增加06 UI框架

This commit is contained in:
2025-04-10 18:15:01 +08:00
parent 925dc0f3de
commit 9f9bb87821
379 changed files with 27988 additions and 0 deletions

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using System.Collections.Generic;
using System.Threading.Tasks;
using DG.Tweening;
using UnityEngine;
using UnityEngine.UI;
using YooAsset;
namespace Stary.Evo.UIFarme
{
public interface IBasePanel : IController
{
/// <summary>
/// UI信息
/// </summary>
string UIPath { get; set; }
/// <summary>
/// 绑定这个面板的实例
/// </summary>
void Initialize(GameObject panelGo);
/// <summary>
/// 初始化面板管理器
/// </summary>
/// <param name="panelManager"></param>
void Initialize(IPanelSystem sysytem);
/// <summary>
/// 虚方法UI进入时执行的操作只会执行一次
/// </summary>
void OnEnter();
/// <summary>
/// 虚方法UI暂停时执行的操作只会执行一次
/// </summary>
void OnPause();
/// <summary>
/// 虚方法UI继续时执行的操作只会执行一次
/// </summary>
void OnResume();
/// <summary>
/// 虚方法UI退出时执行的操作只会执行一次
/// </summary>
void OnExit(float delay = 0f);
void OnDestroy();
/// <summary>
/// 生成/获取一个UI对象
/// </summary>
/// <param name="type">ui信息</param>
/// <returns></returns>
Task<GameObject> CreatePanel();
/// <summary>
/// 销毁一个Ui对象
/// </summary>
/// <param name="type"></param>
void DestoryUI();
void SetPanelParent(Transform parent);
}
/// <summary>
///所有UI面板的父类包含UI面板的状态信息
/// </summary>
public abstract class BasePanel : IBasePanel
{
/// <summary>
/// UI信息
/// </summary>
public string UIPath { get; set; }
/// <summary>
/// 面板管理器
/// </summary>
protected IPanelSystem PanelSystem { get; private set; }
/// <summary>
/// 生成的父物体
/// </summary>
protected Transform panelParent{get; private set;}
/// <summary>
/// 缓存该面板所有的ButtonToggleSliderInputFieldDropdownScroolBar
/// </summary>
private Dictionary<string, Selectable> selectableDict;
protected CanvasGroup canvasGroup{get;private set;}
protected GameObject activePanel{get;private set;}
protected BasePanel(string uiPath)
{
UIPath = uiPath;
selectableDict = new Dictionary<string, Selectable>();
}
public virtual void Initialize(GameObject panelGo)
{
activePanel = panelGo;
Selectable[] selectables = activePanel.GetComponentsInChildren<Selectable>(true);
foreach (Selectable item in selectables)
{
selectableDict[item.name] = item;
}
canvasGroup = UITool.GetOrAddComponent<CanvasGroup>(activePanel);
canvasGroup.alpha = 0f;
}
public virtual void Initialize(IPanelSystem sysytem)
{
PanelSystem = sysytem;
}
public virtual void OnEnter()
{
activePanel.SetActive(true);
canvasGroup.blocksRaycasts = true;
canvasGroup.DOFade(1f, 1f);
}
public virtual void OnPause()
{
canvasGroup.blocksRaycasts = false;
}
public virtual void OnResume()
{
canvasGroup.blocksRaycasts = true;
}
public virtual void OnExit(float delay = 0f)
{
canvasGroup.DOFade(0f, delay).OnComplete(() =>
{
activePanel.SetActive(false);
canvasGroup.blocksRaycasts = false;
});
}
public virtual void OnDestroy()
{
DestoryUI();
}
public async Task<GameObject> CreatePanel()
{
if (panelParent == null)
{
Debug.LogError($"UnityEvo:parent为空,{this.UIPath}无法创建,进程已中断,请检查!!!!!");
return null;
}
if (!panelParent.GetComponent<Canvas>())
{
Debug.LogError($"UnityEvo:panelParent上不存在Canvas组件,{this.UIPath}无法创建,进程已中断,请检查!!!!!");
return null;
}
if (this.activePanel != null)
{
return activePanel.gameObject;
}
var handle= YooAssets.LoadAssetAsync<GameObject>(UIPath);
await handle.Task;
activePanel = GameObject.Instantiate(handle.AssetObject as GameObject,panelParent);
activePanel.name = this.GetType().Name;
return activePanel;
}
public void DestoryUI()
{
if (activePanel != null)
{
GameObject.Destroy(activePanel);
PanelSystem.Get_Dic().Remove(this.GetType().Name);
}
}
public void SetPanelParent(Transform parent)
{
panelParent = parent;
}
/// <summary>
/// 获取组件ButtonToggleSliderInputFieldDropdownScroolBar
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="name"></param>
/// <returns></returns>
protected T GetComp<T>(string name) where T : Selectable
{
selectableDict.TryGetValue(name, out Selectable t);
if (t == null)
{
Debug.LogError($"{this.GetType()}---{name}在selectableDict不存在");
}
return t as T;
}
public IArchitecture GetArchitecture()
{
return PanelSystem.GetArchitecture();
}
}
}

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using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
namespace Stary.Evo.UIFarme
{
public interface IPanelSystem : ISystem
{
/// <summary>
/// UI的入栈操作此操作会显示一个面板
/// </summary>
Task PushQueue<T>(Transform parent) where T : IBasePanel, new();
/// <summary>
/// UI的入栈操作此操作会显示一个面板
/// </summary>
Task PushStack<T>(Transform parent) where T : IBasePanel, new();
/// <summary>
/// 执行面板的出栈操作此操作会执行面板的OnExit方法
/// </summary>
void PopQueue<T>() where T : IBasePanel, new();
/// <summary>
/// 执行面板的出栈操作此操作会执行面板的OnExit方法
/// </summary>
void PopStack();
/// <summary>
/// 面板全部出栈此操作会执行面板的OnExit方法
/// </summary>
void PopAll();
/// <summary>
/// 返回存储面板实例的字典
/// </summary>
/// <returns></returns>
Dictionary<string, IBasePanel> Get_Dic();
IBasePanel GetPanel(string PanelName);
}
/// <summary>
/// 面板管理器用栈来存储UI
/// </summary>
public class PanelSystem : AbstractSystem, IPanelSystem
{
/// <summary>
/// 存储普通UI面板
/// </summary>
private List<IBasePanel> queuePanel;
/// <summary>
/// 存储堆栈UI面板
/// </summary>
private Stack<IBasePanel> stackPanel;
/// <summary>
/// 存储所有UI信息的字典每个UI信息都会对应一个GameObject
/// </summary>
private Dictionary<string, IBasePanel> dicUI;
protected override void OnInit()
{
stackPanel = new Stack<IBasePanel>();
queuePanel = new List<IBasePanel>();
dicUI = new Dictionary<string, IBasePanel>();
}
public async Task PushQueue<T>(Transform parent) where T : IBasePanel, new()
{
string panelName = typeof(T).Name;
IBasePanel nextPanel = null;
if (!dicUI.ContainsKey(panelName))
{
nextPanel = new T();
nextPanel.Initialize(this);
nextPanel.SetPanelParent(parent);
GameObject panelGo = await nextPanel.CreatePanel();
///生成面板后,进行初始化操作
nextPanel.Initialize(panelGo);
dicUI.Add(panelName, nextPanel);
}
else
{
for (int i = 0; i < queuePanel.Count; i++)
{
if (queuePanel[i].GetType().Name == panelName)
{
return;
}
}
nextPanel = dicUI[panelName];
}
queuePanel.Add(nextPanel);
nextPanel.OnEnter();
//TOOD
}
public async Task PushStack<T>(Transform parent) where T : IBasePanel, new()
{
string panelName = typeof(T).Name;
IBasePanel nextPanel = null;
if (!dicUI.ContainsKey(panelName))
{
nextPanel = new T();
nextPanel.Initialize(this);
nextPanel.SetPanelParent(parent);
GameObject panelGo = await nextPanel.CreatePanel();
///生成面板后,进行初始化操作
nextPanel.Initialize(panelGo);
dicUI.Add(panelName, nextPanel);
}
else
{
for (int i = 0; i < stackPanel.Count; i++)
{
if (queuePanel[i].GetType().Name == panelName)
{
return;
}
}
nextPanel = dicUI[panelName];
}
stackPanel.Push(nextPanel);
nextPanel.OnEnter();
}
public void PopQueue<T>() where T : IBasePanel, new()
{
string panelName = typeof(T).Name;
for (int i = 0; i < queuePanel.Count; i++)
{
if (queuePanel[i].GetType().Name == panelName)
{
queuePanel[i].OnExit();
queuePanel.RemoveAt(i);
}
}
}
public void PopStack()
{
if (stackPanel.Count > 0)
{
stackPanel.Pop().OnExit();
}
if (stackPanel.Count > 0)
{
stackPanel.Peek().OnResume();
}
}
public void PopAll()
{
while (stackPanel.Count > 0)
stackPanel.Pop().OnExit();
foreach (var panel in queuePanel)
{
panel.OnExit();
}
queuePanel.Clear();
}
public Dictionary<string, IBasePanel> Get_Dic()
{
if (dicUI.Count > 0)
{
return dicUI;
}
return null;
}
public IBasePanel GetPanel(string PanelName)
{
if (dicUI.ContainsKey(PanelName))
{
return dicUI[PanelName];
}
return null;
}
public override void Dispose()
{
PopAll();
}
}
}

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using UnityEngine;
/// <summary>
/// UI管理工具包括获取某个子对象组件的操作
/// </summary>
public class UITool
{
/// <summary>
/// 给当前的活动面板获取或者添加一个组件
/// </summary>
/// <typeparam name="T">组件类型</typeparam>
/// <returns>组件</returns>
public static T GetOrAddComponent<T>(GameObject activeGo) where T : Component
{
if (activeGo.GetComponent<T>() == null)
activeGo.AddComponent<T>();
return activeGo.GetComponent<T>();
}
/// <summary>
/// 根据名称获取一个子对象的组件
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="name"></param>
/// <returns></returns>
public static T FindChild<T>(GameObject activeGo, string name)
{
Transform child = null;
Transform[] children = activeGo.GetComponentsInChildren<Transform>(true);
for (int i = 0; i < children.Length; i++)
{
if (children[i].name.Equals(name))
{
child = children[i];
break;
}
}
if (child != null)
{
return child.GetComponent<T>();
}
else
{
Debug.Log("未找到指定的组件,指定的组件为:" + typeof(T).FullName + "-----" + activeGo);
return default(T);
}
}
}

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{
"name": "com.staryevo.uifarme",
"displayName": "06.UIFarme",
"version": "1.0.0",
"description": "UI模板框架工具",
"unity": "2021.3",
"unityRelease": "30f1",
"keywords": [
"unity",
"scirpt"
],
"repository": {
"type": "git",
"url": "http://192.168.31.100:8088/framework/xosmopluginlibrary.git#02.InformationSave"
},
"author": {
"name": "staryEvo",
"url": "https://www.unity3d.com"
}
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<?xml version="1.0"?>
<doc>
<assembly>
<name>DOTweenEditor</name>
</assembly>
<members>
<member name="T:DG.DOTweenEditor.EditorCompatibilityUtils">
<summary>
Contains compatibility methods taken from DemiEditor (for when DOTween is without it)
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectOfType``1(System.Boolean)">
<summary>
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectOfType(System.Type,System.Boolean)">
<summary>
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectsOfType``1(System.Boolean)">
<summary>
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorCompatibilityUtils.FindObjectsOfType(System.Type,System.Boolean)">
<summary>
Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
</summary>
</member>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Start(System.Action)">
<summary>
Starts the update loop of tween in the editor. Has no effect during playMode.
</summary>
<param name="onPreviewUpdated">Eventual callback to call after every update</param>
</member>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean,System.Boolean)">
<summary>
Stops the update loop and clears the onPreviewUpdated callback.
</summary>
<param name="resetTweenTargets">If TRUE also resets the tweened objects to their original state.
Note that this works by calling Rewind on all tweens, so it will work correctly
only if you have a single tween type per object and it wasn't killed</param>
<param name="clearTweens">If TRUE also kills any cached tween</param>
</member>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.PrepareTweenForPreview(DG.Tweening.Tween,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings.
</summary>
<param name="t">The tween to ready</param>
<param name="clearCallbacks">If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)</param>
<param name="preventAutoKill">If TRUE prevents the tween from being auto-killed at completion</param>
<param name="andPlay">If TRUE starts playing the tween immediately</param>
</member>
<member name="F:DG.DOTweenEditor.EditorVersion.Version">
<summary>Full major version + first minor version (ex: 2018.1f)</summary>
</member>
<member name="F:DG.DOTweenEditor.EditorVersion.MajorVersion">
<summary>Major version</summary>
</member>
<member name="F:DG.DOTweenEditor.EditorVersion.MinorVersion">
<summary>First minor version (ex: in 2018.1 it would be 1)</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
<summary>
Checks that the given editor texture use the correct import settings,
and applies them if they're incorrect.
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.DOTweenSetupRequired">
<summary>
Returns TRUE if setup is required
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.AssetExists(System.String)">
<summary>
Returns TRUE if the file/directory at the given path exists.
</summary>
<param name="adbPath">Path, relative to Unity's project folder</param>
<returns></returns>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.ADBPathToFullPath(System.String)">
<summary>
Converts the given project-relative path to a full path,
with backward (\) slashes).
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.FullPathToADBPath(System.String)">
<summary>
Converts the given full path to a path usable with AssetDatabase methods
(relative to Unity's project folder, and with the correct Unity forward (/) slashes).
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
<summary>
Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
If the asset already exists at the given path, loads it and returns it.
Otherwise, either returns NULL or automatically creates it before loading and returning it
(depending on the given parameters).
</summary>
<typeparam name="T">Asset type</typeparam>
<param name="adbFilePath">File path (relative to Unity's project folder)</param>
<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
<summary>
Full path for the given loaded assembly, assembly file included
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.AddGlobalDefine(System.String)">
<summary>
Adds the given global define if it's not already present
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.RemoveGlobalDefine(System.String)">
<summary>
Removes the given global define if it's present
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
<summary>
Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
</summary>
<param name="id"></param>
<param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
</member>
<member name="T:DG.DOTweenEditor.DOTweenDefines">
<summary>
Not used as menu item anymore, but as a utility function
</summary>
</member>
<member name="F:DG.DOTweenEditor.UnityEditorVersion.Version">
<summary>Full major version + first minor version (ex: 2018.1f)</summary>
</member>
<member name="F:DG.DOTweenEditor.UnityEditorVersion.MajorVersion">
<summary>Major version</summary>
</member>
<member name="F:DG.DOTweenEditor.UnityEditorVersion.MinorVersion">
<summary>First minor version (ex: in 2018.1 it would be 1)</summary>
</member>
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<doc>
<assembly>
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<summary>
This class and its whole library are deleted the first time DOTween's setup is run after an upgrade (or after a new install).
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"name": "DOTween.Modules"
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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
using UnityEngine.Audio; // Required for AudioMixer
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleAudio
{
#region Shortcuts
#region Audio
/// <summary>Tweens an AudioSource's volume to the given value.
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOFade(this AudioSource target, float endValue, float duration)
{
if (endValue < 0) endValue = 0;
else if (endValue > 1) endValue = 1;
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens an AudioSource's pitch to the given value.
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOPitch(this AudioSource target, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region AudioMixer
/// <summary>Tweens an AudioMixer's exposed float to the given value.
/// Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
/// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.</summary>
/// <param name="floatName">Name given to the exposed float to set</param>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(()=> {
float currVal;
target.GetFloat(floatName, out currVal);
return currVal;
}, x=> target.SetFloat(floatName, x), endValue, duration);
t.SetTarget(target);
return t;
}
#region Operation Shortcuts
/// <summary>
/// Completes all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens completed
/// (meaning the tweens that don't have infinite loops and were not already complete)
/// </summary>
/// <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
/// otherwise they will be ignored</param>
public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
{
return DOTween.Complete(target, withCallbacks);
}
/// <summary>
/// Kills all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens killed.
/// </summary>
/// <param name="complete">If TRUE completes the tween before killing it</param>
public static int DOKill(this AudioMixer target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
/// <summary>
/// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens flipped.
/// </summary>
public static int DOFlip(this AudioMixer target)
{
return DOTween.Flip(target);
}
/// <summary>
/// Sends to the given position all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens involved.
/// </summary>
/// <param name="to">Time position to reach
/// (if higher than the whole tween duration the tween will simply reach its end)</param>
/// <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
{
return DOTween.Goto(target, to, andPlay);
}
/// <summary>
/// Pauses all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens paused.
/// </summary>
public static int DOPause(this AudioMixer target)
{
return DOTween.Pause(target);
}
/// <summary>
/// Plays all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
/// </summary>
public static int DOPlay(this AudioMixer target)
{
return DOTween.Play(target);
}
/// <summary>
/// Plays backwards all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
/// </summary>
public static int DOPlayBackwards(this AudioMixer target)
{
return DOTween.PlayBackwards(target);
}
/// <summary>
/// Plays forward all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
/// </summary>
public static int DOPlayForward(this AudioMixer target)
{
return DOTween.PlayForward(target);
}
/// <summary>
/// Restarts all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens restarted.
/// </summary>
public static int DORestart(this AudioMixer target)
{
return DOTween.Restart(target);
}
/// <summary>
/// Rewinds all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens rewinded.
/// </summary>
public static int DORewind(this AudioMixer target)
{
return DOTween.Rewind(target);
}
/// <summary>
/// Smoothly rewinds all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens rewinded.
/// </summary>
public static int DOSmoothRewind(this AudioMixer target)
{
return DOTween.SmoothRewind(target);
}
/// <summary>
/// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens involved.
/// </summary>
public static int DOTogglePause(this AudioMixer target)
{
return DOTween.TogglePause(target);
}
#endregion
#endregion
#endregion
}
}
#endif

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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

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

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

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

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

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
using System;
using System.Reflection;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Core.PathCore;
using DG.Tweening.Plugins.Options;
#pragma warning disable 1591
namespace DG.Tweening
{
/// <summary>
/// Utility functions that deal with available Modules.
/// Modules defines:
/// - DOTAUDIO
/// - DOTPHYSICS
/// - DOTPHYSICS2D
/// - DOTSPRITE
/// - DOTUI
/// Extra defines set and used for implementation of external assets:
/// - DOTWEEN_TMP ► TextMesh Pro
/// - DOTWEEN_TK2D ► 2D Toolkit
/// </summary>
public static class DOTweenModuleUtils
{
static bool _initialized;
#region Reflection
/// <summary>
/// Called via Reflection by DOTweenComponent on Awake
/// </summary>
#if UNITY_2018_1_OR_NEWER
[UnityEngine.Scripting.Preserve]
#endif
public static void Init()
{
if (_initialized) return;
_initialized = true;
DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;
#if UNITY_EDITOR
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
#else
UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;
#endif
#endif
}
#if UNITY_2018_1_OR_NEWER
#pragma warning disable
[UnityEngine.Scripting.Preserve]
// Just used to preserve methods when building, never called
static void Preserver()
{
Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub");
}
#pragma warning restore
#endif
#endregion
#if UNITY_EDITOR
// Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
static void PlaymodeStateChanged()
#else
static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
#endif
{
if (DOTween.instance == null) return;
DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);
}
#endif
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
public static class Physics
{
// Called via DOTweenExternalCommand callback
public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)
{
#if true // PHYSICS_MARKER
if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;
else trans.rotation = newRot;
#else
trans.rotation = newRot;
#endif
}
// Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached
public static bool HasRigidbody2D(Component target)
{
#if true // PHYSICS2D_MARKER
return target.GetComponent<Rigidbody2D>() != null;
#else
return false;
#endif
}
#region Called via Reflection
// Called via Reflection by DOTweenPathInspector
// Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached
#if UNITY_2018_1_OR_NEWER
[UnityEngine.Scripting.Preserve]
#endif
public static bool HasRigidbody(Component target)
{
#if true // PHYSICS_MARKER
return target.GetComponent<Rigidbody>() != null;
#else
return false;
#endif
}
// Called via Reflection by DOTweenPath
#if UNITY_2018_1_OR_NEWER
[UnityEngine.Scripting.Preserve]
#endif
public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween(
MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
){
TweenerCore<Vector3, Path, PathOptions> t = null;
bool rBodyFoundAndTweened = false;
#if true // PHYSICS_MARKER
if (tweenRigidbody) {
Rigidbody rBody = target.GetComponent<Rigidbody>();
if (rBody != null) {
rBodyFoundAndTweened = true;
t = isLocal
? rBody.DOLocalPath(path, duration, pathMode)
: rBody.DOPath(path, duration, pathMode);
}
}
#endif
#if true // PHYSICS2D_MARKER
if (!rBodyFoundAndTweened && tweenRigidbody) {
Rigidbody2D rBody2D = target.GetComponent<Rigidbody2D>();
if (rBody2D != null) {
rBodyFoundAndTweened = true;
t = isLocal
? rBody2D.DOLocalPath(path, duration, pathMode)
: rBody2D.DOPath(path, duration, pathMode);
}
}
#endif
if (!rBodyFoundAndTweened) {
t = isLocal
? target.transform.DOLocalPath(path, duration, pathMode)
: target.transform.DOPath(path, duration, pathMode);
}
return t;
}
#endregion
}
}
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DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant
// IMPORTANT!!! /////////////////////////////////////////////
// Upgrading DOTween from versions older than 1.2.000 ///////
// (or DOTween Pro older than 1.0.000) //////////////////////
-------------------------------------------------------------
If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully.
1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry
2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath
3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup
4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only)
// GET STARTED //////////////////////////////////////////////
- After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween.
- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
- You're ready to tween. Check out the links below for full documentation and license info.
// LINKS ///////////////////////////////////////////////////////
DOTween website (documentation, examples, etc): http://dotween.demigiant.com
DOTween license: http://dotween.demigiant.com/license.php
DOTween repository (Google Code): https://code.google.com/p/dotween/
Demigiant website (documentation, examples, etc): http://www.demigiant.com
// NOTES //////////////////////////////////////////////////////
- DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2015/03/12 15:55
using System;
using System.Collections.Generic;
using DG.Tweening.Core;
using UnityEngine;
#if true // UI_MARKER
using UnityEngine.UI;
#endif
#if false // TEXTMESHPRO_MARKER
using TMPro;
#endif
#pragma warning disable 1591
namespace DG.Tweening
{
/// <summary>
/// Attach this to a GameObject to create a tween
/// </summary>
[AddComponentMenu("DOTween/DOTween Animation")]
public class DOTweenAnimation : ABSAnimationComponent
{
public enum AnimationType
{
None,
Move, LocalMove,
Rotate, LocalRotate,
Scale,
Color, Fade,
Text,
PunchPosition, PunchRotation, PunchScale,
ShakePosition, ShakeRotation, ShakeScale,
CameraAspect, CameraBackgroundColor, CameraFieldOfView, CameraOrthoSize, CameraPixelRect, CameraRect,
UIWidthHeight,
FillAmount
}
public enum TargetType
{
Unset,
Camera,
CanvasGroup,
Image,
Light,
RectTransform,
Renderer, SpriteRenderer,
Rigidbody, Rigidbody2D,
Text,
Transform,
tk2dBaseSprite,
tk2dTextMesh,
TextMeshPro,
TextMeshProUGUI
}
#region EVENTS - EDITOR-ONLY
/// <summary>Used internally by the editor</summary>
public static event Action<DOTweenAnimation> OnReset;
static void Dispatch_OnReset(DOTweenAnimation anim) { if (OnReset != null) OnReset(anim); }
#endregion
public bool targetIsSelf = true; // If FALSE allows to set the target manually
public GameObject targetGO = null; // Used in case targetIsSelf is FALSE
// If FALSE always uses the GO containing this DOTweenAnimation (and not the one containing the target) as DOTween's SetTarget target
public bool tweenTargetIsTargetGO = true;
public float delay;
public float duration = 1;
public Ease easeType = Ease.OutQuad;
public AnimationCurve easeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1));
public LoopType loopType = LoopType.Restart;
public int loops = 1;
public string id = "";
public bool isRelative;
public bool isFrom;
public bool isIndependentUpdate = false;
public bool autoKill = true;
public bool autoGenerate = true; // If TRUE automatically creates the tween at startup
public bool isActive = true;
public bool isValid;
public Component target;
public AnimationType animationType;
public TargetType targetType;
public TargetType forcedTargetType; // Used when choosing between multiple targets
public bool autoPlay = true;
public bool useTargetAsV3;
public float endValueFloat;
public Vector3 endValueV3;
public Vector2 endValueV2;
public Color endValueColor = new Color(1, 1, 1, 1);
public string endValueString = "";
public Rect endValueRect = new Rect(0, 0, 0, 0);
public Transform endValueTransform;
public bool optionalBool0, optionalBool1;
public float optionalFloat0;
public int optionalInt0;
public RotateMode optionalRotationMode = RotateMode.Fast;
public ScrambleMode optionalScrambleMode = ScrambleMode.None;
public ShakeRandomnessMode optionalShakeRandomnessMode = ShakeRandomnessMode.Full;
public string optionalString;
bool _tweenAutoGenerationCalled; // TRUE after the tweens have been autoGenerated
int _playCount = -1; // Used when calling DOPlayNext
readonly List<Tween> _tmpTweens = new List<Tween>();
#region Unity Methods
void Awake()
{
if (!isActive || !autoGenerate) return;
if (animationType != AnimationType.Move || !useTargetAsV3) {
// Don't create tweens if we're using a RectTransform as a Move target,
// because that will work only inside Start
CreateTween(false, autoPlay);
_tweenAutoGenerationCalled = true;
}
}
void Start()
{
if (_tweenAutoGenerationCalled || !isActive || !autoGenerate) return;
CreateTween(false, autoPlay);
_tweenAutoGenerationCalled = true;
}
void Reset()
{
Dispatch_OnReset(this);
}
void OnDestroy()
{
if (tween != null && tween.active) tween.Kill();
tween = null;
}
/// <summary>
/// Creates/recreates the tween without playing it, but first rewinding and killing the existing one if present.
/// </summary>
public void RewindThenRecreateTween()
{
if (tween != null && tween.active) tween.Rewind();
CreateTween(true, false);
}
/// <summary>
/// Creates/recreates the tween and plays it, first rewinding and killing the existing one if present.
/// </summary>
public void RewindThenRecreateTweenAndPlay()
{
if (tween != null && tween.active) tween.Rewind();
CreateTween(true, true);
}
/// <summary>
/// Creates/recreates the tween from its target's current value without playing it, but first killing the existing one if present.
/// </summary>
public void RecreateTween()
{ CreateTween(true, false); }
/// <summary>
/// Creates/recreates the tween from its target's current value and plays it, first killing the existing one if present.
/// </summary>
public void RecreateTweenAndPlay()
{ CreateTween(true, true); }
// Used also by DOTweenAnimationInspector when applying runtime changes and restarting
/// <summary>
/// Creates the tween manually (called automatically if AutoGenerate is set in the Inspector)
/// from its target's current value.
/// </summary>
/// <param name="regenerateIfExists">If TRUE and an existing tween was already created (and not killed), kills it and recreates it with the current
/// parameters. Otherwise, if a tween already exists, does nothing.</param>
/// <param name="andPlay">If TRUE also plays the tween, otherwise only creates it</param>
public void CreateTween(bool regenerateIfExists = false, bool andPlay = true)
{
if (!isValid) {
if (regenerateIfExists) { // Called manually: warn users
Debug.LogWarning(string.Format("{0} :: This DOTweenAnimation isn't valid and its tween won't be created", this.gameObject.name), this.gameObject);
}
return;
}
if (tween != null) {
if (tween.active) {
if (regenerateIfExists) tween.Kill();
else return;
}
tween = null;
}
// if (target == null) {
// Debug.LogWarning(string.Format("{0} :: This DOTweenAnimation's target is NULL, because the animation was created with a DOTween Pro version older than 0.9.255. To fix this, exit Play mode then simply select this object, and it will update automatically", this.gameObject.name), this.gameObject);
// return;
// }
GameObject tweenGO = GetTweenGO();
if (target == null || tweenGO == null) {
if (targetIsSelf && target == null) {
// Old error caused during upgrade from DOTween Pro 0.9.255
Debug.LogWarning(string.Format("{0} :: This DOTweenAnimation's target is NULL, because the animation was created with a DOTween Pro version older than 0.9.255. To fix this, exit Play mode then simply select this object, and it will update automatically", this.gameObject.name), this.gameObject);
} else {
// Missing non-self target
Debug.LogWarning(string.Format("{0} :: This DOTweenAnimation's target/GameObject is unset: the tween will not be created.", this.gameObject.name), this.gameObject);
}
return;
}
if (forcedTargetType != TargetType.Unset) targetType = forcedTargetType;
if (targetType == TargetType.Unset) {
// Legacy DOTweenAnimation (made with a version older than 0.9.450) without stored targetType > assign it now
targetType = TypeToDOTargetType(target.GetType());
}
switch (animationType) {
case AnimationType.None:
break;
case AnimationType.Move:
if (useTargetAsV3) {
isRelative = false;
if (endValueTransform == null) {
Debug.LogWarning(string.Format("{0} :: This tween's TO target is NULL, a Vector3 of (0,0,0) will be used instead", this.gameObject.name), this.gameObject);
endValueV3 = Vector3.zero;
} else {
#if true // UI_MARKER
if (targetType == TargetType.RectTransform) {
RectTransform endValueT = endValueTransform as RectTransform;
if (endValueT == null) {
Debug.LogWarning(string.Format("{0} :: This tween's TO target should be a RectTransform, a Vector3 of (0,0,0) will be used instead", this.gameObject.name), this.gameObject);
endValueV3 = Vector3.zero;
} else {
RectTransform rTarget = target as RectTransform;
if (rTarget == null) {
Debug.LogWarning(string.Format("{0} :: This tween's target and TO target are not of the same type. Please reassign the values", this.gameObject.name), this.gameObject);
} else {
// Problem: doesn't work inside Awake (ararargh!)
endValueV3 = DOTweenModuleUI.Utils.SwitchToRectTransform(endValueT, rTarget);
}
}
} else
#endif
endValueV3 = endValueTransform.position;
}
}
switch (targetType) {
case TargetType.Transform:
tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0);
break;
case TargetType.RectTransform:
#if true // UI_MARKER
tween = ((RectTransform)target).DOAnchorPos3D(endValueV3, duration, optionalBool0);
#else
tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0);
#endif
break;
case TargetType.Rigidbody:
#if true // PHYSICS_MARKER
tween = ((Rigidbody)target).DOMove(endValueV3, duration, optionalBool0);
#else
tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0);
#endif
break;
case TargetType.Rigidbody2D:
#if true // PHYSICS2D_MARKER
tween = ((Rigidbody2D)target).DOMove(endValueV3, duration, optionalBool0);
#else
tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0);
#endif
break;
}
break;
case AnimationType.LocalMove:
tween = tweenGO.transform.DOLocalMove(endValueV3, duration, optionalBool0);
break;
case AnimationType.Rotate:
switch (targetType) {
case TargetType.Transform:
tween = ((Transform)target).DORotate(endValueV3, duration, optionalRotationMode);
break;
case TargetType.Rigidbody:
#if true // PHYSICS_MARKER
tween = ((Rigidbody)target).DORotate(endValueV3, duration, optionalRotationMode);
#else
tween = ((Transform)target).DORotate(endValueV3, duration, optionalRotationMode);
#endif
break;
case TargetType.Rigidbody2D:
#if true // PHYSICS2D_MARKER
tween = ((Rigidbody2D)target).DORotate(endValueFloat, duration);
#else
tween = ((Transform)target).DORotate(endValueV3, duration, optionalRotationMode);
#endif
break;
}
break;
case AnimationType.LocalRotate:
tween = tweenGO.transform.DOLocalRotate(endValueV3, duration, optionalRotationMode);
break;
case AnimationType.Scale:
switch (targetType) {
#if false // TK2D_MARKER
case TargetType.tk2dTextMesh:
tween = ((tk2dTextMesh)target).DOScale(optionalBool0 ? new Vector3(endValueFloat, endValueFloat, endValueFloat) : endValueV3, duration);
break;
case TargetType.tk2dBaseSprite:
tween = ((tk2dBaseSprite)target).DOScale(optionalBool0 ? new Vector3(endValueFloat, endValueFloat, endValueFloat) : endValueV3, duration);
break;
#endif
default:
tween = tweenGO.transform.DOScale(optionalBool0 ? new Vector3(endValueFloat, endValueFloat, endValueFloat) : endValueV3, duration);
break;
}
break;
#if true // UI_MARKER
case AnimationType.UIWidthHeight:
tween = ((RectTransform)target).DOSizeDelta(optionalBool0 ? new Vector2(endValueFloat, endValueFloat) : endValueV2, duration);
break;
case AnimationType.FillAmount:
tween = ((Image)target).DOFillAmount(endValueFloat, duration);
break;
#endif
case AnimationType.Color:
isRelative = false;
switch (targetType) {
case TargetType.Renderer:
tween = ((Renderer)target).material.DOColor(endValueColor, duration);
break;
case TargetType.Light:
tween = ((Light)target).DOColor(endValueColor, duration);
break;
#if true // SPRITE_MARKER
case TargetType.SpriteRenderer:
tween = ((SpriteRenderer)target).DOColor(endValueColor, duration);
break;
#endif
#if true // UI_MARKER
case TargetType.Image:
tween = ((Graphic)target).DOColor(endValueColor, duration);
break;
case TargetType.Text:
tween = ((Text)target).DOColor(endValueColor, duration);
break;
#endif
#if false // TK2D_MARKER
case TargetType.tk2dTextMesh:
tween = ((tk2dTextMesh)target).DOColor(endValueColor, duration);
break;
case TargetType.tk2dBaseSprite:
tween = ((tk2dBaseSprite)target).DOColor(endValueColor, duration);
break;
#endif
#if false // TEXTMESHPRO_MARKER
case TargetType.TextMeshProUGUI:
tween = ((TextMeshProUGUI)target).DOColor(endValueColor, duration);
break;
case TargetType.TextMeshPro:
tween = ((TextMeshPro)target).DOColor(endValueColor, duration);
break;
#endif
}
break;
case AnimationType.Fade:
isRelative = false;
switch (targetType) {
case TargetType.Renderer:
tween = ((Renderer)target).material.DOFade(endValueFloat, duration);
break;
case TargetType.Light:
tween = ((Light)target).DOIntensity(endValueFloat, duration);
break;
#if true // SPRITE_MARKER
case TargetType.SpriteRenderer:
tween = ((SpriteRenderer)target).DOFade(endValueFloat, duration);
break;
#endif
#if true // UI_MARKER
case TargetType.Image:
tween = ((Graphic)target).DOFade(endValueFloat, duration);
break;
case TargetType.Text:
tween = ((Text)target).DOFade(endValueFloat, duration);
break;
case TargetType.CanvasGroup:
tween = ((CanvasGroup)target).DOFade(endValueFloat, duration);
break;
#endif
#if false // TK2D_MARKER
case TargetType.tk2dTextMesh:
tween = ((tk2dTextMesh)target).DOFade(endValueFloat, duration);
break;
case TargetType.tk2dBaseSprite:
tween = ((tk2dBaseSprite)target).DOFade(endValueFloat, duration);
break;
#endif
#if false // TEXTMESHPRO_MARKER
case TargetType.TextMeshProUGUI:
tween = ((TextMeshProUGUI)target).DOFade(endValueFloat, duration);
break;
case TargetType.TextMeshPro:
tween = ((TextMeshPro)target).DOFade(endValueFloat, duration);
break;
#endif
}
break;
case AnimationType.Text:
#if true // UI_MARKER
switch (targetType) {
case TargetType.Text:
tween = ((Text)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
break;
}
#endif
#if false // TK2D_MARKER
switch (targetType) {
case TargetType.tk2dTextMesh:
tween = ((tk2dTextMesh)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
break;
}
#endif
#if false // TEXTMESHPRO_MARKER
switch (targetType) {
case TargetType.TextMeshProUGUI:
tween = ((TextMeshProUGUI)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
break;
case TargetType.TextMeshPro:
tween = ((TextMeshPro)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
break;
}
#endif
break;
case AnimationType.PunchPosition:
switch (targetType) {
case TargetType.Transform:
tween = ((Transform)target).DOPunchPosition(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0);
break;
#if true // UI_MARKER
case TargetType.RectTransform:
tween = ((RectTransform)target).DOPunchAnchorPos(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0);
break;
#endif
}
break;
case AnimationType.PunchScale:
tween = tweenGO.transform.DOPunchScale(endValueV3, duration, optionalInt0, optionalFloat0);
break;
case AnimationType.PunchRotation:
tween = tweenGO.transform.DOPunchRotation(endValueV3, duration, optionalInt0, optionalFloat0);
break;
case AnimationType.ShakePosition:
switch (targetType) {
case TargetType.Transform:
tween = ((Transform)target).DOShakePosition(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0, optionalBool1, optionalShakeRandomnessMode);
break;
#if true // UI_MARKER
case TargetType.RectTransform:
tween = ((RectTransform)target).DOShakeAnchorPos(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0, optionalBool1, optionalShakeRandomnessMode);
break;
#endif
}
break;
case AnimationType.ShakeScale:
tween = tweenGO.transform.DOShakeScale(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool1, optionalShakeRandomnessMode);
break;
case AnimationType.ShakeRotation:
tween = tweenGO.transform.DOShakeRotation(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool1, optionalShakeRandomnessMode);
break;
case AnimationType.CameraAspect:
tween = ((Camera)target).DOAspect(endValueFloat, duration);
break;
case AnimationType.CameraBackgroundColor:
tween = ((Camera)target).DOColor(endValueColor, duration);
break;
case AnimationType.CameraFieldOfView:
tween = ((Camera)target).DOFieldOfView(endValueFloat, duration);
break;
case AnimationType.CameraOrthoSize:
tween = ((Camera)target).DOOrthoSize(endValueFloat, duration);
break;
case AnimationType.CameraPixelRect:
tween = ((Camera)target).DOPixelRect(endValueRect, duration);
break;
case AnimationType.CameraRect:
tween = ((Camera)target).DORect(endValueRect, duration);
break;
}
if (tween == null) return;
// Created
if (isFrom) {
((Tweener)tween).From(isRelative);
} else {
tween.SetRelative(isRelative);
}
GameObject setTarget = GetTweenTarget();
tween.SetTarget(setTarget).SetDelay(delay).SetLoops(loops, loopType).SetAutoKill(autoKill)
.OnKill(()=> tween = null);
if (isSpeedBased) tween.SetSpeedBased();
if (easeType == Ease.INTERNAL_Custom) tween.SetEase(easeCurve);
else tween.SetEase(easeType);
if (!string.IsNullOrEmpty(id)) tween.SetId(id);
tween.SetUpdate(isIndependentUpdate);
if (hasOnStart) {
if (onStart != null) tween.OnStart(onStart.Invoke);
} else onStart = null;
if (hasOnPlay) {
if (onPlay != null) tween.OnPlay(onPlay.Invoke);
} else onPlay = null;
if (hasOnUpdate) {
if (onUpdate != null) tween.OnUpdate(onUpdate.Invoke);
} else onUpdate = null;
if (hasOnStepComplete) {
if (onStepComplete != null) tween.OnStepComplete(onStepComplete.Invoke);
} else onStepComplete = null;
if (hasOnComplete) {
if (onComplete != null) tween.OnComplete(onComplete.Invoke);
} else onComplete = null;
if (hasOnRewind) {
if (onRewind != null) tween.OnRewind(onRewind.Invoke);
} else onRewind = null;
if (andPlay) tween.Play();
else tween.Pause();
if (hasOnTweenCreated && onTweenCreated != null) onTweenCreated.Invoke();
}
#endregion
#region Public Methods
#region Special
/// <summary>
/// Returns the tweens (if generated and not killed) created by all DOTweenAnimations on this gameObject,
/// in the same order as they appear in the Inspector (top to bottom).<para/>
/// Note that a tween is generated inside the Awake call (except RectTransform tweens which are generated inside Start),
/// so this method won't return them before that
/// </summary>
public List<Tween> GetTweens()
{
List<Tween> result = new List<Tween>();
DOTweenAnimation[] anims = this.GetComponents<DOTweenAnimation>();
foreach (DOTweenAnimation anim in anims) {
if (anim.tween != null && anim.tween.active) result.Add(anim.tween);
}
return result;
}
/// <summary>
/// Sets the animation target (which must be of the same type of the one set in the Inspector).
/// This is useful if you want to change it BEFORE this <see cref="DOTweenAnimation"/>
/// creates a tween, while after that it won't have any effect.<para/>
/// Consider that a <see cref="DOTweenAnimation"/> creates its tween inside its Awake (except for special tweens),
/// so you will need to sure your code runs before this object's Awake (via ScriptExecutionOrder or enabling/disabling methods)
/// </summary>
/// <param name="tweenTarget">
/// New target for the animation (must be of the same type of the previous one)</param>
/// <param name="useTweenTargetGameObjectForGroupOperations">If TRUE also uses tweenTarget's gameObject when settings the target-ID of the tween
/// (which is used with DOPlay/DORestart/etc to apply the same operation on all tweens that have the same target-id).<para/>
/// You should usually leave this to TRUE if you change the target.
/// </param>
public void SetAnimationTarget(Component tweenTarget, bool useTweenTargetGameObjectForGroupOperations = true)
{
TargetType newTargetType = TypeToDOTargetType(target.GetType());
if (newTargetType != targetType) {
Debug.LogError("DOTweenAnimation ► SetAnimationTarget: the new target is of a different type from the one set in the Inspector");
return;
}
target = tweenTarget;
targetGO = target.gameObject;
tweenTargetIsTargetGO = useTweenTargetGameObjectForGroupOperations;
}
#endregion
/// <summary>
/// Plays all tweens whose target-id is the same as the one set by this animation
/// </summary>
public override void DOPlay()
{
DOTween.Play(GetTweenTarget());
}
/// <summary>
/// Plays backwards all tweens whose target-id is the same as the one set by this animation
/// </summary>
public override void DOPlayBackwards()
{
DOTween.PlayBackwards(GetTweenTarget());
}
/// <summary>
/// Plays foward all tweens whose target-id is the same as the one set by this animation
/// </summary>
public override void DOPlayForward()
{
DOTween.PlayForward(GetTweenTarget());
}
/// <summary>
/// Pauses all tweens whose target-id is the same as the one set by this animation
/// </summary>
public override void DOPause()
{
DOTween.Pause(GetTweenTarget());
}
/// <summary>
/// Pauses/unpauses (depending on the current state) all tweens whose target-id is the same as the one set by this animation
/// </summary>
public override void DOTogglePause()
{
DOTween.TogglePause(GetTweenTarget());
}
/// <summary>
/// Rewinds all tweens created by this animation in the correct order
/// </summary>
public override void DORewind()
{
_playCount = -1;
// Rewind using Components order (in case there are multiple animations on the same property)
DOTweenAnimation[] anims = this.gameObject.GetComponents<DOTweenAnimation>();
for (int i = anims.Length - 1; i > -1; --i) {
Tween t = anims[i].tween;
if (t != null && t.IsInitialized()) anims[i].tween.Rewind();
}
// DOTween.Rewind(GetTweenTarget());
}
/// <summary>
/// Restarts all tweens whose target-id is the same as the one set by this animation
/// </summary>
public override void DORestart()
{ DORestart(false); }
/// <summary>
/// Restarts all tweens whose target-id is the same as the one set by this animation
/// </summary>
/// <param name="fromHere">If TRUE, re-evaluates the tween's start and end values from its current position.
/// Set it to TRUE when spawning the same DOTweenAnimation in different positions (like when using a pooling system)</param>
public override void DORestart(bool fromHere)
{
_playCount = -1;
if (tween == null) {
if (Debugger.logPriority > 1) Debugger.LogNullTween(tween); return;
}
if (fromHere && isRelative) ReEvaluateRelativeTween();
DOTween.Restart(GetTweenTarget());
}
/// <summary>
/// Completes all tweens whose target-id is the same as the one set by this animation
/// </summary>
public override void DOComplete()
{
DOTween.Complete(GetTweenTarget());
}
/// <summary>
/// Sends to the given time (and pauses) all the tweens whose target-id is the one set by this animation
/// </summary>
/// <param name="time">Time to send the tween to</param>
public override void DOGotoAndPause(float time)
{ DOGoto(time, false); }
/// <summary>
/// Sends to the given time (and plays) all the tweens whose target-id is the one set by this animation
/// </summary>
/// <param name="time">Time to send the tween to</param>
public override void DOGotoAndPlay(float time)
{ DOGoto(time, true); }
void DOGoto(float time, bool andPlay)
{
_tmpTweens.Clear();
DOTween.TweensByTarget(GetTweenTarget(), false, _tmpTweens);
int len = _tmpTweens.Count;
if (len == 0) {
Debugger.LogWarning((andPlay ? "DOGotoAndPlay" : "DoGotoAndPause") + " ► tween doesn't exist");
} else {
for (int i = 0; i < _tmpTweens.Count; ++i) {
_tmpTweens[i].Goto(time, andPlay);
}
}
_tmpTweens.Clear();
}
/// <summary>
/// Kills all tweens whose target-id is the same as the one set by this animation
/// </summary>
public override void DOKill()
{
DOTween.Kill(GetTweenTarget());
tween = null;
}
#region Specifics
/// <summary>
/// Plays all tweens with the given ID and whose target-id is the same as the one set by this animation
/// </summary>
public void DOPlayById(string id)
{
DOTween.Play(GetTweenTarget(), id);
}
/// <summary>
/// Plays all tweens with the given ID (regardless of their target gameObject)
/// </summary>
public void DOPlayAllById(string id)
{
DOTween.Play(id);
}
/// <summary>
/// Pauses all tweens that with the given ID (regardless of their target gameObject)
/// </summary>
public void DOPauseAllById(string id)
{
DOTween.Pause(id);
}
/// <summary>
/// Plays backwards all tweens with the given ID and whose target-id is the same as the one set by this animation
/// </summary>
public void DOPlayBackwardsById(string id)
{
DOTween.PlayBackwards(GetTweenTarget(), id);
}
/// <summary>
/// Plays backwards all tweens with the given ID (regardless of their target gameObject)
/// </summary>
public void DOPlayBackwardsAllById(string id)
{
DOTween.PlayBackwards(id);
}
/// <summary>
/// Plays forward all tweens with the given ID and whose target-id is the same as the one set by this animation
/// </summary>
public void DOPlayForwardById(string id)
{
DOTween.PlayForward(GetTweenTarget(), id);
}
/// <summary>
/// Plays forward all tweens with the given ID (regardless of their target gameObject)
/// </summary>
public void DOPlayForwardAllById(string id)
{
DOTween.PlayForward(id);
}
/// <summary>
/// Plays the next animation on this animation's gameObject (if any)
/// </summary>
public void DOPlayNext()
{
DOTweenAnimation[] anims = this.GetComponents<DOTweenAnimation>();
while (_playCount < anims.Length - 1) {
_playCount++;
DOTweenAnimation anim = anims[_playCount];
if (anim != null && anim.tween != null && anim.tween.active && !anim.tween.IsPlaying() && !anim.tween.IsComplete()) {
anim.tween.Play();
break;
}
}
}
/// <summary>
/// Rewinds all tweens with the given ID and whose target-id is the same as the one set by this animation,
/// then plays the next animation on this animation's gameObject (if any)
/// </summary>
public void DORewindAndPlayNext()
{
_playCount = -1;
DOTween.Rewind(GetTweenTarget());
DOPlayNext();
}
/// <summary>
/// Rewinds all tweens with the given ID (regardless of their target gameObject)
/// </summary>
public void DORewindAllById(string id)
{
_playCount = -1;
DOTween.Rewind(id);
}
/// <summary>
/// Restarts all tweens with the given ID and whose target-id is the same as the one set by this animation
/// </summary>
public void DORestartById(string id)
{
_playCount = -1;
DOTween.Restart(GetTweenTarget(), id);
}
/// <summary>
/// Restarts all tweens with the given ID (regardless of their target gameObject)
/// </summary>
public void DORestartAllById(string id)
{
_playCount = -1;
DOTween.Restart(id);
}
/// <summary>
/// Kills all tweens with the given ID and whose target-id is the same as the one set by this animation
/// </summary>
public void DOKillById(string id)
{
DOTween.Kill(GetTweenTarget(), id);
}
/// <summary>
/// Kills all tweens with the given ID (regardless of their target gameObject)
/// </summary>
public void DOKillAllById(string id)
{
DOTween.Kill(id);
}
#endregion
#region Internal (also used by Inspector)
public static TargetType TypeToDOTargetType(Type t)
{
string str = t.ToString();
int dotIndex = str.LastIndexOf(".");
if (dotIndex != -1) str = str.Substring(dotIndex + 1);
if (str.IndexOf("Renderer") != -1 && (str != "SpriteRenderer")) str = "Renderer";
//#if true // PHYSICS_MARKER
// if (str == "Rigidbody") str = "Transform";
//#endif
//#if true // PHYSICS2D_MARKER
// if (str == "Rigidbody2D") str = "Transform";
//#endif
#if true // UI_MARKER
// if (str == "RectTransform") str = "Transform";
if (str == "RawImage" || str == "Graphic") str = "Image"; // RawImages/Graphics are managed like Images for DOTweenAnimation (color and fade use Graphic target anyway)
#endif
return (TargetType)Enum.Parse(typeof(TargetType), str);
}
// Editor preview system
/// <summary>
/// Previews the tween in the editor. Only for DOTween internal usage: don't use otherwise.
/// </summary>
public Tween CreateEditorPreview()
{
if (Application.isPlaying) return null;
// CHANGE: first param switched to TRUE otherwise changing an animation and replaying in editor would still play old one
CreateTween(true, autoPlay);
return tween;
}
#endregion
#endregion
#region Private
/// <summary>
/// Returns the gameObject whose target component should be animated
/// </summary>
/// <returns></returns>
GameObject GetTweenGO()
{
return targetIsSelf ? this.gameObject : targetGO;
}
/// <summary>
/// Returns the GameObject which should be used/retrieved for SetTarget
/// </summary>
GameObject GetTweenTarget()
{
return targetIsSelf || !tweenTargetIsTargetGO ? this.gameObject : targetGO;
}
// Re-evaluate relative position of path
void ReEvaluateRelativeTween()
{
GameObject tweenGO = GetTweenGO();
if (tweenGO == null) {
Debug.LogWarning(string.Format("{0} :: This DOTweenAnimation's target/GameObject is unset: the tween will not be created.", this.gameObject.name), this.gameObject);
return;
}
if (animationType == AnimationType.Move) {
((Tweener)tween).ChangeEndValue(tweenGO.transform.position + endValueV3, true);
} else if (animationType == AnimationType.LocalMove) {
((Tweener)tween).ChangeEndValue(tweenGO.transform.localPosition + endValueV3, true);
}
}
#endregion
}
public static class DOTweenAnimationExtensions
{
// // Doesn't work on Win 8.1
// public static bool IsSameOrSubclassOf(this Type t, Type tBase)
// {
// return t.IsSubclassOf(tBase) || t == tBase;
// }
public static bool IsSameOrSubclassOf<T>(this Component t)
{
return t is T;
}
}
}

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2015/03/27 19:02
//
// License Copyright (c) Daniele Giardini.
// This work is subject to the terms at http://dotween.demigiant.com/license.php
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#endif

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2015/03/27 19:02
//
// License Copyright (c) Daniele Giardini.
// This work is subject to the terms at http://dotween.demigiant.com/license.php
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{
"name": "DOTweenPro.Scripts",
"references": [
"DOTween.Modules"
]
}

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<?xml version="1.0"?>
<doc>
<assembly>
<name>DOTweenPro</name>
</assembly>
<members>
<member name="M:DG.Tweening.Core.ABSAnimationComponent.DORestart">
<summary>
Restarts the tween
</summary>
</member>
<member name="M:DG.Tweening.Core.ABSAnimationComponent.DORestart(System.Boolean)">
<summary>
Restarts the tween
</summary>
<param name="fromHere">If TRUE, re-evaluates the tween's start and end values from its current position.
Set it to TRUE when spawning the same DOTweenPath in different positions (like when using a pooling system)</param>
</member>
<member name="T:DG.Tweening.DOTweenPath">
<summary>
Attach this to a GameObject to create and assign a path to it
</summary>
</member>
<member name="E:DG.Tweening.DOTweenPath.OnReset">
<summary>Used internally by the editor</summary>
</member>
<member name="M:DG.Tweening.DOTweenPath.DORestart">
<summary>
Restarts the tween
</summary>
</member>
<member name="M:DG.Tweening.DOTweenPath.DORestart(System.Boolean)">
<summary>
Restarts the tween
</summary>
<param name="fromHere">If TRUE, re-evaluates the tween's start and end values from its current position.
Set it to TRUE when spawning the same DOTweenPath in different positions (like when using a pooling system)</param>
</member>
<member name="M:DG.Tweening.DOTweenPath.DOGotoAndPause(System.Single)">
<summary>
Sends the tween to the given time then pauses it
</summary>
<param name="time">Time to send the tween to</param>
</member>
<member name="M:DG.Tweening.DOTweenPath.DOGotoAndPlay(System.Single)">
<summary>
Sends the tween to the given time then plays it
</summary>
<param name="time">Time to send the tween to</param>
</member>
<member name="M:DG.Tweening.DOTweenPath.DOKillAllById(System.String)">
<summary>
Kills all tweens (path/animations/etc.) with the given ID (regardless of their target gameObject)
</summary>
</member>
<member name="M:DG.Tweening.DOTweenPath.GetDrawPoints">
<summary>
Returns a list of points that are used to draw the path inside the editor,
or NULL if the path hasn't been initialized yet or if its tween has been killed
</summary>
</member>
<member name="T:DG.Tweening.Plugins.SpiralPlugin">
<summary>
Tweens a Vector3 along a spiral.
EndValue represents the direction of the spiral
</summary>
</member>
<member name="T:DG.Tweening.SpiralMode">
<summary>
Spiral tween mode
</summary>
</member>
<member name="F:DG.Tweening.SpiralMode.Expand">
<summary>The spiral motion will expand outwards for the whole the tween</summary>
</member>
<member name="F:DG.Tweening.SpiralMode.ExpandThenContract">
<summary>The spiral motion will expand outwards for half the tween and then will spiral back to the starting position</summary>
</member>
</members>
</doc>

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
using System;
using DG.Tweening.Core;
using DG.Tweening.Plugins;
using UnityEngine;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenProShortcuts
{
static DOTweenProShortcuts()
{
// Create stub instances of custom plugins, in order to allow IL2CPP to understand they must be included in the build
#pragma warning disable 219
SpiralPlugin stub = new SpiralPlugin();
#pragma warning restore 219
}
#region Shortcuts
#region Transform
/// <summary>Tweens a Transform's localPosition in a spiral shape.
/// Also stores the transform 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="axis">The axis around which the spiral will rotate</param>
/// <param name="mode">The type of spiral movement</param>
/// <param name="speed">Speed of the rotations</param>
/// <param name="frequency">Frequency of the rotation. Lower values lead to wider spirals</param>
/// <param name="depth">Indicates how much the tween should move along the spiral's axis</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Tweener DOSpiral(
this Transform target, float duration, Vector3? axis = null, SpiralMode mode = SpiralMode.Expand,
float speed = 1, float frequency = 10, float depth = 0, bool snapping = false
) {
if (Mathf.Approximately(speed, 0)) speed = 1;
if (axis == null || axis == Vector3.zero) axis = Vector3.forward;
TweenerCore<Vector3, Vector3, SpiralOptions> t = DOTween.To(SpiralPlugin.Get(), () => target.localPosition, x => target.localPosition = x, (Vector3)axis, duration)
.SetTarget(target);
t.plugOptions.mode = mode;
t.plugOptions.speed = speed;
t.plugOptions.frequency = frequency;
t.plugOptions.depth = depth;
t.plugOptions.snapping = snapping;
return t;
}
#endregion
#if true // PHYSICS_MARKER
#region Rigidbody
/// <summary>Tweens a Rigidbody's position in a spiral shape.
/// Also stores the transform 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="axis">The axis around which the spiral will rotate</param>
/// <param name="mode">The type of spiral movement</param>
/// <param name="speed">Speed of the rotations</param>
/// <param name="frequency">Frequency of the rotation. Lower values lead to wider spirals</param>
/// <param name="depth">Indicates how much the tween should move along the spiral's axis</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static Tweener DOSpiral(
this Rigidbody target, float duration, Vector3? axis = null, SpiralMode mode = SpiralMode.Expand,
float speed = 1, float frequency = 10, float depth = 0, bool snapping = false
) {
if (Mathf.Approximately(speed, 0)) speed = 1;
if (axis == null || axis == Vector3.zero) axis = Vector3.forward;
TweenerCore<Vector3, Vector3, SpiralOptions> t = DOTween.To(SpiralPlugin.Get(), () => target.position, target.MovePosition, (Vector3)axis, duration)
.SetTarget(target);
t.plugOptions.mode = mode;
t.plugOptions.speed = speed;
t.plugOptions.frequency = frequency;
t.plugOptions.depth = depth;
t.plugOptions.snapping = snapping;
return t;
}
#endregion
#endif
#endregion
}
}

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2014/10/27 15:59
//
// License Copyright (c) Daniele Giardini.
// This work is subject to the terms at http://dotween.demigiant.com/license.php
#if false // MODULE_MARKER
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
namespace DG.Tweening
{
/// <summary>
/// Methods that extend 2D Toolkit objects and allow to directly create and control tweens from their instances.
/// </summary>
public static class ShortcutExtensionsTk2d
{
#region Sprite
/// <summary>Tweens a 2D Toolkit Sprite's dimensions to the given value.
/// Also stores the Sprite 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<Vector3, Vector3, VectorOptions> DOScale(this tk2dBaseSprite target, Vector3 endValue, float duration)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.scale, x => target.scale = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a Sprite's dimensions to the given value.
/// Also stores the Sprite 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<Vector3, Vector3, VectorOptions> DOScaleX(this tk2dBaseSprite target, float endValue, float duration)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(endValue, 0, 0), duration);
t.SetOptions(AxisConstraint.X)
.SetTarget(target);
return t;
}
/// <summary>Tweens a Sprite's dimensions to the given value.
/// Also stores the Sprite 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<Vector3, Vector3, VectorOptions> DOScaleY(this tk2dBaseSprite target, float endValue, float duration)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, endValue, 0), duration);
t.SetOptions(AxisConstraint.Y)
.SetTarget(target);
return t;
}
/// <summary>Tweens a Sprite's dimensions to the given value.
/// Also stores the Sprite 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<Vector3, Vector3, VectorOptions> DOScaleZ(this tk2dBaseSprite target, float endValue, float duration)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, 0, endValue), duration);
t.SetOptions(AxisConstraint.Z)
.SetTarget(target);
return t;
}
/// <summary>Tweens a 2D Toolkit Sprite's color to the given value.
/// Also stores the Sprite 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 tk2dBaseSprite 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 2D Toolkit Sprite's alpha color to the given value.
/// Also stores the Sprite 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 tk2dBaseSprite 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 2D Toolkit Sprite'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 tk2dBaseSprite 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 tk2dSlicedSprite
/// <summary>Tweens a 2D Toolkit SlicedSprite's dimensions to the given value.
/// Also stores the SlicedSprite 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> DOScaleDimensions(this tk2dSlicedSprite target, Vector2 endValue, float duration)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.dimensions, x => target.dimensions = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a SlicedSprite's dimensions to the given value.
/// Also stores the SlicedSprite 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> DOScaleDimensionsX(this tk2dSlicedSprite target, float endValue, float duration)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.dimensions, x => target.dimensions = x, new Vector2(endValue, 0), duration);
t.SetOptions(AxisConstraint.X)
.SetTarget(target);
return t;
}
/// <summary>Tweens a SlicedSprite's dimensions to the given value.
/// Also stores the SlicedSprite 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> DOScaleDimensionsY(this tk2dSlicedSprite target, float endValue, float duration)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.dimensions, x => target.dimensions = x, new Vector2(0, endValue), duration);
t.SetOptions(AxisConstraint.Y)
.SetTarget(target);
return t;
}
#endregion
#region TextMesh
/// <summary>Tweens a 2D Toolkit TextMesh's dimensions to the given value.
/// Also stores the TextMesh 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<Vector3, Vector3, VectorOptions> DOScale(this tk2dTextMesh target, Vector3 endValue, float duration)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.scale, x => target.scale = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a 2D Toolkit TextMesh's dimensions to the given value.
/// Also stores the TextMesh 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<Vector3, Vector3, VectorOptions> DOScaleX(this tk2dTextMesh target, float endValue, float duration)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(endValue, 0, 0), duration);
t.SetOptions(AxisConstraint.X)
.SetTarget(target);
return t;
}
/// <summary>Tweens a 2D Toolkit TextMesh's dimensions to the given value.
/// Also stores the TextMesh 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<Vector3, Vector3, VectorOptions> DOScaleY(this tk2dTextMesh target, float endValue, float duration)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, endValue, 0), duration);
t.SetOptions(AxisConstraint.Y)
.SetTarget(target);
return t;
}
/// <summary>Tweens a 2D Toolkit TextMesh's dimensions to the given value.
/// Also stores the TextMesh 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<Vector3, Vector3, VectorOptions> DOScaleZ(this tk2dTextMesh target, float endValue, float duration)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, 0, endValue), duration);
t.SetOptions(AxisConstraint.Z)
.SetTarget(target);
return t;
}
/// <summary>Tweens a 2D Toolkit TextMesh's color to the given value.
/// Also stores the TextMesh 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 tk2dTextMesh 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 2D Toolkit TextMesh's alpha color to the given value.
/// Also stores the TextMesh 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 tk2dTextMesh 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 2D Toolkit TextMesh'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 tk2dTextMesh 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 tk2dTextMesh's text to the given value.
/// Also stores the tk2dTextMesh 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 tk2dTextMesh target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
{
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
}
}
#endif

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