// Author: Daniele Giardini - http://www.demigiant.com // Created: 2014/07/28 10:40 // // License Copyright (c) Daniele Giardini. // This work is subject to the terms at http://dotween.demigiant.com/license.php using System.Collections.Generic; 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 1573 namespace DG.Tweening { /// /// Methods that extend known Unity objects and allow to directly create and control tweens from their instances /// public static class ShortcutExtensions { // =================================================================================== // CREATION SHORTCUTS ---------------------------------------------------------------- #region Audio Shortcuts /// 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 /// The end value to reach (0 to 1)The duration of the tween public static Tweener DOFade(this AudioSource target, float endValue, float duration) { if (endValue < 0) endValue = 0; else if (endValue > 1) endValue = 1; return DOTween.To(() => target.volume, x => target.volume = x, endValue, duration).SetTarget(target); } /// 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 /// The end value to reachThe duration of the tween public static Tweener DOPitch(this AudioSource target, float endValue, float duration) { return DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration).SetTarget(target); } #endregion #region Camera Shortcuts /// Shakes a Camera's localPosition along its relative X Y axes with the given values. /// Also stores the camera as the tween's target so it can be used for filtered operations /// The duration of the tween /// The shake strength /// Indicates how much will the shake vibrate /// 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. public static Tweener DOShakePosition(this Camera target, float duration, float strength = 3, int vibrato = 10, float randomness = 90) { return DOTween.Shake(() => target.transform.localPosition, x => target.transform.localPosition = x, duration, strength, vibrato, randomness) .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetCameraShakePosition); } /// Shakes a Camera's localPosition along its relative X Y axes with the given values. /// Also stores the camera as the tween's target so it can be used for filtered operations /// The duration of the tween /// The shake strength on each axis /// Indicates how much will the shake vibrate /// 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. public static Tweener DOShakePosition(this Camera target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90) { return DOTween.Shake(() => target.transform.localPosition, x => target.transform.localPosition = x, duration, strength, vibrato, randomness) .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetCameraShakePosition); } /// Shakes a Camera's localRotation. /// Also stores the camera as the tween's target so it can be used for filtered operations /// The duration of the tween /// The shake strength /// Indicates how much will the shake vibrate /// 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. public static Tweener DOShakeRotation(this Camera target, float duration, float strength = 90, int vibrato = 10, float randomness = 90) { return DOTween.Shake(() => target.transform.localEulerAngles, x => target.transform.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness, false) .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake); } /// Shakes a Camera's localRotation. /// Also stores the camera as the tween's target so it can be used for filtered operations /// The duration of the tween /// The shake strength on each axis /// Indicates how much will the shake vibrate /// 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. public static Tweener DOShakeRotation(this Camera target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90) { return DOTween.Shake(() => target.transform.localEulerAngles, x => target.transform.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness) .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake); } /// Tweens a Camera's backgroundColor to the given value. /// Also stores the camera as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween public static Tweener DOColor(this Camera target, Color endValue, float duration) { return DOTween.To(() => target.backgroundColor, x => target.backgroundColor = x, endValue, duration).SetTarget(target); } #endregion #region Light Shortcuts /// Tweens a Light's color to the given value. /// Also stores the light as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween public static Tweener DOColor(this Light target, Color endValue, float duration) { return DOTween.To(() => target.color, x => target.color = x, endValue, duration).SetTarget(target); } /// Tweens a Light's intensity to the given value. /// Also stores the light as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween public static Tweener DOIntensity(this Light target, float endValue, float duration) { return DOTween.To(() => target.intensity, x => target.intensity = x, endValue, duration).SetTarget(target); } /// Tweens a Light's shadowStrength to the given value. /// Also stores the light as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween public static Tweener DOShadowStrength(this Light target, float endValue, float duration) { return DOTween.To(() => target.shadowStrength, x => target.shadowStrength = x, endValue, duration).SetTarget(target); } #endregion #region LineRenderer /// Tweens a LineRenderer's color to the given value. /// Also stores the LineRenderer as the tween's target so it can be used for filtered operations. /// Note that this method requires to also insert the start colors for the tween, /// since LineRenderers have no way to get them. /// The start value to tween from /// The end value to reachThe duration of the tween public static Tweener DOColor(this LineRenderer target, Color2 startValue, Color2 endValue, float duration) { return DOTween.To(() => startValue, x => target.SetColors(x.ca, x.cb), endValue, duration).SetTarget(target); } #endregion #region Material Shortcuts /// Tweens a Material's color to the given value. /// Also stores the material as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween public static Tweener DOColor(this Material target, Color endValue, float duration) { return DOTween.To(() => target.color, x => target.color = x, endValue, duration).SetTarget(target); } /// Tweens a Material's named color property to the given value. /// Also stores the material as the tween's target so it can be used for filtered operations /// The end value to reach /// The name of the material property to tween (like _Tint or _SpecColor) /// The duration of the tween public static Tweener DOColor(this Material target, Color endValue, string property, float duration) { return DOTween.To(() => target.GetColor(property), x => target.SetColor(property, x), endValue, duration).SetTarget(target); } /// Tweens a Material's alpha color to the given value /// (will have no effect unless your material supports transparency). /// Also stores the material as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween public static Tweener DOFade(this Material target, float endValue, float duration) { return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration) .SetTarget(target); } /// Tweens a Material's named float property to the given value. /// Also stores the material as the tween's target so it can be used for filtered operations /// The end value to reach /// The name of the material property to tween /// The duration of the tween public static Tweener DOFloat(this Material target, float endValue, string property, float duration) { return DOTween.To(() => target.GetFloat(property), x => target.SetFloat(property, x), endValue, duration).SetTarget(target); } /// Tweens a Material's named Vector property to the given value. /// Also stores the material as the tween's target so it can be used for filtered operations /// The end value to reach /// The name of the material property to tween /// The duration of the tween public static Tweener DOVector(this Material target, Vector4 endValue, string property, float duration) { return DOTween.To(() => target.GetVector(property), x => target.SetVector(property, x), endValue, duration).SetTarget(target); } #endregion #region Rigidbody Shortcuts /// 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 /// The end value to reachThe duration of the tween /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false) { return DOTween.To(() => target.position, target.MovePosition, endValue, duration) .SetOptions(snapping).SetTarget(target); } /// 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 /// The end value to reachThe duration of the tween /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false) { return DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration) .SetOptions(AxisConstraint.X, snapping).SetTarget(target); } /// 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 /// The end value to reachThe duration of the tween /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false) { return DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration) .SetOptions(AxisConstraint.Y, snapping).SetTarget(target); } /// 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 /// The end value to reachThe duration of the tween /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false) { return DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration) .SetOptions(AxisConstraint.Z, snapping).SetTarget(target); } /// 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 /// The end value to reachThe duration of the tween /// Rotation mode public static Tweener DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast) { TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); t.SetTarget(target); t.plugOptions.rotateMode = mode; return t; } /// 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 /// The position to look atThe duration of the tween /// Eventual axis constraint for the rotation /// The vector that defines in which direction up is (default: Vector3.up) public static Tweener DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null) { TweenerCore 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; } #endregion #region TrailRenderer Shortcuts /// Tweens a TrailRenderer's startWidth/endWidth to the given value. /// Also stores the TrailRenderer as the tween's target so it can be used for filtered operations /// The end startWidth to reachThe end endWidth to reach /// The duration of the tween public static Tweener DOResize(this TrailRenderer target, float toStartWidth, float toEndWidth, float duration) { return DOTween.To(() => new Vector2(target.startWidth, target.endWidth), x => { target.startWidth = x.x; target.endWidth = x.y; }, new Vector2(toStartWidth, toEndWidth), duration) .SetTarget(target); } /// Tweens a TrailRenderer's time to the given value. /// Also stores the TrailRenderer as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween public static Tweener DOTime(this TrailRenderer target, float endValue, float duration) { return DOTween.To(() => target.time, x => target.time = x, endValue, duration) .SetTarget(target); } #endregion #region Transform Shortcuts /// Tweens a Transform's position to the given value. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOMove(this Transform target, Vector3 endValue, float duration, bool snapping = false) { return DOTween.To(() => target.position, x => target.position = x, endValue, duration) .SetOptions(snapping).SetTarget(target); } /// Tweens a Transform's X position to the given value. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOMoveX(this Transform target, float endValue, float duration, bool snapping = false) { return DOTween.To(() => target.position, x => target.position = x, new Vector3(endValue, 0, 0), duration) .SetOptions(AxisConstraint.X, snapping).SetTarget(target); } /// Tweens a Transform's Y position to the given value. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOMoveY(this Transform target, float endValue, float duration, bool snapping = false) { return DOTween.To(() => target.position, x => target.position = x, new Vector3(0, endValue, 0), duration) .SetOptions(AxisConstraint.Y, snapping).SetTarget(target); } /// Tweens a Transform's Z position to the given value. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOMoveZ(this Transform target, float endValue, float duration, bool snapping = false) { return DOTween.To(() => target.position, x => target.position = x, new Vector3(0, 0, endValue), duration) .SetOptions(AxisConstraint.Z, snapping).SetTarget(target); } /// Tweens a Transform's localPosition to the given value. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOLocalMove(this Transform target, Vector3 endValue, float duration, bool snapping = false) { return DOTween.To(() => target.localPosition, x => target.localPosition = x, endValue, duration) .SetOptions(snapping).SetTarget(target); } /// Tweens a Transform's X localPosition to the given value. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOLocalMoveX(this Transform target, float endValue, float duration, bool snapping = false) { return DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(endValue, 0, 0), duration) .SetOptions(AxisConstraint.X, snapping).SetTarget(target); } /// Tweens a Transform's Y localPosition to the given value. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOLocalMoveY(this Transform target, float endValue, float duration, bool snapping = false) { return DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(0, endValue, 0), duration) .SetOptions(AxisConstraint.Y, snapping).SetTarget(target); } /// Tweens a Transform's Z localPosition to the given value. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOLocalMoveZ(this Transform target, float endValue, float duration, bool snapping = false) { return DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(0, 0, endValue), duration) .SetOptions(AxisConstraint.Z, snapping).SetTarget(target); } /// Tweens a Transform's rotation to the given value. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween /// Rotation mode public static Tweener DORotate(this Transform target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast) { TweenerCore t = DOTween.To(() => target.rotation, x => target.rotation = x, endValue, duration); t.SetTarget(target); t.plugOptions.rotateMode = mode; return t; } /// Tweens a Transform's localRotation to the given value. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween /// Rotation mode public static Tweener DOLocalRotate(this Transform target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast) { TweenerCore t = DOTween.To(() => target.localRotation, x => target.localRotation = x, endValue, duration); t.SetTarget(target); t.plugOptions.rotateMode = mode; return t; } /// Tweens a Transform's localScale to the given value. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween public static Tweener DOScale(this Transform target, Vector3 endValue, float duration) { return DOTween.To(() => target.localScale, x => target.localScale = x, endValue, duration).SetTarget(target); } /// Tweens a Transform's X localScale to the given value. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween public static Tweener DOScaleX(this Transform target, float endValue, float duration) { return DOTween.To(() => target.localScale, x => target.localScale = x, new Vector3(endValue, 0, 0), duration) .SetOptions(AxisConstraint.X) .SetTarget(target); } /// Tweens a Transform's Y localScale to the given value. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween public static Tweener DOScaleY(this Transform target, float endValue, float duration) { return DOTween.To(() => target.localScale, x => target.localScale = x, new Vector3(0, endValue, 0), duration) .SetOptions(AxisConstraint.Y) .SetTarget(target); } /// Tweens a Transform's Z localScale to the given value. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The end value to reachThe duration of the tween public static Tweener DOScaleZ(this Transform target, float endValue, float duration) { return DOTween.To(() => target.localScale, x => target.localScale = x, new Vector3(0, 0, endValue), duration) .SetOptions(AxisConstraint.Z) .SetTarget(target); } /// Tweens a Transform's rotation so that it will look towards the given position. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The position to look atThe duration of the tween /// Eventual axis constraint for the rotation /// The vector that defines in which direction up is (default: Vector3.up) public static Tweener DOLookAt(this Transform target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null) { TweenerCore t = DOTween.To(() => target.rotation, x => target.rotation = x, towards, duration) .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt); t.plugOptions.axisConstraint = axisConstraint; t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up; return t; } /// Punches a Transform's localPosition towards the given direction and then back to the starting one /// as if it was connected to the starting position via an elastic. /// The direction and strength of the punch (added to the Transform's current position) /// The duration of the tween /// Indicates how much will the punch vibrate /// 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 /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOPunchPosition(this Transform target, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false) { return DOTween.Punch(() => target.localPosition, x => target.localPosition = x, punch, duration, vibrato, elasticity) .SetTarget(target).SetOptions(snapping); } /// Punches a Transform's localScale towards the given size and then back to the starting one /// as if it was connected to the starting scale via an elastic. /// The punch strength (added to the Transform's current scale) /// The duration of the tween /// Indicates how much will the punch vibrate /// Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards. /// 1 creates a full oscillation between the punch scale and the opposite scale, /// while 0 oscillates only between the punch scale and the start scale public static Tweener DOPunchScale(this Transform target, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1) { return DOTween.Punch(() => target.localScale, x => target.localScale = x, punch, duration, vibrato, elasticity) .SetTarget(target); } /// Punches a Transform's localRotation towards the given size and then back to the starting one /// as if it was connected to the starting rotation via an elastic. /// The punch strength (added to the Transform's current rotation) /// The duration of the tween /// Indicates how much will the punch vibrate /// Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. /// 1 creates a full oscillation between the punch rotation and the opposite rotation, /// while 0 oscillates only between the punch and the start rotation public static Tweener DOPunchRotation(this Transform target, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1) { return DOTween.Punch(() => target.localEulerAngles, x => target.localRotation = Quaternion.Euler(x), punch, duration, vibrato, elasticity) .SetTarget(target); } /// Shakes a Transform's localPosition with the given values. /// The duration of the tween /// The shake strength /// Indicates how much will the shake vibrate /// 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. /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOShakePosition(this Transform target, float duration, float strength = 1, int vibrato = 10, float randomness = 90, bool snapping = false) { return DOTween.Shake(() => target.localPosition, x => target.localPosition = x, duration, strength, vibrato, randomness, false) .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); } /// Shakes a Transform's localPosition with the given values. /// The duration of the tween /// The shake strength on each axis /// Indicates how much will the shake vibrate /// 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. /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOShakePosition(this Transform target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool snapping = false) { return DOTween.Shake(() => target.localPosition, x => target.localPosition = x, duration, strength, vibrato, randomness) .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); } /// Shakes a Transform's localRotation. /// The duration of the tween /// The shake strength /// Indicates how much will the shake vibrate /// 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. public static Tweener DOShakeRotation(this Transform target, float duration, float strength = 90, int vibrato = 10, float randomness = 90) { return DOTween.Shake(() => target.localEulerAngles, x => target.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness, false) .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake); } /// Shakes a Transform's localRotation. /// The duration of the tween /// The shake strength on each axis /// Indicates how much will the shake vibrate /// 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. public static Tweener DOShakeRotation(this Transform target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90) { return DOTween.Shake(() => target.localEulerAngles, x => target.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness) .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake); } /// Shakes a Transform's localScale. /// The duration of the tween /// The shake strength /// Indicates how much will the shake vibrate /// 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. public static Tweener DOShakeScale(this Transform target, float duration, float strength = 1, int vibrato = 10, float randomness = 90) { return DOTween.Shake(() => target.localScale, x => target.localScale = x, duration, strength, vibrato, randomness, false) .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake); } /// Shakes a Transform's localScale. /// The duration of the tween /// The shake strength on each axis /// Indicates how much will the shake vibrate /// 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. public static Tweener DOShakeScale(this Transform target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90) { return DOTween.Shake(() => target.localScale, x => target.localScale = x, duration, strength, vibrato, randomness) .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake); } /// Tweens a Transform's position through the given path waypoints, using the chosen path algorithm. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The waypoints to go through /// The duration of the tween /// The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path) /// The path mode: 3D, side-scroller 2D, top-down 2D /// 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 /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) public static TweenerCore DOPath( this Transform 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 t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.position = x, new Path(pathType, path, resolution, gizmoColor), duration) .SetTarget(target); t.plugOptions.mode = pathMode; return t; } /// Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The waypoint to go through /// The duration of the tween /// The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path) /// The path mode: 3D, side-scroller 2D, top-down 2D /// 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 /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) public static TweenerCore DOLocalPath( this Transform 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 t = DOTween.To(PathPlugin.Get(), () => target.localPosition, x => target.localPosition = x, new Path(pathType, path, resolution, gizmoColor), duration) .SetTarget(target); t.plugOptions.mode = pathMode; return t; } // Used by path editor when creating the actual tween, so it can pass a pre-compiled path internal static TweenerCore DOPath( this Transform target, Path path, float duration, PathMode pathMode = PathMode.Full3D ) { TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.position = x, path, duration) .SetTarget(target); t.plugOptions.mode = pathMode; return t; } internal static TweenerCore DOLocalPath( this Transform target, Path path, float duration, PathMode pathMode = PathMode.Full3D ) { TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.localPosition, x => target.localPosition = x, path, duration) .SetTarget(target); t.plugOptions.mode = pathMode; return t; } #region Blendables /// Tweens a Transform's position BY the given value (as if you chained a SetRelative), /// in a way that allows other DOBlendableMove tweens to work together on the same target, /// instead than fight each other as multiple DOMove would do. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The value to tween byThe duration of the tween /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOBlendableMoveBy(this Transform target, Vector3 byValue, float duration, bool snapping = false) { Vector3 to = Vector3.zero; return DOTween.To(() => to, x => { Vector3 diff = x - to; to = x; target.position += diff; }, byValue, duration) .Blendable().SetOptions(snapping).SetTarget(target); } /// Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative), /// in a way that allows other DOBlendableMove tweens to work together on the same target, /// instead than fight each other as multiple DOMove would do. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The value to tween byThe duration of the tween /// If TRUE the tween will smoothly snap all values to integers public static Tweener DOBlendableLocalMoveBy(this Transform target, Vector3 byValue, float duration, bool snapping = false) { Vector3 to = Vector3.zero; return DOTween.To(() => to, x => { Vector3 diff = x - to; to = x; target.localPosition += diff; }, byValue, duration) .Blendable().SetOptions(snapping).SetTarget(target); } /// EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative), /// in a way that allows other DOBlendableRotate tweens to work together on the same target, /// instead than fight each other as multiple DORotate would do. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The value to tween byThe duration of the tween /// Rotation mode public static Tweener DOBlendableRotateBy(this Transform target, Vector3 byValue, float duration, RotateMode mode = RotateMode.Fast) { Quaternion to = target.rotation; TweenerCore t = DOTween.To(() => to, x => { Quaternion diff = x * Quaternion.Inverse(to); to = x; target.rotation = target.rotation * Quaternion.Inverse(target.rotation) * diff * target.rotation; }, byValue, duration) .Blendable().SetTarget(target); t.plugOptions.rotateMode = mode; return t; } /// EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative), /// in a way that allows other DOBlendableRotate tweens to work together on the same target, /// instead than fight each other as multiple DORotate would do. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The value to tween byThe duration of the tween /// Rotation mode public static Tweener DOBlendableLocalRotateBy(this Transform target, Vector3 byValue, float duration, RotateMode mode = RotateMode.Fast) { Quaternion to = target.rotation; TweenerCore t = DOTween.To(() => to, x => { Quaternion diff = x * Quaternion.Inverse(to); to = x; target.rotation = target.rotation * Quaternion.Inverse(target.rotation) * diff * target.rotation; }, byValue, duration) .Blendable().SetTarget(target); t.plugOptions.rotateMode = mode; return t; } /// Tweens a Transform's localScale BY the given value (as if you chained a SetRelative), /// in a way that allows other DOBlendableScale tweens to work together on the same target, /// instead than fight each other as multiple DOScale would do. /// Also stores the transform as the tween's target so it can be used for filtered operations /// The value to tween byThe duration of the tween public static Tweener DOBlendableScaleBy(this Transform target, Vector3 byValue, float duration) { Vector3 to = Vector3.zero; return DOTween.To(() => to, x => { Vector3 diff = x - to; to = x; target.localScale += diff; }, byValue, duration) .Blendable().SetTarget(target); } #endregion #endregion // =================================================================================== // OPERATION SHORTCUTS --------------------------------------------------------------- #region Operation Shortcuts /// /// 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) /// public static int DOComplete(this Component target) { return DOTween.Complete(target); } /// /// 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. /// /// If TRUE completes the tween before killing it public static int DOKill(this Component target, bool complete = false) { // int tot = complete ? DOTween.CompleteAndReturnKilledTot(target) : 0; // return tot + DOTween.Kill(target); return DOTween.Kill(target, complete); } /// /// 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. /// public static int DOFlip(this Component target) { return DOTween.Flip(target); } /// /// 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. /// /// Time position to reach /// (if higher than the whole tween duration the tween will simply reach its end) /// If TRUE will play the tween after reaching the given position, otherwise it will pause it public static int DOGoto(this Component target, float to, bool andPlay = false) { return DOTween.Goto(target, to, andPlay); } /// /// 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. /// public static int DOPause(this Component target) { return DOTween.Pause(target); } /// /// 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. /// public static int DOPlay(this Component target) { return DOTween.Play(target); } /// /// 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. /// public static int DOPlayBackwards(this Component target) { return DOTween.PlayBackwards(target); } /// /// 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. /// public static int DOPlayForward(this Component target) { return DOTween.PlayForward(target); } /// /// 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. /// public static int DORestart(this Component target) { return DOTween.RestartAll(target); } /// /// 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. /// public static int DORewind(this Component target) { return DOTween.RewindAll(target); } /// /// 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. /// public static int DOTogglePause(this Component target) { return DOTween.TogglePause(target); } #endregion } }