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https://github.com/Cardidi/dotween-upm-fork.git
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168 lines
8.4 KiB
C#
168 lines
8.4 KiB
C#
// Author: Daniele Giardini - http://www.demigiant.com
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// Created: 2014/09/04 17:55
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//
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// License Copyright (c) Daniele Giardini.
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// This work is subject to the terms at http://dotween.demigiant.com/license.php
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using DG.Tweening.Core;
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using UnityEngine;
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namespace DG.Tweening
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{
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/// <summary>
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/// Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
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/// These, as all DOTween43 methods, require Unity 4.3 or later.
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/// </summary>
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public static class ShortcutExtensions43
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{
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#region SpriteRenderer
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/// <summary>Tweens a SpriteRenderer's color to the given value.
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/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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public static Tweener DOColor(this SpriteRenderer target, Color endValue, float duration)
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{
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return DOTween.To(() => target.color, x => target.color = x, endValue, duration).SetTarget(target);
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}
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/// <summary>Tweens a Material's alpha color to the given value.
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/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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public static Tweener DOFade(this SpriteRenderer target, float endValue, float duration)
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{
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return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration)
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.SetTarget(target);
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}
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#endregion
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#region Rigidbody2D Shortcuts
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/// <summary>Tweens a Rigidbody2D's position to the given value.
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/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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public static Tweener DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
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{
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#if COMPATIBLE
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return DOTween.To(() => target.position, x=> target.MovePosition(x.value), endValue, duration)
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#else
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return DOTween.To(() => target.position, target.MovePosition, endValue, duration)
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#endif
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.SetOptions(snapping).SetTarget(target);
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}
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/// <summary>Tweens a Rigidbody2D's X position to the given value.
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/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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public static Tweener DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
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{
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#if COMPATIBLE
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return DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector2(endValue, 0), duration)
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#else
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return DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration)
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#endif
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.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
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}
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/// <summary>Tweens a Rigidbody2D's Y position to the given value.
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/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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public static Tweener DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
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{
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#if COMPATIBLE
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return DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector2(0, endValue), duration)
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#else
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return DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration)
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#endif
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.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
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}
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/// <summary>Tweens a Rigidbody2D's rotation to the given value.
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/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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public static Tweener DORotate(this Rigidbody2D target, float endValue, float duration)
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{
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return DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration)
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.SetTarget(target);
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}
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#region Special
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/// <summary>Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
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/// Returns a Sequence instead of a Tweener.
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/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param>
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/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
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/// <param name="numJumps">Total number of jumps</param>
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/// <param name="duration">The duration of the tween</param>
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/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
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{
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if (numJumps < 1) numJumps = 1;
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float startPosY = target.position.y;
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float offsetY = -1;
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bool offsetYSet = false;
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Sequence s = DOTween.Sequence();
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#if COMPATIBLE
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s.Append(DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector3(endValue.x, 0, 0), duration)
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#else
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s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue.x, 0), duration)
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#endif
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.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
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.OnUpdate(() => {
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if (!offsetYSet) {
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offsetYSet = false;
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offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
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}
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Vector2 pos = target.position;
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pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
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target.MovePosition(pos);
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})
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#if COMPATIBLE
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).Join(DOTween.To(() => target.position, x => target.MovePosition(x.value), new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
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#else
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).Join(DOTween.To(() => target.position, target.MovePosition, new Vector2(0, jumpPower), duration / (numJumps * 2))
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#endif
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.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad)
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.SetLoops(numJumps * 2, LoopType.Yoyo).SetRelative()
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).SetTarget(target).SetEase(DOTween.defaultEaseType);
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return s;
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}
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#endregion
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#endregion
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#region Blendables
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#region SpriteRenderer
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/// <summary>Tweens a SpriteRenderer's color to the given value,
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/// in a way that allows other DOBlendableColor tweens to work together on the same target,
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/// instead than fight each other as multiple DOColor would do.
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/// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
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public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)
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{
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endValue = endValue - target.color;
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Color to = new Color(0, 0, 0, 0);
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return DOTween.To(() => to, x => {
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#if COMPATIBLE
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Color diff = x.value - to;
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#else
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Color diff = x - to;
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#endif
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to = x;
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target.color += diff;
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}, endValue, duration)
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.Blendable().SetTarget(target);
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}
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#endregion
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#endregion
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}
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} |