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123 lines
5.9 KiB
C#
123 lines
5.9 KiB
C#
// Author: Daniele Giardini - http://www.demigiant.com
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// Created: 2014/09/04 17:55
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//
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// License Copyright (c) Daniele Giardini.
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// This work is subject to the terms at http://dotween.demigiant.com/license.php
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using DG.Tweening.Core;
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using UnityEngine;
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namespace DG.Tweening
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{
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/// <summary>
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/// Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
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/// These, as all DOTween43 methods, require Unity 4.3 or later.
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/// </summary>
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public static class ShortcutExtensions
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{
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#region SpriteRenderer
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/// <summary>Tweens a SpriteRenderer's color to the given value.
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/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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public static Tweener DOColor(this SpriteRenderer target, Color endValue, float duration)
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{
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return DOTween.To(() => target.color, x => target.color = x, endValue, duration).SetTarget(target);
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}
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/// <summary>Tweens a Material's alpha color to the given value.
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/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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public static Tweener DOFade(this SpriteRenderer target, float endValue, float duration)
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{
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return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration)
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.SetTarget(target);
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}
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#endregion
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#region Rigidbody2D Shortcuts
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/// <summary>Tweens a Rigidbody2D's position to the given value.
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/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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public static Tweener DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
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{
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#if COMPATIBLE
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return DOTween.To(() => target.position, x=> target.MovePosition(x.value), endValue, duration)
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#else
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return DOTween.To(() => target.position, target.MovePosition, endValue, duration)
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#endif
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.SetOptions(snapping).SetTarget(target);
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}
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/// <summary>Tweens a Rigidbody2D's X position to the given value.
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/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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public static Tweener DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
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{
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#if COMPATIBLE
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return DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector2(endValue, 0), duration)
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#else
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return DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration)
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#endif
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.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
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}
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/// <summary>Tweens a Rigidbody2D's Y position to the given value.
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/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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public static Tweener DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
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{
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#if COMPATIBLE
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return DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector2(0, endValue), duration)
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#else
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return DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration)
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#endif
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.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
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}
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/// <summary>Tweens a Rigidbody2D's rotation to the given value.
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/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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public static Tweener DORotate(this Rigidbody2D target, float endValue, float duration)
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{
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return DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration)
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.SetTarget(target);
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}
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#endregion
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#region Blendables
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#region SpriteRenderer
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/// <summary>Tweens a SpriteRenderer's color to the given value,
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/// in a way that allows other DOBlendableColor tweens to work together on the same target,
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/// instead than fight each other as multiple DOColor would do.
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/// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
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public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)
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{
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endValue = endValue - target.color;
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Color to = new Color(0, 0, 0, 0);
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return DOTween.To(() => to, x => {
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#if COMPATIBLE
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Color diff = x.value - to;
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#else
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Color diff = x - to;
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#endif
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to = x;
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target.color += diff;
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}, endValue, duration)
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.Blendable().SetTarget(target);
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}
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#endregion
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#endregion
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}
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} |