10-13
|
||||
Init...
|
||||
Tiles: 1
|
||||
Loading shader denoisePrepareOIDN.ptx::oxMain...
|
||||
Loading shader denoiseFinishOIDN.ptx::oxMain...
|
||||
Done
|
||||
|
||||
@@ -6760,3 +6760,465 @@ USING FLOAT
|
||||
Loading shader addAO.ptx::oxMain...
|
||||
4096 4096
|
||||
Done
|
||||
Init...
|
||||
fixpos12
|
||||
Loading geometry...
|
||||
Loading alphas...
|
||||
Tile size: 4096
|
||||
Device 0: NVIDIA GeForce RTX 3070 (ON)
|
||||
Used host memory: 1mb, available GPU memory: 7116mb
|
||||
MODE: fixpos12
|
||||
USING FLOAT
|
||||
Load shaders...
|
||||
Loading shader fixPos12.ptx::oxMain...
|
||||
Loading shader lambert_backface_check.ptx::oxMain...
|
||||
Loading shader clip_rtx.ptx::oxMain...
|
||||
Loading shader shadow_rtx.ptx::oxMain...
|
||||
Loading shader attrib_trimesh.ptx::interpolate...
|
||||
Used host memory: 1mb, available GPU memory: 7116mb
|
||||
Used host memory: 1mb, available GPU memory: 7116mb
|
||||
Create buffer...
|
||||
Num passes: 2
|
||||
Num tex: 2
|
||||
Pass uvpos_SampleScene_LM0.lz4_HDR...
|
||||
Skipping pass Mask
|
||||
Used host memory: 1mb, available GPU memory: 7116mb
|
||||
Launch 1x1 tiles...
|
||||
Tile 0x0...
|
||||
Streaming...0
|
||||
nFNFPFSd
|
||||
Launching...
|
||||
Used host memory: 641mb, available GPU memory: 6209mb
|
||||
-----
|
||||
Mem stats:
|
||||
Total: 907
|
||||
Alphas: 0
|
||||
GI albedos: 0
|
||||
GI lightmaps: 0
|
||||
Light data: 0
|
||||
Output: 256
|
||||
UV GBuffer: 640
|
||||
Scene: 8203
|
||||
-----
|
||||
Render time: 0.26 sec
|
||||
Writing...
|
||||
uvpos_SampleScene_LM0.lz4
|
||||
Done
|
||||
Init...
|
||||
ao
|
||||
Loading geometry...
|
||||
Loading alphas...
|
||||
Tile size: 4096
|
||||
Device 0: NVIDIA GeForce RTX 3070 (ON)
|
||||
Used host memory: 1mb, available GPU memory: 7116mb
|
||||
MODE: ao
|
||||
USING HALF
|
||||
Load shaders...
|
||||
Loading shader lmAO.ptx::oxMain...
|
||||
Loading shader clip_rtx.ptx::oxMain...
|
||||
Loading shader shadow_rtx.ptx::oxMain...
|
||||
Loading shader miss.ptx::oxMain...
|
||||
Loading shader attrib_trimesh.ptx::interpolate...
|
||||
Used host memory: 65mb, available GPU memory: 7116mb
|
||||
Used host memory: 65mb, available GPU memory: 7116mb
|
||||
Create buffer...
|
||||
Num passes: 2
|
||||
Num tex: 2
|
||||
Skipping pass HDR
|
||||
Pass SampleScene_LM0_ao_Mask...
|
||||
Used host memory: 65mb, available GPU memory: 7116mb
|
||||
Launch 1x1 tiles...
|
||||
Tile 0x0...
|
||||
Streaming...0
|
||||
npHD
|
||||
Launching...
|
||||
Used host memory: 321mb, available GPU memory: 6689mb
|
||||
-----
|
||||
Mem stats:
|
||||
Total: 427
|
||||
Alphas: 0
|
||||
GI albedos: 0
|
||||
GI lightmaps: 0
|
||||
Light data: 0
|
||||
Output: 16
|
||||
UV GBuffer: 320
|
||||
Scene: 8283
|
||||
-----
|
||||
Render time: 0.405 sec
|
||||
Dilate...
|
||||
Loading shader dilateMask.ptx::oxMain...
|
||||
0...1...2...3...4...5...6...7...8...9...10...11...12...13...14...15...
|
||||
Writing...
|
||||
SampleScene_LM0_ao_Mask.lz4
|
||||
Done
|
||||
Init...
|
||||
batchpointlight
|
||||
Loading geometry...
|
||||
Loading alphas...
|
||||
Tile size: 4096
|
||||
Device 0: NVIDIA GeForce RTX 3070 (ON)
|
||||
Used host memory: 1mb, available GPU memory: 7116mb
|
||||
MODE: batchpointlight
|
||||
USING HALF
|
||||
Load shaders...
|
||||
Loading shader lmBatchPointLight.ptx::oxMain...
|
||||
Loading shader clip_rtx.ptx::oxMain...
|
||||
Loading shader shadow_rtx.ptx::oxMain...
|
||||
Loading shader miss.ptx::oxMain...
|
||||
Loading shader attrib_trimesh.ptx::interpolate...
|
||||
Used host memory: 1mb, available GPU memory: 7116mb
|
||||
Used host memory: 1mb, available GPU memory: 7116mb
|
||||
Create buffer...
|
||||
Num passes: 4
|
||||
Num tex: 4
|
||||
Skipping pass LDR
|
||||
Pass PointBatch_0_0_0_HDR...
|
||||
Skipping pass Mask
|
||||
Skipping pass Dir
|
||||
Used host memory: 1mb, available GPU memory: 7116mb
|
||||
Launch 1x1 tiles...
|
||||
Tile 0x0...
|
||||
Streaming...0
|
||||
npHD
|
||||
Launching...
|
||||
Used host memory: 257mb, available GPU memory: 6657mb
|
||||
-----
|
||||
Mem stats:
|
||||
Total: 459
|
||||
Alphas: 0
|
||||
GI albedos: 0
|
||||
GI lightmaps: 0
|
||||
Light data: 0
|
||||
Output: 128
|
||||
UV GBuffer: 256
|
||||
Scene: 8267
|
||||
-----
|
||||
Render time: 0.171 sec
|
||||
|
||||
Writing...
|
||||
PointBatch_0_0_0_HDR.lz4
|
||||
Done
|
||||
Init...
|
||||
sun
|
||||
Loading geometry...
|
||||
Loading alphas...
|
||||
Tile size: 4096
|
||||
Device 0: NVIDIA GeForce RTX 3070 (ON)
|
||||
Used host memory: 1mb, available GPU memory: 7116mb
|
||||
MODE: sun
|
||||
USING HALF
|
||||
Load shaders...
|
||||
Loading shader lmSun.ptx::oxMain...
|
||||
Loading shader clip_rtx.ptx::oxMain...
|
||||
Loading shader shadow_rtx.ptx::oxMain...
|
||||
Loading shader miss.ptx::oxMain...
|
||||
Loading shader attrib_trimesh.ptx::interpolate...
|
||||
Used host memory: 65mb, available GPU memory: 7116mb
|
||||
Used host memory: 65mb, available GPU memory: 7116mb
|
||||
Create buffer...
|
||||
Num passes: 4
|
||||
Num tex: 4
|
||||
Skipping pass LDR
|
||||
Pass light_920174520_0_HDR...
|
||||
Skipping pass Mask
|
||||
Skipping pass Dir
|
||||
Used host memory: 65mb, available GPU memory: 7116mb
|
||||
Launch 1x1 tiles...
|
||||
Tile 0x0...
|
||||
Streaming...0
|
||||
npHD
|
||||
Launching...
|
||||
Used host memory: 321mb, available GPU memory: 6593mb
|
||||
-----
|
||||
Mem stats:
|
||||
Total: 523
|
||||
Alphas: 0
|
||||
GI albedos: 0
|
||||
GI lightmaps: 0
|
||||
Light data: 0
|
||||
Output: 128
|
||||
UV GBuffer: 320
|
||||
Scene: 8267
|
||||
-----
|
||||
Render time: 0.299 sec
|
||||
|
||||
Writing...
|
||||
light_920174520_0_HDR.lz4
|
||||
Done
|
||||
Init...
|
||||
addmul
|
||||
Tile size: 4096
|
||||
Device 0: NVIDIA GeForce RTX 3070 (ON)
|
||||
Used host memory: 0mb, available GPU memory: 7132mb
|
||||
MODE: addmul
|
||||
USING FLOAT
|
||||
Loading shader addHalf.ptx::oxMain...
|
||||
Launched
|
||||
Launched
|
||||
Loading shader dilateHalf.ptx::oxMain...
|
||||
Loading shader mulHalfByte.ptx::oxMain...
|
||||
Done
|
||||
Init...
|
||||
texgi
|
||||
Loading geometry...
|
||||
Loading alphas...
|
||||
Tile size: 4096
|
||||
Device 0: NVIDIA GeForce RTX 3070 (ON)
|
||||
Used host memory: 1mb, available GPU memory: 7116mb
|
||||
MODE: texgi
|
||||
USING HALF
|
||||
Loading additional albedo: uvalbedo_SampleScene_LM0.lz4
|
||||
Loading additional lightmap: SampleScene_LM0_diffuse_HDR.lz4
|
||||
LM is half
|
||||
Load shaders...
|
||||
Loading shader lmTexGI.ptx::oxMain...
|
||||
Loading shader lambert_tex_gi2.ptx::oxMain...
|
||||
Loading shader clip_rtx.ptx::oxMain...
|
||||
Loading shader shadow3_rtx.ptx::oxMain...
|
||||
Loading shader attrib_trimeshTex.ptx::interpolate...
|
||||
Used host memory: 258mb, available GPU memory: 7116mb
|
||||
Used host memory: 258mb, available GPU memory: 7116mb
|
||||
Create buffer...
|
||||
Num passes: 3
|
||||
Num tex: 3
|
||||
Skipping pass LDR
|
||||
Pass SampleScene_LM0_diffuse_HDR...
|
||||
Skipping pass HDR2
|
||||
Used host memory: 258mb, available GPU memory: 7116mb
|
||||
Launch 1x1 tiles...
|
||||
Tile 0x0...
|
||||
Streaming...0
|
||||
npHD
|
||||
Launching...
|
||||
Used host memory: 642mb, available GPU memory: 6273mb
|
||||
-----
|
||||
Mem stats:
|
||||
Total: 843
|
||||
Alphas: 0
|
||||
GI albedos: 64
|
||||
GI lightmaps: 128
|
||||
Light data: 0
|
||||
Output: 128
|
||||
UV GBuffer: 448
|
||||
Scene: 8267
|
||||
-----
|
||||
Render time: 6.486 sec
|
||||
Dilate...
|
||||
Loading shader dilateHalf.ptx::oxMain...
|
||||
0...1...2...3...4...5...6...7...8...9...10...11...12...13...14...15...
|
||||
Writing...
|
||||
SampleScene_LM0_diffuse_HDR.lz4
|
||||
Done
|
||||
Init...
|
||||
texgi
|
||||
Loading geometry...
|
||||
Loading alphas...
|
||||
Tile size: 4096
|
||||
Device 0: NVIDIA GeForce RTX 3070 (ON)
|
||||
Used host memory: 1mb, available GPU memory: 7116mb
|
||||
MODE: texgi
|
||||
USING HALF
|
||||
Loading additional albedo: uvalbedo_SampleScene_LM0.lz4
|
||||
Loading additional lightmap: SampleScene_LM0_diffuse_HDR.lz4
|
||||
LM is half
|
||||
Load shaders...
|
||||
Loading shader lmTexGI.ptx::oxMain...
|
||||
Loading shader lambert_tex_gi2.ptx::oxMain...
|
||||
Loading shader clip_rtx.ptx::oxMain...
|
||||
Loading shader shadow3_rtx.ptx::oxMain...
|
||||
Loading shader attrib_trimeshTex.ptx::interpolate...
|
||||
Used host memory: 258mb, available GPU memory: 7116mb
|
||||
Used host memory: 258mb, available GPU memory: 7116mb
|
||||
Create buffer...
|
||||
Num passes: 3
|
||||
Num tex: 3
|
||||
Skipping pass LDR
|
||||
Pass SampleScene_LM0_diffuse_HDR...
|
||||
Skipping pass HDR2
|
||||
Used host memory: 258mb, available GPU memory: 7116mb
|
||||
Launch 1x1 tiles...
|
||||
Tile 0x0...
|
||||
Streaming...0
|
||||
npHD
|
||||
Launching...
|
||||
Used host memory: 642mb, available GPU memory: 6273mb
|
||||
-----
|
||||
Mem stats:
|
||||
Total: 843
|
||||
Alphas: 0
|
||||
GI albedos: 64
|
||||
GI lightmaps: 128
|
||||
Light data: 0
|
||||
Output: 128
|
||||
UV GBuffer: 448
|
||||
Scene: 8267
|
||||
-----
|
||||
Render time: 6.52 sec
|
||||
Dilate...
|
||||
Loading shader dilateHalf.ptx::oxMain...
|
||||
0...1...2...3...4...5...6...7...8...9...10...11...12...13...14...15...
|
||||
Writing...
|
||||
SampleScene_LM0_diffuse_HDR.lz4
|
||||
Done
|
||||
Init...
|
||||
texgi
|
||||
Loading geometry...
|
||||
Loading alphas...
|
||||
Tile size: 4096
|
||||
Device 0: NVIDIA GeForce RTX 3070 (ON)
|
||||
Used host memory: 1mb, available GPU memory: 7116mb
|
||||
MODE: texgi
|
||||
USING HALF
|
||||
Loading additional albedo: uvalbedo_SampleScene_LM0.lz4
|
||||
Loading additional lightmap: SampleScene_LM0_diffuse_HDR.lz4
|
||||
LM is half
|
||||
Load shaders...
|
||||
Loading shader lmTexGI.ptx::oxMain...
|
||||
Loading shader lambert_tex_gi2.ptx::oxMain...
|
||||
Loading shader clip_rtx.ptx::oxMain...
|
||||
Loading shader shadow3_rtx.ptx::oxMain...
|
||||
Loading shader attrib_trimeshTex.ptx::interpolate...
|
||||
Used host memory: 258mb, available GPU memory: 7116mb
|
||||
Used host memory: 258mb, available GPU memory: 7116mb
|
||||
Create buffer...
|
||||
Num passes: 3
|
||||
Num tex: 3
|
||||
Skipping pass LDR
|
||||
Pass SampleScene_LM0_diffuse_HDR...
|
||||
Skipping pass HDR2
|
||||
Used host memory: 258mb, available GPU memory: 7116mb
|
||||
Launch 1x1 tiles...
|
||||
Tile 0x0...
|
||||
Streaming...0
|
||||
npHD
|
||||
Launching...
|
||||
Used host memory: 642mb, available GPU memory: 6273mb
|
||||
-----
|
||||
Mem stats:
|
||||
Total: 843
|
||||
Alphas: 0
|
||||
GI albedos: 64
|
||||
GI lightmaps: 128
|
||||
Light data: 0
|
||||
Output: 128
|
||||
UV GBuffer: 448
|
||||
Scene: 8267
|
||||
-----
|
||||
Render time: 6.531 sec
|
||||
Dilate...
|
||||
Loading shader dilateHalf.ptx::oxMain...
|
||||
0...1...2...3...4...5...6...7...8...9...10...11...12...13...14...15...
|
||||
Writing...
|
||||
SampleScene_LM0_diffuse_HDR.lz4
|
||||
Done
|
||||
Init...
|
||||
texgi
|
||||
Loading geometry...
|
||||
Loading alphas...
|
||||
Tile size: 4096
|
||||
Device 0: NVIDIA GeForce RTX 3070 (ON)
|
||||
Used host memory: 1mb, available GPU memory: 7116mb
|
||||
MODE: texgi
|
||||
USING HALF
|
||||
Loading additional albedo: uvalbedo_SampleScene_LM0.lz4
|
||||
Loading additional lightmap: SampleScene_LM0_diffuse_HDR.lz4
|
||||
LM is half
|
||||
Load shaders...
|
||||
Loading shader lmTexGI.ptx::oxMain...
|
||||
Loading shader lambert_tex_gi2.ptx::oxMain...
|
||||
Loading shader clip_rtx.ptx::oxMain...
|
||||
Loading shader shadow3_rtx.ptx::oxMain...
|
||||
Loading shader attrib_trimeshTex.ptx::interpolate...
|
||||
Used host memory: 258mb, available GPU memory: 7116mb
|
||||
Used host memory: 258mb, available GPU memory: 7116mb
|
||||
Create buffer...
|
||||
Num passes: 3
|
||||
Num tex: 3
|
||||
Skipping pass LDR
|
||||
Pass SampleScene_LM0_diffuse_HDR...
|
||||
Skipping pass HDR2
|
||||
Used host memory: 258mb, available GPU memory: 7116mb
|
||||
Launch 1x1 tiles...
|
||||
Tile 0x0...
|
||||
Streaming...0
|
||||
npHD
|
||||
Launching...
|
||||
Used host memory: 642mb, available GPU memory: 6273mb
|
||||
-----
|
||||
Mem stats:
|
||||
Total: 843
|
||||
Alphas: 0
|
||||
GI albedos: 64
|
||||
GI lightmaps: 128
|
||||
Light data: 0
|
||||
Output: 128
|
||||
UV GBuffer: 448
|
||||
Scene: 8267
|
||||
-----
|
||||
Render time: 6.666 sec
|
||||
Dilate...
|
||||
Loading shader dilateHalf.ptx::oxMain...
|
||||
0...1...2...3...4...5...6...7...8...9...10...11...12...13...14...15...
|
||||
Writing...
|
||||
SampleScene_LM0_diffuse_HDR.lz4
|
||||
Done
|
||||
Init...
|
||||
texgi
|
||||
Loading geometry...
|
||||
Loading alphas...
|
||||
Tile size: 4096
|
||||
Device 0: NVIDIA GeForce RTX 3070 (ON)
|
||||
Used host memory: 1mb, available GPU memory: 7116mb
|
||||
MODE: texgi
|
||||
USING HALF
|
||||
Loading additional lightmap: SampleScene_LM0_diffuse_HDR.lz4
|
||||
LM is half
|
||||
Load shaders...
|
||||
Loading shader lmTexGI.ptx::oxMain...
|
||||
Loading shader lambert_tex_gi2.ptx::oxMain...
|
||||
Loading shader clip_rtx.ptx::oxMain...
|
||||
Loading shader shadow3_rtx.ptx::oxMain...
|
||||
Loading shader attrib_trimeshTex.ptx::interpolate...
|
||||
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|
||||
Used host memory: 194mb, available GPU memory: 7116mb
|
||||
Create buffer...
|
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|
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|
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|
||||
Pass SampleScene_LM0_final_HDR...
|
||||
Skipping pass HDR2
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
npHD
|
||||
Launching...
|
||||
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|
||||
-----
|
||||
Mem stats:
|
||||
Total: 781
|
||||
Alphas: 0
|
||||
GI albedos: 64
|
||||
GI lightmaps: 128
|
||||
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|
||||
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|
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|
||||
Scene: 8205
|
||||
-----
|
||||
Render time: 6.599 sec
|
||||
Dilate...
|
||||
Loading shader dilateHalf.ptx::oxMain...
|
||||
0...1...2...3...4...5...6...7...8...9...10...11...12...13...14...15...
|
||||
Writing...
|
||||
SampleScene_LM0_final_HDR.lz4
|
||||
Done
|
||||
Init...
|
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addao
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|
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Device 0: NVIDIA GeForce RTX 3070 (ON)
|
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|
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|
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|
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Loading shader addAO.ptx::oxMain...
|
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4096 4096
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|
||||
|
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@@ -345,3 +345,32 @@ Running ftraceRTX addao "C:\Users\VLADIM~1\AppData\Local\Temp\frender" "SampleSc
|
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initShaders done
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initScene done
|
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Done
|
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Rendering UV GBuffer for SampleScene_LM0 50
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RGBA32F...RGBA8...RGBA8_SRGB...RGBA16F...states...
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Rendering faceted UV normal...
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||||
Rendering UV pos...
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Rendering smooth UV pos...
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||||
Done
|
||||
Done
|
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Running halffloat2hdr "C:\Users\VLADIM~1\AppData\Local\Temp\frender/SampleScene_LM0_final_HDR.lz4" "D:/UnityProjects/CPPK-AR/Assets/BakeryLightmaps/SampleScene_LM0_final.hdr" 1024
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