1
0
mirror of https://github.com/Cardidi/dotween-upm-fork.git synced 2025-12-20 17:26:03 +08:00
2015-03-18 19:30:48 +01:00

84 lines
4.5 KiB
C#

// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2014/09/04 17:55
//
// License Copyright (c) Daniele Giardini.
// This work is subject to the terms at http://dotween.demigiant.com/license.php
using DG.Tweening.Core;
using DG.Tweening.Core.Enums;
using DG.Tweening.Plugins.Options;
using UnityEngine;
namespace DG.Tweening
{
/// <summary>
/// Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
/// These, as all DOTween43 methods, require Unity 4.3 or later.
/// </summary>
public static class ShortcutExtensions
{
#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 Tweener DOColor(this SpriteRenderer target, Color endValue, float duration)
{
return DOTween.To(() => target.color, x => target.color = x, endValue, duration).SetTarget(target);
}
/// <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 Tweener DOFade(this SpriteRenderer target, float endValue, float duration)
{
return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration)
.SetTarget(target);
}
#endregion
#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 Tweener DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.position, target.MovePosition, endValue, duration)
.SetOptions(snapping).SetTarget(target);
}
/// <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 Tweener DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
}
/// <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 Tweener DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration)
.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
}
/// <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 Tweener DORotate(this Rigidbody2D target, float endValue, float duration)
{
return DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration)
.SetTarget(target);
}
#endregion
}
}