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https://github.com/Cardidi/dotween-upm-fork.git
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1537 lines
93 KiB
C#
1537 lines
93 KiB
C#
// Author: Daniele Giardini - http://www.demigiant.com
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// Created: 2014/07/28 10:40
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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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#if COMPATIBLE
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using DG.Tweening.Core.Surrogates;
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using DOVector3 = DG.Tweening.Core.Surrogates.Vector3Wrapper;
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using DOQuaternion = DG.Tweening.Core.Surrogates.QuaternionWrapper;
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#else
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using DOVector3 = UnityEngine.Vector3;
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using DOQuaternion = UnityEngine.Quaternion;
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#endif
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using DG.Tweening.Core;
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using DG.Tweening.Core.Enums;
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using DG.Tweening.CustomPlugins;
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using DG.Tweening.Plugins;
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using DG.Tweening.Plugins.Core.PathCore;
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using DG.Tweening.Plugins.Options;
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using UnityEngine;
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#pragma warning disable 1573
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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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/// </summary>
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public static class ShortcutExtensions
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{
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// ===================================================================================
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// CREATION SHORTCUTS ----------------------------------------------------------------
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#region Camera Shortcuts
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/// <summary>Tweens a Camera's <code>aspect</code> to the given value.
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/// Also stores the camera 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 TweenerCore<float, float, FloatOptions> DOAspect(this Camera target, float endValue, float duration)
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{
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TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.aspect, x => target.aspect = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Camera's backgroundColor to the given value.
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/// Also stores the camera 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 TweenerCore<Color, Color, ColorOptions> DOColor(this Camera target, Color endValue, float duration)
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{
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TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.backgroundColor, x => target.backgroundColor = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Camera's <code>farClipPlane</code> to the given value.
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/// Also stores the camera 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 TweenerCore<float, float, FloatOptions> DOFarClipPlane(this Camera target, float endValue, float duration)
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{
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TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.farClipPlane, x => target.farClipPlane = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Camera's <code>fieldOfView</code> to the given value.
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/// Also stores the camera 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 TweenerCore<float, float, FloatOptions> DOFieldOfView(this Camera target, float endValue, float duration)
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{
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TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.fieldOfView, x => target.fieldOfView = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Camera's <code>nearClipPlane</code> to the given value.
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/// Also stores the camera 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 TweenerCore<float, float, FloatOptions> DONearClipPlane(this Camera target, float endValue, float duration)
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{
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TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.nearClipPlane, x => target.nearClipPlane = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Camera's <code>orthographicSize</code> to the given value.
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/// Also stores the camera 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 TweenerCore<float, float, FloatOptions> DOOrthoSize(this Camera target, float endValue, float duration)
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{
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TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.orthographicSize, x => target.orthographicSize = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Camera's <code>pixelRect</code> to the given value.
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/// Also stores the camera 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 TweenerCore<Rect, Rect, RectOptions> DOPixelRect(this Camera target, Rect endValue, float duration)
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{
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TweenerCore<Rect, Rect, RectOptions> t = DOTween.To(() => target.pixelRect, x => target.pixelRect = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Camera's <code>rect</code> to the given value.
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/// Also stores the camera 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 TweenerCore<Rect, Rect, RectOptions> DORect(this Camera target, Rect endValue, float duration)
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{
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TweenerCore<Rect, Rect, RectOptions> t = DOTween.To(() => target.rect, x => target.rect = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Shakes a Camera's localPosition along its relative X Y axes with the given values.
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/// Also stores the camera as the tween's target so it can be used for filtered operations</summary>
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/// <param name="duration">The duration of the tween</param>
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/// <param name="strength">The shake strength</param>
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/// <param name="vibrato">Indicates how much will the shake vibrate</param>
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/// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
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/// Setting it to 0 will shake along a single direction.</param>
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/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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public static Tweener DOShakePosition(this Camera target, float duration, float strength = 3, int vibrato = 10, float randomness = 90, bool fadeOut = true)
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{
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if (duration <= 0) {
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if (Debugger.logPriority > 0) Debug.LogWarning("DOShakePosition: duration can't be 0, returning NULL without creating a tween");
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return null;
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}
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return DOTween.Shake(() => target.transform.localPosition, x => target.transform.localPosition = x, duration, strength, vibrato, randomness, true, fadeOut)
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.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetCameraShakePosition);
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}
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/// <summary>Shakes a Camera's localPosition along its relative X Y axes with the given values.
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/// Also stores the camera as the tween's target so it can be used for filtered operations</summary>
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/// <param name="duration">The duration of the tween</param>
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/// <param name="strength">The shake strength on each axis</param>
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/// <param name="vibrato">Indicates how much will the shake vibrate</param>
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/// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
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/// Setting it to 0 will shake along a single direction.</param>
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/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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public static Tweener DOShakePosition(this Camera target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
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{
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if (duration <= 0) {
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if (Debugger.logPriority > 0) Debug.LogWarning("DOShakePosition: duration can't be 0, returning NULL without creating a tween");
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return null;
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}
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return DOTween.Shake(() => target.transform.localPosition, x => target.transform.localPosition = x, duration, strength, vibrato, randomness, fadeOut)
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.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetCameraShakePosition);
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}
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/// <summary>Shakes a Camera's localRotation.
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/// Also stores the camera as the tween's target so it can be used for filtered operations</summary>
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/// <param name="duration">The duration of the tween</param>
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/// <param name="strength">The shake strength</param>
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/// <param name="vibrato">Indicates how much will the shake vibrate</param>
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/// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
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/// Setting it to 0 will shake along a single direction.</param>
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/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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public static Tweener DOShakeRotation(this Camera target, float duration, float strength = 90, int vibrato = 10, float randomness = 90, bool fadeOut = true)
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{
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if (duration <= 0) {
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if (Debugger.logPriority > 0) Debug.LogWarning("DOShakeRotation: duration can't be 0, returning NULL without creating a tween");
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return null;
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}
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return DOTween.Shake(() => target.transform.localEulerAngles, x => target.transform.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness, false, fadeOut)
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.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
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}
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/// <summary>Shakes a Camera's localRotation.
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/// Also stores the camera as the tween's target so it can be used for filtered operations</summary>
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/// <param name="duration">The duration of the tween</param>
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/// <param name="strength">The shake strength on each axis</param>
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/// <param name="vibrato">Indicates how much will the shake vibrate</param>
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/// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
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/// Setting it to 0 will shake along a single direction.</param>
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/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
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public static Tweener DOShakeRotation(this Camera target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
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{
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if (duration <= 0) {
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if (Debugger.logPriority > 0) Debug.LogWarning("DOShakeRotation: duration can't be 0, returning NULL without creating a tween");
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return null;
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}
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return DOTween.Shake(() => target.transform.localEulerAngles, x => target.transform.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness, fadeOut)
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.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
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}
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#endregion
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#region Light Shortcuts
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/// <summary>Tweens a Light's color to the given value.
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/// Also stores the light 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 TweenerCore<Color, Color, ColorOptions> DOColor(this Light target, Color endValue, float duration)
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{
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TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Light's intensity to the given value.
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/// Also stores the light 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 TweenerCore<float, float, FloatOptions> DOIntensity(this Light target, float endValue, float duration)
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{
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TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.intensity, x => target.intensity = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Light's shadowStrength to the given value.
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/// Also stores the light 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 TweenerCore<float, float, FloatOptions> DOShadowStrength(this Light target, float endValue, float duration)
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{
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TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.shadowStrength, x => target.shadowStrength = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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#endregion
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#region LineRenderer
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/// <summary>Tweens a LineRenderer's color to the given value.
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/// Also stores the LineRenderer as the tween's target so it can be used for filtered operations.
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/// <para>Note that this method requires to also insert the start colors for the tween,
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/// since LineRenderers have no way to get them.</para></summary>
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/// <param name="startValue">The start value to tween from</param>
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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 LineRenderer target, Color2 startValue, Color2 endValue, float duration)
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{
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return DOTween.To(() => startValue, x => target.SetColors(x.ca, x.cb), endValue, duration).SetTarget(target);
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}
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#endregion
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#region Material Shortcuts
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/// <summary>Tweens a Material's color to the given value.
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/// Also stores the material 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 TweenerCore<Color, Color, ColorOptions> DOColor(this Material target, Color endValue, float duration)
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{
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TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Material's named color property to the given value.
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/// Also stores the material 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>
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/// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
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/// <param name="duration">The duration of the tween</param>
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public static TweenerCore<Color, Color, ColorOptions> DOColor(this Material target, Color endValue, string property, float duration)
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{
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if (!target.HasProperty(property)) {
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if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
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return null;
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}
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TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.GetColor(property), x => target.SetColor(property, x), endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Material's named color property with the given ID to the given value.
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/// Also stores the material 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>
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/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
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/// <param name="duration">The duration of the tween</param>
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public static TweenerCore<Color, Color, ColorOptions> DOColor(this Material target, Color endValue, int propertyID, float duration)
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{
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if (!target.HasProperty(propertyID)) {
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if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
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return null;
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}
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TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.GetColor(propertyID), x => target.SetColor(propertyID, x), endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Material's alpha color to the given value
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/// (will have no effect unless your material supports transparency).
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/// Also stores the material 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 TweenerCore<Color, Color, ColorOptions> DOFade(this Material target, float endValue, float duration)
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{
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TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Material's alpha color to the given value
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/// (will have no effect unless your material supports transparency).
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/// Also stores the material 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>
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/// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
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/// <param name="duration">The duration of the tween</param>
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public static TweenerCore<Color, Color, ColorOptions> DOFade(this Material target, float endValue, string property, float duration)
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{
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if (!target.HasProperty(property)) {
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if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
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return null;
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}
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TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.GetColor(property), x => target.SetColor(property, x), endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Material's alpha color with the given ID to the given value
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/// (will have no effect unless your material supports transparency).
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/// Also stores the material 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>
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/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
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/// <param name="duration">The duration of the tween</param>
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public static TweenerCore<Color, Color, ColorOptions> DOFade(this Material target, float endValue, int propertyID, float duration)
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{
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if (!target.HasProperty(propertyID)) {
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if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
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return null;
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}
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TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.GetColor(propertyID), x => target.SetColor(propertyID, x), endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Material's named float property to the given value.
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/// Also stores the material 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>
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/// <param name="property">The name of the material property to tween</param>
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/// <param name="duration">The duration of the tween</param>
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public static TweenerCore<float, float, FloatOptions> DOFloat(this Material target, float endValue, string property, float duration)
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{
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if (!target.HasProperty(property)) {
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if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
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return null;
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}
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TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.GetFloat(property), x => target.SetFloat(property, x), endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Material's named float property with the given ID to the given value.
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/// Also stores the material 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>
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/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
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/// <param name="duration">The duration of the tween</param>
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public static TweenerCore<float, float, FloatOptions> DOFloat(this Material target, float endValue, int propertyID, float duration)
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{
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if (!target.HasProperty(propertyID)) {
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if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
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return null;
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}
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TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.GetFloat(propertyID), x => target.SetFloat(propertyID, x), endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a Material's texture offset to the given value.
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/// Also stores the material 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>
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/// <param name="duration">The duration of the tween</param>
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public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, float duration)
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{
|
|
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.mainTextureOffset, x => target.mainTextureOffset = x, endValue, duration);
|
|
t.SetTarget(target);
|
|
return t;
|
|
}
|
|
/// <summary>Tweens a Material's named texture offset property 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="property">The name of the material property to tween</param>
|
|
/// <param name="duration">The duration of the tween</param>
|
|
public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, string property, float duration)
|
|
{
|
|
if (!target.HasProperty(property)) {
|
|
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
|
|
return null;
|
|
}
|
|
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureOffset(property), x => target.SetTextureOffset(property, x), endValue, duration);
|
|
t.SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>Tweens a Material's texture scale 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="duration">The duration of the tween</param>
|
|
public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, float duration)
|
|
{
|
|
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.mainTextureScale, x => target.mainTextureScale = x, endValue, duration);
|
|
t.SetTarget(target);
|
|
return t;
|
|
}
|
|
/// <summary>Tweens a Material's named texture scale property 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="property">The name of the material property to tween</param>
|
|
/// <param name="duration">The duration of the tween</param>
|
|
public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, string property, float duration)
|
|
{
|
|
if (!target.HasProperty(property)) {
|
|
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
|
|
return null;
|
|
}
|
|
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureScale(property), x => target.SetTextureScale(property, x), endValue, duration);
|
|
t.SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>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</summary>
|
|
/// <param name="endValue">The end value to reach</param>
|
|
/// <param name="property">The name of the material property to tween</param>
|
|
/// <param name="duration">The duration of the tween</param>
|
|
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this Material target, Vector4 endValue, string property, float duration)
|
|
{
|
|
if (!target.HasProperty(property)) {
|
|
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
|
|
return null;
|
|
}
|
|
TweenerCore<Vector4, Vector4, VectorOptions> t = DOTween.To(() => target.GetVector(property), x => target.SetVector(property, x), endValue, duration);
|
|
t.SetTarget(target);
|
|
return t;
|
|
}
|
|
/// <summary>Tweens a Material's named Vector 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<Vector4, Vector4, VectorOptions> DOVector(this Material target, Vector4 endValue, int propertyID, float duration)
|
|
{
|
|
if (!target.HasProperty(propertyID)) {
|
|
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
|
|
return null;
|
|
}
|
|
TweenerCore<Vector4, Vector4, VectorOptions> t = DOTween.To(() => target.GetVector(propertyID), x => target.SetVector(propertyID, x), endValue, duration);
|
|
t.SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region TrailRenderer Shortcuts
|
|
|
|
/// <summary>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</summary>
|
|
/// <param name="toStartWidth">The end startWidth to reach</param><param name="toEndWidth">The end endWidth to reach</param>
|
|
/// <param name="duration">The duration of the tween</param>
|
|
public static Tweener DOResize(this TrailRenderer target, float toStartWidth, float toEndWidth, float duration)
|
|
{
|
|
return DOTween.To(() => new Vector2(target.startWidth, target.endWidth), x => {
|
|
#if COMPATIBLE
|
|
target.startWidth = x.value.x;
|
|
target.endWidth = x.value.y;
|
|
#else
|
|
target.startWidth = x.x;
|
|
target.endWidth = x.y;
|
|
#endif
|
|
}, new Vector2(toStartWidth, toEndWidth), duration)
|
|
.SetTarget(target);
|
|
}
|
|
|
|
/// <summary>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</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> DOTime(this TrailRenderer target, float endValue, float duration)
|
|
{
|
|
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.time, x => target.time = x, endValue, duration);
|
|
t.SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Transform Shortcuts
|
|
|
|
/// <summary>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</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 Transform target, Vector3 endValue, float duration, bool snapping = false)
|
|
{
|
|
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, x => target.position = x, endValue, duration);
|
|
t.SetOptions(snapping).SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>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</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<DOVector3,DOVector3,VectorOptions> DOMoveX(this Transform target, float endValue, float duration, bool snapping = false)
|
|
{
|
|
TweenerCore<DOVector3,DOVector3,VectorOptions> t = DOTween.To(() => target.position, x => target.position = x, new Vector3(endValue, 0, 0), duration);
|
|
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>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</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 Transform target, float endValue, float duration, bool snapping = false)
|
|
{
|
|
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, x => target.position = x, new Vector3(0, endValue, 0), duration);
|
|
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>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</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 Transform target, float endValue, float duration, bool snapping = false)
|
|
{
|
|
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, x => target.position = x, new Vector3(0, 0, endValue), duration);
|
|
t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>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</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> DOLocalMove(this Transform target, Vector3 endValue, float duration, bool snapping = false)
|
|
{
|
|
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.localPosition, x => target.localPosition = x, endValue, duration);
|
|
t.SetOptions(snapping).SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>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</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> DOLocalMoveX(this Transform target, float endValue, float duration, bool snapping = false)
|
|
{
|
|
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(endValue, 0, 0), duration);
|
|
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>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</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> DOLocalMoveY(this Transform target, float endValue, float duration, bool snapping = false)
|
|
{
|
|
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(0, endValue, 0), duration);
|
|
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>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</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> DOLocalMoveZ(this Transform target, float endValue, float duration, bool snapping = false)
|
|
{
|
|
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(0, 0, endValue), duration);
|
|
t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>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</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<DOQuaternion, DOVector3, QuaternionOptions> DORotate(this Transform target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
|
|
{
|
|
TweenerCore<DOQuaternion, DOVector3, QuaternionOptions> t = DOTween.To(() => target.rotation, x => target.rotation = x, endValue, duration);
|
|
t.SetTarget(target);
|
|
t.plugOptions.rotateMode = mode;
|
|
return t;
|
|
}
|
|
|
|
/// <summary>Tweens a Transform's rotation to the given value using pure quaternion values.
|
|
/// Also stores the transform as the tween's target so it can be used for filtered operations.
|
|
/// <para>PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method.
|
|
/// This method was implemented for very special cases, and doesn't support LoopType.Incremental loops
|
|
/// (neither for itself nor if placed inside a LoopType.Incremental Sequence)</para>
|
|
/// </summary>
|
|
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
|
public static TweenerCore<DOQuaternion, DOQuaternion, NoOptions> DORotateQuaternion(this Transform target, Quaternion endValue, float duration)
|
|
{
|
|
TweenerCore<DOQuaternion, DOQuaternion, NoOptions> t = DOTween.To(PureQuaternionPlugin.Plug(), () => target.rotation, x => target.rotation = x, endValue, duration);
|
|
t.SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>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</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<DOQuaternion, DOVector3, QuaternionOptions> DOLocalRotate(this Transform target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
|
|
{
|
|
TweenerCore<DOQuaternion, DOVector3, QuaternionOptions> t = DOTween.To(() => target.localRotation, x => target.localRotation = x, endValue, duration);
|
|
t.SetTarget(target);
|
|
t.plugOptions.rotateMode = mode;
|
|
return t;
|
|
}
|
|
|
|
/// <summary>Tweens a Transform's rotation to the given value using pure quaternion values.
|
|
/// Also stores the transform as the tween's target so it can be used for filtered operations.
|
|
/// <para>PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method.
|
|
/// This method was implemented for very special cases, and doesn't support LoopType.Incremental loops
|
|
/// (neither for itself nor if placed inside a LoopType.Incremental Sequence)</para>
|
|
/// </summary>
|
|
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
|
public static TweenerCore<Quaternion, Quaternion, NoOptions> DOLocalRotateQuaternion(this Transform target, Quaternion endValue, float duration)
|
|
{
|
|
TweenerCore<Quaternion, Quaternion, NoOptions> t = DOTween.To(PureQuaternionPlugin.Plug(), () => target.localRotation, x => target.localRotation = x, endValue, duration);
|
|
t.SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>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</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 Transform target, Vector3 endValue, float duration)
|
|
{
|
|
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.localScale, x => target.localScale = x, endValue, duration);
|
|
t.SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>Tweens a Transform's localScale uniformly to the given value.
|
|
/// Also stores the transform 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 Transform target, float endValue, float duration)
|
|
{
|
|
Vector3 endValueV3 = new Vector3(endValue, endValue, endValue);
|
|
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.localScale, x => target.localScale = x, endValueV3, duration);
|
|
t.SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>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</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 Transform target, float endValue, float duration)
|
|
{
|
|
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.localScale, x => target.localScale = x, new Vector3(endValue, 0, 0), duration);
|
|
t.SetOptions(AxisConstraint.X)
|
|
.SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>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</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 Transform target, float endValue, float duration)
|
|
{
|
|
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.localScale, x => target.localScale = x, new Vector3(0, endValue, 0), duration);
|
|
t.SetOptions(AxisConstraint.Y)
|
|
.SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>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</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 Transform target, float endValue, float duration)
|
|
{
|
|
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.localScale, x => target.localScale = x, new Vector3(0, 0, endValue), duration);
|
|
t.SetOptions(AxisConstraint.Z)
|
|
.SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>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</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 Tweener DOLookAt(this Transform target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
|
|
{
|
|
TweenerCore<DOQuaternion, DOVector3, QuaternionOptions> 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;
|
|
}
|
|
|
|
/// <summary>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.</summary>
|
|
/// <param name="punch">The direction and strength of the punch (added to the Transform'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 DOPunchPosition(this Transform target, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false)
|
|
{
|
|
if (duration <= 0) {
|
|
if (Debugger.logPriority > 0) Debug.LogWarning("DOPunchPosition: duration can't be 0, returning NULL without creating a tween");
|
|
return null;
|
|
}
|
|
return DOTween.Punch(() => target.localPosition, x => target.localPosition = x, punch, duration, vibrato, elasticity)
|
|
.SetTarget(target).SetOptions(snapping);
|
|
}
|
|
/// <summary>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.</summary>
|
|
/// <param name="punch">The punch strength (added to the Transform's current scale)</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 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</param>
|
|
public static Tweener DOPunchScale(this Transform target, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1)
|
|
{
|
|
if (duration <= 0) {
|
|
if (Debugger.logPriority > 0) Debug.LogWarning("DOPunchScale: duration can't be 0, returning NULL without creating a tween");
|
|
return null;
|
|
}
|
|
return DOTween.Punch(() => target.localScale, x => target.localScale = x, punch, duration, vibrato, elasticity)
|
|
.SetTarget(target);
|
|
}
|
|
/// <summary>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.</summary>
|
|
/// <param name="punch">The punch strength (added to the Transform's current rotation)</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 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</param>
|
|
public static Tweener DOPunchRotation(this Transform target, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1)
|
|
{
|
|
if (duration <= 0) {
|
|
if (Debugger.logPriority > 0) Debug.LogWarning("DOPunchRotation: duration can't be 0, returning NULL without creating a tween");
|
|
return null;
|
|
}
|
|
return DOTween.Punch(() => target.localEulerAngles, x => target.localRotation = Quaternion.Euler(x), punch, duration, vibrato, elasticity)
|
|
.SetTarget(target);
|
|
}
|
|
|
|
/// <summary>Shakes a Transform's localPosition with the given values.</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>
|
|
public static Tweener DOShakePosition(this Transform target, float duration, float strength = 1, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
|
|
{
|
|
if (duration <= 0) {
|
|
if (Debugger.logPriority > 0) Debug.LogWarning("DOShakePosition: duration can't be 0, returning NULL without creating a tween");
|
|
return null;
|
|
}
|
|
return DOTween.Shake(() => target.localPosition, x => target.localPosition = x, duration, strength, vibrato, randomness, false, fadeOut)
|
|
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
|
|
}
|
|
/// <summary>Shakes a Transform's localPosition with the given values.</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>
|
|
public static Tweener DOShakePosition(this Transform target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
|
|
{
|
|
if (duration <= 0) {
|
|
if (Debugger.logPriority > 0) Debug.LogWarning("DOShakePosition: duration can't be 0, returning NULL without creating a tween");
|
|
return null;
|
|
}
|
|
return DOTween.Shake(() => target.localPosition, x => target.localPosition = x, duration, strength, vibrato, randomness, fadeOut)
|
|
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
|
|
}
|
|
/// <summary>Shakes a Transform's localRotation.</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="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
|
public static Tweener DOShakeRotation(this Transform target, float duration, float strength = 90, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
|
{
|
|
if (duration <= 0) {
|
|
if (Debugger.logPriority > 0) Debug.LogWarning("DOShakeRotation: duration can't be 0, returning NULL without creating a tween");
|
|
return null;
|
|
}
|
|
return DOTween.Shake(() => target.localEulerAngles, x => target.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness, false, fadeOut)
|
|
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
|
|
}
|
|
/// <summary>Shakes a Transform's localRotation.</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="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
|
public static Tweener DOShakeRotation(this Transform target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
|
{
|
|
if (duration <= 0) {
|
|
if (Debugger.logPriority > 0) Debug.LogWarning("DOShakeRotation: duration can't be 0, returning NULL without creating a tween");
|
|
return null;
|
|
}
|
|
return DOTween.Shake(() => target.localEulerAngles, x => target.localRotation = Quaternion.Euler(x), duration, strength, vibrato, randomness, fadeOut)
|
|
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
|
|
}
|
|
/// <summary>Shakes a Transform's localScale.</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="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
|
public static Tweener DOShakeScale(this Transform target, float duration, float strength = 1, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
|
{
|
|
if (duration <= 0) {
|
|
Debug.Log(Debugger.logPriority);
|
|
if (Debugger.logPriority > 0) Debug.LogWarning("DOShakeScale: duration can't be 0, returning NULL without creating a tween");
|
|
return null;
|
|
}
|
|
return DOTween.Shake(() => target.localScale, x => target.localScale = x, duration, strength, vibrato, randomness, false, fadeOut)
|
|
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
|
|
}
|
|
/// <summary>Shakes a Transform's localScale.</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="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
|
public static Tweener DOShakeScale(this Transform target, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
|
{
|
|
if (duration <= 0) {
|
|
if (Debugger.logPriority > 0) Debug.LogWarning("DOShakeScale: duration can't be 0, returning NULL without creating a tween");
|
|
return null;
|
|
}
|
|
return DOTween.Shake(() => target.localScale, x => target.localScale = x, duration, strength, vibrato, randomness, fadeOut)
|
|
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake);
|
|
}
|
|
|
|
#region Special
|
|
|
|
/// <summary>Tweens a Transform'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 transform 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 Transform 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;
|
|
|
|
// 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.position, x => target.position = x, 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, x => target.position = x, new Vector3(endValue.x, 0, 0), duration)
|
|
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
|
|
).Join(DOTween.To(() => target.position, x => target.position = x, 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.position = pos;
|
|
});
|
|
return s;
|
|
|
|
// Sequence s = DOTween.Sequence();
|
|
// s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector3(endValue.x, 0, 0), duration)
|
|
// .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
|
|
// ).Join(DOTween.To(() => target.position, x => target.position = x, new Vector3(0, 0, endValue.z), duration)
|
|
// .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
|
|
// ).Join(DOTween.To(() => target.position, x => target.position = x, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
|
|
// .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
|
|
// .SetLoops(numJumps * 2, LoopType.Yoyo)
|
|
// ).SetTarget(target).SetEase(DOTween.defaultEaseType)
|
|
// .OnUpdate(() => {
|
|
// if (!offsetYSet) {
|
|
// offsetYSet = true;
|
|
// offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
|
|
// }
|
|
// Vector3 pos = target.position;
|
|
// Debug.Log(offsetY + " > " + s.ElapsedDirectionalPercentage());
|
|
// pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
|
|
// target.position = pos;
|
|
// });
|
|
// return s;
|
|
}
|
|
/// <summary>Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis.
|
|
/// Returns a Sequence instead of a Tweener.
|
|
/// Also stores the transform 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 DOLocalJump(this Transform target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
|
|
{
|
|
if (numJumps < 1) numJumps = 1;
|
|
float startPosY = target.localPosition.y;
|
|
float offsetY = -1;
|
|
bool offsetYSet = false;
|
|
Sequence s = DOTween.Sequence();
|
|
s.Append(DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(endValue.x, 0, 0), duration)
|
|
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
|
|
).Join(DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(0, 0, endValue.z), duration)
|
|
.SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
|
|
).Join(DOTween.To(() => target.localPosition, x => target.localPosition = x, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
|
|
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
|
|
.SetLoops(numJumps * 2, LoopType.Yoyo)
|
|
).SetTarget(target).SetEase(DOTween.defaultEaseType)
|
|
.OnUpdate(() => {
|
|
if (!offsetYSet) {
|
|
offsetYSet = false;
|
|
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
|
|
}
|
|
Vector3 pos = target.localPosition;
|
|
pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
|
|
target.localPosition = pos;
|
|
});
|
|
return s;
|
|
}
|
|
|
|
/// <summary>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</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) or CatmullRom (curved CatmullRom path)</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 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<Vector3, Path, PathOptions> 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;
|
|
}
|
|
/// <summary>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</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) or CatmullRom (curved CatmullRom path)</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 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<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.localPosition, x => target.localPosition = x, new Path(pathType, path, resolution, gizmoColor), duration)
|
|
.SetTarget(target);
|
|
|
|
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
|
|
/// <summary>IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead.<para/>
|
|
/// Tweens a Transform's position via the given path.
|
|
/// Also stores the transform as the tween's target so it can be used for filtered operations</summary>
|
|
/// <param name="path">The path to use</param>
|
|
/// <param name="duration">The duration of the tween</param>
|
|
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
|
|
public static TweenerCore<Vector3, Path, PathOptions> DOPath(
|
|
this Transform target, Path path, float duration, PathMode pathMode = PathMode.Full3D
|
|
)
|
|
{
|
|
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.position = x, path, 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
|
|
/// <summary>IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead.<para/>
|
|
/// Tweens a Transform's localPosition via the given path.
|
|
/// Also stores the transform as the tween's target so it can be used for filtered operations</summary>
|
|
/// <param name="path">The path to use</param>
|
|
/// <param name="duration">The duration of the tween</param>
|
|
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
|
|
public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
|
|
this Transform target, Path path, float duration, PathMode pathMode = PathMode.Full3D
|
|
)
|
|
{
|
|
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.localPosition, x => target.localPosition = x, path, duration)
|
|
.SetTarget(target);
|
|
|
|
t.plugOptions.mode = pathMode;
|
|
t.plugOptions.useLocalPosition = true;
|
|
return t;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region Tween
|
|
|
|
/// <summary>Tweens a Tween's timeScale to the given value.
|
|
/// Also stores the Tween 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> DOTimeScale(this Tween target, float endValue, float duration)
|
|
{
|
|
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.timeScale, x => target.timeScale = x, endValue, duration);
|
|
t.SetTarget(target);
|
|
return t;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Blendables
|
|
|
|
#region Light
|
|
|
|
/// <summary>Tweens a Light'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 Light 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 Light target, Color endValue, float duration)
|
|
{
|
|
endValue = endValue - target.color;
|
|
Color to = new Color(0, 0, 0, 0);
|
|
return DOTween.To(() => to, x => {
|
|
#if COMPATIBLE
|
|
Color diff = x.value - to;
|
|
#else
|
|
Color diff = x - to;
|
|
#endif
|
|
to = x;
|
|
target.color += diff;
|
|
}, endValue, duration)
|
|
.Blendable().SetTarget(target);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Material
|
|
|
|
/// <summary>Tweens a Material'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 Material 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 Material target, Color endValue, float duration)
|
|
{
|
|
endValue = endValue - target.color;
|
|
Color to = new Color(0, 0, 0, 0);
|
|
return DOTween.To(() => to, x => {
|
|
#if COMPATIBLE
|
|
Color diff = x.value - to;
|
|
#else
|
|
Color diff = x - to;
|
|
#endif
|
|
to = x;
|
|
target.color += diff;
|
|
}, endValue, duration)
|
|
.Blendable().SetTarget(target);
|
|
}
|
|
/// <summary>Tweens a Material's named color property 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 Material 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="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 Tweener DOBlendableColor(this Material target, Color endValue, string property, float duration)
|
|
{
|
|
if (!target.HasProperty(property)) {
|
|
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(property);
|
|
return null;
|
|
}
|
|
|
|
endValue = endValue - target.GetColor(property);
|
|
Color to = new Color(0, 0, 0, 0);
|
|
return DOTween.To(() => to, x => {
|
|
#if COMPATIBLE
|
|
Color diff = x.value - to;
|
|
#else
|
|
Color diff = x - to;
|
|
#endif
|
|
to = x;
|
|
target.SetColor(property, target.GetColor(property) + diff);
|
|
}, endValue, duration)
|
|
.Blendable().SetTarget(target);
|
|
}
|
|
/// <summary>Tweens a Material's named color property with the given ID 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 Material 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="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 Tweener DOBlendableColor(this Material target, Color endValue, int propertyID, float duration)
|
|
{
|
|
if (!target.HasProperty(propertyID)) {
|
|
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
|
|
return null;
|
|
}
|
|
|
|
endValue = endValue - target.GetColor(propertyID);
|
|
Color to = new Color(0, 0, 0, 0);
|
|
return DOTween.To(() => to, x => {
|
|
#if COMPATIBLE
|
|
Color diff = x.value - to;
|
|
#else
|
|
Color diff = x - to;
|
|
#endif
|
|
to = x;
|
|
target.SetColor(propertyID, target.GetColor(propertyID) + diff);
|
|
}, endValue, duration)
|
|
.Blendable().SetTarget(target);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Transform
|
|
|
|
/// <summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>),
|
|
/// 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</summary>
|
|
/// <param name="byValue">The value to tween by</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 DOBlendableMoveBy(this Transform target, Vector3 byValue, float duration, bool snapping = false)
|
|
{
|
|
Vector3 to = Vector3.zero;
|
|
return DOTween.To(() => to, x => {
|
|
#if COMPATIBLE
|
|
Vector3 diff = x.value - to;
|
|
#else
|
|
Vector3 diff = x - to;
|
|
#endif
|
|
to = x;
|
|
target.position += diff;
|
|
}, byValue, duration)
|
|
.Blendable().SetOptions(snapping).SetTarget(target);
|
|
}
|
|
|
|
/// <summary>Tweens a Transform's localPosition BY the given value (as if you chained a <code>SetRelative</code>),
|
|
/// 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</summary>
|
|
/// <param name="byValue">The value to tween by</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 DOBlendableLocalMoveBy(this Transform target, Vector3 byValue, float duration, bool snapping = false)
|
|
{
|
|
Vector3 to = Vector3.zero;
|
|
return DOTween.To(() => to, x => {
|
|
#if COMPATIBLE
|
|
Vector3 diff = x.value - to;
|
|
#else
|
|
Vector3 diff = x - to;
|
|
#endif
|
|
to = x;
|
|
target.localPosition += diff;
|
|
}, byValue, duration)
|
|
.Blendable().SetOptions(snapping).SetTarget(target);
|
|
}
|
|
|
|
/// <summary>EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a <code>SetRelative</code>),
|
|
/// 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</summary>
|
|
/// <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
|
|
/// <param name="mode">Rotation mode</param>
|
|
public static Tweener DOBlendableRotateBy(this Transform target, Vector3 byValue, float duration, RotateMode mode = RotateMode.Fast)
|
|
{
|
|
// Quaternion to = target.rotation;
|
|
Quaternion to = Quaternion.identity;
|
|
TweenerCore<DOQuaternion, DOVector3, QuaternionOptions> t = DOTween.To(() => to, x => {
|
|
#if COMPATIBLE
|
|
Quaternion diff = x.value * Quaternion.Inverse(to);
|
|
#else
|
|
Quaternion diff = x * Quaternion.Inverse(to);
|
|
#endif
|
|
to = x;
|
|
Quaternion currRot = target.rotation;
|
|
target.rotation = currRot * Quaternion.Inverse(currRot) * diff * currRot;
|
|
}, byValue, duration)
|
|
.Blendable().SetTarget(target);
|
|
t.plugOptions.rotateMode = mode;
|
|
return t;
|
|
}
|
|
|
|
/// <summary>EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a <code>SetRelative</code>),
|
|
/// 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</summary>
|
|
/// <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
|
|
/// <param name="mode">Rotation mode</param>
|
|
public static Tweener DOBlendableLocalRotateBy(this Transform target, Vector3 byValue, float duration, RotateMode mode = RotateMode.Fast)
|
|
{
|
|
// Quaternion to = target.localRotation;
|
|
Quaternion to = Quaternion.identity;
|
|
TweenerCore<DOQuaternion, DOVector3, QuaternionOptions> t = DOTween.To(() => to, x => {
|
|
#if COMPATIBLE
|
|
Quaternion diff = x.value * Quaternion.Inverse(to);
|
|
#else
|
|
Quaternion diff = x * Quaternion.Inverse(to);
|
|
#endif
|
|
to = x;
|
|
Quaternion currRot = target.localRotation;
|
|
target.localRotation = currRot * Quaternion.Inverse(currRot) * diff * currRot;
|
|
}, byValue, duration)
|
|
.Blendable().SetTarget(target);
|
|
t.plugOptions.rotateMode = mode;
|
|
return t;
|
|
}
|
|
|
|
#if !COMPATIBLE
|
|
// Added by Steve Streeting > https://github.com/sinbad
|
|
/// <summary>Punches a Transform's localRotation BY the given value and then back to the starting one
|
|
/// as if it was connected to the starting rotation via an elastic. Does it in a way that allows other
|
|
/// DOBlendableRotate tweens to work together on the same target</summary>
|
|
/// <param name="punch">The punch strength (added to the Transform's current rotation)</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 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</param>
|
|
public static Tweener DOBlendablePunchRotation(this Transform target, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1)
|
|
{
|
|
if (duration <= 0) {
|
|
if (Debugger.logPriority > 0) Debug.LogWarning("DOBlendablePunchRotation: duration can't be 0, returning NULL without creating a tween");
|
|
return null;
|
|
}
|
|
Vector3 to = Vector3.zero;
|
|
TweenerCore<DOVector3, DOVector3[], Vector3ArrayOptions> t = DOTween.Punch(() => to, v => {
|
|
Quaternion qto = Quaternion.Euler(to.x, to.y, to.z);
|
|
Quaternion qnew = Quaternion.Euler(v.x, v.y, v.z);
|
|
#if COMPATIBLE
|
|
Quaternion diff = x.value * Quaternion.Inverse(qto);
|
|
#else
|
|
Quaternion diff = qnew * Quaternion.Inverse(qto);
|
|
#endif
|
|
to = v;
|
|
Quaternion currRot = target.rotation;
|
|
target.rotation = currRot * Quaternion.Inverse(currRot) * diff * currRot;
|
|
}, punch, duration, vibrato, elasticity)
|
|
.Blendable().SetTarget(target);
|
|
return t;
|
|
}
|
|
#endif
|
|
|
|
/// <summary>Tweens a Transform's localScale BY the given value (as if you chained a <code>SetRelative</code>),
|
|
/// 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</summary>
|
|
/// <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
|
|
public static Tweener DOBlendableScaleBy(this Transform target, Vector3 byValue, float duration)
|
|
{
|
|
Vector3 to = Vector3.zero;
|
|
return DOTween.To(() => to, x => {
|
|
#if COMPATIBLE
|
|
Vector3 diff = x.value - to;
|
|
#else
|
|
Vector3 diff = x - to;
|
|
#endif
|
|
to = x;
|
|
target.localScale += diff;
|
|
}, byValue, duration)
|
|
.Blendable().SetTarget(target);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
// ===================================================================================
|
|
// OPERATION SHORTCUTS ---------------------------------------------------------------
|
|
|
|
#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 Component target, bool withCallbacks = false)
|
|
{
|
|
return DOTween.Complete(target, withCallbacks);
|
|
}
|
|
/// <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 Material 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 Component target, bool complete = false)
|
|
{
|
|
// int tot = complete ? DOTween.CompleteAndReturnKilledTot(target) : 0;
|
|
// return tot + DOTween.Kill(target);
|
|
return DOTween.Kill(target, complete);
|
|
}
|
|
/// <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 Material 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 Component target)
|
|
{
|
|
return DOTween.Flip(target);
|
|
}
|
|
/// <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 Material 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 Component target, float to, bool andPlay = false)
|
|
{
|
|
return DOTween.Goto(target, to, andPlay);
|
|
}
|
|
/// <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 Material 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 Component target)
|
|
{
|
|
return DOTween.Pause(target);
|
|
}
|
|
/// <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 Material 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 Component target)
|
|
{
|
|
return DOTween.Play(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 Material 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 Component target)
|
|
{
|
|
return DOTween.PlayBackwards(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 Material 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 Component target)
|
|
{
|
|
return DOTween.PlayForward(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 Material 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 Component target, bool includeDelay = true)
|
|
{
|
|
return DOTween.Restart(target, includeDelay);
|
|
}
|
|
/// <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 Material target, bool includeDelay = true)
|
|
{
|
|
return DOTween.Restart(target, includeDelay);
|
|
}
|
|
|
|
/// <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 Component target, bool includeDelay = true)
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|
{
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return DOTween.Rewind(target, includeDelay);
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}
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/// <summary>
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/// Rewinds all tweens that have this target as a reference
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/// (meaning tweens that were started from this target, or that had this target added as an Id)
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/// and returns the total number of tweens rewinded.
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/// </summary>
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public static int DORewind(this Material target, bool includeDelay = true)
|
|
{
|
|
return DOTween.Rewind(target, includeDelay);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Smoothly rewinds all tweens that have this target as a reference
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|
/// (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 Component target)
|
|
{
|
|
return DOTween.SmoothRewind(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 Material 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 Component target)
|
|
{
|
|
return DOTween.TogglePause(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 Material target)
|
|
{
|
|
return DOTween.TogglePause(target);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
} |